{"updated":"2026-10-16","projects":[{"id":"hack-infection-ps2-fr","title":".hack//Infection French Patch","game":".hack//Infection","platform":"PlayStation 2 (USA / NTSC-U)","kind":"Fan Localization","status":"Public v1.0 xdelta patch released 2026-10-08; release documents PCSX2 testing.","summary":"French fan translation patch for USA PS2 .hack//Infection. The release lists story, cutscenes, mail, forum, menus, items and edited UI textures; use a user-supplied USA ISO.","project_url":"https://github.com/absassist/dothack-infection-fr","updated":"2026-10-16","strategy":"PS2 ISO xdelta patch","language":"French","source_available":"Public xdelta asset; original PS2 image excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PlayStation 2 fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/absassist/dothack-infection-fr"},{"label":"Patch download/release page","url":"https://github.com/absassist/dothack-infection-fr/releases/tag/v1.0"}],"media":[{"kind":"image","label":".hack//Infection en français : écran titre avec le menu traduit (Nouveau, Charger, Options)","url":"https://raw.githubusercontent.com/absassist/dothack-infection-fr/main/captures/ecran-titre.png","preview_url":"https://raw.githubusercontent.com/absassist/dothack-infection-fr/main/captures/ecran-titre.png","source_url":"https://github.com/absassist/dothack-infection-fr/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":594554,"Batchfile":1410},"source_url":"https://api.github.com/repos/absassist/dothack-infection-fr/languages","evidence":"Exact GitHub Languages API map: {\"Batchfile\": 1410, \"Python\": 594554}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction English → French.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-infection-ps2-matching-decompilation","title":".hack//Infection PS2 Matching Decompilation","game":".hack//INFECTION (NTSC-U PS2, SLUS_202.67)","platform":"PlayStation 2 (NTSC-U, SLUS_202.67)","kind":"Decompilation","status":"Work in progress; .hack//INFECTION is the initial target and the documented scope covers resident EE functions. CONTRIBUTING.md describes an objdiff-based matching workflow; local prerequisites include the user’s NTSC-U disc, Metrowerks PS2 R3.01 compiler, Wibo, Python and objdiff-cli. No release is listed.","summary":"A public matching decompilation project for the PS2 .hack//IMOQ series, with .hack//INFECTION as its explicitly identified initial target. It is a sister repository to the separate .hack//Recompilation project; no original game executable, disc image, extracted retail objects or proprietary compiler binaries are included.","project_url":"https://github.com/dothacktranslate/dothack-decompilation","updated":"2026-10-16","strategy":"Matching decompilation workflow using objdiff against locally generated target objects; initial scope is resident EE functions.","language":"","source_available":"Public source repository. The project requires a user-supplied NTSC-U Infection executable and locally installed proprietary Metrowerks compiler; its CONTRIBUTING.md forbids committing original executable/disc files, extracted retail objects, compiler binaries and reverse-engineering database exports. No project license is documented in GitHub metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Initial game target in the .hack//IMOQ matching decompilation","target_type":"Game","sources":[{"label":"Project README: PS2 series scope and Infection initial target","url":"https://github.com/dothacktranslate/dothack-decompilation/blob/main/README.md"},{"label":"CONTRIBUTING.md: matching/objdiff workflow, prerequisites, and forbidden proprietary inputs","url":"https://github.com/dothacktranslate/dothack-decompilation/blob/main/CONTRIBUTING.md"},{"label":"Maintainer-generated public Infection progress report","url":"https://github.com/dothacktranslate/dothack-decompilation/blob/main/config/infection/report.json"},{"label":"Sister native recompilation project","url":"https://github.com/dothacktranslate/dothack-recompilation"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/dothacktranslate/dothack-decompilation"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/dothacktranslate/dothack-decompilation/languages"},{"label":"GitHub Releases listing (no release found as of 2026-10-16)","url":"https://github.com/dothacktranslate/dothack-decompilation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":54099,"C++":3070,"Shell":1433},"source_url":"https://api.github.com/repos/dothacktranslate/dothack-decompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-infection-ps2-native-reimplementation","title":".hack//Infection PS2 Native Reimplementation (piney_apples)","game":".hack//Infection (North American PS2, SLUS_202.67)","platform":"PlayStation 2 (North American SLUS_202.67) → Windows, Linux and macOS","kind":"Reimplementation","status":"Work in progress; the maintainer reports the full story playable from power-on through the ending, staff roll and post-roll save. No GitHub release found as of 2026-10-16. Requires the North American disc; no BIOS is needed.","summary":"One of four distinct .hack//IMOQ game targets supported by the same Rust native engine. For Infection, the maintainer reports a complete story play-through; the app reads the user’s disc to build local game data and runs a rewritten engine rather than PS2 code.","project_url":"https://github.com/Toyz/piney_apples","updated":"2026-10-16","strategy":"Rust native engine rewritten from reverse engineering; table/data generation reads the user’s disc once, and the runtime executes none of the PS2 machine code.","language":"","source_available":"Public Rust source under MIT OR Apache-2.0; requires the user’s North American PS2 disc. The repository says the build is made locally from the user’s disc and does not require a BIOS.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native cross-platform reimplementation; one of four .hack//IMOQ targets","target_type":"Game","sources":[{"label":"Project README: method, four targets, Infection status, host systems and disc requirements","url":"https://github.com/Toyz/piney_apples/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-MIT"},{"label":"Apache-2.0 license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-APACHE"},{"label":"GitHub Releases listing (no published release found as of 2026-10-16)","url":"https://github.com/Toyz/piney_apples/releases"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Toyz/piney_apples"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Toyz/piney_apples/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12966494,"Python":4078426},"source_url":"https://api.github.com/repos/Toyz/piney_apples/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-infection-ps2-static-recompilation","title":".hack//Infection PS2 Static Recompilation (dothack-recompilation)","game":".hack//INFECTION (NTSC-U PS2, SLUS_202.67)","platform":"PlayStation 2 (NTSC-U, SLUS_202.67) → Linux (primary development/test host; output architecture unspecified)","kind":"Recompilation","status":"Early development and not yet a playable replacement. The README reports Infection boots through the logo sequence and opening movie with video, audio, A/V sync and corrected 4:3 presentation; the main menu is only partial, input is unimplemented, and gameplay has not been verified. Mutation, Outbreak and Quarantine are explicitly not started. No GitHub release found as of 2026-10-16.","summary":"A native static-recompilation project for the original .hack//IMOQ series, currently focused on Infection. Its current runtime reaches the opening movie but not playable gameplay; project source and build instructions are public, and the user supplies legally obtained game files.","project_url":"https://github.com/dothacktranslate/dothack-recompilation","updated":"2026-10-16","strategy":"Static recompilation using the project-specific PS2Recomp base; generated code is linked to a native runtime.","language":"","source_available":"Public GPL-3.0 source; requires user-supplied legally obtained PS2 game files. The README says the repository should not distribute copyrighted game data and uses a project-specific PS2Recomp fork/submodule.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Early native recompilation; first of four planned IMOQ targets","target_type":"Game","sources":[{"label":"Project README: static recompilation method, per-game status, build/runtime state and user-data policy","url":"https://github.com/dothacktranslate/dothack-recompilation/blob/main/README.md"},{"label":"Project license","url":"https://github.com/dothacktranslate/dothack-recompilation/blob/main/LICENSE"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/dothacktranslate/dothack-recompilation"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/dothacktranslate/dothack-recompilation/languages"},{"label":"GitHub Releases listing (no release found as of 2026-10-16)","url":"https://github.com/dothacktranslate/dothack-recompilation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":33849,"CMake":3667,"C++":241},"source_url":"https://api.github.com/repos/dothacktranslate/dothack-recompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-link-psp-recomp","title":".hack//Link PSP Static Recompilation","game":".hack//Link","platform":"PlayStation Portable Japan (ULJS-00266) → macOS","kind":"Recompilation","status":"WIP; the recompiled binary reaches its graphics loop and draws the game’s loading panel, but the actual menu/scene remains blocked and boots are not yet deterministic.","summary":"Second title in a PSP static recompilation project using a generic runtime; game-specific implementation remains config-only.","project_url":"https://github.com/wizardengineer/psprecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public toolkit and per-game config; user-supplied ULJS-00266 game data required; no game data included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/wizardengineer/psprecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1034144,"Rust":736731,"C":180915,"Shell":54563,"TypeScript":52507,"Python":49521,"Java":31500,"CMake":12810},"source_url":"https://api.github.com/repos/wizardengineer/psprecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,034,144 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-mutation-ps2-native-reimplementation","title":".hack//Mutation PS2 Native Reimplementation (piney_apples)","game":".hack//Mutation (North American PS2, SLUS_205.62)","platform":"PlayStation 2 (North American SLUS_205.62) → Windows, Linux and macOS","kind":"Reimplementation","status":"Work in progress; the maintainer reports all 16 story events play through under the test autopilot from New Game to the ending, but the title has not yet been played through by hand. No GitHub release found as of 2026-10-16. Requires the North American disc; no BIOS is needed.","summary":"One of four distinct .hack//IMOQ game targets supported by the same Rust native engine. For Mutation, story events complete under the project’s test autopilot; the app reads the user’s disc to build local game data and runs a rewritten engine rather than PS2 code.","project_url":"https://github.com/Toyz/piney_apples","updated":"2026-10-16","strategy":"Rust native engine rewritten from reverse engineering; table/data generation reads the user’s disc once, and the runtime executes none of the PS2 machine code.","language":"","source_available":"Public Rust source under MIT OR Apache-2.0; requires the user’s North American PS2 disc. The repository says the build is made locally from the user’s disc and does not require a BIOS.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native cross-platform reimplementation; one of four .hack//IMOQ targets","target_type":"Game","sources":[{"label":"Project README: method, four targets, Mutation status, host systems and disc requirements","url":"https://github.com/Toyz/piney_apples/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-MIT"},{"label":"Apache-2.0 license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-APACHE"},{"label":"GitHub Releases listing (no published release found as of 2026-10-16)","url":"https://github.com/Toyz/piney_apples/releases"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Toyz/piney_apples"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Toyz/piney_apples/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12966494,"Python":4078426},"source_url":"https://api.github.com/repos/Toyz/piney_apples/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-outbreak-ps2-native-reimplementation","title":".hack//Outbreak PS2 Native Reimplementation (piney_apples)","game":".hack//Outbreak (North American PS2, SLUS_205.63)","platform":"PlayStation 2 (North American SLUS_205.63) → Windows, Linux and macOS","kind":"Reimplementation","status":"Work in progress; the maintainer reports all 19 story events play through under the test autopilot from New Game to the ending and staff roll, but the title has not yet been played through by hand. No GitHub release found as of 2026-10-16. Requires the North American disc; no BIOS is needed.","summary":"One of four distinct .hack//IMOQ game targets supported by the same Rust native engine. For Outbreak, story events complete under the project’s test autopilot; the app reads the user’s disc to build local game data and runs a rewritten engine rather than PS2 code.","project_url":"https://github.com/Toyz/piney_apples","updated":"2026-10-16","strategy":"Rust native engine rewritten from reverse engineering; table/data generation reads the user’s disc once, and the runtime executes none of the PS2 machine code.","language":"","source_available":"Public Rust source under MIT OR Apache-2.0; requires the user’s North American PS2 disc. The repository says the build is made locally from the user’s disc and does not require a BIOS.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native cross-platform reimplementation; one of four .hack//IMOQ targets","target_type":"Game","sources":[{"label":"Project README: method, four targets, Outbreak status, host systems and disc requirements","url":"https://github.com/Toyz/piney_apples/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-MIT"},{"label":"Apache-2.0 license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-APACHE"},{"label":"GitHub Releases listing (no published release found as of 2026-10-16)","url":"https://github.com/Toyz/piney_apples/releases"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Toyz/piney_apples"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Toyz/piney_apples/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12966494,"Python":4078426},"source_url":"https://api.github.com/repos/Toyz/piney_apples/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hack-quarantine-ps2-native-reimplementation","title":".hack//Quarantine PS2 Native Reimplementation (piney_apples)","game":".hack//Quarantine (North American PS2, SLUS_205.64)","platform":"PlayStation 2 (North American SLUS_205.64) → Windows, Linux and macOS","kind":"Reimplementation","status":"Work in progress; the maintainer reports that it boots to the title screen, opening cutscenes with sound, the desktop and Root Towns. The remaining story has not been reported as playable. No GitHub release found as of 2026-10-16. Requires the North American disc; no BIOS is needed.","summary":"One of four distinct .hack//IMOQ game targets supported by the same Rust native engine. For Quarantine, the maintainer reports booting the title, opening cutscenes, desktop and Root Towns; the app reads the user’s disc to build local game data and runs a rewritten engine rather than PS2 code.","project_url":"https://github.com/Toyz/piney_apples","updated":"2026-10-16","strategy":"Rust native engine rewritten from reverse engineering; table/data generation reads the user’s disc once, and the runtime executes none of the PS2 machine code.","language":"","source_available":"Public Rust source under MIT OR Apache-2.0; requires the user’s North American PS2 disc. The repository says the build is made locally from the user’s disc and does not require a BIOS.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native cross-platform reimplementation; one of four .hack//IMOQ targets","target_type":"Game","sources":[{"label":"Project README: method, four targets, Quarantine status, host systems and disc requirements","url":"https://github.com/Toyz/piney_apples/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-MIT"},{"label":"Apache-2.0 license","url":"https://github.com/Toyz/piney_apples/blob/main/LICENSE-APACHE"},{"label":"GitHub Releases listing (no published release found as of 2026-10-16)","url":"https://github.com/Toyz/piney_apples/releases"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Toyz/piney_apples"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Toyz/piney_apples/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12966494,"Python":4078426},"source_url":"https://api.github.com/repos/Toyz/piney_apples/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"007-nightfire-xbox-windows-port","title":"007 Nightfire Windows Port","game":"007: Nightfire","platform":"Original PAL Xbox edition → Windows.","kind":"Recompilation","status":"README progress dated 2026-10-11 says both engines run as native Windows code; author reports playing the action engine from the Paris opening through The Exchange and into local multiplayer. v0.1.0-alpha published 2026-10-11; repo is not a complete checkout.","summary":"Static recompilation of the original PAL Xbox 007 Nightfire into a native Windows executable using xboxrecomp; repository is a source snapshot with game data and generated code excluded.","project_url":"https://github.com/limeylicious/Nightfire-Windows-Port","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; original game data is not included and is supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project description","url":"https://github.com/limeylicious/Nightfire-Windows-Port#readme"},{"label":"Identity And Method","url":"https://github.com/limeylicious/Nightfire-Windows-Port/blob/main/README.md#L1-L5"},{"label":"Identity And Method","url":"https://github.com/limeylicious/Nightfire-Windows-Port/blob/main/README.md#L18-L18"},{"label":"Target Platforms","url":"https://github.com/limeylicious/Nightfire-Windows-Port/blob/main/README.md#L3-L5"},{"label":"Status","url":"https://github.com/limeylicious/Nightfire-Windows-Port/blob/main/README.md#L20-L27"},{"label":"Repository Dates","url":"https://api.github.com/repos/limeylicious/Nightfire-Windows-Port"},{"label":"Languages","url":"https://api.github.com/repos/limeylicious/Nightfire-Windows-Port/languages"},{"label":"License","url":"https://github.com/limeylicious/Nightfire-Windows-Port/blob/main/LICENSE"},{"label":"License","url":"https://github.com/limeylicious/Nightfire-Windows-Port/blob/main/README.md#L86-L92"},{"label":"Latest Release","url":"https://api.github.com/repos/limeylicious/Nightfire-Windows-Port/releases?per_page=1"},{"label":"Latest Release","url":"https://github.com/limeylicious/Nightfire-Windows-Port/releases/tag/v0.1.0-alpha"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7643882,"Python":802624,"C++":428419,"Batchfile":110438,"CMake":101908},"source_url":"https://api.github.com/repos/limeylicious/Nightfire-Windows-Port/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"10-yard-fight-nintendo-entertainment-system-portuguese","title":"10-Yard Fight Portuguese Translation","game":"10-Yard Fight","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1.1","summary":"Portuguese fan localization for 10-Yard Fight on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/10-yard-fight-portuguese-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/10-yard-fight-portuguese-translation-nintendo-entertainment-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/10-yard-fight-portuguese-translation-nintendo-entertainment-system","evidence":"The cataloged Romhack Plaza listing for 10-Yard Fight Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for 10-Yard Fight Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"1000xresist-latin-american-spanish","title":"1000xRESIST Latin American Spanish Mod","game":"1000xRESIST","platform":"PC (Windows; Steam, GOG, Epic and listed Game Pass build variants)","kind":"Fan Localization","status":"Released; v1.2 (2026-06-16); install clarification updated 2026-09-11","summary":"A manually translated and reviewed Latin American Spanish mod; the maintainer states no generative AI was used. The Itch page offers store- and build-specific ZIP packages, some with a patcher executable, and recommends Steam. The downloadable item is a mod for the user's PC game installation.","project_url":"https://1000xresist-es.itch.io/mod","updated":"2026-09-11","strategy":"Fan translation patch","language":"Spanish (Latin America)","source_available":"Public Itch.io mod page with build-specific ZIP packages and installation guides","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game localization mod","target_type":"Game","sources":[{"label":"Maintainer Itch.io page: language, no-AI declaration, v1.2 packages, build variants and release log","url":"https://1000xresist-es.itch.io/mod"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://1000xresist-es.itch.io/mod","evidence":"Primary project page checked on 2026-10-16: The current itch.io project page distributes the Spanish mod and setup guides; it does not link a maintainer source-code repository or state the implementation language. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current itch.io project page distributes the Spanish mod and setup guides; it does not link a maintainer source-code repository or state the implementation language. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"1080-snowboarding-n64-matching-decomp","title":"1080 Snowboarding Matching Decompilation","game":"1080° Snowboarding (US N64 release)","platform":"Nintendo 64 → matching ROM build","kind":"Decompilation","status":"Work in progress. README says `make` produced a ROM-exact US image on 2026-06-10; its progress-table snapshot from 2026-09-12 reports 38.22% exact code matching and 85.04% fuzzy matching. The repository was pushed on 2026-10-15, but the README has no newer progress snapshot.","summary":"Reconstructs the N64 US release as a matching code project, including relocatable overlays; `make verify` checks the generated ROM against the supplied original.","project_url":"https://github.com/djsaunde/1080-decomp","updated":"2026-10-15","strategy":"Matching decompilation with segmented overlays, IDO 7.1, and byte-for-byte ROM verification","language":"","source_available":"Public source and build scripts; the user supplies the US baserom, from which local assets are extracted and regenerated.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Canonical repository and current status","url":"https://github.com/djsaunde/1080-decomp"},{"label":"README build instructions and dated progress snapshot","url":"https://github.com/djsaunde/1080-decomp/blob/main/README.md"},{"label":"Project progress report","url":"https://github.com/djsaunde/1080-decomp/blob/main/report.json"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":10845274,"C":6257341,"Python":472673,"Makefile":166208,"Rust":99578,"Linker Script":57313,"C++":22067,"Shell":19866,"BitBake":5951,"OpenEdge ABL":1365},"source_url":"https://api.github.com/repos/djsaunde/1080-decomp/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; Assembly is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amstrad-1984","title":"1984","game":"Amstrad CPC and GX4000 software","platform":"Amstrad CPC 464/664/6128, Plus models, GX4000; Windows, macOS, Linux, Flatpak, browser","kind":"Emulator","status":"Active; latest release v0.4.20 (2026-09-14); source updated 2026-10-08. Browser version supports CPC 6128/6128 Plus software and local media.","summary":"A C emulator for six Amstrad CPC-family profiles with a browser/WebAssembly build. README says CPC firmware, M4ROM and diagnostics ROMs are bundled; user supplies game disks, tapes, cartridges or snapshots.","project_url":"https://github.com/salvogendut/1984","updated":"2026-10-16","strategy":"Cycle-stepped Z80 and peripheral emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Amstrad CPC family emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/salvogendut/1984"},{"label":"Official GitHub releases","url":"https://github.com/salvogendut/1984/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/salvogendut/1984"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1869545,"Makefile":310786,"JavaScript":175027,"CSS":105029,"Shell":59100,"HTML":48590,"Roff":13703,"M4":6203},"source_url":"https://api.github.com/repos/salvogendut/1984/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"2048-nintendo-3ds-port","title":"2048 Nintendo 3DS Port","game":"2048","platform":"Linux 2048.c → Nintendo 3DS homebrew","kind":"Reimplementation","status":"The latest listed release, v1.1.1 (2026-03-19), adds a leaderboard. The README provides a 3DSX download and build instructions, and documents native 3DS controls and a score system; it does not identify a physical-hardware test or frame-rate measurement.","summary":"A Nintendo 3DS C port of Maurits van der Schee’s MIT-licensed 2048.c puzzle game. It adapts the interface and controls for 3DS and supports a score leaderboard. The maintainer publishes source and a 3DSX release.","project_url":"https://github.com/0rientd/2048-port-3ds","updated":"2026-10-16","strategy":"Native source port","language":"","source_available":"Public source repository and 3DSX releases; based on MIT-licensed 2048.c","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS source port","target_type":"Game","sources":[{"label":"Maintainer README: source project, features, and installation","url":"https://github.com/0rientd/2048-port-3ds#readme"},{"label":"Maintainer release v1.1.1","url":"https://github.com/0rientd/2048-port-3ds/releases/tag/v1.1.1"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/0rientd/2048-port-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":47197,"Makefile":8968},"source_url":"https://api.github.com/repos/0rientd/2048-port-3ds/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C is the largest category (47,197 of 56,165 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"two-ship-two-harkinian-3ds","title":"2Ship2Harkinian 3DS Port","game":"The Legend of Zelda: Majora’s Mask","platform":"Nintendo 64 → New Nintendo 3DS","kind":"Decompilation","status":"Pre-alpha; project reports New 3DS boot, while normal-play crashes remain.","summary":"New Nintendo 3DS port of the 2Ship2Harkinian native engine.","project_url":"https://github.com/TiBlin/2ship2harkinian-3DS","updated":"2026-10-15","strategy":"Nintendo 3DS port of 2Ship2Harkinian, the native Majora’s Mask engine built from decompilation source.","language":"","source_available":"Public source repository; user-supplied Majora’s Mask game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"3DS repository README: 2Ship lineage and development status","url":"https://github.com/TiBlin/2ship2harkinian-3DS"},{"label":"2Ship2Harkinian upstream repository","url":"https://github.com/HarbourMasters/2ship2harkinian"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TiBlin/2ship2harkinian-3DS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":212707,"Python":175787,"NASL":11217,"CMake":9094},"source_url":"https://api.github.com/repos/TiBlin/2ship2harkinian-3DS/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/TiBlin/2ship2harkinian-3DS reports 212,707 bytes of C++, the largest language total (52.0% of 408,805 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"two-ship-two-harkinian-wiiu","title":"2Ship2Harkinian Wii U Port","game":"The Legend of Zelda: Majora’s Mask","platform":"Nintendo 64 → Wii U","kind":"Decompilation","status":"Native Wii U .rpx/.wuhb build is documented; there is no stable release.","summary":"Wii U port of the 2Ship2Harkinian native engine.","project_url":"https://github.com/HarbourMasters/2ship2harkinian-WiiU","updated":"2026-10-15","strategy":"Wii U port of 2Ship2Harkinian, the native Majora’s Mask engine built from decompilation source.","language":"","source_available":"Public source repository; user-supplied Majora’s Mask game data required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii U port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"Wii U repository README: engine lineage and build target","url":"https://github.com/HarbourMasters/2ship2harkinian-WiiU"},{"label":"2Ship2Harkinian upstream repository","url":"https://github.com/HarbourMasters/2ship2harkinian"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/HarbourMasters/2ship2harkinian-WiiU"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":26885115,"C++":880372,"SourcePawn":225807,"CMake":85655,"POV-Ray SDL":10119,"Python":6975,"Shell":6794,"PowerShell":1783,"Dockerfile":1634,"Roff":297},"source_url":"https://api.github.com/repos/HarbourMasters/2ship2harkinian-WiiU/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/HarbourMasters/2ship2harkinian-WiiU reports 26,885,115 bytes of C, the largest language total (95.7% of 28,104,551 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"2xtreme-ps1-macos-static-recomp","title":"2Xtreme PS1 macOS Static Recompilation","game":"2Xtreme (US PlayStation, SCUS-94508)","platform":"PlayStation 1 (US, SCUS-94508) → macOS 26+ on Apple silicon","kind":"Recompilation","status":"Early preview; v0.1.0-preview was published 2026-10-09. The maintainer reports first launch and the pause menu work; speed can drop below full speed in places, and real-controller support has not been tested. Requires macOS 26+ on Apple silicon and the user’s own US disc image.","summary":"A native Mac app that statically recompiles the US PlayStation release of 2Xtreme from the user’s own disc. The release contains no game data and needs no BIOS; project-level licensing is not documented, while the README identifies the PSXRecomp dependency as PolyForm Noncommercial.","project_url":"https://github.com/catsandsoup/2Xtreme-recomp","updated":"2026-10-16","strategy":"Static MIPS recompilation into a native Apple silicon macOS app; generated from the user-supplied disc on first run.","language":"","source_available":"Public source repository; requires the user’s own 2Xtreme US disc image. The app generates the game locally. No project-level license was returned by GitHub metadata; the README says the PSXRecomp dependency is PolyForm Noncommercial.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Native Apple silicon macOS app / early preview","target_type":"Game","sources":[{"label":"Project README: title, method, supported Mac hardware, disc requirement and current status","url":"https://github.com/catsandsoup/2Xtreme-recomp/blob/main/README.md"},{"label":"Published v0.1.0-preview release (2026-10-09)","url":"https://github.com/catsandsoup/2Xtreme-recomp/releases/tag/v0.1.0-preview"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/catsandsoup/2Xtreme-recomp"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/catsandsoup/2Xtreme-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":90245,"C":36913,"Objective-C":33762,"C++":25607,"Shell":19570,"CMake":7596,"Objective-C++":4459},"source_url":"https://api.github.com/repos/catsandsoup/2Xtreme-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"3-on-3-nhl-arcade-xbla-android-arm64-recomp","title":"3 on 3 NHL Arcade XBLA Android ARM64 Recompilation","game":"3 on 3 NHL Arcade","platform":"Xbox 360 XBLA → Android ARM64 (Vulkan)","kind":"Recompilation","status":"Experimental Android target. The maintainer reports that it boots and renders the title screen and menus on real ARM64 hardware with Vulkan; input is still the main feature in progress. The README does not claim completed gameplay or a published Android release; the Gradle project can build a debug APK.","summary":"Android arm64-v8a target for the Xbox 360 XBLA game (package title ID `58410975`), using the project’s ReXGlue static PowerPC-to-C++ recompilation, an SDL3 Android activity, and Vulkan. Build requires Android SDK/NDK r26+, CMake, JDK 17+, a host ReXGlue code generator/SDK checkout, and the user’s extracted game files (including `default.xex`) staged on device. The APK ships no game data. The maintainer’s Android README says the port boots and renders title/menu screens on real hardware; touch controls and confirmation of external gamepad support remain in progress. Project code is MIT licensed.","project_url":"https://github.com/Wndwsqrrl/3on3NHL-recomp","updated":"2026-10-16","strategy":"Static Xbox 360 PPC-to-C++ recompilation, packaged as an SDL3 Android app and rendered with Vulkan","language":"","source_available":"Public source with Gradle/NDK build configuration; requires the user’s own extracted XBLA game files and a separate ReXGlue SDK checkout; APK contains no game data; MIT license.","first_found":"2026-10-16","project_started":"2026-09-29","programming_language":"C#","subtype":"Experimental Xbox 360 XBLA static recompilation for Android","target_type":"Game","sources":[{"label":"Maintainer Android README: real-device boot/render status, exact arm64/Vulkan build, prerequisites, game-data requirements, and remaining work","url":"https://github.com/Wndwsqrrl/3on3NHL-recomp/blob/main/android/README.md"},{"label":"Maintainer Android target implementation commit: SDL3/Gradle Android app and APK packaging","url":"https://github.com/Wndwsqrrl/3on3NHL-recomp/commit/0d915fd996ca27f2014a470c5a2c3e3e5dabbdfe"},{"label":"Maintainer project README: game identity/title ID, recompilation method, and project license","url":"https://github.com/Wndwsqrrl/3on3NHL-recomp/blob/main/README.md"},{"label":"Official GitHub repository metadata and language byte-count endpoints","url":"https://api.github.com/repos/Wndwsqrrl/3on3NHL-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":13750,"CMake":7940,"C++":4588,"Java":680},"source_url":"https://api.github.com/repos/Wndwsqrrl/3on3NHL-recomp/languages","evidence":"Official GitHub Repository.languages API byte counts for the shared repository: 13,750 bytes of C#, the largest total (51.0% of 26,958 recognized language bytes). This is repository-wide, not Android-subdirectory-only; it includes platform-independent/tooling files and does not describe only the Android client.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"3-on-3-nhl-arcade-xbla-windows-recomp","title":"3 on 3 NHL Arcade XBLA Windows Recompilation","game":"3 on 3 NHL Arcade","platform":"Xbox 360 XBLA → Windows 10/11 x86-64","kind":"Recompilation","status":"Release v0.1.1 (2026-10-06). The maintainer reports menus, intro movies, full matches, controllers, and 10 of 12 achievements working; two achievements require the discontinued online services.","summary":"Static recompilation of the 2009 Xbox Live Arcade PowerPC executable to C++ using ReXGlue. Exact package title ID is `58410975`; a matching XBLA package in `58410975/000D0000/` is required. Windows 10/11 x64 with Direct3D 12 is supported. The repository and releases omit all game data. Code is MIT licensed.","project_url":"https://github.com/Wndwsqrrl/3on3NHL-recomp","updated":"2026-10-16","strategy":"ReXGlue static PPC-to-C++ recompilation with native Direct3D 12 rendering","language":"","source_available":"Public source and v0.1.1 release; user supplies their own XBLA package; no game data included; MIT license.","first_found":"2026-10-16","project_started":"2026-09-29","programming_language":"C#","subtype":"Xbox 360 XBLA static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact title ID, required package, target, feature status, and license","url":"https://github.com/Wndwsqrrl/3on3NHL-recomp/blob/main/README.md"},{"label":"Maintainer v0.1.1 release","url":"https://github.com/Wndwsqrrl/3on3NHL-recomp/releases/tag/v0.1.1"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/Wndwsqrrl/3on3NHL-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"CMake":7940,"C++":4588,"C#":13750,"Java":680},"source_url":"https://api.github.com/repos/Wndwsqrrl/3on3NHL-recomp/languages","evidence":"Official GitHub Repository.languages API byte counts: 13,750 bytes of C#, the largest total (51.0% of 26,958 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"3beans","title":"3Beans","game":"Nintendo 3DS","platform":"Windows, macOS, and Linux","kind":"Emulator","status":"Active; rolling release build and repository updated 2026-08-05.","summary":"Low-level 3DS emulator that boots the Home Menu and some games. It requires boot9.bin, boot11.bin, and nand.bin dumped from physical hardware; the maintainer notes that the project is young and incomplete.","project_url":"https://github.com/Hydr8gon/3Beans","updated":"2026-08-05","strategy":"Emulation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS / low-level emulation","target_type":"Software","sources":[{"label":"Maintainer README, LLE scope, prerequisites, and status","url":"https://github.com/Hydr8gon/3Beans"},{"label":"Maintainer release history","url":"https://github.com/Hydr8gon/3Beans/releases"},{"label":"Maintainer rolling release dated 2026-08-05","url":"https://github.com/Hydr8gon/3Beans/releases/tag/release"},{"label":"GitHub repository metadata checked 2026-10-15","url":"https://api.github.com/repos/Hydr8gon/3Beans"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1588609,"C":2826,"Makefile":2257,"Shell":1832},"source_url":"https://api.github.com/repos/Hydr8gon/3Beans/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Hydr8gon/3Beans reports 1,588,609 bytes of C++, the largest language total (99.6% of 1,595,524 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"space-cadet-pinball-dreamcast-port","title":"3D Pinball: Space Cadet Dreamcast Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Sega Dreamcast","kind":"Decompilation","status":"Release v0.2 and DreamSDK/KallistiOS build instructions are available. The README reports text wrapping after longer play; the reviewed source does not make a hardware-validation claim.","summary":"Dreamcast source port based on the SpaceCadetPinball PC decompilation. The user provides the original Windows game data.","project_url":"https://github.com/headshot2017/3dpinball-dc","updated":"2026-10-16","strategy":"Native Dreamcast port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public source and v0.2 release; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Dreamcast decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: Dreamcast target, build, data requirements, and known issue","url":"https://github.com/headshot2017/3dpinball-dc#readme"},{"label":"Maintainer releases: Dreamcast builds","url":"https://github.com/headshot2017/3dpinball-dc/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/headshot2017/3dpinball-dc/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/headshot2017/3dpinball-dc"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/headshot2017/3dpinball-dc/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/headshot2017/3dpinball-dc/releases/tag/v0.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":464186,"C":224518,"Makefile":1987},"source_url":"https://api.github.com/repos/headshot2017/3dpinball-dc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-3ds-port","title":"3D Pinball: Space Cadet Nintendo 3DS Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Nintendo 3DS (New 3DS recommended)","kind":"Decompilation","status":"The 3DS branch has a v0.6 release. Its README says New 3DS should run the port well, while original 3DS runs slowly; menus, options, and results are absent and some bugs remain.","summary":"Nintendo 3DS port of the SpaceCadetPinball PC decompilation using Citro3D. The user provides original Windows game data and optional OGG audio.","project_url":"https://github.com/MaikelChan/SpaceCadetPinball","updated":"2026-10-16","strategy":"Native Citro3D port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public 3DS branch and v0.6 release; user supplies game data and optional OGG audio.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo 3DS decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer 3DS-branch README: Citro3D target, install/build, and model-performance notes","url":"https://github.com/MaikelChan/SpaceCadetPinball/blob/3ds/README.md"},{"label":"Maintainer releases: 3DS build","url":"https://github.com/MaikelChan/SpaceCadetPinball/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/MaikelChan/SpaceCadetPinball/blob/wii/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/MaikelChan/SpaceCadetPinball"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MaikelChan/SpaceCadetPinball/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/MaikelChan/SpaceCadetPinball/releases/tag/v0.3-wii"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":478701,"Makefile":6224},"source_url":"https://api.github.com/repos/MaikelChan/SpaceCadetPinball/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-nintendo-64-port","title":"3D Pinball: Space Cadet Nintendo 64 Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC (via a Dreamcast-derived port) → Nintendo 64","kind":"Decompilation","status":"Release 1.02 was published on 2026-04-11. The README identifies the Dreamcast port as its base and says the Space Cadet table is the currently supported game content.","summary":"Nintendo 64/libdragon port derived from the Dreamcast port of the SpaceCadetPinball PC decompilation. The user supplies original PC game data; the repository distributes an N64 release.","project_url":"https://github.com/SpookyIluha/3dpinball-n64","updated":"2026-10-16","strategy":"Native libdragon port of the Dreamcast SpaceCadetPinball decompilation port","language":"","source_available":"Public source and Release 1.02; user supplies original game data.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo 64 decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: N64 target, Dreamcast-port base, supported table, and build requirements","url":"https://github.com/SpookyIluha/3dpinball-n64#readme"},{"label":"Maintainer releases: N64 builds","url":"https://github.com/SpookyIluha/3dpinball-n64/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/SpookyIluha/3dpinball-n64/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/SpookyIluha/3dpinball-n64"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/SpookyIluha/3dpinball-n64/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/SpookyIluha/3dpinball-n64/releases/tag/release_102"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":471116,"C":201294,"Makefile":2407},"source_url":"https://api.github.com/repos/SpookyIluha/3dpinball-n64/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-nintendo-ds-port","title":"3D Pinball: Space Cadet Nintendo DS Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Nintendo DS","kind":"Decompilation","status":"Release v0.5 is available. The README reports that Full Tilt CADET.DAT does not work; some table lights are wrong in DS mode due to downscaled bitmaps, while DSi mode avoids that issue.","summary":"Nintendo DS source port based on the SpaceCadetPinball PC decompilation and built with BlocksDS. The user supplies the Windows 95 Plus/Windows XP game data.","project_url":"https://github.com/headshot2017/3dpinball-nds","updated":"2026-10-16","strategy":"Native Nintendo DS port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public source and v0.5 release; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo DS decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: decompilation origin, DS build, game-data requirements, and known bugs","url":"https://github.com/headshot2017/3dpinball-nds#readme"},{"label":"Maintainer releases: DS builds","url":"https://github.com/headshot2017/3dpinball-nds/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/headshot2017/3dpinball-nds/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/headshot2017/3dpinball-nds"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/headshot2017/3dpinball-nds/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/headshot2017/3dpinball-nds/releases/tag/v0.5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":482743,"C":449800,"Assembly":15984,"Makefile":1977},"source_url":"https://api.github.com/repos/headshot2017/3dpinball-nds/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-switch-port","title":"3D Pinball: Space Cadet Nintendo Switch Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Nintendo Switch","kind":"Decompilation","status":"Release 1.1.1-NX3 was published on 2026-10-03. The repository provides Switch install/build instructions and requires the user’s original game data; no broader compatibility guarantee was found in the README.","summary":"Nintendo Switch source port based on the SpaceCadetPinball PC decompilation. The user supplies original game data; no game assets are included.","project_url":"https://github.com/averne/SpaceCadetPinball-NX","updated":"2026-10-16","strategy":"Native Nintendo Switch port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public source and Switch releases; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Switch decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: Switch source, install/build, and game-data requirements","url":"https://github.com/averne/SpaceCadetPinball-NX#readme"},{"label":"Maintainer releases: Switch builds","url":"https://github.com/averne/SpaceCadetPinball-NX/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/averne/SpaceCadetPinball-NX/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/averne/SpaceCadetPinball-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/averne/SpaceCadetPinball-NX/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/averne/SpaceCadetPinball-NX/releases/tag/Release_1.1.1-NX3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2836753,"C":269943,"CMake":19673},"source_url":"https://api.github.com/repos/averne/SpaceCadetPinball-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-wii-port","title":"3D Pinball: Space Cadet Nintendo Wii Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Nintendo Wii","kind":"Decompilation","status":"The Wii branch has a v0.3 release. Its README describes the Space Cadet table as playable but notes that menus, options, and results are absent; game audio requires user-provided OGG files.","summary":"Nintendo Wii port of the SpaceCadetPinball PC decompilation using Wii-specific GX rendering and Wii controls. The user provides original Windows game data.","project_url":"https://github.com/MaikelChan/SpaceCadetPinball","updated":"2026-10-16","strategy":"Native Wii port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public Wii branch and release; user supplies game data and optional OGG audio.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Wii decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer Wii-branch README: source, GX renderer, controls, and feature limits","url":"https://github.com/MaikelChan/SpaceCadetPinball/blob/wii/README.md"},{"label":"Maintainer releases: Wii build","url":"https://github.com/MaikelChan/SpaceCadetPinball/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/MaikelChan/SpaceCadetPinball"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MaikelChan/SpaceCadetPinball/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/MaikelChan/SpaceCadetPinball/releases/tag/v0.3-wii"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":478701,"Makefile":6224},"source_url":"https://api.github.com/repos/MaikelChan/SpaceCadetPinball/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-ps2-port","title":"3D Pinball: Space Cadet PlayStation 2 Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → PlayStation 2","kind":"Decompilation","status":"Release v0.3 and PS2 build instructions are available. The README notes that the Full Tilt table works in PCSX2 but not on real PS2 hardware.","summary":"PlayStation 2 source port based on the SpaceCadetPinball PC decompilation. It requires user-provided Windows or Full Tilt game data.","project_url":"https://github.com/headshot2017/3dpinball-ps2","updated":"2026-10-16","strategy":"Native PlayStation 2 port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public source and v0.3 release; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"PlayStation 2 decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: PS2 target, source, game-data requirements, and PCSX2/hardware limitation","url":"https://github.com/headshot2017/3dpinball-ps2#readme"},{"label":"Maintainer releases: PS2 builds","url":"https://github.com/headshot2017/3dpinball-ps2/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/headshot2017/3dpinball-ps2/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/headshot2017/3dpinball-ps2"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/headshot2017/3dpinball-ps2/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/headshot2017/3dpinball-ps2/releases/tag/v0.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":480049,"C":10703,"Makefile":1744},"source_url":"https://api.github.com/repos/headshot2017/3dpinball-ps2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-vita-port","title":"3D Pinball: Space Cadet PlayStation Vita Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → PlayStation Vita","kind":"Decompilation","status":"Vita release 1.1.1 Build 2 is available. The maintainer describes the port as barebones; control remapping and vertical-orientation work remain listed as goals.","summary":"PS Vita build maintained from the SpaceCadetPinball PC decompilation. It uses VitaSDK and expects the user to place game resources in the Vita data directory.","project_url":"https://github.com/suicvne/SpaceCadetPinball_Vita","updated":"2026-10-16","strategy":"Native PS Vita port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public source and Vita release; game resources are not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"PlayStation Vita decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: Vita port status, remaining goals, and build/data instructions","url":"https://github.com/suicvne/SpaceCadetPinball_Vita#readme"},{"label":"Maintainer releases: Vita builds","url":"https://github.com/suicvne/SpaceCadetPinball_Vita/releases"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/suicvne/SpaceCadetPinball_Vita/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/suicvne/SpaceCadetPinball_Vita"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/suicvne/SpaceCadetPinball_Vita/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/suicvne/SpaceCadetPinball_Vita/releases/tag/Release_1.1.1_VitaBuild_2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2971565,"C":281355,"CMake":19874},"source_url":"https://api.github.com/repos/suicvne/SpaceCadetPinball_Vita/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball-wii-u-port","title":"3D Pinball: Space Cadet Wii U Port","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Nintendo Wii U","kind":"Decompilation","status":"The repository documents a Wii U CMake build and RPX output. The reviewed README does not provide a release, hardware-playability report, or compatibility statement.","summary":"Wii U branch of the SpaceCadetPinball PC decompilation, using the Wii U toolchain and backend. The user must provide original game data.","project_url":"https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU","updated":"2026-10-16","strategy":"Native Wii U port of the SpaceCadetPinball C++ decompilation","language":"","source_available":"Public source and Wii U build instructions; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Wii U decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: Space Cadet source, supported data, Wii U build and RPX conversion","url":"https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU#readme"},{"label":"Original PC decompilation project","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Current primary README","url":"https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/IntriguingTiles/SpaceCadetPinball-WiiU"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/IntriguingTiles/SpaceCadetPinball-WiiU/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3274091,"C":276646,"CMake":20698},"source_url":"https://api.github.com/repos/IntriguingTiles/SpaceCadetPinball-WiiU/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-3do-mister","title":"3DO Interactive Multiplayer MiSTer FPGA Core","game":"3DO Interactive Multiplayer","platform":"3DO Interactive Multiplayer on MiSTer FPGA","kind":"Emulator","status":"README labels the core WIP/Beta. README labels the core WIP/Beta; no published GitHub release was listed; source repository was last pushed 2026-07-17.","summary":"FPGA system-emulation core for 3DO Interactive Multiplayer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/3DO_MiSTer","updated":"2026-07-17","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/3DO_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/3DO_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/3DO_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/3DO_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":658724,"Verilog":344518,"VHDL":118935,"Tcl":22933,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/3DO_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 658,724 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"3dokit-3do-recomp-framework","title":"3dokit","game":"Panasonic 3DO software (multi-title framework)","platform":"3DO Opera discs/AIF and ARM60 code → native C++ with recompiled Portfolio OS services","kind":"Recompilation","status":"Active toolkit; latest source push checked 2026-10-09; no tagged release is listed. Its README cites four separate game ports and labels Immercenary playable; that compatibility evidence belongs to the individual ports.","summary":"Shared 3DO reverse-engineering and native-port toolkit covering Opera discs, AIF executables, ARM60 static recompilation, and a reimplementation of Portfolio OS. It extracts work common to separate game ports instead of distributing game binaries or assets.","project_url":"https://github.com/vs-sr-dev/3dokit","updated":"2026-10-15","strategy":"Static ARM60-to-C++ recompilation with reimplemented 3DO Portfolio OS and hardware services","language":"","source_available":"Public MIT-licensed source repository; game data is held in separate title projects.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Panasonic 3DO multi-title static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: 3DO formats, static recompiler, Portfolio OS runtime, and linked port evidence","url":"https://github.com/vs-sr-dev/3dokit"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/vs-sr-dev/3dokit"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/vs-sr-dev/3dokit/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":635366,"Python":350138,"C":43412,"CMake":1954},"source_url":"https://api.github.com/repos/vs-sr-dev/3dokit/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/vs-sr-dev/3dokit reports 635,366 bytes of C++, the largest language total (61.6% of 1,030,870 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"3dsrecomp","title":"3dsrecomp","game":"Nintendo 3DS game binaries (multi-title recompilation tool)","platform":"Nintendo 3DS ARM11/Thumb/VFP binaries → C library for Zakuro","kind":"Recompilation","status":"Work in progress. The public tool translates supported 3DS ARM code to C and is paired with Zakuro, which can provide interpreter fallback; the repository reports tests across several titles but does not include game code or assets.","summary":"A general-purpose Nintendo 3DS binary-to-C static recompiler and runtime component, rather than a game-specific port. It is paired with the Zakuro interpreter/runtime and is tested against multiple user-supplied games.","project_url":"https://github.com/fearkov/3dsrecomp","updated":"2026-10-15","strategy":"Static binary recompilation","language":"","source_available":"Public tool source; no game binaries or copyrighted game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Nintendo 3DS ARM-to-C static recompiler","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/fearkov/3dsrecomp"},{"label":"Reddit tool announcement in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1wvclpc/3dsrecomp_static_recompilation_for_3ds_games_19/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":310502,"C":27571},"source_url":"https://api.github.com/repos/fearkov/3dsrecomp/languages","evidence":"Official GitHub REST Languages API breakdown for fearkov/3dsrecomp: source-code byte counts are {\"C\": 27571, \"Rust\": 310502}. Predominant language is the largest byte-count language (Rust); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"3x3-eyes-seima-kourinden-snes-en","title":"3x3 Eyes: Seima Kourinden English Translation","game":"3x3 Eyes: Seima Kourinden","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Work in progress; public v0.2.2-beta released 2026-10-14. The README says the game is playable from start to end and 826 messages plus menus/battle/items/spells are translated, but revisions continue and some title/city-name graphics remain Japanese.","summary":"English patch for the 1992 Japanese Super Famicom RPG. The project publishes its translation and Python build tools, and asks users to apply a BPS patch to a clean, headerless Japanese ROM.","project_url":"https://github.com/JAOT/3x3eyes-seima-kourinden-en","updated":"2026-10-14","strategy":"Fan translation patch","language":"English","source_available":"GitHub release includes a BPS patch and tools only; requires the user’s own headerless Japanese ROM (CRC32 FBF3C0FF).","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Maintainer README: v0.2.2-beta status, coverage, untranslated graphics, patch instructions, no-ROM notice and exact source checksum","url":"https://github.com/JAOT/3x3eyes-seima-kourinden-en"},{"label":"v0.2.2-beta release assets and release date","url":"https://github.com/JAOT/3x3eyes-seima-kourinden-en/releases/tag/v0.2.2-beta"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Assembly":13183,"C#":3351,"PowerShell":7236,"Python":76507},"source_url":"https://api.github.com/repos/JAOT/3x3eyes-seima-kourinden-en/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":13183,\"C#\":3351,\"PowerShell\":7236,\"Python\":76507}; Python is the unique largest byte-count entry (76507 of 100277 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"40-winks-n64-pc-recomp","title":"40 Winks PC Port","game":"40 Winks","platform":"Nintendo 64 USA → Linux / Windows PC","kind":"Recompilation","status":"Normal gameplay, menus, cutscenes, Controller Pak saves, keyboard/controllers, two-player split screen and debug menu are reported. v0.1.7-alpha release; experimental. Requires clean big-endian USA z64 ROM SHA-256 `057232ef7618e25f5645df50d3cd45f08cb5a2cccb3e2fdf48faa8755c4ddb1a`.","summary":"N64Recomp + N64ModernRuntime + RT64 static recompilation.","project_url":"https://github.com/Faderz48/40-Winks-PC-Port","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/Faderz48/40-Winks-PC-Port"},{"label":"Project release: v0.1.7-alpha","url":"https://github.com/Faderz48/40-Winks-PC-Port/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":119510,"C#":83006,"Shell":33480,"PowerShell":14597,"Python":12540,"CMake":9076,"Makefile":1152,"C":489},"source_url":"https://api.github.com/repos/Faderz48/40-Winks-PC-Port/languages","evidence":"GitHub's official Languages API reports 119,510 bytes of C++ out of 273,850 recognized language bytes for https://github.com/Faderz48/40-Winks-PC-Port; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"4do-3do","title":"4DO","game":"All compatible 3DO Interactive Multiplayer software","platform":"3DO Interactive Multiplayer → Windows (SourceForge-listed)","kind":"Emulator","status":"Historical; SourceForge lists a Windows emulator project with a last update of 2016-01-21, while its archived page still labels it Beta.","summary":"Open-source Windows 3DO emulator forked from FreeDO. Its project status page says the core had been stable for some time; the project is no longer maintained, and its code later informed Opera.","project_url":"https://sourceforge.net/projects/fourdo/","updated":"2016-01-21","strategy":"Low-level software emulation, based on the partially released FreeDO codebase.","language":"","source_available":"Public source listing; SourceForge identifies the project as open source under GPL-2.0.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"3DO Interactive Multiplayer emulator","target_type":"Software","sources":[{"label":"Official 4DO project status and history","url":"https://fourdo.com/project-status/"},{"label":"4DO source repository","url":"https://sourceforge.net/p/fourdo/code/"},{"label":"Official project source confirms emulator type and target","url":"https://sourceforge.net/projects/fourdo/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/rest/p/fourdo/code/","evidence":"SourceForge's official Code REST API identifies an anonymous SVN clone URL and commit count but provides no language breakdown field.","verified_at":"2026-10-15","reason_unknown":"The official Code endpoint exposes repository metadata but no language byte or percentage totals; a predominant language cannot be assigned from host statistics."}},{"id":"50-cent-blood-on-the-sand-skullburglar-desktop-recomp","title":"50 Cent: Blood on the Sand Skullburglar Native Desktop Recompilation","game":"50 Cent: Blood on the Sand (Xbox 360, 2009)","platform":"Xbox 360 → Windows x64, Linux x86-64 (including Steam Deck), macOS Apple Silicon arm64","kind":"Recompilation","status":"The maintainer reports the full nine-mission story playable from start to finish on Windows, Linux, Steam Deck, and Apple Silicon macOS. A 36-minute full-story run on an RTX 3090 is reported at a 60 FPS median; the README does not identify the tested desktop release build by version.","summary":"Uses ReXGlue to statically translate the Xbox 360 executable to native host code and provides a native Vulkan renderer, with the Xenos GPU runtime available as a fallback. Ready-to-play desktop builds are linked from the maintainer's download site. 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It models CPUs and peripherals so vintage operating systems and their games can run with period hardware behavior.","project_url":"https://86box.net/","updated":"2026-10-16","strategy":"Configure a virtual PC model and hardware, then install or boot a compatible operating system and run its games and software.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"IBM PC-compatible hardware emulator","target_type":"Software","sources":[{"label":"Official emulator repository and supported machine overview","url":"https://github.com/86Box/86Box"},{"label":"Official documentation on full-system emulation and PCem relationship","url":"https://86box.readthedocs.io/en/latest/faq.html"},{"label":"86Box documentation","url":"https://86box.readthedocs.io/"},{"label":"Official 86Box documentation overview","url":"https://86box.readthedocs.io/en/latest/"},{"label":"Official release history: v6.0 publication","url":"https://github.com/86Box/86Box/releases"},{"label":"Project URL (reviewed 2026-10-16)","url":"https://86box.net/"},{"label":"86Box v3.5 announcement of native Apple silicon universal macOS app","url":"https://86box.net/2022/05/23/86box-v3-5.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":43252411,"C++":8277348,"CMake":145417,"Objective-C":118241,"Assembly":91148,"Shell":90258,"HTML":84670,"Python":81102,"GLSL":26751,"Objective-C++":5051,"Makefile":1939,"M4":374,"Perl":37},"source_url":"https://api.github.com/repos/86Box/86Box/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/86Box/86Box reports 43,252,411 bytes of C, the largest language total (82.9% of 52,174,747 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"86x64-macos-i386-to-x86_64","title":"86x64 — Experimental i386-to-x86-64 macOS Translator","game":"32-bit Intel Mac applications (multi-application compatibility tool)","platform":"32-bit i386 Mac executables → x86-64 executables for macOS. The README says macOS dropped 32-bit executable support with 10.15 and requires Command Line Tools; host architecture and minimum supported macOS are not specified.","kind":"Emulator","status":"Highly experimental; the README says only some simple programs translate successfully. No releases are listed. The latest commit (2026-10-08) adds a BSD 2-Clause license; that commit does not establish new compatibility or a mature release.","summary":"A static executable translator that rewrites 32-bit i386 Mac programs into x86-64 executables after macOS dropped 32-bit execution support. It is not a source-level port or a general compatibility runtime; its own README limits current success to simple test programs. 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C++ is the largest category in the official GitHub Languages endpoint.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nine-mm-ps-vita-api-port","title":"9mm HD PS Vita Wrapper","game":"9mm HD","platform":"Android ARM → PlayStation Vita/PlayStation TV (ARMv7 Android build; README identifies the supported native library by its 11,524,815-byte size)","kind":"API Translation","status":"Experimental wrapper. The README pins a specific Android library build and marks multiplayer untested; it does not claim complete campaign compatibility.","summary":"A Vita wrapper loads the game's original ARMv7 Android shared library and resolves or patches the Android imports with Vita-native functions. The README requires user-supplied game files.","project_url":"https://github.com/MetalSyntax/9mm-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/9mm-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/9mm-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/9mm-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/9mm-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alttp-four-swords-gba-recomp","title":"A Link to the Past & Four Swords — Native Recompilation","game":"The Legend of Zelda: A Link to the Past & Four Swords","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Native build and 600+ boot frames are reported working, but README says the title screen and gameplay are not reached.","summary":"Static ARM/Thumb recompilation to native code through gbarecomp; requires a user-provided GBA ROM. Repository contains no game assets.","project_url":"https://github.com/sp00nznet/lttp-recompiled","updated":"2026-10-14T08:36:29Z","strategy":"Static recompilation with GBA hardware runtime","language":"","source_available":"Public source under MIT; the user supplies the required ROM; no ROM or game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"GBA code AZLE / GBAZELDA; 15,264 functions translated; no title screen or gameplay yet.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/sp00nznet/lttp-recompiled#readme"},{"label":"Primary project progress/status page","url":"https://github.com/sp00nznet/gbarecomp"},{"label":"Latest upstream commit","url":"https://github.com/sp00nznet/lttp-recompiled/commit/f4cbdef2a75596d7da45cdb4cafc27e0fa642ed6"},{"label":"GitHub REST repository metadata: public repository (checked 2026-10-16)","url":"https://api.github.com/repos/sp00nznet/lttp-recompiled"},{"label":"Maintainer MIT license file for the native recompiler","url":"https://github.com/sp00nznet/lttp-recompiled/blob/main/LICENSE"},{"label":"Maintainer README: user-supplied ROM and generated build data","url":"https://github.com/sp00nznet/lttp-recompiled/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/sp00nznet/lttp-recompiled/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"zelda-a-link-to-the-past-3ds-port","title":"A Link to the Past 3DS Port","game":"The Legend of Zelda: A Link to the Past","platform":"Super Nintendo Entertainment System → Nintendo 3DS","kind":"Reimplementation","status":"Stable release with CIA and 3DSX packages.","summary":"Native 3DS port of the Zelda3 reverse-engineered engine.","project_url":"https://github.com/EstebanPdN/zelda-alttp-3ds","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/EstebanPdN/zelda-alttp-3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/EstebanPdN/zelda-alttp-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":37285945,"C++":11813096,"Objective-C":724420,"Shell":674028,"Java":581794,"M4":362128,"CMake":336794,"Python":136860,"Perl":96565,"Makefile":53341,"Assembly":32239,"JavaScript":18010,"Metal":3691,"Batchfile":1115,"HTML":755},"source_url":"https://api.github.com/repos/EstebanPdN/zelda-alttp-3ds/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/EstebanPdN/zelda-alttp-3ds reports 37,285,945 bytes of C, the largest language total (71.5% of 52,120,781 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zelda-alttp-snes-switch-aleks-ultimate-nx","title":"A Link to the Past Alek’s Ultimate NX Edition","game":"The Legend of Zelda: A Link to the Past","platform":"Super Nintendo Entertainment System → Nintendo Switch homebrew","kind":"Reimplementation","status":"The repository documents a Nintendo Switch NRO port of the snesrev/zelda3 reimplementation. It reports selected features tested on real Switch hardware, including RetroAchievements and a Spanish translation; it does not state that the full game has been tested end to end on Switch.","summary":"A Nintendo Switch native port and enhancement fork built on the C reimplementation of the SNES Zelda 3 engine. It uses an original Super Nintendo ROM supplied by the user and generates/loads extracted resources for the NRO build.","project_url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition","updated":"2026-10-16","strategy":"Nintendo Switch integration and native port of the snesrev/zelda3 C reimplementation","language":"","source_available":"Public source repository with Switch NRO build instructions; users provide the SNES ROM and generate game resources locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch native port of an SNES game reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: SNES origin, Switch NRO setup, ROM/resource workflow, and selected hardware tests","url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition#readme"},{"label":"Upstream snesrev/zelda3 README: reverse-engineered C reimplementation and original game-data requirement","url":"https://github.com/snesrev/zelda3#readme"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition/languages"},{"label":"Current primary README","url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition/releases/tag/v1.2.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3695863,"Python":235608,"Makefile":10951,"Batchfile":1710,"Shell":1649},"source_url":"https://api.github.com/repos/Alexgg1014/The-Legend-of-Zelda-A-Link-To-The-Past-Alek-s-Ultimate-NX-Edition/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alttp-jp-disassembly","title":"A Link to the Past Japanese Disassembly","game":"The Legend of Zelda: A Link to the Past","platform":"Super Nintendo","kind":"Decompilation","status":"The Japanese 1.0 disassembly builds exactly to that ROM; the maintainer says routine analysis and understanding will continue.","summary":"Annotated disassembly project targeting the Japanese Super Famicom release.","project_url":"https://github.com/spannerisms/jpdasm","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Byte-exact Super Famicom Japanese 1.0 65816 disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/spannerisms/jpdasm"},{"label":"Project README","url":"https://github.com/spannerisms/jpdasm#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/spannerisms/jpdasm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":10000},"source_url":"https://github.com/spannerisms/jpdasm","evidence":"GitHub repository Languages panel reported Assembly 100%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zelda-alttp-snes-recomp","title":"A Link to the Past Recomp","game":"The Legend of Zelda: A Link to the Past","platform":"Super Nintendo → Windows","kind":"Recompilation","status":"Hand-verified from boot through the overworld and an early dungeon, including combat and audio. Later Hyrule Castle, Sanctuary, and Dark World content is not hand-verified; the project remains in active development.","summary":"The SNES 65816 code is statically translated to C. The runtime uses an embedded SNES9x core for the remaining console hardware; the README reports an early-dungeon compatibility boundary and audio tested through title and gameplay.","project_url":"https://github.com/mstan/ZeldaAlttPSNESRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; user-supplied ROM required; no game ROM is included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/ZeldaAlttPSNESRecomp"},{"label":"Project README and current compatibility boundary","url":"https://github.com/mstan/ZeldaAlttPSNESRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/ZeldaAlttPSNESRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/ZeldaAlttPSNESRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"A Link to the Past Recomp releases","url":"https://github.com/mstan/ZeldaAlttPSNESRecomp/releases","source_url":"https://github.com/mstan/ZeldaAlttPSNESRecomp","notes":"README links the project releases."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":960628,"Python":41124,"Shell":30832,"PowerShell":10592,"Assembly":8440,"CMake":7357,"Batchfile":221},"source_url":"https://api.github.com/repos/mstan/ZeldaAlttPSNESRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 960,628 bytes of C out of 1,059,194 measured source bytes (90.7%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"a7800-atari-7800","title":"A7800","game":"All compatible Atari 7800 and 2600 software","platform":"Atari 7800 ProSystem (1986), with 2600 compatibility","kind":"Emulator","status":"Active","summary":"Open-source, 7800-focused emulator forked from MAME's Atari 7800 driver. It adds timing, sound, controller, palette, and cartridge improvements while retaining MAME configuration compatibility.","project_url":"https://github.com/7800-devtools/a7800","updated":"2024-11-17","strategy":"MAME-derived hardware emulation with additional Atari 7800 timing and peripheral work.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Atari 7800 hardware-emulator project","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/7800-devtools/a7800"},{"label":"Project build, download, and license notes","url":"https://7800.8bitdev.org/index.php/A7800_Emulator"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/7800-devtools/a7800"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":166319515,"C":2558264,"Lua":1109441,"Scala":488373,"Python":247811,"Objective-C++":177472,"HLSL":65416,"Makefile":65351,"Java":60245,"JavaScript":57222,"Objective-C":19217,"GLSL":8569,"CSS":6344,"Batchfile":5902,"HTML":3932,"Shell":2498,"Roff":1537,"SuperCollider":1337,"TeX":109},"source_url":"https://api.github.com/repos/7800-devtools/a7800/languages","evidence":"GitHub's official Languages REST endpoint reports 166,319,515 bytes of C++ as the largest total (97.2% of 171,198,555 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"a8e-atari-800xl","title":"A8E","game":"Atari 800 XL software","platform":"Atari 800 XL; native desktop and browser","kind":"Emulator","status":"Active; latest release v1.3.0 (2026-03-03); source updated 2026-09-22. README notes ongoing verification of raster timing against real content.","summary":"A from-scratch Atari 800 XL emulator with a native C/SDL build and a separate browser JavaScript/WebGL port. Both require the user to provide ATARIXL.ROM and ATARIBAS.ROM; neither ROM is included.","project_url":"https://github.com/AnimaInCorpore/A8E","updated":"2026-10-16","strategy":"Hardware emulation with native C core plus browser port.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Atari 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/AnimaInCorpore/A8E"},{"label":"Official GitHub releases","url":"https://github.com/AnimaInCorpore/A8E/releases"},{"label":"Browser implementation","url":"https://github.com/AnimaInCorpore/A8E/tree/main/jsA8E"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/AnimaInCorpore/A8E"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":1301212,"C":576375,"CSS":53939,"HTML":36747,"GLSL":14036,"CMake":6311},"source_url":"https://api.github.com/repos/AnimaInCorpore/A8E/languages","evidence":"GitHub official repository language endpoint byte counts; JavaScript has the largest reported share. Checked 2026-10-16. The README identifies a C core and a JavaScript browser port; GitHub byte counts are JavaScript-predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"abu-cake-unbake-64","title":"AbuCakeUnbake64 N64 Decompilation Workflow Tools","game":"Nintendo 64 ROM decompilation projects (multi-title)","platform":"N64 MIPS target projects; Linux host tools documented","kind":"Decompilation","status":"Active tool project; provides build, comparison, progress and byte-proof workflows for multiple N64 projects.","summary":"A general N64 decompilation workflow toolkit that proves source changes against original ROM bytes. This is the substantive build/matching tool, not a game-specific decompilation.","project_url":"https://github.com/AbuN64/cake-unbake-64","updated":"2026-10-16","strategy":"N64 decompilation build, matching and ROM-proof toolkit","language":"","source_available":"Public software source; target game ROMs are user supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"N64 decompilation tooling","target_type":"Software","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/AbuN64/cake-unbake-64"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/AbuN64/cake-unbake-64"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2940127,"C":67232,"Shell":4871,"Makefile":787},"source_url":"https://api.github.com/repos/AbuN64/cake-unbake-64/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 2,940,127 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"abuse-wii-source-port","title":"Abuse Nintendo Wii Source Port","game":"Abuse","platform":"PC (Sam Hocevar’s open-source Abuse source) → Nintendo Wii","kind":"Reimplementation","status":"Release 0.8.684.2 is available. WiiBrew documents Homebrew Channel use on Wii-family systems, controls, and save support; it notes that Dolphin does not run the port well.","summary":"Nintendo Wii port of Sam Hocevar’s open-source PC version of Abuse. The repository contains Wii-specific source changes; the original source and assets are distributed under multiple upstream licenses.","project_url":"https://github.com/HunterZ/abuse-wii","updated":"2026-10-16","strategy":"Native Wii source port from Sam Hocevar’s open-source Abuse code","language":"","source_available":"Public Wii source and release; original code/assets carry multiple licenses, and Wii changes are marked CC-BY-SA.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Wii source port","target_type":"Game","sources":[{"label":"Maintainer README: source origin and Wii-specific code","url":"https://github.com/HunterZ/abuse-wii#readme"},{"label":"Maintainer releases: Wii 0.8.684.2","url":"https://github.com/HunterZ/abuse-wii/releases/tag/0.8.684.2"},{"label":"WiiBrew: installation and Wii-family use notes","url":"https://wiibrew.org/wiki/Abuse_Wii"},{"label":"Current primary README","url":"https://github.com/HunterZ/abuse-wii/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/HunterZ/abuse-wii"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/HunterZ/abuse-wii/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1574300,"Common Lisp":553329,"C":26895,"Objective-C":8005,"NewLisp":6949,"Shell":6429},"source_url":"https://api.github.com/repos/HunterZ/abuse-wii/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"deep-3d-submarine-odyssey-android-switch-port","title":"ABYSSAL (Deep 3D: Submarine Odyssey Switch Port)","game":"Deep 3D: Submarine Odyssey (Android release)","platform":"Android game libraries and assets → Nintendo Switch homebrew","kind":"Reimplementation","status":"Latest official release 1.0.3 was published 2026-10-03. 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The original game JAR and Android payload are user-supplied; no game files are included in the source repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android game-library port for Nintendo Switch","target_type":"Game","sources":[{"label":"GBAtemp Deep 3D Switch thread; discovery lead and user reports only","url":"https://gbatemp.net/threads/deep-3d-submarine-odyssey-nintendo-switch-port.684555/"},{"label":"Maintainer README describing the Android compatibility layer and JAR import","url":"https://github.com/artslay/abyssal_nx#readme"},{"label":"https://github.com/artslay/abyssal_nx/releases","url":"https://github.com/artslay/abyssal_nx/releases"},{"label":"Current primary README","url":"https://github.com/artslay/abyssal_nx/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/artslay/abyssal_nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/artslay/abyssal_nx/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/artslay/abyssal_nx/releases/tag/1.0.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":364604,"C++":84600,"Makefile":8191},"source_url":"https://api.github.com/repos/artslay/abyssal_nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"accurapple-apple-iie-emulator","title":"AccurApple","game":"Apple IIe Revision B software","platform":"Apple IIe Revision B wired to a PAL CRT → Windows, Linux, and macOS","kind":"Emulator","status":"GitLab last activity: 2026-10-15. The maintainer says substantial testing remains and describes 65C02 support as experimental; the README reports tests with an Apple IIe ROM and dozens of games.","summary":"A Rust Apple IIe PAL emulator with graphics modes, 128 KB memory, speaker audio, joystick and keyboard input, MockingBoard support, multiple disk-image formats, and a debugger. The maintainer identifies more testing and peripheral work as unfinished.","project_url":"https://gitlab.com/wiz21/accurapple","updated":"2026-10-15","strategy":"Software emulation of an Apple IIe Revision B and PAL display, built with Rust and Cargo.","language":"","source_available":"Public Rust source and Cargo build instructions; no project-wide license is declared in the repository metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Jupyter Notebook","subtype":"Apple IIe PAL emulator","target_type":"Software","sources":[{"label":"Maintainer README: exact Apple IIe/PAL target, supported hosts, features, and testing caveats","url":"https://gitlab.com/wiz21/accurapple/-/blob/main/README.md"},{"label":"GitLab project metadata: description and last activity date","url":"https://gitlab.com/api/v4/projects/wiz21%2Faccurapple"},{"label":"GitLab language byte totals","url":"https://gitlab.com/api/v4/projects/wiz21%2Faccurapple/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Jupyter Notebook","breakdown":{"Jupyter Notebook":67.06,"Rust":17.02,"Python":10.94,"WGSL":1.78,"Motorola 68K Assembly":1.4},"source_url":"https://gitlab.com/api/v4/projects/wiz21%2Faccurapple/languages","evidence":"Official GitLab project Languages API returned HTTP 200 on 2026-10-16; its exact language percentage map reports 67.06% for Jupyter Notebook, the largest category. GitLab publishes percentages for this endpoint, not byte totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ace-attorney-investigations-2-ds-prosecutors-path","title":"Ace Attorney Investigations 2 — Prosecutor's Path DS Localization Port","game":"Ace Attorney Investigations 2 (Gyakuten Kenji 2)","platform":"Nintendo DS","kind":"Fan Localization","status":"Latest release v1.11.3 was published 2026-10-11. The release build reached play in Episode 1 on a DSi through TWiLight Menu++ and on a DSPico; the maintainer says an original DS was not tested. Only partial episode playtesting is documented.","summary":"Patch/toolchain ports Capcom's official English text, art, and voice clips from the Collection into DS ROM; user supplies own Japanese game or AAI2 Final v2 ROM depending on workflow.","project_url":"https://github.com/Akoi89/prosecutors-path","updated":"2026-10-16","strategy":"Localization data port / DS patch (Japanese → English)","language":"English","source_available":"Public patch/tooling source under MIT; the README documents six added close-up pictures. The user supplies their own game and, for the documented build workflow, their own Collection installation; complete game data is not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Distinct from the existing fan-translation record: ports Capcom's later official English localization and retains some fan text where Capcom has no equivalent.","target_type":"Game","sources":[{"label":"Maintainer README","url":"https://github.com/Akoi89/prosecutors-path#readme"},{"label":"v1.11.3 release","url":"https://github.com/Akoi89/prosecutors-path/releases/tag/v1.11.3"},{"label":"GitHub REST repository metadata: public repository and MIT license (checked 2026-10-16)","url":"https://api.github.com/repos/Akoi89/prosecutors-path"},{"label":"Maintainer MIT license file for patch/tooling source","url":"https://github.com/Akoi89/prosecutors-path/blob/main/LICENSE"},{"label":"Maintainer README: build inputs, patch scope and six added close-up pictures","url":"https://github.com/Akoi89/prosecutors-path/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2089342},"source_url":"https://api.github.com/repos/Akoi89/prosecutors-path/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Akoi89/prosecutors-path (repository API id 1341478042, https://github.com/Akoi89/prosecutors-path). The exact response reported 2,089,342 bytes of Python, the largest category, out of 2,089,342 recognized-language bytes (100.0%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aai2-en","title":"Ace Attorney Investigations 2: Prosecutor’s Path","game":"Ace Attorney Investigations 2","platform":"Nintendo DS","kind":"Fan Localization","status":"Released; later officially localized","summary":"Complete English fan patch. The game later received an official English localization in the Investigations Collection.","project_url":"https://scarletstudy.net/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Project site","url":"https://scarletstudy.net/"},{"label":"Patch release page","url":"https://scarletstudy.net/2019/11/29/ace-attorney-investigations-2-patch-released/"}],"media":[{"kind":"image","label":"Screenshot of Miles Edgeworth putting on his jacket, from Ace Attorney Investigations 2","url":"https://scarletstudy.net/wp-content/uploads/2023/08/EdgeworthTarget.png","preview_url":"https://scarletstudy.net/wp-content/uploads/2023/08/EdgeworthTarget.png","source_url":"https://scarletstudy.net/","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://scarletstudy.net/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"ace-combat-04-ps2-windows-recomp","title":"Ace Combat 04 PC Port","game":"Ace Combat 04: Shattered Skies (NTSC-U; SLUS_201.52)","platform":"PlayStation 2 USA SLUS-20152 → native Windows.","kind":"Recompilation","status":"README reports Mission 01 completed in live play and audio/save features verified in tested sections; later campaign missions still need full playthroughs. v2.2.1-beta published 2026-10-16.","summary":"Work-in-progress native Windows port of USA PS2 release via static recompilation; main CPU functions are translated to C and linked with a project runtime.","project_url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; original game data is not included and is supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project description","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port#readme"},{"label":"Identity And Method","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port/blob/main/README.md#L1-L14"},{"label":"Target Platforms","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port/blob/main/README.md#L3-L4"},{"label":"Status","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port/blob/main/README.md#L28-L36"},{"label":"Repository Dates","url":"https://api.github.com/repos/PresidentRaptor/Ace-Combat-04-PC-Port"},{"label":"Languages","url":"https://api.github.com/repos/PresidentRaptor/Ace-Combat-04-PC-Port/languages"},{"label":"License","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port/blob/main/LICENSE"},{"label":"License","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port/blob/main/README.md#L289-L289"},{"label":"Latest Release","url":"https://api.github.com/repos/PresidentRaptor/Ace-Combat-04-PC-Port/releases?per_page=1"},{"label":"Latest Release","url":"https://github.com/PresidentRaptor/Ace-Combat-04-PC-Port/releases/tag/v2.2.1-beta"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1206536,"Python":265508,"C++":55798,"C#":31022,"GLSL":24244,"CMake":8521,"Batchfile":3138,"Shell":1045},"source_url":"https://api.github.com/repos/PresidentRaptor/Ace-Combat-04-PC-Port/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ace-combat-04-ps2-windows-static-recomp","title":"Ace Combat 04: Shattered Skies Static Recompilation","game":"Ace Combat 04: Shattered Skies (NTSC-U; SLUS_201.52)","platform":"PlayStation 2 → Windows PC","kind":"Recompilation","status":"Experimental Windows static recompilation; the maintainer reports testing through Mission 2 and working menus, graphics, and audio. Full-campaign compatibility is unestablished; timing spikes remain, and save/load and Alt-Tab need broader testing.","summary":"Adapts PS2 static-recompilation infrastructure and code from the Ace Combat 5 project to Ace Combat 04. The repository requires users to generate the target game code locally from their own ISO.","project_url":"https://github.com/SatyaSujitPasupuleti/Ace-Combat-04-Static-Recompilation","updated":"2026-10-15","strategy":"Static recompilation of PS2 PPU/VU code to C/C++ with Vulkan rendering","language":"","source_available":"Public source and build tools; users supply their own NTSC-U game ISO. Generated game code, disc image, extracted game assets, and memory-card saves are not shipped.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 static recompilation","target_type":"Game","sources":[{"label":"Canonical repository and project status","url":"https://github.com/SatyaSujitPasupuleti/Ace-Combat-04-Static-Recompilation"},{"label":"Windows build guide and supported executable","url":"https://github.com/SatyaSujitPasupuleti/Ace-Combat-04-Static-Recompilation/blob/main/docs/BUILD.md"},{"label":"README credits and AC5 source/tooling lineage","url":"https://github.com/SatyaSujitPasupuleti/Ace-Combat-04-Static-Recompilation/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1699190,"Python":377360,"C++":47850,"GLSL":30182,"PowerShell":20994,"CMake":8432,"Batchfile":492},"source_url":"https://api.github.com/repos/SatyaSujitPasupuleti/Ace-Combat-04-Static-Recompilation/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; C is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ace-combat-5-ps2-recomp","title":"Ace Combat 5 Static Recompilation","game":"Ace Combat 5: The Unsung War","platform":"PlayStation 2 → Windows","kind":"Recompilation","status":"The maintainer describes the Windows build as fully playable. It targets the US SLUS-20851 release; the README says other regions are unsupported and some menus/effects still use the emulated GS path.","summary":"The US PS2 main-CPU functions are translated ahead of time from MIPS to C; VU1 programs are native code and the 3D renderer draws native GPU meshes, with remaining menu/effect rendering through the GS path. The user supplies the disc or extracted files.","project_url":"https://github.com/sal063/Ace-Combat-5-Static-recompilation","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; user-supplied US SLUS-20851 game files required; no game code or assets included. GitHub repository metadata reports Apache-2.0 (Apache License 2.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 2 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/sal063/Ace-Combat-5-Static-recompilation"},{"label":"Project README and supported revision/rendering notes","url":"https://github.com/sal063/Ace-Combat-5-Static-recompilation/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sal063/Ace-Combat-5-Static-recompilation"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/sal063/Ace-Combat-5-Static-recompilation/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8260,"Python":1300,"C++":260,"GLSL":140,"CMake":40},"source_url":"https://github.com/sal063/Ace-Combat-5-Static-recompilation","evidence":"GitHub Languages panel reported C 82.6%, followed by Python 13.0%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ace-combat-6-xbox360-recomp","title":"Ace Combat 6: Fires of Liberation Recompilation","game":"Ace Combat 6: Fires of Liberation","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"Work in progress; README says it boots and runs in-game, but bugs, crashes and missing functionality are expected. 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Method: Translated game and DSP code checked against source interpreters; README says picture checked against MAME video state.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-archie-mister","title":"Acorn Archimedes MiSTer FPGA Core","game":"Acorn Archimedes","platform":"Acorn Archimedes on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-12.","summary":"FPGA system-emulation core for Acorn Archimedes on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Archie_MiSTer","updated":"2026-10-12","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Archie_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Archie_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Archie_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Archie_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":779015,"SystemVerilog":193505,"VHDL":144548,"Tcl":24314,"Lua":10304,"Batchfile":1900},"source_url":"https://api.github.com/repos/MiSTer-devel/Archie_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 779,015 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-acornatom-mister","title":"Acorn Atom MiSTer FPGA Core","game":"Acorn Atom","platform":"Acorn Atom on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Acorn Atom on MiSTer. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-acornelectron-mister","title":"Acorn Electron MiSTer FPGA Core","game":"Acorn Electron","platform":"Acorn Electron on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Acorn Electron on MiSTer. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"acornsoft-view-word-processor-reconstruction","title":"Acornsoft VIEW Word Processor Reconstruction","game":"Acornsoft VIEW B3.0 word processor for BBC Micro/BBC Master","platform":"6502 BBC Micro/BBC Master ROM (VIEW B3.0) → symbolized assembly that rebuilds a byte-identical ROM; also a CP/M-65 adaptation and a portable C version for Unix-like systems","kind":"Decompilation","status":"The maintainer announced the decompilation and C translation as finished on 2026-10-04. The README documents a bit-identical assembler rebuild and a portable C version with most editing functions; printing, screen-mode changes, and star commands are unsupported, and the author warns that bugs may remain.","summary":"Reverse engineering and source reconstruction of Acornsoft VIEW, a 6502 word processor. 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The maintainer says their additions are CC0, but the original software's copyright owner is unknown and the repository README explicitly says the original code's legal status is unclear.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Classic microcomputer productivity software / word processor","target_type":"Software","sources":[{"label":"Maintainer repository README: target, B3.0 version, exact rebuild, C port, CP/M-65 adaptation, limitations, and license caveat","url":"https://github.com/davidgiven/view"},{"label":"Maintainer announcement: decompilation and C translation completion, support caveats, and warning about bugs","url":"https://www.reddit.com/r/bbcmicro/comments/1wxjfq3/view_decompilation_and_c_port/"},{"label":"GitHub REST metadata: repository activity and language byte counts checked 2026-10-15","url":"https://api.github.com/repos/davidgiven/view"},{"label":"GitHub REST language breakdown: Assembly, Python, C, and Makefile","url":"https://api.github.com/repos/davidgiven/view/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":937997,"Python":408823,"C":281966,"Makefile":3684},"source_url":"https://api.github.com/repos/davidgiven/view/languages","evidence":"GitHub's official Languages REST endpoint reports 937,997 bytes of Assembly as the largest total (57.5% of 1,632,470 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"actraiser-snes-native-recomp","title":"ActRaiser SNES Native Recompilation","game":"ActRaiser","platform":"Super Nintendo (USA) → Windows, macOS, Linux and Steam Deck","kind":"Recompilation","status":"The full USA campaign has been played from start to finish. Windows, macOS Apple silicon and Steam Deck have been tested; decompilation and visual work continue.","summary":"A native port that translates the user-supplied 65816 game code to C and links it with a hand-written SDL3 runtime. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-adafruit-arcade-machines","title":"Adafruit Arcade Machines Embedded Emulator Ports","game":"Classic arcade machine software (Space Invaders, Lunar Rescue, Pac-Man, Galaga, Ms. Pac-Man, Donkey Kong, and Burger Time), plus Game Boy, NES, and SCUMM software","platform":"Adafruit Fruit Jam (RP2350 with DVI) and Feather ESP32 V2 with TFT; Arduino library/examples for embedded boards","kind":"Emulator","status":"Active public repository; latest listed release v2.19.2 was published 2026-10-10 and the repository uses MIT at the top level. Arcade examples and Game Boy/NES ports load per-machine ROM/cartridge assets from storage; the top-level README does not identify a separate system BIOS requirement. Component licenses differ: the NES example uses nofrendo under GPL-2.0-only and the SCUMM example uses GPL-3.0-or-later. Host targets are embedded boards rather than desktop applications.","summary":"Reusable embedded CPU, machine, and board code with specific arcade-game and console emulator ports. Current examples target Adafruit Fruit Jam and Feather ESP32 hardware, with arcade ROM layouts documented per game.","project_url":"https://github.com/adafruit/Adafruit_Arcade_Machines","updated":"2026-10-10","strategy":"Embedded arcade and console emulation ports on reusable board hardware","language":"","source_available":"Public source repository; top-level code is MIT, with separately licensed vendored emulator components documented in LICENSES and per-example notes.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Embedded arcade-machine and console emulator ports","target_type":"Software","sources":[{"label":"Primary README: supported arcade and console ports, boards, and content loading","url":"https://github.com/adafruit/Adafruit_Arcade_Machines/blob/main/README.md"},{"label":"Repository license file","url":"https://github.com/adafruit/Adafruit_Arcade_Machines/blob/main/LICENSE"},{"label":"Separate licenses for bundled components","url":"https://github.com/adafruit/Adafruit_Arcade_Machines/tree/main/LICENSES"},{"label":"Latest GitHub release listed","url":"https://github.com/adafruit/Adafruit_Arcade_Machines/releases/tag/v2.19.2"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/adafruit/Adafruit_Arcade_Machines/languages"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/adafruit/Adafruit_Arcade_Machines"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2587958,"C":1460123,"Shell":17969,"Python":12592},"source_url":"https://api.github.com/repos/adafruit/adafruit_arcade_machines/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 2,587,958 bytes. 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Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"adam-plus-coleco-adam","title":"ADAM+","game":"ColecoVision and Coleco ADAM software","platform":"ColecoVision (1982) and Coleco ADAM (1983)","kind":"Emulator","status":"Active early-stage project","summary":"Recent open-source Windows/Linux emulator and debugging suite for ColecoVision and ADAM. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"adastra-ptbr","title":"Adastra Brazilian Portuguese Translation Patch","game":"Adastra","platform":"PC (Windows, Linux and macOS; Ren'Py game-folder install)","kind":"Fan Localization","status":"Definitive PT-BR revision; maintainer says the review is finished","summary":"The author-maintained Brazilian Portuguese patch for the Ren'Py visual novel. 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Totals are repository-wide and can include translation tools or supporting files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"advance-wars-recompiled","title":"Advance Wars Recompiled","game":"Advance Wars","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Alpha; two Field Training missions verified playable","summary":"Static recompilation to a native Windows executable; project reports all ROM functions compiled to native code.","project_url":"https://github.com/sp00nznet/advancewars","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/sp00nznet/advancewars"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/advancewars"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/sp00nznet/advancewars/main/README.md"}],"media":[{"kind":"image","label":"Title screen, Nell's welcome, the Field Training briefing and the first battle map","url":"https://raw.githubusercontent.com/sp00nznet/advancewars/HEAD/docs/screenshots/menus.png","preview_url":"https://raw.githubusercontent.com/sp00nznet/advancewars/HEAD/docs/screenshots/menus.png","source_url":"https://github.com/sp00nznet/advancewars","discovered_on":"2026-10-15"},{"kind":"image","label":"Field Training: an infantry's move range, the Wait menu, the damage forecast and the battle scene","url":"https://raw.githubusercontent.com/sp00nznet/advancewars/HEAD/docs/screenshots/field_training.png","preview_url":"https://raw.githubusercontent.com/sp00nznet/advancewars/HEAD/docs/screenshots/field_training.png","source_url":"https://github.com/sp00nznet/advancewars","discovered_on":"2026-10-15"},{"kind":"image","label":"Intro map, Max's cut-in, the battle scene and the ADVANCE logo","url":"https://raw.githubusercontent.com/sp00nznet/advancewars/HEAD/docs/screenshots/intro.png","preview_url":"https://raw.githubusercontent.com/sp00nznet/advancewars/HEAD/docs/screenshots/intro.png","source_url":"https://github.com/sp00nznet/advancewars","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":7350,"Batchfile":2120,"CMake":530},"source_url":"https://github.com/sp00nznet/advancewars","evidence":"GitHub Languages panel reported PowerShell 73.5%, Batchfile 21.2%, CMake 5.3%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"advanced-daisenryaku-megadrive-native-windows","title":"Advanced Daisenryaku Mega Drive Native Windows Port","game":"Advanced Daisenryaku","platform":"Sega Mega Drive / Genesis → Windows x64","kind":"Recompilation","status":"Experimental development build. 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The full byte map is recorded; this is repository-wide and includes build, test, and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"advanced-mac-substitute-68k-app-runtime","title":"Advanced Mac Substitute (AMS)","game":"1980s-era 68K Macintosh applications and Mac OS APIs (specific system-software compatibility range not stated)","platform":"Original 68K Mac applications → POSIX hosts, with backends documented for macOS, SDL2 platforms, X11, and Linux framebuffer","kind":"Emulator","status":"The project site demonstrates applications including MacPaint running in AMS, but publishes no precise Mac System Software or application-version compatibility matrix; compatibility beyond the shown applications is not established. The public source repository received a push on 2026-10-15. The site describes the runtime as an API-level Mac OS replacement combined with 68K CPU emulation, without an Apple ROM or system installation.","summary":"A 68K Mac application runtime that emulates the processor and reimplements classic Mac OS APIs so applications can start directly without Apple's ROM or system software. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"advena-legend-of-emeris-ps-vita-api-port","title":"Advena: Legend of Emeris PS Vita Port","game":"Advena: Legend of Emeris","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.1)","kind":"API Translation","status":"The README documents the Vita loader, native rendering, controls, audio, saves and a build path for Android v1.0.1; it does not make a full-campaign completion claim.","summary":"A Vita loader runs the original Android ARMv6 library with FalsoJNI and Vita-native graphics, audio, controls and file services. Players provide the v1.0.1 Android APK.","project_url":"https://github.com/MetalSyntax/Advena-Vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. 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This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ags2-runtime-decompilation","title":"Adventure Game Studio 2.x Runtime Decompilation","game":"Adventure Game Studio 2.x runtime engine","platform":"DOS and Windows runtime binaries → reconstructed C and assembly","kind":"Decompilation","status":"The maintainer's status table reports AGS 2.00–2.02 at 100% for reverse engineering, source reconstruction, and instruction matching; it warns that the table may be out of date. The README says version 2.00 is complete and its demo game is playable.","summary":"Matching source reconstruction of the AGS 2.x runtime engine. The repository explicitly excludes the DOS and Windows editor components.","project_url":"https://github.com/adm244/ags2_decomp","updated":"2026-10-15","strategy":"Reverse engineering, source reconstruction, and per-function instruction matching","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-development runtime software; editor excluded","target_type":"Software","sources":[{"label":"Maintainer README: scope, matching method, and version 2.00 status","url":"https://github.com/adm244/ags2_decomp"},{"label":"Maintainer status table: version-by-version reconstruction and instruction-matching progress; flagged as potentially outdated","url":"https://github.com/adm244/ags2_decomp/blob/main/STATUS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":12719533,"Assembly":2598121,"C++":975956,"Makefile":15570,"Shell":5418},"source_url":"https://api.github.com/repos/adm244/ags2_decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/adm244/ags2_decomp reports 12,719,533 bytes of C, the largest language total (78.0% of 16,314,598 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"adventure-island-nes-disassembly","title":"Adventure Island NES Disassembly","game":"Adventure Island","platform":"Nintendo Entertainment System (NES)","kind":"Decompilation","status":"Listed by the repository under “Disassembled”; the README says listed source code compiles to the original ROM.","summary":"A game-specific source entry in a public multi-game NES disassembly collection. The maintainer lists Adventure Island among the disassembled titles and says each listed source is compilable and equal to its original ROM.","project_url":"https://github.com/cyneprepou4uk/NES-Games-Disassembly","updated":"2026-10-15","strategy":"Byte-identical 6502 assembly disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"NES 6502 ROM-matching disassembly","target_type":"Game","sources":[{"label":"Collection README (disassembled-title list and build claim)","url":"https://github.com/cyneprepou4uk/NES-Games-Disassembly#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":76143668,"C++":1642347,"Pascal":341620,"Lua":196392,"Batchfile":180641,"Shell":33400},"source_url":"https://api.github.com/repos/cyneprepou4uk/NES-Games-Disassembly/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/cyneprepou4uk/NES-Games-Disassembly reports 76,143,668 bytes of Assembly, the largest language total (97.0% of 78,538,068 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"adventures-of-batman-and-robin-super-nintendo-spanish","title":"Adventures of Batman & Robin Spanish Translation","game":"Adventures of Batman & Robin","platform":"Super Nintendo","kind":"Fan Localization","status":"Released; RHP reports v4","summary":"Spanish fan localization for Adventures of Batman & Robin on Super Nintendo. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/adventures-of-batman-robin-spanish-translation-spanish-translation-super-nintendo","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/adventures-of-batman-robin-spanish-translation-spanish-translation-super-nintendo"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/adventures-of-batman-robin-spanish-translation-spanish-translation-super-nintendo","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Adventures of Batman & Robin Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Adventures of Batman & Robin Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"aero-fighters-assault-n64-recomp","title":"Aero Fighters Assault N64 Recompilation Workspace","game":"Aero Fighters Assault (Nintendo 64 USA)","platform":"Nintendo 64 USA → Windows (documented build path)","kind":"Recompilation","status":"An early recompilation workspace with N64Recomp output, a ROM-splitting workflow, and Windows build instructions. The repository has no release, and the README does not state gameplay or completion status.","summary":"A static-recompilation workspace for the USA release of Aero Fighters Assault, following N64Recomp-style workflows and requiring a user-supplied ROM.","project_url":"https://github.com/DohmBoy64Bit/Aero64Final","updated":"2026-10-15","strategy":"N64Recomp-style static recompilation with game-specific host/runtime code","language":"","source_available":"Public source workspace; README requires a legally obtained USA ROM. No release is listed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"USA target; Windows build instructions; gameplay state not documented","target_type":"Game","sources":[{"label":"Maintainer README: target version, method, user-provided ROM, and build workflow","url":"https://github.com/DohmBoy64Bit/Aero64Final#readme"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/DohmBoy64Bit/Aero64Final/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20950283,"C++":5054250,"Python":120941,"CMake":87066,"Rust":59242,"Assembly":32996,"HTML":21864,"Pawn":16295,"Meson":14213,"Makefile":12855,"Shell":12747,"Brainfuck":8310,"PowerShell":4640,"CSS":3085,"BitBake":2956,"Batchfile":1350,"Linker Script":1078,"Cuda":905,"Awk":871,"PHP":483,"JavaScript":76},"source_url":"https://api.github.com/repos/DohmBoy64Bit/Aero64Final/languages","evidence":"GitHub's official Languages REST endpoint reports 20,950,283 bytes of C as the largest total (79.3% of 26,406,506 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"aerobiz-supersonic-genesis-disasm","title":"Aerobiz Supersonic Disassembly","game":"Aerobiz Supersonic","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The README reports all 801 functions extracted and marks the final phase—complete documentation and byte-identical rebuild—as done.","summary":"An annotated 68K disassembly of the 1994 Genesis release, with source-level function documentation and scripts that check the reconstructed ROM against the original hash.","project_url":"https://github.com/matiaszanolli/aerobiz-disasm","updated":"2026-10-16","strategy":"Matching 68000 disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Complete documented Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/matiaszanolli/aerobiz-disasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":7179451,"Python":132988,"Makefile":3554},"source_url":"https://api.github.com/repos/matiaszanolli/aerobiz-disasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aerogauge-recomp-android","title":"AeroGauge: Recompiled","game":"AeroGauge","platform":"Nintendo 64 → Android","kind":"Recompilation","status":"Android ARM64/Vulkan support documented; the maintainer cautions that release builds can lag the current branch.","summary":"Static recompilation of the N64 game with Android ARM64/Vulkan support and ROM setup instructions. The README warns that release archives may not include every feature from the current source tree.","project_url":"https://github.com/alondero/aerogauge-recomp","updated":"2026-10-15T05:39:33Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"N64 recompilation with Android target","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/alondero/aerogauge-recomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/alondero/aerogauge-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":543279,"Python":136943,"C":120849,"PowerShell":52350,"CMake":48519,"Java":45818,"Shell":29771,"GDB":2291},"source_url":"https://api.github.com/repos/alondero/aerogauge-recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 543,279 bytes of C++ as the largest total (55.4% of 979,820 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"aethersx2","title":"AetherSX2","game":"Games for supported systems","platform":"PlayStation 2","kind":"Emulator","status":"Discontinued; developer announced suspension of development in January 2023","summary":"A formerly popular Android PS2 emulator derived from PCSX2; binary releases remain available, but emulator source was not published.","project_url":"https://www.aethersx2.com/","updated":"2026-10-16","strategy":"PCSX2-derived PS2 emulation optimized for Android ARM64; distributed as proprietary binaries.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Android PlayStation 2 system emulator","target_type":"Software","sources":[{"label":"Official AetherSX2 site/archive","url":"https://www.aethersx2.com/"},{"label":"PCSX2 project announcement describing the mobile derivative","url":"https://sourceforge.net/p/pcsx2/news/2021/11/aethersx2-brings-pcsx2-to-mobile/"},{"label":"Archived official-site source repository","url":"https://github.com/nakano1337/www-aethersx2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.aethersx2.com/","evidence":"The official AetherSX2 site/archive and PCSX2 project announcement identify the mobile derivative but do not publish an emulator source repository language breakdown. The archived website repository is site content, not a source endpoint for the emulator implementation.","verified_at":"2026-10-15","reason_unknown":"No public AetherSX2 emulator source repository or authoritative language byte/percentage endpoint is identified by the project’s official pages; the implementation language cannot be established from those sources."}},{"id":"after-armageddon-gaiden-multilingual-patchclan","title":"After Armageddon Gaiden: Majuu Toushouden Eclipse — Patch Clan Multilingual Translation","game":"After Armageddon Gaiden: Majuu Toushouden Eclipse","platform":"Mega-CD / Sega CD","kind":"Fan Localization","status":"Beta v0.1 build 1; English, Portuguese, and Spanish IPS patches were updated 2026-10-07.","summary":"Patch Clan fan localization for the Japanese Mega-CD RPG, with separate English, Portuguese, and Spanish IPS patches. The project distributes patches only and does not include the game disc image.","project_url":"https://www.patchclan.com/#/jogo/after-armageddon-gaiden","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patches","language":"English, Portuguese, Spanish","source_available":"Patch Clan lists three IPS patch files and the exact Japanese Track 01 source image with MD5. The linked Patreon post provides patch assets; no game image is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: language patches, beta, patch format, and source image checksum","url":"https://www.patchclan.com/#/jogo/after-armageddon-gaiden"},{"label":"Patch Clan Patreon post for the beta patch files","url":"https://www.patreon.com/patchclan/posts/after-armageddon-171677014"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/after-armageddon-gaiden","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for After Armageddon Gaiden: Majuu Toushouden Eclipse — Patch Clan Multilingual Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for After Armageddon Gaiden: Majuu Toushouden Eclipse — Patch Clan Multilingual Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"agepad-aoe2de-ipad","title":"AgePad: Age of Empires II: Definitive Edition iPad Port","game":"Age of Empires II: Definitive Edition (Mac edition)","platform":"Apple Silicon Mac Steam edition → iPadOS (iPads with 8 GB+; only 12.9-inch M2 iPad Pro tested)","kind":"API Translation","status":"Developer preview. Version 0.1.0 shipped on 2026-09-30 as an unsigned, data-free IPA that users assemble on a Mac from their own Steam and game files. The maintainer reports skirmish, save/load, Steam sign-in and offline mode tested on one M2 iPad Pro; full online matches, long sessions, mouse use and other iPad models are unverified. It targets the Mac edition, not the Windows executable, and currently requires exact game/Steam versions. The project warns that it modifies local Steam client/SDK files and states that Steam compatibility, account safety, and terms compliance are unconfirmed.","summary":"An application-specific compatibility translation that runs the Apple Silicon Mac edition of Age of Empires II: Definitive Edition on iPadOS. The game code and data sections remain byte-identical while platform metadata is adapted; the project supplies iPad equivalents for Mac AppKit, Metal, and CoreGraphics behavior, touch/Pencil controls, packaging, and Steam integration. This is not a general Windows compatibility layer or CPU emulator. Users assemble the signed app from their own game and Steam installation; the maintainer's account-safety caveat is material.","project_url":"https://github.com/chrissotraidis/agepad","updated":"2026-10-16","strategy":"Application-specific Mac-to-iPadOS API/framework translation for the Apple Silicon Steam build","language":"","source_available":"Public repository with source visible; GitHub license metadata is NOASSERTION. The unsigned preview release contains AgePad code only. Users inject their own Mac Steam client and game files; no game data is distributed.","first_found":"2026-10-16","project_started":"2026-08-13","programming_language":"Python","subtype":"Application-specific Apple Silicon Mac-to-iPadOS compatibility translation; unsigned preview","target_type":"Game","sources":[{"label":"Maintainer README: target edition, method, tested hardware, version constraints, and explicit Steam-risk warning","url":"https://github.com/chrissotraidis/agepad"},{"label":"Release route and app assembly details","url":"https://github.com/chrissotraidis/agepad/blob/main/docs/IPA-ROUTE.md"},{"label":"AgePad 0.1.0 unsigned preview release","url":"https://github.com/chrissotraidis/agepad/releases/tag/v0.1.0"},{"label":"GitHub repository metadata, license field, and source activity","url":"https://api.github.com/repos/chrissotraidis/agepad"},{"label":"Current primary README","url":"https://github.com/chrissotraidis/agepad/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/chrissotraidis/agepad/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":546335,"Objective-C":540036,"C++":446390,"C":193601,"Metal":62994,"Shell":31743,"Objective-C++":30281,"CMake":533},"source_url":"https://api.github.com/repos/chrissotraidis/agepad/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aikatsu-my-no1-stage-3ds-en","title":"Aikatsu! My No.1 Stage! 3DS English Translation","game":"Aikatsu! My No.1 Stage!","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Partial v0.1 announced 2026-06-07; author explicitly lists unfinished/broken content.","summary":"English ROMFS mod for the Japan-only 3DS game, title ID 0004000000169D00. Some openings, Idol Time dialogue, endings, Top Idol Road, profiles and tutorials translated; many event lines remain.","project_url":"https://gbatemp.net/threads/aikatsu-my-no-1-stage-english-translation.682262/","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Author thread links the mod; no code repository or full game files identified.","first_found":"2026-10-16","project_started":"2026-06-07","programming_language":"","subtype":"3DS fan translation mod","target_type":"Game","sources":[{"label":"Author thread: date, title ID, scope, caveats","url":"https://gbatemp.net/threads/aikatsu-my-no-1-stage-english-translation.682262/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gbatemp.net/threads/aikatsu-my-no-1-stage-english-translation.682262/","evidence":"Primary project thread links a patch archive but no public source-code repository or language-statistics endpoint.","verified_at":"2026-10-16","reason_unknown":"No public code repository with language counts."}},{"id":"air-traffic-chaos-nds-decomp","title":"Air Traffic Chaos Nintendo DS Decompilation","game":"Air Traffic Chaos (Nintendo DS USA)","platform":"Nintendo DS USA (ROM SHA-1 4f36e459b6d2472c403a008a61140377a6c53229)","kind":"Decompilation","status":"Early work in progress. The README documents extraction, configuration, and ROM rebuild commands, but does not report matching progress or claim a complete decompilation.","summary":"A Nintendo DS decompilation and modification project with ARM9 reverse-engineering sources and a documented rebuild-and-diff workflow for the USA ROM.","project_url":"https://github.com/sasja-san/atc","updated":"2026-10-15","strategy":"Nintendo DS ROM extraction/rebuild using dsd plus reverse-engineered C; byte-matching status is not stated","language":"","source_available":"Public source repository; the README instructs users to provide the USA game ROM and a DS BIOS7 dump. No release is listed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"USA release; ROM identity is supplied by the project README","target_type":"Game","sources":[{"label":"Maintainer README: target, ROM identity, source layout, and build steps","url":"https://github.com/sasja-san/atc#readme"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/sasja-san/atc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":18196,"Makefile":4510,"Shell":394,"C":231},"source_url":"https://api.github.com/repos/sasja-san/atc/languages","evidence":"GitHub's official Languages REST endpoint reports 18,196 bytes of Python as the largest total (78.0% of 23,331 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"airscap-scansnap-wifi-bridge","title":"AirScap","game":"Fujitsu/Ricoh ScanSnap iX500 VENS Wi-Fi scanning client","platform":"Wi-Fi ScanSnap iX500 → eSCL/AirScan clients on macOS, Linux, and Windows","kind":"Reimplementation","status":"Go protocol bridge; iX500 is the only scanner reported physically tested, using macOS Image Capture. The README says other VENS-compatible ScanSnap models and SANE/Windows clients are not yet verified. It exposes the scanner as a local eSCL device and has Debian/Ubuntu release packages.","summary":"Reimplements the ScanSnap iX500's proprietary VENS network protocol from captured official-app traffic and translates it into standard eSCL/AirScan for modern clients. This restores Wi-Fi scanning after the iX500's former ScanSnap Connect Application was discontinued and the current ScanSnap Home dropped that model.","project_url":"https://github.com/mzyy94/AirScap","updated":"2026-10-15","strategy":"Captured-traffic VENS protocol reimplementation with an eSCL/AirScan compatibility bridge","language":"English, Japanese","source_available":"Public MIT source; no proprietary scanner application or binary is included.","first_found":"2026-10-15","project_started":null,"programming_language":"Go","subtype":"Discontinued scanner app replacement / Wi-Fi protocol bridge","target_type":"Software","sources":[{"label":"Maintainer README: discontinued client context, exact iX500 scope, test boundary, and architecture","url":"https://github.com/mzyy94/AirScap"},{"label":"Maintainer English protocol specification for VENS network traffic","url":"https://github.com/mzyy94/AirScap/blob/master/protocol.en.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":256683,"Python":75199,"HTML":43371,"JavaScript":7770},"source_url":"https://api.github.com/repos/mzyy94/AirScap/languages","evidence":"GitHub's official Languages REST endpoint reports 256,683 bytes of Go as the largest total (67.0% of 383,023 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"albert-odyssey-saturn-recomp","title":"Albert Odyssey: Legend of Eldean Saturn Recompilation","game":"Albert Odyssey: Legend of Eldean","platform":"Sega Saturn (North American release) → native PC","kind":"Recompilation","status":"Work in progress; README describes playability from boot through the harpies’ village. The repository is a title project built on saturnkit, not a finished full-game port.","summary":"Static SH-2-to-C++ recompilation with a shared Saturn runtime and title-specific configuration.","project_url":"https://github.com/vs-sr-dev/pc-albertodyssey","updated":"2026-10-16","strategy":"Static SH-2-to-C++ recompilation with a shared Saturn runtime and title-specific configuration.","language":"","source_available":"Public documentation and tools; user supplies their own disc/BIOS and generated build data locally.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Saturn static recompilation / native PC port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/vs-sr-dev/pc-albertodyssey"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":25472},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-albertodyssey/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mumble-alcahest-it","title":"Alcahest Italian Translation","game":"Alcahest","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; v1.10 released 2026-08-30","summary":"Italian text translation patch for the Japanese SNES release. Mumble Translations supplies an IPS patch and documents the exact Japanese ROM checksum required.","project_url":"https://www.mumble.romhacking.it/alcahest.html","updated":"2026-08-30","strategy":"Fan translation patch","language":"Italian","source_available":"IPS patch","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Project page and release status","url":"https://www.mumble.romhacking.it/alcahest.html"},{"label":"Patch readme; target ROM checksum and patch instructions","url":"https://www.mumble.romhacking.it/readmes/alcahest-readme.txt"},{"label":"Mumble Translations project hub","url":"https://www.mumble.romhacking.it/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.mumble.romhacking.it/alcahest.html","evidence":"The maintainer page identifies an Italian SNES translation and offers an IPS patch with a readme; it does not publish a code repository or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes a ROM patch rather than a code repository with language totals; no predominant programming language can be assigned."}},{"id":"aleph-one-marathon","title":"Aleph One Marathon Engine","game":"Marathon, Marathon 2, and Marathon Infinity (multi-title)","platform":"Classic Mac Marathon engine → Windows, macOS (arm64 and x86_64), and Linux","kind":"Reimplementation","status":"Active; the latest listed release is 2026-09-30 and the repository had source commits on 2026-10-11. The README documents separate macOS arm64 and x86_64 build scripts.","summary":"Open-source continuation of Bungie's Marathon 2 and Marathon Infinity engines. Aleph One runs Marathon, Marathon 2, Marathon Infinity, and third-party content on modern hosts. The repository requires scenario data to make full game packages; it does not identify itself as a decompilation or static recompilation.","project_url":"https://github.com/Aleph-One-Marathon/alephone","updated":"2026-10-15","strategy":"Native open-source Marathon engine source port and continuation","language":"","source_available":"GPL-3.0 source repository and source tarballs are public; game scenario/data files are distributed separately or supplied by the user.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-title native engine continuation and source port","target_type":"Game","sources":[{"label":"Aleph One README: engine scope, supported titles, and scenario data","url":"https://github.com/Aleph-One-Marathon/alephone"},{"label":"Latest project release","url":"https://github.com/Aleph-One-Marathon/alephone/releases"},{"label":"Project download page for playable Marathon packages","url":"https://alephone.lhowon.org/"},{"label":"GitHub repository language metadata / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Aleph-One-Marathon/alephone"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/Aleph-One-Marathon/alephone/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5316551,"C":3593020,"Makefile":42660,"GLSL":25340,"Lua":15897,"M4":14365,"PowerShell":7646,"Objective-C++":6891,"Perl":5980,"Shell":5562,"HTML":3395,"AppleScript":1575,"CMake":610},"source_url":"https://api.github.com/repos/Aleph-One-Marathon/alephone/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Aleph-One-Marathon/alephone reports 5,316,551 bytes of C++, the largest language total (58.8% of 9,039,492 recognized language bytes). The complete byte breakdown is recorded in language_breakdown_bytes; counts are repository-level Linguist totals.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"alesis-mmt8-v111-firmware-disassembly","title":"Alesis MMT-8 v1.11 Firmware Disassembly and Simulator","game":"Alesis MMT-8 MIDI sequencer firmware v1.11","platform":"Alesis MMT-8 (80C31/8051, 32 KB EPROM); Linux simulator","kind":"Decompilation","status":"The assemblable 8051 source round-trips to a byte-identical 32 KB EPROM image, and the simulator boots the firmware and passes the device's RAM/EPROM/MIDI diagnostics according to the README. The included Ghidra C output is pseudocode, not compiler-matching source.","summary":"A source-reconstructable assembly disassembly and hardware simulator for the Alesis MMT-8 MIDI sequencer firmware. The simulator runs the unmodified firmware with emulated controls, display, memory, and MIDI interfaces; the project has no declared license and its upstream repository includes an original firmware dump.","project_url":"https://github.com/audiodestrukt/mmt8","updated":"2026-10-16","strategy":"Annotated 8051 disassembly with byte-identical reassembly and original-firmware simulation","language":"","source_available":"Public assembly, simulator, and analysis files; no repository license is declared. An original 32 KB EPROM dump is also present upstream; no firmware image is copied into this catalog.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"MIDI sequencer embedded firmware","target_type":"Software","sources":[{"label":"Project README with simulator status and firmware rebuild procedure","url":"https://github.com/audiodestrukt/mmt8#readme"},{"label":"Byte-identical firmware rebuild and file descriptions","url":"https://github.com/audiodestrukt/mmt8#rebuilding-the-firmware"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/audiodestrukt/mmt8/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1081602,"C":437684,"Makefile":2720,"Python":57033,"Shell":20725},"source_url":"https://api.github.com/repos/audiodestrukt/mmt8/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":1081602,\"C\":437684,\"Makefile\":2720,\"Python\":57033,\"Shell\":20725}; Assembly is the unique largest byte-count entry (1081602 of 1599764 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alex-vs-bus-genesis-port","title":"Alex vs Bus: The Race Sega Genesis Port","game":"Alex vs Bus: The Race","platform":"Open-source PC game → Sega Genesis / Mega Drive","kind":"Reimplementation","status":"The maintainer’s pre-release README says the port is playable start-to-finish in both NTSC and PAL and supports SRAM saving; GitHub lists pre3 dated 2026-07-22. The README gives a vasm-based ROM build, but does not identify the emulator or hardware used for its full-playthrough claim.","summary":"A Sega Genesis/Mega Drive port of the free, open-source platform runner Alex vs Bus: The Race. The repository contains Motorola-syntax 68000 code, asset-conversion tools, and a vasm ROM build script.","project_url":"https://github.com/M374LX/alexvsbus-md","updated":"2026-10-16","strategy":"Port the open-source PC game to a 68000 Genesis ROM using vasm and project asset converters","language":"","source_available":"Public source and build/conversion tools; GitHub reports NOASSERTION for license metadata on the port repository.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Sega Genesis native port; maintainer claims full pre-release playability in NTSC and PAL","target_type":"Game","sources":[{"label":"Maintainer README and current feature/test claims","url":"https://github.com/M374LX/alexvsbus-md#readme"},{"label":"Maintainer pre3 prerelease","url":"https://github.com/M374LX/alexvsbus-md/releases/tag/pre3"},{"label":"Original open-source PC game referenced by the port","url":"https://github.com/M374LX/alexvsbus#readme"},{"label":"Current primary README","url":"https://github.com/M374LX/alexvsbus-md/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/M374LX/alexvsbus-md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/M374LX/alexvsbus-md/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":300425,"C++":284733,"C":62149,"Shell":2850},"source_url":"https://api.github.com/repos/M374LX/alexvsbus-md/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alice-in-wonderland-2010-wii-decomp","title":"Alice in Wonderland (2010) Wii Decompilation","game":"Alice in Wonderland (2010)","platform":"Wii","kind":"Decompilation","status":"Work in progress; README lists USA `SALE4Q` and Europe `SALP4Q` target builds.","summary":"Wii decompilation project with region-specific progress tracking.","project_url":"https://github.com/Alice-2010/Decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Alice-2010/Decomp"},{"label":"Maintainer README and project status","url":"https://github.com/Alice-2010/Decomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":667952,"Python":158330,"Assembly":155338,"C++":56637},"source_url":"https://api.github.com/repos/Alice-2010/Decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alice-s-cottage-ii-pc-98-english","title":"Alice's Cottage II English Translation","game":"Alice's Cottage II","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v1.1","summary":"English fan localization for Alice's Cottage II on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://www.romhackplaza.org/translations/alices-cottage-ii-english-translation-pc-98","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://www.romhackplaza.org/translations/alices-cottage-ii-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/alices-cottage-ii-english-translation-pc-98","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Alice's Cottage II English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Alice's Cottage II English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"alien-assault-ii-sega32x-core-atari-jaguar-port","title":"Alien Assault II Atari Jaguar Port (Sega 32X Core Lineage)","game":"Alien Assault II (1997)","platform":"Sega 32X port’s shared portable game core (DOS-origin freeware) → Atari Jaguar","kind":"Reimplementation","status":"Release v0.0.1 was published 2026-10-15 and includes an Atari Jaguar Server package. The README calls the game fully playable, but the explicit end-to-end test only boots it in Virtual Jaguar under Xvfb and checks for a lit game frame followed by a changing frame in the credits sequence; no real-Jaguar test or full-game playthrough is reported. Jaguar audio is not implemented, so this build is silent. The README describes the underlying 1997 title as DOS freeware and says this Jaguar port shares the portable C core from the maintainer’s Sega 32X port.","summary":"Atari Jaguar-specific shell around the portable C core shared with haroldo-ok’s Sega 32X port of the 1997 DOS freeware game Alien Assault II. The source repository builds a Jaguar Server ROM with vbcc/vasm/vlink and jaglib and includes a generated blob of game levels, graphics, and palettes; the Jaguar shell has no sound implementation.","project_url":"https://github.com/haroldo-ok/alien-assault-2-jaguar","updated":"2026-10-16","strategy":"Native Jaguar platform shell using the portable game core from the Sega 32X port; source lineage is explicitly disclosed as DOS-origin freeware, so this is a cross-console code-lineage adaptation rather than a claim that the original game debuted on 32X","language":"","source_available":"Public source and release v0.0.1 Jaguar Server package. GitHub reports no repository license and no LICENSE file appears in the root listing; the README describes the original DOS game as freeware but does not state a software license for the Jaguar port. The source includes a generated blob of game-derived levels, graphics, and palettes.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Atari Jaguar native port; v0.0.1 release; emulator boot/display progression test only; no physical-hardware validation stated","target_type":"Game","sources":[{"label":"Maintainer README: 32X core lineage, build, emulator test and known limits","url":"https://github.com/haroldo-ok/alien-assault-2-jaguar#readme"},{"label":"Maintainer release v0.0.1 and Jaguar Server package","url":"https://github.com/haroldo-ok/alien-assault-2-jaguar/releases/tag/v0.0.1"},{"label":"GitHub repository metadata: activity and license field","url":"https://api.github.com/repos/haroldo-ok/alien-assault-2-jaguar"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/haroldo-ok/alien-assault-2-jaguar/languages"},{"label":"Upstream Sega 32X port identified by the Jaguar README","url":"https://github.com/haroldo-ok/alien-assault-2-32x"}],"media":[{"kind":"image","label":"Alien Assault II Jaguar v0.0.1 release screenshot","url":"https://github.com/user-attachments/assets/dbeb9b0b-54d4-4215-a927-6012c733fd25","preview_url":"https://github.com/user-attachments/assets/dbeb9b0b-54d4-4215-a927-6012c733fd25","source_url":"https://github.com/haroldo-ok/alien-assault-2-jaguar/releases/tag/v0.0.1","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1386063,"Python":7700,"Makefile":511},"source_url":"https://api.github.com/repos/haroldo-ok/alien-assault-2-jaguar/languages","evidence":"Exact repository-wide byte totals returned by the official GitHub Languages API. These include all recognized repository files, not target-only code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alien-soldier-sega-genesis-ukrainian","title":"Alien Soldier Ukrainian Translation","game":"Alien Soldier","platform":"SEGA Genesis","kind":"Fan Localization","status":"Complete; RHP reports v1.0","summary":"Ukrainian fan localization for Alien Soldier on SEGA Genesis. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/alien-solder-europe-japan-ukrayinskii-pereklad-ukrainian-translation-sega-genesis","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Ukrainian","source_available":"RHP listing links to the author’s UAPLayer announcement/download page; verify exact patch asset there.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP release/listing: target language, platform, version/date, source checksum","url":"https://romhackplaza.org/translations/alien-solder-europe-japan-ukrayinskii-pereklad-ukrainian-translation-sega-genesis"},{"label":"Author-hosted UAPLayer patch page","url":"https://www.uaplayer.net/2026/10/03/alien-soldier-ukrainskyj-pereklad/"},{"label":"RHP Voodoo author index","url":"https://romhackplaza.org/database?authors%5B0%5D=1363"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/alien-solder-europe-japan-ukrayinskii-pereklad-ukrainian-translation-sega-genesis","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Alien Soldier Ukrainian Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Alien Soldier Ukrainian Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"aliens-versus-predator-gold-nakedavp-source-port","title":"Aliens versus Predator Gold (NakedAVP SDL3 Source Port)","game":"Aliens versus Predator Gold","platform":"Aliens versus Predator Gold → Linux, macOS and Windows (SDL3)","kind":"Reimplementation","status":"The latest maintainer release is 1.3.1, published 2026-10-16. The README identifies this as an unofficial Linux and Mac OS X port and says the current code also works on Windows. The release notes list mouse fixes, rendering/performance changes, resolution fixes, shader rewrites, dynamic lighting, and bloom/lite-HDR. The README says some original features, including multiplayer, remain missing. It requires user-provided original game data; this status does not establish compatibility with every store build or system.","summary":"A modern SDL3 source port of Aliens versus Predator Gold based on the icculus port. The maintainer README lists Linux/macOS/Windows support, with CMake, SDL3, OpenAL, OpenGL and FFmpeg dependencies. The repository distributes source but not the game data. This is a source port/reimplementation, not a static recompilation or an API-translation layer.","project_url":"https://github.com/atsb/NakedAVP","updated":"2026-10-16","strategy":"Cross-platform source port based on the icculus AvP port, with SDL3 and modern rendering/audio dependencies.","language":"","source_available":"Public source repository. Its LICENSE states that original Aliens vs Predator source is copyright Rebellion (1999–2000), prohibits commercial use, and requires visible credit and restatement of the license; later changes are also stated to be noncommercial. GitHub reports NOASSERTION for the repository license. The README says users must obtain original game data separately from GOG, Steam or CD; no game data is bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SDL3 cross-platform source port","target_type":"Game","sources":[{"label":"Maintainer README: original project identity, supported operating systems, build dependencies, game-data requirement and missing features","url":"https://github.com/atsb/NakedAVP/blob/main/README.md"},{"label":"Latest maintainer release 1.3.1 published 2026-10-16","url":"https://github.com/atsb/NakedAVP/releases/tag/1.3.1"},{"label":"Repository license and commercial-use/credit terms","url":"https://github.com/atsb/NakedAVP/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/atsb/NakedAVP"},{"label":"Exact GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/atsb/NakedAVP/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7026086,"C++":1833777,"CMake":34678,"Assembly":18210,"GLSL":7567},"source_url":"https://api.github.com/repos/atsb/NakedAVP/languages","evidence":"Exact repository-wide byte totals returned by the official GitHub Languages API on 2026-10-16. C is the largest reported bucket.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"avp-gold-3ds-port","title":"Aliens versus Predator Gold 3DS Port","game":"Aliens versus Predator Gold","platform":"PC → Nintendo 3DS","kind":"Reimplementation","status":"GitHub's latest release is v1.0.5 (2026-08-26). The README describes a native 3DS/Citro3D port with stereoscopic world rendering and campaign-specific lower-screen HUDs; its scope section still labels v1.0.0, so the release page is used for the latest version.","summary":"Native Nintendo 3DS port of Aliens versus Predator / AvP Gold, with Marine, Predator, and Alien single-player campaigns, stereo world rendering, and 3DS-specific menu and movement changes. Commercial game data is not included.","project_url":"https://github.com/benny04131985-lab/AvPGold3DS","updated":"2026-10-16","strategy":"Native Nintendo 3DS source port","language":"","source_available":"Public source and releases; the user supplies legally obtained Aliens versus Predator game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"README scope labels v1.0.0; GitHub latest release v1.0.5","target_type":"Game","sources":[{"label":"Maintainer README: game targets, 3DS implementation, and data requirements","url":"https://github.com/benny04131985-lab/AvPGold3DS#readme"},{"label":"Latest release v1.0.5","url":"https://github.com/benny04131985-lab/AvPGold3DS/releases/tag/v1.0.5"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/AvPGold3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/AvPGold3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/AvPGold3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11490306,"Python":5164699,"C++":2388119,"Makefile":409239,"Roff":37377,"CMake":37065,"Objective-C":23076,"Assembly":18210,"PowerShell":832},"source_url":"https://api.github.com/repos/benny04131985-lab/AvPGold3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alis-silmarils-vm-reimplementation","title":"ALIS: Silmarils Virtual Machine Reimplementation","game":"Silmarils ALIS virtual-machine games (multi-title)","platform":"Multiple original Silmarils releases (PC, Atari ST, Amiga, Macintosh, and others) → Windows, macOS, and Linux; input-version support varies by title","kind":"Reimplementation","status":"In development; the maintainer's compatibility table marks multiple games playable for PC, Atari ST, and Amiga versions, while some other source versions are unknown or not working. The README lists Windows, macOS, and Ubuntu builds/tests; users supply original game data.","summary":"A reverse-engineered reimplementation of Silmarils' ALIS (Actor Language Integrated System) virtual machine. It interprets original game data and scripts with reconstructed VM opcodes and platform services; it is not a matching decompilation or a general-purpose system emulator.","project_url":"https://github.com/maestun/alis","updated":"2026-10-15","strategy":"Reverse-engineered virtual-machine reimplementation","language":"","source_available":"Public MIT-licensed source; original game data files must be supplied by the user","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Multi-title vintage game VM","target_type":"Game","sources":[{"label":"Maintainer README: VM architecture, host builds, and original-data requirement","url":"https://github.com/maestun/alis/blob/master/README.md"},{"label":"Maintainer README: per-title and original-platform compatibility table","url":"https://github.com/maestun/alis/blob/master/README.md#more-info"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/maestun/alis/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2094135,"Assembly":110152,"Batchfile":9631,"CMake":4944,"Makefile":2073,"Shell":837},"source_url":"https://api.github.com/repos/maestun/alis/languages","evidence":"GitHub's official Languages REST endpoint reports 2,094,135 bytes of C as the largest total (94.3% of 2,221,772 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"alley-cat-dos-x8664-recomp","title":"Alley Cat DOS x86-64 Recompilation","game":"Alley Cat (IBM PC DOS, 1984)","platform":"Original DOS executable → Windows/Linux/macOS Intel x86-64","kind":"Recompilation","status":"Release 1.2 was published 2026-10-14. The README cautions that about 99% of the code is LLM-generated and only roughly reviewed; Apple Silicon runs the x86-64 build under Rosetta 2.","summary":"A native x86-64 recompilation of the original DOS executable for modern desktop systems, with updated controls and PCjr color support.","project_url":"https://github.com/petarov/alleycat.exe","updated":"2026-10-16","strategy":"Static recompilation of the original DOS executable to x86-64.","language":"","source_available":"Public source repository and release packages; the README identifies the DOS executable as the source target.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"DOS-to-x86-64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/petarov/alleycat.exe#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/petarov/alleycat.exe/commit/5a8f7f52569a55ff72f72f40f2d06a4b580cc41d"},{"label":"Latest documented release","url":"https://github.com/petarov/alleycat.exe/releases/tag/1.2"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/petarov/alleycat.exe/languages"},{"label":"Current primary README","url":"https://github.com/petarov/alleycat.exe/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/petarov/alleycat.exe"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":47864,"Python":19131,"Assembly":12193,"Java":9596,"Makefile":7090},"source_url":"https://api.github.com/repos/petarov/alleycat.exe/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alloy-d3d12-metal","title":"Alloy Direct3D 12-to-Metal Translation Layer","game":"Windows Direct3D 12 applications and games (multi-title)","platform":"Windows x86-64 Direct3D 12 / DXGI applications → Apple Metal on Apple Silicon macOS 15+ (macOS 14 can run simpler cases); Wine runs as x86-64 under Rosetta 2, with Apple Metal Shader Converter 3.x for shader conversion.","kind":"API Translation","status":"Early and build-it-yourself. The maintainer README and compatibility table report Marvel’s Spider-Man Remastered playable at about 55–60 FPS on an M2 Max (32 GB), macOS 27, Wine 11.18 (Gcenx build), and Metal Shader Converter 3.x; Spider-Man 2 reaches its first splash, Control boots, and Godot 4.7 Forward+ plus Microsoft D3D12 samples render. Several D3D12 features remain absent or stubbed, including ray tracing, mesh shaders, variable-rate shading, HDR, and tiled resources. No GitHub release is listed; the latest source push was 2026-10-12.","summary":"An open-source runtime graphics layer that ships replacement d3d12.dll and dxgi.dll implementations for unmodified Windows D3D12/DXGI applications and maps their graphics work to Apple Metal. DXIL shaders go through Apple’s Metal Shader Converter. Wine supplies Win32 compatibility and Rosetta 2 translates x86-64 CPU instructions; those are separate layers, not the graphics translator. Current compatibility remains early and feature-limited.","project_url":"https://github.com/jayeshpaluru/d3d12-metal","updated":"2026-10-16","strategy":"Runtime Direct3D 12 / DXGI API implementation over Metal, with DXIL-to-Metal conversion through Apple Metal Shader Converter; Wine and Rosetta 2 provide separate runtime compatibility layers.","language":"","source_available":"Public source repository; the maintainer states LGPL-2.1-or-later. No GitHub binary release is listed. Users must install Apple Metal Shader Converter separately because the project says Apple’s terms prohibit bundling it; Alloy downloads a pinned Gcenx Wine build. No game code or assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Direct3D 12 / DXGI graphics API compatibility layer for Apple Silicon","target_type":"Software","sources":[{"label":"Maintainer README: translation layer, requirements, build workflow, tested games, and status","url":"https://github.com/jayeshpaluru/d3d12-metal"},{"label":"Maintainer compatibility table: test machine, OS/runtime versions, and per-title results","url":"https://github.com/jayeshpaluru/d3d12-metal/blob/main/docs/COMPATIBILITY.md"},{"label":"Maintainer status log: implemented D3D12/DXGI surfaces, current limits, and subsequent Spider-Man gameplay progress","url":"https://github.com/jayeshpaluru/d3d12-metal/blob/main/docs/STATUS.md"},{"label":"License and third-party redistribution notes","url":"https://github.com/jayeshpaluru/d3d12-metal/blob/main/docs/LICENSING.md"},{"label":"GitHub repository metadata checked 2026-10-16: activity dates, archive state, primary language, and license classifier","url":"https://api.github.com/repos/jayeshpaluru/d3d12-metal"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/jayeshpaluru/d3d12-metal/languages"},{"label":"GitHub releases endpoint checked 2026-10-16; no releases listed","url":"https://github.com/jayeshpaluru/d3d12-metal/releases"},{"label":"Current primary README","url":"https://github.com/jayeshpaluru/d3d12-metal/blob/main/README.md"}],"media":[{"kind":"image","label":"Hello Triangle output with Alloy performance HUD, linked from the maintainer README","url":"https://raw.githubusercontent.com/jayeshpaluru/d3d12-metal/main/docs/images/hud-hello-triangle.png","preview_url":"https://raw.githubusercontent.com/jayeshpaluru/d3d12-metal/main/docs/images/hud-hello-triangle.png","source_url":"https://github.com/jayeshpaluru/d3d12-metal/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1232133,"Objective-C++":343160,"Swift":244014,"C":93415,"Shell":88840,"Objective-C":25687,"HLSL":23903,"Meson":20694,"Python":19430,"GDScript":1567},"source_url":"https://api.github.com/repos/jayeshpaluru/d3d12-metal/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-alpha-mission","title":"Alpha Mission MiSTer FPGA Core (SNK Triple Z80 WIP)","game":"SNK Alpha Mission (ASO); the repository describes planned expansion to related Triple Z80 titles","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-01-11, with archived=false and fork=false. An active MiSTer FPGA core in progress. The maintainer says the current project originated as an Alpha Mission core and plans future Ikari Warriors, TNK III, Psycho Soldier, and other additions. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository. README labels this core WIP and describes the additional Triple Z80 games as planned.","summary":"An active MiSTer FPGA core in progress. The maintainer says the current project originated as an Alpha Mission core and plans future Ikari Warriors, TNK III, Psycho Soldier, and other additions.","project_url":"https://github.com/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of SNK Alpha Mission (ASO); the repository describes planned expansion to related Triple Z80 titles; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 2.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2022-05-09","programming_language":"Verilog","subtype":"MiSTer FPGA game-specific arcade core","target_type":"Game","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer/main/Readme.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":476735,"VHDL":293451,"SystemVerilog":249042,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-SNK_TripleZ80_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"alt-rosetta","title":"alt-rosetta","game":"x86-64 macOS command-line binaries (multi-application research prototype)","platform":"x86-64 macOS Mach-O binaries → ARM64 Apple silicon macOS; currently limited to self-contained static test programs","kind":"Emulator","status":"Educational prototype, not a general Rosetta replacement. The README documents eight static test binaries using raw syscalls, with a small implemented x86-64 instruction subset; dynamic linking, shared libraries, multithreading, signal forwarding, and SSE/AVX-to-NEON translation remain unimplemented. GitHub shows two commits, with the last commit on 2026-02-09; no releases are listed.","summary":"A public-source JIT that loads x86-64 Mach-O files and translates supported instruction blocks into ARM64 on Apple silicon macOS. It demonstrates instruction decoding, ARM64 emission, a translation cache, and minimal syscall handling. The current tests are small statically linked programs; it does not implement a general macOS application runtime, Windows API layer, virtual machine, or source port.","project_url":"https://github.com/sadopc/alt-rosetta","updated":"2026-10-16","strategy":"Process-level x86-64-to-ARM64 dynamic binary translation with a limited instruction set and syscall shim","language":"","source_available":"Public source repository; no GitHub release is listed","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental educational x86-64-to-ARM64 JIT translator","target_type":"Software","sources":[{"label":"Maintainer README: translation design, implemented instruction subset, tests, and known gaps","url":"https://github.com/sadopc/alt-rosetta#readme"},{"label":"GitHub repository metadata: creation, latest push, repository status, and primary language","url":"https://api.github.com/repos/sadopc/alt-rosetta"},{"label":"GitHub releases page; no releases listed when checked 2026-10-16","url":"https://github.com/sadopc/alt-rosetta/releases"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/sadopc/alt-rosetta/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":306037,"Shell":2963,"Makefile":1719,"Assembly":1236},"source_url":"https://api.github.com/repos/sadopc/alt-rosetta/languages","evidence":"Official GitHub Languages API totals returned on 2026-10-16; C is the largest category (306,037 of 311,955 recognized bytes, 98.1%). Repository-level counts do not isolate runtime code from tests or build files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-charlesmmorais-altair8800-tang-nano-20k","title":"Altair 8800 Tang Nano 20K FPGA Emulator","game":"MITS Altair 8800 (1975)","platform":"Sipeed Tang Nano 20K (Gowin FPGA)","kind":"Emulator","status":"README documents a functional Altair 8800 build and prebuilt firmware instructions; no published GitHub release was listed; source repository was last pushed 2026-06-13.","summary":"Functional Verilog recreation of the MITS Altair 8800 on a Tang Nano 20K, with an Intel 8080, 64 KB RAM, serial console and front-panel controls; README documents a validated build and optional physical switch/LED panel.","project_url":"https://github.com/charlesmmorais/altair8800-tang-nano-20k","updated":"2026-06-13","strategy":"FPGA computer emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA computer emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/charlesmmorais/altair8800-tang-nano-20k"},{"label":"GitHub release history","url":"https://github.com/charlesmmorais/altair8800-tang-nano-20k/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/charlesmmorais/altair8800-tang-nano-20k/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/charlesmmorais/altair8800-tang-nano-20k"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":55272,"Python":1735},"source_url":"https://api.github.com/repos/charlesmmorais/altair8800-tang-nano-20k/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 55,272 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"altirra","title":"Altirra","game":"Atari 400/800, XL/XE computers, and Atari XEGS","platform":"Windows 7 or later (x86, x64, and ARM64)","kind":"Emulator","status":"Maintained; version 4.40 source and binaries are posted by the project author","summary":"Atari 8-bit computer emulator with source archives and Windows builds published on the maintainer's official project page.","project_url":"https://www.virtualdub.org/altirra.html","updated":"2026-10-15","strategy":"Emulates Atari 8-bit computer hardware, including multiple machine models and peripherals.","language":"","source_available":"Public source code downloads (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Atari 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer's official project page","url":"https://www.virtualdub.org/altirra.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.virtualdub.org/altirra.html","evidence":"The official project page publishes source archives, but does not declare the predominant language or publish per-language byte totals. No official repository language endpoint was found, so a language cannot be assigned from the available primary-source evidence.","verified_at":"2026-10-15","reason_unknown":"The official project page exposes downloadable source archives but no predominant-language declaration or language breakdown; no authoritative repository language endpoint was found."}},{"id":"amagami-vita-english","title":"Amagami English Patch","game":"Amagami","platform":"PlayStation Vita","kind":"Fan Localization","status":"Complete; v1.1 released 2025-03-30","summary":"English port of the existing Amagami fan translation to the Vita edition. The release thread gives the supported game title code, update, installation requirements, and a patcher that produces rePatch files.","project_url":"https://gbatemp.net/threads/release-amagami-english-version.668601/","updated":"2025-03-30","strategy":"Fan translation patch","language":"English","source_available":"Patcher download linked from the release thread; outputs rePatch files","first_found":"2026-10-16","project_started":"2025-03-19","programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Release thread, target and patch details","url":"https://gbatemp.net/threads/release-amagami-english-version.668601/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gbatemp.net/threads/release-amagami-english-version.668601/","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Amagami English Patch. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Amagami English Patch do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"fm1-amb-generative-ambient-firmware","title":"AMB-1 (M-VAVE FM-1 generative ambient firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; browser emulator and Chrome/Edge USB installer","kind":"Reimplementation","status":"Release 1.2 was published 2026-10-15. The maintainer provides a browser emulator, USB installer, source build, and simulator test workflow; the README does not quantify the extent of physical-device verification.","summary":"A Felucca-platform-derived generative ambient instrument for the FM-1, with evolving voices, unequal tape-loop patterns, Euclidean percussion, echo/reverb, and a browser emulator. It is a distinct firmware instrument rather than a general-purpose synth build.","project_url":"https://github.com/charlesvestal/fm1-amb","updated":"2026-10-16","strategy":"GPL-3.0 custom instrument firmware using Felucca's hardware, USB, update-loader, and storage platform.","language":"","source_available":"Public source under GPL-3.0-only; README credits Felucca and related open-source DSP work.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded generative ambient firmware","target_type":"Software","sources":[{"label":"Maintainer README: instrument behavior, installer, browser emulator, and tests","url":"https://github.com/charlesvestal/fm1-amb/blob/main/README.md"},{"label":"Release v1.2 (published 2026-10-15)","url":"https://github.com/charlesvestal/fm1-amb/releases/tag/v1.2"},{"label":"GPL-3.0 license","url":"https://github.com/charlesvestal/fm1-amb/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/charlesvestal/fm1-amb"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/charlesvestal/fm1-amb/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":394797,"Python":132041,"HTML":87343,"JavaScript":21063,"Shell":12065,"Assembly":2656,"Linker Script":2602},"source_url":"https://api.github.com/repos/charlesvestal/fm1-amb/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (60.5% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amethyst-minecraft-java-android","title":"Amethyst: Minecraft Java Edition for Android","game":"Minecraft: Java Edition","platform":"Windows/macOS/Linux PC Java Edition → Android (mobile Java runtime; application OS floor not stated)","kind":"API Translation","status":"Latest published Android release is 1.1.7 (2026-07-31). The README says the launcher runs Minecraft Java Edition versions from early beta through snapshot 26.3 and supports Forge and Fabric. It publishes no device test matrix or universal performance claim.","summary":"Android launcher and runtime port for the PC Java Edition client. It runs the Java game through mobile OpenJDK/JRE builds and the project's mobile graphics/input compatibility stack. The Minecraft game itself is not included; the user signs in with a Microsoft account or uses demo mode.","project_url":"https://github.com/AngelAuraMC/Amethyst-Android","updated":"2026-10-16","strategy":"Mobile Java runtime and LWJGL/OpenGL compatibility stack for the original Java Edition client; not a recompilation of the game.","language":"","source_available":"Public Android source (LGPL-3.0) and tagged release 1.1.7. Minecraft content is user-account/demo supplied. The README lists dependencies with separate terms, including unknown-license components.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android launcher/runtime; desktop Java Edition client; Java runtimes listed for ARM32, ARM64, x86, and x86_64","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/AngelAuraMC/Amethyst-Android"},{"label":"GitHub release 1.1.7 (2026-07-31)","url":"https://github.com/AngelAuraMC/Amethyst-Android/releases/tag/1.1.7"},{"label":"Official Amethyst installation guide for Android and iOS (checked 2026-10-16)","url":"https://wiki.angelauramc.dev/wiki/getting_started/INSTALL"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/AngelAuraMC/Amethyst-Android/languages"},{"label":"Current primary README","url":"https://github.com/AngelAuraMC/Amethyst-Android/blob/v3_openjdk/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/AngelAuraMC/Amethyst-Android"},{"label":"GitHub latest commit listed for default branch (2026-09-21, 330c6eae31; activity evidence only)","url":"https://github.com/AngelAuraMC/Amethyst-Android/commit/330c6eae3164df64bdc4828e946a9e62cc5169e4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4488126,"Java":3007187,"C++":224053,"Makefile":3133,"Shell":1908,"Batchfile":206},"source_url":"https://api.github.com/repos/AngelAuraMC/Amethyst-Android/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amethyst-minecraft-java-ios","title":"Amethyst: Minecraft Java Edition for iOS and iPadOS","game":"Minecraft: Java Edition","platform":"Windows/macOS/Linux PC Java Edition → iOS/iPadOS 14.0+ (ARM64; sideloaded IPA; JIT required for gameplay)","kind":"API Translation","status":"The iOS/iPadOS source repository was pushed on 2026-10-04. As checked 2026-10-16, GitHub lists no tagged releases; the README documents IPA builds through GitHub Actions and sideload installation. The maintainer specifies iOS 14.0+ and explains that JIT must be enabled for usable Minecraft performance; jailed-device JIT depends on the OS/device and an external enabling method. No App Store release or device-wide compatibility matrix is documented.","summary":"iOS/iPadOS launcher and runtime port for Minecraft Java Edition, based on Boardwalk/PojavLauncher work and the Amethyst project. It supports most Java Edition versions, mods, touch controls, keyboard/mouse, and game controllers. Minecraft content is not included; users authenticate or use demo mode.","project_url":"https://github.com/AngelAuraMC/Amethyst-iOS","updated":"2026-10-16","strategy":"Mobile Java runtime and LWJGL/OpenGL compatibility stack for the original Java Edition client; iOS distribution requires sideloading and JIT support.","language":"","source_available":"Public GPL-3.0 iOS source and development-build workflow; no tagged release found on 2026-10-16. Third-party dependencies have separate licenses, including a dependency whose license the README marks unknown.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C","subtype":"iOS/iPadOS 14.0+ ARM64; sideloaded IPA; JIT required; no App Store distribution documented","target_type":"Game","sources":[{"label":"Maintainer iOS README: requirements, features, sideload/JIT constraints, and dependency/license notes (checked 2026-10-16)","url":"https://github.com/AngelAuraMC/Amethyst-iOS"},{"label":"GitHub releases page; no tagged release found as of 2026-10-16","url":"https://github.com/AngelAuraMC/Amethyst-iOS/releases"},{"label":"Official GitHub Actions development builds (checked 2026-10-16)","url":"https://github.com/AngelAuraMC/Amethyst-iOS/actions"},{"label":"Official Amethyst iOS JIT and installation guide (checked 2026-10-16)","url":"https://wiki.angelauramc.dev/wiki/faq/ios/JIT.html"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/AngelAuraMC/Amethyst-iOS/languages"},{"label":"Current primary README","url":"https://github.com/AngelAuraMC/Amethyst-iOS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/AngelAuraMC/Amethyst-iOS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":709192,"Java":191860,"C++":52271,"C":31713,"Makefile":19726,"JavaScript":10531,"CMake":6518},"source_url":"https://api.github.com/repos/AngelAuraMC/Amethyst-iOS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amiarcadia-libretro","title":"AmiArcadia libretro core","game":"Arcadia 2001, Interton VC 4000, Elektor TV Games Computer, and selected arcade ROMs","platform":"Arcadia 2001/VC 4000 family and Zaccaria/Malzak arcade systems; libretro hosts","kind":"Emulator","status":"Maintained libretro core; repository updated 2026-10-15; no tagged GitHub release found. The README states non-commercial use only.","summary":"An emulator core based on WinArcadia/DroidArcadia, supporting multiple Signetics 2650 console families and selected Zaccaria/Malzak arcade titles. It is a core, not a frontend; game ROMs are user-provided.","project_url":"https://github.com/warmenhoven/amiarcadia","updated":"2026-10-16","strategy":"Libretro core for Signetics 2650 systems; no extra BIOS requirement is listed in the README.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Arcade and console emulator core","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/warmenhoven/amiarcadia"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/warmenhoven/amiarcadia"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18985475,"Java":302800,"Python":92676,"C++":37456,"Makefile":9443,"CMake":3219,"Batchfile":2949,"Shell":210},"source_url":"https://api.github.com/repos/warmenhoven/amiarcadia/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amiberry","title":"Amiberry","game":"Commodore Amiga computers and games","platform":"Linux, macOS, Windows, Android, FreeBSD, Haiku","kind":"Emulator","status":"Active","summary":"A multi-platform Amiga emulator based on the WinUAE emulation core, with support for Amiga disk images and game-oriented WHDLoad launching.","project_url":"https://github.com/BlitterStudio/amiberry","updated":"2026-10-16","strategy":"UAE-family Amiga hardware emulation with JIT CPU execution options and support for multiple Amiga configurations.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Amiga hardware emulator and launcher frontend","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/BlitterStudio/amiberry"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/BlitterStudio/amiberry"}],"media":[{"kind":"image","label":"Amiberry CRT shader and bezel overlay showcase from the project README","url":"https://raw.githubusercontent.com/BlitterStudio/amiberry/master/docs/resources/screenshots/shader-bezel-showcase-1.jpg","preview_url":"https://raw.githubusercontent.com/BlitterStudio/amiberry/master/docs/resources/screenshots/shader-bezel-showcase-1.jpg","source_url":"https://github.com/BlitterStudio/amiberry/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":78366622,"C":14711948,"Kotlin":746704,"Java":226835,"Assembly":187988,"Shell":161405,"CMake":151032,"Python":69935,"Makefile":38011,"Objective-C++":28719,"HTML":11622,"Inno Setup":10391,"GLSL":8605,"AppleScript":3632,"Smalltalk":1662,"Perl":645,"Ruby":249},"source_url":"https://api.github.com/repos/BlitterStudio/amiberry/languages","evidence":"GitHub's official Languages REST endpoint reports 78,366,622 bytes of C++ as the largest total (82.7% of 94,726,005 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-minimig-aga-mister","title":"Amiga AGA hardware and supported Amiga models MiSTer FPGA Core","game":"Amiga AGA hardware and supported Amiga models","platform":"Amiga AGA hardware and supported Amiga models on MiSTer FPGA","kind":"Emulator","status":"README supports multiple Kickstart revisions; audio from CD is not implemented. No published GitHub release was listed at review time; source repository was last pushed 2026-10-16.","summary":"FPGA system-emulation core for Amiga AGA hardware and supported Amiga models on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Minimig-AGA_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Minimig-AGA_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Minimig-AGA_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Minimig-AGA_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Minimig-AGA_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":1081724,"SystemVerilog":587383,"VHDL":349801,"Assembly":110641,"C":31621,"Tcl":30255,"Stata":8054,"Python":7781,"PowerShell":4541,"SWIG":4071,"Batchfile":1691},"source_url":"https://api.github.com/repos/MiSTer-devel/Minimig-AGA_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 1,081,724 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amplitude-ps2-source-reconstruction","title":"Amplitude PS2 Source Reconstruction","game":"Amplitude (2003)","platform":"PlayStation 2 (North American SCUS_972.58 and European SCES_517.06)","kind":"Decompilation","status":"Source reconstruction, not a byte-matching decompilation. The maintainer says every North American routine has non-stub source and the rebuilt disc boots and plays through tested modes, tutorials and memory-card saves. The European build boots and plays songs in five languages; 4 DNAS2 entry points remain stubs and online play fails. Repository last pushed 2026-10-15.","summary":"Reconstructed source for the 2003 PlayStation 2 game Amplitude, with North American and European builds. This is a distinct source-reconstruction project from the catalogued Project Amp static recompilation; the maintainer reports playable offline builds and explicitly identifies the remaining European DNAS2 stubs. The project is separate from the existing static-recompilation repository.","project_url":"https://github.com/Tatsh/wavelength","updated":"2026-10-16","strategy":"Source reconstruction","language":"","source_available":"Public source repository; no copyrighted game data included","first_found":"2026-10-16","project_started":"2026-10-07","programming_language":"C++","subtype":"PS2 reconstructed game and system-library source","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/Tatsh/wavelength"},{"label":"Maintainer release and runtime status for North American and European builds","url":"https://github.com/Tatsh/wavelength/blob/master/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/Tatsh/wavelength"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8466065,"C":2859411,"VBA":115388,"Assembly":89131,"CMake":63942,"Visual Basic 6.0":3912,"Jsonnet":3510,"Linker Script":3379,"VBScript":2910,"Lex":1125},"source_url":"https://api.github.com/repos/Tatsh/wavelength/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 8,466,065 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amplitude-ps2-project-amp","title":"Amplitude PS2 Static Recompilation (Project Amp)","game":"Amplitude (2003)","platform":"PlayStation 2 → Windows x64","kind":"Recompilation","status":"v1.0.1 (2026-10-03); Windows release packages are available. README documents boot/gameplay features but no completion metric.","summary":"Native Windows application built locally from the user’s own USA disc/ISO; game data is read from that source.","project_url":"https://gitlab.com/ztpeditor/project-amp","updated":"2026-10-15","strategy":"Static recompilation of PS2 MIPS R5900 executable to C++ using PS2Recomp, plus title-specific vector-unit recompiler and PS2 runtime.","language":"C++","source_available":"Public source repository (GitLab)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation of ps2 mips r5900 executable to c++ using ps2recomp, plus title-specific vector","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://gitlab.com/ztpeditor/project-amp"},{"label":"Verified release or build","url":"https://gitlab.com/ztpeditor/project-amp/-/releases/v1.0.1"},{"label":"Project owner releases","url":"https://gitlab.com/ztpeditor/project-amp/-/releases"},{"label":"GitLab repository API (public visibility verified)","url":"https://gitlab.com/api/v4/projects/ztpeditor%2Fproject-amp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/ztpeditor%2Fproject-amp/languages","evidence":"Official GitLab repository languages API returned percentage shares (not byte totals): C++ 96.13%, Python 2.71%, PowerShell 0.51%, CMake 0.24%, Java 0.2%. C++ is predominant at 96.13%.","verified_at":"2026-10-15","reason_unknown":"The official GitLab languages endpoint reports language percentages, not source-byte totals; a complete byte breakdown is unavailable."}},{"id":"emulator-mister-devel-amstrad-mister","title":"Amstrad CPC 6128 MiSTer FPGA Core","game":"Amstrad CPC 6128","platform":"Amstrad CPC 6128 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Amstrad CPC 6128 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Amstrad_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Amstrad_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Amstrad_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Amstrad_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Amstrad_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":370192,"VHDL":337355,"SystemVerilog":257009,"Tcl":23043,"C++":8428,"Makefile":1867,"Batchfile":714},"source_url":"https://api.github.com/repos/MiSTer-devel/Amstrad_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 370,192 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"amstrad-pcw-mister-core","title":"Amstrad PCW MiSTer Core","game":"Amstrad PCW 8256/8512 and 9256/9512+ software","platform":"MiSTer FPGA","kind":"Emulator","status":"The repository contains runnable bitstreams through `Amstrad-PCW_20250621.rbf`; source was last pushed 2026-01-07. No tagged GitHub release is listed.","summary":"MiSTer FPGA core for two Amstrad PCW model groups, with Z80, disk drives, keyboard, joystick and mouse support. It accepts standard DSK images; the README documents partial PCW Plus color support and known software issues.","project_url":"https://github.com/MiSTer-devel/Amstrad-PCW_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of the Amstrad PCW computer family.","language":"","source_available":"Public SystemVerilog/Verilog/VHDL source and runnable dated MiSTer bitstreams in the repository. The maintainer README documents two PCW model groups and standard DSK images; GitHub reports no recognized repository license or tagged release.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer vintage-computer FPGA core","target_type":"Software","sources":[{"label":"Maintainer README: supported PCW models, features, disk formats and usage","url":"https://github.com/MiSTer-devel/Amstrad-PCW_MiSTer/blob/master/README.md"},{"label":"Official dated MiSTer bitstreams","url":"https://github.com/MiSTer-devel/Amstrad-PCW_MiSTer/tree/master/releases"},{"label":"GitHub repository metadata (license and release state)","url":"https://api.github.com/repos/MiSTer-devel/Amstrad-PCW_MiSTer"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Amstrad-PCW_MiSTer/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":328003,"Verilog":326552,"VHDL":291949,"Tcl":22855,"Batchfile":673},"source_url":"https://api.github.com/repos/MiSTer-devel/Amstrad-PCW_MiSTer/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"androidrecomp-tool","title":"androidrecomp: Android Game Engine to Desktop Recompilation Toolkit","game":"Android ARM64 native game engines (multi-title toolkit)","platform":"Android ARM64 game libraries → native desktop x86-64 (Windows validated through Tapped Out; Linux/macOS are untested)","kind":"Recompilation","status":"No tagged releases. The toolkit README reports The Simpsons: Tapped Out reaching and advancing through its first tutorial mission on desktop, while the separate Family Guy port reaches the game loading screen. The Tapped Out test is on x86-64 Windows; Linux/macOS builds are not yet validated.","summary":"A reusable toolchain that maps Android ARM64 ELF libraries, lifts ARM64 instructions to C, and supplies Bionic, JNI, POSIX, graphics, and SDL host shims so a title can run as a native desktop process without an Android runtime or CPU emulator. Game-specific glue lives in separate port repositories; the user supplies the APK and game data.","project_url":"https://github.com/sp00nznet/androidrecomp","updated":"2026-09-14","strategy":"Static ARM64-to-C lifting plus a native desktop runtime and Android/Bionic/JNI compatibility shims.","language":"","source_available":"Public MIT-licensed toolkit source. It contains no game binaries, APKs, or assets; the maintainer says users supply their own legally obtained APK.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-agnostic Android native-engine static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: ARM64-to-C method, no-emulator design, status, supported host, and content policy","url":"https://github.com/sp00nznet/androidrecomp"},{"label":"MIT license","url":"https://github.com/sp00nznet/androidrecomp/blob/main/LICENSE"},{"label":"GitHub metadata: creation, latest push, and license classifier","url":"https://api.github.com/repos/sp00nznet/androidrecomp"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/sp00nznet/androidrecomp/languages"},{"label":"TSTO target port and desktop gameplay evidence","url":"https://github.com/sp00nznet/tstorecomp"},{"label":"Family Guy target port and loading-screen status evidence","url":"https://github.com/sp00nznet/fgrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":419129,"Python":211696,"C":66405,"CMake":5221},"source_url":"https://api.github.com/repos/sp00nznet/androidrecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 419,129 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"andropolis-micropolis-android","title":"Andropolis Android Port","game":"Micropolis (GPL release of the original SimCity)","platform":"MicropolisCore C++ engine → Android 7.0+ (API 24; arm64-v8a and x86_64)","kind":"Reimplementation","status":"The latest GitHub release found is v0.1.7 (2026-09-30), with an APK. The README lists the full classic simulation, eight scenarios, and 23 sample cities. It says Google Play and F-Droid releases are planned; no named physical-device test matrix is provided.","summary":"Native Android port of Micropolis, the GPL release of the original SimCity. Android NDK builds the existing MicropolisCore C++ simulation engine, while Kotlin connects to it through a small C ABI and JNI; the README says the simulation itself is not rewritten. The open-source project includes scenarios and sample cities, so proprietary SimCity data is not required.","project_url":"https://github.com/ds17f/andropolis","updated":"2026-10-15","strategy":"Native Android port of the open-source MicropolisCore engine through the Android NDK, C ABI, and JNI.","language":"","source_available":"Public Kotlin/C++ source and APK; the project uses the GPL MicropolisCore engine and open-source game content. No proprietary SimCity files are required.","first_found":"2026-10-15","project_started":null,"programming_language":"Kotlin","subtype":"Micropolis Android source port; APK release, with API 24+ arm64-v8a and x86_64 builds","target_type":"Game","sources":[{"label":"Maintainer README: Micropolis target, native-port method, included scenarios, and release distribution","url":"https://github.com/ds17f/andropolis"},{"label":"Latest release found: v0.1.7 APK","url":"https://github.com/ds17f/andropolis/releases/tag/v0.1.7"},{"label":"Android build configuration: API 24 minimum and arm64-v8a/x86_64 ABIs","url":"https://github.com/ds17f/andropolis/blob/main/android/app/build.gradle.kts"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":192717,"HTML":144244,"C++":40663,"C":23704,"Shell":15072,"CMake":3572,"Makefile":3012},"source_url":"https://api.github.com/repos/ds17f/andropolis/languages","evidence":"GitHub's official Languages REST endpoint reports 192,717 bytes of Kotlin as the largest total (45.6% of 422,984 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"angle","title":"ANGLE","game":"OpenGL ES applications and games (multi-title)","platform":"OpenGL ES 2.0–3.2 → Vulkan, desktop OpenGL, Direct3D 9/11, or Metal as supported by the selected backend; platform coverage varies by renderer.","kind":"API Translation","status":"Active; README lists OpenGL ES 2.0–3.2 backend coverage","summary":"Translates OpenGL ES API calls to hardware-supported graphics APIs, including Vulkan, desktop OpenGL, Direct3D 9/11, and platform-specific backends.","project_url":"https://github.com/google/angle","updated":"2026-10-16","strategy":"OpenGL ES 2.0–3.2 implementation translating GLES API calls and shader programs to host-supported backends. The README lists Direct3D 9/11, desktop OpenGL, OpenGL ES, Vulkan, and Metal; available backends and GLES coverage vary by renderer and operating system.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"OpenGL ES graphics API translation layer","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/google/angle"},{"label":"ANGLE maintainer README and backend/platform support tables","url":"https://github.com/google/angle/blob/main/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/google/angle"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/google/angle/main/README.md"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/google/angle/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-16, ea2608deb1; activity evidence only)","url":"https://github.com/google/angle/commit/ea2608deb110fd5ec6277a558a0b8b909e143d0b"}],"media":[{"kind":"video","label":"ANGLE: OpenGL on Vulkan","url":"https://www.youtube.com/watch?v=QrIKdjmpmaA","preview_url":"https://i.ytimg.com/vi/QrIKdjmpmaA/hqdefault.jpg","source_url":"https://github.com/google/angle/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":77092057,"C":3482795,"Rust":1520666,"Objective-C++":1488615,"Python":1473059,"Metal":294818,"Objective-C":241823,"Starlark":191697,"Yacc":68754,"HLSL":62830,"Java":59369,"Lex":46144,"NASL":45496,"Batchfile":23691,"Shell":18072,"GLSL":11693,"Jinja":6729,"JavaScript":2714,"Makefile":144},"source_url":"https://api.github.com/repos/google/angle/languages","evidence":"GitHub's official Languages REST endpoint reports 77,092,057 bytes of C++ as the largest total (89.5% of 86,131,166 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"angr-binary-analysis","title":"angr","game":"Native binaries across operating systems and processor architectures (multi-target)","platform":"Platform-agnostic binary framework; architecture and loader support varies by analysis feature","kind":"Decompilation","status":"Active public source development; latest repository push checked 2026-10-15. No GitHub release is listed; installable Python packages are published separately.","summary":"Python binary-analysis framework combining loaders, disassembly and intermediate-representation lifting, instrumentation, symbolic execution, control-flow and data-dependency analysis, and decompilation. This is a programmable reverse-engineering toolkit rather than a game-specific recompiler.","project_url":"https://github.com/angr/angr","updated":"2026-10-15","strategy":"Programmatic static and symbolic binary analysis with intermediate-representation lifting and decompilation","language":"","source_available":"Public BSD-2-Clause source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"General-purpose binary analysis and decompilation framework","target_type":"Software","sources":[{"label":"Maintainer README: project scope, analyses, and decompilation capability","url":"https://github.com/angr/angr"},{"label":"Official quickstart documentation","url":"https://github.com/angr/angr/blob/master/docs/quickstart.rst"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/angr/angr"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":18165521,"Rust":2059068,"C++":156774,"Shell":21652,"C":8444,"Makefile":941},"source_url":"https://api.github.com/repos/angr/angr/languages","evidence":"GitHub's official Languages REST endpoint reports 18,165,521 bytes of Python as the largest total (89.0% of 20,412,400 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"angry-birds-journey-switch-android-wrapper","title":"Angry Birds Journey Switch Port","game":"Angry Birds Journey (Android ARM64 v3.8.4, Unity 2022.3.67f2)","platform":"Android ARM64 v3.8.4 → Nintendo Switch homebrew","kind":"API Translation","status":"Initial Switch NRO release 1.0.0 is available. The README documents version validation and asset repacking but provides no explicit gameplay or completion claim. GitHub reports the repository is not archived and was last pushed 2026-08-06.","summary":"Wraps the original Android ARM64 game's native code in an Android compatibility layer for Nintendo Switch. Users provide their v3.8.4 APK and extract its contents; the source and release do not include original game code or assets.","project_url":"https://github.com/NaGaa95/angrybirdsjourney_nx","updated":"2026-10-16","strategy":"Android ARM64 native-binary compatibility wrapper for Nintendo Switch","language":"","source_available":"Public MIT wrapper source and Switch NRO release; original Rovio libraries and game assets are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android binary compatibility port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: exact v3.8.4 ARM64/Unity target, compatibility wrapper, and user-provided files","url":"https://github.com/NaGaa95/angrybirdsjourney_nx#readme"},{"label":"Initial Switch NRO release 1.0.0","url":"https://github.com/NaGaa95/angrybirdsjourney_nx/releases/tag/1.0.0"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/NaGaa95/angrybirdsjourney_nx"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/NaGaa95/angrybirdsjourney_nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":586240,"Makefile":2130,"Shell":361},"source_url":"https://api.github.com/repos/NaGaa95/angrybirdsjourney_nx/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animal-crossing-3ds-port","title":"Animal Crossing 3DS Port","game":"Animal Crossing","platform":"GameCube → New Nintendo 3DS","kind":"Decompilation","status":"Release v0.1.1 (2026-10-14) is current. It adds Circle Pad/C-Stick dead zones, louder sound, and fixes a black ground square beside houses. The project remains in development; the release reports choppy frame rate in the busiest areas and says original 3DS/2DS is untested. It supports only the New 3DS family and the USA GAFE01 revision 0 disc.","summary":"Native New 3DS port of Animal Crossing's decompiled C, forked from the PC port. It compiles for ARM11 and translates GameCube GX commands through emu64/citro3d to PICA200; it supports GameCube-format saves and requires the user's own disc image.","project_url":"https://github.com/paaime/ac-3ds","updated":"2026-10-16","strategy":"Decompilation-based native New 3DS port with GX-to-PICA200 translation","language":"","source_available":"Public source and CIA/3DSX releases; requires the user's own USA GAFE01 Rev 0 disc image and DSP firmware for sound","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/paaime/ac-3ds"},{"label":"Maintainer README: architecture, performance, exact revision, and hardware caveats","url":"https://github.com/paaime/ac-3ds/blob/3ds-port/README.md"},{"label":"Maintainer releases","url":"https://github.com/paaime/ac-3ds/releases"},{"label":"Maintainer README: current development state and supported hardware","url":"https://github.com/paaime/ac-3ds#readme"},{"label":"Maintainer release v0.1.1 (2026-10-14)","url":"https://github.com/paaime/ac-3ds/releases/tag/v0.1.1"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/paaime/ac-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":40975850,"C++":1261776,"Python":660177,"CMake":41060,"Pawn":40510,"Assembly":22697,"GLSL":15531,"Shell":6876,"Makefile":3633,"Smarty":914},"source_url":"https://api.github.com/repos/paaime/ac-3ds/languages","evidence":"GitHub's official Languages REST endpoint reports 40,975,850 bytes of C as the largest total (95.2% of 43,029,024 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-anbernic-h700-port","title":"Animal Crossing Anbernic H700 Port","game":"Animal Crossing","platform":"Nintendo GameCube → Anbernic H700 Linux handhelds","kind":"Reimplementation","status":"The maintainer reports boots, rendering, and saving on RG-34XX SP hardware, with about 56 fps average in v0.3.0; end-to-end testing is still pending.","summary":"Native ARM port of the GameCube decompilation for PortMaster-capable H700 handhelds; the GX interface is mapped to OpenGL ES 3.2.","project_url":"https://github.com/TechProGabe/OpenCrossing-Anbernic","updated":"2026-10-15","strategy":"Decompilation-based ARM native port with GX-to-OpenGL ES translation","language":"","source_available":"Public source and release packages; user supplies the supported U.S. disc image; game data is not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Anbernic H700 handhelds; muOS, Knulli, PortMaster","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/TechProGabe/OpenCrossing-Anbernic#readme"},{"label":"Project releases","url":"https://github.com/TechProGabe/OpenCrossing-Anbernic/releases"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/TechProGabe/OpenCrossing-Anbernic"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":40107649,"C++":950291,"Python":649553,"Pawn":40510,"CMake":34710,"Shell":33644,"GLSL":27564,"Assembly":22697,"Smarty":914,"Linker Script":194},"source_url":"https://api.github.com/repos/TechProGabe/OpenCrossing-Anbernic/languages","evidence":"GitHub's official Languages REST endpoint reports 40,107,649 bytes of C as the largest total (95.8% of 41,867,726 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-dreamcast-port","title":"Animal Crossing Dreamcast Port","game":"Animal Crossing","platform":"GameCube → Dreamcast","kind":"Decompilation","status":"Work in progress, not playable. The maintainer reports booting on retail Dreamcast and Flycast through town and house interiors with music/SFX; Flycast runs about 16–23 FPS and hardware is slower. Saving, villagers, and some models/materials remain missing.","summary":"Native SH-4 Dreamcast port of the USA Rev 0 GameCube build from the Animal Crossing decompilation, with GameCube graphics reimplemented for Dreamcast PowerVR. Docker/KallistiOS build steps require the user's own GAFE01 ISO; no game assets are included.","project_url":"https://github.com/TechProGabe/OpenCrossing-Dreamcast","updated":"2026-10-15","strategy":"Decompilation-based native SH-4 port with a PowerVR graphics backend","language":"","source_available":"Public source and Docker/KallistiOS build instructions; requires the user's own GAFE01 USA Rev 0 disc image","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/TechProGabe/OpenCrossing-Dreamcast"},{"label":"Maintainer README: real-hardware status, limitations, supported disc, and build","url":"https://github.com/TechProGabe/OpenCrossing-Dreamcast/blob/main/README.md"},{"label":"Maintainer Dreamcast build instructions","url":"https://github.com/TechProGabe/OpenCrossing-Dreamcast/blob/main/BUILDING-DC.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":41479628,"Python":1347777,"C++":1031194,"Makefile":149198,"Shell":143490,"Pawn":40510,"CMake":34710,"GLSL":27564,"Assembly":22697,"Dockerfile":4364,"Smarty":914,"Linker Script":194},"source_url":"https://api.github.com/repos/TechProGabe/OpenCrossing-Dreamcast/languages","evidence":"GitHub's official Languages REST endpoint reports 41,479,628 bytes of C as the largest total (93.7% of 44,282,240 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"acgc-android-port","title":"Animal Crossing GameCube Android Port","game":"Animal Crossing","platform":"Nintendo GameCube → Android 8+ (ARM64 or ARMv7; OpenGL ES 3)","kind":"Decompilation","status":"Android APK released; README reports full-game support and testing on AYN Odin 3, with Android 8+ ARM and touch overlay.","summary":"Android app port of the native PC port built on the ACreTeam Animal Crossing decompilation. Game code runs natively and GX is translated to OpenGL ES 3. Requires the user's own supported disc; no game data is bundled.","project_url":"https://github.com/zwaetschge/ACGC-Android-Port","updated":"2026-10-15","strategy":"Decompilation-based native port with Android app layer and GX-to-OpenGL ES 3 translation","language":"","source_available":"Public source repository and APK releases; no game data is included. Users supply their own supported GameCube disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port of the ACGC-PC-Port","target_type":"Game","sources":[{"label":"Project README: method, Android support, controls, and device test","url":"https://github.com/zwaetschge/ACGC-Android-Port"},{"label":"Android APK releases","url":"https://github.com/zwaetschge/ACGC-Android-Port/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zwaetschge/ACGC-Android-Port"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/zwaetschge/ACGC-Android-Port/blob/master/README.md"},{"label":"GitHub Languages API — C: 40,390,684 bytes (94.04% of 42,952,027 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/zwaetschge/ACGC-Android-Port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":22697,"C":40390684,"C++":1299769,"CMake":36207,"Dockerfile":157,"GLSL":31062,"Java":300513,"Pawn":40510,"Python":828306,"Shell":1208,"Smarty":914},"source_url":"https://api.github.com/repos/zwaetschge/ACGC-Android-Port/languages","evidence":"C: 40,390,684 bytes (94.04% of 42,952,027 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animal-crossing-gamecube-decomp","title":"Animal Crossing GameCube Decompilation","game":"Animal Crossing","platform":"Nintendo GameCube","kind":"Decompilation","status":"The README documents the USA Rev 0 target (GAFE01_00); project maturity is not established in the reviewed evidence.","summary":"A GameCube decompilation targeting the USA Rev 0 release (GAFE01_00). The README says the repository contains no game assets or assembly and requires the user to provide a copy of the game to build.","project_url":"https://github.com/ACreTeam/ac-decomp","updated":"2026-10-16","strategy":"Source-code decompilation; matching status not established","language":"","source_available":"Repository; user-supplied game image required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Project README: supported USA Rev 0 target and build requirements","url":"https://github.com/ACreTeam/ac-decomp"},{"label":"GitHub Languages API — C: 33,692,893 bytes (95.45% of 35,298,411 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/ACreTeam/ac-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":22697,"C":33692893,"C++":940042,"Pawn":40510,"Python":601355,"Smarty":914},"source_url":"https://api.github.com/repos/ACreTeam/ac-decomp/languages","evidence":"C: 33,692,893 bytes (95.45% of 35,298,411 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animal-crossing-gcnx-switch-port","title":"Animal Crossing gcNX Switch Port","game":"Animal Crossing","platform":"Nintendo GameCube → Nintendo Switch homebrew","kind":"Decompilation","status":"Version 1.0 beta; the maintainer describes it as fully playable and reports 60 fps in handheld mode at stock clocks. The public release supports the USA GAFE01 disc image only and requires title-override launch; Album/applet mode and other regions or disc-image formats are unsupported.","summary":"Native Nintendo Switch port built from the Animal Crossing community decompilation. The game code is compiled for Switch ARM, with graphics calls translated to OpenGL ES; no game data is bundled.","project_url":"https://github.com/digdat0/ACGC-Switch-Port","updated":"2026-10-15","strategy":"Decompilation-based native port with OpenGL ES graphics translation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"gcNX README: native port method, supported USA disc, and stated beta playability","url":"https://github.com/digdat0/ACGC-Switch-Port#readme"},{"label":"v1.0.0-beta release: Switch NRO, supported disc, and compatibility caveats","url":"https://github.com/digdat0/ACGC-Switch-Port/releases/tag/v1.0.0-beta"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/digdat0/ACGC-Switch-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":40529918,"C++":1299769,"Python":828306,"Java":300513,"CMake":47299,"Pawn":40510,"GLSL":32564,"Assembly":22697,"Shell":9561,"Smarty":914,"Dockerfile":157},"source_url":"https://api.github.com/repos/digdat0/ACGC-Switch-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 40,529,918 bytes of C as the largest total (94.0% of 43,112,208 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-pc-port","title":"Animal Crossing Native PC Port","game":"Animal Crossing","platform":"Nintendo GameCube → Windows x86","kind":"Decompilation","status":"Playtest release v0.9.3-playtest; a prebuilt Windows release and source build are documented. Only USA GAFE01_00 Rev 0 is supported, and the user must provide the disc image.","summary":"Native x86 PC port built from the Animal Crossing C decompilation. The GameCube GX graphics API is translated to OpenGL 3.3; no game assets or assembly are included.","project_url":"https://github.com/flyngmt/ACGC-PC-Port","updated":"2026-10-15","strategy":"Decompilation-based native PC port with GX-to-OpenGL 3.3 translation","language":"","source_available":"Public source and Windows releases; requires the user's own USA GAFE01_00 Rev 0 disc image","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Native PC port","target_type":"Game","sources":[{"label":"Maintainer README: method, supported disc, and build instructions","url":"https://github.com/flyngmt/ACGC-PC-Port/blob/master/README.md"},{"label":"Maintainer releases: current playtest package","url":"https://github.com/flyngmt/ACGC-PC-Port/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":40203491,"C++":960398,"Python":651161,"Pawn":40510,"CMake":22755,"Assembly":22697,"GLSL":15531,"Shell":1208,"Smarty":914},"source_url":"https://api.github.com/repos/flyngmt/ACGC-PC-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 40,203,491 bytes of C as the largest total (95.9% of 41,918,665 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-xbox-port","title":"Animal Crossing Original Xbox Port","game":"Animal Crossing","platform":"GameCube → Original Xbox","kind":"Decompilation","status":"Version 1; the maintainer reports the whole game playable at 60 FPS on stock 64 MB Xbox hardware, with output options through 720p. The user's own USA GAFE01 Rev 0 image is required; other regions and Rev 1 are unsupported.","summary":"Native original Xbox port built by compiling Animal Crossing's decompiled C for the Xbox Pentium III and GPU. Supports 480i/480p/720p, widescreen, GameCube-format saves, and an Xbox release package; it is not an emulator.","project_url":"https://github.com/TechProGabe/OpenCrossing-Xbox","updated":"2026-10-15","strategy":"Decompilation-based native Xbox port","language":"","source_available":"Public source and Xbox release package; requires the user's own USA GAFE01 Rev 0 GameCube disc image","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/TechProGabe/OpenCrossing-Xbox"},{"label":"Maintainer README: method, hardware performance, supported image, and install options","url":"https://github.com/TechProGabe/OpenCrossing-Xbox/blob/main/README.md"},{"label":"Maintainer Xbox releases","url":"https://github.com/TechProGabe/OpenCrossing-Xbox/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":40618182,"C++":973480,"Python":689175,"Pawn":40510,"CMake":39445,"Assembly":22697,"GLSL":19237,"Shell":7492,"Dockerfile":1743,"Smarty":914},"source_url":"https://api.github.com/repos/TechProGabe/OpenCrossing-Xbox/languages","evidence":"GitHub's official Languages REST endpoint reports 40,618,182 bytes of C as the largest total (95.8% of 42,412,875 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-vita-port","title":"Animal Crossing Vita Port","game":"Animal Crossing","platform":"GameCube → PlayStation Vita","kind":"Decompilation","status":"Alpha port boots and is playable; the README notes frame-rate dips during rain and ocean scenes.","summary":"Native Vita port built from Animal Crossing decompilation source.","project_url":"https://github.com/Brendonm17/ACGC-Vita-Port","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Brendonm17/ACGC-Vita-Port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Brendonm17/ACGC-Vita-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":39910140,"C++":954990,"Python":647832,"Pawn":40510,"Assembly":22697,"CMake":22357,"GLSL":15497,"Shell":1208,"Smarty":914},"source_url":"https://api.github.com/repos/Brendonm17/ACGC-Vita-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 39,910,140 bytes of C as the largest total (95.9% of 41,616,145 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-new-leaf-welcome-amiibo-usa-decomp","title":"Animal Crossing: New Leaf — Welcome amiibo Decompilation","game":"Animal Crossing: New Leaf — Welcome amiibo","platform":"Nintendo 3DS","kind":"Decompilation","status":"README's 2026-10-09 snapshot reports 4,240/4,345 functions written for the nn library; many methods remain stubs. Repository activity on 2026-10-14 added NEX PRUDP/relay queues and sliding-window work; no game-playability claim is documented.","summary":"3DS source decompilation using C++/GCC and structural matching, not exact ARMCC match; requires user-provided decrypted game dump.","project_url":"https://github.com/RedShyGuy/acnl-decomp","updated":"2026-10-16","strategy":"Source decompilation with structural matching","language":"","source_available":"Public source under CC0-1.0; user must provide the decrypted game dump; no game assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"U.S. v1.5 Welcome amiibo; README provides dated scope update.","target_type":"Game","sources":[{"label":"Maintainer README","url":"https://github.com/RedShyGuy/acnl-decomp#readme"},{"label":"Latest upstream commit","url":"https://github.com/RedShyGuy/acnl-decomp/commit/224295892706bdf10739681289c4c7033f9efe9d"},{"label":"GitHub REST repository metadata: public repository and CC0-1.0 license (checked 2026-10-16)","url":"https://api.github.com/repos/RedShyGuy/acnl-decomp"},{"label":"Maintainer CC0 1.0 Universal license file","url":"https://github.com/RedShyGuy/acnl-decomp/blob/master/LICENSE"},{"label":"Maintainer README: user-supplied dump and excluded game assets","url":"https://github.com/RedShyGuy/acnl-decomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10763774,"Python":264059,"C":246047,"CMake":12768,"Java":8286},"source_url":"https://api.github.com/repos/RedShyGuy/acnl-decomp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository RedShyGuy/acnl-decomp (repository API id 1401506298, https://github.com/RedShyGuy/acnl-decomp). The exact response reported 10,763,774 bytes of C++, the largest category, out of 11,294,934 recognized-language bytes (95.3%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animal-crossing-wild-world-korea-decomp","title":"Animal Crossing: Wild World Korea Decompilation","game":"Animal Crossing: Wild World (Nintendo DS Korea ADMK)","platform":"Nintendo DS Korea → byte-matching C/C++ game code","kind":"Decompilation","status":"Work in progress. The README says all 25,247 game functions have C/C++ source matching their original bytes; whole-program linking and source regrouping remain open. Library/runtime functions are excluded from that game count.","summary":"A matching decompilation of the Korean Nintendo DS release, with verified game functions and no game assets included.","project_url":"https://github.com/banatic/acww-decomp","updated":"2026-10-15","strategy":"Matching C/C++ decompilation; game-code count excludes libraries","language":"","source_available":"Public source repository; user supplies the original game; no game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/banatic/acww-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/banatic/acww-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19448986,"C++":2058276,"Python":205103,"Assembly":2619},"source_url":"https://api.github.com/repos/banatic/acww-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 19,448,986 bytes of C as the largest total (89.6% of 21,714,984 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"acww-native-pc-port","title":"Animal Crossing: Wild World Native PC Port","game":"Animal Crossing: Wild World (USA Rev. 1)","platform":"Nintendo DS → Linux and macOS (Windows cross-build noted, windowing unavailable)","kind":"Reimplementation","status":"Native PC program built from decompiled game code; Linux x86-64 and macOS are documented. The README says Windows cross-compilation currently has no window.","summary":"Native implementation using the decompiled game logic with custom 2D/3D renderers, input, audio and windowing; does not use an emulator. Supports `ADME` USA Rev. 1.","project_url":"https://github.com/6elphegor/acww-decomp","updated":"2026-10-16","strategy":"Native port based on a decompilation","language":"","source_available":"Repository; bring your own game copy; no ROM distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native decompilation-based PC port","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/6elphegor/acww-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/6elphegor/acww-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14430526,"C":3825305,"Python":905081,"Assembly":152314,"WGSL":20688,"Shell":13188,"CMake":1589},"source_url":"https://api.github.com/repos/6elphegor/acww-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"acww-usa-rev1-matching-decomp","title":"Animal Crossing: Wild World USA Rev. 1 Decompilation","game":"Animal Crossing: Wild World (USA Rev. 1)","platform":"Nintendo DS","kind":"Decompilation","status":"README reports a byte-identical ROM build with 99.1% total code source-built; 23 functions and some data remain unsourced.","summary":"Matching decompilation for USA Rev. 1 (`ADME`, SHA-1 `77fde3e30e1e6068395d1f96ea63be569b61c351`); the tagged README reports byte-identical rebuild and remaining work.","project_url":"https://github.com/6elphegor/acww-decomp/tree/matching","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game ROM required; no assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-code decompilation","target_type":"Game","sources":[{"label":"Maintainer matching-decompilation README (matching tag)","url":"https://github.com/6elphegor/acww-decomp/tree/matching"},{"label":"Supported game revision and repository","url":"https://github.com/6elphegor/acww-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14430526,"C":3825305,"Python":905081,"Assembly":152314,"WGSL":20688,"Shell":13188,"CMake":1589},"source_url":"https://api.github.com/repos/6elphegor/acww-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animal-forest-n64-decomp","title":"Animal Forest (Doubutsu no Mori) Decompilation","game":"Animal Forest (Doubutsu no Mori)","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress; the repository indicates a Japanese target, but the exact supported revision is not established in the reviewed evidence.","summary":"A matching decompilation project for Animal Forest / Doubutsu no Mori. The README describes reverse-engineered C and locally extracted assets being used to rebuild an identical ROM; it requires a user-supplied base ROM.","project_url":"https://github.com/zeldaret/af","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied base ROM required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project README: target, decompilation workflow, and local ROM requirement","url":"https://github.com/zeldaret/af"},{"label":"ZeldaRET's project-owned Animal Forest progress page","url":"https://zelda.deco.mp/games/af"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5164989,"Python":632152,"Linker Script":101559,"Rust":98808,"Assembly":97651,"Makefile":38297,"Shell":8071,"C++":4746,"BitBake":4691,"CSS":1702,"OpenEdge ABL":1365},"source_url":"https://api.github.com/repos/zeldaret/af/languages","evidence":"GitHub's official Languages REST endpoint reports 5,164,989 bytes of C as the largest total (83.9% of 6,154,031 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"animal-crossing-gamecube-rust-bevy-recomp","title":"AnimalCrossingRustPort","game":"Animal Crossing","platform":"GameCube USA GAFE01 → Windows PC (Rust + Bevy)","kind":"Recompilation","status":"Uses Ghidra-derived p-code/sheets to generate Rust code and run it in a Bevy app; requires user’s own CISO/ISO, with game-derived code/data regenerated locally. Project documents limitations including missing rumble, GBA link and DSP reverb.","summary":"Spreadsheet-driven Ghidra export → p-code-derived generated Rust static recompilation with hand-written GameCube runtime/Bevy frontend.","project_url":"https://github.com/LeftInWalmart/AnimalCrossingRustPort","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/LeftInWalmart/AnimalCrossingRustPort"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":387813,"Python":51646,"Java":26147,"WGSL":24930,"Batchfile":783},"source_url":"https://api.github.com/repos/LeftInWalmart/AnimalCrossingRustPort/languages","evidence":"GitHub's official Languages API reports 387,813 bytes of Rust out of 491,319 recognized language bytes for https://github.com/LeftInWalmart/AnimalCrossingRustPort; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animaniacs-great-edgar-hunt-gamecube-pc-recomp","title":"Animaniacs: The Great Edgar Hunt — GameCube Recompilation","game":"Animaniacs: The Great Edgar Hunt","platform":"GameCube USA GANE7U → Linux PC","kind":"Recompilation","status":"Boot/publisher screens, title, menu, gameplay, Vulkan/Wayland and native recomp are reported working. Save/load and full-game validation remain in progress; a small interpreter fallback range is still required.","summary":"DolRecomp + ModernGekko static recompilation.","project_url":"https://github.com/ant0-blase/ANIMANIACS-GC-RECOMP","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/ant0-blase/ANIMANIACS-GC-RECOMP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":434937,"CMake":43377,"Shell":16262,"C":15476,"Python":5447},"source_url":"https://api.github.com/repos/ant0-blase/ANIMANIACS-GC-RECOMP/languages","evidence":"GitHub's official Languages API reports 434,937 bytes of C++ out of 515,499 recognized language bytes for https://github.com/ant0-blase/ANIMANIACS-GC-RECOMP; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"animatek-nord-modular-g1-nomad-editor-reimplementation","title":"Animatek NME (Nord Modular G1 editor reimplementation)","game":"Clavia Nord Modular G1 Nomad editor and patch workflow","platform":"Cross-platform desktop application for macOS, Windows, and Linux; connects to a Nord Modular G1 over MIDI SysEx","kind":"Reimplementation","status":"Active beta. The README and changelog identify version 0.22.0 dated 2026-10-13; an unreleased 2026-10-14 fix records a real Nord Modular G1 rack/OS 3.03 check that passed ten edit bursts after the fix. The README says self-builds are fully supported and ready-to-run packages are distributed through Patreon; it lists no GitHub Releases. The separate docs/STATUS.md still says version 0.19.0 (2026-09-27), so that status page is stale relative to the README and changelog. GitHub metadata reports source pushed 2026-10-14.","summary":"A JUCE/C++ desktop patch editor and librarian for the Clavia Nord Modular G1. It edits and stores .pch patches, synchronizes modules, cables, controls and MIDI assignments with the synthesizer, and provides four-slot editing, patch browsing, bank transfer, backup, and mutation tools. The changelog reports testing against real G1 hardware as well as the G1-Emu emulator.","project_url":"https://github.com/animatek/Animatek-NME","updated":"2026-10-16","strategy":"Modern JUCE/C++ reimplementation of the original Java Nomad editor. The maintainer explicitly credits earlier Nomad developers for MIDI-protocol reverse engineering, protocol libraries, editor work, and patch-format documentation; the project does not describe itself as clean-room.","language":"","source_available":"Public GPL-3.0 source with supported self-build instructions. The README says packaged binaries are distributed separately through Patreon and that there are no GitHub Releases.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Cross-platform synthesizer editor and patch librarian","target_type":"Software","sources":[{"label":"Project README: editor features, version, build instructions, binary distribution, and lineage credits","url":"https://github.com/animatek/Animatek-NME"},{"label":"Changelog: v0.22.0 and unreleased 2026-10-14 real-hardware fix validation","url":"https://github.com/animatek/Animatek-NME/blob/main/CHANGELOG.md"},{"label":"Project status document; older v0.19.0 value recorded as stale against current README/changelog","url":"https://github.com/animatek/Animatek-NME/blob/main/docs/STATUS.md"},{"label":"GPL-3.0 license","url":"https://github.com/animatek/Animatek-NME/blob/main/LICENSE"},{"label":"GitHub repository metadata API: fork state and latest source push date","url":"https://api.github.com/repos/animatek/Animatek-NME"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/animatek/Animatek-NME/languages"}],"media":[{"kind":"image","label":"Animatek NME editor","url":"https://animatek.net/wp-content/uploads/2026/06/Editor_animatek.png","preview_url":"https://animatek.net/wp-content/uploads/2026/06/Editor_animatek.png","source_url":"https://github.com/animatek/Animatek-NME/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3146945,"Python":50163,"CMake":19259,"C":6935,"Shell":2640,"Inno Setup":2318},"source_url":"https://api.github.com/repos/animatek/Animatek-NME/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total (3,146,945 bytes); the entire returned byte breakdown is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"annepad-pokemon-stadium-ios","title":"AnnePad: Pokémon Stadium for Apple Platforms","game":"Pokémon Stadium","platform":"Nintendo 64 → iOS/iPadOS; Apple Silicon macOS","kind":"Recompilation","status":"Latest recipe release v0.2.2. The README confirms earlier physical-iPad gameplay and complete rental battles on native macOS and iPad Simulator; new Build 4 diagnostics have not yet been accepted on the reporter’s hardware. Controller, audio-route, interruption, thermal, and full iPhone tests remain open. The foundational upstream is archived; maintained-source conversion and complete release-source delivery remain pending. Supports only the US 1.0 ROM.","summary":"An Apple-platform integration of the Pokémon Stadium static recompilation, with native Metal rendering and private user-supplied ROM import. The app is game-specific, not a general Nintendo 64 emulator.","project_url":"https://github.com/chrissotraidis/annepad","updated":"2026-10-15","strategy":"Static recompilation with native Apple app integration","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"iOS/iPadOS and macOS recompilation integration","target_type":"Game","sources":[{"label":"Project README: method, supported ROM and device evidence","url":"https://github.com/chrissotraidis/annepad"},{"label":"Latest project release v0.2.2","url":"https://github.com/chrissotraidis/annepad/releases/tag/v0.2.2"},{"label":"Reddit iOS decompilation list; the project is linked in the post/comments, discovery lead only","url":"https://www.reddit.com/r/EmulationOniOS/comments/1vmplpo/comprehensive_list_of_all_the_decomprecomp/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/annepad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":76257,"Objective-C++":57966,"C":12591,"C++":8908,"Python":7640,"Swift":4093,"CMake":2794,"Objective-C":194},"source_url":"https://api.github.com/repos/chrissotraidis/annepad/languages","evidence":"The github.com repository languages endpoint reports Shell as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"anno117-crossover-swapchain-compatibility-shim","title":"Anno 117 CrossOver/D3DMetal Swapchain Fix","game":"Anno 117: Pax Romana","platform":"Anno 117's Windows D3D12/DXGI path → Apple Silicon macOS 15+ through Wine/CrossOver and Apple's D3DMetal. The maintainer tests the Steam copy; the README marks its Ubisoft Connect guidance as untested.","kind":"API Translation","status":"Public early beta; the only tagged release is v0.1.0-beta (2026-07-13), and the latest source push was 2026-07-14. The maintainer reports reaching the game's main menu and campaigns on Apple Silicon; benchmark figures are from an M5 Max with Game Porting Toolkit 4.0 beta 1. The fix targets one unsupported swapchain call in this game.","summary":"A source-published proxy DLL and installer for Anno 117 under CrossOver/D3DMetal. The C shim hooks D3DMetal's shared DXGI factory vtable and redirects the game's unsupported CreateSwapChainForComposition call to CreateSwapChainForHwnd for the game's window. This is a narrow, title-specific D3D12/DXGI compatibility adaptation, not a general D3D12-to-Metal implementation or a setup-only recipe.","project_url":"https://github.com/maxhenkentech/anno117-mac-crossover","updated":"2026-10-16","strategy":"Native proxy DLL plus a process-wide DXGI vtable hook rewrites one unsupported D3DMetal swapchain API call to a supported call; CrossOver and D3DMetal provide the surrounding compatibility stack.","language":"","source_available":"Public source and a beta release containing the built proxy DLL. The repository LICENSE grants MIT terms for the project; GitHub's license classifier reports NOASSERTION. CrossOver/D3DMetal and the game are external dependencies; the repository states it contains no game assets or third-party binaries.","first_found":"2026-10-16","project_started":"2026-07-13","programming_language":"Shell","subtype":"Single-game D3D12/DXGI-to-D3DMetal compatibility shim","target_type":"Software","sources":[{"label":"Maintainer README: supported game/host, installation, reported results, and narrow swapchain fix","url":"https://github.com/maxhenkentech/anno117-mac-crossover"},{"label":"Maintainer C source: proxy DLL and DXGI factory vtable redirection","url":"https://github.com/maxhenkentech/anno117-mac-crossover/blob/main/src/ags_shim.c"},{"label":"Early Beta v0.1.0 release","url":"https://github.com/maxhenkentech/anno117-mac-crossover/releases/tag/v0.1.0-beta"},{"label":"Repository LICENSE: MIT terms and interoperability-fix scope","url":"https://github.com/maxhenkentech/anno117-mac-crossover/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16: activity dates, archive state, primary language, and license classifier","url":"https://api.github.com/repos/maxhenkentech/anno117-mac-crossover"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/maxhenkentech/anno117-mac-crossover/languages"}],"media":[{"kind":"image","label":"Maintainer's Anno 117 gameplay screenshot under CrossOver","url":"https://raw.githubusercontent.com/maxhenkentech/anno117-mac-crossover/main/screenshots/Anno2.png","preview_url":"https://raw.githubusercontent.com/maxhenkentech/anno117-mac-crossover/main/screenshots/Anno2.png","source_url":"https://github.com/maxhenkentech/anno117-mac-crossover/blob/main/screenshots/Anno2.png","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":11114,"C":7466},"source_url":"https://api.github.com/repos/maxhenkentech/anno117-mac-crossover/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Shell is the largest bucket at 11,114 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aae-vector-arcade","title":"Another Arcade Emulator (AAE)","game":"Classic vector arcade games, including Asteroids, Tempest, Major Havoc, and Star Wars","platform":"Vector arcade hardware; Windows and Linux builds, with Vulkan and OpenGL rendering","kind":"Emulator","status":"Active development resumed; the maintainer posted a 2026-10-03 update and released v2.00 on 2026-10-05.","summary":"MAME-derived emulator focused on classic vector arcade systems, with a renderer that simulates vector glow and CRT characteristics and a smaller set of raster titles.","project_url":"https://github.com/tcottrill/AAE","updated":"2026-10-07","strategy":"Arcade hardware emulation with a vector-focused rendering pipeline; the maintainer says most subsystems and CPU cores have been rewritten while retaining some MAME-derived code.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Vector arcade","target_type":"Software","sources":[{"label":"Maintainer README, target systems, rendering, and October 2026 project update","url":"https://github.com/tcottrill/AAE"},{"label":"Maintainer v2.00 release","url":"https://github.com/tcottrill/AAE/releases/tag/2.00"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/tcottrill/AAE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6220215,"C":500174,"Shell":52715,"CMake":47023,"GLSL":45784,"Python":8004},"source_url":"https://api.github.com/repos/tcottrill/AAE/languages","evidence":"GitHub's official Languages REST endpoint reports 6,220,215 bytes of C++ as the largest total (90.5% of 6,873,915 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"another-centurys-episode-3-ps2-en","title":"Another Century's Episode 3: The Final English Translation","game":"Another Century's Episode 3: The Final","platform":"PlayStation 2","kind":"Fan Localization","status":"Public v0.9.20 xdelta release dated 2026-10-04. Further proofreading and full in-game playtesting are needed; staff-name and lyric readings remain provisional, some image-based labels are outside confirmed coverage, and an unconfirmed Chapter 1 loading hang was reported on ARMSX2. The current release supports the English-prologue edition and exact Japanese disc image; older save states may show stale text.","summary":"English fan translation of the Japanese PS2 game, including menus, supported story and mission text, movie subtitles, lyrics, credits and UI fixes. The release provides xdelta patches for the Japanese disc and a supported prior English-prologue image; no game image is included. Translation text, glossary and tools are public in the repository. The maintainer describes the text as machine-translated and then reviewed and edited.","project_url":"https://github.com/retro-trans/ACE-3","updated":"2026-10-16","strategy":"Fan translation and binary xdelta patch","language":"English","source_available":"Public xdelta assets and public translation text, glossary and tools in the repository; no game image. Repository licence applies to project materials, not game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository and translation source","url":"https://github.com/retro-trans/ACE-3"},{"label":"v0.9.20 release, patch formats, supported source images, scope and status","url":"https://github.com/retro-trans/ACE-3/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":910951},"source_url":"https://api.github.com/repos/retro-trans/ACE-3/languages","evidence":"Exact byte counts from GitHub Languages API for retro-trans/ACE-3; totals describe the full repository. These bytes can include build scripts, tools, generated files, or other projects and do not isolate the localization target.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"another-eden-begins-italian","title":"Another Eden Begins Italian Translation Patch","game":"Another Eden Begins","platform":"PC (Steam on Windows; separate Steam Deck/Linux installer)","kind":"Fan Localization","status":"Released; v1.3 (2026-10-07) targets Steam build 25576291; human review ongoing","summary":"A free unofficial English-to-Italian patch for the Steam game. The v1.3 ZIP installer reconstructs and validates localized files from the user's installed game; the maintainer says game files are not distributed. AI-assisted text is under human review.","project_url":"https://traduzionegiochi.it/traduzioni/another-eden-begins","updated":"2026-10-07","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux installer; user supplies the Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game text localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.3 release, target build, patch format and installation","url":"https://traduzionegiochi.it/traduzioni/another-eden-begins"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/another-eden-begins","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Another Eden Begins Italian Translation Patch. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Another Eden Begins Italian Translation Patch do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"another-mind-ps1-matching-decomp","title":"Another Mind Matching Decompilation","game":"Another Mind (Japan PS1; SLPS_016.55)","platform":"PlayStation","kind":"Decompilation","status":"Work in progress. The current README progress snapshot reports 151/696 main functions (21.70%) and 13/204 VM-engine functions (6.37%). It provides build, SHA-1 matching-check, and playable-disc-image workflows; the Japanese original disc is required.","summary":"Source reconstruction of Squaresoft’s Japanese live-action mystery game, with a supported matching check against the retail executable and a workflow for producing a rebuilt playable disc image.","project_url":"https://github.com/halkuncode/anothermind-decomp","updated":"2026-10-15","strategy":"Matching decompilation with SHA-1 verification against the retail executable","language":"","source_available":"Public source and tooling; building and disc verification require the user’s Japanese PlayStation disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Canonical repository, README, and current progress","url":"https://github.com/halkuncode/anothermind-decomp"},{"label":"Generated progress report","url":"https://github.com/halkuncode/anothermind-decomp/blob/main/docs/md_reference/report.md"},{"label":"Build and matching-check instructions","url":"https://github.com/halkuncode/anothermind-decomp/blob/main/README.md"}],"media":[{"kind":"image","label":"Another Mind main-code matching-progress chart","url":"https://raw.githubusercontent.com/halkuncode/anothermind-decomp/main/docs/pics/progress_main.svg","preview_url":"https://raw.githubusercontent.com/halkuncode/anothermind-decomp/main/docs/pics/progress_main.svg","source_url":"https://github.com/halkuncode/anothermind-decomp#readme","discovered_on":"2026-10-16"},{"kind":"image","label":"Another Mind VM-engine matching-progress chart","url":"https://raw.githubusercontent.com/halkuncode/anothermind-decomp/main/docs/pics/progress_vm_engine.svg","preview_url":"https://raw.githubusercontent.com/halkuncode/anothermind-decomp/main/docs/pics/progress_vm_engine.svg","source_url":"https://github.com/halkuncode/anothermind-decomp#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":192982,"Python":77526,"Go":52673,"Makefile":1649,"BitBake":984,"PHP":188,"Shell":46},"source_url":"https://api.github.com/repos/halkuncode/anothermind-decomp/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; C is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"another-world-cross-release-source-reconstruction","title":"Another World / Out of This World Cross-Release Source Reconstruction","game":"Another World / Out of This World","platform":"Amiga, DOS, SNES, Genesis, Game Boy Advance","kind":"Decompilation","status":"The maintainer marks the project active. Phase 1 byte-match for bytecode is reported in place, and the project is working on phase 3 source unification; DOS and Amiga integration for the INTRO stage and non-bytecode resources and packaging remain outstanding. The latest code push was 2026-05-09.","summary":"A cross-release source reconstruction intended to unify four Another World port lineages (Amiga, DOS, SNES/Genesis cartridge, and Game Boy Advance) behind per-release flags and byte-equivalence tests. The README says users provide local game copies and that original game files are not included.","project_url":"https://github.com/ArqueologiaDigital/another-world-source-reconstruction","updated":"2026-10-16","strategy":"Cross-release source reconstruction with byte-equivalence testing","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Multi-platform, multi-release source reconstruction; bytecode match and unification phases","target_type":"Game","sources":[{"label":"Maintainer README, method, and phase status","url":"https://github.com/ArqueologiaDigital/another-world-source-reconstruction#readme"},{"label":"Latest code commit (2026-05-09)","url":"https://github.com/ArqueologiaDigital/another-world-source-reconstruction/commit/239f8750b9676e8a1f5909894cd8b252f4aa1b00"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/ArqueologiaDigital/another-world-source-reconstruction"},{"label":"Current primary README","url":"https://github.com/ArqueologiaDigital/another-world-source-reconstruction/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ArqueologiaDigital/another-world-source-reconstruction/languages"},{"label":"Maintainer repository","url":"https://github.com/ArqueologiaDigital/another-world-source-reconstruction"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":11979310,"BitBake":42006,"C++":17634,"Pawn":9993,"Makefile":7707,"Python":4839,"POV-Ray SDL":372,"Pascal":46},"source_url":"https://api.github.com/repos/ArqueologiaDigital/another-world-source-reconstruction/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"google-antigravity-desktop-zh-localization","title":"Antigravity Desktop Chinese UI Localization Patch","game":"Google Antigravity","platform":"Windows and macOS (Intel and Apple Silicon)","kind":"Fan Localization","status":"Patch source and install/uninstall scripts are published; the README identifies Google Antigravity v2.23.0+ as the supported app build. No versioned patch release is listed.","summary":"Fan-made English-to-Simplified-Chinese and English-to-Traditional-Chinese UI patch for the Google Antigravity desktop application. The project unpacks and repacks Electron ASAR assets, then injects dictionaries and a dynamic text-replacement script.","project_url":"https://github.com/qqxpee/antigravity2-cn","updated":"2026-10-16","strategy":"Fan UI localization using Electron ASAR repacking and dynamic text replacement","language":"Simplified Chinese; Traditional Chinese","source_available":"Public source repository contains localization dictionaries and Windows/macOS install and restore scripts; the Antigravity application is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Desktop application UI localization","target_type":"Software","sources":[{"label":"Project README: supported app versions, operating systems, translation modes, and patch method","url":"https://github.com/qqxpee/antigravity2-cn"},{"label":"Project Traditional Chinese README","url":"https://github.com/qqxpee/antigravity2-cn/blob/main/README_TW.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":120692,"Shell":8166,"Batchfile":2021},"source_url":"https://api.github.com/repos/qqxpee/antigravity2-cn/languages","evidence":"GitHub's official Languages REST endpoint reports the byte breakdown for the full public repository. JavaScript is largest at 120692 bytes (92.2% of 130879 recognized-language bytes). The complete byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"anydecoder-java-bytecode-equivalence-decompiler","title":"anydecoder Java Bytecode Equivalence Decompiler","game":"Java class files and JAR bytecode (multi-title)","platform":"Java bytecode → recovered Java source; recompile and compare to original class files","kind":"Decompilation","status":"Active development; the tool decompiles and recompiles classes, reporting equivalent, benign, waived, suspect or damaged results. The README includes an Apache Commons Lang demonstration.","summary":"A standalone Java class-file decompiler that verifies recovered source by recompiling it and comparing the result with the original bytecode.","project_url":"https://github.com/anyanyna/anydecoder","updated":"2026-10-16","strategy":"Java bytecode decompilation with recompilation-equivalence verification","language":"","source_available":"Public software source under Apache-2.0.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Java bytecode decompilation and verification","target_type":"Software","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/anyanyna/anydecoder"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/anyanyna/anydecoder"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":470443,"Shell":4790},"source_url":"https://api.github.com/repos/anyanyna/anydecoder/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Java is the largest bucket at 470,443 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"anyps5","title":"AnyPS5","game":"Multiple PlayStation 5 games","platform":"PlayStation 5 → Windows, Linux / Vulkan","kind":"API Translation","status":"Work in progress. The maintainer's progress history dated 2026-10-15 reports 3,292/3,706 currently declared system-library functions implemented (88.83%) and 1,166/1,166 known shader instructions translated (100%). These denominators are the project's current lists, not all PS5 functions or games. Unsupported or unexpected states still terminate execution; converting a binary does not establish that a title runs.","summary":"An offline relinker converts a PS5 executable into the native host format (Linux ELF or Windows PE) and links replacement PS5 system PRX libraries. Host process executes game code directly; there is no separate emulated-console process. GPU work uses Vulkan and a shader recompiler. This is closer to per-game binary porting plus host shims than a general runtime compatibility layer. Compatibility caveat: Compatibility is highly title-specific and follows implementation coverage of system libraries and graphics. Maintainer emphasizes unsupported functions terminate the program; conversion itself does not guarantee a game runs. A report for a title reaching gameplay is not evidence of full completion.","project_url":"https://github.com/boykopovar/AnyPS5","updated":"2026-10-16","strategy":"Console-to-desktop compatibility and graphics translation","language":"","source_available":"Public project repository; license status is documented in the evidence","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Offline PS5 executable relinker with system-library replacements and Vulkan shader/GPU compatibility; title-specific execution remains unverified until it runs.","target_type":"Software","sources":[{"label":"AnyPS5 maintainer README: scope, status limits, and Vulkan/SPIR-V path","url":"https://github.com/boykopovar/AnyPS5"},{"label":"Maintainer build documentation","url":"https://github.com/boykopovar/AnyPS5/blob/main/docs/dev/BUILD.md"},{"label":"Project documentation","url":"https://github.com/boykopovar/AnyPS5/releases"},{"label":"Project documentation","url":"https://github.com/boykopovar/AnyPS5/issues/342"},{"label":"AnyPS5 maintainer progress history, latest point 2026-10-15","url":"https://boykopovar.github.io/AnyPS5/history.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":24822321,"Python":1140435,"CMake":587650,"C":10435,"Assembly":8023,"GLSL":5478},"source_url":"https://api.github.com/repos/boykopovar/AnyPS5/languages","evidence":"GitHub REST repository Languages endpoint reports 24,822,321 bytes of C++ out of 26,574,342 measured source bytes (93.4%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ao46-khronos-mesa-opengl-metal-backend","title":"AO46 Mesa OpenGL/EGL to Metal Backend (Khronos_AppleICDs)","game":"OpenGL/EGL and Vulkan applications (multi-title graphics-driver integration)","platform":"OpenGL 4.6 core/EGL applications → Mesa AO46 Gallium Metal backend on macOS; separate Vulkan 1.4 ICD path uses Mesa KosmicKrisp → Metal 4 on Apple Silicon/macOS 26+","kind":"API Translation","status":"The repository reports AO46 OpenGL/EGL on Mesa with an engineering ceiling of OpenGL 4.6; the complete Mesa 4.6 predicate and a local 29-test suite pass, while OpenGL CTS remains pending. Its separate Vulkan product packages the already existing KosmicKrisp driver; GitHub lists engineering release v1.4.354 (2026-08-21) and a developer prerelease (2026-08-24). The prerelease record reports six failing Vulkan Memory Model cases and says the full CTS campaign was not admitted; the project does not claim Khronos certification. The source installer is documented as developer-only WIP. Latest source push reported by GitHub: 2026-09-15.","summary":"A macOS graphics-driver integration repo with two separate standard Khronos paths. AO46 adds a Mesa Gallium OpenGL/EGL backend that executes through public Metal; this is the distinct OpenGL-to-Metal workstream. Its separate Vulkan ICD assembles the already cataloged Mesa KosmicKrisp driver with the standard Vulkan Loader, so it is packaging/integration around KosmicKrisp rather than a second Vulkan implementation. The OpenGL 4.6 figure is an engineering ceiling, not an OpenGL conformance claim. The Vulkan path requires Apple Silicon, Metal 4, and macOS 26 or later; the AO46 minimum macOS version is not stated.","project_url":"https://github.com/Anonymous137-sudo/Khronos_AppleICDs","updated":"2026-09-15","strategy":"Mesa Gallium OpenGL/EGL-to-Metal integration; bundled standard Vulkan ICD around KosmicKrisp","language":"","source_available":"Public source and engineering release artifacts; builds and installs are documented for developer systems","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"macOS OpenGL/EGL and Vulkan graphics-driver integration","target_type":"Software","sources":[{"label":"Maintainer README: separate AO46 OpenGL and KosmicKrisp Vulkan products, current status, and conformance boundaries","url":"https://github.com/Anonymous137-sudo/Khronos_AppleICDs"},{"label":"Maintainer installation guide: AO46 is developer-only WIP; Vulkan product uses the standard Khronos ICD","url":"https://github.com/Anonymous137-sudo/Khronos_AppleICDs/blob/main/docs/INSTALLATION.md"},{"label":"AO46 standard OpenGL/EGL frontend and Metal backend boundary","url":"https://github.com/Anonymous137-sudo/Khronos_AppleICDs/tree/main/OpenGL_4.6%20%28Core%20Profile%29/Apple_ICD/khronos"},{"label":"Vulkan engineering release v1.4.354 (2026-08-21)","url":"https://github.com/Anonymous137-sudo/Khronos_AppleICDs/releases/tag/vulkan-1.4.354"},{"label":"Vulkan CTS 1.4.6.2 developer prerelease (2026-08-24)","url":"https://github.com/Anonymous137-sudo/Khronos_AppleICDs/releases/tag/vulkan-1.4.354-preview-cts-1.4.6.2-20260824"},{"label":"Upstream Mesa KosmicKrisp requirements: Apple Silicon, Metal 4, and macOS 26+","url":"https://docs.mesa3d.org/drivers/kosmickrisp.html"},{"label":"GitHub repository metadata and activity","url":"https://api.github.com/repos/Anonymous137-sudo/Khronos_AppleICDs"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/Anonymous137-sudo/Khronos_AppleICDs/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1193748,"Objective-C":982709,"Shell":360105,"Python":151206,"CMake":98590,"Java":96000},"source_url":"https://api.github.com/repos/Anonymous137-sudo/Khronos_AppleICDs/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,193,748 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aohi-280w-charger-display-firmware-reimplementation","title":"AOHi 280W Charger Custom Display Firmware","game":"Stock display/UI firmware for the AOHi 280 W USB-C Desktop Charger","platform":"AOHi 280 W charger display MCU (HC32F460-family Cortex-M4F); built and flashed with the repository's Make/J-Link workflow","kind":"Reimplementation","status":"No GitHub release found; repository metadata reports the latest push on 2026-06-30. The project README describes the firmware as a from-scratch reimplementation derived from the stock image and reports that it runs on the real charger. The repository has no declared source license, and the repository also contains stock firmware dumps and extracted UI assets; source reuse and redistribution rights are unstated.","summary":"A custom display/UI firmware for the AOHi 280 W USB-C desktop charger. The authors say they reverse-engineered the stock display firmware and reimplemented it from scratch without linking vendor code. The firmware runs on the charger display MCU, reproduces the stock page model and controls, and adds debug and power-history screens. External UI assets are read from the charger's existing SPI-NOR rather than rewritten by the custom firmware.","project_url":"https://github.com/atc1441/AOHi_280W_Charger_Hacking","updated":"2026-10-16","strategy":"Project-described from-scratch firmware reimplementation based on analysis of the stock firmware image; the project says no vendor code is linked.","language":"","source_available":"Public C source, build files, and reverse-engineering notes are visible on GitHub, but no LICENSE file or GitHub license declaration was found. The repository includes stock firmware dumps and extracted UI assets; permissions for reuse or redistribution are not stated.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Charger display firmware reconstruction","target_type":"Software","sources":[{"label":"Official repository README: reimplementation claim, hardware, features, and included dumps","url":"https://github.com/atc1441/AOHi_280W_Charger_Hacking"},{"label":"Firmware subdirectory README: source, build, flash, pinout, and stock-image analysis","url":"https://github.com/atc1441/AOHi_280W_Charger_Hacking/blob/main/AOHi_280_Firmware/README.md"},{"label":"Official GitHub repository metadata for release/license status","url":"https://api.github.com/repos/atc1441/AOHi_280W_Charger_Hacking"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/atc1441/AOHi_280W_Charger_Hacking/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1708782,"HTML":23917,"Linker Script":9357,"Makefile":3698,"PowerShell":2038},"source_url":"https://api.github.com/repos/atc1441/AOHi_280W_Charger_Hacking/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,708,782 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aoruslcd-aorus-master-rtx5090-control-reimplementation","title":"AorusLcd (Aorus Master RTX 5090 LCD and RGB control replacement)","game":"Gigabyte Control Center LCD Edge View and RGB Fusion 2 controls on the Aorus Master RTX 5090","platform":"Windows with an NVIDIA driver for hardware control; Avalonia GUI also builds on Linux and macOS, but those hardware backends are not yet supported","kind":"Reimplementation","status":"Alpha; latest GitHub release found is v0.3.6-beta (2026-08-11), with source updates through 2026-10-14. The README says the complete recovered LCD command surface is implemented, but physical testing is reported on one Aorus Master RTX 5090 card. It replaces only Gigabyte Control Center's LCD/RGB features; fan controls, overclocking, and BIOS updates are out of scope.","summary":"A focused controller for the Gigabyte Aorus Master RTX 5090's LCD Edge View panel and RGB Fusion 2 lighting, intended to replace the corresponding Gigabyte Control Center modules. The authors describe it as a clean-room reimplementation: command facts were recovered by decompiling Gigabyte's ucVga.dll and capturing traffic, while no vendor code is shipped. It provides an Avalonia GUI, an optional sensor-feed service, image/text/GIF display, built-in screens, and lighting controls.","project_url":"https://github.com/CodeTorchAI/AorusLcd","updated":"2026-10-16","strategy":"Clean-room implementation of device commands from protocol facts and captured traffic; no Gigabyte source is included according to the README.","language":"","source_available":"Public MIT-licensed source. The README states it ships no vendor code and is not affiliated with Gigabyte or NVIDIA.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"GPU peripheral-control application","target_type":"Software","sources":[{"label":"Official README: hardware scope, decompilation-based facts-only method, current limitations, and license","url":"https://github.com/CodeTorchAI/AorusLcd"},{"label":"Latest GitHub release v0.3.6-beta","url":"https://github.com/CodeTorchAI/AorusLcd/releases/tag/v0.3.6-beta"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/CodeTorchAI/AorusLcd/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":253283,"Inno Setup":6334},"source_url":"https://api.github.com/repos/CodeTorchAI/AorusLcd/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C# is the largest bucket at 253,283 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ape-escape-ps1-readable-decomp-port","title":"Ape Escape PS1 Readable Decompilation and Native Port","game":"Ape Escape (PS1, USA SCUS-94423)","platform":"PlayStation 1 (USA, SCUS-94423) → native desktop viewer/port","kind":"Decompilation","status":"About 1,500 original functions are ported and differentially verified. The host runs boot/title and a stage loop with player, enemies, camera, HUD, pause and stage fades; documented areas 01, 02, 05 and 44 match the original instructions frame by frame. The native viewer renders terrain, props and sky, while character/HUD/effects rendering and many overlays remain in progress. The README says work is paused until about 2026-10-23; no release is listed.","summary":"A readable PS1 decompilation and native-port effort. It reconstructs functions as structured C and checks behavior against the original instruction stream; it explicitly does not use static recompilation. Game data stays in the user’s local workspace.","project_url":"https://github.com/DeprivedPeasant/ape-escape-decomp-port","updated":"2026-10-16","strategy":"Readable C decompilation with per-function differential verification; hand-port, not static recompilation","language":"","source_available":"Public source, tools and documentation; no game data is included. Requires the user’s own US SCUS-94423 disc image and extracted files.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Native SDL3/OpenGL viewer; port in progress","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/DeprivedPeasant/ape-escape-decomp-port"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/DeprivedPeasant/ape-escape-decomp-port/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/DeprivedPeasant/ape-escape-decomp-port"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/DeprivedPeasant/ape-escape-decomp-port/languages"},{"label":"Maintainer project handoff and paused-work note","url":"https://github.com/DeprivedPeasant/ape-escape-decomp-port/blob/main/notes/port/paused_2026-10-15.md"},{"label":"Verified-function ledger and checker","url":"https://github.com/DeprivedPeasant/ape-escape-decomp-port/blob/main/tools/verified.csv"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6090290,"Python":4886525,"Assembly":269092,"C++":133309,"Java":41236,"Lua":19648,"Shell":3929,"Batchfile":3007,"CMake":2860},"source_url":"https://api.github.com/repos/DeprivedPeasant/ape-escape-decomp-port/languages","evidence":"GitHub’s official Languages API reports C: 6,090,290 bytes, Python: 4,886,525 bytes, Assembly: 269,092 bytes, C++: 133,309 bytes, Java: 41,236 bytes, Lua: 19,648 bytes, Shell: 3,929 bytes, Batchfile: 3,007 bytes, CMake: 2,860 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ape-escape-ps1-recomp","title":"Ape Escape Static Recompilation","game":"Ape Escape","platform":"PlayStation USA (SCUS-94423) → Windows x64","kind":"Recompilation","status":"Playable preview v0.4.0; boots BIOS and reaches intro/title/gameplay with DualShock, memory cards, FMV and audio. README does not claim full-game completion.","summary":"Static PS1 recompilation into a native Windows application; the user supplies the disc image and the project supplies OpenBIOS.","project_url":"https://github.com/mstan/ApeEscapeRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied SCUS-94423 disc required; no game disc or game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/ApeEscapeRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30845,"Shell":28347,"Python":26982,"PowerShell":21402,"C++":12133,"Java":7184,"CMake":6010},"source_url":"https://api.github.com/repos/mstan/ApeEscapeRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 30,845 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ape-escape-wii-vwii-port-bringup","title":"Ape Escape Wii/vWii Native Port Bring-up","game":"Ape Escape (PlayStation, USA SCUS-94423)","platform":"PlayStation → Nintendo Wii and Wii U vWii (experimental homebrew bring-up)","kind":"Recompilation","status":"GitHub Actions builds a Wii homebrew boot.dol and a procedural GP0 renderer test scene with placeholder controls. The maintainer explicitly states that Ape Escape itself does not run on Wii yet; MIPS execution, complete graphics, audio, BIOS/disc loading, and game overlays remain unintegrated. No release is listed.","summary":"An experimental Wii/vWii platform bring-up for the PSXRecomp-based Ape Escape project. The current DOL exercises a PS1-style GP0-to-VRAM graphics path and Wii GX presentation; it is a renderer/input test rather than a playable port of Ape Escape.","project_url":"https://github.com/NVDEMU/ApeEscapeWii","updated":"2026-10-16","strategy":"PS1 static-recompilation port bring-up with Wii/vWii GX and controller adaptation; original game execution is not integrated yet.","language":"","source_available":"Public source and CI test DOL; no game disc, BIOS, or original assets are supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii/vWii native port bring-up","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/NVDEMU/ApeEscapeWii#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/NVDEMU/ApeEscapeWii"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/NVDEMU/ApeEscapeWii/releases"},{"label":"Maintainer Wii renderer integration workflow and DOL artifact","url":"https://github.com/NVDEMU/ApeEscapeWii/actions"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/NVDEMU/ApeEscapeWii/languages"},{"label":"Current primary README","url":"https://github.com/NVDEMU/ApeEscapeWii/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":69614,"Python":33838,"Shell":28347,"C++":24957,"PowerShell":21402,"Java":7184,"CMake":6010,"Makefile":4317},"source_url":"https://api.github.com/repos/NVDEMU/ApeEscapeWii/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"million-monkeys-en","title":"Ape Escape: Million Monkeys English Patch","game":"Sarugetchu Million Monkeys","platform":"PlayStation 2","kind":"Fan Localization","status":"Partial: 72% translated (2,900 of 4,021 strings)","summary":"The project README reports 2,900 of 4,021 strings translated (72%) and links an xdelta release; it also documents rebuilding an ISO. A Japanese game image is required.","project_url":"https://github.com/hypermegacrash/MMTextGadget","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation 2 fan translation","target_type":"Game","sources":[{"label":"Translation patch repository","url":"https://github.com/hypermegacrash/MMTextGadget"},{"label":"Patcher repository","url":"https://github.com/Gigahawk/sarugetchu_mm_patcher"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/hypermegacrash/MMTextGadget"}],"media":[{"kind":"image","label":"English patch screenshot 1","url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img1.png","preview_url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img1.png","source_url":"https://github.com/hypermegacrash/MMTextGadget","discovered_on":"2026-10-15"},{"kind":"image","label":"English patch screenshot 2","url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img2.png","preview_url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img2.png","source_url":"https://github.com/hypermegacrash/MMTextGadget","discovered_on":"2026-10-15"},{"kind":"image","label":"English patch screenshot 3","url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img3.png","preview_url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img3.png","source_url":"https://github.com/hypermegacrash/MMTextGadget","discovered_on":"2026-10-15"},{"kind":"image","label":"English patch screenshot 4","url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img4.png","preview_url":"https://raw.githubusercontent.com/hypermegacrash/MMTextGadget/master/docs/img4.png","source_url":"https://github.com/hypermegacrash/MMTextGadget","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":49655},"source_url":"https://api.github.com/repos/hypermegacrash/MMTextGadget/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (49,655 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-apogee-mister","title":"Apogee BK-01 and Radio-86RK MiSTer FPGA Core","game":"Apogee BK-01 and Radio-86RK","platform":"Apogee BK-01 and Radio-86RK on MiSTer FPGA","kind":"Emulator","status":"README says Apogee BK-01 and Radio-86RK are fully functional. No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Apogee BK-01 and Radio-86RK on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Apogee_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Apogee_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Apogee_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Apogee_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Apogee_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":380421,"SystemVerilog":177921,"VHDL":107520,"Tcl":22648,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/Apogee_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 380,421 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"appareden-pc98-en","title":"Appareden: Fukuryuu no Shou English Translation","game":"Appareden: Fukuryuu no Shou","platform":"PC-98","kind":"Fan Localization","status":"Work in progress","summary":"Repository contains translation utilities and draft reinsertion progress; completed public patch not confirmed.","project_url":"https://github.com/46OkuMen/appareden","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PC-98 fan translation project","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/46OkuMen/appareden"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/46OkuMen/appareden"}],"media":[{"kind":"image","label":"Appareden Title","url":"https://raw.githubusercontent.com/46OkuMen/appareden/HEAD/img/Appareden_title.png","preview_url":"https://raw.githubusercontent.com/46OkuMen/appareden/HEAD/img/Appareden_title.png","source_url":"https://github.com/46OkuMen/appareden","discovered_on":"2026-10-15"}],"links":[{"kind":"tools","label":"Appareden ROM tools","url":"https://github.com/46OkuMen/romtools/","source_url":"https://github.com/46OkuMen/romtools","notes":"Appareden README links the project tools."}],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":10000},"source_url":"https://github.com/46OkuMen/appareden","evidence":"GitHub Languages panel reported Python 100%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"apple-ii-orchard-softcard-cpm-reconstruction","title":"Apple ][ Orchard: Microsoft SoftCard CP/M Source Reconstruction","game":"Microsoft SoftCard CP/M-80 2.20 and 2.23 for Apple II","platform":"Apple II with Microsoft SoftCard Z80 card; CP/M boot disks and utilities","kind":"Decompilation","status":"The repository provides commented source for SoftCard CP/M 2.20 and 2.23 boot disks and bundled utilities. Its reconstruction pipeline rebuilds byte-identical disk images, and the whole-system emulator reaches an interactive CP/M prompt; disk images and host-card behavior are part of the evidence.","summary":"A public reverse-engineering and source-reconstruction project for the Microsoft SoftCard CP/M operating system, including the Apple II 6502 boot/RWTS side, Z80 BIOS/CCP/BDOS, utilities, a disk pipeline, and a complete 6502/Z80 SoftCard emulator. The wider repository also studies Apple Panic copy protection; this row describes its distinct CP/M system reconstruction.","project_url":"https://github.com/BrentRector/apple-ii-orchard","updated":"2026-10-16","strategy":"Decode original disk images into commented 6502/Z80 assembly, reassemble byte-identical disk images, and verify boot behavior in a whole-system emulator","language":"","source_available":"Repository code is MIT-licensed. It also includes original CP/M disk images and copyrighted third-party utilities; the MIT license should not be treated as relicensing those historical binaries or contents.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Classic operating system and expansion-card firmware reconstruction","target_type":"Software","sources":[{"label":"Public README: CP/M scope, reconstruction pipeline, byte-identity and emulator results","url":"https://github.com/BrentRector/apple-ii-orchard#readme"},{"label":"MIT project license","url":"https://github.com/BrentRector/apple-ii-orchard/blob/main/LICENSE"},{"label":"SoftCard project files and included disk-image inputs","url":"https://github.com/BrentRector/apple-ii-orchard/tree/main/softcard"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":8980538,"Python":1771468,"JavaScript":38626,"C++":23638,"Shell":1166},"source_url":"https://api.github.com/repos/BrentRector/apple-ii-orchard/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 8,980,538 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-apple-i","title":"Apple I MiSTer Core","game":"Apple-1 programs, including WozMon and Integer BASIC","platform":"Apple-1 on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2025-10-02; GitHub returned no tagged release. The README calls it a basic implementation and documents WozMon/Integer BASIC execution and several FPGA boards tested by the original project.","summary":"Verilog FPGA core for Apple-1 behavior, ported to MiSTer from an earlier multi-board FPGA project. The README describes WozMon and Integer BASIC ROM regions in block RAM; it does not state separate rights for those embedded ROM contents.","project_url":"https://github.com/MiSTer-devel/Apple-I_MiSTer","updated":"2025-10-02","strategy":"FPGA hardware emulation of the Apple-1 computer, ported to MiSTer.","language":"","source_available":"Public Apache-2.0 source repository. Apache-2.0 source license. Embedded WozMon and Integer BASIC ROM contents are documented in the README but do not have an independent rights statement there.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA computer emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Apple-I_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Apple-I_MiSTer/blob/master/Readme.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Apple-I_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Apple-I_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":433167,"SystemVerilog":137891,"VHDL":107520,"Tcl":22648,"C++":21567,"Makefile":1186,"C":244},"source_url":"https://api.github.com/repos/MiSTer-devel/Apple-I_MiSTer/languages","evidence":"Official GitHub Languages API reports 433,167 bytes of Verilog as the largest language count (59.8% of 724,223 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"apple-ii-desktop-disassembly","title":"Apple II DeskTop ProDOS disassembly","game":"Apple II DeskTop","platform":"Apple II ProDOS → annotated 6502 assembly","kind":"Decompilation","status":"Active annotated disassembly. The project describes reverse engineering the ProDOS desktop suite to understand it, fix bugs, and add features.","summary":"Source reconstruction work on Apple II DeskTop, a Finder-like graphical shell for ProDOS. The repository publishes annotated assembly and supports continued fixes and enhancements for the original platform.","project_url":"https://github.com/a2stuff/a2d","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"ProDOS desktop application","target_type":"Software","sources":[{"label":"Project repository and README","url":"https://github.com/a2stuff/a2d"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/a2stuff/a2d"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2848979,"Lua":1187306,"C++":126013,"Pascal":79442,"Shell":47800,"Perl":37637,"NewLisp":32603,"SystemVerilog":32179,"Erlang":28549,"JavaScript":8580,"Makefile":7752,"HTML":1406,"Roff":1062,"Python":452},"source_url":"https://api.github.com/repos/a2stuff/a2d/languages","evidence":"GitHub's official Languages REST endpoint reports 2,848,979 bytes of Assembly as the largest total (64.2% of 4,439,760 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-apple-ii-mister","title":"Apple IIe MiSTer FPGA Core","game":"Apple IIe","platform":"Apple IIe on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-14.","summary":"FPGA system-emulation core for Apple IIe on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Apple-II_MiSTer","updated":"2026-10-14","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Apple-II_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Apple-II_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Apple-II_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Apple-II_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":785613,"SystemVerilog":607425,"VHDL":317275,"UnrealScript":163840,"Tcl":23724,"Python":15684,"HTML":14982,"Batchfile":757},"source_url":"https://api.github.com/repos/MiSTer-devel/Apple-II_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 785,613 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-apple-iigs-mister","title":"Apple IIgs MiSTer FPGA Core","game":"Apple IIgs","platform":"Apple IIgs on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-07-12.","summary":"FPGA system-emulation core for Apple IIgs on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Apple-IIgs_MiSTer","updated":"2026-07-12","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Apple-IIgs_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Apple-IIgs_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Apple-IIgs_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Apple-IIgs_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4743788,"Verilog":1082737,"SystemVerilog":986365,"C":847613,"Assembly":162849,"VHDL":109513,"Shell":61124,"Python":44971,"Tcl":22648,"Makefile":17380},"source_url":"https://api.github.com/repos/MiSTer-devel/Apple-IIgs_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,743,788 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-apple-iii","title":"Apple III MiSTer Core","game":"Apple III software, disk images and compatible Apple /// titles","platform":"Apple III personal computer on MiSTer FPGA","kind":"Emulator","status":"Early core with ongoing updates; upstream source last pushed 2026-10-01 and includes a release bitstream dated 2026-09-27. The README documents Apple III memory configurations, copy-protected disk boot, hard-disk images, NTSC/PAL modes and a built-in Apple boot ROM; the core is still a new project.","summary":"FPGA hardware emulator core for the Apple III. The README says the Apple boot ROM is built in and additional ROMs may be loaded from the OSD; no ROM file appears in the tracked tree, and rights to Apple firmware remain separate from the GPL-2.0 source license.","project_url":"https://github.com/MiSTer-devel/Apple-III_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of Apple III CPU, memory, video, keyboard, storage and boot behavior.","language":"","source_available":"Public GPL-2.0 core source. README describes a built-in Apple boot ROM, whose firmware rights are separate from the source license; no commercial software or disk images are included in the tracked tree.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA vintage-computer hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Apple-III_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Apple-III_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":764000,"Verilog":454933,"VHDL":224762,"Assembly":213777,"UnrealScript":163840,"Python":103978,"C++":87347,"Shell":36030,"Tcl":23160,"BASIC":9059,"Makefile":4011,"Forth":1693,"Batchfile":708,"C":109},"source_url":"https://api.github.com/repos/MiSTer-devel/Apple-III_MiSTer/languages","evidence":"Official GitHub Languages API reports 764,000 bytes of SystemVerilog as the largest language count (36.6% of 2,087,407 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-apple-lisa-mister","title":"Apple Lisa 1 / Lisa 2 / 2/5 MiSTer FPGA Core","game":"Apple Lisa 1 / Lisa 2 / 2/5","platform":"Apple Lisa 1 / Lisa 2 / 2/5 on MiSTer FPGA","kind":"Emulator","status":"README lists working Lisa boot/disk workflows and notes formatting or initializing blank floppies is not yet working. README describes a hardware-accurate Lisa core and available boot/media workflows; no published GitHub release was listed; source repository was last pushed 2026-07-21.","summary":"FPGA system-emulation core for Apple Lisa 1 / Lisa 2 / 2/5 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Apple-Lisa_MiSTer","updated":"2026-07-21","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Apple-Lisa_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Apple-Lisa_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Apple-Lisa_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Apple-Lisa_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":1779258,"SystemVerilog":984062,"VHDL":315894,"C++":48558,"Tcl":34373,"Python":25928},"source_url":"https://api.github.com/repos/MiSTer-devel/Apple-Lisa_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 1,779,258 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-macplus-mister","title":"Apple Macintosh Plus MiSTer FPGA Core","game":"Apple Macintosh Plus","platform":"Apple Macintosh Plus on MiSTer FPGA","kind":"Emulator","status":"README labels the core an early work in progress and warns about HDD image data loss; no published GitHub release was listed; source repository was last pushed 2026-09-17.","summary":"FPGA system-emulation core for Apple Macintosh Plus on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/MacPlus_MiSTer","updated":"2026-09-17","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/MacPlus_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/MacPlus_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/MacPlus_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/MacPlus_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":629767,"SystemVerilog":547701,"VHDL":322348,"Tcl":23504,"Shell":1519,"Batchfile":721},"source_url":"https://api.github.com/repos/MiSTer-devel/MacPlus_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 629,767 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-macquadra800-mister","title":"Apple Macintosh Quadra 800 MiSTer FPGA Core","game":"Apple Macintosh Quadra 800","platform":"Apple Macintosh Quadra 800 on MiSTer FPGA","kind":"Emulator","status":"README marks audible CD output, OSD and A/UX as not yet verified. No published GitHub release was listed at review time; source repository was last pushed 2026-10-10.","summary":"FPGA system-emulation core for Apple Macintosh Quadra 800 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/MacQuadra800_MiSTer","updated":"2026-10-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/MacQuadra800_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/MacQuadra800_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/MacQuadra800_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/MacQuadra800_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4498297,"C":1779755,"Verilog":1436784,"SystemVerilog":1164693,"Python":683937,"Assembly":627815,"Lua":284523,"Shell":208333,"VHDL":107940,"Makefile":72977,"Tcl":28496,"Pascal":11393,"Rez":10076,"Linker Script":1457,"Batchfile":708,"CMake":534},"source_url":"https://api.github.com/repos/MiSTer-devel/MacQuadra800_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,498,297 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"applem-core","title":"ApplEm core","game":"Apple II family software","platform":"Apple II Plus, //e, //c and IIgs; shared by browser/WebAssembly and native macOS frontends","kind":"Emulator","status":"New source project; last update 2026-10-08; no tagged releases. Its README identifies it as the shared emulator core for web-a2e and applem.","summary":"A host-independent C++20 core emulating four Apple II machines cycle by cycle. The repository embeds its ROM images at build time; frontends are separate repositories and disk images can be loaded by the user.","project_url":"https://github.com/mikedaley/applem-core","updated":"2026-10-16","strategy":"Cycle-accurate CPU, memory, display, disk and expansion-card emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Apple II family emulator core","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/mikedaley/applem-core"},{"label":"Browser front end","url":"https://github.com/mikedaley/web-a2e"},{"label":"Native macOS front end","url":"https://github.com/mikedaley/applem"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/mikedaley/applem-core"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3877384,"CMake":37640,"Shell":7496},"source_url":"https://api.github.com/repos/mikedaley/applem-core/languages","evidence":"GitHub official repository language endpoint byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"applewin","title":"AppleWin","game":"Apple II, Apple II Plus, Apple IIe, and supported clones","platform":"Windows","kind":"Emulator","status":"Active","summary":"A full-featured Apple II emulator supporting several Apple II models, clones, display modes, and add-in cards used by games and other software.","project_url":"https://github.com/AppleWin/AppleWin","updated":"2026-10-10","strategy":"Machine-level emulation of Apple II hardware and expansion cards, with model-specific video and peripheral behavior.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Windows Apple II family emulator","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/AppleWin/AppleWin"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/AppleWin/AppleWin"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3035601,"C++":2907971,"HTML":447702,"CSS":27960,"Hack":27914,"JavaScript":10661,"Assembly":6604,"Batchfile":2607},"source_url":"https://api.github.com/repos/AppleWin/AppleWin/languages","evidence":"GitHub's official Languages REST endpoint reports 3,035,601 bytes of C as the largest total (46.9% of 6,467,020 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"aquafinder-classic-macos-x-finder-reimplementation","title":"AquaFinder (Mac OS X Tiger–Snow Leopard Finder recreation)","game":"Mac OS X Finder from versions 10.4–10.6 (Tiger–Snow Leopard era)","platform":"Classic Finder-era file-management behavior → native universal macOS application; macOS 10.15 or later on Apple Silicon and Intel Macs","kind":"Reimplementation","status":"AquaFinder 0.2.6 was released on 2026-09-16. The README documents icon, list, and column views, multiple windows, file copy and paste, labels, Get Info, and Quick Look. It lists macOS 10.15+ and a universal Intel/Apple Silicon binary, and warns that the app is not signed by an Apple-registered developer. The maintainer describes the project as unofficial and non-commercial; no broader Finder compatibility guarantee is stated.","summary":"A Swift file-manager application that recreates the interface and selected file-management features of Mac OS X Tiger and Snow Leopard Finder. The maintainer presents it as an unofficial recreation unaffiliated with Apple; it runs as a native modern macOS app rather than as the original Finder binary.","project_url":"https://github.com/watermark-hd/AquaFinder","updated":"2026-10-16","strategy":"Native Swift reimplementation of the Tiger–Snow Leopard Finder-era interface and selected file-management interactions","language":"","source_available":"Public source under the MIT License. The maintainer describes the project as unofficial and non-commercial and says it is unaffiliated with Apple.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"Classic desktop file manager recreation","target_type":"Software","sources":[{"label":"Maintainer README: target era, implemented features, supported macOS versions and architectures, build language, and project scope","url":"https://github.com/watermark-hd/AquaFinder"},{"label":"Latest release, AquaFinder 0.2.6 (2026-09-16), and versioned release history","url":"https://github.com/watermark-hd/AquaFinder/releases/tag/v0.2.6"},{"label":"Project MIT license","url":"https://github.com/watermark-hd/AquaFinder/blob/master/LICENSE"},{"label":"Official GitHub language endpoint; byte totals were rate-limited during this review","url":"https://api.github.com/repos/watermark-hd/AquaFinder/languages"},{"label":"Current primary README","url":"https://github.com/watermark-hd/AquaFinder/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/watermark-hd/AquaFinder"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":319224,"Shell":8975},"source_url":"https://api.github.com/repos/watermark-hd/AquaFinder/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ar-tonelico-ii-ps2-decomp","title":"Ar tonelico II PS2 Decompilation","game":"Ar tonelico II: Melody of Metafalica (PS2 Japan SLPS_258.19)","platform":"PlayStation 2 Japan → matching C decompilation","kind":"Decompilation","status":"Work in progress. The README reports 3,400 / 10,923 functions (31.13%) and 178,176 / 2,276,780 code bytes (7.83%) matched as of 2026-10-15.","summary":"A matching decompilation project for the Japanese PS2 release, with C source checked against retail function bytes.","project_url":"https://github.com/USED255/artonelico2-decomp","updated":"2026-10-15","strategy":"Matching C decompilation","language":"","source_available":"Public GPL-3.0 source repository; user supplies the original game; no game code, assets, or ROM are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/USED255/artonelico2-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/USED255/artonelico2-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5012853,"Python":748899,"Shell":51122,"Makefile":6452,"Linker Script":92},"source_url":"https://api.github.com/repos/USED255/artonelico2-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 5,012,853 bytes of C as the largest total (86.1% of 5,819,418 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"arabians-lost-psp-en","title":"Arabians Lost: The Engagement on Desert English Translation","game":"Arabians Lost: The Engagement on Desert","platform":"PlayStation Portable","kind":"Fan Localization","status":"Public beta v1.0 released 2026-10-11. The maintainer reports all 35,713 scenario records, UI and graphics translated and says the game is playable start to finish; the release remains open for human proofreading of machine-assisted prose.","summary":"English patch for the Japanese PSP otome game. The project publishes translation data and tooling; an xdelta patch applies to the user’s own ULJM-06104 v1.02 image.","project_url":"https://github.com/Protoxid/arabians-lost-psp-english","updated":"2026-10-11","strategy":"Fan translation patch","language":"English","source_available":"GitHub release distributes an xdelta patch only; requires the user’s legally dumped Japanese PSP game ULJM-06104 v1.02. No game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PSP fan translation (public beta)","target_type":"Game","sources":[{"label":"Maintainer README: beta status, 35,713-record coverage, machine-assistance disclosure, patch instructions and exact source ISO ID/hash","url":"https://github.com/Protoxid/arabians-lost-psp-english"},{"label":"v1.0 public beta patch release","url":"https://github.com/Protoxid/arabians-lost-psp-english/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":194305},"source_url":"https://api.github.com/repos/Protoxid/arabians-lost-psp-english/languages","evidence":"Official GitHub REST Languages API returned {\"Python\":194305}; Python is the unique largest byte-count entry (194305 of 194305 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"arc-rise-fantasia-wii-pc-recomp","title":"Arc Rise Fantasia on WiiCompiled PC","game":"Arc Rise Fantasia","platform":"Wii → Windows PC","kind":"Recompilation","status":"Maintainer reports startup, graphics, sound and first battle at 30 fps; no save/full playthrough.","summary":"Game-specific Wii static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-arcrisefantasia","updated":"2026-10-16","strategy":"Game-specific Wii recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-arcrisefantasia#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-arcrisefantasia"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-arcrisefantasia/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-arcrisefantasia/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-arcrisefantasia/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":22802,"C++":479,"CMake":197},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-arcrisefantasia/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"arcade-astrocade-mister-core","title":"Arcade Astrocade MiSTer Core","game":"Extra Bases, Gorf, Sea Wolf II, Space Zap, The Adventures of Robby Roto, and Wizard of Wor arcade software","platform":"MiSTer FPGA","kind":"Emulator","status":"The repository was pushed 2026-09-15 and contains dated bitstreams through `Arcade-Astrocade_20260318.rbf`; no tagged GitHub release is listed. MiSTer documentation lists six supported game families.","summary":"FPGA arcade core for games built on Bally Astrocade hardware. Official MiSTer documentation lists Extra Bases, Gorf, Sea Wolf II, Space Zap, The Adventures of Robby Roto, and Wizard of Wor; this is a board-specific arcade core, distinct from the separate Bally Astrocade home-console core.","project_url":"https://github.com/MiSTer-devel/Arcade-Astrocade_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of Bally Astrocade-derived arcade boards.","language":"","source_available":"Public VHDL/Verilog/SystemVerilog source plus dated MiSTer RBF and MRA files in the repository. The README says arcade ROMs are not included and must be supplied separately; GitHub reports no recognized repository license or tagged release.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"Arcade-board FPGA core","target_type":"Software","sources":[{"label":"Maintainer README: core history, ROM requirement and MRA files","url":"https://github.com/MiSTer-devel/Arcade-Astrocade_MiSTer/blob/master/README.txt"},{"label":"Official MiSTer arcade documentation and supported game families","url":"https://github.com/MiSTer-devel/MkDocs_MiSTer/blob/main/docs/cores/arcade.md"},{"label":"Official core bitstreams and MRA files","url":"https://github.com/MiSTer-devel/Arcade-Astrocade_MiSTer/tree/master/releases"},{"label":"GitHub repository metadata (license and release state)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Astrocade_MiSTer"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Astrocade_MiSTer/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":962056,"Verilog":380304,"SystemVerilog":185231,"Tcl":22648,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Astrocade_MiSTer/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"arcade-nmk16-mister-core","title":"Arcade-NMK16 MiSTer","game":"NMK16-family arcade board games (97 MAME sets reported supported)","platform":"MiSTer FPGA, Terasic DE10-Nano / Cyclone V","kind":"Emulator","status":"Active; latest repository push 2026-10-15. README reports four FPGA cores, 97 game sets loaded on real DE10-Nano hardware, with positive timing slack for listed builds; it describes MAME 0.289 as the behavioral reference.","summary":"FPGA hardware recreation of NMK16-family arcade boards, with four shared cores for multiple NMK/UPL/Tecmo/Banpresto/Atlus/Comad/Afega variants. MAME is used as a behavioral oracle, not included as code; users supply their own MAME ROM-set archives.","project_url":"https://github.com/kuzearcade/Arcade-NMK16_MiSTer","updated":"2026-10-15","strategy":"FPGA hardware recreation (arcade board core)","language":"","source_available":"Public GPL-3.0 source. The README says MAME source and arcade ROM data are not included; users supply their own MAME ROM sets. Third-party HDL components retain their notices and licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"NMK16 arcade hardware / MiSTer","target_type":"Software","sources":[{"label":"Maintainer README with supported boards/games, hardware testing, ROM requirements, and licenses","url":"https://github.com/kuzearcade/Arcade-NMK16_MiSTer"},{"label":"Maintainer supported-game inventory","url":"https://github.com/kuzearcade/Arcade-NMK16_MiSTer/blob/master/docs/game-inventory.md"},{"label":"Repository activity","url":"https://github.com/kuzearcade/Arcade-NMK16_MiSTer/commits/main"},{"label":"Maintainer verification and hardware bring-up notes","url":"https://github.com/kuzearcade/Arcade-NMK16_MiSTer/blob/master/docs/hw-bringup.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":2153100,"Verilog":902170,"C++":486751,"Python":271287,"Makefile":176531,"VHDL":107940,"Tcl":47291,"Lua":17010,"Shell":12650,"UnrealScript":163840,"Batchfile":708},"source_url":"https://api.github.com/repos/kuzearcade/Arcade-NMK16_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 2,153,100 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"arcana-snes-disassembly","title":"Arcana SNES Disassembly","game":"Arcana","platform":"Super Nintendo Entertainment System (SNES)","kind":"Decompilation","status":"Published 65c816 assembly disassembly; the README maps the bank files and DiztinGUIsh project but does not state completeness or byte-exact build status.","summary":"A bank-organized 65c816 assembly disassembly of the SNES game Arcana. The repository includes the project file and source files for game code, data, graphics, text, and audio banks.","project_url":"https://github.com/SarahShinespark/arcana-disassembly","updated":"2026-10-15","strategy":"65816 assembly disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"DiztinGUIsh-backed banked assembly disassembly","target_type":"Game","sources":[{"label":"Project README (file map and disassembly scope)","url":"https://github.com/SarahShinespark/arcana-disassembly#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":52649432},"source_url":"https://api.github.com/repos/SarahShinespark/arcana-disassembly/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/SarahShinespark/arcana-disassembly reports 52,649,432 bytes of Assembly, the largest language total (100.0% of 52,649,432 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"arcana-strikes-saturn-en","title":"Arcana Strikes Sega Saturn English Translation","game":"Arcana Strikes","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s project page lists English patch v1.04a, posted 2025-03-14. The page describes a Japanese-exclusive strategy game and a released patch; no newer release status is stated there.","summary":"An English localization patch for the Japan-only Sega Saturn tactical card RPG Arcana Strikes.","project_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_arcana_strikes_sega_saturn/2025-03-14-55","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"English","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_arcana_strikes_sega_saturn/2025-03-14-55"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_arcana_strikes_sega_saturn/2025-03-14-55","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Arcana Strikes Sega Saturn English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Arcana Strikes Sega Saturn English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"arculator-archimedes","title":"Arculator","game":"Acorn Archimedes computer software and games","platform":"Acorn Archimedes A3xx, A4xx, A3000, A540, A5000, A30x0, and A4000 configurations","kind":"Emulator","status":"Legacy/dormant project: the public source tree describes Arculator 0.99, with no newer release found and the latest repository commit checked dated 2015-01-18. The original author-hosted page describes the Windows build; system ROMs must be supplied separately.","summary":"C-based emulator for Acorn Archimedes computers using ARM2, ARM250, or ARM3 configurations, with 512 KB to 16 MB RAM, floppy drives, IDE hard disks, and multiple RISC OS/Arthur ROM configurations. Its public source tree does not declare a license.","project_url":"https://github.com/dboddie/arculator","updated":"2015-01-18","strategy":"Software emulation of Archimedes computer hardware and peripherals.","language":"","source_available":"Public C source repository; no project license declaration was found in the checked tree.","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Acorn Archimedes workstation emulator","target_type":"Software","sources":[{"label":"Public source README: supported models, memory, peripherals, and ROM requirements","url":"https://github.com/dboddie/arculator/blob/master/readme.txt"},{"label":"Original project page: Windows freeware description and machine scope","url":"https://b-em.bbcmicro.com/arculator/index.html"},{"label":"Public source repository and revision history","url":"https://github.com/dboddie/arculator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":755595,"Objective-C":4133},"source_url":"https://api.github.com/repos/dboddie/arculator/languages","evidence":"GitHub's official Languages REST endpoint reports 755,595 bytes of C as the largest total (99.5% of 759,728 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-arduboy","title":"Arduboy MiSTer Core","game":"Arduboy game programs","platform":"Arduboy handheld hardware on MiSTer FPGA","kind":"Emulator","status":"The repository was pushed on 2026-10-15; GitHub returned no tagged release. The README documents direct HEX/BIN loading and a built-in Arduventure program, and its TODO list calls out incomplete sound, nonvolatile EEPROM and stability work.","summary":"Verilog MiSTer FPGA core that recreates Arduboy handheld hardware and accepts user-loaded Intel HEX or raw BIN games. The repository README says Arduventure is built in; game-content rights are separate from the GPL-2.0 core license.","project_url":"https://github.com/MiSTer-devel/Arduboy_MiSTer","updated":"2026-10-15","strategy":"FPGA hardware emulation core for Arduboy built on the MiSTer platform.","language":"","source_available":"Public GPL-2.0 source repository. GPL-2.0 source. User-loaded game files and the bundled Arduventure content have separate rights; the repository does not state an independent license for that game content.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA handheld emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Arduboy_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Arduboy_MiSTer/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Arduboy_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Arduboy_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":532684,"SystemVerilog":150935,"VHDL":107940,"Tcl":22648,"Batchfile":673},"source_url":"https://api.github.com/repos/MiSTer-devel/Arduboy_MiSTer/languages","evidence":"Official GitHub Languages API reports 532,684 bytes of Verilog as the largest language count (65.4% of 814,880 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ares","title":"ares","game":"Games for supported systems","platform":"Multi-system consoles, handhelds, and computers","kind":"Emulator","status":"Active; source repository updated 2026-10-06, with maintained release/nightly distribution.","summary":"Open-source, accuracy-focused standalone emulator with integrated support for numerous systems, including NES, SNES, Nintendo 64, Game Boy, Game Boy Advance, WonderSwan, Neo Geo Pocket, Sega systems, PC Engine, MSX, ColecoVision, Atari 2600, and PlayStation (some systems are experimental).","project_url":"https://ares-emu.net/","updated":"2026-10-16","strategy":"Single desktop emulator with native integrated system implementations; load a game image and select or auto-detect its system.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system emulator","target_type":"Software","sources":[{"label":"Official source repository and project goals","url":"https://github.com/ares-emulator/ares"},{"label":"Official release history, including PC Engine changes","url":"https://github.com/ares-emulator/ares/releases"},{"label":"Official downloads","url":"https://ares-emu.net/download"},{"label":"Official supported systems and release status","url":"https://ares-emu.net/"},{"label":"Official Sega 32X compatibility page","url":"https://ares-emu.net/compatibility/sega-32x"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":17384295,"C":713369,"CMake":215803,"Python":22790,"GLSL":20185,"Objective-C":5807,"Shell":5611,"Metal":3917,"Makefile":2680,"Objective-C++":40},"source_url":"https://api.github.com/repos/ares-emulator/ares/languages","evidence":"GitHub's official Languages REST endpoint reports 17,384,295 bytes of C++ as the largest total (94.6% of 18,374,497 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cwr-ce-apple-silicon-ios-metal-port","title":"Arma: Cold War Assault Remastered Community Edition (CWR-CE Apple ports)","game":"Arma: Cold War Assault - Remastered (originally Operation Flashpoint: Cold War Crisis)","platform":"Official C++ game/engine source → macOS arm64 and x86-64; iOS/iPadOS arm64; native Metal renderer on Apple platforms","kind":"Reimplementation","status":"The maintainer's community continuation carries forward Apple Silicon, native Metal, and iOS work from the archived CWR-arm64 fork. The README documents macOS arm64/x86-64 builds, iOS device and simulator build presets, a Metal-only iOS renderer, touch controls, and a TestFlight workflow; it says the Metal backend has full parity with GL33. The repository's CI only compiles the iOS device target and does not run it in a simulator or on hardware. No tagged GitHub release is listed, and the README does not state minimum macOS or iOS versions. Latest GitHub push: 2026-09-12.","summary":"A community continuation of Bohemia Interactive's public C++ source release, modernized to C++20 and ported to Apple platforms. macOS can use the original-style GL33 renderer or the native Metal backend; iOS uses Metal and adds SDL3-based touch controls plus an app flow for importing separately licensed game data. The source tree contains the engine and game source but not the models, textures, missions, sounds, or voices.","project_url":"https://github.com/McArdle-Systems/CWR-CE","updated":"2026-09-12","strategy":"Native source port of the released C++ game engine with an Apple Metal renderer and iOS app/input integration; no CPU emulation is used.","language":"","source_available":"Public source; the maintainer states GPL-3.0-or-later with additional terms under GPL section 7. Game data and assets are excluded from the repository and are separately licensed under Bohemia Interactive's APL-SA. GitHub repository metadata reports NOASSERTION for a machine-readable license.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Community source port for Apple Silicon macOS and iOS/iPadOS","target_type":"Game","sources":[{"label":"Maintainer README: Apple platform scope, native Metal path, builds, touch controls, iOS CI limits, and asset licensing","url":"https://github.com/McArdle-Systems/CWR-CE"},{"label":"Maintainer GPL license with additional section 7 terms","url":"https://github.com/McArdle-Systems/CWR-CE/blob/main/LICENSE"},{"label":"GitHub repository metadata: machine-readable license state and latest source push","url":"https://api.github.com/repos/McArdle-Systems/CWR-CE"},{"label":"GitHub Releases listing; no tagged release listed at review time","url":"https://github.com/McArdle-Systems/CWR-CE/releases"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/McArdle-Systems/CWR-CE/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":19810315,"Rust":806699,"SQF":207693,"CMake":177864,"Python":89546,"PowerShell":80175,"JavaScript":44805,"Objective-C++":29733,"HTML":12620,"Shell":9491,"C":8995,"CSS":7314,"Ruby":2221,"Dockerfile":1719,"Makefile":1378},"source_url":"https://api.github.com/repos/McArdle-Systems/CWR-CE/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 19,810,315 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"namco22-armadillo-racing-reconstruction","title":"Armadillo Racing Namco System 22 Code Reconstruction","game":"Armadillo Racing","platform":"Arcade (Namco System 22)","kind":"Recompilation","status":"Playable per README; instruction comparison reported through attract mode","summary":"Project reverse-engineers the game using shared Rave Racer board code and a title-specific table; README reports instruction checks through attract mode. Method: Translated and verified code against MAME through attract mode; sound/DSP also translated. Not a matching source decompilation claim.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"armsx1-ps1","title":"ARMSX1","game":"PlayStation software and homebrew","platform":"PlayStation; desktop, Android, iOS, UWP, WebAssembly, and PSVita builds documented","kind":"Emulator","status":"Active; latest GitHub release 0.1.4 (2026-09-25); repository updated 2026-10-15. Desktop and Android are the main targets; other platform ports may lag. README says ARMSX-owned portions are proprietary, despite GitHub license detection showing LGPL-3.0; it is a mixed-license source tree.","summary":"A PS1 system emulator fork of psxe with an FSUI shell and SDL2 frontends. The README documents CPU, DMA, GPU, SPU, MDEC, GTE, CD-ROM, memory-card, BIOS-selection, and interpreter/cached-decode support.","project_url":"https://github.com/ARMSX2/ARMSX1","updated":"2026-10-16","strategy":"Full PlayStation hardware emulation; selectable interpreter or decoded-handler cache (not a native-code recompiler).","language":"","source_available":"Public source repository; GitHub's repository API reports LGPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Console system emulator fork","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/ARMSX2/ARMSX1"},{"label":"Official GitHub releases","url":"https://github.com/ARMSX2/ARMSX1/releases"},{"label":"Project website","url":"https://armsx2.net/"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/ARMSX2/ARMSX1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5975471,"C++":316456,"C#":315932,"Shell":43381,"Objective-C":23730,"Java":20686,"Makefile":16266,"Objective-C++":15327,"CMake":13931,"Python":11303,"Rust":7604,"JavaScript":7346,"PowerShell":6818},"source_url":"https://api.github.com/repos/ARMSX2/ARMSX1/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"armsx2-ps2","title":"ARMSX2","game":"PlayStation 2 software and homebrew","platform":"PlayStation 2; ARM64 desktop and mobile hosts","kind":"Emulator","status":"Active; latest GitHub release 2.8.3 (2026-10-11); source repository updated 2026-10-16.","summary":"A PCSX2-derived PS2 emulator adding native ARM64 JIT recompilers; the maintainer documents macOS, Windows, and Linux desktop builds and Android/iOS/iPadOS support on ARM64.","project_url":"https://github.com/ARMSX2/ARMSX2","updated":"2026-10-16","strategy":"Full PS2 system emulation with interpreter and native ARM64 JIT/recompiler paths. A PS2 BIOS dump is required and is not bundled.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Console system emulator fork (PlayStation 2)","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/ARMSX2/ARMSX2"},{"label":"Official GitHub releases","url":"https://github.com/ARMSX2/ARMSX2/releases"},{"label":"Official setup and BIOS guidance","url":"https://armsx2.net/"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/ARMSX2/ARMSX2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":26499614,"C":14891400,"Swift":4330111,"Kotlin":4085632,"Objective-C++":687065,"Python":382772,"HTML":375152,"CMake":331333,"Java":319085,"GLSL":212543,"HLSL":115145,"Metal":104407,"Slang":65163,"Shell":61810,"Objective-C":32217,"TeX":30759,"Perl":14863,"JavaScript":10913,"Assembly":4015,"Batchfile":3996,"CSS":1392},"source_url":"https://api.github.com/repos/ARMSX2/ARMSX2/languages","evidence":"GitHub official repository language endpoint byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"armsx2-nx","title":"ARMSX2 Nintendo Switch Port","game":"PlayStation 2 software and homebrew","platform":"PlayStation 2 → Nintendo Switch homebrew (.nro, libnx/DevkitPro)","kind":"Emulator","status":"Latest release checked: v3.0.0 (2026-08-24). The README warns that general playable performance is not expected and names the PS2 BIOS, load screens, and MegaMan Legacy Collection as the only observed full-speed examples. The release reports about a 50% improvement across a small tested set and adds OpenGL, USB loading, multiplayer, Vulkan shader cache, and AArch64 MMI recompilers.","summary":"Independent Nintendo Switch port of the open-source ARMSX2 PlayStation 2 emulator. It builds a Switch .nro using DevkitPro and Switch-specific graphics support. A hacked Switch and a legally obtained PS2 BIOS are required; the port's README warns that most games do not run at playable speed.","project_url":"https://github.com/PalindromicBreadLoaf/ARMSX2-NX","updated":"2026-10-16","strategy":"Adapt the ARMSX2 PlayStation 2 emulator for Switch hardware and package a native homebrew .nro with Switch-specific graphics and input support.","language":"","source_available":"Public GPLv3 source repository with downloadable releases. The user must supply a legally obtained PlayStation 2 BIOS and a hacked Nintendo Switch.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch port of a multi-system PS2 emulator","target_type":"Software","sources":[{"label":"Canonical Switch-port README: emulator relationship, method, requirements, build, and performance caveat","url":"https://github.com/PalindromicBreadLoaf/ARMSX2-NX"},{"label":"Latest release: v3.0.0, dated 2026-08-24","url":"https://github.com/PalindromicBreadLoaf/ARMSX2-NX/releases/tag/v3.0.0"},{"label":"Public GPLv3 license file","url":"https://github.com/PalindromicBreadLoaf/ARMSX2-NX/blob/master/COPYING.GPLv3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://github.com/PalindromicBreadLoaf?tab=repositories&page=1","evidence":"GitHub's repository-list card for the canonical PalindromicBreadLoaf/ARMSX2-NX port displays C++ as the repository's primary language. The Languages API returned a rate-limit error during this audit, so no byte totals are recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"armsx3-ps3-android","title":"ARMSX3","game":"PlayStation 3 software and homebrew","platform":"PlayStation 3; Android ARM64","kind":"Emulator","status":"Active Android port; latest release 1.1.3 (2026-10-14); source repository updated 2026-10-14.","summary":"An Android ARM64 PS3 emulator based on RPCS3. The project does not bundle PS3 firmware; users must install firmware and supply their own game images.","project_url":"https://github.com/ARMSX2/ARMSX3","updated":"2026-10-16","strategy":"Full-system PS3 emulation, adapting the RPCS3 codebase to Android/ARM64.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android PlayStation 3 system emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/ARMSX2/ARMSX3"},{"label":"Official GitHub releases","url":"https://github.com/ARMSX2/ARMSX3/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/ARMSX2/ARMSX3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20582506,"C":14931619,"Kotlin":4729872,"GLSL":166152,"CMake":83679,"Python":75915,"Shell":60216,"Java":45023,"Batchfile":6653,"Objective-C++":1124,"GDB":60},"source_url":"https://api.github.com/repos/ARMSX2/ARMSX3/languages","evidence":"GitHub official repository language endpoint byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"army-men-sarges-heroes-n64-pc-recomp","title":"Army Men: Sarge’s Heroes 64 Recompiled","game":"Army Men: Sarge’s Heroes","platform":"Nintendo 64 North American release → Windows x64","kind":"Recompilation","status":"Active bootstrap/early alpha. Project has a translated game, Windows host, RT64 Direct3D 12 renderer and initial controls; README says it is not a finished playable release and limits current testing to title-to-first-mission smoke path. v0.1.0-alpha.2. Requires matching NA ROM (SHA-1 `1824380911579424E50042D45AEF4851F7AB25A7`).","summary":"N64Recomp static translation to a native Windows host.","project_url":"https://github.com/RangerXT/Army-Men-Sarges-Heroes-64-Recompiled","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/RangerXT/Army-Men-Sarges-Heroes-64-Recompiled"},{"label":"Project release: v0.1.0-alpha.2","url":"https://github.com/RangerXT/Army-Men-Sarges-Heroes-64-Recompiled/releases/tag/v0.1.0-alpha.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":765659,"Python":150729,"PowerShell":25459,"CMake":10467,"BitBake":4178,"HLSL":1605,"C":1006,"Batchfile":179},"source_url":"https://api.github.com/repos/RangerXT/Army-Men-Sarges-Heroes-64-Recompiled/languages","evidence":"GitHub's official Languages API reports 765,659 bytes of C++ out of 959,282 recognized language bytes for https://github.com/RangerXT/Army-Men-Sarges-Heroes-64-Recompiled; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"army-of-two-xbox360-recomp","title":"Army of Two Xbox 360 Static Recompilation","game":"Army of Two (Xbox 360, 2008)","platform":"Xbox 360 → Windows/Linux x86-64; macOS build presets documented","kind":"Recompilation","status":"Release 1.2 is available. README reports clean code generation, a successful build, and boot to real GPU rendering, but does not claim a full playthrough.","summary":"The Xbox 360 PowerPC executable is statically translated to native C++ through ReXGlue. The project adds native mouse input and runtime fixes; it requires the user’s own supported disc files.","project_url":"https://github.com/nikolaygorb/ArmyOfTwoRecomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using ReXGlue","language":"","source_available":"Public source repository and release; user supplies the supported retail Xbox 360 game files; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation with Windows and Linux builds","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/nikolaygorb/ArmyOfTwoRecomp/blob/main/README.md"},{"label":"Release 1.2","url":"https://github.com/nikolaygorb/ArmyOfTwoRecomp/releases/tag/1.2"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/nikolaygorb/ArmyOfTwoRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":44227,"CMake":13032,"C":100},"source_url":"https://api.github.com/repos/nikolaygorb/ArmyOfTwoRecomp/languages","evidence":"GitHub's official Languages REST endpoint reports 44,227 bytes of C++ as the largest total (77.1% of 57,359 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"army-of-two-the-40th-day-xbox360-recomp","title":"Army of Two: The 40th Day Xbox 360 Recompilation","game":"Army of Two: The 40th Day (Xbox 360, Title ID 454108D8)","platform":"Xbox 360 PowerPC → native Windows x64","kind":"Recompilation","status":"Proof of concept. The maintainer reports the opening movies, menus, Shanghai chapter, and an 11-minute Highrise fight running with sound/video; the campaign cannot yet be completed and missing recompiled functions may crash.","summary":"A Windows x64 static recompilation based on ReXGlue, with generated code built from the user’s own Xbox 360 `default.xex`.","project_url":"https://gitlab.com/crabina.crabic/ArmyOfTwo40thDayRecomp","updated":"2026-10-15","strategy":"Static PowerPC recompilation through ReXGlue","language":"","source_available":"Public source repository; user supplies and extracts an original legally obtained Xbox 360 disc; no game files are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://gitlab.com/crabina.crabic/ArmyOfTwo40thDayRecomp"},{"label":"GitLab language breakdown","url":"https://gitlab.com/api/v4/projects/87633024/languages"},{"label":"Maintainer README: current proof-of-concept state and required user files","url":"https://gitlab.com/crabina.crabic/ArmyOfTwo40thDayRecomp/-/blob/main/README.md"},{"label":"GitLab language breakdown","url":"https://gitlab.com/api/v4/projects/87633024/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":68.15,"CMake":16.69,"Python":11.28,"C":3.89},"source_url":"https://gitlab.com/api/v4/projects/87633024/languages","evidence":"GitLab’s official Languages API reports usage percentages (not byte totals): C++ 68.15%, CMake 16.69%, Python 11.28%, C 3.89%. C++ has the largest percentage. No byte breakdown is published by this endpoint.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"aros-research-operating-system","title":"AROS Research Operating System","game":"AmigaOS-compatible operating environment","platform":"Native Amiga/m68k, x86, x86-64, ARM, PowerPC, and Raspberry Pi AArch64 ports, plus hosted Linux/Unix and Apple Silicon macOS targets (including darwin-aarch64); per-port availability and hardware support vary.","kind":"Reimplementation","status":"Active development; official July 2026 project notes report nearly 2,000 commits over the prior year, a new 64-bit AArch64 Raspberry Pi port, and a hosted darwin-aarch64 target for Apple Silicon. Official port documentation cautions that some actively developed targets are incomplete or not available for download.","summary":"Portable open-source operating system implementing compatibility with AmigaOS APIs, with additional features beyond AmigaOS. Project materials reviewed do not claim recovery of original AmigaOS source.","project_url":"https://github.com/aros-development-team/AROS","updated":"2026-10-15","strategy":"AmigaOS API reimplementation with donated third-party components documented in the repository","language":"","source_available":"Public source repository and nightly builds","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Operating system","target_type":"Software","sources":[{"label":"AROS maintainer repository build matrix for native and hosted architectures","url":"https://github.com/aros-development-team/AROS"},{"label":"Official AROS overview and API-compatibility description","url":"https://aros.org/introduction/"},{"label":"Official AROS project/download page","url":"https://sourceforge.net/projects/aros/"},{"label":"Official AROS July 2025–July 2026 development highlights: commit count, AArch64 Raspberry Pi port, and Apple Silicon hosted target","url":"https://aros.sourceforge.io/news/"},{"label":"Official AROS ports documentation: native versus hosted target definition, binary portability, and incomplete/unavailable port caveat","url":"https://aros.sourceforge.io/introduction/ports.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":645596305,"C++":18558641,"Assembly":1611126,"Shell":697354,"Makefile":593708,"Roff":498275,"Python":292844,"HTML":277756,"Perl":261663,"Go Template":236903,"TeX":190225,"Rust":147680,"Yacc":65344,"M4":52402,"Objective-C":39738,"Awk":32931,"Linker Script":27811,"Lex":24755,"GLSL":23718,"Java":21917,"Emacs Lisp":11898,"Wolfram Language":10901,"CMake":10802,"SWIG":9708,"XSLT":5075,"Pawn":3925,"NSIS":3383,"REXX":2461,"QMake":2385,"CSS":1716,"Clojure":1275,"SuperCollider":371,"Batchfile":358},"source_url":"https://api.github.com/repos/aros-development-team/AROS/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/aros-development-team/AROS reports 645,596,305 bytes of C, the largest language total (96.5% of 669,315,354 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"artpaint-beos-source-port-haiku","title":"ArtPaint BeOS source port to Haiku","game":"ArtPaint painting and image-processing application","platform":"BeOS → Haiku","kind":"Reimplementation","status":"The maintainers state ArtPaint runs on Haiku and is available through HaikuDepot. The public source repository provides a build script for the application, add-ons, and documentation.","summary":"Source-based port and preservation of a substantial BeOS painting and image-processing application on Haiku. The README does not claim binary decompilation or a matching recompilation.","project_url":"https://github.com/HaikuArchives/ArtPaint","updated":"2026-10-15","strategy":"Native source port from BeOS to Haiku","language":"","source_available":"Public buildable source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"BeOS-origin desktop application source port","target_type":"Software","sources":[{"label":"ArtPaint source repository: BeOS origin, Haiku availability, and build instructions","url":"https://github.com/HaikuArchives/ArtPaint"},{"label":"HaikuArchives project directory","url":"https://haikuarchives.github.io/"},{"label":"ArtPaint project issues and maintainer activity","url":"https://github.com/HaikuArchives/ArtPaint/issues"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1741279,"Makefile":163718,"C":58881,"Shell":3507},"source_url":"https://api.github.com/repos/HaikuArchives/ArtPaint/languages","evidence":"GitHub's repository language endpoint reports these byte counts; C++ has the largest count.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"arx-libertatis-arx-fatalis-source-port","title":"Arx Libertatis","game":"Arx Fatalis","platform":"Cross-platform PC source port; upstream documents Windows and macOS builds and data installation on Linux and FreeBSD.","kind":"Reimplementation","status":"The repository is unarchived. Its latest GitHub release is 1.2.1 (2022-04-10), and its latest recorded repository push is 2024-08-22. The README identifies it as a cross-platform port based on publicly released Arx Fatalis source code.","summary":"Arx Libertatis is a cross-platform port of Arx Fatalis based on the game source code publicly released by Arkane. The port requires full or demo Arx Fatalis data supplied separately; its arx-install-data utility can install eligible user-owned game or demo files.","project_url":"https://github.com/arx/ArxLibertatis","updated":"2026-10-16","strategy":"Cross-platform source port based on the publicly released Arx Fatalis source code; game data is supplied separately.","language":"","source_available":"Public source under GPLv3+ with additional terms, according to the upstream README. The full or demo game data must be obtained separately.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Released-source cross-platform game port","target_type":"Game","sources":[{"label":"Maintainer README: source-code basis, license terms, and cross-platform port description","url":"https://github.com/arx/ArxLibertatis#readme"},{"label":"Official Arx game-data page linked by the maintainer README: full or demo data options","url":"https://arx.vg/data"},{"label":"Latest GitHub release checked 2026-10-16","url":"https://github.com/arx/ArxLibertatis/releases/tag/1.2.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/arx/ArxLibertatis"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/arx/ArxLibertatis/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4480756,"Python":205924,"CMake":201446,"Shell":108470,"C":79739,"Roff":18295,"Objective-C":9130,"Objective-C++":2233},"source_url":"https://api.github.com/repos/arx/ArxLibertatis/languages","evidence":"Exact byte totals returned by the repository's official GitHub Languages API on 2026-10-16. C++ is the largest reported category (4,480,756 of 5,105,993 recognized bytes). Repository-wide totals can include build files, utilities, generated files, dependencies, or vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"asahi-neural-engine-linux-driver-reimplementation","title":"Asahi Neural Engine Linux Driver","game":"Apple Neural Engine hardware access on Linux","platform":"Linux on systems with Apple Neural Engine hardware (Apple Silicon). The repository README does not specify a supported SoC/device matrix or hardware-test matrix.","kind":"Reimplementation","status":"GitHub records the latest source push on 2024-03-12; the repository is not archived and has no GitHub releases. The README identifies the project as a reverse-engineered Linux driver and lists documentation as work in progress; it does not claim production readiness or name tested devices.","summary":"A reverse-engineered Linux driver stack for Apple Neural Engine hardware, with an out-of-tree kernel module, a C user-space library, and Python bindings.","project_url":"https://github.com/eiln/ane","updated":"2026-10-16","strategy":"Reverse engineers Apple Neural Engine hardware behavior and implements a Linux kernel module plus user-space library and Python bindings. Scope is Linux device access; the README does not claim to reimplement Apple Core ML or its application frameworks.","language":"","source_available":"Public MIT-licensed source. The README says documentation is work in progress; no releases are listed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Linux hardware-driver reimplementation","target_type":"Software","sources":[{"label":"Primary README: reverse-engineered scope, Linux target, and repository components","url":"https://github.com/eiln/ane/blob/main/README.md"},{"label":"Repository MIT license","url":"https://github.com/eiln/ane/blob/main/LICENSE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/eiln/ane"},{"label":"GitHub releases API (no releases listed)","url":"https://api.github.com/repos/eiln/ane/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/eiln/ane/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":47841,"Python":4234,"Makefile":2140,"Shell":764},"source_url":"https://api.github.com/repos/eiln/ane/languages","evidence":"Exact byte map returned by the GitHub Languages API for eiln/ane on 2026-10-16. C is the largest bucket (47,841 bytes); the repository README describes the kernel module and libane user-space library, with Python bindings.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"asm-differ-matching-helper","title":"asm-differ","game":"Assembly output from MIPS, PowerPC, AArch64, ARM32, SH2/SH4, m68k, and limited x86 builds","platform":"Matching assembly builds for MIPS, PowerPC, AArch64, ARM32, SH2, SH4, m68k, and limited x86","kind":"Decompilation","status":"Active; latest source push checked 2026-09-06. No tagged release is listed. The README identifies it as a viewer for matching decompilation and says it is the default viewer used by decomp.me.","summary":"Interactive assembly-diff viewer that helps developers compare rebuilt functions with target machine code during matching decompilation. It can trigger rebuilds on source changes, but it is a workflow aid rather than a standalone decompiler.","project_url":"https://github.com/simonlindholm/asm-differ","updated":"2026-10-15","strategy":"Side-by-side or annotated comparison of target and rebuilt assembly","language":"","source_available":"Public Unlicense-licensed source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Matching-decompilation assembly comparison helper","target_type":"Software","sources":[{"label":"Maintainer README: purpose, supported architectures, and decomp.me integration","url":"https://github.com/simonlindholm/asm-differ"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/simonlindholm/asm-differ"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/simonlindholm/asm-differ/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":177905,"CSS":851},"source_url":"https://api.github.com/repos/simonlindholm/asm-differ/languages","evidence":"GitHub's official Languages REST endpoint reports 177,905 bytes of Python as the largest total (99.5% of 178,756 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"asphalt-5-hd-ps-vita-api-port","title":"Asphalt 5 HD PS Vita Port","game":"Asphalt 5 HD","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v3.4.1)","kind":"API Translation","status":"The README marks v1.2.0 playable from start to finish with physical controls and full audio.","summary":"The Vita port loads the original Android native library and adapts its Android lifecycle and GLES rendering to Vita services; the matching Android APK and data are user supplied.","project_url":"https://github.com/MetalSyntax/Asphalt-5-Vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Asphalt-5-Vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Asphalt-5-Vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Asphalt-5-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Asphalt-5-Vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"asphalt-6-adrenaline-ps-vita-api-port","title":"Asphalt 6: Adrenaline PS Vita Port","game":"Asphalt 6: Adrenaline","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.3.3 offline release)","kind":"API Translation","status":"Public beta; the README says menus, races, pause menu and music are playable from start to finish, with known rough edges.","summary":"The port runs the Android ARMv7 library through a Vita loader and FalsoJNI bridge, with GLES 2.0/GLSL rendering through vitaGL. The user supplies the matching APK and data.","project_url":"https://github.com/MetalSyntax/Asphalt-6-Vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. 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This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"asphalt-8-android-vita-port","title":"Asphalt 8 Android Compatibility Port for PS Vita","game":"Asphalt 8: Airborne (Android v2.0.0e)","platform":"Android ARMv7 → PlayStation Vita","kind":"API Translation","status":"v0.3 (2026-09-11); maintainer reports menus, races, saves, physical/touch controls, and high-50s race performance for Android Asphalt 8 v2.0.0e on Vita; user-supplied APK/OBB required.","summary":"Native Vita homebrew wrapper/compatibility layer for one exact Android game build.","project_url":"https://gitlab.com/sexcurrybeats/asphalt8-vita","updated":"2026-10-15","strategy":"Runs original Android ARMv7 game library on Vita through so_util/FalsoJNI API compatibility and VitaGL.","language":"C/C++","source_available":"Public source repository (GitLab)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android ARMv7 compatibility port for PS Vita","target_type":"Game","sources":[{"label":"Maintainer repository: exact source build and current feature claims","url":"https://gitlab.com/sexcurrybeats/asphalt8-vita"},{"label":"Maintainer release history","url":"https://gitlab.com/sexcurrybeats/asphalt8-vita/-/releases"},{"label":"GitLab repository API (public visibility verified)","url":"https://gitlab.com/api/v4/projects/sexcurrybeats%2Fasphalt8-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/sexcurrybeats%2Fasphalt8-vita/languages","evidence":"Official GitLab repository languages API returned percentage shares (not byte totals): C 91.79%, C++ 4.85%, CMake 1.93%, Makefile 0.66%, PowerShell 0.24%. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"asteroids-atari-arcade-disassembly-nmikstas","title":"Asteroids (Atari Arcade) Disassembly","game":"Asteroids","platform":"Atari arcade (6502, vector hardware; 1979)","kind":"Decompilation","status":"Program and vector-ROM assembly listings are published and described as fully assemblable with Ophis; no byte-for-byte ROM verification result is stated.","summary":"An annotated assembly disassembly of the Asteroids program and vector ROM, with supporting Java utilities for vector conversion and text extraction.","project_url":"https://github.com/nmikstas/asteroids-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 and vector-ROM assembly reconstruction","language":"","source_available":"Public assembly listings and helper tools; the README points to prior disassembly work and does not claim a byte-match test.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Arcade disassembly","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/nmikstas/asteroids-disassembly"},{"label":"Program ROM assembly listing","url":"https://github.com/nmikstas/asteroids-disassembly/blob/master/AsteroidsSource/asteroids_program_rom.asm"},{"label":"Vector ROM assembly listing","url":"https://github.com/nmikstas/asteroids-disassembly/blob/master/AsteroidsSource/asteroids_vector_rom.asm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":300668,"Java":24719},"source_url":"https://api.github.com/repos/nmikstas/asteroids-disassembly/languages","evidence":"GitHub's official Languages REST endpoint reports 300,668 bytes of Assembly as the largest total (92.4% of 325,387 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"asteroids-deluxe-atari-arcade-disassembly-c-port","title":"Asteroids Deluxe (Atari Arcade) Disassembly and C Port","game":"Asteroids Deluxe","platform":"Atari arcade (6502, vector hardware; 1981)","kind":"Decompilation","status":"Complete playable 1:1 C port; the recovered program/vector listings reassemble byte-for-byte from Atari’s published source archive and supplied ROM set.","summary":"A full Asteroids Deluxe assembly reconstruction with a C11 port that models the DVG, POKEY, and EAROM instead of interpreting the original CPU.","project_url":"https://github.com/tcottrill/Asteroids-Deluxe-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Byte-exact assembly recovery plus routine-level C translation and differential tests.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Asteroids-Deluxe-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3419749,"Assembly":932082,"Python":419408,"HTML":180247,"C++":14798,"Batchfile":8991},"source_url":"https://api.github.com/repos/tcottrill/Asteroids-Deluxe-Full-Disassembly-and-C-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 3,419,749 bytes of C as the largest total (68.7% of 4,975,275 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"asuras-wrath-recomp-android","title":"Asura’s Wrath Recompiled Android build","game":"Asura’s Wrath","platform":"Xbox 360 → Android ARM64, Windows, Linux","kind":"Recompilation","status":"Experimental Android AArch64 target; the repository supplies an APK build script but its README still lists Android testing, performance work and touch controls as unfinished. No named device test or ready-made release APK is established.","summary":"Xbox 360 static recompilation with an Android AArch64 build preset. The build requires game files extracted from the user's ISO; the project documents an APK output path but no Android input/device acceptance.","project_url":"https://github.com/PauloUbirajara/asuras-wrath-recomp","updated":"2026-09-11T20:04:32Z","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Experimental Android target","target_type":"Game","sources":[{"label":"Maintainer README: Android preset, APK build and open testing work","url":"https://github.com/PauloUbirajara/asuras-wrath-recomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/PauloUbirajara/asuras-wrath-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":220496636,"C":4498925,"Java":78029,"CMake":20717,"Batchfile":3277,"Shell":3048},"source_url":"https://api.github.com/repos/PauloUbirajara/asuras-wrath-recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 220,496,636 bytes of C++ as the largest total (98.0% of 225,100,632 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"at91rm9200-flexstor-low-level-bootloader","title":"AT91RM9200 FlexStor Tape-Library Bootloader Reimplementation","game":"BDT FlexStor II CMLU-11 controller bootloader for tape libraries","platform":"BDT FlexStor II / rebadged tape libraries (AT91RM9200, AT45DB321D DataFlash, 32 MB SDRAM) → replacement low-level bootloader","kind":"Reimplementation","status":"A three-commit public project published 2026-07-16 describes a complete working reimplementation and includes prebuilt binaries. The maintainer reports direct testing on IBM TS3100/TS3200/3573-TL and BDT FlexStor II boards, with confirmed firmware builds B.90, C.30, E.80, and F01; other OEM rebadges remain unconfirmed.","summary":"Reconstructs the undocumented FlexStor BoardFlasher bootloader by disassembling the genuine AppLoader and matching its boot contract. 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It replaces only the low-level bootloader, not the tape-library application or operating system; GitHub does not identify a standard SPDX license.","project_url":"https://github.com/redragor/at91rm9200-lto-bootloader","updated":"2026-10-16","strategy":"Hardware-tested reverse-engineered low-level bootloader reimplementation","language":"","source_available":"Public source and prebuilt binaries; license requires review (GitHub API reports no SPDX identifier)","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded bootloader / tape-library controller firmware","target_type":"Software","sources":[{"label":"Project README, tested controller models, and firmware versions","url":"https://github.com/redragor/at91rm9200-lto-bootloader"},{"label":"Source license file","url":"https://github.com/redragor/at91rm9200-lto-bootloader/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":106530,"Assembly":31189},"source_url":"https://api.github.com/repos/redragor/at91rm9200-lto-bootloader/languages","evidence":"Official GitHub REST Languages API breakdown for redragor/at91rm9200-lto-bootloader: source-code bytes are {\"Assembly\": 31189, \"C\": 106530}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-atari800-mister","title":"Atari 5200 and Atari 8-bit computer family MiSTer FPGA Core","game":"Atari 5200 and Atari 8-bit computer family","platform":"Atari 5200 and Atari 8-bit computer family on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-08-31.","summary":"FPGA system-emulation core for Atari 5200 and Atari 8-bit computer family on MiSTer. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-atarist-mister","title":"Atari ST / STE MiSTer FPGA Core","game":"Atari ST / STE","platform":"Atari ST / STE on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Atari ST / STE on MiSTer. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-atari-system-2","title":"Atari System 2 MiSTer Core","game":"Paperboy, 720 Degrees, Super Sprint, Championship Sprint and APB arcade software","platform":"Atari System 2 arcade hardware on MiSTer FPGA","kind":"Emulator","status":"Active hardware core; source last pushed 2026-09-25 and the repository contains a 2026-09-25 RBF. One bitstream supports the five System 2 games listed in the README; the launched MRA selects the title.","summary":"FPGA hardware recreation of Atari System 2, built around the DEC T-11 game CPU and a 6502/YM2151/dual-POKEY/TMS5220 sound board with Slapstic protection. Game ROMs are not included; the core uses user-provided MAME-compatible dumps.","project_url":"https://github.com/MiSTer-devel/Arcade-AtariSystem2_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation of Atari System 2, with the README documenting the reconstructed board components and five supported arcade titles.","language":"","source_available":"Public GPL-3.0 source repository. No game ROMs are included; users supply legally obtained MAME-compatible dumps. The README says a Paperboy prototype set is incomplete in MAME.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Arcade-AtariSystem2_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-AtariSystem2_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":680678,"Verilog":482962,"VHDL":267467,"Tcl":34474,"Batchfile":747,"Fortran":342},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-AtariSystem2_MiSTer/languages","evidence":"Official GitHub Languages API reports 680,678 bytes of SystemVerilog as the largest language count (46.4% of 1,466,670 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"atari-tos-100-french-ghidra-disassembly","title":"Atari TOS 1.00 (French) Ghidra Disassembly","game":"Atari TOS 1.00 French","platform":"Atari ST software / TOS 1.00 ROM","kind":"Decompilation","status":"The maintainer says the Ghidra disassembly is far from complete, though most entry points and BIOS/XBIOS/BDOS/VDI functions have been found and labeled. AES/Desktop analysis remains harder because of Line-F calls.","summary":"A shared Ghidra project archive for reverse-engineering the French Atari TOS 1.00 ROM, aimed at documenting internals and locating bugs.","project_url":"https://github.com/disastos/tos100fr","updated":"2026-10-15","strategy":"Annotated 68000 ROM disassembly and Ghidra-generated C pseudocode","language":"","source_available":"Public Ghidra project archive; the disassembly is incomplete and no rebuilt source is provided.","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Operating-system ROM disassembly","target_type":"Software","sources":[{"label":"Primary project page / README","url":"https://github.com/disastos/tos100fr"},{"label":"Maintainer README: project scope and completeness","url":"https://github.com/disastos/tos100fr/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":12999},"source_url":"https://api.github.com/repos/disastos/tos100fr/languages","evidence":"GitHub's official Languages REST endpoint reports 12,999 bytes of Java as the largest total (100.0% of 12,999 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"atari800-atari-5200","title":"Atari800","game":"All compatible Atari 5200 software","platform":"Atari 5200 SuperSystem (1982)","kind":"Emulator","status":"Active; release 7.2.1 was published 2026-09-13, with source updates through 2026-10-12.","summary":"Open-source emulator for Atari 8-bit computers and the 5200 console. The upstream documentation explicitly lists the 5200 among supported machine types.","project_url":"https://github.com/atari800/atari800","updated":"2026-10-16","strategy":"Hardware emulation of the Atari 8-bit/5200 chipset and machine configurations.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari 5200 console emulator","target_type":"Software","sources":[{"label":"Official repository and release notes","url":"https://github.com/atari800/atari800"},{"label":"Upstream system and console support documentation","url":"https://github.com/atari800/atari800/blob/master/DOC/README"},{"label":"Official upstream release history","url":"https://github.com/atari800/atari800/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3175082,"Assembly":681132,"C++":487324,"Java":91548,"M4":73826,"Roff":46506,"Makefile":17935,"Shell":17905,"Perl":11152,"Pascal":8652,"XC":8205,"GLSL":5591,"Pawn":3597,"CMake":1761,"NSIS":1588,"Batchfile":96},"source_url":"https://api.github.com/repos/atari800/atari800/languages","evidence":"GitHub's official Languages REST endpoint reports 3,175,082 bytes of C as the largest total (68.5% of 4,631,900 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"atari800","title":"Atari800","game":"Atari 8-bit computers and Atari 5200 games","platform":"Windows, macOS, Linux, Unix, and other SDL-supported hosts","kind":"Emulator","status":"Active; release 7.2.1 was published 2026-09-13, with source updates through 2026-10-12.","summary":"A portable emulator for Atari 8-bit home computers and the Atari 5200, covering a substantial library of computer and console games.","project_url":"https://atari800.github.io/","updated":"2026-10-16","strategy":"Configurable hardware emulation for Atari 8-bit computer models and 5200 console systems.","language":"","source_available":"Project page","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari 8-bit computer and 5200 emulator","target_type":"Software","sources":[{"label":"Official Atari800 scope and host information","url":"https://atari800.github.io/"},{"label":"Official language, license, and source repository information","url":"https://atari800.github.io/development.html"},{"label":"Official downloads","url":"https://atari800.github.io/download.html"},{"label":"Official Atari800 source releases (including 7.2.1)","url":"https://github.com/atari800/atari800/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3175082,"Assembly":681132,"C++":487324,"Java":91548,"M4":73826,"Roff":46506,"Makefile":17935,"Shell":17905,"Perl":11152,"Pascal":8652,"XC":8205,"GLSL":5591,"Pawn":3597,"CMake":1761,"NSIS":1588,"Batchfile":96},"source_url":"https://api.github.com/repos/atari800/atari800/languages","evidence":"GitHub's official Languages REST endpoint reports 3,175,082 bytes of C as the largest total (68.5% of 4,631,900 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"atelier-lilie-plus-playstation-2-english","title":"Atelier Lilie Plus English Patch","game":"Atelier Lilie Plus","platform":"PlayStation 2","kind":"Fan Localization","status":"Released; v1.0 published 2026-10-10","summary":"English fan localization for Atelier Lilie Plus on PlayStation 2. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/m-mayday/game-translations/releases/tag/v1.0","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"GitHub release includes patcher ZIP/7z assets and installation instructions; no game files included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer GitHub release: version/date, assets and supported serial","url":"https://github.com/m-mayday/game-translations/releases/tag/v1.0"},{"label":"Translator release announcement and coverage/hardware caveat","url":"https://www.reddit.com/r/Atelier/comments/1x2s0rn/atelier_lilie_plus_english_patch_available/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/m-mayday/game-translations/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"atlach-nacha-english-translation","title":"Atlach-Nacha English Translation Patch","game":"Atlach-Nacha (1997 original and 2000 re-release)","platform":"AliceSoft System 3.x PC releases → patched game runs with SYSTEM38.EXE or SYSTEM39.EXE; patch delivered as a self-extracting Windows binary","kind":"Fan Localization","status":"Public release v1.3.0 was published 2026-10-07 and names both the 1997 original and 2000 re-release as supported. The README does not make a separate claim that every text segment is complete.","summary":"A Japanese-to-English translation patch for an AliceSoft System 3.x adventure. Its Windows installer backs up the original .ald archives and writes translated archives in their place; the patched game runs under the shipped SYSTEM38.EXE or SYSTEM39.EXE runtime.","project_url":"https://codeberg.org/Crazy-Mad-AcidBrain/atlach-nacha-translation","updated":"2026-10-07","strategy":"Installer-based archive patch that replaces Japanese .ald files with translated versions while preserving the originals as backups.","language":"English","source_available":"Public Windows patcher binary and technical documentation; the README says the patcher source and translation tables are not published.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Japanese-to-English fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: target engine, installation process, and unpublished source/table caveat","url":"https://codeberg.org/Crazy-Mad-AcidBrain/atlach-nacha-translation/src/branch/main/README.md"},{"label":"Release v1.3.0: initial public patcher and supported 1997/2000 releases","url":"https://codeberg.org/Crazy-Mad-AcidBrain/atlach-nacha-translation/releases/tag/v1.3.0"},{"label":"Codeberg release API: published date and release metadata","url":"https://codeberg.org/api/v1/repos/Crazy-Mad-AcidBrain/atlach-nacha-translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://codeberg.org/Crazy-Mad-AcidBrain/atlach-nacha-translation/src/branch/main/","evidence":"The primary maintainer repository exposes its README and docs but no implementation source files; its Codeberg language endpoint (https://codeberg.org/api/v1/repos/Crazy-Mad-AcidBrain/atlach-nacha-translation/languages) returned {} on 2026-10-16. The patch implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The primary maintainer's Codeberg source tree contains README/docs and the distributed patch context but no implementation source files; the repository language endpoint returned {}, so the patcher's implementation language is unknown."}},{"id":"augustus-caesar3-android","title":"Augustus: Caesar III Android engine fork","game":"Caesar III","platform":"Windows PC → Android","kind":"Reimplementation","status":"The project publishes Android APK releases, including version 4.0.0, and documents touch and Samsung DeX support. Caesar III files patched to 1.0.1.0 are required. An open issue reports a black screen after selecting the game folder on one Pixel 9 Pro running Android 15; the reporter says the same setup worked on Android 12. No general minimum OS, ABI, or device-test matrix is stated.","summary":"Julius-derived Caesar III engine reimplementation with a released Android APK. The run guide documents touch support and limited right-click mouse behavior, and users must import their own patched Caesar III data. The Android 15 report is a single unresolved compatibility report, not a confirmed general platform restriction.","project_url":"https://github.com/Keriew/augustus","updated":"2026-10-15","strategy":"Julius-derived clean-room engine reimplementation with Android touch support","language":"","source_available":"Public C and Java source repository with Android APK releases; original Caesar III files are required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native Android port / engine fork","target_type":"Game","sources":[{"label":"Project repository and Android target","url":"https://github.com/Keriew/augustus"},{"label":"Android run instructions, touch support, and original game-file requirement","url":"https://github.com/Keriew/augustus/blob/master/doc/RUNNING.md"},{"label":"Android 15 Pixel 9 Pro issue report and Android 12 comparison","url":"https://github.com/Keriew/augustus/issues/1481"},{"label":"Android release assets","url":"https://github.com/Keriew/augustus/releases"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/Keriew/augustus/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11623212,"CMake":67520,"Java":16979,"Shell":14881,"PowerShell":11645,"Objective-C":4856,"Makefile":148},"source_url":"https://api.github.com/repos/Keriew/augustus/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C is the largest category (11623212 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"aura-baofeng-uv-k61-firmware-reimplementation","title":"Aura (Baofeng UV-K61 Alternative Firmware)","game":"Baofeng UV-K61 / UV-K6x handheld-radio firmware","platform":"Baofeng UV-K6-family radio with KD32F328CB MCU and FD6818 RF chip; the default branch targets FD6818","kind":"Reimplementation","status":"A pre-release clean-room replacement firmware with source updates through 2026-10-12; the latest GitHub release found is `20260825a1` (2026-08-25). The README says FD6818B boards use an incompatible RF chip and remain incomplete/experimental on a separate branch. It warns that operation is not guaranteed and flashing may brick a radio.","summary":"A Rust firmware written from scratch for the Baofeng UV-K61/UV-K6 family, with handheld-radio functions plus APRS, Robot 36 SSTV transmit, satellite tracking, and CHIRP programming support. The project documents a separate CPS protocol and states it does not copy the vendor's source-available firmware.","project_url":"https://github.com/sophiel-meow/bf-k61-firmware-aura","updated":"2026-10-16","strategy":"Clean-room embedded firmware implementation based on hardware behavior and independently implemented control protocol","language":"","source_available":"Public project code under GPL-3.0; the generated KD32F328 peripheral-access crate is separately Apache-2.0 licensed. The repository states that no vendor firmware code is copied.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Handheld-radio replacement firmware","target_type":"Software","sources":[{"label":"Project README, hardware variants, scope, and flashing caveats","url":"https://github.com/sophiel-meow/bf-k61-firmware-aura"},{"label":"Latest published firmware release","url":"https://github.com/sophiel-meow/bf-k61-firmware-aura/releases/tag/20260825a1"},{"label":"Project license","url":"https://github.com/sophiel-meow/bf-k61-firmware-aura/blob/master/LICENSE"},{"label":"Flashing guide and recovery precautions","url":"https://github.com/sophiel-meow/bf-k61-firmware-aura/blob/master/docs/Flashing-Guide.md"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/sophiel-meow/bf-k61-firmware-aura/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":2043172,"Python":84242,"Nix":1769,"RPC":1443,"Makefile":444},"source_url":"https://api.github.com/repos/sophiel-meow/bf-k61-firmware-aura/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 2,043,172 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"automobili-lamborghini-n64-windows-linux-recomp","title":"Automobili Lamborghini: Recompiled","game":"Automobili Lamborghini (Nintendo 64, North American USA release)","platform":"Nintendo 64 USA ROM → Windows/Linux x86-64; experimental Android ARM64 APK","kind":"Recompilation","status":"v0.8.1 was published 2026-10-13 with Windows, Linux and an Android ARM64 APK. The release calls itself pre-release quality and warns of crashes, audio glitches and missing native translations; its notes report Android compatibility with stock Vulkan drivers. The README still labels Android experimental and says the current checkout did not verify an APK/device run, so Android remains a maintainer-reported experimental target.","summary":"A native port of the North American N64 release built with static recompilation and released for Windows/Linux plus an experimental Android APK. The user supplies the ROM.","project_url":"https://github.com/alondero/automobililamborghini-recomp","updated":"2026-10-16","strategy":"Static recompilation to a native PC port","language":"","source_available":"Public source repository and pre-release Windows/Linux packages plus an experimental Android APK. Users provide their own North American USA cartridge ROM; the project says it distributes no original game data. GPL-3.0 covers repository code, not the game.","first_found":"2026-10-16","project_started":"2026-07-04","programming_language":"C++","subtype":"Nintendo 64 USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/alondero/automobililamborghini-recomp/blob/main/README.md"},{"label":"v0.8.1 release notes: supported ROM and release quality","url":"https://github.com/alondero/automobililamborghini-recomp/releases/tag/v0.8.1"},{"label":"Project license","url":"https://github.com/alondero/automobililamborghini-recomp/blob/main/LICENSE"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/alondero/automobililamborghini-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1224300,"Python":687329,"C":144528,"CMake":67250,"Java":30777,"PowerShell":28758,"Shell":23286,"Lua":12726,"HLSL":7167,"Linker Script":168},"source_url":"https://api.github.com/repos/alondero/automobililamborghini-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,224,300 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"avara-classic-mac-source-port","title":"Avara modern port","game":"Avara (1996)","platform":"Original Apple Macintosh → Windows, macOS, and Linux","kind":"Reimplementation","status":"The project README identifies the downloadable build as alpha and says the port is intended for Windows, macOS, and Linux. The original game was released under the MIT license.","summary":"Cross-platform port of Juri Munkki's 1996 Macintosh networked action game. It replaces legacy system APIs with SDL2 and OpenGL and provides public source and build instructions. This is a source port, not a binary translation layer.","project_url":"https://github.com/avaraline/Avara","updated":"2026-10-16","strategy":"SDL2/OpenGL source port replacing legacy Macintosh system APIs","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Classic Mac game source port","target_type":"Game","sources":[{"label":"Avara README: original platform, API replacement, supported targets, and alpha status","url":"https://github.com/avaraline/Avara#readme"},{"label":"Avara source repository and build instructions","url":"https://github.com/avaraline/Avara"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4421034,"C++":1672978,"Python":101724,"Objective-C":23080,"JavaScript":16633,"GLSL":15814,"CMake":11012,"Makefile":6238,"PEG.js":3008,"HTML":2192,"Shell":1193,"PowerShell":353},"source_url":"https://api.github.com/repos/avaraline/Avara/languages","evidence":"Official GitHub repository Languages endpoint byte counts; the predominant language is the largest reported total. These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"aw5d-linux-ibyp-aw5d-lcd-hid-driver","title":"aw5d-linux (iBUYPOWER AW5/AW5D LCD driver for Linux)","game":"HYTE Nexus / iBUYPOWER AW5D stock LCD gauge-control behavior (HID report 0x10; PID 0x0407 validated; no vendor app/helper version pinned)","platform":"Linux with hidraw, Python 3.8+, and a compatible iBUYPOWER AW5/AW5D cooler. The maintainer reports a working test on an iBUYPOWER 3402:0407 unit with Ryzen 7 7800X3D on Bazzite. Ryzen k10temp/zenpower are supported; Intel coretemp is probed and other hwmon temperature sources can be configured. AW5-family PIDs 0x0405/0x0406 are not yet validated.","kind":"Reimplementation","status":"Working for the stock firmware-rendered gauge on the tested 3402:0407 (CoolerMaster variant). The project sends one 64-byte HID output report (ID 0x10) about once per second; the maintainer reports exact CPU temperature, usage, and clock readouts. The current feature scope excludes the vendor custom-image/GIF mode. Latest release v1.1.2 was published 2026-07-07; latest source push was 2026-07-07, and GitHub reports the repository is not archived.","summary":"A small Linux userspace driver that replaces the stock AW5D LCD-control path otherwise reached through HYTE Nexus and its bundled helper. The upstream explicitly describes it as an independent clean-room reimplementation based on observations of hardware behavior for interoperability, and says it ships no vendor code, decompiled source, executables, or firmware. It implements only the stock CPU gauge, not the full HYTE Nexus application or its custom image/GIF mode.","project_url":"https://github.com/claygorman/aw5d-linux","updated":"2026-10-16","strategy":"Upstream-described clean-room, black-box HID-protocol reimplementation based on observed hardware/vendor-helper behavior for interoperability. The README and research notes state that no vendor source, decompiled source, executables, or firmware are redistributed; record the upstream clean-room label without asserting a stronger source-denied workflow.","language":"","source_available":"Public source under the MIT License.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Linux HID device driver and focused vendor-display-control replacement","target_type":"Software","sources":[{"label":"Maintainer README: supported hardware, Linux operation, tested status, scope, and clean-room note","url":"https://github.com/claygorman/aw5d-linux"},{"label":"Maintainer reverse-engineering notes: observed Windows helper chain, report 0x10 protocol, validation method, and stated clean-room basis","url":"https://github.com/claygorman/aw5d-linux/blob/main/RESEARCH.md"},{"label":"Contributing guide: explicit clean-room rule and scope boundary","url":"https://github.com/claygorman/aw5d-linux/blob/main/CONTRIBUTING.md"},{"label":"Latest release v1.1.2 (published 2026-07-07)","url":"https://github.com/claygorman/aw5d-linux/releases/tag/v1.1.2"},{"label":"MIT License","url":"https://github.com/claygorman/aw5d-linux/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/claygorman/aw5d-linux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":26120,"Shell":7501,"Just":1691},"source_url":"https://api.github.com/repos/claygorman/aw5d-linux/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 26,120 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"azahar","title":"Azahar","game":"Nintendo 3DS","platform":"Windows, macOS, Linux, Android","kind":"Emulator","status":"Active community project; release 2127.0-alpha2 was published 2026-10-14.","summary":"Open-source community continuation of the Citra lineage, with desktop and mobile builds.","project_url":"https://github.com/azahar-emu/azahar","updated":"2026-10-16","strategy":"High-level 3DS software emulator.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS system emulator","target_type":"Software","sources":[{"label":"Official source repository, project status, and supported platforms","url":"https://github.com/azahar-emu/azahar"},{"label":"Official download page","url":"https://azahar-emu.org/pages/download/"},{"label":"Project announcement about public source release","url":"https://azahar-emu.org/pages/bloglist/"},{"label":"Official upstream release history","url":"https://github.com/azahar-emu/azahar/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/azahar-emu/azahar"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9808443,"Kotlin":978929,"CMake":149055,"GLSL":43457,"Shell":19488,"NSIS":6921,"Objective-C++":3276,"Ruby":2949,"C":1230,"Dockerfile":906},"source_url":"https://api.github.com/repos/azahar-emu/azahar/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/azahar-emu/azahar reports 9,808,443 bytes of C++, the largest language total (89.0% of 11,014,654 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"azel-panzer-dragoon-saga-reimplementation","title":"Azel: Panzer Dragoon Saga Reverse-Engineered PC Runtime","game":"Panzer Dragoon Saga","platform":"Sega Saturn → Windows","kind":"Reimplementation","status":"Early native Windows reimplementation; the maintainer says the beginning of the game is semi-playable, with bugs, through the Arachnoth battle. The user must provide the contents of disc 1; no release package is listed.","summary":"A C++ reverse-engineered reconstruction of Panzer Dragoon Saga for Windows. The README describes an early playable portion rather than a matching Saturn decompilation; game data is read from the user's disc and is not part of the repository.","project_url":"https://github.com/yaz0r/Azel","updated":"2026-10-15","strategy":"Reverse-engineered native game reimplementation","language":"","source_available":"Public MIT-licensed C++ source; requires user-provided content from the first Saturn disc","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Sega Saturn reverse engineering and Windows runtime","target_type":"Game","sources":[{"label":"Maintainer README: supported host, disc-data setup, and current playability boundary","url":"https://github.com/yaz0r/Azel/blob/master/README.md"},{"label":"Maintainer repository: source, license, and project activity","url":"https://github.com/yaz0r/Azel"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/yaz0r/Azel/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5764156,"C":140922,"Scala":51118,"CMake":30178,"GLSL":8069,"Batchfile":1343,"SuperCollider":1235,"Objective-C":989,"Objective-C++":471,"Shell":375},"source_url":"https://api.github.com/repos/yaz0r/Azel/languages","evidence":"GitHub's official Languages REST endpoint reports 5,764,156 bytes of C++ as the largest total (96.1% of 5,998,856 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"azurik-rise-of-perathia-original-xbox-eu-decomp","title":"Azurik: Rise of Perathia Original Xbox EU Decompilation (Preparation)","game":"Azurik: Rise of Perathia","platform":"Original Xbox (Europe English/French/German) → matching source rebuild target; no playable XBE yet","kind":"Decompilation","status":"Preparatory project; the maintainer explicitly reports 0% matching progress, no reconstructed game functions, and no playable replacement XBE. Compiler, flags, function inventory, and linker layout remain research tasks.","summary":"A human-led matching-decompilation effort for the European Xbox executable. The repository provides fingerprint checks, bounded XBE inspection, local-only reference handling, exact byte comparison, tests, and progress reporting; it is currently infrastructure rather than recovered game code.","project_url":"https://github.com/Azurik-Modding-Hub/Azurik-Decomp","updated":"2026-10-16","strategy":"Manual matching-decompilation preparation; exact byte comparison, with no matched game functions reported yet","language":"","source_available":"Public repository and tooling; the project requires the user's own Xbox executable. README says no reconstructed game functions or playable XBE are present.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Original Xbox matching-decompilation project, Europe build","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/Azurik-Modding-Hub/Azurik-Decomp#readme"},{"label":"Maintainer progress: 0% match and known research gaps","url":"https://github.com/Azurik-Modding-Hub/Azurik-Decomp/blob/main/docs/PROGRESS.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/Azurik-Modding-Hub/Azurik-Decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":101685,"Batchfile":972},"source_url":"https://api.github.com/repos/Azurik-Modding-Hub/Azurik-Decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Azurik-Modding-Hub/Azurik-Decomp reports 101,685 bytes of Python, the largest language total (99.1% of 102,657 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"babbdi-steam-zh-cn","title":"BABBDI Simplified Chinese Patch","game":"BABBDI","platform":"Windows PC / Steam (AppID 2240530)","kind":"Fan Localization","status":"Public v1.0.0 ZIP release dated 2026-10-10; release says tested against game version 1.2.4 on Windows 10/11.","summary":"Offline installer adds BepInEx/XUnity translation and font support without overwriting original files. Release lists 187 hand-translated strings across UI, achievements, dialogue and prompts.","project_url":"https://github.com/lordestar/BABBDI-Chinese-Patch","updated":"2026-10-16","strategy":"Unity/BepInEx runtime patch","language":"Simplified Chinese","source_available":"Public ZIP installer release; no game executable bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Windows Steam fan localization patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/lordestar/BABBDI-Chinese-Patch"},{"label":"Patch download/release page","url":"https://github.com/lordestar/BABBDI-Chinese-Patch/releases/tag/v1.0.0"}],"media":[{"kind":"image","label":"汉化效果","url":"https://raw.githubusercontent.com/lordestar/BABBDI-Chinese-Patch/main/docs/screenshot-menu.png","preview_url":"https://raw.githubusercontent.com/lordestar/BABBDI-Chinese-Patch/main/docs/screenshot-menu.png","source_url":"https://github.com/lordestar/BABBDI-Chinese-Patch/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":28913,"Python":26713,"PowerShell":19674,"Batchfile":836},"source_url":"https://api.github.com/repos/lordestar/BABBDI-Chinese-Patch/languages","evidence":"Exact GitHub Languages API map: {\"Batchfile\": 836, \"C#\": 28913, \"PowerShell\": 19674, \"Python\": 26713}. Staged value C# identifies the project's measured source/tooling language and is distinct from translation direction English plus some Spanish dialogue → Simplified Chinese.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"badland-2-ps-vita-api-port","title":"Badland 2 PS Vita Port","game":"Badland 2","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.0.1062 or compatible ARMv7 build)","kind":"API Translation","status":"The README reports 960×544 rendering, audio and 60 FPS; it says physical flap buttons remain weak and touchscreen is the reliable control.","summary":"A native Vita loader runs the Android ARMv7 library and bridges Android services and GLES rendering to vitaGL. The matching APK and data are user supplied.","project_url":"https://github.com/MetalSyntax/Badland-2-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Badland-2-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Badland-2-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Badland-2-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Badland-2-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bakemonogatari-portable-psp-en","title":"Bakemonogatari Portable English Patch","game":"Bakemonogatari Portable","platform":"PlayStation Portable","kind":"Fan Localization","status":"Official project page exposes online patching and a direct Mega patch download; no version/date stated on that page.","summary":"English fan translation for PSP Bakemonogatari Portable. Public page describes control-button swap, vertical text adjustments, centered battle subtitles and Latin sorting; it notes several untranslated/subtitle limitations.","project_url":"https://agtteam.net/bake/","updated":"2026-10-16","strategy":"PSP patch; Python extraction/repacking tool source","language":"English","source_available":"Public online patcher and Mega patch download; original PSP image required.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PSP fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://agtteam.net/bake/"},{"label":"Source repository","url":"https://github.com/AGTTeam/BakeTranslation"}],"media":[{"kind":"image","label":"game logo","url":"https://agtteam.net/images/bake/game-logo.png","preview_url":"https://agtteam.net/images/bake/game-logo.png","source_url":"https://agtteam.net/bake/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":36674,"Assembly":14618,"Batchfile":606,"Shell":563},"source_url":"https://api.github.com/repos/AGTTeam/BakeTranslation/languages","evidence":"Exact GitHub Languages API map: {\"Assembly\": 14618, \"Batchfile\": 606, \"Python\": 36674, \"Shell\": 563}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction Japanese → English.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lets-go-eternal-wings-ps1-en","title":"Bakusou Kyoudai Let’s & Go!! Eternal Wings English Patch","game":"Bakusou Kyoudai Let’s & Go!! Eternal Wings","platform":"PlayStation","kind":"Fan Localization","status":"Complete English patch; v1.0.2 released 2026-09-27. The project translates the story, menus, on-screen text and 125 images; Japanese voice acting and CD video remain unchanged.","summary":"xdelta fan patch for the Japan-only PS1 racing game. Only Track 1 of the Redump BIN/CUE is patched; the original audio Track 2 and CUE remain required and unchanged.","project_url":"https://github.com/SmokeJ-Git/letsgo-eternal-wings-english","updated":"2026-09-27","strategy":"Fan translation patch","language":"English","source_available":"GitHub release includes an xdelta patch only; user supplies the original Japanese Redump disc image, serial SLPS-01489. No game data is bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"Maintainer README: language scope, v1.0.2, exact disc serial, Track 1 patch method and no-game-data statement","url":"https://github.com/SmokeJ-Git/letsgo-eternal-wings-english"},{"label":"v1.0.2 patch release","url":"https://github.com/SmokeJ-Git/letsgo-eternal-wings-english/releases/tag/v1.0.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/SmokeJ-Git/letsgo-eternal-wings-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"ballblazer-7800-disassembly","title":"Ballblazer (Atari 7800) Disassembly","game":"Ballblazer","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"The repository describes the ROM listing as full and byte-identical when reassembled; gameplay-mechanics investigation is documented separately.","summary":"A full annotated 6502 assembly listing and gameplay-mechanics research for the Atari 7800 version. The project documents a byte-identical rebuild from the user-supplied cartridge image.","project_url":"https://github.com/Miasmark/ballblazer-7800-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 disassembly with byte-identical reassembly and MAME probes","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/ballblazer-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":17378,"Lua":8302,"Batchfile":4184,"Shell":3323},"source_url":"https://api.github.com/repos/Miasmark/ballblazer-7800-disassembly/languages","evidence":"GitHub's official Languages REST endpoint reports 17,378 bytes of Python as the largest total (52.4% of 33,187 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ballistica-3ds-port","title":"Ballistica 3DS Port","game":"Ballistica (1994 DOS game)","platform":"IBM PC / DOS codebase → Nintendo 3DS","kind":"Reimplementation","status":"The maintainer publishes a `.3dsx` release and source build instructions. The 3DS version uses both screens and controls and includes a level editor; no real-hardware test or full-game claim is specified in the README.","summary":"Nintendo 3DS port of the 1994 PC/DOS Ballistica game, with touch-screen paddle control and an in-game level editor.","project_url":"https://github.com/steddyman/Ballistica","updated":"2026-10-15","strategy":"Port the original DOS game codebase to devkitARM/libctru and adapt display and input to dual screens and touchscreen","language":"","source_available":"Public source repository with release and build instructions","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: original DOS lineage, 3DS features, release build, and controls","url":"https://github.com/steddyman/Ballistica"},{"label":"Maintainer source-build instructions for 3DS output","url":"https://github.com/steddyman/Ballistica#building"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":411557,"Makefile":10052,"Python":3490,"C":3380,"Shell":3096},"source_url":"https://api.github.com/repos/steddyman/Ballistica/languages","evidence":"GitHub's official Languages REST endpoint reports 411,557 bytes of C++ as the largest total (95.4% of 431,575 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ballistix-pc-engine-supergrafx-portuguese","title":"Ballistix Portuguese Translation","game":"Ballistix","platform":"PC Engine SuperGrafx","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Ballistix on PC Engine SuperGrafx. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/ballistix-portuguese-translation-pc-engine-supergrafx","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/ballistix-portuguese-translation-pc-engine-supergrafx"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/ballistix-portuguese-translation-pc-engine-supergrafx","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Ballistix Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Ballistix Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"ballpad-super-mario-strikers-ios","title":"BallPad: Super Mario Strikers iOS Port","game":"Super Mario Strikers","platform":"Nintendo GameCube → iOS/iPadOS 17+ (native ARM64)","kind":"Decompilation","status":"Experimental PadMint preview; maintainer reports an iPad install/launch and game-data operation, while a full physical-controller/gameplay check remains open.","summary":"iOS/iPadOS app port built on the decompilation-based Super Mario Strikers native project. A simulator match is documented, and the maintainer reports the preview launches on iPad; extended physical gameplay and controller testing are not confirmed.","project_url":"https://github.com/chrissotraidis/ballpad","updated":"2026-10-15","strategy":"Decompilation-based native port with iOS/Metal app integration","language":"","source_available":"Public GPL-3.0 source repository; no ready-to-install app is published. PadMint builds a local app from source; users supply their own supported disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C++","subtype":"PadMint-built Apple mobile frontend","target_type":"Game","sources":[{"label":"Project README: port and iOS build status","url":"https://github.com/chrissotraidis/ballpad"},{"label":"Preview build and acceptance notes","url":"https://github.com/chrissotraidis/ballpad/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/ballpad"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/chrissotraidis/ballpad/blob/main/README.md"},{"label":"GitHub Languages API — Objective-C++: 450,109 bytes (32.19% of 1,398,291 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/ballpad/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Awk":104136,"C":65032,"C++":84526,"CMake":24687,"Objective-C":21937,"Objective-C++":450109,"Python":149841,"Shell":195228,"Swift":302795},"source_url":"https://api.github.com/repos/chrissotraidis/ballpad/languages","evidence":"Objective-C++: 450,109 bytes (32.19% of 1,398,291 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-bally-astrocade","title":"Bally Astrocade MiSTer Core","game":"Bally Astrocade games and software","platform":"Bally Astrocade console on MiSTer FPGA","kind":"Emulator","status":"The repository was pushed on 2026-06-04; GitHub returned no tagged release. The README documents keypad and paddle support and notes a video-timing issue and unimplemented cartridge expansions.","summary":"VHDL MiSTer FPGA core for Bally Astrocade hardware with keypad and paddle input. The README requires users to provide the Astrocade BIOS and game ROMs; it also describes video timing and unimplemented expansion limitations.","project_url":"https://github.com/MiSTer-devel/Astrocade_MiSTer","updated":"2026-06-04","strategy":"FPGA hardware emulation core for the Bally Astrocade on MiSTer.","language":"","source_available":"Public GPL-3.0 source repository. GPL-3.0 source; BIOS and game ROMs must be obtained separately, with their own rights.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA console emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Astrocade_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Astrocade_MiSTer/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Astrocade_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Astrocade_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":325977,"Verilog":305631,"SystemVerilog":157134,"Tcl":22648,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/Astrocade_MiSTer/languages","evidence":"Official GitHub Languages API reports 325,977 bytes of VHDL as the largest language count (40.1% of 812,100 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bananapad-dk64-ios","title":"BananaPad: Donkey Kong 64 for iOS/iPadOS","game":"Donkey Kong 64","platform":"Nintendo 64 → iOS/iPadOS 15+ (arm64; iPhone and iPad); Apple Silicon macOS is also documented","kind":"Recompilation","status":"Developer preview. The latest tagged release is v0.2.2 (2026-10-04) and contains a PadMint build recipe plus SHA256SUMS, not an app binary. The README's status table says a ROM-free unsigned Preview 3 IPA is public, while its release/install instructions say releases publish only the recipe; treat availability of that separately mentioned IPA as unclear. The README reports DK64 running in Simulator and on a physical iPad; broader device acceptance remains open.","summary":"A native Apple app integration for Donkey Kong 64 Recompiled. It uses ahead-of-time static ARM64 game code with a native Metal shell and touch/controller input; it is game-specific, not a general Nintendo 64 emulator. The build requires the user's own unmodified U.S. 1.0 ROM, and the repository excludes the ROM and generated game code.","project_url":"https://github.com/chrissotraidis/bananapad","updated":"2026-10-16","strategy":"Integrates the DK64 static-recompilation stack into a native UIKit/AppKit and Metal app with an ahead-of-time ARM64 execution path and no JIT.","language":"","source_available":"Public integration source. GitHub repository metadata identifies GPL-3.0; game code, game data, and third-party components retain their own rights. Releases provide a PadMint build recipe and checksums; the user's own ROM is required.","first_found":"2026-10-16","project_started":null,"programming_language":"Shell","subtype":"Native iOS/iPadOS integration of a Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: native targets, ROM boundary, static AOT method, current status, and distribution notes","url":"https://github.com/chrissotraidis/bananapad"},{"label":"Latest tagged release v0.2.2 (2026-10-04); release assets are the PadMint recipe and checksums","url":"https://github.com/chrissotraidis/bananapad/releases/tag/v0.2.2"},{"label":"Maintainer rights and publication-status notes, including game-code and IPA boundaries","url":"https://github.com/chrissotraidis/bananapad/blob/main/docs/RIGHTS-STATUS.md"},{"label":"Repository license file","url":"https://github.com/chrissotraidis/bananapad/blob/main/COPYING"},{"label":"Upstream Donkey Kong 64 static-recompilation project integrated by BananaPad","url":"https://github.com/Rainchus/Donkey-Kong-64-Recompiled"},{"label":"Official GitHub repository-language byte totals retrieved 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/bananapad/languages"},{"label":"Current primary README","url":"https://github.com/chrissotraidis/bananapad/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/chrissotraidis/bananapad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":171423,"Objective-C++":102724,"Python":53769,"C++":47301,"C":3475,"Swift":1484},"source_url":"https://api.github.com/repos/chrissotraidis/bananapad/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-rx-78-mister","title":"Bandai RX-78 MiSTer FPGA Core","game":"Bandai RX-78","platform":"Bandai RX-78 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-07-26.","summary":"FPGA system-emulation core for Bandai RX-78 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/RX-78_MiSTer","updated":"2026-07-26","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/RX-78_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/RX-78_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/RX-78_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/RX-78_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":514035,"VHDL":308503,"SystemVerilog":148294,"Tcl":22720,"C++":4356,"Batchfile":672,"Makefile":454},"source_url":"https://api.github.com/repos/MiSTer-devel/RX-78_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 514,035 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-super-vision-8000-mister","title":"Bandai Super Vision 8000 MiSTer FPGA Core","game":"Bandai Super Vision 8000","platform":"Bandai Super Vision 8000 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Bandai Super Vision 8000 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Super_Vision_8000_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Super_Vision_8000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Super_Vision_8000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Super_Vision_8000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Super_Vision_8000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":322388,"Verilog":319826,"SystemVerilog":142409,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Super_Vision_8000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 322,388 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-tamagotchi-mister","title":"Bandai Tamagotchi P1 virtual pet MiSTer FPGA Core","game":"Bandai Tamagotchi P1 virtual pet","platform":"Bandai Tamagotchi P1 virtual pet on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-05-16.","summary":"FPGA system-emulation core for Bandai Tamagotchi P1 virtual pet on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Tamagotchi_MiSTer","updated":"2026-05-16","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Tamagotchi_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Tamagotchi_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Tamagotchi_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Tamagotchi_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":337924,"SystemVerilog":310848,"VHDL":107520,"Tcl":22648,"JavaScript":10962,"Assembly":6657,"HTML":4352,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Tamagotchi_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 337,924 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"banjo-kazooie-decomp","title":"Banjo-Kazooie Decompilation","game":"Banjo-Kazooie","platform":"Nintendo 64","kind":"Decompilation","status":"Complete","summary":"Matching decompilation project with support for multiple regional ROM versions.","project_url":"https://github.com/n64decomp/banjo-kazooie","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/n64decomp/banjo-kazooie"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/n64decomp/banjo-kazooie"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/n64decomp/banjo-kazooie/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9940,"Python":30,"Makefile":30},"source_url":"https://github.com/n64decomp/banjo-kazooie","evidence":"GitHub Languages panel reported C 99.4%; Python and Makefile were 0.3% each.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-kazooie-wiiu-port","title":"Banjo-Kazooie Wii U Port","game":"Banjo-Kazooie","platform":"Nintendo 64 → Wii U","kind":"Decompilation","status":"Final v1.6 release; README notes occasional long-session crashes, rare HOME-menu hangs, and a missing intro model.","summary":"Wii U target for the Lighthouse decompilation-based Banjo-Kazooie port.","project_url":"https://github.com/D4ead3ye/banjo-kazooie-wiiu","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii U","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/D4ead3ye/banjo-kazooie-wiiu"},{"label":"Version 1.6 release and known issues","url":"https://github.com/D4ead3ye/banjo-kazooie-wiiu/releases/tag/v1.6-wiiu"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/D4ead3ye/banjo-kazooie-wiiu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6688524,"C++":3055549,"CMake":115287,"HLSL":11409,"Metal":9737,"GLSL":9351,"PowerShell":2020,"Shell":1121},"source_url":"https://api.github.com/repos/D4ead3ye/banjo-kazooie-wiiu/languages","evidence":"GitHub's official Languages REST endpoint reports 6,688,524 bytes of C as the largest total (67.6% of 9,892,998 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-kazooie-xbla-decomp-research","title":"Banjo-Kazooie XBLA Decompilation Research","game":"Banjo-Kazooie (Xbox 360 XBLA release)","platform":"Xbox 360 / Xbox Live Arcade","kind":"Decompilation","status":"Early matching work. The README says contributors copy Ghidra pseudocode or functions from the N64 decompilation and test whether they match; no overall completion percentage or playable PC port is claimed.","summary":"Research project for the XBLA executable: split and rebuild its XEX, then compare matching code. The README warns that MSVC-built code and GCC PowerPC reference output can differ in relocations.","project_url":"https://github.com/banjo360/bk360","updated":"2026-10-15","strategy":"Matching decompilation with function matching and object-diff comparison","language":"","source_available":"Public source repository; requires an unencrypted supported Xbox 360 XEX; no game assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox 360 XBLA matching-decompilation research","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/banjo360/bk360/blob/main/readme.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/banjo360/bk360"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":206630,"Python":1025,"Makefile":847,"Batchfile":484},"source_url":"https://api.github.com/repos/banjo360/bk360/languages","evidence":"GitHub's official Languages REST endpoint reports 206,630 bytes of C as the largest total (98.9% of 208,986 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-kazooie-xbla-crownpark","title":"Banjo-Kazooie XBLA Recompilation (CrownPark Native Ports)","game":"Banjo-Kazooie (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release banjokazooie-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-kazooie-gruntys-revenge-gba-decomp","title":"Banjo-Kazooie: Grunty’s Revenge Decompilation","game":"Banjo-Kazooie: Grunty’s Revenge","platform":"Game Boy Advance","kind":"Decompilation","status":"Decompilation targeting the USA build; README documents the generated `bkgr.gba` SHA-1, with no completion percentage claimed.","summary":"GBA game decompilation and ROM build project.","project_url":"https://github.com/jellees/bkgr","updated":"2026-10-16","strategy":"Decompilation","language":"","source_available":"Repository; build requires the supported original game input.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"GBA game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/jellees/bkgr"},{"label":"Maintainer README and project status","url":"https://github.com/jellees/bkgr/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":57154357,"C":1443071,"Roff":359680,"Linker Script":9148,"Python":3133,"Makefile":2676,"Shell":276},"source_url":"https://api.github.com/repos/jellees/bkgr/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"banjo-nuts-and-bolts-xbox360-recomp","title":"Banjo-Kazooie: Nuts & Bolts Recompiled (reNut)","game":"Banjo-Kazooie: Nuts & Bolts","platform":"Xbox 360 → Windows / Linux","kind":"Recompilation","status":"README provides Windows and Linux play instructions; it says AMD Linux currently cannot run the port and Linux texture replacement is unavailable.","summary":"ReXGlue-SDK-based Xbox 360 static recompilation with PC-oriented changes.","project_url":"https://github.com/masterspike52/reNut","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/masterspike52/reNut#readme"},{"label":"Latest project release (texturereplacements)","url":"https://github.com/masterspike52/reNut/releases/tag/texturereplacements"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/masterspike52/reNut/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/masterspike52/reNut"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3165592,"CMake":4589,"C":4289},"source_url":"https://api.github.com/repos/masterspike52/reNut/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-tooie-n64-pc-recomp","title":"Banjo-Tooie (N64) Recompiled","game":"Banjo-Tooie (Nintendo 64 version)","platform":"Nintendo 64 → Windows x64 / Linux x64","kind":"Recompilation","status":"Playable end to end on Windows x64; the Linux build is newer and has not been played through.","summary":"Statically recompiles the N64 game code to a native C/C++ PC build with RT64 rendering; the README records Windows play-through checks and Linux build-only validation.","project_url":"https://github.com/vidanox/BanjoTooieRecompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/vidanox/BanjoTooieRecompiled#readme"},{"label":"Latest project release (v1.0.0-build.7)","url":"https://github.com/Vidanox/BanjoTooieRecompiled/releases/tag/v1.0.0-build.7"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/vidanox/BanjoTooieRecompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/vidanox/BanjoTooieRecompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":78657091,"C++":5852051,"Python":245457,"CMake":12809,"Batchfile":3783},"source_url":"https://api.github.com/repos/vidanox/BanjoTooieRecompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-tooie-n64-decompilation","title":"Banjo-Tooie Nintendo 64 Decompilation (Mr-Wiseguy)","game":"Banjo-Tooie (Nintendo 64 NTSC-U)","platform":"Nintendo 64 NTSC-U → matching source rebuild","kind":"Decompilation","status":"The README describes a WIP Splat decompilation and identifies the exact input as Banjo-Tooie NTSC-U, SHA-1 af1a89e12b638b8d82cc4c085c8e01d4cba03fb3. It documents setup and a ROM build, but does not claim completion or a native PC port; the baserom must be supplied by the user.","summary":"Separate work-in-progress source decompilation of the Nintendo 64 NTSC-U release, using Splat and a matching ROM build workflow.","project_url":"https://github.com/Mr-Wiseguy/banjo-tooie","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; user must supply the NTSC-U baserom matching the documented SHA-1","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64 source decompilation","target_type":"Game","sources":[{"label":"Project README: WIP decompilation, NTSC-U baserom SHA-1, and build instructions","url":"https://github.com/Mr-Wiseguy/banjo-tooie#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":45301,"BitBake":557,"C":2312811,"C++":90811,"Makefile":8438,"Python":62046,"Shell":41},"source_url":"https://api.github.com/repos/Mr-Wiseguy/banjo-tooie/languages","evidence":"GitHub's official Languages REST endpoint reports 2,312,811 bytes of C as the largest total (91.8% of 2,520,005 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"banjo-tooie-xbla-recomp","title":"Banjo-Tooie XBLA Recompilation","game":"Banjo-Tooie","platform":"Xbox 360 XBLA → Windows/Linux","kind":"Recompilation","status":"Playable prototype; intro and free-roaming reported; full game/audio lightly tested","summary":"Static PowerPC recompilation of Xbox 360 XBLA rerelease via ReXGlue, producing native host code.","project_url":"https://github.com/iron-jay/banjo_tooie_xbla_recomp","updated":"2026-08-12","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/iron-jay/banjo_tooie_xbla_recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/iron-jay/banjo_tooie_xbla_recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":49256,"Shell":17779,"CMake":1301,"C++":1031,"PowerShell":772},"source_url":"https://api.github.com/repos/iron-jay/banjo_tooie_xbla_recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 49,256 bytes of Python out of 70,139 measured source bytes (70.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-tooie-xbla-crownpark","title":"Banjo-Tooie XBLA Recompilation (CrownPark Native Ports)","game":"Banjo-Tooie (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release banjotooie-v1 is available. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-recompiled","title":"Banjo: Recompiled","game":"Banjo-Kazooie","platform":"Nintendo 64 → macOS 13+ on Apple silicon or Intel 7th-generation Mac; Windows x64/ARM64, Linux and Steam Deck","kind":"Recompilation","status":"Latest release v1.0.2 (2026-07-31). 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Requires the user's own ROM.","summary":"Android port of the Banjo-Kazooie static recompilation, maintained as a fork of the upstream BanjoRecomp project. The port uses user-supplied game data and lists controller support for Android handhelds.","project_url":"https://github.com/AurelioB/BanjoRecomp-Android","updated":"2026-10-15","strategy":"Static recompilation with Android host port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Community Android fork","target_type":"Game","sources":[{"label":"Android fork README","url":"https://github.com/AurelioB/BanjoRecomp-Android"},{"label":"Upstream Banjo: Recompiled project","url":"https://github.com/BanjoRecomp/BanjoRecomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/AurelioB/BanjoRecomp-Android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":434411,"Java":369559,"C++":240277,"Python":41275,"CMake":21720,"Shell":12990,"Linker Script":3226,"Makefile":1222},"source_url":"https://api.github.com/repos/AurelioB/BanjoRecomp-Android/languages","evidence":"GitHub's official Languages REST endpoint reports 434,411 bytes of C as the largest total (38.6% of 1,124,680 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"barony-android-port","title":"Barony Android Port","game":"Barony","platform":"Windows PC → Android","kind":"Reimplementation","status":"The current normal prerelease is version 5.0.2 Beta 8. It supports Android 8.0+ on arm64-v8a with OpenGL ES 3. Beta 3 release notes document testing on a Galaxy S24 Ultra, Galaxy Note 9, and Poco F7; the maintainer says GPU compatibility testing is ongoing. The APK excludes commercial game data, which users import from an owned Steam or GOG v5.0.2 copy using a Windows data builder.","summary":"Permissioned Android-focused source fork of Barony with offline single-player, gamepad and touch controls, and optional experimental LAN multiplayer. The public repository provides APKs, source, checksums, and an owned-data archive builder; it does not redistribute game or DLC assets.","project_url":"https://github.com/DifferentNet/barony-android-port","updated":"2026-10-15","strategy":"Native Android source fork","language":"","source_available":"Public C++ source fork, prerelease APKs, checksums, and Windows data builder; commercial game data is supplied privately by the user","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android 8+ arm64-v8a port with GLES3 and touch/gamepad input","target_type":"Game","sources":[{"label":"Project README, fork permission, current beta, Android requirements, and data-import instructions","url":"https://github.com/DifferentNet/barony-android-port/blob/main/README.md"},{"label":"Beta release notes and documented Android device verification","url":"https://github.com/DifferentNet/barony-android-port/releases"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/DifferentNet/barony-android-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":19830999,"C":317548,"PowerShell":142736,"CMake":136545,"Java":131832,"Shell":7054,"HTML":5419},"source_url":"https://api.github.com/repos/DifferentNet/barony-android-port/languages","evidence":"Official GitHub REST Languages API breakdown for DifferentNet/barony-android-port: source-code byte counts are {\"C\": 317548, \"C++\": 19830999, \"CMake\": 136545, \"HTML\": 5419, \"Java\": 131832, \"PowerShell\": 142736, \"Shell\": 7054}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"diddy-kong-racing-barrelpad-ios","title":"BarrelPad: Diddy Kong Racing Native Apple Port","game":"Diddy Kong Racing","platform":"Nintendo 64 (US 1.1; EU 1.1) → iOS/iPadOS ARM64; also Apple silicon macOS","kind":"Decompilation","status":"The maintainer reports gameplay on a physical iPhone 14 and 12.9-inch iPad Pro. The latest v0.2.1 release (2026-10-04) contains a PadMint build recipe, not an app binary; users build locally on an Apple silicon Mac. No App Store or TestFlight release is announced.","summary":"Native Apple integration for Golden Balloon, a Diddy Kong Racing source port built from the community N64 decompilation. It adds iOS/iPadOS app lifecycle, Metal-backed rendering, local ROM discovery, and customizable touch controls. US 1.1 is physically tested; EU 1.1 is supported by the host but not validated on device. The user supplies the ROM.","project_url":"https://github.com/chrissotraidis/barrelpad","updated":"2026-10-16","strategy":"Native iOS/iPadOS integration and ARM64 build of Golden Balloon, which is built from the matching Diddy Kong Racing decompilation.","language":"","source_available":"Public source and PadMint build recipe; no ROM or game assets are included. Physical-device installation requires local signing.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C++","subtype":"Game-specific iOS/iPadOS native port with touch controls","target_type":"Game","sources":[{"label":"Maintainer README: upstream method, Apple targets, controls, ROM revisions, and device testing","url":"https://github.com/chrissotraidis/barrelpad"},{"label":"Latest v0.2.1 release: recipe-only packaging and local PadMint build","url":"https://github.com/chrissotraidis/barrelpad/releases/tag/v0.2.1"},{"label":"Underlying Golden Balloon source port and decompilation basis","url":"https://github.com/akratch/goldenballoon"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":61297,"C":29651,"Shell":25260,"Python":23595,"CMake":1737},"source_url":"https://api.github.com/repos/chrissotraidis/barrelpad/languages","evidence":"GitHub's official Languages REST endpoint reports 61,297 bytes of Objective-C++ as the largest total (43.3% of 141,540 recognized language bytes) for the repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"basilisk-ii","title":"Basilisk II","game":"68k Macintosh systems (Mac Classic and Mac II families), running Mac OS 0.x through 8.1","platform":"macOS, Linux, and Windows/MinGW builds in the currently recommended source fork","kind":"Emulator","status":"Mature emulator; recommended source repository is a community fork of the original project","summary":"Classic 68k Macintosh emulator. The original project README points users to a more up-to-date fork for current source and builds.","project_url":"https://github.com/kanjitalk755/macemu","updated":"2026-08-30","strategy":"Emulates 68k Macintosh hardware and boots compatible Macintosh ROMs and operating-system software.","language":"","source_available":"Public source repository (GPL; forked from original project)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"68k Macintosh hardware emulator","target_type":"Software","sources":[{"label":"Original project page","url":"https://basilisk.cebix.net/"},{"label":"Original source repository and pointer to the more up-to-date fork","url":"https://github.com/cebix/macemu"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/kanjitalk755/macemu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7126878,"C":2914058,"M4":278328,"Objective-C++":181081,"Assembly":133199,"Makefile":76212,"HTML":61094,"Objective-C":48606,"Shell":26581,"Linker Script":25088,"Roff":5448,"Perl":5306,"Go Template":3318,"Batchfile":206},"source_url":"https://api.github.com/repos/kanjitalk755/macemu/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/kanjitalk755/macemu reports 7,126,878 bytes of C++, the largest language total (65.5% of 10,885,403 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"basilisk-ii-classic-mac","title":"Basilisk II","game":"68k Macintosh software and games","platform":"68k Macintosh → Linux x86/x86_64, legacy Mac OS X PowerPC/Intel, Windows, and other listed hosts","kind":"Emulator","status":"Open-source project with a public repository; the shared macemu repository's latest source commit was 2025-01-06. The official project page lists Mac OS versions through 8.1 and legacy host ports; current Apple silicon support is not documented.","summary":"68k Macintosh system emulator for running classic Mac applications and games on other computers. The project requires the user's own Mac OS software and Macintosh ROM image; host support and build quality vary by port.","project_url":"https://github.com/cebix/macemu/tree/master/BasiliskII","updated":"2026-10-15","strategy":"Classic 68k Macintosh system emulation","language":"","source_available":"GPL source is public in the shared macemu repository; users must separately supply a Mac OS copy and Macintosh ROM image.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"68k Macintosh emulator","target_type":"Software","sources":[{"label":"Official Basilisk II project page, guest OS range, license, and host ports","url":"https://basilisk.cebix.net/"},{"label":"Basilisk II source directory","url":"https://github.com/cebix/macemu/tree/master/BasiliskII"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/cebix/macemu"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/cebix/macemu/blob/master/README.md"},{"label":"GitHub Languages API — C++: 5,265,362 bytes (63.32% of 8,315,522 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/cebix/macemu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":133197,"C":2247621,"C++":5265362,"HTML":61092,"M4":273435,"Makefile":73131,"Objective-C":48292,"Objective-C++":178614,"Perl":1316,"Roff":5447,"Shell":28015},"source_url":"https://api.github.com/repos/cebix/macemu/languages","evidence":"C++: 5,265,362 bytes (63.32% of 8,315,522 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battle-arena-toshinden-ps1-recomp","title":"Battle Arena Toshinden Static Recompilation","game":"Battle Arena Toshinden","platform":"PlayStation USA (SCUS-94200) → Windows x64, Linux x86-64","kind":"Recompilation","status":"Early release v0.1.2; README reports boot through the intro and character select into combat.","summary":"Native PS1 recompilation with optional widescreen, frame blending, roster/gameplay mods and netplay; requires the user’s own USA disc.","project_url":"https://github.com/mstan/BattleArenaToshindenRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and OpenBIOS; user-supplied SCUS-94200 disc image and audio tracks required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/BattleArenaToshindenRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":661997,"Shell":18894,"PowerShell":15963,"Python":5035,"C++":3262,"CMake":3103},"source_url":"https://api.github.com/repos/mstan/BattleArenaToshindenRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 661,997 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-smash-bros-n64-vita-battleship-port","title":"BattleShip — Super Smash Bros. N64 PS Vita Port","game":"Super Smash Bros. (Nintendo 64, US and Japanese releases)","platform":"Nintendo 64 decompilation-based PC port → PlayStation Vita","kind":"Reimplementation","status":"Work in progress. The README confirms video and audio on real hardware and Vita3K but says crashes during a full playthrough are expected and a zlib/NEON issue remains open.","summary":"A PlayStation Vita target for BattleShip, a native PC port of Super Smash Bros. built on a matching decompilation and libultraship. The Vita target is still under active debugging and requires a matching user-provided ROM.","project_url":"https://github.com/robin994/battleship-vita","updated":"2026-10-16","strategy":"VitaSDK native port of the BattleShip/libultraship PC port based on a matching N64 decompilation","language":"","source_available":"Public source; the README requires a user-supplied matching US or Japanese N64 ROM and states no copyrighted assets or ROM data are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Work in progress; Vita target","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/robin994/battleship-vita"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/robin994/battleship-vita#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/robin994/battleship-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://api.github.com/repos/robin994/battleship-vita","evidence":"The official GitHub repository metadata endpoint reports language='C++'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-smash-bros-n64-pc-port-battleship","title":"BattleShip: Super Smash Bros. N64 Native Port","game":"Super Smash Bros. (Nintendo 64, US and Japanese releases)","platform":"Nintendo 64 → Windows, Linux, Apple Silicon macOS, Android","kind":"Reimplementation","status":"The latest published release is v1.6 (2026-08-12); the README lists Windows, Linux, Apple Silicon macOS, and Android builds, and the release publishes packages for those hosts. Rollback netcode is work in progress. The repository does not state an end-to-end completion result or a device-coverage matrix.","summary":"Native C/C++ source port built on the Super Smash Bros. N64 decompilation, using libultraship for rendering, audio, and input and Torch for ROM-based asset extraction. Users provide supported US NTSC-U v1.0 or Japanese v1.0 ROMs; Nintendo assets and ROM data are not distributed.","project_url":"https://github.com/JRickey/BattleShip","updated":"2026-10-15","strategy":"Native C/C++ port based on N64 decompiled source, with libultraship host services and Torch asset extraction","language":"","source_available":"Public source and releases. The LICENSE limits MIT to port-specific files; it says the decomp C source is an upstream submodule without an explicit upstream license, and libultraship/Torch are separately licensed. The user supplies a supported ROM; Nintendo assets and ROM data are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"N64 decompilation-based native port for desktop and Android","target_type":"Game","sources":[{"label":"Maintainer README: supported games, hosts, method, assets, and project status","url":"https://github.com/JRickey/BattleShip/blob/main/README.md"},{"label":"Latest release v1.6 and host packages","url":"https://github.com/JRickey/BattleShip/releases/tag/v1.6"},{"label":"License file (MIT terms; GitHub SPDX classification is unrecognized); License file: MIT scope, decomp submodule, and separate dependency terms","url":"https://github.com/JRickey/BattleShip/blob/main/LICENSE"},{"label":"Upstream Super Smash Bros. N64 decompilation under the `decomp/` submodule","url":"https://github.com/VetriTheRetri/ssb-decomp-re"},{"label":"GitHub repository metadata (canonical repository identity and push date)","url":"https://api.github.com/repos/JRickey/BattleShip"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/JRickey/BattleShip/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1202744,"C":945643,"Python":454190,"Java":277406,"CMake":105309,"Shell":72473,"PowerShell":25821,"HTML":19017,"Assembly":7840,"Dockerfile":910},"source_url":"https://api.github.com/repos/JRickey/BattleShip/languages","evidence":"GitHub's official REST Languages endpoint was fetched 2026-10-16. These are repository-wide byte totals, not target-specific code measurements; GitHub does not count the README-described `decomp/` Git submodule as part of the host repository's language totals, so the reported C++ lead should not be read as the language of all game code. Tools and dependencies may also contribute.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battlespades-ace-of-spades-server-reimplementation","title":"BattleSpades (Ace of Spades authoritative server reimplementation)","game":"Ace of Spades Battle Builders 0.x/1.x","platform":"Ace of Spades 0.x/1.x client protocol → authoritative dedicated server; builds documented for Windows, Linux, and macOS.","kind":"Reimplementation","status":"Active beta; v0.3.0-beta.2 was published 2026-10-15. The maintainer calls the server playable and documents measured client/server movement and gameplay tests, while explicitly limiting parity claims for every map, mode, and network condition.","summary":"An AGPL-3.0 clean-room server implementation for the classic Ace of Spades client protocol, with server-side physics, combat, terrain edits, objectives, and bots. It is a server reconstruction, not a reimplementation of the client executable.","project_url":"https://github.com/KikoTs/BattleSpades","updated":"2026-10-16","strategy":"Clean-room protocol, physics, and dedicated-server reimplementation","language":"","source_available":"Public AGPL-3.0 source; the repository does not include the original retail client or game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Game-specific authoritative server","target_type":"Game","sources":[{"label":"Maintainer README: implementation scope, current status, and parity limitations","url":"https://github.com/KikoTs/BattleSpades/blob/main/README.md"},{"label":"Project protocol and measured behavior notes","url":"https://github.com/KikoTs/BattleSpades/blob/main/docs/PROTOCOL.md"},{"label":"Release v0.3.0-beta.2","url":"https://github.com/KikoTs/BattleSpades/releases/tag/v0.3.0-beta.2"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/KikoTs/BattleSpades/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":10651404,"Cython":349882,"C++":84260,"PowerShell":13132,"C":6243,"CMake":3800,"Shell":3725,"Dockerfile":1802},"source_url":"https://api.github.com/repos/KikoTs/BattleSpades/languages","evidence":"Official GitHub Languages endpoint; Python has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battlestations-pacific-pc-x86-decompilation","title":"Battlestations: Pacific PC source reconstruction","game":"Battlestations: Pacific (Windows PC x86 executable battlestationspacific.exe)","platform":"Windows PC, PE32/x86 target → reconstructed MSVC Win32 C++ routines and experimental game-executable target","kind":"Decompilation","status":"Active repository; GitHub reports a push on 2026-10-16. The maintainer’s roadmap says the evidence/build baseline is complete and startup/subsystem reconstruction is in progress. The README reports five reconstructed math functions whose byte ranges match the disk executable. The baseline states the original game has not been started and no renderer, asset loader, simulation or gameplay has been reconstructed or validated; there is no playable rebuild.","summary":"An incremental C++ source reconstruction of the Windows PC Battlestations: Pacific executable, based on the maintainer’s Ghidra analysis. The project records evidence, original ABI and uncertainty per routine, and currently verifies a small set of math functions; it explicitly has no playable game rebuild or validated startup/gameplay. The original executable, assets and Ghidra project are not in the repository.","project_url":"https://github.com/sqz269/battlestations-pacific-decompile","updated":"2026-10-16","strategy":"Ghidra-guided x86 reverse engineering followed by ABI/evidence-documented MSVC Win32 C++ routine reconstruction and differential byte/behavior checks; full game runtime is not yet reconstructed.","language":"","source_available":"Public source; GitHub declares no repository license. README says original executable, game assets, Ghidra database and built binaries are not tracked. The project is not a playable rebuild at the checked status.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC game x86 source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: source reconstruction method, target executable, current status locations and explicit playable-build caveat","url":"https://github.com/sqz269/battlestations-pacific-decompile/blob/6ef581090021e4aac6b4df200e77a6561a1db675/README.md"},{"label":"Maintainer roadmap: current milestone, incomplete startup/subsystem status and explicit no-playable-rebuild statement","url":"https://github.com/sqz269/battlestations-pacific-decompile/blob/6ef581090021e4aac6b4df200e77a6561a1db675/docs/ROADMAP.md"},{"label":"Maintainer baseline: PE32/x86 target identity, five reconstructed math functions, tests and no renderer/assets/gameplay status","url":"https://github.com/sqz269/battlestations-pacific-decompile/blob/6ef581090021e4aac6b4df200e77a6561a1db675/docs/BASELINE.md"},{"label":"GitHub repository metadata API: checked license/archive/fork/activity fields on 2026-10-16","url":"https://api.github.com/repos/sqz269/battlestations-pacific-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":51432198,"Python":752359,"CMake":295870,"HTML":47101,"PowerShell":25483,"Assembly":17359,"Java":12015,"NASL":9885},"source_url":"https://api.github.com/repos/sqz269/battlestations-pacific-decompile/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total (51,432,198 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battletanx-n64-thegh0stship-complete-decomp","title":"BattleTanx N64 Complete Matching Decompilation (TheGh0stShip)","game":"BattleTanx (Nintendo 64 USA Rev 0 / NBXE)","platform":"Nintendo 64 (USA Rev 0, serial NBXE; 8 MiB big-endian .z64 ROM)","kind":"Decompilation","status":"The maintainer reports a complete matching decompilation, verified on 2026-10-16: 1,738/1,738 functions, 703,452/703,452 reportable code bytes, 153,924/153,924 initialized-data bytes, and all 7,335,936 bytes of the asset region accounted for. The verification document says all 1,563 matching source units passed the ROM-backed verifier. Some asset bundle entries remain semantically unidentified even though their ranges and enclosing formats are accounted for.","summary":"A public C and authentic source-assembly reconstruction of BattleTanx N64 USA Rev 0. The project compiles matching source units with pinned compatible toolchains and verifies them byte-for-byte against the user's own legally obtained ROM. No ROM or ROM-derived assets are included. Complete asset-region accounting does not mean every bundle entry has been semantically identified; this repository is a matching decompilation, not a PC port or static recompilation.","project_url":"https://github.com/TheGh0stShip/BattleTanx","updated":"2026-10-16","strategy":"Matching N64 decompilation using reconstructed C and authentic source assembly, compiled with pinned compatible toolchains and compared against the verified USA Rev 0 ROM; initialized data and assets are tracked in separate audited ledgers.","language":"","source_available":"Public GPL-3.0 project-authored source and verification/build scripts. The user must supply the supported USA Rev 0 ROM; the repository includes no ROM or ROM-derived assets. BattleTanx and its game data remain the rights holders' property.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact target revision, matching-decompilation totals, method, ROM requirement, and asset-accounting caveat","url":"https://github.com/TheGh0stShip/BattleTanx"},{"label":"Completion verification regenerated on 2026-10-16: ROM identity, matching totals, source-unit verification, and commands","url":"https://github.com/TheGh0stShip/BattleTanx/blob/main/docs/VERIFICATION.md"},{"label":"Project license and game-data rights statement","url":"https://github.com/TheGh0stShip/BattleTanx/blob/main/COPYING"},{"label":"Official GitHub repository language byte totals","url":"https://api.github.com/repos/TheGh0stShip/BattleTanx/languages"},{"label":"Reddit discovery post linking the exact repository; not used as evidence for completion status","url":"https://www.reddit.com/r/Battletanx/comments/1x77r4p/battletanx_100_complete_decompiled/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":20652,"C":4042451,"Makefile":1205,"Python":716502,"Shell":5712},"source_url":"https://api.github.com/repos/TheGh0stShip/BattleTanx/languages","evidence":"GitHub's official Languages API returned 4,042,451 C bytes out of 4,786,522 classified bytes (84.45%), the largest category, followed by Python (716,502 bytes; 14.97%). This is a repository-wide breakdown and includes project tooling as well as matching game source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battletanx-n64-decomp","title":"BattleTanx N64 Decompilation","game":"BattleTanx (Nintendo 64 USA NUS-NBXE-0)","platform":"Nintendo 64 USA → matching source reconstruction","kind":"Decompilation","status":"Work in progress. The README reports 18.51% overall byte coverage, with game code at 112,488 / 705,956 bytes (15.93%) and 539 / 1,717 functions. The user supplies the ROM.","summary":"A matching-decompilation project for the USA Nintendo 64 release, with version-specific code and data progress.","project_url":"https://github.com/AbuN64/battletanx-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public CC0 source repository; no ROM or game data is included.","first_found":"2026-10-15","project_started":null,"programming_language":"Makefile","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/AbuN64/battletanx-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/AbuN64/battletanx-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Makefile","breakdown":{"Makefile":1479760,"C":999563,"Linker Script":612735,"BitBake":4178,"Shell":1896},"source_url":"https://api.github.com/repos/AbuN64/battletanx-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 1,479,760 bytes of Makefile as the largest total (47.8% of 3,098,132 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"battletanx-n64-pc-recomp","title":"BattleTanx Nintendo 64 Recompilation and PC Port","game":"BattleTanx (Nintendo 64 USA)","platform":"Nintendo 64 USA → Windows, Linux, and Steam Deck","kind":"Recompilation","status":"Beta; the README says the project has been tested on Windows. Public v0.1.0 release published 2026-10-15 with Windows and Linux/Steam Deck builds. The maintainer does not claim an end-to-end completion status.","summary":"A native PC port made by statically recompiling the N64 game with N64Recomp, running it on N64ModernRuntime, and using RT64 for rendering. The repository includes no game data; the user supplies their own BattleTanx USA ROM.","project_url":"https://github.com/wootbeer/btrecomp","updated":"2026-10-16","strategy":"Static recompilation of Nintendo 64 code with N64Recomp, N64ModernRuntime, and RT64","language":"","source_available":"Public source and v0.1.0 release under GPL-3.0. No game data is included; the user supplies their own BattleTanx USA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"N64 static recompilation to native PC","target_type":"Game","sources":[{"label":"Maintainer README: method, target, platforms, beta status, and game-file requirement","url":"https://github.com/wootbeer/btrecomp#readme"},{"label":"Maintainer release 0.1.0","url":"https://github.com/wootbeer/btrecomp/releases/tag/0.1.0"},{"label":"GitHub official language breakdown","url":"https://api.github.com/repos/wootbeer/btrecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":161974,"Python":30353,"CMake":27481,"C":9573,"PowerShell":5758,"Shell":3831,"Linker Script":3110,"Makefile":1173},"source_url":"https://api.github.com/repos/wootbeer/btrecomp/languages","evidence":"GitHub's official Languages REST endpoint reports 161,974 bytes of C++ as the largest total (66.6% of 243,253 recognized language bytes) for the complete repository. Repository-wide totals may include dependencies or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battletanx-global-assault-decomp","title":"BattleTanx: Global Assault N64 Decompilation","game":"BattleTanx: Global Assault","platform":"Nintendo 64","kind":"Decompilation","status":"Complete matching decompilation within the project's defined loaded-program scope: 1,879 catalogued functions and source-owned data are reconstructed byte-for-byte for the US Rev. 0 target; this is not a claim that every ROM byte is represented as source.","summary":"Matching C source reconstruction for the Nintendo 64 US Rev. 0 game. The README describes C plus authentic assembly where required and limits its completeness claim to the program scope it catalogs; users supply their own game data.","project_url":"https://github.com/TheGh0stShip/BattleTanx-Global-Assault","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/TheGh0stShip/BattleTanx-Global-Assault"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/TheGh0stShip/BattleTanx-Global-Assault/blob/82babe4beaa761f7806b5b41437eb197292f76d3/README.md"},{"label":"Latest default-branch commit at check (82babe4)","url":"https://github.com/TheGh0stShip/BattleTanx-Global-Assault/commit/82babe4beaa761f7806b5b41437eb197292f76d3"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/TheGh0stShip/BattleTanx-Global-Assault/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TheGh0stShip/BattleTanx-Global-Assault"}],"media":[{"kind":"video","label":"Playable native PC port demonstration (linked by the decompilation README)","url":"https://www.youtube.com/watch?v=PrhwXBr1qJI","preview_url":"https://img.youtube.com/vi/PrhwXBr1qJI/maxresdefault.jpg","source_url":"https://github.com/TheGh0stShip/BattleTanx-Global-Assault/blob/82babe4beaa761f7806b5b41437eb197292f76d3/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2689224,"Python":979520,"Shell":319525,"Assembly":107567,"Makefile":2662},"source_url":"https://api.github.com/repos/TheGh0stShip/BattleTanx-Global-Assault/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 2,689,224 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"battletanx-global-assault-vita-recomp","title":"BattleTanx: Global Assault PlayStation Vita Recompilation","game":"BattleTanx: Global Assault","platform":"Nintendo 64 → PlayStation Vita","kind":"Recompilation","status":"The README describes an in-progress Vita port and a build that packages VitaTanxGA-recomp.vpk from a supported USA Rev 0 ROM. Full-campaign validation and supervised physical-Vita testing remain outstanding.","summary":"Translates the N64 retail program to C and compiles it with a Vita-native N64 runtime and renderer rather than recreating individual scenes in a new engine. The project documents its supported ROM, VitaSDK build, and VPK output.","project_url":"https://github.com/TheGh0stShip/VitaTanxGA","updated":"2026-10-16","strategy":"Static N64 program translation to C with a Vita hardware runtime","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita VPK; hardware validation outstanding","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/TheGh0stShip/VitaTanxGA"},{"label":"Vita port implementation notes","url":"https://github.com/TheGh0stShip/VitaTanxGA/blob/main/docs/VITA_PORT.md"},{"label":"Current primary README","url":"https://github.com/TheGh0stShip/VitaTanxGA/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: GPL-3.0)","url":"https://api.github.com/repos/TheGh0stShip/VitaTanxGA"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/TheGh0stShip/VitaTanxGA/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":258406,"C++":120308,"Python":108050,"CMake":10565,"Makefile":7961,"PowerShell":5372,"Shell":5258},"source_url":"https://api.github.com/repos/TheGh0stShip/VitaTanxGA/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battletanx-global-assault-n64-pc-recomp","title":"BattleTanx: Global Assault Recompiled","game":"BattleTanx: Global Assault","platform":"Nintendo 64 USA → Windows PC (Linux/Steam Deck build not verified in captured README; Android planned)","kind":"Recompilation","status":"Super beta; README says tested on Windows 10. Android is planned, not reported ready.","summary":"Native PC port of the N64 game using N64Recomp, N64ModernRuntime and RT64. User must provide a USA ROM (SHA-1 `08A9037488C47D1E26CE6F709955639E9F0F0BB8`); no game data included. Project-owned code is GPL-3.0.","project_url":"https://github.com/wootbeer/btgarecomp","updated":"2026-10-16","strategy":"N64Recomp static recompilation with N64ModernRuntime and RT64","language":"","source_available":"Public source repository (GPL-3.0); user supplies ROM locally, no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/wootbeer/btgarecomp"},{"label":"Official GitHub Languages API (repository byte map, verified 2026-10-16)","url":"https://api.github.com/repos/wootbeer/btgarecomp/languages"}],"media":[{"kind":"video","label":"BattleTanx: Global Assault (1999 N64) recompiled and ported demo","url":"https://www.youtube.com/watch?v=M_FX5GtOARQ","preview_url":null,"source_url":"https://github.com/wootbeer/btgarecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":152567,"Python":33747,"CMake":33678,"C":15166,"Linker Script":11493,"Java":9214,"PowerShell":5752,"Shell":3204,"BitBake":2956,"Makefile":1173},"source_url":"https://api.github.com/repos/wootbeer/btgarecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 152,567 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"battlezone-atari-arcade-disassembly-c-port","title":"Battlezone (Atari Arcade) Disassembly and C Port","game":"Battlezone","platform":"Atari arcade (6502, vector hardware; 1980)","kind":"Decompilation","status":"Complete playable 1:1 C port with byte-exact program/vector disassembly; the project includes an emulator twin and call-by-call verification.","summary":"A reconstructed Battlezone program and vector-ROM listing plus a cycle-counted C11 port that models the vector hardware and mathbox.","project_url":"https://github.com/tcottrill/BattleZone-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Byte-exact assembly recovery plus cycle-counted routine-level C translation.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/BattleZone-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6498073,"Assembly":355130,"Python":340832,"C++":155909,"HTML":73768,"Batchfile":15080},"source_url":"https://api.github.com/repos/tcottrill/BattleZone-Full-Disassembly-and-C-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 6,498,073 bytes of C as the largest total (87.4% of 7,438,792 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"battlezone-rise-black-dogs-n64-pc-recomp","title":"Battlezone: Rise of the Black Dogs Recompiled","game":"Battlezone: Rise of the Black Dogs","platform":"Nintendo 64 USA → Windows / Linux / Steam Deck PC","kind":"Recompilation","status":"Beta; README reports testing on Windows and Linux, and documents an AppImage for Linux/Steam Deck.","summary":"Native PC port statically recompiles the N64 executable with N64Recomp and N64ModernRuntime and renders through RT64. Requires the user’s own USA ROM (SHA-1 `CDD1D1DEC9763CE6B7B1A70668EFFCEAD0A185A0` for `.n64`, `85B4FEBBE6FBD1ECFC883905E43E68E7188C44F9` for `.z64`); no game data included. Project code is GPL-3.0.","project_url":"https://github.com/wootbeer/bzrecomp","updated":"2026-10-16","strategy":"N64Recomp static recompilation with N64ModernRuntime and RT64","language":"","source_available":"Public source repository (GPL-3.0); user supplies ROM locally, no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/wootbeer/bzrecomp"},{"label":"Official GitHub Languages API (repository byte map, verified 2026-10-16)","url":"https://api.github.com/repos/wootbeer/bzrecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":183884,"Python":50367,"CMake":28700,"C":12828,"PowerShell":9754,"Shell":5672,"Linker Script":3039,"Makefile":1455},"source_url":"https://api.github.com/repos/wootbeer/bzrecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 183,884 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bakugan-battle-brawlers-xbox360-linux-recomp","title":"BB Recomp","game":"Bakugan Battle Brawlers (2009, Xbox 360; exact regional edition unspecified)","platform":"Xbox 360 → Linux x86-64 (first target)","kind":"Recompilation","status":"Early work in progress. The README reports input and audio working, warns to expect crashes and unfinished features, and says the maintainer has not tested far into the game. There is no prebuilt release.","summary":"A Linux-first native PC recompilation of the 2009 Xbox 360 game, with an accessibility goal and user-provided game files.","project_url":"https://github.com/realamethyst/bb-recomp","updated":"2026-10-16","strategy":"Static recompilation to a native Linux PC build","language":"","source_available":"Public source repository only; no prebuilt release. Building and playing require user-supplied game files. BSD-3-Clause applies to project code and documentation, not the original game or assets.","first_found":"2026-10-16","project_started":"2026-10-13","programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/realamethyst/bb-recomp/blob/main/README.md"},{"label":"Linux build guide and user-supplied game-file requirement","url":"https://github.com/realamethyst/bb-recomp/blob/main/docs/building.md"},{"label":"Project license","url":"https://github.com/realamethyst/bb-recomp/blob/main/LICENSE"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/realamethyst/bb-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":815432,"Python":259853,"CMake":11559,"C":4104},"source_url":"https://api.github.com/repos/realamethyst/bb-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 815,432 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-bbcbridgecompanion-mister","title":"BBC Bridge Companion MiSTer FPGA Core","game":"BBC Bridge Companion","platform":"BBC Bridge Companion on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for BBC Bridge Companion on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/BBCBridgeCompanion_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/BBCBridgeCompanion_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/BBCBridgeCompanion_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/BBCBridgeCompanion_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/BBCBridgeCompanion_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4503047,"C":1159831,"Verilog":503828,"SystemVerilog":238651,"VHDL":110553,"Tcl":22648,"Makefile":15683,"Batchfile":741,"Shell":433},"source_url":"https://api.github.com/repos/MiSTer-devel/BBCBridgeCompanion_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,503,047 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-bbcmicro-mister","title":"BBC Micro Model B and Master 128K MiSTer FPGA Core","game":"BBC Micro Model B and Master 128K","platform":"BBC Micro Model B and Master 128K on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-08-30.","summary":"FPGA system-emulation core for BBC Micro Model B and Master 128K on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/BBCMicro_MiSTer","updated":"2026-08-30","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/BBCMicro_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/BBCMicro_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/BBCMicro_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/BBCMicro_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":580850,"Verilog":415115,"SystemVerilog":155748,"Tcl":22885,"Batchfile":3295},"source_url":"https://api.github.com/repos/MiSTer-devel/BBCMicro_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 580,850 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-hchunhui-bbgmsc","title":"BBG Multimedia Student Computer Emulator","game":"BBG Multimedia Student Computer / Floppy Disk One","platform":"Web browser demo; repository also contains C emulator implementation","kind":"Emulator","status":"Public minimal emulator with hosted browser demo; no GitHub release was listed; source repository was last pushed 2026-07-06.","summary":"Minimal emulator for the Chinese BBG Multimedia Student Computer (步步高多媒体学生电脑 / 软驱一号), with a hosted browser demo. README links separate ROM/floppy images and documents GPLv3 for the whole project.","project_url":"https://github.com/hchunhui/bbgmsc","updated":"2026-07-06","strategy":"Computer emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Computer emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/hchunhui/bbgmsc"},{"label":"GitHub release history","url":"https://github.com/hchunhui/bbgmsc/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/hchunhui/bbgmsc/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/hchunhui/bbgmsc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":153865,"JavaScript":9115,"HTML":2163,"Makefile":906},"source_url":"https://api.github.com/repos/hchunhui/bbgmsc/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 153,865 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bbhost","title":"bbhost","game":"Bloodborne","platform":"PlayStation 4 → Windows, Linux / Vulkan","kind":"API Translation","status":"Experimental; v0.2.18 was released 2026-10-10. The maintainer reports Bloodborne 1.09 playable through Windows/Linux world areas and bosses; the renderer remains hybrid with PM4/compute work and known GPU hangs/hitches.","summary":"Loads Bloodborne's original ELF, runs its x86-64 game code directly on the host CPU, binds PS4 imports to PC implementations, and uses SDL3/Vulkan/FFmpeg/ATRAC9 host services. Graphics are in transition: engine-level draws, post-processing and most shaders are native Vulkan/SPIR-V; compute dispatches and some commands still use a PM4 command processor. The project also rewrites selected game functions as source. Compatibility caveat: README says playable on Windows and Linux through world areas, bosses and online sessions. It lists known issues including some GPU hangs, shader/compute work still on the command processor, first-visit pipeline hitches, and summons that may need retrying. Performance varies considerably by GPU; compatibility is one title only.","project_url":"https://github.com/droogie/bbhost","updated":"2026-10-15","strategy":"Console-to-desktop compatibility and graphics translation","language":"","source_available":"Public project repository; license status is documented in the evidence","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific console compatibility / API layer (hybrid graphics path)","target_type":"Game","sources":[{"label":"Maintainer README and compatibility caveats","url":"https://github.com/droogie/bbhost"},{"label":"Project documentation","url":"https://github.com/droogie/bbhost/releases"},{"label":"Project documentation","url":"https://github.com/droogie/bbhost/blob/master/docs/building.md"},{"label":"Maintainer v0.2.18 release (2026-10-10)","url":"https://github.com/droogie/bbhost/releases/tag/v0.2.18"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/droogie/bbhost"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9542733,"Python":531365,"C":321947,"Shell":134711,"CMake":42448,"PowerShell":5569,"GLSL":2870,"Batchfile":1618},"source_url":"https://api.github.com/repos/droogie/bbhost/languages","evidence":"GitHub REST repository Languages endpoint reports 9,542,733 bytes of C++ out of 10,583,261 measured source bytes (90.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bbport","title":"bbport","game":"Bloodborne","platform":"PlayStation 4 → Linux / Vulkan","kind":"API Translation","status":"Experimental playable; current renderer is shadPS4-derived PM4 processing; direct GNM-to-Vulkan translation is a stated next step.","summary":"Game-specific experimental Bloodborne runtime for Linux that runs the PS4 x86-64 game code on the host, reimplements selected services, and currently renders through shadPS4-derived PM4 processing with Vulkan shader recompilation. Direct GNM-call-to-Vulkan translation is described as future work.","project_url":"https://github.com/Yharnam-Hunters/bbport","updated":"2026-10-07","strategy":"Console-to-desktop compatibility and graphics translation","language":"","source_available":"Public project repository; license status is documented in the evidence","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific console compatibility (PM4/GPU-emulation path; direct API translation planned)","target_type":"Game","sources":[{"label":"Maintainer README and graphics roadmap","url":"https://github.com/Yharnam-Hunters/bbport"},{"label":"Maintainer release history","url":"https://github.com/Yharnam-Hunters/bbport/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Yharnam-Hunters/bbport"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4391268,"C":703415,"Python":221605,"Shell":51895,"CMake":14322,"Nix":7548,"Perl":4885,"GLSL":3992},"source_url":"https://api.github.com/repos/Yharnam-Hunters/bbport/languages","evidence":"GitHub REST repository Languages endpoint reports 4,391,268 bytes of C++ out of 5,398,930 measured source bytes (81.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bcm5719-cleanroom-firmware-reimplementation","title":"BCM5719 Firmware Reimplementation","game":"Broadcom BCM5719 Ethernet controller firmware","platform":"Broadcom BCM5719 NIC firmware; tested on Raptor Computing Talos II and Blackbird systems. Linux build and firmware utilities are documented.","kind":"Reimplementation","status":"In development. The README reports working NC-SI network traffic and BMC-to-network communication; stage1/stage2 testing is minimal and Wake-on-LAN has not started. The latest GitHub release found is v0.6.12 (2021-06-16); source changes continued through 2026-08-02. Support beyond Talos II and Blackbird is unverified.","summary":"A clean-room BCM5719 firmware implementation based on the Ortega specification. The maintainer documents functional MII and NVRAM libraries, stage1/stage2 firmware, an APE NC-SI handler, and flashing/debug utilities, with significant testing and feature work still open.","project_url":"https://github.com/meklort/bcm5719-fw","updated":"2026-10-16","strategy":"Clean-room implementation of the BCM5719 MIPS stage1/stage2 and APE firmware based on the Ortega specification.","language":"","source_available":"Public BSD-3-Clause source and build instructions; the project also publishes fwupd firmware packages. Building requires a custom LLVM/Clang toolchain, and Linux is documented for host utilities.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Broadcom BCM5719 network-interface firmware","target_type":"Software","sources":[{"label":"Maintainer README: clean-room method, tested hardware, status, and build requirements","url":"https://github.com/meklort/bcm5719-fw#readme"},{"label":"Latest GitHub release found","url":"https://github.com/meklort/bcm5719-fw/releases/tag/v0.6.12"},{"label":"Project license","url":"https://github.com/meklort/bcm5719-fw/blob/main/LICENSE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/meklort/bcm5719-fw"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/meklort/bcm5719-fw/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3216262,"C++":941117,"Makefile":182316,"CMake":129238,"Shell":46498,"Assembly":10396,"Groovy":4598,"HTML":2651,"CSS":1818,"M4":480,"Python":265},"source_url":"https://api.github.com/repos/meklort/bcm5719-fw/languages","evidence":"Official GitHub REST Languages API byte counts; C is the largest category in this repository snapshot. This repository-wide byte signal includes both firmware and host-side utilities.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bearbirdpad-banjo-kazooie-ios","title":"BearBirdPad: Banjo-Kazooie for iOS/iPadOS","game":"Banjo-Kazooie","platform":"Nintendo 64 → iOS/iPadOS 16+ (arm64; iPhone and iPad)","kind":"Recompilation","status":"Developer preview. The latest tagged release is v0.2.3 (2026-10-04) and contains a PadMint build recipe plus SHA256SUMS, not an app binary. The README documents physical iPhone and iPad testing, native Metal gameplay, touch controls, ROM import, and save transfer/reload; it also lists some device/controller acceptance work as open. A legally obtained matching U.S. ROM is required.","summary":"A native iOS/iPadOS app integration for Banjo: Recompiled, with Metal rendering, Files-based ROM import, configurable touch layouts, controller support, and saves. It integrates a game-specific static recompilation rather than emulating the Nintendo 64; the user supplies the matching U.S. ROM and no game data is included.","project_url":"https://github.com/chrissotraidis/bearbirdpad","updated":"2026-10-16","strategy":"Integrates Banjo: Recompiled's static game-code translation with a native UIKit/Metal app, Files import, touch controls, controller support, and save handling.","language":"","source_available":"Public integration source. The maintainer says BearBirdPad-owned code is GPL-3.0-or-later; upstream and game material retain their own rights. The latest release publishes a PadMint recipe and checksums, and the user must supply the matching ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C++","subtype":"Native iOS/iPadOS integration of a Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: iOS/iPadOS support, tested devices, ROM requirement, app features, and license scope","url":"https://github.com/chrissotraidis/bearbirdpad"},{"label":"Latest tagged release v0.2.3 (2026-10-04); release assets are the PadMint recipe and checksums","url":"https://github.com/chrissotraidis/bearbirdpad/releases/tag/v0.2.3"},{"label":"BearBirdPad license file","url":"https://github.com/chrissotraidis/bearbirdpad/blob/main/LICENSE"},{"label":"Maintainer rights and third-party license notes","url":"https://github.com/chrissotraidis/bearbirdpad/blob/main/RIGHTS_AND_LICENSES.md"},{"label":"Upstream Banjo-Kazooie static-recompilation project integrated by BearBirdPad","url":"https://github.com/BanjoRecomp/BanjoRecomp"},{"label":"Official GitHub repository-language byte totals retrieved 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/bearbirdpad/languages"},{"label":"Current primary README","url":"https://github.com/chrissotraidis/bearbirdpad/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/chrissotraidis/bearbirdpad"}],"media":[{"kind":"image","label":"Banjo-Kazooie running on a physical iPad with BearBirdPad touch controls","url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-gameplay.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-gameplay.jpg","source_url":"https://github.com/chrissotraidis/bearbirdpad","discovered_on":"2026-10-16"},{"kind":"image","label":"Banjo speaking with Nipper while the iPad touch controls remain visible","url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-dialogue.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-dialogue.jpg","source_url":"https://github.com/chrissotraidis/bearbirdpad","discovered_on":"2026-10-16"},{"kind":"image","label":"Banjo and Kazooie flying over Treasure Trove Cove on iPad","url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-flight.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-flight.jpg","source_url":"https://github.com/chrissotraidis/bearbirdpad","discovered_on":"2026-10-16"},{"kind":"image","label":"Banjo and Kazooie swimming underwater on iPad","url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-underwater.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-underwater.jpg","source_url":"https://github.com/chrissotraidis/bearbirdpad","discovered_on":"2026-10-16"},{"kind":"image","label":"Banjo and Kazooie using Talon Trot with iPad touch controls","url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-talon-trot.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/bearbirdpad/main/docs/readme/bearbirdpad-ipad-talon-trot.jpg","source_url":"https://github.com/chrissotraidis/bearbirdpad","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":76099,"Shell":34693,"C++":28219,"Python":7582,"CMake":6276,"C":811},"source_url":"https://api.github.com/repos/chrissotraidis/bearbirdpad/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"beebem","title":"BeebEm","game":"Acorn BBC Micro and Master computers","platform":"Windows","kind":"Emulator","status":"Active","summary":"A BBC Micro and Master-series emulator supporting common machine models, coprocessors, and peripherals used by games and educational software.","project_url":"https://github.com/stardot/beebem-windows","updated":"2025-08-18","strategy":"BBC Micro hardware emulation with optional second processors, disk controllers, and other peripherals.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"BBC Micro computer emulator for Windows","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/stardot/beebem-windows"},{"label":"Project homepage","url":"https://www.mkw.me.uk/beebem/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/stardot/beebem-windows"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2082294,"C":1294955,"HTML":169319,"Inno Setup":33091,"Perl":7234,"CSS":1427,"VBScript":201},"source_url":"https://api.github.com/repos/stardot/beebem-windows/languages","evidence":"GitHub's official Languages REST endpoint reports 2,082,294 bytes of C++ as the largest total (58.0% of 3,588,521 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"beetle-adventure-racing-recomp","title":"Beetle Adventure Racing Recomp","game":"Beetle Adventure Racing","platform":"Nintendo 64 → Windows x64 (released); Linux build in progress and unreleased; macOS untested","kind":"Recompilation","status":"Latest release v0.4.2-alpha (2026-09-20) is marked early and lightly tested. Its release notes list an intermittent startup crash and a race-exit freeze; Linux is in progress and unreleased, and macOS is untested.","summary":"Static recompilation using N64Recomp and librecomp; the README says the game is playable.","project_url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (AGPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/danielgomesvieira2000/beetle-adventure-racing-recomp"},{"label":"GitHub v0.4.2-alpha release (asset list and release notes)","url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp/releases/tag/v0.4.2-alpha"},{"label":"Maintainer README (platform and Linux build status)","url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp#readme"}],"media":[],"links":[{"kind":"release","label":"Beetle Adventure Racing Recomp releases","url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp/releases","source_url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp","notes":"README links the releases page."},{"kind":"docs","label":"Beetle Adventure Racing technical documentation","url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp/blob/main/docs/technical/README.md","source_url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp","notes":"README links the technical documentation index."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5540,"C":3220,"GLSL":390,"Python":320,"HTML":210,"Assembly":100,"Other":220},"source_url":"https://github.com/danielgomesvieira2000/beetle-adventure-racing-recomp","evidence":"GitHub Languages panel reported C++ 55.4%, C 32.2%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bellpad-animal-crossing-ios","title":"BellPad: Animal Crossing iOS Port","game":"Animal Crossing","platform":"Nintendo GameCube → Apple Silicon macOS and iOS/iPadOS 17+ (ARM64)","kind":"Decompilation","status":"Experimental PadMint source build; game import has been tested in simulator and a physical iPad build installed/save preparation was checked, but physical gameplay acceptance is not documented. No public IPA.","summary":"iOS/iPadOS native port built on the Animal Crossing PC port and GameCube decompilation, with Metal and touch input. Evidence covers simulator game-data import and physical iPad installation/save setup, not verified physical gameplay.","project_url":"https://github.com/chrissotraidis/bellpad","updated":"2026-10-15","strategy":"Decompilation-based native port with iOS/Metal app integration","language":"","source_available":"Public source repository and reproducible build recipe; no store-distributed app. Users supply legally obtained supported game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C++","subtype":"PadMint-built Apple mobile frontend","target_type":"Game","sources":[{"label":"Project README: method and iPad build status","url":"https://github.com/chrissotraidis/bellpad"},{"label":"Project releases and build status","url":"https://github.com/chrissotraidis/bellpad/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/bellpad"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/chrissotraidis/bellpad/blob/main/README.md"},{"label":"GitHub Languages API — Objective-C++: 177,087 bytes (59.08% of 299,728 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/bellpad/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"C":6735,"C++":39044,"CMake":2321,"Objective-C":5283,"Objective-C++":177087,"Python":16502,"Shell":52756},"source_url":"https://api.github.com/repos/chrissotraidis/bellpad/languages","evidence":"Objective-C++: 177,087 bytes (59.08% of 299,728 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ben-10-omniverse-ps3-macos-recomp","title":"Ben 10 Omniverse PS3 macOS Static Recompilation","game":"Ben 10 Omniverse (PS3 BLUS31017 v01.00)","platform":"PlayStation 3 (BLUS31017 v01.00) → Apple Silicon macOS arm64","kind":"Recompilation","status":"The README reports boot, logos, intro videos, title/front-end, New Game and the first training level with walking, dialogue and HUD; later levels are unverified. Audio and controllers work, with 27–59 fps observed on a fanless MacBook Air M5 depending on load. A clean build from this repository alone is not possible because its engine fork is not public.","summary":"A native Apple Silicon port that statically recompiles the PS3 PPU and SPU code to C/C++ and uses Metal, VideoToolbox and CoreAudio. The repository contains no game code or assets; the cited private runtime fork limits reproducibility from this repo alone.","project_url":"https://github.com/andrebrumdev/ben10-omniverse-recomp","updated":"2026-10-16","strategy":"Static PPU/SPU recompilation to native C/C++ with a Metal renderer and native video/audio services","language":"","source_available":"Public game-specific source and build notes; the required PS3 game dump is user supplied. The README says the engine fork needed for a clean build is not public; no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Game-specific PS3 native port; private runtime dependency","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/andrebrumdev/ben10-omniverse-recomp"},{"label":"Maintainer README: implementation, status and build limitation","url":"https://github.com/andrebrumdev/ben10-omniverse-recomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"C":42178,"C++":38206,"Python":115374,"Shell":26409},"source_url":"https://api.github.com/repos/andrebrumdev/ben10-omniverse-recomp/languages","evidence":"GitHub’s official Languages API reports C: 42,178 bytes, C++: 38,206 bytes, Python: 115,374 bytes, Shell: 26,409 bytes. Python is the largest repository-wide byte total; this reflects committed tooling and measurement code, not the language of the generated PS3 game code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bermuda-syndrome-android-reborn","title":"Bermuda Reborn Android Port","game":"Bermuda Syndrome (1995)","platform":"Windows PC → Android (arm64-v8a, armeabi-v7a, x86_64)","kind":"Reimplementation","status":"Latest public release v1.0.4 (2026-06-22) includes an APK. The README describes a native SDL2 Android engine, touch controls, gamepad support, and user-supplied game data; it documents one cheat-related issue and does not name a tested device matrix.","summary":"Android port of Gregory Montoir's reverse-engineered Bermuda Syndrome engine recreation, built as a native SDL2 library with a Kotlin application shell, touch overlay, controller support, and local import of user-owned game data. The repository and APK omit the game assets.","project_url":"https://github.com/RealTommyGreen/Bermuda-Reborn","updated":"2026-10-16","strategy":"Native SDL2 Android port of a reverse-engineered engine recreation; Kotlin handles Android UI, storage import, touch and controller integration.","language":"","source_available":"Public source repository. The README says the upstream reverse-engineered engine has no known license; Android-specific additions are offered for non-commercial preservation use. Game assets are excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native Android source port","target_type":"Game","sources":[{"label":"Project README, architecture and target details","url":"https://github.com/RealTommyGreen/Bermuda-Reborn/blob/Reborn/README.md"},{"label":"Android release v1.0.4","url":"https://github.com/RealTommyGreen/Bermuda-Reborn/releases/tag/v1.0.4"},{"label":"Project license notice","url":"https://github.com/RealTommyGreen/Bermuda-Reborn/blob/Reborn/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":376173,"C":219660,"Java":206033,"Kotlin":191074,"HTML":31195,"CMake":2631,"Makefile":1341},"source_url":"https://api.github.com/repos/RealTommyGreen/Bermuda-Reborn/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total; the complete repository-wide byte map is preserved. This is not a measure of Android-only code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"betrayal-at-krondor-dos-source-reconstruction","title":"Betrayal at Krondor DOS Source Reconstruction","game":"Betrayal at Krondor (DOS releases 1.00 and 1.02)","platform":"MS-DOS (1993 floppy release 1.00 and 1994 CD-ROM release 1.02)","kind":"Decompilation","status":"The maintainer README reports a full byte-match against both shipped DOS releases. The latest listed GitHub release is toolchain-v1 (2026-07-21). Maintainer says source still contains decompilation artifacts, baked-in constants, and incorrect names; the project does not add modern-system support or modify the game.","summary":"Reverse-engineered reconstruction of the original DOS game source. The repository does not include original game data; a user-supplied copy is needed to build a runnable binary or use the asset viewer.","project_url":"https://github.com/canassa/betrayal-at-krondor","updated":"2026-10-16","strategy":"Reverse-engineered DOS source reconstruction with byte-identical builds","language":"","source_available":"Public reconstructed source and build tools. The repository LICENSE says MIT applies to original repository work; GitHub repository metadata reports NOASSERTION. The maintainer explicitly says the reconstructed source is a reverse-engineered derivative and the repository grants no rights to third-party game code/data/assets; no original game data files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"MS-DOS x86 source reconstruction; byte-identical rebuilds of two released versions","target_type":"Game","sources":[{"label":"Maintainer README: reconstruction method, exact DOS releases, byte-match claim, unfinished cleanup, no modern support, data and rights caveat","url":"https://github.com/canassa/betrayal-at-krondor#readme"},{"label":"Latest listed release: toolchain-v1, published 2026-07-21","url":"https://github.com/canassa/betrayal-at-krondor/releases/tag/toolchain-v1"},{"label":"Repository LICENSE (MIT statement for original repository work)","url":"https://github.com/canassa/betrayal-at-krondor/blob/master/LICENSE"},{"label":"GitHub repository metadata: active/non-archived state, push/update timestamps, API license classification","url":"https://api.github.com/repos/canassa/betrayal-at-krondor"},{"label":"GitHub Languages API byte totals; the only source for the exact language list above","url":"https://api.github.com/repos/canassa/betrayal-at-krondor/languages"},{"label":"Reddit r/decomps discussion that linked the repository (discovery lead only)","url":"https://www.reddit.com/r/decomps/comments/1x23j4c/how_do_i_trick_claude_into_starting_a_decomp/"},{"label":"Second recent r/decomps thread/comment linking the same repository (duplicate social hit)","url":"https://www.reddit.com/r/decomps/comments/1x45bgg/how_long_does_decompilation_take/"},{"label":"Recomp directory entry for the same repository; duplicate directory discovery, not a source for implementation claims","url":"https://www.recompsoftware.com/p/betrayal-at-krondor/"},{"label":"Game-project review: identity and method","url":"https://github.com/canassa/betrayal-at-krondor/blob/master/README.md#L5-L13"},{"label":"Game-project review: target platforms","url":"https://github.com/canassa/betrayal-at-krondor/blob/master/README.md#L13-L20"},{"label":"Game-project review: license","url":"https://github.com/canassa/betrayal-at-krondor/blob/master/README.md#L47-L59"},{"label":"Game-project review: latest release","url":"https://api.github.com/repos/canassa/betrayal-at-krondor/releases?per_page=1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4319860,"C":2161878,"JavaScript":562615,"Python":119248,"HTML":39204,"Makefile":36183,"Nix":2628,"Shell":10},"source_url":"https://api.github.com/repos/canassa/betrayal-at-krondor/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"big-brain-academy-wii-degree-decomp","title":"Big Brain Academy: Wii Degree Decompilation","game":"Big Brain Academy: Wii Degree","platform":"Nintendo Wii","kind":"Decompilation","status":"The maintainer describes this as a work-in-progress matching decompilation. The README does not identify a supported disc revision or describe progress; no release is listed, and the latest reported push is 2025-06-11.","summary":"A matching decompilation project for Big Brain Academy: Wii Degree. Public source includes game-specific C/C++ implementation files; the brief README does not provide a supported build ID or further maturity details.","project_url":"https://github.com/vabold/bba-wd","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; the README does not specify the game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Wii decompilation","target_type":"Game","sources":[{"label":"Maintainer README and WIP project statement","url":"https://github.com/vabold/bba-wd#readme"},{"label":"Official GitHub repository metadata and matching-decompilation description","url":"https://api.github.com/repos/vabold/bba-wd"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/vabold/bba-wd/releases"},{"label":"Current primary README","url":"https://github.com/vabold/bba-wd/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vabold/bba-wd/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":99725,"C++":76576,"C":32344},"source_url":"https://api.github.com/repos/vabold/bba-wd/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"exploding-lips-big-lips-cross-platform-port","title":"Big Lips (Exploding Lips Source Port)","game":"Exploding Lips (1999, also called G.O.D.D.)","platform":"Original PC game data → Windows, Linux, macOS, Steam Deck and web","kind":"Reimplementation","status":"Active source-port development. The README reports that every shipped level loads and its scripts, doors, lifts, switches and bots are tested against original game data; the hidden catacombs are fully playable. It does not claim the full game is complete.","summary":"A clean-room Rust engine and source port that loads the user’s copy of Exploding Lips and supports faithful or remastered presentation. No original game code or assets are included in the repository.","project_url":"https://github.com/Floproast500/exploding-lips","updated":"2026-10-16","strategy":"Clean-room Rust game-engine reimplementation driven by the original game’s files and observed behavior.","language":"","source_available":"Public source repository; the README says original game files are not included and must be supplied by the user or installer.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Cross-platform clean-room source port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/Floproast500/exploding-lips#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/Floproast500/exploding-lips/commit/baef437f84da2a861b18cd93dd73a962aaa7c88e"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/Floproast500/exploding-lips/languages"},{"label":"Current primary README","url":"https://github.com/Floproast500/exploding-lips/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Floproast500/exploding-lips"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1358082,"Python":90567,"WGSL":26274,"Java":10742,"HTML":7824,"C":5916,"Shell":5337,"JavaScript":4106,"Inno Setup":2365},"source_url":"https://api.github.com/repos/Floproast500/exploding-lips/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bigpemu-atari-jaguar","title":"BigPEmu","game":"All compatible Atari Jaguar and Jaguar CD software","platform":"Atari Jaguar (1993) and Jaguar CD","kind":"Emulator","status":"Active; current public release 1.221","summary":"Proprietary Jaguar emulator by Rich Whitehouse with broad retail-library compatibility and Windows/Linux builds. The developer explicitly says the source cannot be released because of contractual obligations.","project_url":"https://www.richwhitehouse.com/jaguar/","updated":"2026-10-16","strategy":"Software emulation of Jaguar and Jaguar CD hardware; developer reports using public documentation and physical hardware.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Atari Jaguar and Jaguar CD emulator","target_type":"Software","sources":[{"label":"Official downloads and current release","url":"https://www.richwhitehouse.com/jaguar/index.php?content=download"},{"label":"Developer FAQ on source availability and project origins","url":"https://www.richwhitehouse.com/jaguar/index.php?content=faq"},{"label":"Official project source confirms emulator type and target","url":"https://www.richwhitehouse.com/jaguar/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.richwhitehouse.com/jaguar/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"billy-frontier-classic-mac-source-port","title":"Billy Frontier modern port","game":"Billy Frontier (2003)","platform":"Original PowerPC Mac game → macOS, Windows, and Linux","kind":"Reimplementation","status":"The latest listed release is v1.1.1. The README says the original game was released for PowerPC Macs in 2003, lists modern macOS, Windows, and Linux builds, and confirms the port was rereleased with Pangea Software permission.","summary":"Modern cross-platform source port of Pangea Software's 2003 PowerPC Mac game. It publishes macOS, Windows, and Linux builds, with current changes including macOS Retina display fixes. The project does not claim to translate or run the original Mac binary.","project_url":"https://github.com/jorio/BillyFrontier","updated":"2026-10-16","strategy":"Modern cross-platform source port of the original PowerPC Mac game","language":"","source_available":"Public source repository; port rereleased with Pangea Software permission","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Classic Mac game source port","target_type":"Game","sources":[{"label":"Billy Frontier README: original platform, supported builds, source build path, and Pangea permission","url":"https://github.com/jorio/BillyFrontier#readme"},{"label":"Billy Frontier v1.1.1 release: current fixes and Retina display behavior","url":"https://github.com/jorio/BillyFrontier/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1202154,"C++":287390,"Python":19036,"CMake":12084,"Rez":2080,"Shell":1339},"source_url":"https://api.github.com/repos/jorio/BillyFrontier/languages","evidence":"Official GitHub repository Languages endpoint byte counts; the predominant language is the largest reported total. These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bird-and-beans-wii-port","title":"Bird & Beans / Pyoro Wii Port","game":"Bird & Beans / Pyoro","platform":"Nintendo DS / DSiWare → Wii","kind":"Reimplementation","status":"Native Wii homebrew port with both games and controller support documented; requires user-provided DSiWare game data.","summary":"Wii implementation of the DS/DSiWare games using native code and assets supplied by the user; the maintainer does not describe it as a decompilation or recompilation.","project_url":"https://github.com/cmyksoda/Bird-and-Beans-GX","updated":"2026-10-15","strategy":"Native game port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/cmyksoda/Bird-and-Beans-GX"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/cmyksoda/Bird-and-Beans-GX"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":153645,"C++":103164,"Python":2614,"Makefile":2472},"source_url":"https://api.github.com/repos/cmyksoda/Bird-and-Beans-GX/languages","evidence":"GitHub's official Languages REST endpoint reports 153,645 bytes of C as the largest total (58.7% of 261,895 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sailor-moon-gb-english","title":"Bishoujo Senshi Sailor Moon (Game Boy) English and Hidden Features Patch","game":"Bishoujo Senshi Sailor Moon","platform":"Game Boy","kind":"Fan Localization","status":"Maintainer v1.1.1 release published 2026-08-26. This maintenance update fixes two action-stage defeat bugs; the v1.1 English text, graphics, and features remain unchanged.","summary":"Japanese-to-English Game Boy fan translation and feature patch. The maintainer publishes a BPS patch for a clean 128 KiB Japanese ROM; no copyrighted game ROM is distributed.","project_url":"https://github.com/TangoBunny/GB-Sailor-Moon-English/releases/tag/v1.1.1","updated":"2026-10-16","strategy":"Game-specific text, graphics, and gameplay-feature fan patch","language":"English","source_available":"Public v1.1.1 ZIP release; repository patch README documents the freely distributable BPS and requires a user-supplied Japanese ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v1.1.1 release","url":"https://github.com/TangoBunny/GB-Sailor-Moon-English/releases/tag/v1.1.1"},{"label":"Maintainer repository and BPS README","url":"https://github.com/TangoBunny/GB-Sailor-Moon-English"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/TangoBunny/GB-Sailor-Moon-English/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"sailor-moon-pcecd-english-translation","title":"Bishoujo Senshi Sailor Moon (PC Engine CD) English Translation","game":"Bishoujo Senshi Sailor Moon","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"Version 1.1 English patch is released; it includes subtitles for audio-only scenes and songs and a separate honorifics edition.","summary":"An English fan translation of the PC Engine CD visual novel, with subtitles for voice-only content and an alternate terminology edition.","project_url":"https://github.com/suppertails66/bssmpcetools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original disc image","language":"English","source_available":"Public source materials and patch release; requires a user-supplied original game disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/bssmpcetools"},{"label":"Maintainer translation page, v1.1 patch and editions","url":"https://stargood.org/trans/bssm_pcecd.php"},{"label":"GitHub Languages API — C++: 631,456 bytes (83.19% of 759,091 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/bssmpcetools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":16235,"C++":631456,"Makefile":2481,"Shell":108919},"source_url":"https://api.github.com/repos/suppertails66/bssmpcetools/languages","evidence":"C++: 631,456 bytes (83.19% of 759,091 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bittrip-complete-wii-decomp","title":"BIT.TRIP COMPLETE Wii Decompilation","game":"BIT.TRIP COMPLETE (Wii)","platform":"Nintendo Wii (Game ID SVTEXS; region not specified in the README)","kind":"Decompilation","status":"The README documents configuration and build from a user-supplied Wii disc image; project completion and matching progress are not stated.","summary":"A Wii decompilation of the BIT.TRIP COMPLETE compilation. The maintainer says the same repository also covers the individual BIT.TRIP WiiWare entries in effect; this batch records the compilation once because separate entry build targets are not enumerated in the README.","project_url":"https://github.com/Fatih120/bittrip","updated":"2026-10-15","strategy":"DTK-based source decompilation; matching status is not stated","language":"","source_available":"Public source repository; a user-supplied Wii disc image with Game ID SVTEXS is required to configure and build. The README says game assets and assembly are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Wii compilation; the repository also refers to the individual WiiWare entries","target_type":"Game","sources":[{"label":"Maintainer README: compilation scope, game ID, source requirement, and build steps","url":"https://github.com/Fatih120/bittrip#readme"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/Fatih120/bittrip/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":113916,"C++":1252,"C":683},"source_url":"https://api.github.com/repos/Fatih120/bittrip/languages","evidence":"GitHub's official Languages REST endpoint reports 113,916 bytes of Python as the largest total (98.3% of 115,851 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bizhawk","title":"BizHawk","game":"Games for supported systems","platform":"Multi-system consoles, handhelds, arcade, and computers","kind":"Emulator","status":"Active; release 2.11.1 published 2026-05-01.","summary":"EmuHawk is a multi-system emulator with integrated bespoke cores and packaged ports of other emulator cores. It covers a wide range of consoles, handhelds, computers, and arcade systems, and adds recording, playback, debugging, and tool-assisted speedrunning features.","project_url":"https://github.com/TASEmulators/BizHawk","updated":"2026-10-16","strategy":"Standalone EmuHawk application that selects among included emulator cores; core choice and system-wide TAS tools are managed through its GUI.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Multi-system emulator with TAS and debugging tools","target_type":"Software","sources":[{"label":"Official project README, supported systems, cores, and languages","url":"https://github.com/TASEmulators/BizHawk"},{"label":"Official source license and component disclosure","url":"https://github.com/TASEmulators/BizHawk/blob/master/LICENSE"},{"label":"Official upstream release history","url":"https://github.com/TASEmulators/BizHawk/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/TASEmulators/BizHawk"}],"media":[{"kind":"image","label":"OoT screencap","url":"https://user-images.githubusercontent.com/13409956/230675214-4ef0b14c-9de2-4b19-9690-371380bd79e2.png","preview_url":"https://user-images.githubusercontent.com/13409956/230675214-4ef0b14c-9de2-4b19-9690-371380bd79e2.png","source_url":"https://github.com/TASEmulators/BizHawk/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SMW screencap","url":"https://user-images.githubusercontent.com/13409956/230675202-6e400a7a-5b77-453d-b2bd-be6fe099d866.png","preview_url":"https://user-images.githubusercontent.com/13409956/230675202-6e400a7a-5b77-453d-b2bd-be6fe099d866.png","source_url":"https://github.com/TASEmulators/BizHawk/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":15970258,"C++":13193294,"C":9463185,"Lua":817495,"HTML":426873,"Rust":194981,"Makefile":163467,"Nix":127747,"Assembly":120428,"Shell":42284,"Python":27860,"HLSL":21304,"GLSL":18774,"B":15313,"CMake":11727,"Raku":10335,"Batchfile":9138,"PowerShell":3841,"BitBake":550,"CSS":74},"source_url":"https://api.github.com/repos/TASEmulators/BizHawk/languages","evidence":"GitHub's official Languages REST endpoint reports 15,970,258 bytes of C# as the largest total (39.3% of 40,638,928 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"black-white-2001-openblack-decomp","title":"Black & White Decompilation","game":"Black & White (2001)","platform":"Windows PC v1.00–1.30; Classic Mac OS PowerPC variants are listed as work in progress","kind":"Decompilation","status":"Work in progress. The README lists Windows v1.00–1.30 as supported project configurations and several Classic Mac OS PowerPC and Creature’s Isle targets as in progress; supported configuration does not by itself claim every target is fully matched.","summary":"Versioned source decompilation for Black & White, using period-correct Windows MSVC 6.0 PE/COFF builds and ongoing Classic Mac OS PowerPC PEF configurations. The project provides build hashes and object-diff workflows; it includes no game assets or assembly and requires original user files.","project_url":"https://github.com/openblack/bw1-decomp","updated":"2026-10-15","strategy":"Versioned build-matching decompilation; Windows configurations are further along than Classic Mac OS targets","language":"","source_available":"Public decompilation source; original game files are required and game assets/assembly are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Black & White (2001), Windows releases and Classic Mac OS variants","target_type":"Game","sources":[{"label":"Project README: supported versions, work-in-progress targets, build matching, and asset policy","url":"https://github.com/openblack/bw1-decomp#readme"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/openblack/bw1-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6544556,"C":2797972,"Python":1084591,"Assembly":33501,"Pascal":21509,"Makefile":14898,"DIGITAL Command Language":3784,"Roff":3280,"SAS":1817,"Module Management System":1548,"Batchfile":58},"source_url":"https://api.github.com/repos/openblack/bw1-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 6,544,556 bytes of C++ as the largest total (62.3% of 10,507,514 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"black-xbox-recomp","title":"BLACK Xbox Recompilation","game":"BLACK","platform":"Original Xbox → Windows x64","kind":"Recompilation","status":"Release v0.1.0-alpha.2 was published on 2026-10-14. The repository README documents the first mission and selected scenes as tested, so the full-playthrough claim in the Reddit announcement remains maintainer-reported and not independently established by the primary project documentation. The game is a Windows x64 build; Linux compilation and Wine/Proton execution are also documented.","summary":"Static recompilation of the original Xbox version of BLACK for a native Windows x64 build. The project remains alpha, requires user-supplied game data, and the README's documented testing is more limited than the maintainer's Reddit claim of end-to-end playability.","project_url":"https://github.com/portingpete/Black-2006-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/portingpete/Black-2006-Recomp"},{"label":"Latest alpha release","url":"https://github.com/portingpete/Black-2006-Recomp/releases"},{"label":"Maintainer announcement in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1x3p1tn/recomp_black_xbox_classico/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":534493,"C#":312658,"Python":173605,"C++":121537,"CMake":35817,"PowerShell":20708,"Shell":7982,"Batchfile":343},"source_url":"https://api.github.com/repos/portingpete/Black-2006-Recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 534,493 bytes of C out of 1,207,143 measured source bytes (44.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"black-2006-xbox-macos-recomp","title":"BLACK Xbox Static Recompilation for Apple Silicon macOS","game":"BLACK (Original Xbox, 2006)","platform":"Original Xbox (2006; region/revision not stated) → macOS Apple Silicon arm64","kind":"Recompilation","status":"Playable through the first mission: the port reaches the title, plays intro videos, and supports movement, aiming, shooting, reloading, and objectives. Startup remains unstable during video playback (README estimates about one run in three); camera drift and silent audio from a DSP stub remain. No full-game completion is claimed.","summary":"Statically translates Xbox x86 functions to C and builds a native arm64 macOS executable using the required xboxrecomp runtime. Graphics use the xemu-derived NV2A renderer; an optional ANGLE/Metal backend is documented. Users must provide their own legally obtained disc; no game code or assets are included.","project_url":"https://github.com/elpetese/black-macos-recomp","updated":"2026-10-15","strategy":"Function-by-function static Xbox x86-to-C recompilation using xboxrecomp; native Apple Silicon host with xemu-derived NV2A graphics runtime","language":"","source_available":"Public source; requires the user's own legally obtained Xbox disc and the separate xboxrecomp runtime; no game binaries or assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation for macOS","target_type":"Game","sources":[{"label":"Maintainer README: method, user-supplied disc, and current playability","url":"https://github.com/elpetese/black-macos-recomp/blob/port/README.md"},{"label":"Maintainer methodology: extraction and native macOS build","url":"https://github.com/elpetese/black-macos-recomp/blob/port/METHODOLOGY.md"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/elpetese/black-macos-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":58953,"Shell":9729,"CMake":2736,"Python":1343},"source_url":"https://api.github.com/repos/elpetese/black-macos-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for elpetese/black-macos-recomp: source-code byte counts are {\"C\": 58953, \"CMake\": 2736, \"Python\": 1343, \"Shell\": 9729}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"black-xbe-recomp-tgp482","title":"BLACK Xbox XBE Recompilation (TGP482)","game":"BLACK (2006, original Xbox)","platform":"Original Xbox → native Windows x64","kind":"Recompilation","status":"The maintainer published the V1 release on 2026-10-15. The README documents a Windows 10+ build/installation path and PC graphics/input options, but makes no full-playability or campaign-completion claim. Users provide their own USA or Europe game files. This is a separate implementation from the existing portingpete/Black-2006-Recomp row.","summary":"Original Xbox XBE static recompilation using the Xbox XBE Recomp tool, with Windows resolution, field-of-view, graphics, frame-rate, mouse/keyboard, and controller options. The project does not include game assets and requires the user's own game files. It is a distinct repository and implementation from the other BLACK recompilation already cataloged.","project_url":"https://github.com/TGP482/BLACK-XBERecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; requires the user's own original Xbox game files","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native Windows recompilation; distinct BLACK implementation","target_type":"Game","sources":[{"label":"Canonical project repository and build instructions","url":"https://github.com/TGP482/BLACK-XBERecomp"},{"label":"Maintainer V1 release (2026-10-15)","url":"https://github.com/TGP482/BLACK-XBERecomp/releases/tag/V1"},{"label":"Recent Reddit recommended-projects megathread (discovery lead)","url":"https://www.reddit.com/r/decomps/comments/1x6sta3/megathread_list_of_recommended_recomps_and_ports/"},{"label":"Other BLACK recompilation already in the catalog","url":"https://github.com/portingpete/Black-2006-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1691074,"Batchfile":5058,"CMake":3171,"Python":1299},"source_url":"https://api.github.com/repos/TGP482/BLACK-XBERecomp/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blake-stone-vita-source-port","title":"Blake Stone PS Vita Source Port","game":"Blake Stone: Aliens of Gold and Blake Stone: Planet Strike","platform":"DOS/PC game data → PlayStation Vita homebrew","kind":"Reimplementation","status":"A Vita-specific v0.3 release is documented (2019-08-22); repository source was last pushed 2020-12-07. The README gives VPK installation and Vita build instructions, but no recent device compatibility test is stated.","summary":"The BStone source port targets both Blake Stone games and includes a PS Vita build. Users must supply the copyrighted game data; the repository does not replace the commercial game files.","project_url":"https://github.com/01y/bstone-vita","updated":"2020-12-07","strategy":"Vita adaptation of the open BStone source port; SDL/Vita SDK platform code with user-provided game data","language":"","source_available":"Public Blake Stone Vita source fork under GPL-2.0, as stated in the repository LICENSE. The README lists required user-owned game data files and Vita installation/build steps.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Two supported game data sets in one Vita port project","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/01y/bstone-vita"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/01y/bstone-vita/blob/develop/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/01y/bstone-vita"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/01y/bstone-vita/languages"},{"label":"PS Vita-specific maintainer instructions","url":"https://github.com/01y/bstone-vita/blob/develop/README-PSVITA.md"},{"label":"Upstream BStone source port","url":"https://github.com/bibendovsky/bstone"},{"label":"Vita release 0.3-vita","url":"https://github.com/01y/bstone-vita/releases/tag/0.3-vita"},{"label":"Repository GPL-2.0 license file","url":"https://github.com/01y/bstone-vita/blob/develop/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1815735,"CMake":19389,"C":7749},"source_url":"https://api.github.com/repos/01y/bstone-vita/languages","evidence":"GitHub's official Languages API reports C++: 1,815,735 bytes, CMake: 19,389 bytes, C: 7,749 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blastem","title":"BlastEm","game":"Genesis / Mega Drive; Sega CD / Mega CD; 32X including CD 32X; Game Gear; SC-3000 / SG-1000; Sega Pico; partial Master System backwards compatibility","platform":"8-bit and 16-bit Sega home systems, handheld, and add-ons","kind":"Emulator","status":"Active; stable v1.0.0 was released 2026-09-11. It adds Sega CD/32X support (including CD 32X), expands Sega 8-bit/Game Gear support, and adds Sega Pico/Copéra; the maintainer notes compatibility gaps for add-ons. A later upstream source changeset adds initial Game Gear link-port support and fixes a Game Gear freeze.","summary":"Standalone Sega emulator whose 1.0 release added Sega CD, 32X, and CD 32X support. The maintainer's changelog also documents Game Gear, SG-1000, SC-3000, and Sega Pico support; earlier Master System compatibility was limited to titles supported by Genesis backwards compatibility.","project_url":"https://www.retrodev.com/blastem/","updated":"2026-10-16","strategy":"Native software emulation of Sega console and add-on hardware; source is available from the maintainer's Mercurial repository.","language":"","source_available":"Project page","first_found":"2026-10-15","project_started":null,"programming_language":"C and assembly","subtype":"Sega multi-system emulator","target_type":"Software","sources":[{"label":"Maintainer release announcement","url":"https://www.retrodev.com/blastem/announce_1.0.0.html"},{"label":"Maintainer changelog","url":"https://www.retrodev.com/blastem/changes.html"},{"label":"Maintainer source repository","url":"https://www.retrodev.com/repos/blastem"},{"label":"Maintainer Mercurial changeset: initial Game Gear link port and freeze fix","url":"https://www.retrodev.com/repos/blastem/rev/0755b6277a19"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.retrodev.com/blastem/","evidence":"The official project source page identifies the project and its source/download location but does not expose repository-level language byte or percentage totals.","verified_at":"2026-10-15","reason_unknown":"No official repository language-statistics API endpoint is identified in the authoritative project sources, so a predominant language and full repository breakdown cannot be established."}},{"id":"mister-blasteroids","title":"Blasteroids MiSTer core","game":"Atari Blasteroids arcade software","platform":"MiSTer FPGA; DE10-Nano and at least 32 MB SDRAM","kind":"Emulator","status":"Runnable FPGA bitstream present (Blasteroids_20260913.rbf); repository updated 2026-09-18. README lists five ROM sets but does not state title-by-title play completion.","summary":"An FPGA recreation of Atari SP-316 hardware based on schematics. It lists five supported MAME ROM sets and requires MiSTer-compatible hardware plus SDRAM. ROM images are not included.","project_url":"https://github.com/MiSTer-devel/Arcade-Blasteroids_MiSTer","updated":"2026-10-16","strategy":"FPGA recreation from Atari SP-316 schematics.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository, hardware requirements, and ROM sets","url":"https://github.com/MiSTer-devel/Arcade-Blasteroids_MiSTer"},{"label":"GPL-3.0 license","url":"https://github.com/MiSTer-devel/Arcade-Blasteroids_MiSTer/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Blasteroids_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":793507,"Verilog":488443,"VHDL":193021,"Tcl":28489,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Blasteroids_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blink-x86-linux-posix","title":"blink (Blinkenlights)","game":"x86-64 Linux applications and games","platform":"x86-64 Linux binaries; Linux, macOS, FreeBSD, OpenBSD, and Cygwin hosts listed by the maintainer, including non-x86 Linux hosts","kind":"Emulator","status":"Public-source project; latest tagged release is 1.1.0 (2024-01-21), and the repository was last pushed 2025-12-10. Current maintenance cadence and workload compatibility are unclear.","summary":"A compact x86-64 Linux user-mode virtual machine for running Linux binaries on other POSIX systems and processor architectures. The repository also includes Blinkenlights, a terminal debugger with reverse-execution visualization; this is adjacent to Box64 but a separate implementation and host/guest design.","project_url":"https://github.com/jart/blink","updated":"2025-12-10","strategy":"x86-64 Linux user-mode emulation on POSIX hosts","language":"","source_available":"Public ISC-licensed source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"x86-64 Linux user-mode emulator / virtual machine","target_type":"Software","sources":[{"label":"Maintainer README: guest ABI, tested host operating systems and architectures","url":"https://github.com/jart/blink"},{"label":"Latest tagged release, 1.1.0 (2024-01-21)","url":"https://github.com/jart/blink/releases/tag/1.1.0"},{"label":"GitHub repository metadata and latest push date","url":"https://api.github.com/repos/jart/blink"},{"label":"GitHub language-byte breakdown","url":"https://api.github.com/repos/jart/blink/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2231861,"Makefile":72255,"Assembly":61606,"Roff":26434,"HTML":9608,"Shell":7942,"Linker Script":1999,"Python":783},"source_url":"https://api.github.com/repos/jart/blink/languages","evidence":"GitHub official language endpoint reports C as the largest repository byte count (92.5% of 2,412,488 recognized bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blinx-2-original-xbox-native-recomp","title":"Blinx 2: Masters of Time and Space Original Xbox Recompilation","game":"Blinx 2: Masters of Time and Space","platform":"Original Xbox x86 → native Windows and macOS","kind":"Recompilation","status":"Work in progress; the repository contains the recompilation effort and native runtime, with game execution requiring user-provided Xbox data.","summary":"A native PC port built from Xbox x86 recompilation using xboxrecomp and a replacement Xbox runtime. The repository does not include game files.","project_url":"https://github.com/apexJCL/blinx2-recomp","updated":"2026-10-16","strategy":"Original Xbox x86 static recompilation with replacement runtime","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/apexJCL/blinx2-recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/apexJCL/blinx2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":147304,"Python":129667,"CMake":8789,"Shell":8704,"Batchfile":206},"source_url":"https://api.github.com/repos/apexJCL/blinx2-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 147,304 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blinx-original-xbox-android-static-recomp","title":"Blinx: The Time Sweeper Android Static Recompilation","game":"Blinx: The Time Sweeper (original Xbox, 2002)","platform":"Original Xbox x86 XBE → native Android ARM64","kind":"Recompilation","status":"README version 1.0.1 reports intro movies with sound, readable menus, save/load, and Stage 1 running at the game’s locked 30 fps on a Retroid Pocket 6 (Snapdragon 8 Gen 2). Only the intro, menus, saving/loading, and Stage 1 have been played on device; later stages remain untested. No GitHub release is listed.","summary":"Statically recompiles the original Xbox executable to ARM64 C and uses an Android runtime with xemu-derived NV2A Vulkan graphics and MCPX audio. The repository contains no game code, assets, disc images, firmware, or APK.","project_url":"https://github.com/burningurine/blinx-android","updated":"2026-09-30","strategy":"Static recompilation of original Xbox x86 code to Android ARM64","language":"","source_available":"Public source and build documentation; user-supplied legally obtained Xbox game data is required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation and Android port","target_type":"Game","sources":[{"label":"Maintainer README: method, tested device, current status, and content limits","url":"https://github.com/burningurine/blinx-android#readme"},{"label":"Port status and known limits","url":"https://github.com/burningurine/blinx-android/blob/master/PORT_STATUS.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/burningurine/blinx-android"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/burningurine/blinx-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1645515,"C++":312278,"Python":79826,"Java":72962,"Shell":66472,"CMake":24082,"Batchfile":666,"Meson":558},"source_url":"https://api.github.com/repos/burningurine/blinx-android/languages","evidence":"Official GitHub Languages API byte counts; generated source, build tooling, and vendored components can affect repository-level totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"block-blast-3ds-homebrew","title":"Block Blast 3DS Homebrew","game":"Block Blast","platform":"Nintendo 3DS family: original 3DS, 3DS XL, 2DS, New 3DS and New 2DS; install as CIA via CFW/Luma and FBI or as 3DSX via Homebrew Launcher.","kind":"Reimplementation","status":"Latest published GitHub release is v1.3 (2026-07-27). The current README changelog also lists v1.4 save-threading and performance changes, but GitHub does not list a v1.4 release. The README gallery is PC-rendered rather than captured from a console and makes no hardware frame-rate claim.","summary":"A self-contained C homebrew recreation of the Block Blast puzzle experience for Nintendo 3DS, with the board on the top screen and piece selection and aiming on the touch screen. The README says the game generates its visuals and audio in code and ships without image files, audio files, or a ROM filesystem.","project_url":"https://github.com/TheFilipcom4607/BlockBlast-3DS","updated":"2026-10-16","strategy":"Native reimplementation","language":"","source_available":"Public zlib-licensed C source and CIA/3DSX builds. The README says the independent game generates its graphics and audio in code and includes no original Block Blast code or assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS homebrew reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: controls, features, and testing limits","url":"https://github.com/TheFilipcom4607/BlockBlast-3DS#readme"},{"label":"Latest published GitHub release v1.3 (2026-07-27)","url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/releases/tag/V1.3"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/TheFilipcom4607/BlockBlast-3DS"},{"label":"Maintainer README at reviewed commit: hardware list, install routes, PC-rendered screenshot disclosure, generated assets and zlib license","url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/README.md"},{"label":"Maintainer zlib license","url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/LICENSE"}],"media":[{"kind":"image","label":"PC-rendered gameplay screenshot: aiming mode; not an on-console capture.","url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/play_aim_both.png","preview_url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/play_aim_both.png","source_url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PC-rendered gameplay screenshot: juice effect; not an on-console capture.","url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/play_juice_both.png","preview_url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/play_juice_both.png","source_url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PC-rendered gameplay screenshot: danger state; not an on-console capture.","url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/danger_both.png","preview_url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/danger_both.png","source_url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PC-rendered screenshot: title screen; not an on-console capture.","url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/title_top.png","preview_url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/title_top.png","source_url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PC-rendered screenshot: game-over screen; not an on-console capture.","url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/over_top.png","preview_url":"https://raw.githubusercontent.com/TheFilipcom4607/BlockBlast-3DS/6d8c7d6e67b696ddcba462256ff6d56da853632d/screenshots/over_top.png","source_url":"https://github.com/TheFilipcom4607/BlockBlast-3DS/blob/6d8c7d6e67b696ddcba462256ff6d56da853632d/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":141421,"PowerShell":10380,"Makefile":9761},"source_url":"https://api.github.com/repos/TheFilipcom4607/BlockBlast-3DS/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C is the largest category (141,421 of 161,562 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tetrisphere-blocksphere-pc-recomp","title":"Blocksphere (Tetrisphere Recompiled)","game":"Tetrisphere","platform":"Nintendo 64 USA NTPE Rev 0 → Linux / Windows x86-64","kind":"Recompilation","status":"Version 1.1.0 published; README advertises original modes, local two-player support, audio/RSP recompilation and configurable graphics/controls. Requires the user’s own supported NTPE Rev 0 ROM; other revisions/regions unsupported.","summary":"N64Recomp + N64ModernRuntime + RSPRecomp + RT64 static native recompilation.","project_url":"https://github.com/djultra64/Blocksphere","updated":"2026-10-16","strategy":"N64 static recompilation (CPU and RSP)","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/djultra64/Blocksphere"},{"label":"Project release: v1.1.0","url":"https://github.com/djultra64/Blocksphere/releases/tag/v1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":525795,"Python":463718,"CMake":60534,"PowerShell":15705,"Shell":1300},"source_url":"https://api.github.com/repos/djultra64/Blocksphere/languages","evidence":"GitHub's official Languages API reports 525,795 bytes of C++ out of 1,067,052 recognized language bytes for https://github.com/djultra64/Blocksphere; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blood-1997-matching-decompilation","title":"Blood (1997) Matching Decompilation","game":"Blood (1997)","platform":"DOS PC","kind":"Decompilation","status":"The maintainer describes this as a matching decompilation and lists 17 Blood versions, including Shareware, Registered, and Plasma Pak releases from 1.10 through 1.21. The README gives build requirements and steps but no completion percentage or release status; the latest repository code push was 2025-12-06.","summary":"A matching decompilation project for multiple 1997 DOS versions of Blood. The repository README documents Watcom 10.6 and TASM 3.1 build requirements and version-specific build steps.","project_url":"https://github.com/NBlood/Blood-RE","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"DOS PC; multiple Shareware, Registered, and Plasma Pak versions","target_type":"Game","sources":[{"label":"Maintainer README and covered versions","url":"https://github.com/NBlood/Blood-RE#readme"},{"label":"Latest code commit (2025-12-06)","url":"https://github.com/NBlood/Blood-RE/commit/4d4869a695a8799c2c564b53f8ef429dc3816599"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/NBlood/Blood-RE"},{"label":"Current primary README","url":"https://github.com/NBlood/Blood-RE/blob/main/Readme.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/NBlood/Blood-RE/languages"},{"label":"Maintainer repository","url":"https://github.com/NBlood/Blood-RE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1866623,"C":919730,"Assembly":37497,"Objective-C":7723,"Batchfile":6013,"Makefile":5432},"source_url":"https://api.github.com/repos/NBlood/Blood-RE/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bloodborne-macos-apple-silicon","title":"Bloodborne macOS Port","game":"Bloodborne","platform":"PS4 CUSA03173 v1.09 → Apple silicon macOS 15+ (M1-class hardware; maintainer’s playable status measured on M4 Max)","kind":"API Translation","status":"Release mac-v0.3.3 was published 2026-10-15. The maintainer labels the port work-in-progress and playable on M4 Max; the release reports an M4 Max performance comparison and remaining experimental/graphics issues. Requires an original user-provided Bloodborne dump and at least 16 GB memory.","summary":"A macOS host port of the existing native Bloodborne PC port. It runs the original PS4 x86-64 executable under Rosetta 2, implements the required PS4 system APIs, and sends GPU work through a native process that translates it to Vulkan via MoltenVK. It is not an emulator and does not include game code or assets.","project_url":"https://github.com/Wooloomooloo2/bloodborne_mac_port","updated":"2026-10-15","strategy":"PS4 system API reimplementation for the original executable plus GPU command translation to Vulkan/MoltenVK","language":"","source_available":"Public source under GPL-2.0 with app releases; requires the user’s own decrypted CUSA03173 v1.09 game dump. No game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Bloodborne PS4-to-macOS Apple silicon port","target_type":"Game","sources":[{"label":"Project README, build requirements, and current status","url":"https://github.com/Wooloomooloo2/bloodborne_mac_port"},{"label":"Latest release mac-v0.3.3","url":"https://github.com/Wooloomooloo2/bloodborne_mac_port/releases/tag/mac-v0.3.3"},{"label":"Reddit discovery thread (lead to the port project)","url":"https://www.reddit.com/r/macgaming/comments/1x5bhbv/wip_bloodborne_running_on_apple_silicon_m1_pro/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4349571,"C":870400,"Python":233216,"Shell":76831,"CMake":17493,"Objective-C++":8327,"Nix":7524,"GLSL":6786,"Perl":4885,"Objective-C":4526},"source_url":"https://api.github.com/repos/Wooloomooloo2/bloodborne_mac_port/languages","evidence":"GitHub's official Languages REST endpoint reports 4,349,571 bytes of C++ as the largest total (78.0% of 5,579,559 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bloodborne-ps4-decomp-paleblood","title":"Bloodborne PS4 Decompilation (Paleblood)","game":"Bloodborne","platform":"PlayStation 4 (CUSA03173 v1.09) → custom C++ reconstruction/runtime (game not yet running)","kind":"Decompilation","status":"The Oct 15 README reports 21 of 157,757 functions verified (0.01%); the custom runtime reaches an early boot boundary at scePthreadAttrGetaffinity, but the game does not run yet.","summary":"An active PS4 executable decompilation and runtime project. It tracks verified, edge-verified, and replaced function counts separately and documents which system imports remain unresolved.","project_url":"https://github.com/Yharnam-Hunters/Paleblood","updated":"2026-10-16","strategy":"Function-by-function readable C++ reconstruction with edge and behavioral verification against the executable","language":"","source_available":"Public source and runtime; no game files. Requires the user’s own compatible game data for verification.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Early decompilation / custom-runtime project","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/Yharnam-Hunters/Paleblood/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/Yharnam-Hunters/Paleblood"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":702317,"C++":177834,"C":128504,"Shell":39033,"Java":30538,"CMake":5469},"source_url":"https://api.github.com/repos/Yharnam-Hunters/Paleblood/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is Python, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bloody-roar-ii-ps1-pc-recomp","title":"Bloody Roar II Recompiled","game":"Bloody Roar II (Europe SLES-01722 / USA SCUS-94424; Japan/Asia SLPS-01842 experimental)","platform":"PlayStation → Windows x86-64 / Linux x86-64","kind":"Recompilation","status":"v0.7.1 release candidate published 2026-09-26; Europe and USA are explicitly supported, Japan/Asia is experimental. The project does not claim full end-to-end completion in its README.","summary":"Statically recompiles PS1 MIPS code to C and ships a self-contained universal executable with precompiled game code. Requires the user’s own supported .bin/.cue, .iso, or .chd disc image. A retail SCPH-1001 BIOS is optional; OpenBIOS is bundled. Windows x64 and Linux x64 builds are available; no player-side compiler is required.","project_url":"https://github.com/novapowers0/BloodyRoar2Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/novapowers0/BloodyRoar2Recomp#readme"},{"label":"Latest GitHub release (v0.7.1, published 2026-09-26)","url":"https://github.com/novapowers0/BloodyRoar2Recomp/releases/tag/v0.7.1"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/novapowers0/BloodyRoar2Recomp/languages"},{"label":"Current primary README","url":"https://github.com/novapowers0/BloodyRoar2Recomp/blob/master/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/novapowers0/BloodyRoar2Recomp"},{"label":"Maintainer repository","url":"https://github.com/novapowers0/BloodyRoar2Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14647,"CMake":12808,"Shell":8098,"PowerShell":6123,"Python":3698},"source_url":"https://api.github.com/repos/novapowers0/BloodyRoar2Recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bloody-wolf-turbografx-16-portuguese","title":"Bloody Wolf Portuguese Translation","game":"Bloody Wolf","platform":"TurboGrafx-16","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Bloody Wolf on TurboGrafx-16. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/bloody-wolf-portuguese-translation-turbografx-16","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/bloody-wolf-portuguese-translation-turbografx-16"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/bloody-wolf-portuguese-translation-turbografx-16","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Bloody Wolf Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Bloody Wolf Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"blue-dragon-xbox360-reblue","title":"Blue Dragon Static Recompilation","game":"Blue Dragon","platform":"Xbox 360 → Windows x64, Linux x86-64/ARM64, macOS x86-64/ARM64; Steam Deck","kind":"Recompilation","status":"Nightly builds are published (latest checked v1.3.1 nightly, 2026-10-09). README confirms a game installer and native builds but does not state whole-campaign completion.","summary":"A cross-platform native Blue Dragon rebuild that reads the user’s own three retail discs and supports mods/DLC.","project_url":"https://github.com/zolaware/reblue","updated":"2026-10-15","strategy":"Xbox 360 PowerPC static recompilation into a native application.","language":"C++","source_available":"Public source repository (BSD-3-Clause license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 powerpc static recompilation into a native application.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/zolaware/reblue"},{"label":"Verified release or build","url":"https://github.com/zolaware/reblue/releases/tag/nightly-v1.3.1-da257a30b-sbd833a2a"},{"label":"Project owner releases","url":"https://github.com/zolaware/reblue/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zolaware/reblue"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2318779,"Python":44586,"HLSL":36973,"CMake":35608,"C":14835},"source_url":"https://api.github.com/repos/zolaware/reblue/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 2,318,779 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"blue-dragon-awakened-shadow-nds-decomp","title":"Blue Dragon: Awakened Shadow DS Decompilation","game":"Blue Dragon: Awakened Shadow (Nintendo DS USA YBUD)","platform":"Nintendo DS USA → matching C source","kind":"Decompilation","status":"Work in progress. The README’s 2026-10-15 report says 10.32% of code is matched (3,605 / 11,801 functions); data matching remains at 0%.","summary":"A matching-decompilation project for the USA Nintendo DS release, with per-function byte checks and no game assets included.","project_url":"https://github.com/liolu/blue-dragon-awakened-shadow-decomp","updated":"2026-10-15","strategy":"Matching C decompilation with generated progress reports","language":"","source_available":"Public source repository; user supplies the original ROM; no game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/liolu/blue-dragon-awakened-shadow-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/liolu/blue-dragon-awakened-shadow-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2609029,"Python":326147},"source_url":"https://api.github.com/repos/liolu/blue-dragon-awakened-shadow-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 2,609,029 bytes of C as the largest total (88.9% of 2,935,176 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"blue-wing-blitz-wonderswan-color-english","title":"Blue Wing Blitz English Translation","game":"Blue Wing Blitz","platform":"WonderSwan Color","kind":"Fan Localization","status":"Released; latest listed v0.9.1","summary":"English fan localization for Blue Wing Blitz on WonderSwan Color. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub releases page publishes patch assets (BPS except the PS1 Summon Night XDelta); no ROM/disc image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release repository and per-title changelog","url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mariovirgili/WonderSwanColor-AI_Translation/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"blue-dragon-bluedroid-android","title":"BlueDroid: Blue Dragon Android Port","game":"Blue Dragon","platform":"Xbox 360 → Android ARM64 / Vulkan","kind":"Recompilation","status":"A debug pre-beta APK is published. The release identifies a single reported device test (Galaxy S23 FE with Xclipse graphics); Mali and Adreno GPUs were not tested, and the included v56 build is explicitly described as not fully implemented.","summary":"Game-specific Android port of reBlue, the static recompilation of Xbox 360 Blue Dragon. The project identifies Android ARM64 and Vulkan support and requires all three discs from the user's own Global release; the repository contains no original game assets.","project_url":"https://github.com/RedZeroGotcha/BlueDroid","updated":"2026-10-16","strategy":"Android/ARM64 Vulkan target of the game-specific reBlue static recompilation.","language":"","source_available":"Public source repository and debug pre-beta APK; all three retail discs or user-made images are required and no game assets are bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Experimental Android target of the Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Blue Dragon target, static recompilation, Android/ARM64, Vulkan, and disc requirements","url":"https://github.com/RedZeroGotcha/BlueDroid"},{"label":"Pre-beta debug APK release and maintainer's stated test coverage","url":"https://github.com/RedZeroGotcha/BlueDroid/releases"},{"label":"Upstream game-specific reBlue recompilation","url":"https://github.com/zolaware/reblue"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2289216,"Python":44586,"HLSL":36973,"CMake":35517,"C":14577},"source_url":"https://api.github.com/repos/RedZeroGotcha/BlueDroid/languages","evidence":"GitHub's official Languages REST endpoint reports 2,289,216 bytes of C++ as the largest total (94.6% of 2,420,869 recognized language bytes) for the repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bluewake-wind-waker-gamecube-recomp","title":"BlueWake: The Wind Waker Recompilation","game":"The Legend of Zelda: The Wind Waker","platform":"Nintendo GameCube → Windows, Linux, Apple Silicon macOS, iOS/iPadOS","kind":"Recompilation","status":"Latest release v0.7.0. A ready-made Windows build is published; Apple Silicon Mac and iPhone/iPad builds are built from the user’s disc, and Linux has a source build but no ready-made package. The README labels desktop versions experimental; Apple TV is experimental, and Android remains an unmerged review/PR. Requires USA GameCube disc GZLE01 revision 0.","summary":"Ahead-of-time translation of the GameCube game's main executable and 415 modules, with a Dolphin-derived compatibility runtime for GameCube hardware. Game data is read from a user-supplied disc and is not included.","project_url":"https://github.com/chrissotraidis/bluewake","updated":"2026-10-15","strategy":"Static recompilation with a Dolphin-derived hardware compatibility runtime","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Static recompilation; desktop and Apple mobile builds","target_type":"Game","sources":[{"label":"Project README: platforms, method, supported disc and build status","url":"https://github.com/chrissotraidis/bluewake"},{"label":"Maintainer migration status: BlueWake is the canonical continuation of Wind-Waker-Recomp","url":"https://github.com/chrissotraidis/bluewake/blob/main/docs/MIGRATION_STATUS.md"},{"label":"Project releases","url":"https://github.com/chrissotraidis/bluewake/releases"},{"label":"Reddit maintainer announcement for the predecessor Wind Waker Recomp; that project later migrated to BlueWake, and the 120+ FPS headline is not current status evidence","url":"https://www.reddit.com/r/decomps/comments/1wujc1c/zelda_wind_waker_recomp_120_fps_new_controls/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/bluewake"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2417342,"Python":888027,"C++":386379,"Shell":228301,"CMake":131779,"Objective-C++":123843,"Objective-C":64977,"Dockerfile":4205,"PowerShell":3455},"source_url":"https://api.github.com/repos/chrissotraidis/bluewake/languages","evidence":"The github.com repository languages endpoint reports C as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bmx-xxx-gamecube-rust-bevy-recomp","title":"BMX XXX GameCube Static Recompilation","game":"BMX XXX","platform":"GameCube USA GB3E51 → Windows PC (Rust + Bevy)","kind":"Recompilation","status":"Ghidra-to-sheet/p-code pipeline generates Rust gameplay code; project includes build/preflight workflow using the user’s own disc. README notes movie acceleration, CARD unlock and rumble gaps.","summary":"Ghidra p-code/sheet-generated Rust static recompilation with Bevy/GameCube runtime.","project_url":"https://github.com/LeftInWalmart/bmx-xxx-recomp","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/LeftInWalmart/bmx-xxx-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":376678,"Python":43278,"WGSL":19554,"Java":17112,"Batchfile":704},"source_url":"https://api.github.com/repos/LeftInWalmart/bmx-xxx-recomp/languages","evidence":"GitHub's official Languages API reports 376,678 bytes of Rust out of 457,326 recognized language bytes for https://github.com/LeftInWalmart/bmx-xxx-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bochs","title":"Bochs","game":"General-purpose x86 PCs for DOS, Windows, and other guest software","platform":"IA-32/x86 PC system emulation → Windows, Linux, FreeBSD, OpenBSD, macOS and other hosts","kind":"Emulator","status":"Active; official site lists Bochs 3.1, released 2026-08-23. It describes a portable, open-source C++ IA-32/x86 PC emulator.","summary":"A portable x86 PC emulator used for operating systems and applications, including DOS and Windows software. Its general-purpose emulation scope is broader than gaming.","project_url":"https://bochs.sourceforge.io/","updated":"2026-08-23","strategy":"Portable full-PC emulation of the x86 CPU, memory, BIOS, and common I/O devices.","language":"","source_available":"Public C++ source tree linked by the official project site; the project describes Bochs as open source.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Portable IA-32/x86 PC system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://bochs.sourceforge.io/"},{"label":"Official host compatibility notes","url":"https://bochs.sourceforge.io/doc/docbook/user/will-it-work-for-me.html"},{"label":"Official GitHub Languages API (repository byte map, verified 2026-10-16)","url":"https://api.github.com/repos/bochs-emu/Bochs/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13625552,"C":2202316,"Shell":496461,"Makefile":335315,"Rez":306544,"M4":104743,"HTML":100372,"Roff":63620,"Yacc":46816,"ASL":24957,"Lex":16340,"Perl":13334,"Assembly":9345,"Python":3687,"AppleScript":2412,"Linker Script":595},"source_url":"https://api.github.com/repos/bochs-emu/Bochs/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 13,625,552 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"body-harvest-n64-decomp","title":"Body Harvest N64 Decompilation","game":"Body Harvest","platform":"Nintendo 64","kind":"Decompilation","status":"The maintainer describes a C decompilation and provides a progress site; building starts from a user-supplied U.S. ROM.","summary":"N64 source reconstruction for Body Harvest with a maintainer progress site and extraction/build scripts.","project_url":"https://github.com/jaytheham/body-harvest-decompilation","updated":"2026-10-15","strategy":"C source decompilation","language":"","source_available":"Public source repository; user-supplied U.S. ROM required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S. N64 revision","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/jaytheham/body-harvest-decompilation#readme"},{"label":"Maintainer progress site","url":"https://jaytheham.github.io/body-harvest-decompilation/"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/jaytheham/body-harvest-decompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7059907,"Python":3768042,"Assembly":1010906,"Makefile":95406,"Rust":53630,"Shell":48493,"C++":44794,"PowerShell":37682,"JavaScript":14814,"Go":6263,"PHP":3330,"OpenEdge ABL":1365,"CSS":851,"Dockerfile":552},"source_url":"https://api.github.com/repos/jaytheham/body-harvest-decompilation/languages","evidence":"GitHub's official Languages REST endpoint reports 7,059,907 bytes of C as the largest total (58.1% of 12,146,035 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"body-harvest-nintendo-64-spanish","title":"Body Harvest Spanish Translation","game":"Body Harvest","platform":"Nintendo 64","kind":"Fan Localization","status":"Released; RHP reports v0.9b","summary":"Spanish fan localization for Body Harvest on Nintendo 64. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/body-harvest-spanish-translation-nintendo-64","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/body-harvest-spanish-translation-nintendo-64"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/body-harvest-spanish-translation-nintendo-64","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Body Harvest Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Body Harvest Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"body-harvest-n64-pc-recomp","title":"Body Harvest: Recompiled","game":"Body Harvest","platform":"Nintendo 64 USA → Windows / Linux PC","kind":"Recompilation","status":"Early release 0.1.0; README says it boots and plays the start of Greece and is “very untested.”","summary":"Static native PC recompilation with N64Recomp. Requires the user’s USA ROM SHA-1 `bbb6666f5014a473747ee4145f036d9fb25d7348`; README names Windows and Linux packages. No game data included.","project_url":"https://github.com/danielgomesvieira2000/body-harvest-recomp","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/danielgomesvieira2000/body-harvest-recomp"},{"label":"Project release: v0.1.0","url":"https://github.com/danielgomesvieira2000/body-harvest-recomp/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":362389,"Python":156242,"CMake":24699,"PowerShell":21056,"Shell":14726,"C":962},"source_url":"https://api.github.com/repos/danielgomesvieira2000/body-harvest-recomp/languages","evidence":"GitHub's official Languages API reports 362,389 bytes of C++ out of 580,074 recognized language bytes for https://github.com/danielgomesvieira2000/body-harvest-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"boktai-3-gba-matching-decomp","title":"Boktai 3: Sabata’s Counterattack GBA Matching Decompilation","game":"Shin Bokura no Taiyou: Gyakushuu no Sabata (Boktai 3)","platform":"Game Boy Advance (Japan, U33J)","kind":"Decompilation","status":"Work in progress; the repository identifies the Japanese U33J build and uses byte-matched C in place of assembly functions.","summary":"A matching GBA decompilation of Boktai 3. The game ROM is supplied by the user.","project_url":"https://github.com/moozilla/boktai3-decomp","updated":"2026-10-16","strategy":"Game Boy Advance function-level matching decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/moozilla/boktai3-decomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/moozilla/boktai3-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6015737,"Python":473175,"HTML":146053,"Lua":47955,"JavaScript":40450,"Shell":7731,"Java":5823,"Makefile":4428,"Linker Script":2047,"CSS":1872,"PHP":501,"Assembly":402},"source_url":"https://api.github.com/repos/moozilla/boktai3-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 6,015,737 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"boktai-gba-recomp","title":"Boktai: The Sun Is in Your Hand — Native Recompilation","game":"Boktai: The Sun Is in Your Hand","platform":"Game Boy Advance → Windows, macOS, and Steam Deck","kind":"Recompilation","status":"v0.1.0 released 2026-08-03. README reports boot through BIOS into gameplay, working saves, and solar-sensor support; project remains unfinished.","summary":"Static ARM7TDMI-to-native translation with a GBA hardware runtime, including solar sensor integration; user provides ROM and BIOS.","project_url":"https://github.com/Shy/BoktaiRecomp","updated":"2026-08-25T11:12:57Z","strategy":"Static recompilation with hardware runtime","language":"","source_available":"Public source and v0.1.0 release; user supplies the game ROM and BIOS; no copyrighted game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"U.S. GBA; project metadata describes local-weather-driven solar sensor input.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Shy/BoktaiRecomp#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/Shy/BoktaiRecomp/releases/tag/v0.1.0"},{"label":"Latest upstream commit","url":"https://github.com/Shy/BoktaiRecomp/commit/69ff053841c9e5b0f5eb1ac42cfc1f008a94c010"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":121264,"Shell":19844,"CMake":14616},"source_url":"https://api.github.com/repos/Shy/BoktaiRecomp/languages","evidence":"Official GitHub Languages API byte counts for Shy/BoktaiRecomp: {\"C++\": 121264, \"CMake\": 14616, \"Shell\": 19844}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"boku-doraemon-dreamcast-decomp","title":"Boku Doraemon Dreamcast Decompilation","game":"Boku Doraemon","platform":"Dreamcast (Japan, T-41802M V1.003; 1ST_READ.BIN SHA-1 135866bc41d457b55f39d70e4ae94f23c19eec29)","kind":"Decompilation","status":"Work in progress; the README reports 123/3,034 functions as Equivalent C (4.1%) and zero Matching C, as of the latest repository progress. It requires a user-supplied matching disc and a Katana SDK.","summary":"The project reconstructs the Japanese Dreamcast executable, maps text and model data, and checks candidate C against original behavior. The maintainer distinguishes equivalent behavior from compiler-exact Matching C; a playable disc-image builder is included.","project_url":"https://github.com/consolesplayingconsoles/boku-doraemon-decomp","updated":"2026-10-16","strategy":"Dreamcast decompilation with behaviorally equivalent C verified in an SH-4 simulator; assembly baseline rebuilds byte-identically","language":"","source_available":"Public source and tools; no game code or data. Requires the specified user-owned Dreamcast disc and Katana SDK.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Equivalent-C decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/consolesplayingconsoles/boku-doraemon-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/consolesplayingconsoles/boku-doraemon-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":265612,"Shell":12073,"Dockerfile":1128},"source_url":"https://api.github.com/repos/consolesplayingconsoles/boku-doraemon-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is Python, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"boku-no-natsuyasumi-ps1-en","title":"Boku no Natsuyasumi PlayStation English Translation","game":"Boku no Natsuyasumi","platform":"PlayStation","kind":"Fan Localization","status":"Released v1 on 2026-10-01. README reports all 31 days of conversations, menus, names, written illustrations, narrated video and subtitle lines translated; Japanese voices retained.","summary":"English patch/tooling for the Japan-only 2000 PS1 game. Release notes report 2,983 English lines; the reported review/playtesting is limited.","project_url":"https://github.com/jeapostrophe/boku-ps1","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Public source and patch release; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"README: coverage and details","url":"https://github.com/jeapostrophe/boku-ps1"},{"label":"v1 release and image checksum","url":"https://github.com/jeapostrophe/boku-ps1/releases/tag/v1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2923306,"Assembly":117464,"Lua":90724,"Shell":58861,"HTML":20422,"Java":13474},"source_url":"https://github.com/jeapostrophe/boku-ps1/languages","evidence":"GitHub reports Python 2,923,306 bytes, Assembly 117,464, Lua 90,724, Shell 58,861, HTML 20,422 and Java 13,474; Python is predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bokuhime-project-windows-english","title":"Bokuhime Project English Patch","game":"Bokuhime Project","platform":"Windows / Steam","kind":"Fan Localization","status":"Complete; project README last updated 2025-04-26","summary":"Machine-assisted English patch for the legally purchased Windows/Steam game. The public repository includes modified Unity assets, translation scripts, and instructions for replacing files in the game installation.","project_url":"https://github.com/BenjaminDanker/Translations/tree/main/bokuhime","updated":"2025-04-26","strategy":"Fan translation mod","language":"English","source_available":"Public patch files, Python translation script, and C# wrapping tool","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Patch repository and English translation README","url":"https://github.com/BenjaminDanker/Translations/tree/main/bokuhime"},{"label":"Patch workflow and build requirements","url":"https://github.com/BenjaminDanker/Translations/blob/main/bokuhime/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":33444,"C#":3903},"source_url":"https://api.github.com/repos/BenjaminDanker/Translations/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 33,444 bytes. Totals are repository-wide and can include translation tools or supporting files. The project folder also contains Python translation-workflow scripts and a C# word-wrap source; Python is the largest bucket in the exact repository map.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bokura-no-kazoku-ps2-en","title":"Bokura no Kazoku English Translation","game":"Bokura no Kazoku: My Family Growing Up in the 21st Century","platform":"PlayStation 2","kind":"Fan Localization","status":"Public v1.0 patch released 2026-10-13. The maintainer describes the whole game as translated, including 2,750 story scenes, menus, help text, minigames and graphics. The README documents shortened long names and a four-letter limit on custom names.","summary":"English fan translation for the Japan-only PS2 life sim. The release includes a BPS patch and optional Windows launcher kit, plus source translation text and patcher/build tools. The patcher requires the user's exact Japanese disc image.","project_url":"https://github.com/itsbalanse/BokuraNoKazoku-English","updated":"2026-10-16","strategy":"BPS patch; optional Windows patcher and PCSX2 launcher kit","language":"English","source_available":"BPS patch; optional Windows patcher and PCSX2 launcher kit; README explicitly says the repository and releases include no game or BIOS; the BPS contains only translated/new data and small changes, with unchanged game data taken from the user's disc.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, coverage, user-owned base image, patch format, distribution and license scope","url":"https://github.com/itsbalanse/BokuraNoKazoku-English/blob/main/README.md"},{"label":"GitHub API v1.0 release, assets and publication date","url":"https://api.github.com/repos/itsbalanse/BokuraNoKazoku-English/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/itsbalanse/BokuraNoKazoku-English/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":109456,"C":15517,"Java":7077,"PowerShell":6155,"Shell":918},"source_url":"https://api.github.com/repos/itsbalanse/BokuraNoKazoku-English/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 109,456 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bokura-no-kazoku-ps2-decomp","title":"Bokura no Kazoku PS2 Matching Decompilation","game":"Bokura no Kazoku: My Family Growing Up in the 21st Century (Japan)","platform":"PlayStation 2 Japan (SCPS-15088; NTSC, Emotion Engine / MIPS R5900)","kind":"Decompilation","status":"Active matching decompilation. The README's 2026-10-16 snapshot reports 6,378/7,223 functions in C (88.3%) and 49.6% of .text bytes; the build is reported to match the original ELF byte-for-byte.","summary":"Reconstructs the Japanese PS2 executable in C/C++ and assembly using the original Emotion Engine toolchains, then checks a byte-for-byte build. The project documents the exact supported disc and boot ELF hashes. It also has a separate future mod build and English-translation roadmap; neither is represented here as a released translation or port. The repository does not include game data, and setup starts from the user's own disc image.","project_url":"https://github.com/conor-sometimes/bokura-no-kazoku-decomp","updated":"2026-10-16","strategy":"Matching source reconstruction using the original Sony Emotion Engine compiler family and byte-for-byte executable comparison.","language":"","source_available":"Public source repository; the user supplies the Japanese PS2 disc image. Game code and disc data are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target disc identity, exact-match build, and progress dated 2026-10-16","url":"https://github.com/conor-sometimes/bokura-no-kazoku-decomp/blob/main/README.md"},{"label":"Compiler/toolchain notes for the PS2 build","url":"https://github.com/conor-sometimes/bokura-no-kazoku-decomp/blob/main/docs/compiler.md"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/conor-sometimes/bokura-no-kazoku-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2991963,"Python":155074,"Linker Script":26537,"C":24717,"Makefile":8382,"Shell":7300,"PHP":441},"source_url":"https://api.github.com/repos/conor-sometimes/bokura-no-kazoku-decomp/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C++ is largest (2,991,963 of 3,214,414 recognized bytes, 93.1%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bomberman-64-static-recomp","title":"Bomberman 64 Recompiled","game":"Bomberman 64","platform":"Nintendo 64 → Windows","kind":"Recompilation","status":"v1.0.0 release; the README says Windows is the currently provided executable target.","summary":"Title-specific static recompilation of the N64 game into a native PC build.","project_url":"https://github.com/RevoSucks/BM64Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/RevoSucks/BM64Recomp#readme"},{"label":"Latest project release (v1.0.0)","url":"https://github.com/RevoSucks/BM64Recomp/releases/tag/v1.0.0"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/RevoSucks/BM64Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/RevoSucks/BM64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":719796,"C":208646,"SCSS":57193,"CMake":17420,"CSS":13847,"Linker Script":4621,"Objective-C++":2415,"Makefile":1191,"HLSL":784},"source_url":"https://api.github.com/repos/RevoSucks/BM64Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bomberman-hero-static-recomp","title":"Bomberman Hero Recompiled","game":"Bomberman Hero","platform":"Nintendo 64 → Windows (Linux build also documented)","kind":"Recompilation","status":"v0.7.1 release; the README describes a Windows executable and a Linux build, but release availability by platform is not fully clear.","summary":"Title-specific N64 static recompilation with RT64 rendering and mod support.","project_url":"https://github.com/RevoSucks/BMHeroRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/RevoSucks/BMHeroRecomp#readme"},{"label":"Latest project release (v0.7.1)","url":"https://github.com/RevoSucks/BMHeroRecomp/releases/tag/v0.7.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/RevoSucks/BMHeroRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/RevoSucks/BMHeroRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":164483,"C":155544,"CMake":14147,"Makefile":3321,"Linker Script":3239},"source_url":"https://api.github.com/repos/RevoSucks/BMHeroRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bomberman-jetters-gba-english","title":"Bomberman Jetters: Densetsu no Bomberman English Translation","game":"Bomberman Jetters: Densetsu no Bomberman","platform":"Game Boy Advance","kind":"Fan Localization","status":"Latest public patch release v1.0.1 (2026-08-17); maintainer reports a full playthrough and testing on mGBA, BizHawk, Switch NSO injection, and original hardware.","summary":"Japanese-to-English GBA translation with script corrections and translated title, multiplayer, debug, and other encountered graphics. Public UPS, BPS, IPS, and differential BPS patch files apply to a clean Japanese ROM; no ROM is included.","project_url":"https://github.com/Arch9SK7/Jetters-Eng/releases/tag/1.0.1","updated":"2026-10-16","strategy":"Game-specific text and graphics fan translation patch","language":"English","source_available":"Maintainer release provides patch files only; user supplies a clean Japanese Bomberman Jetters - Densetsu no Bomberman ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v1.0.1 release","url":"https://github.com/Arch9SK7/Jetters-Eng/releases/tag/1.0.1"},{"label":"Maintainer README with build, base ROM, translation scope, and testing","url":"https://github.com/Arch9SK7/Jetters-Eng"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":70166,"Batchfile":30566,"Python":4281},"source_url":"https://api.github.com/repos/Arch9SK7/Jetters-Eng/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 70,166 bytes. Totals are repository-wide and can include translation tools or supporting files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bomberman-wars-saturn-ptbr","title":"Bomberman Wars Brazilian Portuguese Translation","game":"Bomberman Wars","platform":"Sega Saturn","kind":"Fan Localization","status":"Complete; v1.0 released 2026-10-14","summary":"Full Brazilian Portuguese patch for the Japanese Sega Saturn release, distributed as an xdelta patch and tested against a Redump image.","project_url":"https://segaxtreme.net/resources/bomberman-wars-brazilian-portuguese-translation.584/","updated":"2026-10-14","strategy":"Fan translation patch","language":"Brazilian Portuguese","source_available":"Public xdelta patch download on the maintainer resource page","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer resource: language, target image, patch format, and installation","url":"https://segaxtreme.net/resources/bomberman-wars-brazilian-portuguese-translation.584/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/bomberman-wars-brazilian-portuguese-translation.584/","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Bomberman Wars Brazilian Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Bomberman Wars Brazilian Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"ti-84-ce-bos","title":"BOS (TI-84+ CE)","game":"TI-84 Plus CE calculator operating system","platform":"TI-84+ CE hardware revisions earlier than revision M; the maintainer’s README warns against TI-84 Evo/Python Edition and lists related-model caveats.","kind":"Reimplementation","status":"Experimental and incomplete. The latest tagged release is v1.18.0000 (2024-03-08); source activity was last reported 2026-05-20. Installation has substantial device/bootcode prerequisites, so it should not be presented as a mature drop-in OS.","summary":"An alternative operating system for the TI-84+ CE calculator. The maintainer documents the supported calculator revisions, bootcode patch requirements and unfinished functionality; installation can overwrite calculator storage.","project_url":"https://github.com/beckadamtheinventor/BOS","updated":"2026-10-16","strategy":"Native calculator-OS reimplementation","language":"","source_available":"Public source repository, but GitHub reports no SPDX license and the repository does not establish one general reuse license. No ROM image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"TI eZ80 calculator OS","target_type":"Software","sources":[{"label":"BOS README: target model/revisions, status, installation caveats and source","url":"https://github.com/beckadamtheinventor/BOS"},{"label":"Latest tagged release v1.18.0000","url":"https://github.com/beckadamtheinventor/BOS/releases/tag/v1.18.0000"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/beckadamtheinventor/BOS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2225136,"Pascal":1420655,"C":419102,"Python":74320,"Makefile":25966,"NASL":7271},"source_url":"https://api.github.com/repos/beckadamtheinventor/BOS/languages","evidence":"Official GitHub REST language endpoint reports Assembly as the largest source language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"boss-rally-pc-matching-decomp","title":"Boss Rally Windows Matching Decompilation","game":"Boss Rally","platform":"Windows PC (Boss Rally executable and BRGlide.dll)","kind":"Decompilation","status":"Work in progress. In the 2026-10-07 snapshot, game code in the three EXEs is byte-exact complete. For BRGlide.dll game functions, milestone M1 is contract-valid/behavior-equivalent for 450,489/450,649 bytes and 1,495/1,495 functions; milestone M2 is byte-exact for 349,494/450,649 bytes (77.6%) and 1,400/1,495 functions. The remaining 95 functions are contract-valid but not byte-exact. Repository last pushed 2026-10-15.","summary":"Matching decompilation of the Windows PC version of Boss Rally, maintained in the same repository as a distinct Top Gear Rally N64 decompilation. The maintainer reports complete byte-matching EXE game code and a BRGlide.dll corpus that is fully behavior-equivalent, with 77.6% of its measured game-function bytes byte-exact.","project_url":"https://github.com/jeff-strutb/brally","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":"2026-08-14","programming_language":"C","subtype":"Windows PC executable and DLL source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/jeff-strutb/brally"},{"label":"Maintainer progress snapshot and source-backed decompilation status for both separate targets","url":"https://github.com/jeff-strutb/brally/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/jeff-strutb/brally"}],"media":[{"kind":"image","label":"decomp progress treemap","url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/brally/progress-map.svg","preview_url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/brally/progress-map.svg","source_url":"https://github.com/jeff-strutb/brally/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"native brally","url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/brally/img/native-brally.png","preview_url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/brally/img/native-brally.png","source_url":"https://github.com/jeff-strutb/brally/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":21178012,"Python":4447643,"C++":2843977,"Objective-C":543155,"Assembly":372565,"Shell":178321,"Pawn":57600,"Swift":31336,"M":19725,"Ruby":19328,"GLSL":15217,"Java":8902,"Metal":6030,"Batchfile":2248,"Linker Script":1268},"source_url":"https://api.github.com/repos/jeff-strutb/brally/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 21,178,012 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bounce-vita-port","title":"Bounce Vita","game":"Bounce (Nokia mobile game)","platform":"Nokia feature-phone game → PlayStation Vita","kind":"Reimplementation","status":"The first public release, v0.1.0, was published 2026-08-24. The maintainer lists all 11 classic levels, Vita2D rendering, music and sound, Vita controls, and persistent level/score/lives. The README does not provide a model-by-model hardware or frame-rate matrix.","summary":"A native PlayStation Vita port of Nokia Bounce based on the open-source C reimplementation amdray/bounce_zero. The project adapts it for VitaSDK with Vita2D rendering, Vita controls, audio, persistent progress, and refreshed presentation assets.","project_url":"https://github.com/M-Essa11/Bounce-Vita","updated":"2026-10-16","strategy":"Native source port","language":"","source_available":"Public MIT source repository and Vita VPK release; based on the open-source bounce_zero reimplementation","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native port","target_type":"Game","sources":[{"label":"Maintainer README: port basis, features, and build instructions","url":"https://github.com/M-Essa11/Bounce-Vita#readme"},{"label":"Maintainer release v0.1.0","url":"https://github.com/M-Essa11/Bounce-Vita/releases/tag/v0.1.0"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/M-Essa11/Bounce-Vita"}],"media":[{"kind":"image","label":"Bounce Vita first-level gameplay","url":"https://raw.githubusercontent.com/M-Essa11/Bounce-Vita/main/docs/screenshots/vita/level-1.png","preview_url":"https://raw.githubusercontent.com/M-Essa11/Bounce-Vita/main/docs/screenshots/vita/level-1.png","source_url":"https://github.com/M-Essa11/Bounce-Vita/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":320695,"Python":10050,"C++":2094,"CMake":1485,"PowerShell":1317,"Shell":859},"source_url":"https://api.github.com/repos/M-Essa11/Bounce-Vita/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C is the largest category (320,695 of 336,500 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"box64","title":"Box64","game":"x86-64 Linux applications and games on non-x86 Linux","platform":"Non-x86-64 64-bit little-endian Linux hosts, especially ARM64; DynaRec also documented for RISC-V/LoongArch","kind":"Emulator","status":"Active; v0.4.4 was released 2026-08-02 and the repository continued to receive changes through 2026-10-15. Box64 translates x86-64 Linux user-space code for non-x86 Linux hosts, especially ARM64, with documented RISC-V and LoongArch support; it does not emulate a full computer.","summary":"Box64 runs x86-64 Linux applications on other Linux architectures by translating x86-64 user-space instructions to the host architecture while using native host libraries. It emulates/translates the CPU instruction set without emulating a full system.","project_url":"https://github.com/ptitSeb/box64","updated":"2026-10-15","strategy":"x86-64 Linux user-mode ISA translation using native host libraries","language":"","source_available":"Public project repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"CPU binary translator (process-level; not full-system emulation)","target_type":"Software","sources":[{"label":"Box64 README: host architectures, user-mode scope, and native-library approach","url":"https://github.com/ptitSeb/box64"},{"label":"Official release page","url":"https://github.com/ptitSeb/box64/releases"},{"label":"Latest Box64 release v0.4.4","url":"https://github.com/ptitSeb/box64/releases/tag/v0.4.4"},{"label":"Box64 repository activity","url":"https://github.com/ptitSeb/box64/commits/main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":23394224,"Python":221198,"C++":118709,"Assembly":99855,"CMake":98646,"Makefile":11200,"Shell":10316},"source_url":"https://api.github.com/repos/ptitSeb/box64/languages","evidence":"GitHub REST repository Languages endpoint reports 23,394,224 bytes of C out of 23,954,148 measured source bytes (97.7%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"box86-x86-linux-emulator","title":"Box86","game":"32-bit x86 Linux applications (multi-title)","platform":"32-bit x86 Linux applications → non-x86 Linux hosts, especially 32-bit little-endian ARM systems; 32-bit userspace/toolchain required","kind":"Emulator","status":"Active source repository; latest source push checked 2026-09-27. Latest tagged release found is v0.3.8 (2024-12-06). The README stresses that 32-bit host userspace and build support are required; this is distinct from the 64-bit Box64 project already cataloged.","summary":"User-mode x86 Linux emulator with a dynamic recompiler for running 32-bit x86 programs on compatible non-x86 Linux systems. It uses selected native host libraries such as libc, SDL, and OpenGL; it does not emulate a complete PC.","project_url":"https://github.com/ptitSeb/box86","updated":"2026-10-15","strategy":"Process-level x86 instruction emulation/dynamic recompilation integrated with host Linux libraries","language":"","source_available":"Public MIT-licensed source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"32-bit x86 Linux user-mode emulator and dynamic recompiler","target_type":"Software","sources":[{"label":"Maintainer README: guest/host scope, 32-bit runtime requirement, and dynamic-recompiler approach","url":"https://github.com/ptitSeb/box86"},{"label":"Latest tagged release found: v0.3.8 (2024-12-06)","url":"https://github.com/ptitSeb/box86/releases/tag/v0.3.8"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/ptitSeb/box86"}],"media":[{"kind":"video","label":"Airline Tycoon Deluxe running on the Pandora","url":"https://www.youtube.com/watch?v=bLt0hMoFDLk","preview_url":"https://i.ytimg.com/vi/bLt0hMoFDLk/hqdefault.jpg","source_url":"https://github.com/ptitSeb/box86/blob/master/docs/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Heretic 2 running on the Pandora with Box86 and gl4es","url":"https://www.youtube.com/watch?v=MM7kWYts7IA","preview_url":"https://i.ytimg.com/vi/MM7kWYts7IA/hqdefault.jpg","source_url":"https://github.com/ptitSeb/box86/blob/master/docs/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Bit.Trip.Runner running on ODroid XU4","url":"https://www.youtube.com/watch?v=8hr71S029Hg","preview_url":"https://i.ytimg.com/vi/8hr71S029Hg/hqdefault.jpg","source_url":"https://github.com/ptitSeb/box86/blob/master/docs/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Neverwinter Night running on an ODroid XU4","url":"https://www.youtube.com/watch?v=B4YN37z3-ws","preview_url":"https://i.ytimg.com/vi/B4YN37z3-ws/hqdefault.jpg","source_url":"https://github.com/ptitSeb/box86/blob/master/docs/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Box86 - PI4: Shovelknight 1080p demo","url":"https://www.youtube.com/watch?v=xk8Q30mxqPg","preview_url":"https://i.ytimg.com/vi/xk8Q30mxqPg/hqdefault.jpg","source_url":"https://github.com/ptitSeb/box86/blob/master/docs/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Freedom Planet on Raspberry Pi 4 (using Box86)","url":"https://www.youtube.com/watch?v=_QMRMVvYrqU","preview_url":"https://i.ytimg.com/vi/_QMRMVvYrqU/hqdefault.jpg","source_url":"https://github.com/ptitSeb/box86/blob/master/docs/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7502113,"Python":119879,"C++":53468,"CMake":51655,"Assembly":6627,"Shell":2092},"source_url":"https://api.github.com/repos/ptitSeb/box86/languages","evidence":"GitHub's official Languages REST endpoint reports 7,502,113 bytes of C as the largest total (97.0% of 7,735,834 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bram-stoker-s-dracula-nintendo-entertainment-system-ukrainian","title":"Bram Stoker's Dracula Ukrainian Translation","game":"Bram Stoker's Dracula","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1.0","summary":"Ukrainian fan localization for Bram Stoker's Dracula on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/bram-stokers-dracula-ukrayinskii-pereklad-ukrainian-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Ukrainian","source_available":"RHP listing links to the author’s UAPLayer announcement/download page; verify exact patch asset there.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP release/listing: target language, platform, version/date, source checksum","url":"https://romhackplaza.org/translations/bram-stokers-dracula-ukrayinskii-pereklad-ukrainian-translation-nintendo-entertainment-system"},{"label":"Author-hosted UAPLayer patch page","url":"https://www.uaplayer.net/2026/10/11/nes-bram-stokers-dracula-ukrainskyj-pereklad/"},{"label":"RHP Voodoo author index","url":"https://romhackplaza.org/database?authors%5B0%5D=1363"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/bram-stokers-dracula-ukrayinskii-pereklad-ukrainian-translation-nintendo-entertainment-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Bram Stoker's Dracula Ukrainian Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Bram Stoker's Dracula Ukrainian Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"brave-fencer-musashi-decomp","title":"Brave Fencer Musashi Decompilation","game":"Brave Fencer Musashi","platform":"PlayStation","kind":"Decompilation","status":"Complete matching decompilation for 218 binaries","summary":"The repository reports 218 byte-identical binary rebuilds from C source for the US release and provides a reproducible verification command.","project_url":"https://github.com/Druthulu/BFM-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (AGPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/Druthulu/BFM-decomp"},{"label":"Project README or evidence page","url":"https://github.com/Druthulu/BFM-decomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Druthulu/BFM-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/Druthulu/BFM-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":327042872,"Python":11507221,"Makefile":709350,"Shell":446791,"Java":144292,"JavaScript":94350,"BitBake":11826,"C++":7977,"PowerShell":5486,"GDB":3954,"Assembly":1492},"source_url":"https://api.github.com/repos/Druthulu/BFM-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 327,042,872 bytes of C as the largest total (96.2% of 339,975,611 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"brave-fencer-musashi-ps1-hybrid-native-port","title":"Brave Fencer Musashi Experimental PS1 Hybrid PC Port","game":"Brave Fencer Musashi (PlayStation USA, SLUS-00726)","platform":"PlayStation USA (SLUS-00726) → Linux x86_64; Windows x64 test build (Wine-validated only)","kind":"Recompilation","status":"Experimental hybrid PC port, not a full native port: game code admitted to the native lane runs as compiled C and the rest falls back to a built-in MIPS interpreter. The r41 test prerelease admits 585 of 623 candidate functions, but the share of code that actually executes natively is unmeasured; the attract demo still stops at 0x800495ec, and full-game completion and graphics/audio fidelity are unverified. Linux r38 is the public early preview; Linux r41 and Windows r44 test packages were built from unpublished commits and are not reproducible from the public source snapshot. Windows has only been tested under Wine. The user must supply the USA disc; no game data or BIOS is included.","summary":"Experimental hybrid PC port of the USA PlayStation release, combining compiled host C with an interpreted MIPS fallback; the fully native port remains a development goal.","project_url":"https://github.com/Blizz127/brave-fencer-musashi-decomp-port","updated":"2026-10-16","strategy":"Hybrid native C compilation with MIPS interpreter fallback","language":"","source_available":"Public sanitized source repository and Linux r38 release. The newer Linux r41 and Windows r44 packages are built from unpublished commits, not the public source archive. User must supply the USA disc; no game data or BIOS is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental hybrid PlayStation PC port","target_type":"Game","sources":[{"label":"Project README: target disc, hybrid runtime, current platform builds, and whole-game caveats","url":"https://github.com/Blizz127/brave-fencer-musashi-decomp-port#readme"},{"label":"Public Linux r38 early preview and validation caveats","url":"https://github.com/Blizz127/brave-fencer-musashi-decomp-port/releases/tag/bfm-r38-61c60516d"},{"label":"Linux r41 / Windows r44 test prerelease: unpublished build commits, hybrid function counts, and unverified playability","url":"https://github.com/Blizz127/brave-fencer-musashi-decomp-port/releases/tag/bfm-r41-3634893fe"},{"label":"GitHub official Languages API","url":"https://api.github.com/repos/Blizz127/brave-fencer-musashi-decomp-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3974944,"Python":1293472,"Lua":96595,"CMake":39115,"Shell":31088,"C++":1220},"source_url":"https://api.github.com/repos/Blizz127/brave-fencer-musashi-decomp-port/languages","evidence":"GitHub's official Languages REST endpoint reports 3,974,944 bytes of C as the largest total (73.1% of 5,436,434 recognized language bytes) for the repository. The endpoint is repository-wide and may count build tooling or unrelated project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"brawlerpad-ssb64-apple","title":"BrawlerPad: Super Smash Bros. Apple Port","game":"Super Smash Bros.","platform":"Nintendo 64 → Apple Silicon macOS, iOS/iPadOS","kind":"Decompilation","status":"Latest recipe release v0.2.1. The README reports development-signed builds on physical iPad Pro and iPhone 14, including ROM/archive loading, touch input, save creation, and stable iPhone startup logs. No signed public app or store release is available. Long-match audio, multitouch feel, controller gameplay, interruption, and audio-route acceptance remain open.","summary":"A native Apple-platform port based on the BattleShip Super Smash Bros. 64 decompilation, with Metal rendering, ROM import, touch controls and gamepad support. It requires the user's own supported US ROM.","project_url":"https://github.com/chrissotraidis/brawlerpad","updated":"2026-10-15","strategy":"Decompilation-based native port using BattleShip","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"Apple-platform native port","target_type":"Game","sources":[{"label":"Project README: method, platforms, device tests and remaining gates","url":"https://github.com/chrissotraidis/brawlerpad"},{"label":"Latest project release v0.2.1","url":"https://github.com/chrissotraidis/brawlerpad/releases/tag/v0.2.1"},{"label":"Reddit iOS decompilation list; a comment links BrawlerPad, discovery lead only","url":"https://www.reddit.com/r/EmulationOniOS/comments/1vmplpo/comprehensive_list_of_all_the_decomprecomp/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/brawlerpad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":37836,"C++":6037,"C":5599},"source_url":"https://api.github.com/repos/chrissotraidis/brawlerpad/languages","evidence":"The github.com repository languages endpoint reports Shell as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"breakdown-original-xbox-windows-recomp","title":"Breakdown Original Xbox Windows Static Recompilation","game":"Breakdown (2004 Original Xbox)","platform":"Original Xbox (USA) → Windows 10/11 x64, Direct3D 11","kind":"Recompilation","status":"Early, incomplete v0.2.2 release. README says the game is playable but lists repeating/fragmented background music in some rooms, slow retry loading, and delayed textures. Testing is limited to a small number of PCs.","summary":"A launcher and xboxrecomp fork statically translate the Original Xbox XBE from the user's USA disc image into a native Windows build. No game data is distributed; this is distinct from the Xbox 360 Breakdown project if any appears later.","project_url":"https://github.com/Heromachine/Breakdown-Recompilation","updated":"2026-10-16","strategy":"Original Xbox x86 XBE static recompilation to C via a project-specific xboxrecomp fork","language":"","source_available":"Public source and v0.2.2 Windows release; user supplies their own USA Xbox disc image. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native Windows recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/Heromachine/Breakdown-Recompilation#readme"},{"label":"Maintainer release v0.2.2","url":"https://github.com/Heromachine/Breakdown-Recompilation/releases/tag/v0.2.2"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/Heromachine/Breakdown-Recompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":96401,"Python":61291,"C++":58952,"C#":47432,"Shell":7106,"CMake":6239},"source_url":"https://api.github.com/repos/Heromachine/Breakdown-Recompilation/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Heromachine/Breakdown-Recompilation reports 96,401 bytes of C, the largest language total (34.7% of 277,421 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"breath-of-fire-iii-ps1-decomp","title":"Breath of Fire III PS1 Decompilation","game":"Breath of Fire III (PlayStation USA)","platform":"PlayStation USA → C89 source reconstruction with byte matching","kind":"Decompilation","status":"Work in progress. The project reconstructs the main executable and runtime-loaded modules using GCC 2.7.2-PSX and compares compiled functions with original bytes; README identifies the USA disc as a user-supplied prerequisite.","summary":"A matching decompilation of the USA PlayStation release, with per-image function identity for modules that reuse addresses.","project_url":"https://github.com/loopyd/bof3-decompilation","updated":"2026-10-15","strategy":"C89 matching decompilation using original-era PlayStation compiler","language":"","source_available":"Public source repository; user supplies a licensed USA disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/loopyd/bof3-decompilation"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/loopyd/bof3-decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":5223144,"C":3004983,"Rust":2864897,"CMake":22546,"JavaScript":18948,"BitBake":11826,"Just":11229,"Shell":6643,"C++":5950,"Assembly":1062},"source_url":"https://api.github.com/repos/loopyd/bof3-decompilation/languages","evidence":"GitHub's official Languages REST endpoint reports 5,223,144 bytes of Python as the largest total (46.8% of 11,171,228 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"botw-decomp","title":"Breath of the Wild Decompilation","game":"The Legend of Zelda: Breath of the Wild","platform":"Nintendo Switch","kind":"Decompilation","status":"Experimental work-in-progress decompilation of The Legend of Zelda: Breath of the Wild version 1.5.0 for Switch; the repository cannot be used to play the game.","summary":"ZeldaRET experimental project targeting Switch version 1.5.0 for understanding and documenting internals.","project_url":"https://github.com/zeldaret/botw","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets and RomFS content are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch version 1.5.0 game-code decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/zeldaret/botw"},{"label":"Project README","url":"https://github.com/zeldaret/botw#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9770,"CMake":190,"Other":40},"source_url":"https://github.com/zeldaret/botw","evidence":"GitHub Languages panel reported C++ 97.7%, CMake 1.9%, Other 0.4%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"brickemupy-lcd-handheld-emulator","title":"BrickEmuPy","game":"LCD handheld games, virtual pets, and brick games (multiple devices)","platform":"Windows and Linux desktop (Python 3 with PyQt6)","kind":"Emulator","status":"Active; maintainer repository last pushed 2026-10-12. The README enumerates support across brick games, virtual pets, and other LCD games; no formal release is listed.","summary":"Python/PyQt6 emulator for handheld LCD game and virtual-pet hardware, including device-specific chips and displays. Its README explicitly marks some systems as distributed without ROMs, while other ROM dumps are in the project; the redistribution basis for those dumps is not stated.","project_url":"https://github.com/azya52/BrickEmuPy","updated":"2026-10-12","strategy":"Hardware emulation","language":"","source_available":"Public source repository under CC0-1.0. The repository also contains some game ROM dumps; their rights are not granted or otherwise clarified by the code license. The README marks several other models as distributed without ROMs.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"LCD handheld games and virtual pets","target_type":"Software","sources":[{"label":"Maintainer README and supported-device list","url":"https://github.com/azya52/BrickEmuPy"},{"label":"Repository license metadata","url":"https://api.github.com/repos/azya52/BrickEmuPy"},{"label":"Maintainer commit history","url":"https://github.com/azya52/BrickEmuPy/commits/main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1512973,"CSS":883},"source_url":"https://api.github.com/repos/azya52/BrickEmuPy/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 1,512,973 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"brightis-ps1-en","title":"Brightis PlayStation English Translation","game":"Brightis","platform":"PlayStation","kind":"Fan Localization","status":"Complete","summary":"English PS1 translation covering the full script and in-game interface, with a patching guide and a pinned source disc identity.","project_url":"https://github.com/WadoTranslations/ps1-brightis-english","updated":"2026-07-23","strategy":"Fan translation patch","language":"English","source_available":"Public fan localization repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/WadoTranslations/ps1-brightis-english"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/WadoTranslations/ps1-brightis-english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/WadoTranslations/ps1-brightis-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"brogue-ce-android","title":"Brogue CE Android","game":"Brogue: Community Edition","platform":"Windows/macOS/Linux PC → Android","kind":"Reimplementation","status":"The port repository describes itself as a personal, unsupported Android fork, while F-Droid lists developer-built version 1.15.1.23 from August 2026. The F-Droid build requires Android 7.0+, and lists arm64-v8a, armeabi-v7a, and x86_64 packages. No device-model test matrix is published.","summary":"Android port of Brogue Community Edition with swipe movement, touch gestures, and a mobile inventory/menu overlay. F-Droid verifies its package against the source tarball. The open-source roguelike does not require proprietary PC game data.","project_url":"https://github.com/tyrannotorus/c-brogue-ce-android","updated":"2026-10-15","strategy":"Native Android source port","language":"","source_available":"Public C and Java source repository; F-Droid provides APKs and source-build metadata; no commercial data is required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Touch-oriented Android fork with F-Droid builds","target_type":"Game","sources":[{"label":"Android port README and APK releases","url":"https://github.com/tyrannotorus/c-brogue-ce-android"},{"label":"F-Droid release, minimum Android version, and ABI packages","url":"https://f-droid.org/packages/org.broguece.game/"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/tyrannotorus/c-brogue-ce-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2474188,"Java":294456,"Python":6228,"Makefile":4683,"Shell":3045,"CMake":2720,"Batchfile":247},"source_url":"https://api.github.com/repos/tyrannotorus/c-brogue-ce-android/languages","evidence":"Official GitHub REST Languages API breakdown for tyrannotorus/c-brogue-ce-android: source-code byte counts are {\"Batchfile\": 247, \"C\": 2474188, \"CMake\": 2720, \"Java\": 294456, \"Makefile\": 4683, \"Python\": 6228, \"Shell\": 3045}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bully-anniversary-android-switch-homebrew","title":"Bully: Anniversary Edition Android-to-Switch Homebrew Port","game":"Bully: Anniversary Edition (Android ARM64 v1.4.311)","platform":"Android arm64-v8a app v1.4.311 → Nintendo Switch Horizon OS (AArch64 homebrew)","kind":"API Translation","status":"Work in progress: the maintainer says the Switch wrapper boots and runs the game, but it is unfinished and still uses temporary workarounds. Installation requires the matching user-owned Android APK data and native libraries; the repository distributes neither.","summary":"A game-specific Nintendo Switch homebrew wrapper for the Android release of Bully: Anniversary Edition. It loads the original Android ARM64 game library and adapts the required runtime calls through a Switch-side compatibility layer; it does not decompile or reimplement the game. 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The repository is a derivative of fgsfds/max_nx; upstream/game terms remain separate.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android-to-Switch runtime/API compatibility port","target_type":"Game","sources":[{"label":"Maintainer README: exact Android app version/ABI, user-supplied files, work-in-progress status, and Switch launch requirements","url":"https://github.com/givethesourceplox/bully-NX/blob/master/README.md"},{"label":"GitHub repository metadata and declared MIT license; parent lineage checked 2026-10-16","url":"https://api.github.com/repos/givethesourceplox/bully-NX"},{"label":"Official GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/givethesourceplox/bully-NX/languages"},{"label":"Nintendo Switch Android-binary loader project identified as the fork parent","url":"https://github.com/fgsfdsfgs/max_nx"},{"label":"Bully Vita source project identified in the repository description","url":"https://github.com/TheOfficialFloW/bully_vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":298701,"Makefile":8909,"C++":2003},"source_url":"https://api.github.com/repos/givethesourceplox/bully-NX/languages","evidence":"Exact GitHub REST Languages API byte totals for the complete Switch wrapper repository; totals include loader/support code and do not represent the game library supplied by the user.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bully-scholarship-edition-xbox360-windows-recomp","title":"Bully: Scholarship Edition Xbox 360 Windows Recompilation","game":"Bully: Scholarship Edition (Xbox 360)","platform":"Xbox 360 → Windows 10/11 x64, Direct3D 12","kind":"Recompilation","status":"Early WIP. README reports that the title boots through the menu and the Bullworth tutorial yard runs around 60 FPS on one laptop GPU; a 10-minute unattended session passed. Missions, town, and interiors are not yet tested.","summary":"A ReXGlue-based static recompilation of the Xbox 360 build to native Windows x64, with a Direct3D 12 backend. The user supplies their own NTSC-U disc; generated game code is produced locally and not committed.","project_url":"https://github.com/coole42-pixel/BullyRecomp","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation using ReXGlue and native Direct3D 12","language":"","source_available":"Public MIT source and build scripts; requires the user's NTSC-U Xbox 360 disc. Repository says game code and assets are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 Windows native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/coole42-pixel/BullyRecomp#readme"},{"label":"Current boot and tutorial-yard test scope","url":"https://github.com/coole42-pixel/BullyRecomp/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/coole42-pixel/BullyRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":76243,"PowerShell":19345,"Python":10262,"CMake":4818,"Batchfile":659},"source_url":"https://api.github.com/repos/coole42-pixel/BullyRecomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/coole42-pixel/BullyRecomp reports 76,243 bytes of C++, the largest language total (68.5% of 111,327 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bumpys-arcade-fantasy-dos-decomp","title":"Bumpy's Arcade Fantasy DOS Decompilation","game":"Bumpy's Arcade Fantasy","platform":"DOS x86 → DOS","kind":"Decompilation","status":"The README says the faithful C reconstruction builds BUMPY.EXE for link-only byte comparison and a separate BUMPYP.EXE adds a thin host layer for play; the game files are user-supplied.","summary":"A structure-preserving C decompilation of the 1992 DOS release, with executable matching checks, a playable DOS build, and standalone asset-format documentation tools.","project_url":"https://github.com/GeReV/bumpy-reverse","updated":"2026-10-16","strategy":"Structure-preserving C decompilation","language":"","source_available":"Public C source and tools; original game data is not included","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"DOS game decompilation and playable reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/GeReV/bumpy-reverse/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1540239,"Python":127655,"Makefile":12862,"ImHex Pattern Language":3963,"Shell":2291},"source_url":"https://api.github.com/repos/GeReV/bumpy-reverse/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-2002-original-xbox-recomp","title":"Burnout (2002) Original Xbox Static Recompilation","game":"Burnout (2002 Original Xbox)","platform":"Original Xbox (USA) → Windows 10/11 x64, Direct3D 11","kind":"Recompilation","status":"Early, incomplete v0.1.0 release. README says races are playable and lists looping scrape audio after some crashes and visual lighting differences; testing is limited to a small number of PCs.","summary":"A Windows launcher uses a fork of xboxrecomp to statically recompile the original Xbox Burnout executable from the user's own USA disc image. The project distributes tools, not game data, and is unrelated to Burnout 3: Takedown and Burnout CRASH! rows already in the catalog.","project_url":"https://github.com/Heromachine/Burnout-Recompilation","updated":"2026-10-16","strategy":"Original Xbox x86 static recompilation to C via a project-specific xboxrecomp fork and native Windows D3D11 host","language":"","source_available":"Public source and v0.1.0 Windows release; requires the user's own USA Xbox disc image. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Original Xbox native Windows recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/Heromachine/Burnout-Recompilation#readme"},{"label":"Maintainer release v0.1.0","url":"https://github.com/Heromachine/Burnout-Recompilation/releases/tag/v0.1.0"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/Heromachine/Burnout-Recompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":60596,"C":56141,"Python":37568,"Shell":14118,"CMake":7470},"source_url":"https://api.github.com/repos/Heromachine/Burnout-Recompilation/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Heromachine/Burnout-Recompilation reports 60,596 bytes of C++, the largest language total (34.5% of 175,893 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-2-point-of-impact-xbox-static-recomp","title":"Burnout 2: Point of Impact Xbox Static Recompilation","game":"Burnout 2: Point of Impact","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"Version 1.5 was published 2026-10-15. The maintainer reports menus, driving, collisions, lessons, audio, profiles, and saving working; complete game progression and all modes/tracks have not been verified.","summary":"Static recompilation of the U.S. original-Xbox release to a native Windows executable. The project consumes the user’s own Xbox XISO (ISO/XISO) and includes no retail game data. The README identifies the supported disc as the U.S. Xbox release but publishes no title/media ID or executable hash.","project_url":"https://github.com/timftw21/burnout2-recompilation","updated":"2026-10-16","strategy":"Static XBE-to-native recompilation with a native PC graphics/input runtime","language":"","source_available":"Public source, v1.5 release, and build instructions; requires the user’s own U.S. Xbox XISO; no game data included; MIT license.","first_found":"2026-10-16","project_started":"2026-05-20","programming_language":"C++","subtype":"Original Xbox static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported game source, required XISO, method, status, and build","url":"https://github.com/timftw21/burnout2-recompilation/blob/main/README.md"},{"label":"Maintainer v1.5 release","url":"https://github.com/timftw21/burnout2-recompilation/releases/tag/v1.5"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/timftw21/burnout2-recompilation"}],"media":[{"kind":"image","label":"Burnout 2: Point of Impact first driving lesson","url":"https://raw.githubusercontent.com/timftw21/burnout2-recompilation/main/screenshots/driving-lesson.jpg","preview_url":"https://raw.githubusercontent.com/timftw21/burnout2-recompilation/main/screenshots/driving-lesson.jpg","source_url":"https://github.com/timftw21/burnout2-recompilation/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1488306,"CMake":23544,"C":466,"Assembly":6823,"Batchfile":170,"PowerShell":16200},"source_url":"https://api.github.com/repos/timftw21/burnout2-recompilation/languages","evidence":"Official GitHub Repository.languages API byte counts: 1,488,306 bytes of C++, the largest total (96.9% of 1,535,509 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-3-xbox-native-android-recomp-b3x","title":"Burnout 3: Takedown Original Xbox Android Static Recompilation (b3x)","game":"Burnout 3: Takedown (Original Xbox, North American NTSC-U retail release)","platform":"Original Xbox NTSC-U XBE → Android 11+ ARM64 (arm64-v8a), Vulkan 1.1+; Windows and Linux desktop builds are also documented","kind":"Recompilation","status":"The maintainer labels the Android build 1.0.0 and reports races at 55–60 fps on an Android 13 Infinix X6815D (Dimensity 920/Mali-G68) and 36–44 fps on an Android 15 POCO M3 (Snapdragon 662/Adreno 610). These are project-reported tests. The README gives local build/install instructions; the GitHub Releases API showed no published release assets when checked on 2026-10-16. The game is not included.","summary":"An Android-specific static recompilation of Burnout 3’s original Xbox NTSC-U executable: xboxrecomp lifts the XBE instructions to C, which is compiled for ARM64; a native Vulkan renderer translates NV2A graphics work, and SDL2 supplies Android app, audio, touch, and controller integration. The README credits sp00nznet’s Burnout 3 recompilation and xboxrecomp toolkit. A user-owned ISO or extracted game directory is required; no game data is shipped.","project_url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile","updated":"2026-10-16","strategy":"Static Original Xbox x86-to-C recompilation with an Android ARM64 build and native Vulkan renderer; SDL2 Android app shell and user-supplied NTSC-U game data.","language":"English (the supported NTSC-U game image documented by the project)","source_available":"Public source repository; GitHub identifies MIT. The README credits sp00nznet/Burnout 3 recompilation and its MIT xboxrecomp toolkit. No retail game data is included; a user-owned Original Xbox NTSC-U copy is required. No GitHub release asset was present at the 2026-10-16 check.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation; Android Vulkan port","target_type":"Game","sources":[{"label":"Maintainer README: static recompilation method, Android requirements, device results, content boundary, build process and credits","url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/README.md"},{"label":"Maintainer Android-device notes and GPU test matrix","url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/docs/research/android-devices.md"},{"label":"Project change log; the README labels the Android version 1.0.0","url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/CHANGELOG.md"},{"label":"Repository license","url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/LICENSE"},{"label":"GitHub repository metadata; default branch, latest push and release availability checked 2026-10-16","url":"https://api.github.com/repos/aribrilliantsyah/Burnout3-Recompiled-Mobile"},{"label":"Official GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/aribrilliantsyah/Burnout3-Recompiled-Mobile/languages"},{"label":"Burnout 3 recompilation and xboxrecomp toolkit credited by the Android repository","url":"https://github.com/sp00nznet/burnout3"}],"media":[{"kind":"image","label":"Burnout 3 Android race on the Infinix X6815D; README reports 58 fps","url":"https://raw.githubusercontent.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/main/docs/screenshots/android/race.jpg","preview_url":"https://raw.githubusercontent.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/main/docs/screenshots/android/race.jpg","source_url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Burnout 3 Android car-select garage and Vulkan lighting","url":"https://raw.githubusercontent.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/main/docs/screenshots/android/garage.jpg","preview_url":"https://raw.githubusercontent.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/main/docs/screenshots/android/garage.jpg","source_url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"b3x Android game launcher after game data installation","url":"https://raw.githubusercontent.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/main/docs/screenshots/android/launcher.jpg","preview_url":"https://raw.githubusercontent.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/main/docs/screenshots/android/launcher.jpg","source_url":"https://github.com/aribrilliantsyah/Burnout3-Recompiled-Mobile/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3076521,"Python":1648372,"Java":326687,"Shell":55639,"CMake":38125,"Perl":6225,"C++":4522},"source_url":"https://api.github.com/repos/aribrilliantsyah/Burnout3-Recompiled-Mobile/languages","evidence":"Exact GitHub REST Languages API byte totals for the repository; totals cover the full repository (including host app, runtime, tooling and support code) and are not counts of game implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-3-original-xbox-switch-recomp","title":"Burnout 3: Takedown Original Xbox to Nintendo Switch Recompilation","game":"Burnout 3: Takedown","platform":"Original Xbox (NTSC-U) → Nintendo Switch and native Linux x86-64 (SDL2 with OpenGL or Vulkan; Switch hardware test reported at 40–55 FPS in races; Linux gameplay testing is not explicitly reported)","kind":"Recompilation","status":"The README reports Switch-hardware execution on Vulkan at 40–55 FPS in races; title, menus, races, audio, saves and the listed picture options work while the port is being tuned.","summary":"Static recompilation lifts the original Xbox XBE to C and builds a native Switch NRO. The user supplies an extracted copy of the Xbox game; no game data is included.","project_url":"https://github.com/antoxa2584x/burnout3-sw","updated":"2026-10-16","strategy":"Static recompilation of the original Xbox XBE for native Switch homebrew","language":"","source_available":"Public source and Switch build instructions; requires the user’s original Xbox disc data.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Original Xbox static recompilation port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: original Xbox NTSC-U source, Switch build, and current hardware status","url":"https://github.com/antoxa2584x/burnout3-sw#readme"},{"label":"Current primary README","url":"https://github.com/antoxa2584x/burnout3-sw/blob/switch/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/antoxa2584x/burnout3-sw"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/antoxa2584x/burnout3-sw/languages"},{"label":"Latest v0.2.1 release","url":"https://github.com/antoxa2584x/burnout3-sw/releases/tag/v0.2.1"},{"label":"Maintainer README: platform setup and current status","url":"https://github.com/antoxa2584x/burnout3-sw/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3642464,"Python":1654237,"CMake":40967,"Shell":39448,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/antoxa2584x/burnout3-sw/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-3-ps2-recomp","title":"Burnout 3: Takedown PS2 Recompilation for PC","game":"Burnout 3: Takedown (PlayStation 2 version)","platform":"PlayStation 2 NTSC-U (SLUS-21050) → Windows x64","kind":"Recompilation","status":"Alpha PC port. The README describes native operation across menus, races, crash mode, career, and saves; it requires the user's own NTSC-U disc image.","summary":"Translates the PS2 game's program to C++ and compiles it for Windows, with a Vulkan renderer, widescreen, and PC settings. The repository and releases exclude game content; users provide their own SLUS-21050 disc image.","project_url":"https://github.com/danielgomesvieira2000/burnout3-pc","updated":"2026-10-15","strategy":"Static recompilation of PS2 game code to native C++","language":"","source_available":"Public source repository; user-supplied game disc required; no game content included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS2-to-Windows game recompilation","target_type":"Game","sources":[{"label":"Project README: supported disc, implementation, alpha status, and features","url":"https://github.com/danielgomesvieira2000/burnout3-pc#readme"},{"label":"Project releases","url":"https://github.com/danielgomesvieira2000/burnout3-pc/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":759408,"Python":67070,"CMake":1440},"source_url":"https://api.github.com/repos/danielgomesvieira2000/burnout3-pc/languages","evidence":"GitHub's official Languages REST endpoint reports 759,408 bytes of C++ as the largest total (91.7% of 827,918 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"burnout-3-xbox-recomp","title":"Burnout 3: Takedown Xbox Recompilation","game":"Burnout 3: Takedown","platform":"Original Xbox → Windows x64","kind":"Recompilation","status":"Alpha; modes reportedly boot/render/play, performance and save limitations remain","summary":"Static recompilation of the original Xbox release into native Windows x86-64 using xboxrecomp.","project_url":"https://github.com/sp00nznet/burnout3","updated":"2026-09-30","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/burnout3"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/burnout3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":32199,"PowerShell":9802,"CMake":3652,"Shell":3054,"Batchfile":148},"source_url":"https://api.github.com/repos/sp00nznet/burnout3/languages","evidence":"GitHub REST repository Languages endpoint reports 32,199 bytes of C out of 48,855 measured source bytes (65.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"burnout-crash-recomp","title":"Burnout CRASH! Recomp","game":"Burnout CRASH!","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"Early development; boots to title and menu, with limited gameplay and saving checks","summary":"Native Windows port of the Xbox Live Arcade title using ReXGlue static recompilation, tied to a documented title update and executable hashes.","project_url":"https://github.com/mpkonmbk/burnout-crash-recomp","updated":"2026-10-08","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific recompilation/native port","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/mpkonmbk/burnout-crash-recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/mpkonmbk/burnout-crash-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13224,"PowerShell":11032,"C#":10959,"CMake":8203},"source_url":"https://api.github.com/repos/mpkonmbk/burnout-crash-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 13,224 bytes of C++ out of 43,418 measured source bytes (30.5%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"burnout-dominator-ps2-static-recomp","title":"Burnout Dominator PS2 Static Recompilation","game":"Burnout Dominator","platform":"PlayStation 2 (Europe) → Windows and Linux","kind":"Recompilation","status":"Work in progress; boot, intro, menus, World Tour, races, saves, save states and gamepads work; races are reported at 25–30 FPS of 50. Race sound and full real-pad event testing remain.","summary":"Requires the European SLES-54627 disc image and a Vulkan driver.","project_url":"https://github.com/literalynn/BurnoutDominatorReversed","updated":"2026-10-15","strategy":"MIPS R5900 code statically recompiled with PS2Recomp; remaining PS2 IOP/SPU2/VU/IPU are emulated and GS uses paraLLEl-GS.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Mips r5900 code statically recompiled with ps2recomp","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/literalynn/BurnoutDominatorReversed"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/literalynn/BurnoutDominatorReversed"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16965251,"Python":203775,"Java":80976,"CMake":61763,"Shell":8465,"PowerShell":8177,"Batchfile":991,"C":37},"source_url":"https://api.github.com/repos/literalynn/BurnoutDominatorReversed/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 16,965,251 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"burnout-paradise-xbox360-decomp","title":"Burnout Paradise Xbox 360 Source Reconstruction","game":"Burnout Paradise (Burnout 5 Xbox 360 build)","platform":"Xbox 360 target executable → reconstructed C++ compiled for PC","kind":"Decompilation","status":"Active source reconstruction; detailed work status is tracked in the linked workflow repository. The actual recovered C++ source tree is this repository, not the workflow wrapper.","summary":"The recovered C++ decompilation tree for Burnout Paradise. Its parent `BP-Decomp_Workflow` repository provides orchestration, analysis databases and progress tracking; this submodule contains the project source.","project_url":"https://github.com/BurnoutDecomp/b5-decomp","updated":"2026-10-16","strategy":"Xbox 360 source reconstruction and PC compilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 decompilation source tree","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/BurnoutDecomp/b5-decomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/BurnoutDecomp/b5-decomp"},{"label":"Maintainer workflow repository: identifies this repository as the recovered C++ source tree and describes the Xbox 360 target","url":"https://github.com/BurnoutDecomp/BP-Decomp_Workflow"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":84844924,"C":12652181,"Python":2404856,"PowerShell":895500,"CMake":1854},"source_url":"https://api.github.com/repos/BurnoutDecomp/b5-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 84,844,924 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-revenge-xbox360-crownpark","title":"Burnout Revenge Xbox 360 Recompilation (CrownPark Native Ports)","game":"Burnout Revenge (Xbox 360 retail)","platform":"Xbox 360 → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release burnoutrevenge-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release burnoutrevenge-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/burnoutrevenge-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/xbla/burnoutrevenge-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official Languages REST endpoint reports 2,210,734,387 bytes of C++ as the largest total (98.0% of 2,256,996,438 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"burnout-revenge-xbox360-recomp-fabioap","title":"Burnout Revenge Xbox 360 Recompilation (Fabioap)","game":"Burnout Revenge (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Experimental source release, actively in progress. The owner reports title/menu access, save/load, full 3D car selection, race entry and a complete multi-race session without observed crashes. A rendering issue remains on several menu/pause screens, and the alpha-level session has not yet been independently reproduced.","summary":"Static Xbox 360 PowerPC-to-C++ recompilation using ReXGlue on Windows AMD64. The repository includes a customized SDK copy, build configuration and a dated project-state log; user-supplied game files are required.","project_url":"https://github.com/Fabioap-cpu/Burnout-Revenge-Recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using ReXGlue","language":"","source_available":"Public source repository and experimental source release; user supplies extracted Xbox 360 game files; no game data or compiled executable included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox 360 static recompilation; Windows x64 target","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/Fabioap-cpu/Burnout-Revenge-Recomp/blob/main/README.md"},{"label":"Dated project status and test findings","url":"https://github.com/Fabioap-cpu/Burnout-Revenge-Recomp/blob/main/docs/PROJECT_STATE.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/Fabioap-cpu/Burnout-Revenge-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13410970,"C++":9432074,"Assembly":304693,"CMake":87576,"Python":27309,"PowerShell":22690,"Shell":8615,"GLSL":7119,"HLSL":6177,"Pawn":1111,"SourcePawn":967,"Batchfile":60},"source_url":"https://api.github.com/repos/Fabioap-cpu/Burnout-Revenge-Recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 13,410,970 bytes of C as the largest total (57.5% of 23,309,361 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"burnout-revenge-xbox360-xerenge","title":"Burnout Revenge Xbox 360 Recompilation (Xerenge)","game":"Burnout Revenge (Xbox 360 retail)","platform":"Xbox 360 → Linux x86-64, macOS x86-64/arm64","kind":"Recompilation","status":"The maintainer reports the game fully playable. The latest published release at review was v0.4.6; the README describes US support beginning with v0.4.7, so use the released European build unless a v0.4.7 build is verified.","summary":"The Xbox 360 PowerPC code is recompiled ahead of time to C++ using ReXGlue. The runtime emulates console services; the current branch includes a Plume renderer and an alternate Xenos GPU path. The user imports their own game image.","project_url":"https://github.com/shipa-2/Xerenge","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation via ReXGlue; native Plume renderer or Xenos GPU path","language":"","source_available":"Public source repository and Linux/macOS installer; the user supplies a supported retail game image; no game assets are bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation for Linux and macOS","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/shipa-2/Xerenge/blob/main/README.md"},{"label":"Latest published release v0.4.6","url":"https://github.com/shipa-2/Xerenge/releases/tag/v0.4.6"},{"label":"Setup and supported game images","url":"https://github.com/shipa-2/Xerenge/blob/main/SETUP.md"},{"label":"Current ReXGlue implementation details","url":"https://github.com/shipa-2/Xerenge/blob/main/rexglue/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/shipa-2/Xerenge"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2167046,"Java":105739,"Shell":57556,"Python":46626,"CMake":27777,"GLSL":20055,"C":3321,"Inno Setup":1239},"source_url":"https://api.github.com/repos/shipa-2/Xerenge/languages","evidence":"GitHub's official Languages REST endpoint reports 2,167,046 bytes of C++ as the largest total (89.2% of 2,429,359 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-lambdamikel-microtronic-phoenix","title":"Busch Microtronic Phoenix Firmware Emulator","game":"Busch Modellbau 2090 Microtronic four-bit educational computer","platform":"Custom Phoenix hardware based on an Atmel ATmega644P-20U at 20 MHz, with an optional 24LC256 EEPROM; firmware is built with Arduino IDE 1.8.19 and MightyCore and uploaded through ISP. This repository is not a desktop emulator.","kind":"Emulator","status":"The main branch was updated 2026-10-07; the maintainer README records additional documentation and preservation work through 2026-09-06. GPL-3.0. Phoenix mode executes the recovered original 1981 Microtronic firmware in a TMS1600 emulator; the original ROM is embedded in the Arduino sketches, so users do not need a separate BIOS or ROM file. The maintainer documents permission from the original system designer to publish the firmware ROM; bundled NewTone and TM16xx font code retain their own notices.","summary":"Firmware emulator for the 1981 Busch Microtronic 2090 educational computer, implemented for the custom Microtronic Phoenix board. It runs the recovered original TMS1600 firmware and offers Phoenix, Neo, and combined firmware variants with the target’s I/O and memory behavior.","project_url":"https://github.com/lambdamikel/microtronic-phoenix","updated":"2026-10-16","strategy":"Embedded microcontroller emulation of an educational computer","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Embedded educational-computer emulator","target_type":"Software","sources":[{"label":"Primary maintainer README: target, hardware, firmware variants, ROM provenance and build requirements","url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md"},{"label":"Project GPL-3.0 license file","url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/LICENSE"},{"label":"GitHub commit activity feed","url":"https://github.com/lambdamikel/microtronic-phoenix/commits/main.atom"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/lambdamikel/microtronic-phoenix/languages"}],"media":[{"kind":"image","label":"Microtronic 2095 hardware","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/microtronic.png","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/microtronic.png","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix circuit board","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/phoenix.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/phoenix.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Emulator","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-emulator/main/screenshot.png","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-emulator/main/screenshot.png","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Translated Manual English","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/manuals-en-online.png","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/manuals-en-online.png","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Load 11 - A","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/load11.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/load11.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Load 11 - B","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/load11-microtronic.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/load11-microtronic.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LED filter black and red","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/led-both-filters.jpeg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/led-both-filters.jpeg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LED filter black","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/led-black-filter.jpeg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/led-black-filter.jpeg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LED filter 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1","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/venice-1.jpeg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/venice-1.jpeg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix Venice demonstration 2","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/venice-2.jpeg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/venice-2.jpeg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix Hackster 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2","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/linkedinpost2.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/linkedinpost2.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix X announcement","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/xpost.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/xpost.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix Hackaday feature","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/featured.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/featured.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phoenix Overview","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/overview.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/overview.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix prototype with display adapter","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/phoenix2.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/phoenix2.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Phoenix operating-system selector prototype","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/os-selector.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/os-selector.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"DIN Buttons","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/din-buttons-and-buzzer.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/din-buttons-and-buzzer.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Console","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/2090-buzzer-and-buttons.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/2090-buzzer-and-buttons.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"CPU and Reset Buttons","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/cpu-buttons.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/cpu-buttons.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Speaker and EEPROM","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/eeprom-speaker-isp.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/eeprom-speaker-isp.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"DIP SWITCH","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/buzzer-switch.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/buzzer-switch.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Status DOTs","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/adapter.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/adapter.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Power Supply Options","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/power.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/power.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"ISP Power","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/isp.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/isp.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Display","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/display.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/display.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Busch Experiments, Yellow Pegs","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/experiments.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/experiments.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Outputs","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/outputs.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/outputs.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Microtronic Inputs","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/inputs.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/inputs.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Speaker and Buzzer","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/speaker.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/speaker.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phoenix and 2095 emulator","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/2095-emu-phoenix.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/2095-emu-phoenix.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phoenix Board","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/gerbers-phoenix.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/gerbers-phoenix.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phoenix Board","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/gerbers-display-adapter.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/gerbers-display-adapter.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"ISP Header","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/isp-header.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/isp-header.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Arduino Settings 1","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/settings1.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/settings1.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Arduino Settings 2","url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/settings2.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/microtronic-phoenix/main/pics/settings2.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Original 2095 cassette interface demo","url":"https://youtu.be/7KmG64e4DPE","preview_url":null,"source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"2095 tape emulator first-steps tutorial (German)","url":"https://youtu.be/0MPBtOWTzlk","preview_url":null,"source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Microtronic programming videos — Towers of Hanoi highlight","url":"https://www.youtube.com/watch?v=7hjPqXKYwDc&list=PLvdXKcHrGqhe_Snxh4nh8RMDz2SiUDCHH","preview_url":null,"source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"microtronic","url":"https://raw.githubusercontent.com/lambdamikel/Busch-2090/master/manuals/microtronic.jpg","preview_url":"https://raw.githubusercontent.com/lambdamikel/Busch-2090/master/manuals/microtronic.jpg","source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"PicoRAM-2090 demo","url":"https://www.youtube.com/watch?v=267T5BnslIs","preview_url":null,"source_url":"https://github.com/lambdamikel/microtronic-phoenix/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":245679,"C":17430},"source_url":"https://api.github.com/repos/lambdamikel/microtronic-phoenix/languages","evidence":"Exact GitHub Languages API byte map: {\"C\": 17430, \"C++\": 245679}.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bushido-blade-2-ps1-matching-decomp","title":"Bushido Blade 2 PS1 Matching Decompilation","game":"Bushido Blade 2 (PS1 NTSC-U SLUS-00663)","platform":"PlayStation 1 NTSC-U (SLUS-00663)","kind":"Decompilation","status":"The build verifies the original SHA-1. The README reports 1,483/1,484 functions complete: 1,260 in matching C and 223 represented as canonical original assembly; one function remains incomplete. The project is in cleanup/readability work and does not claim a native port.","summary":"A near-complete matching decompilation of the North American Bushido Blade 2 executable. The source tree rebuilds byte-identically and requires the user’s own USA disc; no game data is included.","project_url":"https://github.com/tgg12321/BushidoBladeDecompile","updated":"2026-10-16","strategy":"Hand-written C and canonical original assembly matched to the retail executable byte-for-byte","language":"","source_available":"Public source and build scripts; requires the user’s own unmodified North American SLUS-00663 disc image. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/tgg12321/BushidoBladeDecompile"},{"label":"Maintainer README: version, matching state and remaining function","url":"https://github.com/tgg12321/BushidoBladeDecompile#readme"},{"label":"Dated project status ledger","url":"https://github.com/tgg12321/BushidoBladeDecompile/blob/main/docs/STATUS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":10644034,"BitBake":23652,"C":2234720,"Linker Script":73067,"Makefile":15833,"PowerShell":267975,"Python":5192293,"Shell":84702,"VBScript":827},"source_url":"https://api.github.com/repos/tgg12321/BushidoBladeDecompile/languages","evidence":"GitHub’s official Languages API reports Assembly: 10,644,034 bytes, BitBake: 23,652 bytes, C: 2,234,720 bytes, Linker Script: 73,067 bytes, Makefile: 15,833 bytes, PowerShell: 267,975 bytes, Python: 5,192,293 bytes, Shell: 84,702 bytes, VBScript: 827 bytes. Assembly is the largest repository-wide total because the repository keeps per-function target listings; it is not a proxy for the amount of readable C.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"busin0-en","title":"Busin 0: Wizardry Alternative Neo English Translation","game":"Busin 0: Wizardry Alternative Neo","platform":"PlayStation 2","kind":"Fan Localization","status":"Public beta v203; playable start to finish","summary":"Public beta v203 is playable start to finish in English and targets the original Japanese PS2 release SLPM-65378 software v1.03, not the Atlus Best Collection v2.01. The README documents xdelta3 patching and source/output checksums.","project_url":"https://github.com/Fabulu/Busin0Translation","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation 2 fan translation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/Fabulu/Busin0Translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Fabulu/Busin0Translation"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/Fabulu/Busin0Translation/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":7744593,"PowerShell":144874,"JavaScript":25065,"Batchfile":2044,"Shell":1785},"source_url":"https://api.github.com/repos/Fabulu/Busin0Translation/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Fabulu/Busin0Translation reports 7,744,593 bytes of Python, the largest language total (97.8% of 7,918,361 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"bust-a-groove-ps1-static-recomp","title":"Bust A Groove PS1 Static Recompilation","game":"Bust A Groove (PS1 USA, SCUS-94263)","platform":"PlayStation 1 (USA SCUS-94263) → Windows x64 / Nintendo Switch","kind":"Recompilation","status":"Version 0.1.0 is available for Windows and Switch; the README says the game boots directly and lists local two-player, online play, save cards and optional mods. No full campaign/playthrough evidence is given. The public repository is a release-focused README with no source tree or GitHub language breakdown; game BIN/CUE is user supplied.","summary":"A release-backed Windows and Nintendo Switch native port of the USA Bust A Groove PS1 executable via static MIPS-to-C recompilation. It is built with psxrecomp/recomp-ui; no commercial game data is included and this public repository does not expose the implementation source tree.","project_url":"https://github.com/brankomatija/BustAGrooveRecompiled-Releases","updated":"2026-10-16","strategy":"Static MIPS recompilation to C using psxrecomp and recomp-ui","language":"","source_available":"Public v0.1.0 Windows and Switch release packages; this release-only repository has no visible source code or license statement. It does not include game data; users supply their own USA SCUS-94263 BIN/CUE.","first_found":"2026-10-16","project_started":"","programming_language":"","subtype":"v0.1.0 release; release-only repository","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/brankomatija/BustAGrooveRecompiled-Releases"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/brankomatija/BustAGrooveRecompiled-Releases/blob/main/README.md"},{"label":"Published project release","url":"https://github.com/brankomatija/BustAGrooveRecompiled-Releases/releases/tag/v0.1.0"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/brankomatija/BustAGrooveRecompiled-Releases"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/brankomatija/BustAGrooveRecompiled-Releases/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/brankomatija/BustAGrooveRecompiled-Releases/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"butterchurn-milkdrop-webgl-visualizer-reimplementation","title":"Butterchurn (MilkDrop visualizer WebGL implementation)","game":"MilkDrop music visualizer for Winamp and compatible audio applications","platform":"Web browsers with WebGL 2 and Web Audio support; distributed as an npm package and designed to be embedded in browser-based players.","kind":"Reimplementation","status":"The current package metadata reports version 3.0.0-beta.5; GitHub shows no published releases. The README demonstrates rendering into a browser canvas from a Web Audio node and names Webamp among its integrations. Compatibility is scoped to the documented visualizer/API rather than Winamp plugin binary compatibility.","summary":"A browser-oriented WebGL implementation of the MilkDrop music visualizer, distributed as a reusable JavaScript package. It accepts audio through the Web Audio API and renders community presets with WebGL 2; it is also integrated into Webamp and other media projects.","project_url":"https://github.com/jberg/butterchurn","updated":"2026-10-16","strategy":"Reimplements MilkDrop-style audio-reactive visualization for browsers using WebGL and the Web Audio API; exposes an embeddable JavaScript library rather than translating Winamp plugin binaries.","language":"","source_available":"Public MIT-licensed source. The repository credits MilkDrop creator Ryan Geiss and Nullsoft; preset collections are distributed separately and should be checked for their own licensing.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Media software component / audio visualizer","target_type":"Software","sources":[{"label":"Project README: implementation, API, browser support, integration, and license","url":"https://github.com/jberg/butterchurn"},{"label":"Current npm package metadata and version","url":"https://github.com/jberg/butterchurn/blob/master/package.json"},{"label":"GitHub releases page (no releases listed at review)","url":"https://github.com/jberg/butterchurn/releases"},{"label":"Original MilkDrop project acknowledged by Butterchurn","url":"https://www.geisswerks.com/about_milkdrop.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":null,"source_url":"https://github.com/jberg/butterchurn","evidence":"The official GitHub repository page's Languages panel displays JavaScript 83.9%, HTML 10.6%, TypeScript 5.4%, Shell 0.1%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"byroredux-gamebryo-creation-engine-reimplementation","title":"ByroRedux (Gamebryo/Creation Engine reimplementation)","game":"Gamebryo / Creation Engine lineage (Bethesda game data; multiple titles)","platform":"Linux-first source-built engine; the README lists Bethesda data from Oblivion through Starfield as targets","kind":"Reimplementation","status":"Active development; the maintainer roadmap dated 2026-10-15 reports interior cells loading/rendering for Oblivion, Fallout 3, Fallout: New Vegas, Skyrim Special Edition, and Fallout 4, plus a walkable Starfield Cydonia interior. The README reports a completed Skyrim gameplay vertical slice. The project describes itself as a source-built reference implementation rather than a packaged replacement; GitHub had no release listed as of 2026-10-16. Progress and clean-room statements are maintainer-reported.","summary":"A Rust/C++ rebuild of the Gamebryo/Creation Engine lineage that reads Bethesda NIF, BSA/BA2, ESM/ESP and script data through a new engine and Vulkan renderer. The README lists seven Bethesda game targets, says the project does not redistribute their game data, and frames the result as a reference implementation. It is a multi-title engine reimplementation, not a recompilation of the original executables.","project_url":"https://github.com/matiaszanolli/ByroRedux","updated":"2026-10-16","strategy":"Maintainer-described ground-up Rust/C++ engine reimplementation using reverse-engineered and documented game data formats; it does not execute or statically recompile the original game binaries. The clean-room description is the project's own claim, not an independent legal finding.","language":"","source_available":"Public source repository on GitHub. GitHub reports no detected project license, the repository root has no LICENSE file, and the only license file found in the recursive repository tree is for the vendored FidelityFX SDK. Public visibility does not establish reuse rights for ByroRedux code; the README’s FOSS-only statement is maintainer intent, not a published license. The project says it does not bundle Bethesda game data, which users must supply.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Multi-title legacy game-engine reimplementation","target_type":"Software","sources":[{"label":"Project README: engine target, reimplementation method, current scope, and user-data boundary","url":"https://github.com/matiaszanolli/ByroRedux/blob/main/README.md"},{"label":"Maintainer roadmap: live capabilities, supported game-data versions, and incomplete areas","url":"https://github.com/matiaszanolli/ByroRedux/blob/main/ROADMAP.md"},{"label":"Maintainer technical note: NIFAL canonical translation layer across game variants","url":"https://github.com/matiaszanolli/ByroRedux/blob/main/docs/engine/nifal.md"},{"label":"GitHub repository API: public repository metadata, activity, and license field","url":"https://api.github.com/repos/matiaszanolli/ByroRedux"},{"label":"GitHub releases page (no release listed when checked 2026-10-16)","url":"https://github.com/matiaszanolli/ByroRedux/releases"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/matiaszanolli/ByroRedux/languages"},{"label":"GitHub repository file tree: no project-wide license file; vendored SDK license is separate","url":"https://api.github.com/repos/matiaszanolli/ByroRedux/git/trees/main?recursive=1"}],"media":[{"kind":"image","label":"Whiterun Bannered Mare (Skyrim)","url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/whiterun-bannered-mare.png","preview_url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/whiterun-bannered-mare.png","source_url":"https://github.com/matiaszanolli/ByroRedux/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Anvil Heinrich Oaken Halls (Oblivion)","url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/anvil-oaken-halls.png","preview_url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/anvil-oaken-halls.png","source_url":"https://github.com/matiaszanolli/ByroRedux/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Prospector Saloon (Fallout: New Vegas)","url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/prospector-saloon.png","preview_url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/prospector-saloon.png","source_url":"https://github.com/matiaszanolli/ByroRedux/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Prospector Saloon exterior with procedural clouds (Fallout: New Vegas)","url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/prospector-saloon-exterior.png","preview_url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/docs/screenshots/prospector-saloon-exterior.png","source_url":"https://github.com/matiaszanolli/ByroRedux/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"logo","url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/assets/logo.jpg","preview_url":"https://raw.githubusercontent.com/matiaszanolli/ByroRedux/main/assets/logo.jpg","source_url":"https://github.com/matiaszanolli/ByroRedux/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":35920829,"GLSL":847686,"Shell":235412,"Python":69368,"C++":19447,"C":5047,"Go Template":3551},"source_url":"https://api.github.com/repos/matiaszanolli/ByroRedux/languages","evidence":"GitHub's official repository Languages API returned these exact byte totals on 2026-10-16. Rust is the largest bucket (35,920,829 of 37,101,340 recognized bytes). Totals cover the repository and can include tools, generated files, dependencies, or vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"binary-ninja-c166-st10-architecture-plugin","title":"C166/ST10 Architecture Plugin for Binary Ninja","game":"Infineon C166 / STMicro ST10 embedded firmware","platform":"Infineon C166-classic, C166-vx, C166-v2, and ST10 firmware; Binary Ninja plugin binaries are published for Windows x64, Linux x64, macOS x64, and macOS ARM64.","kind":"Decompilation","status":"Maintained; release stable-6.0.10601 was published 2026-09-09. The README reports full instruction disassembly and only partial lifting to Binary Ninja Low Level IL, so some instruction semantics and resulting decompilation remain unsupported.","summary":"Binary Ninja architecture plugin for analyzing embedded firmware built for the Infineon C166 and STMicro ST10 instruction families. It adds disassembly, partial Low Level IL semantics, calling conventions, and extended-mode/data-page register support. Analysis requires a compatible Binary Ninja installation and a user-provided firmware image.","project_url":"https://github.com/idaholab/bn-st10-arch","updated":"2026-10-15","strategy":"Architecture plugin that decodes C166/ST10 instructions and supplies partial Binary Ninja LLIL semantics, with C166 calling-convention and extended DPP/EXT state support; it enables binary analysis but does not provide a complete source reconstruction.","language":"","source_available":"Public MIT-licensed C++ source and release binaries. Requires Binary Ninja 5.1.8104 or later and user-supplied firmware; the Binary Ninja analysis application is a separate dependency.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Embedded C166/ST10 disassembler and partial lifter plugin","target_type":"Software","sources":[{"label":"Maintainer README: instruction coverage, partial LLIL lifting, Binary Ninja requirements, and license","url":"https://github.com/idaholab/bn-st10-arch#readme"},{"label":"Stable release 6.0.10601 (2026-09-09), including Windows/Linux/macOS binaries","url":"https://github.com/idaholab/bn-st10-arch/releases/tag/stable-6.0.10601"},{"label":"Repository metadata: MIT license and source activity checked 2026-10-15","url":"https://api.github.com/repos/idaholab/bn-st10-arch"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/idaholab/bn-st10-arch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":357578,"Python":14943,"CMake":754},"source_url":"https://api.github.com/repos/idaholab/bn-st10-arch/languages","evidence":"GitHub's official Languages REST endpoint reports 357,578 bytes of C++ as the largest total (95.8% of 373,275 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cadcraft-autodesk-autocad","title":"CADCraft (Autodesk AutoCAD reimplementation)","game":"Autodesk AutoCAD","platform":"macOS, Windows, Linux, FreeBSD, and browser via WebAssembly","kind":"Reimplementation","status":"Early development per the README; latest release v0.7.0 (2026-10-14).","summary":"A clean-room Rust CAD and drafting application for AutoCAD-style drawing workflows, including DXF work and drawing tools. The project labels its maturity as early development.","project_url":"https://github.com/storytold/cadcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Autodesk AutoCAD drafting workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Computer-aided design and drafting application","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/cadcraft"},{"label":"Project owner release v0.7.0","url":"https://github.com/storytold/cadcraft/releases/tag/v0.7.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":7837210,"Shell":25819,"PowerShell":11824,"Python":6153,"HTML":848},"source_url":"https://api.github.com/repos/storytold/cadcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 7,837,210 bytes of Rust, the largest language total (99.4% of 7,881,854 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cafe-recomp-wiiu-framework","title":"CafeRecomp Wii U Recompilation Research Framework","game":"CafeRecomp","platform":"Nintendo Wii U PowerPC → native PC runtime (research stage)","kind":"Recompilation","status":"Work in progress; the README says the framework is currently focused on The Legend of Zelda: Breath of the Wild and is not yet fully playable. No release is listed. Treat this as a research framework, not a playable Breath of the Wild PC port.","summary":"Early Wii U static-recompilation framework currently targeting Breath of the Wild, with boot, runtime, GX2, and rendering work documented in the repository. Classified as software because the public project is a reusable framework and its README does not claim a complete game port.","project_url":"https://github.com/hardkiller2565123123/CafeRecomp","updated":"2026-10-16","strategy":"Static recompilation framework","language":"","source_available":"Public source repository; no playable game build is claimed","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii U recompilation framework","target_type":"Software","sources":[{"label":"Canonical repository and current maturity notes","url":"https://github.com/hardkiller2565123123/CafeRecomp"},{"label":"Recent recomp.board Reddit announcement (discovery lead)","url":"https://www.reddit.com/r/decomps/comments/1x607hp/recompboard_decomps_recomps_and_ports_in_one/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1137458,"PowerShell":16334,"CMake":13506},"source_url":"https://api.github.com/repos/hardkiller2565123123/CafeRecomp/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"calc-u-59-ti-calculators","title":"Calc-U-59","game":"TI-58, TI-58C, and TI-59 programmable-calculator programs","platform":"TI-58 / TI-58C / TI-59; native macOS and iOS/iPadOS app, plus a WebAssembly browser core","kind":"Emulator","status":"Version 1.7.0 was released 2026-09-15; source was last pushed 2026-09-29. The maintainer describes a cycle-accurate emulator and debugger, with a playable WebAssembly build. The PC-100C printer is functionally simulated rather than timing- or mechanics-emulated.","summary":"Research-oriented hardware emulator for the TI-58, TI-58C, and TI-59 programmable calculators. It models the shared TMC0501 processor and includes register inspection, tracing, card-reader features, and calculator interfaces.","project_url":"https://github.com/tinue/Calc-U-59","updated":"2026-10-16","strategy":"Cycle-accurate TMC0501 software emulation with native and WebAssembly frontends","language":"","source_available":"Public source repository under PolyForm Noncommercial License 1.0.0; commercial use requires separate permission.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Programmable-calculator emulator and research debugger","target_type":"Software","sources":[{"label":"Maintainer README: emulator scope, native/browser builds, debugger, and printer limitation","url":"https://github.com/tinue/Calc-U-59/blob/main/README.md"},{"label":"Version 1.7.0 release","url":"https://github.com/tinue/Calc-U-59/releases/tag/v1.7.0"},{"label":"Tracked PolyForm Noncommercial license","url":"https://github.com/tinue/Calc-U-59/blob/main/LICENSE"},{"label":"Maintainer's playable browser build","url":"https://calcu59.ch/#play"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/tinue/Calc-U-59"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/tinue/Calc-U-59/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":471968,"Swift":465822,"C++":149899,"Python":143779,"Shell":55464,"JavaScript":18043,"Objective-C++":13893,"Objective-C":11155},"source_url":"https://api.github.com/repos/tinue/Calc-U-59/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"call-of-duty-3-xbox360-recomp","title":"Call of Duty 3 Xbox 360 Recompilation","game":"Call of Duty 3","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Still in development; first level Saint-Lô is playable, while all 15 levels’ code is recompiled and levels load/play. v0.4.0 prerelease (2026-10-07).","summary":"Runs the user’s own Xbox 360 disc image as a native x64 PC program; owner documents menus, opening cutscene, combat, saves, sound and movies.","project_url":"https://github.com/FrankHUN88453/CoD3Recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation with a project-owned Direct3D 11 renderer.","language":"C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static powerpc-to-c++ recompilation with a project-owned direct3d 11 renderer.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/FrankHUN88453/CoD3Recomp"},{"label":"Verified release or build","url":"https://github.com/FrankHUN88453/CoD3Recomp/releases/tag/v0.4.0"},{"label":"Project owner releases","url":"https://github.com/FrankHUN88453/CoD3Recomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/FrankHUN88453/CoD3Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1455596,"Python":125220,"PowerShell":23375,"CMake":14155},"source_url":"https://api.github.com/repos/FrankHUN88453/CoD3Recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 1,455,596 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"call-of-duty-3-xbox360-cod3pc-recomp","title":"Call of Duty 3 Xbox 360 Recompilation (cod3pc)","game":"Call of Duty 3","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"Early experimental project; README reports the menu, Saint-Lo training, and first mission gameplay run natively, with the first mission completed in manual testing and a checkpoint save restored. Only default.xex and saint_lo.dll are connected, and the full campaign and multiplayer remain out of scope/unimplemented.","summary":"A distinct Call of Duty 3 Xbox 360 single-player implementation using ReXGlue static recompilation and a Xenos backend. The project requires user-supplied Xbox 360 files, publishes source/configuration rather than a packaged player release, and is independent of the existing CoD3 recomp projects.","project_url":"https://github.com/alekszverr-jpg/cod3pc","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation with ReXGlue and a native Windows x64 host","language":"","source_available":"Public source, build scripts, and reverse-engineering notes; user must supply their own extracted Xbox 360 files. README says game binaries/data are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Independent Call of Duty 3 Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/alekszverr-jpg/cod3pc#readme"},{"label":"Maintainer's verified module and gameplay status","url":"https://github.com/alekszverr-jpg/cod3pc/blob/main/docs/STATUS.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/alekszverr-jpg/cod3pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":22216,"PowerShell":20272,"Python":16446,"Java":14578,"CMake":7537},"source_url":"https://api.github.com/repos/alekszverr-jpg/cod3pc/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/alekszverr-jpg/cod3pc reports 22,216 bytes of C++, the largest language total (27.4% of 81,049 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"call-of-duty-4-ios-bmk4","title":"Call of Duty 4: Modern Warfare iOS Port (BMK4)","game":"Call of Duty 4: Modern Warfare (2007 PC version)","platform":"Windows PC → iOS/iPadOS 15.0+ ARM64; playable game not yet demonstrated","kind":"Reimplementation","status":"Work-in-progress native iOS ARM64 port of the GPL KisakCOD engine decompilation. The maintainer's latest status table reports 41/41 engine translation units compiling for arm64-apple-ios, a simulator-verified headless Com_Init milestone, and first engine code executing on iOS. On a physical iPad Pro (M5), the patched DXVK D3D9 frontend through static MoltenVK and a native CAMetalLayer creates a device, passes bit-exact clear readback, and presents successfully; the real player-movement sandbox has only run on a synthetic world. No Call of Duty 4 game frame or playable session is documented, and 32-bit fastfile compatibility remains a major blocker. The repository has no release; latest source push is 2026-07-16.","summary":"Research port of the KisakCOD C++ engine decompilation to native iOS ARM64, with iOS app/input layers and D3D9 calls translated through DXVK, Vulkan, MoltenVK, and Metal. The repository contains no game assets; the maintainer says a legally owned Call of Duty 4 PC copy is required for eventual gameplay, but the current port has not yet reached game-data loading or a rendered game frame.","project_url":"https://github.com/Braxton-Bevis/bmk4","updated":"2026-07-16T19:52:27Z","strategy":"Port the GPL C++ engine decompilation to iOS ARM64; translate D3D9 through DXVK/MoltenVK and replace Windows platform services while addressing 32-bit game-data layouts.","language":"","source_available":"Public iOS port source under GPL-3.0 with CI build artifacts; no game assets or playable iOS release are included. Local device builds require a Mac and Xcode.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"iOS/iPadOS research port with on-device D3D9-to-Metal renderer proof; not yet playable","target_type":"Game","sources":[{"label":"Maintainer README: current milestone status, iOS target, game-data requirement, and blockers","url":"https://github.com/Braxton-Bevis/bmk4"},{"label":"Frontier report: current porting stage and remaining gameplay blockers","url":"https://github.com/Braxton-Bevis/bmk4/blob/main/FRONTIER_REPORT.md"},{"label":"Port journal: physical iPad renderer test and engine milestones","url":"https://github.com/Braxton-Bevis/bmk4/blob/main/PORT_JOURNAL.md"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/Braxton-Bevis/bmk4/languages"},{"label":"Latest upstream commit","url":"https://github.com/Braxton-Bevis/bmk4/commit/1fcff760fece46058cd693726d3274225b838e6a"},{"label":"GitHub REST repository metadata: public repository and GPL-3.0 license (checked 2026-10-16)","url":"https://api.github.com/repos/Braxton-Bevis/bmk4"},{"label":"Maintainer GNU GPL version 3 license file","url":"https://github.com/Braxton-Bevis/bmk4/blob/main/LICENSE"},{"label":"Maintainer README: project scope, game-data exclusions and local Mac/Xcode build requirement","url":"https://github.com/Braxton-Bevis/bmk4/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":2354,"C":1856472,"C++":19153496,"CMake":63147,"Makefile":17497,"Metal":2256,"Objective-C++":32810,"PowerShell":2444,"Python":96793,"Shell":19468,"Swift":45024},"source_url":"https://api.github.com/repos/Braxton-Bevis/bmk4/languages","evidence":"GitHub's official Languages REST endpoint reports 19,153,496 bytes of C++ as the largest total (90.0% of 21,291,761 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"call-of-duty-future-warfare-xbox360-recomp","title":"Call of Duty: Future Warfare (NX1) Xbox 360 Recompilation","game":"Call of Duty: Future Warfare","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Prerelease 0.9.2 was published 2026-07-20. The release includes a multiplayer executable and Xenia-reference/native-D3D9 renderer configurations; the maintainer says the Xenia configuration is for general play and correctness, while the native D3D9 path is for testing and is not expected to be fully correct. The project requires the user's own prototype dump and ignored third-party dependencies.","summary":"Uses ReXGlue to statically translate the prototype's Xbox 360 PowerPC code to C++ and Xenos shader code to HLSL, with separate single-player and multiplayer targets. The repository contains the harness and runtime, but no game code, generated game code, shaders, assets, or game dump. No project license is declared in GitHub repository metadata.","project_url":"https://github.com/goshavindtburg/NX1recomp","updated":"2026-10-16","strategy":"Static PowerPC-to-C++ recompilation with Xenos shader translation and separate Xenia-reference/native D3D9 renderer paths","language":"","source_available":"Public source repository; no project license declared; requires the user's own Xbox 360 prototype dump; no game data included","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox 360 prototype recompilation → Windows x86-64","target_type":"Game","sources":[{"label":"Maintainer README: recompilation pipeline, targets, required files, and status caveats","url":"https://github.com/goshavindtburg/NX1recomp#readme"},{"label":"Maintainer prerelease 0.9.2 (2026-07-20)","url":"https://github.com/goshavindtburg/NX1recomp/releases/tag/0.9.2"},{"label":"Hidden Palace prototype record: title, Xbox 360 platform, genre, developer, and build date","url":"https://hiddenpalace.org/Call_of_Duty:_Future_Warfare_(Dec_18,_2011_prototype)"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/goshavindtburg/NX1recomp"},{"label":"Official GitHub Languages API byte breakdown","url":"https://api.github.com/repos/goshavindtburg/NX1recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13261926,"C++":10386240,"Assembly":304693,"CMake":77852,"Python":37076,"PowerShell":31425,"Shell":8615,"GLSL":7119,"HLSL":6899,"Pawn":1111,"SourcePawn":967,"Batchfile":60},"source_url":"https://api.github.com/repos/goshavindtburg/NX1recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 13,261,926 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"call-of-duty-modern-warfare-2-xbox360-android-recomp","title":"Call of Duty: Modern Warfare 2 Xbox 360 Static Recompilation for PC/Android","game":"Call of Duty: Modern Warfare 2 (2009, Xbox 360 version)","platform":"Xbox 360 → Android ARM64, Linux, Windows x86-64","kind":"Recompilation","status":"Experimental Android adaptation of the Xbox 360 static recompilation; v0.0.2 was published 2026-10-13. The repository is a public fork of PaulCombal/mw2-recompiled and requires the user’s own game files.","summary":"Requires the user’s own version 1.0.557 Xbox 360 disc image; no copyrighted game files included.","project_url":"https://github.com/OpenPort-Labs/mw2-android","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-C++ recompilation via XenonRecomp; native Android, Linux and Windows runtime.","language":"C++/Kotlin","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android adaptation of Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/OpenPort-Labs/mw2-android"},{"label":"Verified release or build","url":"https://github.com/OpenPort-Labs/mw2-android/releases/tag/v0.0.2"},{"label":"Upstream PC recompilation repository","url":"https://github.com/PaulCombal/mw2-recompiled"},{"label":"Project owner releases","url":"https://github.com/OpenPort-Labs/mw2-android/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/OpenPort-Labs/mw2-android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":67728591,"C":1549650,"Kotlin":176013,"Python":144681,"CMake":30644,"Shell":26361,"Batchfile":475},"source_url":"https://api.github.com/repos/OpenPort-Labs/mw2-android/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 67,728,591 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"call-of-duty-roads-to-victory-psp-web-recomp","title":"Call of Duty: Roads to Victory Web Recompilation","game":"Call of Duty: Roads to Victory","platform":"PlayStation Portable → WebAssembly/WebGL2 browser","kind":"Recompilation","status":"The maintainer README reports that the USA version built through the port pipeline and reached the main menu, campaign selection, mission briefings, and gameplay in a demo; no release is listed. Movies are skipped, and persistent save/load is not implemented (the current changes cover savedata storage-size queries). The project does not claim a complete campaign playthrough.","summary":"A title-specific fork of PSP Web Recomp that translates Call of Duty: Roads to Victory MIPS code ahead of time to C++, compiles it to WebAssembly, and runs it with a WebGL2 PSP graphics and operating-system reimplementation. The repository contains no game data; the user supplies a PSP disc image, and generated code stays local.","project_url":"https://github.com/3Samourai/psp-web-recomp-call-of","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; requires the user’s own PSP disc image","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PSP-to-WebAssembly static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, build scope, and current status","url":"https://github.com/3Samourai/psp-web-recomp-call-of#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/3Samourai/psp-web-recomp-call-of"},{"label":"Official GitHub Languages endpoint checked 2026-10-16","url":"https://api.github.com/repos/3Samourai/psp-web-recomp-call-of/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":440465,"HTML":26570,"Python":24471,"Shell":9242,"JavaScript":4096,"CMake":4035},"source_url":"https://api.github.com/repos/3Samourai/psp-web-recomp-call-of/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C++ is the largest category (440,465 of 508,879 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"call-of-duty-1-5-android-recomp","title":"CallofRecomp: Call of Duty Classic for Android","game":"Call of Duty (PC version 1.5)","platform":"Windows PC x86 → Android ARM64","kind":"Recompilation","status":"Pre-release v0.2.4. The maintainer says menus and components are under test and that a complete campaign has not been verified on physical Android devices; the current 60 fps Android target awaits another device measurement.","summary":"A game-specific static recompilation project for the PC 1.5 executable adapted to Android ARM64. The public repository and APK omit commercial files and require the user's compatible PC installation; Windows Subsystem for Android performance tests are tracked separately from physical-phone results.","project_url":"https://github.com/Dr3amyBerry/callofrecomp","updated":"2026-10-15","strategy":"Static x86-to-Android ARM64 recompilation","language":"","source_available":"Public source repository and prerelease APK; user must provide compatible PC game files; no commercial assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PC game static recompilation with Android application target","target_type":"Game","sources":[{"label":"Project README and Android status","url":"https://github.com/Dr3amyBerry/callofrecomp/blob/main/README.md"},{"label":"v0.2.4 project release","url":"https://github.com/Dr3amyBerry/callofrecomp/releases/tag/v0.2.4"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/Dr3amyBerry/callofrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1240582,"C":683660,"Java":84215,"C++":75874,"CMake":42447,"Shell":7234,"PowerShell":3604,"GLSL":3474,"JavaScript":2214},"source_url":"https://api.github.com/repos/Dr3amyBerry/callofrecomp/languages","evidence":"Official GitHub REST Languages API breakdown for Dr3amyBerry/callofrecomp: source-code byte counts are {\"C\": 683660, \"C++\": 75874, \"CMake\": 42447, \"GLSL\": 3474, \"Java\": 84215, \"JavaScript\": 2214, \"PowerShell\": 3604, \"Python\": 1240582, \"Shell\": 7234}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"calxgloss-binary-to-rust-source-reconstruction","title":"Calxgloss Binary-to-Rust Source Reconstruction Toolkit","game":"Project executables and DLLs (multi-target)","platform":"Native Windows/Linux/macOS executables and DLLs → cross-platform Rust","kind":"Decompilation","status":"Active development; the repository documents a test-driven workflow that captures original behavior and verifies reconstructed Rust builds.","summary":"A reverse-engineering workbench for turning executable and DLL behavior into cross-platform Rust source through binary analysis, generated tests and behavioral verification.","project_url":"https://github.com/scriptandcompile/calxgloss","updated":"2026-10-16","strategy":"Test-driven binary analysis and behavioral source reconstruction to Rust","language":"","source_available":"Public software source under MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Binary decompilation and reconstruction toolkit","target_type":"Software","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/scriptandcompile/calxgloss"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/scriptandcompile/calxgloss"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":7543165,"JavaScript":292615,"CSS":82363,"Jinja":51039,"HTML":39352},"source_url":"https://api.github.com/repos/scriptandcompile/calxgloss/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 7,543,165 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"calyxos","title":"CalyxOS","game":"Android-derived mobile OS","platform":"Officially listed Pixel, Fairphone, Motorola and other model builds; use device-specific official install table, Android version and release date, and ensure the bootloader permits install/relock.","kind":"Reimplementation","status":"Active; official install page lists releases dated 2026-10-06, including 8.0.4.22 for multiple devices and 8.0.4.21 for Pixels. The source manifest was updated 2026-10-13.","summary":"A privacy-focused Android-based replacement OS maintained by the Calyx Institute. It is built from a multi-repository source manifest; device images and support windows differ by exact model, and some vendor firmware remains proprietary.","project_url":"https://github.com/CalyxOS/platform_manifest","updated":"2026-10-16","strategy":"Android OS distribution and device-specific replacement","language":"","source_available":"Public multi-repository source; license terms vary among AOSP, project changes, apps and device components. Device firmware/blob source is not uniformly available; manifest has no code-language signal.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Android privacy OS","target_type":"Software","sources":[{"label":"Official CalyxOS device installer and version/release table","url":"https://calyxos.org/install/"},{"label":"Official device-support guidance","url":"https://calyx.org/help/phones/calyxos-supported-devices"},{"label":"CalyxOS source manifest","url":"https://github.com/CalyxOS/platform_manifest"},{"label":"CalyxOS source organization","url":"https://github.com/CalyxOS"},{"label":"Manifest repository language endpoint","url":"https://api.github.com/repos/CalyxOS/platform_manifest/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/CalyxOS/platform_manifest/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"camp-whittlewood-windows-ko","title":"Camp Whittlewood Korean Patch","game":"Camp Whittlewood","platform":"Windows PC","kind":"Fan Localization","status":"Public v0.3.3 review ZIP is stored directly in the public repository; no dated GitHub release was identified. README says in-game display after the latest text change has not yet been fully reviewed.","summary":"Korean patch replaces data.win; README covers Korean dialogue/menu and font use, with some signage/decorative images left in the original language. User must back up and replace their own game file.","project_url":"https://github.com/BaeSean/camp-whittlewood-Korean","updated":"2026-10-16","strategy":"GameMaker data.win replacement","language":"Korean","source_available":"Public direct `CampWhittlewood-Korean-CopyPaste.zip` file in the repository (3,233,379 bytes); no executable or backup is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Windows fan localization patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/BaeSean/camp-whittlewood-Korean"},{"label":"Public copy-paste patch ZIP","url":"https://github.com/BaeSean/camp-whittlewood-Korean/blob/main/CampWhittlewood-Korean-CopyPaste.zip"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/BaeSean/camp-whittlewood-Korean/languages","evidence":"The official GitHub Languages API returned an empty byte map for https://github.com/BaeSean/camp-whittlewood-Korean; repository metadata is available, but no code-language bytes were measured. The public patch page is https://github.com/BaeSean/camp-whittlewood-Korean. Do not infer programming language from the translation pair (Source language not explicitly named in the README → Korean) or patch format.","verified_at":"2026-10-16","reason_unknown":"The official GitHub Languages API returned an empty byte map for https://github.com/BaeSean/camp-whittlewood-Korean; repository metadata is available, but no code-language bytes were measured. The public patch page is https://github.com/BaeSean/camp-whittlewood-Korean. Do not infer programming language from the translation pair (Source language not explicitly named in the README → Korean) or patch format."}},{"id":"emulator-mister-devel-lynx48-mister","title":"Camputers Lynx 48 and 96 MiSTer FPGA Core","game":"Camputers Lynx 48 and 96","platform":"Camputers Lynx 48 and 96 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Camputers Lynx 48 and 96 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Lynx48_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Lynx48_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Lynx48_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Lynx48_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Lynx48_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4041088,"C":770551,"Verilog":535814,"VHDL":243109,"SystemVerilog":142173,"Tcl":22720,"Makefile":15815,"Batchfile":672,"Shell":348},"source_url":"https://api.github.com/repos/MiSTer-devel/Lynx48_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,041,088 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"canon-pixma-g3010-linux-chmp-scanner","title":"Canon PIXMA G3010 CHMP Linux Scanner","game":"Canon PIXMA G3010 proprietary CHMP 1.4.0 scan protocol","platform":"Linux network scanning over the printer's HTTP/HTTPS interface","kind":"Reimplementation","status":"An early Python client implements an end-to-end G3010 scan sequence after 27 protocol probes. The README gives an exact model-specific scope and notes that broader G-series support is future work; HTTPS requires limiting the connection to TLS 1.2 for this printer's embedded server.","summary":"Reimplements Canon's undocumented CHMP 1.4.0 scanner protocol for the PIXMA G3010, enabling Linux network scanning without the Windows/macOS utility, vendor driver, or SANE backend. 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No explicit source license was identified in the repository metadata reviewed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Printer/scanner vendor-protocol reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: exact printer model, 27-probe history, CHMP sequence, and Linux status","url":"https://github.com/wailun42/canon-g3010-chmp-scanner"},{"label":"Related independent Canon protocol implementation credited as groundwork","url":"https://github.com/pdrgds/pixma-rs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":11385},"source_url":"https://api.github.com/repos/wailun42/canon-g3010-chmp-scanner/languages","evidence":"GitHub's official Languages REST endpoint reports 11,385 bytes of Python as the largest total (100.0% of 11,385 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"capcom-vs-snk-2-dc-en","title":"Capcom vs. SNK 2 Dreamcast English Patch","game":"Capcom vs. SNK 2: Millionaire Fighting 2001","platform":"Dreamcast","kind":"Fan Localization","status":"Version 1.2 was published 2026-05-08. The patch translates menu, status, unlock, move-list, and ending-cutscene text using the PS2 localization as a base with corrections; v1.2 fixes dummy text in half of double-knockout cases. Multiple GDI and CDI patch formats are provided.","summary":"A patch-only English localization for the Japanese Dreamcast release of Capcom vs. SNK 2. It preserves the Japanese Millionaire Fighting 2001 title/logo and provides options for GDI/ODE/emulator users and CD-R formats.","project_url":"https://github.com/DerekPascarella/Capcomvs.SNK2-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"Perl","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/DerekPascarella/Capcomvs.SNK2-EnglishPatchDreamcast#readme"},{"label":"Maintainer release 1.2","url":"https://github.com/DerekPascarella/Capcomvs.SNK2-EnglishPatchDreamcast/releases/tag/1.2"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DerekPascarella/Capcomvs.SNK2-EnglishPatchDreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/DerekPascarella/Capcomvs.SNK2-EnglishPatchDreamcast/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":69694,"Shell":459},"source_url":"https://api.github.com/repos/DerekPascarella/Capcomvs.SNK2-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Perl is the largest bucket at 69,694 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"caprice32","title":"Caprice32","game":"Amstrad CPC 464/664/6128; partial CPC Plus support (464+/6128+/GX4000)","platform":"Windows, macOS, and Linux","kind":"Emulator","status":"Maintained source tree updated 2026-10-15; latest versioned release is v4.6.0 (2020), with a later GitHub package labeled latest published 2025-02-14","summary":"Amstrad CPC emulator covering the CPC 464, 664, and 6128, with partial support for the CPC Plus range.","project_url":"https://github.com/ColinPitrat/caprice32","updated":"2026-10-15","strategy":"Emulates Amstrad CPC hardware and peripherals in software.","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Amstrad CPC 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/ColinPitrat/caprice32"},{"label":"Upstream releases","url":"https://github.com/ColinPitrat/caprice32/releases"},{"label":"Project GPL-2.0 license","url":"https://github.com/ColinPitrat/caprice32/blob/master/COPYING"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1732653,"C":173573,"Makefile":14050,"Shell":7830,"Go Template":5470,"Nix":231},"source_url":"https://api.github.com/repos/ColinPitrat/caprice32/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ColinPitrat/caprice32 reports 1,732,653 bytes of C++, the largest language total (89.6% of 1,933,807 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"captain-america-and-the-avengers-game-boy-portuguese","title":"Captain America and the Avengers Portuguese Translation","game":"Captain America and the Avengers","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Captain America and the Avengers on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/captain-america-and-the-avengers-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/captain-america-and-the-avengers-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/captain-america-and-the-avengers-portuguese-translation-game-boy","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Captain America and the Avengers Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Captain America and the Avengers Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"captain-toad-wiiu-recomp-prototype","title":"Captain Toad: Treasure Tracker Wii U Static Recompilation Prototype","game":"Captain Toad: Treasure Tracker","platform":"Wii U Europe update v16 → Windows ARM64 prototype / Android ARM64 library","kind":"Recompilation","status":"Prototype begun 2026-10-10. Windows ARM64 reportedly renders title/opening/episode-book/first level via Vulkan at about 60 fps. Android headless diagnostic reached startup; no playable APK; full playthrough unfinished. No release.","summary":"Wii U static-recompilation prototype; Android work is a library/diagnostic, not a finished app.","project_url":"https://github.com/rhemfur/CaptainToadRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"C++","subtype":"Wii U-to-ARM64 prototype","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/rhemfur/CaptainToadRecomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/rhemfur/CaptainToadRecomp"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/rhemfur/CaptainToadRecomp/releases"},{"label":"Current primary README","url":"https://github.com/rhemfur/CaptainToadRecomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/rhemfur/CaptainToadRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":95202,"Python":30472,"PowerShell":17288,"CMake":4662,"C":115},"source_url":"https://api.github.com/repos/rhemfur/CaptainToadRecomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"captain-tsubasa-vol-ii-super-striker-plus-nintendo-entertainment-system-english-spanish","title":"Captain Tsubasa Vol. II: Super Striker PLUS English and Spanish Translation","game":"Captain Tsubasa Vol. II: Super Striker PLUS","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"English; Spanish fan localization for Captain Tsubasa Vol. II: Super Striker PLUS on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://www.romhackplaza.org/romhacks/captain-tsubasa-vol-ii-super-striker-plus-nintendo-entertainment-system-romhack","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English; Spanish","source_available":"Public project/release page links to patch assets or patch instructions; no game ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://www.romhackplaza.org/romhacks/captain-tsubasa-vol-ii-super-striker-plus-nintendo-entertainment-system-romhack"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/romhacks/captain-tsubasa-vol-ii-super-striker-plus-nintendo-entertainment-system-romhack","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Captain Tsubasa Vol. II: Super Striker PLUS English and Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Captain Tsubasa Vol. II: Super Striker PLUS English and Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"capybara-tamagotchi-paradise","title":"Capybara","game":"Tamagotchi Paradise firmware and virtual-pet software","platform":"Tamagotchi Paradise hardware based on the Sonix SNC73410","kind":"Emulator","status":"Active source project; v0.2.2 was released 2026-08-31 and the repository was updated 2026-09-10. The README reports tested Land, Water, Sky, and Jade Forest editions; White Glacier and Orange Tropical are untested. It requires a flash dump from the user's own device and distributes no firmware or keys.","summary":"Rust bare-metal emulator for the Sonix SNC73410 used by Tamagotchi Paradise. It runs the device's factory firmware and models the ARMv7-M core and undocumented peripherals; users provide a flash dump from their own device.","project_url":"https://github.com/infinition/capybara","updated":"2026-09-10","strategy":"ARMv7-M and measured Sonix SNC73410 peripheral emulation for factory firmware","language":"","source_available":"Yes; public GPL-3.0 source repository; firmware and keys are not included","first_found":"2026-10-15","project_started":"","programming_language":"Rust","subtype":"Handheld virtual-pet / embedded-system emulator","target_type":"Software","sources":[{"label":"Maintainer README: hardware, firmware-dump requirement, supported editions, status, and host systems","url":"https://github.com/infinition/capybara/blob/main/README.md"},{"label":"Maintainer release v0.2.2","url":"https://github.com/infinition/capybara/releases/tag/v0.2.2"},{"label":"GitHub repository metadata: source activity and license","url":"https://api.github.com/repos/infinition/capybara"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/infinition/capybara/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":791369,"HTML":34285,"PowerShell":1444},"source_url":"https://api.github.com/repos/infinition/capybara/languages","evidence":"GitHub's official Languages REST endpoint reports 791,369 bytes of Rust as the largest total (95.7% of 827,098 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cardputer-game-station-multisystem-emulator","title":"Cardputer Game Station","game":"NES, SNES, Game Boy/Color, Sega 8-bit, Mega Drive, Neo Geo Pocket, WonderSwan, Lynx, Atari 2600/7800, PC Engine, ColecoVision, SG-1000, GX4000, and MSX1 software","platform":"M5Stack Cardputer / ESP32 handheld (320 KB RAM; README says cores are optimized below 256 KB RAM)","kind":"Emulator","status":"Latest tagged release is v1.2 (2026-04-16); GitHub reports the last source push on 2026-06-01. README lists 16 systems while describing 13 integrated cores, and marks SNES experimental with insufficient RAM for a full-featured experience; it also lists compatibility limits for some systems. Current maintenance activity after the June push is unclear.","summary":"An open-source multisystem emulator package for the M5Stack Cardputer, integrating 13 upstream emulator cores into an ESP32 handheld firmware/application. The maintainer lists support for 16 8/16-bit console and computer systems and loads uncompressed, user-supplied ROM files from SD storage.","project_url":"https://github.com/geo-tp/Cardputer-Game-Station-Emulators","updated":"2026-10-16","strategy":"Embedded software emulation using named upstream cores adapted to the M5Stack Cardputer/ESP32 memory and display constraints.","language":"","source_available":"Public source repository. The root LICENSE is MIT; the README integrates 13 separately named upstream emulator cores whose individual license terms are not established by the root MIT license.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multisystem emulator firmware/application for M5Stack Cardputer","target_type":"Software","sources":[{"label":"Maintainer README: integrated cores, system list, compatibility table, ROM loading, and SD storage","url":"https://github.com/geo-tp/Cardputer-Game-Station-Emulators/blob/xip_load/README.md"},{"label":"Latest tagged release v1.2 (2026-04-16)","url":"https://github.com/geo-tp/Cardputer-Game-Station-Emulators/releases/tag/v1.2"},{"label":"Root MIT license","url":"https://github.com/geo-tp/Cardputer-Game-Station-Emulators/blob/xip_load/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/geo-tp/Cardputer-Game-Station-Emulators"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/geo-tp/Cardputer-Game-Station-Emulators/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11049831,"C++":3166133,"IDL":628495,"TeX":85182,"M4":35939,"Shell":2380,"CMake":927},"source_url":"https://api.github.com/repos/geo-tp/Cardputer-Game-Station-Emulators/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"carnevil-arcade-matching-decomp","title":"CarnEvil Arcade Matching Decompilation and Native Port","game":"CarnEvil","platform":"Midway Seattle arcade (MIPS R5000) → native Windows, macOS and Linux","kind":"Decompilation","status":"The project rebuilds GAME.EXE v1.0.3 byte for byte; several systems and the real game main process boot in the native port, while most game modules remain assembly.","summary":"A matching decompilation and native PC port for the 1998 arcade game. Game data and SDK files are supplied separately by the player.","project_url":"https://github.com/carnevil-recomp/carnevil-recomp","updated":"2026-10-16","strategy":"Arcade MIPS matching decompilation with native host port","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Arcade matching decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/carnevil-recomp/carnevil-recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/carnevil-recomp/carnevil-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2034386,"Python":112063,"Linker Script":28363,"C++":21196,"Shell":14351,"Makefile":13109,"Objective-C":7471,"Assembly":6306,"Batchfile":475},"source_url":"https://api.github.com/repos/carnevil-recomp/carnevil-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 2,034,386 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"carnivores-dinosaur-hunter-ps-vita-api-port","title":"Carnivores: Dinosaur Hunter PS Vita Port","game":"Carnivores: Dinosaur Hunter","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.3.1)","kind":"API Translation","status":"The README reports menus and hunting on real hardware in v1.0.0; some v1.1.0 control additions are not yet hardware-confirmed.","summary":"A Vita so-loader port runs the original Android library with an emulated Java layer and Vita graphics/input services. The supported APK and optional content packs are user supplied.","project_url":"https://github.com/MetalSyntax/Carnivores-Dinosaur-Hunter-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Carnivores-Dinosaur-Hunter-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Carnivores-Dinosaur-Hunter-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Carnivores-Dinosaur-Hunter-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Carnivores-Dinosaur-Hunter-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"carnivores-ice-age-ps-vita-api-port","title":"Carnivores: Ice Age PS Vita Port","game":"Carnivores: Ice Age","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.5.4)","kind":"API Translation","status":"The README marks the game playable from start to finish on real hardware, including menus, areas and weapons.","summary":"A native Vita wrapper runs the original Android game library and adapts Android services and GLES rendering for Vita. The README requires the matching Android app/data.","project_url":"https://github.com/MetalSyntax/Carnivores-Ice-Age-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Carnivores-Ice-Age-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Carnivores-Ice-Age-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Carnivores-Ice-Age-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Carnivores-Ice-Age-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"carmageddon-ii-android-decomp","title":"Carpocalypse2 Android Decompilation","game":"Carmageddon II: Carpocalypse Now (1998 Windows PC release; exact retail revision not narrowed by the README)","platform":"Windows PC Carmageddon II data → Android 7.0+ (API 24; arm64-v8a and armeabi-v7a APKs)","kind":"Decompilation","status":"The latest GitHub release found is 0.60 (2026-10-12), with Android APKs for arm64-v8a and armeabi-v7a. The Android manifest sets minSdkVersion 24. The maintainer labels current progress as screenshot progress only; no gameplay-completion or Android device test is reported. The README says some Android 11+ devices block adb access to Android/data and an in-app importer is planned.","summary":"A C decompilation of the 1998 PC game with an Android build target. The repository and APKs ship no game data; users copy DATA from a legally obtained Carmageddon II install to the app's Android data directory. Treat the Android build as an early-stage target rather than a verified full-game port.","project_url":"https://github.com/Link4Electronics/Carpocalypse2","updated":"2026-10-15","strategy":"Decompilation of the PC executable into C, built as native desktop and Android packages with SDL-based platform support.","language":"","source_available":"Public GPL-3.0 source repository and Android APKs; original Carmageddon II DATA is required and is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Carmageddon II PC decompilation with early Android ARMv7/ARM64 APK builds","target_type":"Game","sources":[{"label":"Maintainer README: PC data requirements, Android data placement, and screenshot-only progress status","url":"https://github.com/Link4Electronics/Carpocalypse2#readme"},{"label":"Latest release found: v0.60 Android ARM64 and ARMv7 APKs","url":"https://github.com/Link4Electronics/Carpocalypse2/releases/tag/0.60"},{"label":"Android manifest: minSdkVersion 24","url":"https://github.com/Link4Electronics/Carpocalypse2/blob/main/packaging/android/AndroidManifest.xml"},{"label":"Project license","url":"https://github.com/Link4Electronics/Carpocalypse2/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6774492,"CMake":46039,"Shell":26003,"GLSL":19855,"Python":14949,"C++":3291,"Perl":294},"source_url":"https://api.github.com/repos/Link4Electronics/Carpocalypse2/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 6,774,492 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cars-psp-static-recomp-pc","title":"Cars PSP Static Recompilation for PC","game":"Disney·Pixar Cars (PSP, Spanish ULES00324)","platform":"PlayStation Portable (Spanish ULES00324) → Linux x86-64 / Windows x64","kind":"Recompilation","status":"The README marks boot, menus, saves, races, graphics, sound, video, and Windows 10/11 as working. Game simulation runs at 30 fps; optional frame interpolation raises presentation to monitor refresh rates. Ad hoc multiplayer initializes but opponents do not appear. No release is listed; the required Spanish ULES00324 image is user supplied.","summary":"A Linux and Windows native port of the Spanish PSP release of Disney·Pixar Cars, made through static Allegrex-code recompilation. The project builds from the user’s ISO and supports replaceable textures; multiplayer is not working.","project_url":"https://github.com/DanielPerezL/CarsPSPRecomp","updated":"2026-10-16","strategy":"Static Allegrex/MIPS recompilation to C with a native SDL2/OpenGL host runtime","language":"","source_available":"Public GPL-3.0 source and build tools; no game ISO, game code package, or game assets are distributed. The user supplies the matching Spanish PSP image; the Windows build is produced from Linux.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Windows cross-build tested on Windows and Wine; multiplayer incomplete","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/DanielPerezL/CarsPSPRecomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/DanielPerezL/CarsPSPRecomp/blob/master/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/DanielPerezL/CarsPSPRecomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/DanielPerezL/CarsPSPRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":267680,"Python":90258,"Java":25878,"C":12055,"Shell":6224,"CMake":2627,"Makefile":1906},"source_url":"https://api.github.com/repos/DanielPerezL/CarsPSPRecomp/languages","evidence":"GitHub’s official Languages API reports C++: 267,680 bytes, Python: 90,258 bytes, Java: 25,878 bytes, C: 12,055 bytes, Shell: 6,224 bytes, CMake: 2,627 bytes, Makefile: 1,906 bytes. C++ is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cars-xbox360-linux-rexglue-recomp","title":"Cars Xbox 360 ReXGlue Linux Recompilation","game":"Cars (2006)","platform":"Xbox 360 → Linux x86-64 (Vulkan)","kind":"Recompilation","status":"Experimental bring-up, not a finished PC port. The README reports rendered guest output and controller-input paths working.","summary":"Title-specific ReXGlue static recompilation scaffold for the Xbox 360 release of Cars. Exact supported executable: Title ID `0x545107EA`, Media ID `0x5A9FC4C4`, module `CarsX360_release_ltcg.exe`, `game/Default.xex`, SHA-256 `558372f9c68334cec6ed29a4416163eec896d5c7e6fe4cb93d2079a8f9cdd716`. Requires the user’s own extracted game tree including game data directories. GPL-3.0.","project_url":"https://github.com/ant0-blase/Cars-X360-ReXGlue","updated":"2026-09-26","strategy":"ReXGlue 0.10 static Xbox 360 recompilation with Xenos/Vulkan host runtime","language":"","source_available":"Public Linux build/source scaffold; requires user-owned game executable and extracted retail data; no game data included; GPL-3.0.","first_found":"2026-10-16","project_started":"2026-08-23","programming_language":"Shell","subtype":"Experimental Xbox 360 recompilation bring-up","target_type":"Game","sources":[{"label":"Maintainer README: exact Title/Media ID, XEX hash, target, and early status","url":"https://github.com/ant0-blase/Cars-X360-ReXGlue/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/ant0-blase/Cars-X360-ReXGlue"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":39960,"CMake":6961,"C++":7567,"Python":9029},"source_url":"https://api.github.com/repos/ant0-blase/Cars-X360-ReXGlue/languages","evidence":"Official GitHub Repository.languages API byte counts: 39,960 bytes of Shell, the largest total (62.9% of 63,517 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cars-race-o-rama-xbox360-shader-decomp","title":"Cars: Race-O-Rama Xbox 360 Xenos Shader Decompilation","game":"Cars: Race-O-Rama","platform":"Xbox 360 Xenos shader bytecode → matching HLSL source using Xbox XDK 8276 fxc","kind":"Decompilation","status":"Work in progress and scoped to Xenos shaders, not the game's full code. The maintainer's workflow edits HLSL until XDK 8276 fxc produces byte-matching vertex/pixel shader binaries; source lists intended PC shader-porting use for Cars: Mater-National.","summary":"A source reconstruction project for the Xbox 360 Xenos shaders used in Cars: Race-O-Rama. It contains HLSL sources and target/reference shader material described by the maintainer; this is not a whole-game decompilation or playable port.","project_url":"https://github.com/high-octane-dev/ror-shaders","updated":"2026-10-16","strategy":"Manual HLSL shader decompilation with Xbox XDK 8276 fxc and binary matching","language":"","source_available":"Public HLSL and analysis repository; build requires the Xbox XDK 8276 shader compiler/disassembler. No game port is claimed.","first_found":"2026-10-16","project_started":null,"programming_language":"HLSL","subtype":"Xbox 360 Xenos shader decompilation only","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/high-octane-dev/ror-shaders#readme"},{"label":"Shader-only scope and matching workflow","url":"https://github.com/high-octane-dev/ror-shaders/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/high-octane-dev/ror-shaders/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HLSL","breakdown":{"HLSL":79469,"C":24219,"Python":8591},"source_url":"https://api.github.com/repos/high-octane-dev/ror-shaders/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/high-octane-dev/ror-shaders reports 79,469 bytes of HLSL, the largest language total (70.8% of 112,279 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"casio-es-plus-gyx-firmware-decomp","title":"Casio ES PLUS GYX Firmware Decompilation","game":"Casio ES PLUS GYX calculator firmware","platform":"Casio ES PLUS calculators (ROHM nX-U8/100) → same calculator families","kind":"Decompilation","status":"Partial firmware reconstruction; the Codeberg README separates C, assembly, SDK library code, and MCU startup code, and says the exact original compiler version/flags remain unknown.","summary":"The repository targets firmware shared across multiple calculator models and requires ROMs/toolchain inputs for custom builds.","project_url":"https://codeberg.org/gwetm/gyx-decomp","updated":"2026-10-15","strategy":"Reconstructs vendor firmware C/assembly for the ROHM U8 architecture, using CCU8/RASU8 and existing SDK libraries where available.","language":"C/assembly","source_available":"Project page","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Calculator firmware decompilation","target_type":"Software","sources":[{"label":"Current project README (Codeberg; prior GitHub repository is archived and points here)","url":"https://codeberg.org/gwetm/gyx-decomp"},{"label":"Archived former GitHub repository and migration notice","url":"https://github.com/gamingwithevets/gyx-decomp"},{"label":"GitHub repository archive state and metadata","url":"https://api.github.com/repos/gamingwithevets/gyx-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":629417,"C":257343,"Python":49896,"Clean":41121,"Batchfile":2920,"HTML":1378},"source_url":"https://codeberg.org/api/v1/repos/gwetm/gyx-decomp/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 629,417 bytes; the manifest breakdown contains all 6 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"casio-fx870p-emulator","title":"Casio FX-870P Emulator","game":"Casio FX-870P / VX-4 pocket-computer software","platform":"Casio FX-870P / VX-4 pocket computer; browser-based host application","kind":"Emulator","status":"No formal GitHub release was found. The repository was last pushed 2026-08-24; the project remains unarchived, but later maintenance cadence is unclear.","summary":"Browser-based TypeScript/Vue 3 port of a Delphi FX-870P reference emulator. The README documents the Hitachi HD61700 CPU, LCD, keyboard, serial port, optional MD-120 floppy drive, debugger, and BASIC editor.","project_url":"https://github.com/urbancamo/fx870p-emulator","updated":"2026-10-16","strategy":"Web-platform port of an existing Casio FX-870P emulator","language":"","source_available":"Public GPL-3.0 source repository; a hosted browser build is linked by the maintainer.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Pocket-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: target hardware, browser implementation, ROM files, and project credits","url":"https://github.com/urbancamo/fx870p-emulator/blob/main/README.md"},{"label":"Maintainer-hosted browser build","url":"https://m5tea.uk/fx870p-emulator/"},{"label":"GitHub releases page (no formal release found during review)","url":"https://github.com/urbancamo/fx870p-emulator/releases"},{"label":"Tracked GPL-3.0 license","url":"https://github.com/urbancamo/fx870p-emulator/blob/main/LICENSE"},{"label":"GitHub repository activity and license metadata","url":"https://api.github.com/repos/urbancamo/fx870p-emulator"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/urbancamo/fx870p-emulator/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":1049619,"HLSL":785111,"BASIC":459972,"C":269938,"Pascal":254213,"FLUX":232715,"Vue":158848,"HTML":96343,"C#":52875,"Assembly":39235,"JavaScript":32902,"QuickBASIC":30266,"Shell":28660,"Scala":15274,"Roff":4287,"Makefile":3289,"CSS":1072,"Limbo":880},"source_url":"https://api.github.com/repos/urbancamo/fx870p-emulator/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"casio-cg50-emulator","title":"Casio fx-CG50 Emulator","game":"Casio fx-CG50 calculator system","platform":"Casio fx-CG50; Windows, macOS, Linux, Android and local browser UI","kind":"Emulator","status":"Early-stage, active development; source updated 2026-10-12; no formal release found. The README reports booting the real OS from reset to the main menu.","summary":"A from-scratch Go hardware emulator and reverse-engineering toolkit for the fx-CG50. It does not include Casio firmware; the user must provide a full flash dump from their own calculator.","project_url":"https://github.com/hexbinoct/casio-cg50","updated":"2026-10-16","strategy":"Hardware-level SH7305/SH-4A calculator emulation.","language":"","source_available":"Public source repository; GitHub reports license metadata as Other (SPDX NOASSERTION), so exact reuse terms are not established by repository API metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Calculator hardware emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/hexbinoct/casio-cg50"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/hexbinoct/casio-cg50"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":523154,"Python":400113,"Kotlin":42285,"C":23120,"CSS":16994,"NSIS":15022,"JavaScript":14309,"HTML":6198,"C++":5078,"CMake":4141,"PowerShell":2226,"Dockerfile":1697},"source_url":"https://api.github.com/repos/hexbinoct/casio-cg50/languages","evidence":"GitHub official repository language endpoint byte counts; Go has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-casio-loopy","title":"Casio Loopy MiSTer core","game":"Casio Loopy software","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Active; README says all games are supported and save states are available. Loopy_20261002.rbf is present; repository updated 2026-10-11.","summary":"A MiSTer FPGA implementation of Casio Loopy. It requires a 32 KB main BIOS and 512 KB sound-wave ROM; printer ROM is synthesized in the core. Cartridge files can be supplied in either byte order.","project_url":"https://github.com/MiSTer-devel/Loopy_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation; requires user-supplied console BIOS and sound-wave ROM.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA console core","target_type":"Software","sources":[{"label":"Official core repository, supported games, and BIOS notes","url":"https://github.com/MiSTer-devel/Loopy_MiSTer"},{"label":"GPL-2.0 license","url":"https://github.com/MiSTer-devel/Loopy_MiSTer/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/Loopy_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":936540,"Verilog":318727,"VHDL":107520,"Tcl":31942,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Loopy_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-casio-pv-1000-mister","title":"Casio PV-1000 MiSTer FPGA Core","game":"Casio PV-1000","platform":"Casio PV-1000 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Casio PV-1000 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Casio_PV-1000_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Casio_PV-1000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Casio_PV-1000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Casio_PV-1000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Casio_PV-1000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":317590,"VHDL":237691,"SystemVerilog":138547,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Casio_PV-1000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 317,590 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-casio-pv-2000-mister","title":"Casio PV-2000 MiSTer FPGA Core","game":"Casio PV-2000","platform":"Casio PV-2000 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Casio PV-2000 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Casio_PV-2000_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Casio_PV-2000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Casio_PV-2000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Casio_PV-2000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Casio_PV-2000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":323657,"VHDL":272695,"SystemVerilog":237737,"Tcl":22720,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Casio_PV-2000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 323,657 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"casso-apple-ii","title":"Casso","game":"Apple II, Apple II Plus, Apple IIe, and Apple IIc software","platform":"Apple II / II+ / //e / //e Enhanced / //c; Windows desktop application","kind":"Emulator","status":"Active; v1.32.0 was published 2026-10-07 and the repository was pushed 2026-10-16. The README lists Apple IIgs and other 8-bit systems as roadmap items, not currently supported targets.","summary":"A Windows Apple II family emulator that also bundles a 6502/65C02 assembler and disk manager. Current emulation targets listed by the maintainer are Apple ][, ][+, //e, enhanced //e, and //c; do not count the roadmap systems as supported.","project_url":"https://github.com/relmer/Casso","updated":"2026-10-16","strategy":"Apple II family hardware emulation, with companion assembler and disk-management tools","language":"","source_available":"Public MIT-licensed source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Apple II family computer emulator and utility suite","target_type":"Software","sources":[{"label":"Maintainer README: currently supported Apple II models, Windows scope, and roadmap distinction","url":"https://github.com/relmer/Casso"},{"label":"Latest tagged release, v1.32.0 (2026-10-07)","url":"https://github.com/relmer/Casso/releases/tag/v1.32.0"},{"label":"GitHub repository metadata and latest push date","url":"https://api.github.com/repos/relmer/Casso"},{"label":"GitHub language-byte breakdown","url":"https://api.github.com/repos/relmer/Casso/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":17793784,"Python":437398,"PowerShell":421218,"HTML":185312,"Assembly":158112,"C":129081,"HLSL":53170,"Shell":29575,"BASIC":4188},"source_url":"https://api.github.com/repos/relmer/Casso/languages","evidence":"GitHub official language endpoint reports C++ as the largest repository byte count (92.6% of 19,211,838 recognized bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"castation-dreamcast-ps5-emulator","title":"Castation","game":"Castation (Dreamcast emulator)","platform":"Sega Dreamcast → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Latest official release 0.4.0 was published 2026-09-09. The release provides a native PS5 homebrew package and describes a PS5-specific GPU screen-scaling path; its Sonic Adventure 2 timing is one maintainer-reported test segment, not a general performance guarantee. Users provide their own discs and optional BIOS.","summary":"A Dreamcast emulator for jailbroken PS5 built around the Flycast core, with PS5-specific graphics and launcher code.","project_url":"https://github.com/BrinooTk/castation","updated":"2026-10-16","strategy":"Flycast-core Dreamcast emulation port with a PS5-native homebrew shell and direct low-level GPU presentation.","language":"","source_available":"Public source repository and downloadable PS5 homebrew release. BIOS and game data are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit community lead for the PS5 Dreamcast emulator; not used as status authority","url":"https://www.reddit.com/r/ps5homebrew/comments/1x6obtz/ps5_jailbreak_dreamcast_emulator_on_ps5/"},{"label":"Maintainer repository describing Castation as a native PS5 Flycast-based emulator","url":"https://github.com/BrinooTk/castation#readme"},{"label":"https://github.com/BrinooTk/castation/releases","url":"https://github.com/BrinooTk/castation/releases"},{"label":"Current primary README","url":"https://github.com/BrinooTk/castation/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/BrinooTk/castation"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/BrinooTk/castation/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/BrinooTk/castation/releases/tag/v0.4.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":395993,"C":215588,"Shell":82257,"Python":50740,"PowerShell":40406,"Makefile":7461,"Assembly":5445,"C#":2446,"Linker Script":2388,"JavaScript":1790,"Dockerfile":1156},"source_url":"https://api.github.com/repos/BrinooTk/castation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"castle-of-illusion-android-ps-vita-port","title":"Castle of Illusion Starring Mickey Mouse PS Vita Port","game":"Castle of Illusion Starring Mickey Mouse (2013 Android release)","platform":"Android v1.1.0 / ARM native library → PlayStation Vita","kind":"API Translation","status":"The project describes a playable Vita port with known issues: some music is missing, heavier areas can fall to about 20 FPS, and some objects flicker/disappear. The README pins Android v1.1.0/data version 135.","summary":"A Vita wrapper port for the 2013 Android release of Castle of Illusion. It loads the Android native library with FalsoJNI/FalsoNDK, uses vitaGL and includes a prepared shader cache; the player supplies the matching APK and OBB.","project_url":"https://github.com/jwfeniello/Castle-of-Illusion-Vita","updated":"2026-10-16","strategy":"Native ARM library loader with FalsoJNI/FalsoNDK and VitaGL compatibility layers","language":"","source_available":"Public port source; the VPK excludes original game files and requires the user’s supported Android APK and OBB.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Vita port; Android version 1.1.0 and OBB build 135","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/jwfeniello/Castle-of-Illusion-Vita"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/jwfeniello/Castle-of-Illusion-Vita#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/jwfeniello/Castle-of-Illusion-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/jwfeniello/Castle-of-Illusion-Vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"castlevania-chronicles-ps1-recomp","title":"Castlevania Chronicles PS1 Recompilation","game":"Castlevania Chronicles","platform":"PlayStation → Windows x64, macOS Apple Silicon, Linux x64","kind":"Recompilation","status":"v0.3.10 released; full-game compatibility remains under test. The README says all eight stage overlays are registered but explicitly does not treat that as a full playthrough validation.","summary":"A desktop recompilation of the USA PlayStation release SLUS-01384, with v0.3.10 packages for Windows x64, macOS Apple Silicon, and Linux x64. 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Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"castlevania-circle-of-the-moon-gba-recomp","title":"Castlevania: Circle of the Moon — Native Recompilation","game":"Castlevania: Circle of the Moon","platform":"Game Boy Advance → Windows x64","kind":"Recompilation","status":"README reports reaching the title screen and SRAM support; no stable release is identified.","summary":"Static ARM7TDMI recompilation to native C++ with interpreter fallback for some runtime-generated code. 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The README reports a hardware validation run but says stock-clock performance has not been characterized.","summary":"Static recompilation of the supported Xbox 360/XBLA default.xex to native AArch64 code with ReXGlue and a Mesa/NVK Vulkan renderer. 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The project does not report a port of the full game’s later release; Steam lists the full game’s release as planned for 2026-11-09, which is still in the future as of this verification. The native menu has a documented GPU inefficiency, and the separate Casualties: Together multiplayer adaptation remains experimental and is not yet a one-command install. No GitHub release is published (checked 2026-10-16).","summary":"The main native path transplants the demo’s original managed CIL and game data into a stock Unity macOS ARM64 player, with platform adjustments and offline conversion of its 65 Direct3D 11-only shaders to Metal; CPU game code is not statically recompiled. The same repository also documents an unmodified Windows executable running under Wine + Rosetta 2 + Apple D3DMetal, which translates D3D11 to Metal at runtime. This is a game-specific native engine/data port plus a separate compatibility route, not a general-purpose D3D translation layer. Requires the user’s own game files and Unity 2022.3.62f3 Mac Build Support; no game files or Unity runtime are distributed.","project_url":"https://github.com/Andreansx/casualties-unknown-apple-silicon","updated":"2026-10-16","strategy":"Native Unity ARM64 payload port preserving the original managed CIL and assets, with offline D3D11 shader conversion to Metal; a separate Wine/Rosetta/D3DMetal runtime route is documented.","language":"","source_available":"Public MIT-licensed tooling and documentation; the repository does not include the game or Unity runtime. Build from a user-owned game copy with Unity 2022.3.62f3 and Mac Build Support.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows Unity game data port / native Apple Silicon Metal player","target_type":"Game","sources":[{"label":"Maintainer README: two Apple Silicon paths, native port method, state, limitations, and legal handling","url":"https://github.com/Andreansx/casualties-unknown-apple-silicon"},{"label":"Maintainer technical report for the Steam demo v7.0 native Metal port","url":"https://github.com/Andreansx/casualties-unknown-apple-silicon/blob/main/docs/port-7.0.md"},{"label":"Maintainer roadmap and outstanding work","url":"https://github.com/Andreansx/casualties-unknown-apple-silicon/blob/main/ROADMAP.md"},{"label":"Official Steam product listing: developer, publisher, Windows requirements, and planned release date","url":"https://store.steampowered.com/app/4576490/Casualties_Unknown/"},{"label":"Official Steam demo listing: demo release date and supported subset","url":"https://store.steampowered.com/app/4576510/Casualties_Unknown_Demo/"},{"label":"Repository MIT license (covers project code only)","url":"https://github.com/Andreansx/casualties-unknown-apple-silicon/blob/main/LICENSE"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Andreansx/casualties-unknown-apple-silicon"},{"label":"GitHub Languages API exact byte totals","url":"https://api.github.com/repos/Andreansx/casualties-unknown-apple-silicon/languages"},{"label":"GitHub releases listing; no release present at verification","url":"https://github.com/Andreansx/casualties-unknown-apple-silicon/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":106530,"Shell":91829,"Objective-C":75859,"C#":15793,"C++":1637,"C":1459},"source_url":"https://api.github.com/repos/Andreansx/casualties-unknown-apple-silicon/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. Python is largest (106,530 of 293,107 recognized bytes, 36.3%); the totals cover all repository files and do not isolate game-specific code or the macOS build.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cataclysm-dda-android","title":"Cataclysm: Dark Days Ahead Android build","game":"Cataclysm: Dark Days Ahead","platform":"Windows/Linux/macOS PC → Android","kind":"Reimplementation","status":"The official project publishes experimental Android APKs. The build documentation lists ARM and x86 ABI variants, but does not state a minimum Android version or a device test matrix.","summary":"Official Android source build of the open-source survival roguelike. The project release workflow publishes experimental arm32 and arm64 APKs; Android build documentation also describes x86 and x86_64 ABI options. The public repository includes the game source and data, so no commercial PC game files are required.","project_url":"https://github.com/CleverRaven/Cataclysm-DDA","updated":"2026-10-15","strategy":"Native Android source port","language":"","source_available":"Public C++ source repository with Android application, game data, build documentation, and experimental APK releases","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Official experimental Android build; arm32/arm64 release APKs","target_type":"Game","sources":[{"label":"Official Android build and device-install documentation","url":"https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/c%2B%2B/COMPILING.md"},{"label":"Official experimental release workflow and Android ABI artifacts","url":"https://github.com/CleverRaven/Cataclysm-DDA/blob/master/.github/workflows/release.yml"},{"label":"Experimental Android release history","url":"https://github.com/CleverRaven/Cataclysm-DDA/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":30890518,"Python":603421,"CMake":78439,"Java":67903,"Shell":66080,"Makefile":53550,"GLSL":23748,"C":19326,"HTML":17542,"PowerShell":8556,"Dockerfile":7110,"JavaScript":5754,"jq":4475,"CodeQL":3506,"R":1408,"Perl":1087,"Batchfile":1048,"Gnuplot":276,"Motoko":16,"Assembly":1},"source_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/languages","evidence":"Official GitHub REST Languages API breakdown for CleverRaven/Cataclysm-DDA: source-code byte counts are {\"Assembly\": 1, \"Batchfile\": 1048, \"C\": 19326, \"C++\": 30890518, \"CMake\": 78439, \"CodeQL\": 3506, \"Dockerfile\": 7110, \"GLSL\": 23748, \"Gnuplot\": 276, \"HTML\": 17542, \"Java\": 67903, \"JavaScript\": 5754, \"Makefile\": 53550, \"Motoko\": 16, \"Perl\": 1087, \"PowerShell\": 8556, \"Python\": 603421, \"R\": 1408, \"Shell\": 66080, \"jq\": 4475}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"catherine-xbox360-macos-apple-silicon-recomp","title":"Catherine Xbox 360 Apple Silicon macOS Recompilation","game":"Catherine (Xbox 360 USA retail release)","platform":"Xbox 360 (USA exact release checked during setup) → macOS 15+ on Apple Silicon (M1 or newer)","kind":"Recompilation","status":"Release 1.0 is marked playable: boots, menus, cutscenes, and gameplay are reported working at a steady 30 FPS on a base M4 MacBook Pro with 16 GB on macOS 15. That is the only hardware tested so far; rendering still uses the Xbox 360 GPU emulation path.","summary":"Uses ReXGlue to statically recompile the Xbox 360 game code for Apple Silicon macOS. The README says graphics remain emulated and work is still in progress. Setup requires the user's own extracted USA game folder containing default.xex and checks the exact supported release; no game data is included.","project_url":"https://github.com/ammocache/catherine-macos","updated":"2026-10-15","strategy":"ReXGlue static Xbox 360 PowerPC-to-C++ recompilation for Apple Silicon; Xbox 360 GPU still emulated","language":"","source_available":"Public source and release-1.0 package; requires the user's own extracted Catherine USA Xbox 360 release; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation for Apple Silicon macOS","target_type":"Game","sources":[{"label":"Maintainer README: exact supported edition, macOS requirements, and tested playability","url":"https://github.com/ammocache/catherine-macos#readme"},{"label":"Release 1.0","url":"https://github.com/ammocache/catherine-macos/releases/tag/release-1.0"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/ammocache/catherine-macos/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":64777,"Shell":14080,"CMake":7031},"source_url":"https://api.github.com/repos/ammocache/catherine-macos/languages","evidence":"Official GitHub REST Languages API breakdown for ammocache/catherine-macos: source-code byte counts are {\"C++\": 64777, \"CMake\": 7031, \"Shell\": 14080}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"catrap-gameboy-usa-decomp","title":"Catrap (USA) Game Boy Byte-Exact Decompilation","game":"Catrap (USA)","platform":"Game Boy USA → byte-identical ROM rebuild","kind":"Decompilation","status":"The README describes a complete 32 KB disassembly and byte-identical RGBDS rebuild; its build script compares the rebuilt output with a user-supplied Catrap (USA) ROM. Several reverse-engineered Python subsystem ports are also documented, with checks against emulator captures. This is a matching disassembly/rebuild and reverse-engineering kit, not a native PC port; no ROM is included.","summary":"Byte-exact Game Boy reverse-engineering project for the USA release, with an SM83 disassembler, generated RGBDS assembly, matching rebuild, and documented Python ports of selected gameplay and audio systems.","project_url":"https://github.com/nefelibatacfg/Catrap---game-boy-decompilation","updated":"2026-10-16","strategy":"Byte-exact disassembly and matching source rebuild","language":"","source_available":"Public source repository; user must supply the Catrap USA ROM dump","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Game Boy SM83/RGBDS matching disassembly","target_type":"Game","sources":[{"label":"Project README: Catrap USA scope, 32 KB byte-identical rebuild, subsystem ports, and user-supplied ROM requirement","url":"https://github.com/nefelibatacfg/Catrap---game-boy-decompilation#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":291131,"Python":143351},"source_url":"https://api.github.com/repos/nefelibatacfg/Catrap---game-boy-decompilation/languages","evidence":"GitHub's official Languages REST endpoint reports 291,131 bytes of Assembly as the largest total (67.0% of 434,482 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"catrap-game-boy-portuguese","title":"Catrap Portuguese Translation","game":"Catrap","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Catrap on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/catrap-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/catrap-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/catrap-portuguese-translation-game-boy","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Catrap Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Catrap Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"cavalry-language-switcher","title":"Cavalry Language Switcher","game":"Cavalry (motion design software)","platform":"macOS; Windows x64","kind":"Fan Localization","status":"Community language-switching patch released for Cavalry 2.7.2 (patch p12)","summary":"Unofficial UI language assets and switcher for Cavalry, providing Simplified Chinese, Traditional Chinese and Japanese UI options for the English application.","project_url":"https://github.com/daftAI2026/Cavalry-i18n","updated":"2026-09-29","strategy":"Application UI translation patch","language":"Simplified Chinese, Traditional Chinese, Japanese","source_available":"Patch release and language assets","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Software UI localization","target_type":"Software","sources":[{"label":"Maintainer README; supported UI languages and application versions","url":"https://github.com/daftAI2026/Cavalry-i18n"},{"label":"Latest maintainer release, Cavalry 2.7.2 patch 12","url":"https://github.com/daftAI2026/Cavalry-i18n/releases/tag/cavalry-2.7.2-p12"},{"label":"GitHub Languages API — C++: 2,741,028 bytes (40.38% of 6,787,732 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/daftAI2026/Cavalry-i18n/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C":4415,"C++":2741028,"CMake":28666,"CSS":46945,"HTML":14465,"JavaScript":1396953,"NSIS":20206,"Objective-C":51738,"Objective-C++":182101,"PowerShell":85704,"Python":54294,"Rust":2108818,"Shell":48814,"Swift":3585},"source_url":"https://api.github.com/repos/daftAI2026/Cavalry-i18n/languages","evidence":"C++: 2,741,028 bytes (40.38% of 6,787,732 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-arcade-cave-68000","title":"Cave 68000 MiSTer Core","game":"Games using Cave first-generation 68000 / Atlus-class arcade hardware","platform":"Cave first-generation 68000 arcade hardware on MiSTer FPGA","kind":"Emulator","status":"The repository was pushed 2026-08-26; GitHub returned no tagged release. The README marks eight titles public and two as work in progress, and says the core derives from Cave/MAME work with a legacy Chisel reference.","summary":"SystemVerilog MiSTer FPGA core for the Atlus-class side of Cave’s first-generation 68000 arcade hardware. Its README lists eight public game configurations and two WIP titles; any game ROMs remain separate from the GPL-3.0-or-later core source.","project_url":"https://github.com/MiSTer-devel/Arcade-Cave_MiSTer","updated":"2026-08-26","strategy":"FPGA hardware emulation of a Cave first-generation 68000 arcade board family.","language":"","source_available":"Public GPL-3.0-or-later (README/LICENSE) source repository. GPL-3.0-or-later source. No game-ROM redistribution permission is stated by the source license; users should obtain game data separately.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Arcade-Cave_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Arcade-Cave_MiSTer/blob/main/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Cave_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Arcade-Cave_MiSTer/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1797120,"Scala":637154,"Verilog":556279,"VHDL":302365,"Tcl":27254,"Shell":4588,"Batchfile":4576,"PowerShell":1297,"Fortran":1143,"Makefile":656},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Cave_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,797,120 bytes of SystemVerilog as the largest language count (53.9% of 3,332,432 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cave-story-3ds-cse2-port","title":"Cave Story Nintendo 3DS CSE2 Port","game":"Cave Story","platform":"Windows PC (version 1.0.0.6) → Nintendo 3DS","kind":"Decompilation","status":"The portable branch lists 3DS as a supported platform and documents Citro2D/Citro3D backends plus a 3DSX build. The reviewed README does not claim a release or hardware-tested playability.","summary":"Nintendo 3DS target of CSE2, the Cave Story decompilation portable branch. The port adds 3DS platform/render/audio backends and requires user-supplied game data.","project_url":"https://github.com/gameblabla/CSE2","updated":"2026-10-16","strategy":"Portable-branch port of the Cave Story decompilation with a native 3DS backend","language":"","source_available":"Public portable branch and 3DS build instructions; original game data is required.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo 3DS decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer portable-branch README: source origin, supported systems, and 3DS build instructions","url":"https://github.com/gameblabla/CSE2/blob/portable/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/gameblabla/CSE2"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/gameblabla/CSE2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3449945,"C":353699,"CMake":36050,"GLSL":3761},"source_url":"https://api.github.com/repos/gameblabla/CSE2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cave-story-ds-native-port","title":"Cave Story Nintendo DS Native Port","game":"Cave Story","platform":"Nintendo DS (homebrew)","kind":"Reimplementation","status":"Latest maintainer release v0.4 was published 2022-09-12. The DS branch continued with ARM9/ITCM optimization work through 2026-05-10. The README still warns that sound may fail on most flashcarts and marks the two-screen mode broken.","summary":"Ports the CSE2 Cave Story engine to Nintendo DS homebrew and adds DS-specific code. The README describes the original game-derived code as proprietary and identifies custom modifications as MIT-licensed.","project_url":"https://github.com/tilderain/CaveStoryNDS","updated":"2026-10-16","strategy":"CSE2 source port to Nintendo DS using devKitPro and libnds","language":"","source_available":"Public source, Makefile, and build instructions; the README says most original game code remains proprietary, while custom modifications are MIT-licensed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo DS homebrew port; README also documents DSi and Japanese build options","target_type":"Game","sources":[{"label":"Maintainer README: DS build method, options, and limitations","url":"https://github.com/tilderain/CaveStoryNDS#readme"},{"label":"Project repository and source tree","url":"https://github.com/tilderain/CaveStoryNDS"},{"label":"Latest commit on the Nintendo DS branch: ARM9/ITCM optimization (2026-05-10T20:41:58Z)","url":"https://github.com/tilderain/CaveStoryNDS/commit/8a496570dc53254ce61e63c63aa4e4c6b68c277f"},{"label":"Maintainer README: DS build options, flashcart caveats, and two-screen mode limitation","url":"https://github.com/tilderain/CaveStoryNDS/blob/ds/README.md"},{"label":"Latest maintainer release v0.4 (2022-09-12)","url":"https://github.com/tilderain/CaveStoryNDS/releases/tag/0.4"}],"media":[{"kind":"image","label":"Cave Story DS project screenshot","url":"https://raw.githubusercontent.com/tilderain/CaveStoryNDS/ds/screenshot.png","preview_url":"https://raw.githubusercontent.com/tilderain/CaveStoryNDS/ds/screenshot.png","source_url":"https://github.com/tilderain/CaveStoryNDS/blob/ds/screenshot.png","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1898757,"C":820020,"Python":20008,"Makefile":13773,"Shell":1716},"source_url":"https://api.github.com/repos/tilderain/CaveStoryNDS/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cave-story-wii-u-cse2-port","title":"Cave Story Nintendo Wii U CSE2 Port","game":"Cave Story","platform":"Windows PC (version 1.0.0.6) → Nintendo Wii U","kind":"Decompilation","status":"The portable branch lists Wii U as a supported platform and documents the Wii U backend and RPX build steps. The reviewed README does not claim a release or hardware-tested playability.","summary":"Nintendo Wii U target of CSE2, the Cave Story decompilation portable branch. The port adds Wii U platform/render/audio backends and requires user-supplied game data.","project_url":"https://github.com/gameblabla/CSE2","updated":"2026-10-16","strategy":"Portable-branch port of the Cave Story decompilation with a native Wii U backend","language":"","source_available":"Public portable branch and Wii U build instructions; original game data is required.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Wii U decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer portable-branch README: source origin, supported systems, and Wii U RPX build instructions","url":"https://github.com/gameblabla/CSE2/blob/portable/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/gameblabla/CSE2"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/gameblabla/CSE2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3449945,"C":353699,"CMake":36050,"GLSL":3761},"source_url":"https://api.github.com/repos/gameblabla/CSE2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cb-chara-wars-snes-english","title":"CB Chara Wars: Ushinawareta Gag English Patch","game":"CB Chara Wars: Ushinawareta Gag","platform":"Super Famicom","kind":"Fan Localization","status":"English patch v0.2 released 2026-10-11. Release notes list English title/screen graphics and menu fixes; overall script completion and playability are not specified.","summary":"Japanese-to-English Super Famicom fan translation patch. Public BPS/ZIP assets modify the translation and graphics on the user's Japanese 1 MiB ROM; included README lists known issues.","project_url":"https://github.com/minhnhattonthat/cb-chara-wars-en/releases/tag/v0.2","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English","source_available":"Public BPS and ZIP release assets; no game ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v0.2 release with patch details","url":"https://github.com/minhnhattonthat/cb-chara-wars-en/releases/tag/v0.2"},{"label":"Maintainer repository About statement","url":"https://github.com/minhnhattonthat/cb-chara-wars-en"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":98498},"source_url":"https://api.github.com/repos/minhnhattonthat/cb-chara-wars-en/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 98,498 bytes. Totals are repository-wide and can include translation tools or supporting files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cdi-emulator-philips-cdi","title":"CD-i Emulator","game":"All compatible Philips CD-i software","platform":"Philips CD-i (1991)","kind":"Emulator","status":"Closed-source beta project; latest project page lists 0.5.3-beta10","summary":"Long-running Windows CD-i emulator project that aims to reproduce the hardware of a physical player. The developer's site provides binaries but no source code.","project_url":"https://www.cdiemu.org/site/welcome.htm","updated":"2026-10-16","strategy":"Software emulation of CD-i player hardware.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Closed-source Philips CD-i optical-disc console emulator","target_type":"Software","sources":[{"label":"Official project page","url":"https://www.cdiemu.org/site/welcome.htm"},{"label":"Official player/version download page","url":"https://www.cdiemu.org/site/players060.htm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.cdiemu.org/site/welcome.htm","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"cega-jolly-good-sega-emulator","title":"CEGA","game":"Sega SG-1000, Master System, Game Gear, and experimental Mega Drive software","platform":"SG-1000, Master System, and Game Gear; experimental Mega Drive/Genesis; Jolly Good core with Linux, macOS, BSD, and Windows build instructions","kind":"Emulator","status":"GitLab last activity: 2026-10-16. The README describes SG-1000, Master System, and Game Gear emulation as cycle-accurate and labels Mega Drive emulation experimental.","summary":"A C emulator core for Sega's SG-1000, Master System, and Game Gear, written for the Jolly Good API. Mega Drive/Genesis emulation is explicitly experimental.","project_url":"https://gitlab.com/jgemu/cega","updated":"2026-10-16","strategy":"Cycle-accurate emulation through the Jolly Good API for the 8-bit Sega systems; Mega Drive support remains experimental.","language":"","source_available":"Public C source repository with README build instructions for Linux, macOS, BSD, and Windows via MSYS2.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Jolly Good Sega console and handheld emulator core","target_type":"Software","sources":[{"label":"Maintainer README: emulated systems, experimental Mega Drive status, and build instructions","url":"https://gitlab.com/jgemu/cega/-/blob/master/README"},{"label":"GitLab project metadata: description, default branch, and last activity date","url":"https://gitlab.com/api/v4/projects/jgemu%2Fcega"},{"label":"GitLab language byte totals","url":"https://gitlab.com/api/v4/projects/jgemu%2Fcega/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":98.21,"Makefile":1.79},"source_url":"https://gitlab.com/api/v4/projects/jgemu%2Fcega/languages","evidence":"Official GitLab project Languages API returned HTTP 200 on 2026-10-16; its exact language percentage map reports 98.21% for C, the largest category. GitLab publishes percentages for this endpoint, not byte totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"celeste-android","title":"Celeste Android","game":"Celeste","platform":"Windows PC → Android","kind":"Reimplementation","status":"The project publishes installable APK releases for Android 8.0/API 26+ on arm64-v8a. A controller is required because touch controls are not implemented. The README reports testing with Celeste 1.4.0.0 and gameplay on a Galaxy S23 with Snapdragon 8 Gen 2 running Android 16. Users import their own PC FNA build; no game files are included.","summary":"Native Android runtime port for the user's own Celeste PC FNA build, using .NET, FNA, SDL3, and FMOD. The app imports and patches a copy on the device without modifying the original executable. The repository is public; proprietary game and FMOD data remain user-provided.","project_url":"https://github.com/BelmanteGu/CelesteAndroid","updated":"2026-10-15","strategy":"Native Android runtime port","language":"","source_available":"Public C# source repository and APK releases; the user supplies the commercial Celeste FNA game files and associated content","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Android 8+ arm64 FNA/.NET runtime; controller required","target_type":"Game","sources":[{"label":"Project README, compatibility requirements, device test, install guide, and source build","url":"https://github.com/BelmanteGu/CelesteAndroid"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/BelmanteGu/CelesteAndroid/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":48216,"PowerShell":13780},"source_url":"https://api.github.com/repos/BelmanteGu/CelesteAndroid/languages","evidence":"Official GitHub REST Languages API breakdown for BelmanteGu/CelesteAndroid: source-code byte counts are {\"C#\": 48216, \"PowerShell\": 13780}. Predominant language is the largest byte-count language (C#); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"celeste-classic-ccleste-source-port","title":"Celeste Classic C Source Port (ccleste)","game":"Celeste Classic (PICO-8)","platform":"PICO-8 → Windows/Linux/macOS PC, Nintendo 3DS homebrew, and an experimental WebAssembly build","kind":"Reimplementation","status":"The archived repository documents working PC and 3DS builds, releases, and an experimental web port. The repository was archived by its owner on 2023-11-07; no later upstream maintenance is implied.","summary":"A portable C source port of Celeste Classic whose gameplay code was manually translated from the original PICO-8 Lua. The SDL frontend supports desktop hosts; a separate Makefile builds a Nintendo 3DS homebrew package. This is a source reimplementation, not a machine-code recompilation.","project_url":"https://github.com/lemon32767/ccleste","updated":"2026-10-15","strategy":"Manual Lua-to-C gameplay reimplementation with platform frontends","language":"","source_available":"Public source and releases; upstream repository is archived","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"PICO-8 game source port to PC and Nintendo 3DS","target_type":"Game","sources":[{"label":"Maintainer README: original source, PC/3DS builds, web status, and controls","url":"https://github.com/lemon32767/ccleste/blob/master/README.md"},{"label":"GitHub repository: archived state, project topics, and source tree","url":"https://github.com/lemon32767/ccleste"},{"label":"Maintainer releases","url":"https://github.com/lemon32767/ccleste/releases"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/lemon32767/ccleste/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":150991,"Roff":10233,"HTML":6893,"Shell":1764,"Makefile":955},"source_url":"https://api.github.com/repos/lemon32767/ccleste/languages","evidence":"GitHub's official Languages REST endpoint reports 150,991 bytes of C as the largest total (88.4% of 170,836 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"celeste-classic-dreamcast-port","title":"Celeste Classic Dreamcast Port (ccleste-dreamcast)","game":"Celeste Classic","platform":"PICO-8 game → portable C source port → Sega Dreamcast","kind":"Reimplementation","status":"The public repository contains Dreamcast-specific SDL/build files and instructions for producing a CDI with KallistiOS. The README notes occasional sound crackling; it does not claim full-game hardware validation.","summary":"Sega Dreamcast target for ccleste, a portable C source port of the PICO-8 Celeste Classic game. The port uses KallistiOS and SDL-based Dreamcast components.","project_url":"https://github.com/Memorix101/ccleste-dreamcast","updated":"2026-10-15","strategy":"Adapt the portable ccleste C game code and SDL audio/video/input layers to KallistiOS, then package a Dreamcast disc image","language":"","source_available":"Public source repository; README identifies the original PICO-8 game but does not establish whether all original game data is included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Dreamcast source port","target_type":"Game","sources":[{"label":"Maintainer README: Dreamcast port, controls, sound caveats, and build steps","url":"https://github.com/Memorix101/ccleste-dreamcast"},{"label":"Shared portable C source-port lineage","url":"https://github.com/ngagesdk/ccleste"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":181679,"C++":91110,"Makefile":1075,"Shell":1055},"source_url":"https://api.github.com/repos/Memorix101/ccleste-dreamcast/languages","evidence":"GitHub's official Languages REST endpoint reports 181,679 bytes of C as the largest total (66.1% of 274,919 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"celeste-classic-original-xbox-port","title":"Celeste Classic Original Xbox Port (ccleste-xbox)","game":"Celeste Classic","platform":"PICO-8 game → portable C source port → Original Xbox","kind":"Reimplementation","status":"The repository includes an NXDK Makefile and build command for Original Xbox. It also documents desktop, 3DS, N-Gage, and PSP builds from the shared codebase; the author cautions that this is a first Xbox port and may have problems.","summary":"Original Xbox adaptation of ccleste, a portable C source port of the PICO-8 Celeste Classic game, built with the NXDK homebrew toolchain.","project_url":"https://github.com/danielgpinheiro/ccleste-xbox","updated":"2026-10-15","strategy":"Adapt the portable ccleste C implementation to the Original Xbox using NXDK and SDL","language":"","source_available":"Public source repository; source for the underlying portable C port is also linked by the maintainer","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: Original Xbox target, build steps, and limitations","url":"https://github.com/danielgpinheiro/ccleste-xbox"},{"label":"Shared portable C source-port lineage and documented platforms","url":"https://github.com/ngagesdk/ccleste"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":181386,"CMake":10030,"C++":8715,"Shell":146},"source_url":"https://api.github.com/repos/danielgpinheiro/ccleste-xbox/languages","evidence":"GitHub's official Languages REST endpoint reports 181,386 bytes of C as the largest total (90.6% of 200,277 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cemu","title":"Cemu","game":"Wii U games, applications, and homebrew","platform":"Wii U","kind":"Emulator","status":"Maintained; v2.6 is the latest stable release (2025-02-06), and the source repository continued to receive updates through 2026-10-15.","summary":"Open-source PC emulator for Wii U games and applications. The project says it runs most Wii U games and homebrew in playable state and remains actively developed.","project_url":"https://cemu.info/","updated":"2026-10-16","strategy":"Software system emulation with guest CPU recompilation and translated graphics; the current project docs do not specify the exact HLE/LLE split.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii U system emulator","target_type":"Software","sources":[{"label":"Official website","url":"https://cemu.info/index.html"},{"label":"Official source repository","url":"https://github.com/cemu-project/Cemu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12150934,"C":1311492,"CMake":86245,"Objective-C++":29399,"NSIS":5392,"Objective-C":3172,"GDB":1782,"Assembly":434},"source_url":"https://api.github.com/repos/cemu-project/Cemu/languages","evidence":"GitHub's official Languages REST endpoint reports 12,150,934 bytes of C++ as the largest total (89.4% of 13,588,850 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cemu-ti-calculator","title":"CEmu","game":"TI-84 Plus CE and TI-83 Premium CE calculator software","platform":"TI-84 Plus CE / TI-83 Premium CE","kind":"Emulator","status":"Public source repository last pushed 2026-10-14. The latest stable numbered release is v2.0 (2024-09-05); an auto-updating nightly prerelease is also listed. The maintainer requires a ROM dumped from the user’s own calculator.","summary":"Developer-focused emulator for TI-84 Plus CE and TI-83 Premium CE calculators. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"centipede-7800-disassembly","title":"Centipede (Atari 7800) Disassembly","game":"Centipede","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"The repository describes the ROM listing as full and byte-identical when reassembled; its memory-map investigation is public.","summary":"A 7800-specific 6502 disassembly and memory-map investigation. Its generated assembly listing reassembles byte-for-byte against a user-supplied ROM.","project_url":"https://github.com/Miasmark/centipede-7800-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 disassembly with byte-identical reassembly and MAME probes","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Lua","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/centipede-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":9478,"Batchfile":4158,"Shell":3299},"source_url":"https://api.github.com/repos/Miasmark/centipede-7800-disassembly/languages","evidence":"GitHub's official Languages REST endpoint reports 9,478 bytes of Lua as the largest total (56.0% of 16,935 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cerf-windows-ce","title":"CERF (CE Runtime Foundation)","game":"Windows CE and Windows Mobile software on documented handheld PCs, Pocket PCs, Zune devices, and other supported boards","platform":"Windows desktop host","kind":"Emulator","status":"Beta; latest stable release 7.0.0.593 was published 2026-10-14, with an 8.0 work-in-progress build available from CI artifacts","summary":"Windows CE device emulator that boots compatible ROMs through hardware profiles for documented handhelds and embedded boards.","project_url":"https://github.com/gweslab/cerf","updated":"2026-10-15","strategy":"Emulates Windows CE device hardware and boots a compatible ROM.","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows CE device and ROM emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/gweslab/cerf"},{"label":"Latest stable release and release notes","url":"https://github.com/gweslab/cerf/releases/latest"},{"label":"Official user documentation","url":"https://cerf.cx/articles"},{"label":"Project license","url":"https://github.com/gweslab/cerf/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8251429,"Python":779463,"C":709512,"PowerShell":101676,"Shell":6106,"Batchfile":803},"source_url":"https://api.github.com/repos/gweslab/cerf/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/gweslab/cerf reports 8,251,429 bytes of C++, the largest language total (83.8% of 9,848,989 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"chaindive-ps2-en","title":"ChainDive English Translation","game":"ChainDive","platform":"PlayStation 2","kind":"Fan Localization","status":"Complete v1.0 release listed on 2026-10-11. RomhackPlaza identifies the Japanese PS2 game and provides an entry download; its page does not state the patch file format or expressly say whether the download contains only a patch.","summary":"English translation of the Japanese PS2 action game, credited to translators and programmers who handled menu/in-game text and FMV work. 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No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"championship-manager-0102-v3968-native-recomp","title":"Championship Manager 01/02 Native Recompilation (Bosman Edition)","game":"Championship Manager 01/02 (PC version 3.9.68)","platform":"Windows PC x86 → native Windows, macOS, Linux and Steam Deck","kind":"Recompilation","status":"Release v0.3.1 was published 2026-10-15; the README says downloads are ready to play and include the game files from Eidos’s 2008 free release with the final official patch. The project translates the original program instruction-by-instruction into C and runs without an emulator.","summary":"A native static recompilation of Championship Manager 01/02 version 3.9.68 for Windows, macOS and Linux, with Steam Deck desktop-mode support. The README identifies the bundled game files as the free Eidos release from 2008.","project_url":"https://github.com/maxevans60/cm0102-bosman-edition","updated":"2026-10-16","strategy":"Instruction-by-instruction x86-to-C static recompilation with a native runtime replacing the original Windows calls.","language":"","source_available":"Public source repository and v0.3.1 release; README says the free 2008 game release is packaged with downloads.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows PC x86 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/maxevans60/cm0102-bosman-edition#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/maxevans60/cm0102-bosman-edition/commit/b98baebf216c3f602bc8848c7f435aa16734a190"},{"label":"Latest documented release","url":"https://github.com/maxevans60/cm0102-bosman-edition/releases/tag/v0.3.1"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/maxevans60/cm0102-bosman-edition/languages"},{"label":"Current primary README","url":"https://github.com/maxevans60/cm0102-bosman-edition/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/maxevans60/cm0102-bosman-edition"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":825113,"Python":608968,"HTML":30589,"Shell":23714,"CMake":11840,"NSIS":5680},"source_url":"https://api.github.com/repos/maxevans60/cm0102-bosman-edition/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chaos-field-dc-en","title":"Chaos Field Dreamcast English Patch","game":"Chaos Field","platform":"Dreamcast","kind":"Fan Localization","status":"Version 1.0 was released 2022-01-03. The maintainer says the retail Dreamcast game already contains most English text and imagery; the patch replaces the remaining Japanese title/logo and a small number of graphics. This is a limited localization patch, not a full new text translation.","summary":"A small DCP English-language graphics patch for the Japanese Dreamcast release of Chaos Field. The README says the retail game shipped with about 80% of its English text/images already present.","project_url":"https://github.com/DerekPascarella/ChaosField-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/DerekPascarella/ChaosField-EnglishPatchDreamcast#readme"},{"label":"Maintainer release 1.0","url":"https://github.com/DerekPascarella/ChaosField-EnglishPatchDreamcast/releases/tag/1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DerekPascarella/ChaosField-EnglishPatchDreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/DerekPascarella/ChaosField-EnglishPatchDreamcast/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/ChaosField-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dolphin-sdk-character-pipeline-apr2001-decomp","title":"Character Pipeline SDK April 2001 Libraries Decompilation","game":"Nintendo Character Pipeline SDK (April 2001 library files)","platform":"Nintendo GameCube SDK","kind":"Decompilation","status":"The README lists seven library components as complete and describes the repository as a partial reconstruction, not a complete copy of the SDK component.","summary":"Source decompilation of selected Character Pipeline library files from the April 2001 Nintendo SDK; it does not claim to recreate the complete component.","project_url":"https://github.com/doldecomp/dolcp-apr2001","updated":"2026-10-15","strategy":"SDK library decompilation","language":"","source_available":"Public source repository; original library archives are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"April 2001 Character Pipeline SDK libraries","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/doldecomp/dolcp-apr2001#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/doldecomp/dolcp-apr2001"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":286689,"Makefile":7151,"Python":1918},"source_url":"https://api.github.com/repos/doldecomp/dolcp-apr2001/languages","evidence":"GitHub's official Languages REST endpoint reports 286,689 bytes of C as the largest total (96.9% of 295,758 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"charge-n-blast-dreamcast-static-recomp","title":"Charge 'N Blast Dreamcast Static Recompilation","game":"Charge 'N Blast","platform":"Sega Dreamcast SH-4 → native PC (Windows/macOS/Linux)","kind":"Recompilation","status":"The toolkit README says the title translates and builds, boots, reads its disc, and renders; it does not claim gameplay or a complete playthrough. The general development interpreter remains necessary.","summary":"A Dreamcast SH-4 title profile in the dream-recomp shared toolkit, targeting a native PC build and using a user-owned disc image.","project_url":"https://github.com/phobos665/dream-recomp","updated":"2026-10-16","strategy":"Static Dreamcast SH-4 recompilation with development interpreter fallback","language":"","source_available":"Public source/profile; requires user-supplied Dreamcast disc","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast-to-PC native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md"},{"label":"Maintainer compatibility table","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md#what-works-today"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1329687,"Python":169938,"CMake":32456,"Shell":14939,"Assembly":14487,"Java":13648,"GLSL":8161,"C":3868,"Makefile":1728,"Dockerfile":915},"source_url":"https://api.github.com/repos/phobos665/dream-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chibi-robo-gamecube-decomp","title":"Chibi-Robo! GameCube Decompilation","game":"Chibi-Robo!","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the maintainer README reports 0.48% code and 14.73% data progress, identifies U.S. revision GGTE01_00, and says the repository excludes assets and assembly.","summary":"U.S. GameCube decompilation project for Chibi-Robo! with separately reported code and data progress; building requires a user-provided copy of the game.","project_url":"https://github.com/eavpsp/cbr_decomp","updated":"2026-10-15","strategy":"C/C++ source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"U.S. revision GGTE01_00","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/eavpsp/cbr_decomp#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/eavpsp/cbr_decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8627303,"C":5236565,"Assembly":156942,"Makefile":74796,"Python":64973,"Batchfile":1290},"source_url":"https://api.github.com/repos/eavpsp/cbr_decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 8,627,303 bytes of C++ as the largest total (60.9% of 14,161,869 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"chibi-robo-gamecube-windows-static-recomp","title":"Chibi-Robo! PC — Static Recompilation","game":"Chibi-Robo! (GameCube PAL GGTP01 / USA GGTE01)","platform":"GameCube PAL/USA → Windows x86-64","kind":"Recompilation","status":"Early development build runs from boot through the title screen, new game, 3D intro, and first party scene with audio in real time. Full-game playthrough has not been verified; no release is published.","summary":"Statically recompiles GameCube PowerPC code to C and replaces Nintendo SDK hardware services with native PC implementations. Requires the user’s supported PAL or USA disc image (`.iso`/`.gcm`, or conversion-supported variants); no game data is included. Windows is the only documented host. Building requires Git, Python 3.11+, CMake 3.25+, and Visual Studio 2022 C++; the bootstrap installs the recompiler tools.","project_url":"https://github.com/Armandpro12/chibi-robo-pc","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/Armandpro12/chibi-robo-pc#readme"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/Armandpro12/chibi-robo-pc/languages"},{"label":"Current primary README","url":"https://github.com/Armandpro12/chibi-robo-pc/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: GPL-3.0)","url":"https://api.github.com/repos/Armandpro12/chibi-robo-pc"},{"label":"Maintainer repository","url":"https://github.com/Armandpro12/chibi-robo-pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":781915,"Python":352150,"C++":349064,"CMake":20486,"Java":13512,"Pawn":12153,"Shell":2342,"Batchfile":451},"source_url":"https://api.github.com/repos/Armandpro12/chibi-robo-pc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chili-con-carnage-psp-recomp","title":"Chili Con Carnage PC Static Recompilation","game":"Chili Con Carnage","platform":"PlayStation Portable → Windows x64","kind":"Recompilation","status":"Windows 10/11 x64 beta v0.9.0 is available. The README documents a Direct3D 12 renderer and 60 fps in missions but does not state a full-campaign compatibility result; setup accepts only the USA ULUS-10216 image.","summary":"The PSP executable is statically recompiled to C++ with PSPRecomp and runs in a native Windows host for PSP firmware services, media, sound, controls, and saves. Game data is read from the user's own ISO and is not distributed.","project_url":"https://github.com/MikeTheSavage/chili-con-carnage-pc","updated":"2026-10-15","strategy":"Static PSP executable-to-C++ recompilation with a native Windows host","language":"","source_available":"Public source repository and prerelease; user must supply USA ULUS-10216 ISO; no game data is included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PSP static recompilation; Windows x64 target","target_type":"Game","sources":[{"label":"Project README, platform requirements, and disc identity","url":"https://github.com/MikeTheSavage/chili-con-carnage-pc/blob/main/README.md"},{"label":"Project prereleases","url":"https://github.com/MikeTheSavage/chili-con-carnage-pc/releases"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/MikeTheSavage/chili-con-carnage-pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5667083,"C#":904076,"Python":254469,"PowerShell":164903,"CMake":94618,"Batchfile":2830,"Java":1714},"source_url":"https://api.github.com/repos/MikeTheSavage/chili-con-carnage-pc/languages","evidence":"Official GitHub REST Languages API breakdown for MikeTheSavage/chili-con-carnage-pc: source-code byte counts are {\"Batchfile\": 2830, \"C#\": 904076, \"C++\": 5667083, \"CMake\": 94618, \"Java\": 1714, \"PowerShell\": 164903, \"Python\": 254469}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-chip8-mister","title":"CHIP-8 and SuperChip virtual machines MiSTer FPGA Core","game":"CHIP-8 and SuperChip virtual machines","platform":"CHIP-8 and SuperChip virtual machines on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for CHIP-8 and SuperChip virtual machines on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Chip8_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Chip8_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Chip8_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Chip8_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Chip8_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":463544,"SystemVerilog":141090,"VHDL":110553,"Tcl":22724,"Assembly":875,"Batchfile":721,"V":422,"Shell":58},"source_url":"https://api.github.com/repos/MiSTer-devel/Chip8_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 463,544 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chips-challenge-windows-vita-port","title":"Chip’s Challenge Windows 3.x PS Vita Port","game":"Chip’s Challenge (Windows 3.x release)","platform":"Windows 3.x 16-bit PC → native PlayStation Vita","kind":"Reimplementation","status":"The repository provides an installable VPK and documents all 149 levels, game logic, menus, saves, sound and music. The README requires the original Windows data files to be supplied separately.","summary":"A native Vita port of the Windows 3.x version of Chip’s Challenge, reconstructed in C. The implementation follows the original 149-level game, monster timing, menus, sound and save format while requiring the user’s original data files.","project_url":"https://github.com/TheGh0stShip/VitaChipsChallenge","updated":"2026-10-16","strategy":"C reimplementation based on the Windows release’s observed game logic and behavior","language":"","source_available":"Public GPL-3.0 source; the VPK excludes Chip’s Challenge data, which the player extracts from a legally obtained Windows release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native Vita port; external original game data required","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/TheGh0stShip/VitaChipsChallenge"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/TheGh0stShip/VitaChipsChallenge#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/TheGh0stShip/VitaChipsChallenge"}],"media":[{"kind":"image","label":"Chip’s Challenge gameplay on Vita","url":"https://raw.githubusercontent.com/TheGh0stShip/VitaChipsChallenge/main/docs/images/gameplay.png","preview_url":"https://raw.githubusercontent.com/TheGh0stShip/VitaChipsChallenge/main/docs/images/gameplay.png","source_url":"https://github.com/TheGh0stShip/VitaChipsChallenge#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/TheGh0stShip/VitaChipsChallenge","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chocolate-doom-android-port-canavarit","title":"Chocolate Doom 3.1.1 Android Port (CanavarIT)","game":"Doom (1993) / Chocolate Doom 3.1.1","platform":"DOS Doom engine/data → Android 10+ (API 29+) on arm64-v8a","kind":"Reimplementation","status":"The repository publishes APK releases v1.0 and v1.1 (2026-09-19) and was last pushed 2026-09-20. README states Android 10+ and arm64-v8a; this build bundles the shareware Doom WAD, is single-player, and lacks mouse-look and a mobile save-game control. Its native SDL/Chocolate Doom libraries are committed as binaries; the README says native source must be fetched separately to rebuild those libraries.","summary":"Android package for Chocolate Doom 3.1.1, with SDL2/SDL2_mixer native libraries and a Java virtual-gamepad overlay. The APK includes the redistributable shareware doom1.wad; full Doom requires the player to replace it with legally owned data. This is a Chocolate Doom port, distinct from other Doom engine/mobile projects.","project_url":"https://github.com/CanavarIT/Chocolate-doom-android-port","updated":"2026-10-16","strategy":"Android native SDL2 package for Chocolate Doom 3.1.1 with Java touch controls and prebuilt NDK libraries","language":"","source_available":"Public Java/Gradle app source and prebuilt SDL2/Chocolate Doom .so files; README points to upstream sources to rebuild native libraries; shareware WAD is included by the project","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Android arm64 port; shareware Doom data bundled; single-player","target_type":"Game","sources":[{"label":"Project README: engine version, target ABI/Android version, controls, included WAD, build method, limitations, and license","url":"https://github.com/CanavarIT/Chocolate-doom-android-port/blob/main/README.md"},{"label":"APK release page","url":"https://github.com/CanavarIT/Chocolate-doom-android-port/releases"},{"label":"Upstream Chocolate Doom source project","url":"https://github.com/chocolate-doom/chocolate-doom"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/CanavarIT/Chocolate-doom-android-port"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/CanavarIT/Chocolate-doom-android-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":236334},"source_url":"https://api.github.com/repos/CanavarIT/Chocolate-doom-android-port/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 236,334 bytes of Java, the largest category (100.0% of 236,334 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chonkystation3","title":"ChonkyStation3","game":"Games for supported systems","platform":"PlayStation 3","kind":"Emulator","status":"Work in progress; the latest default-branch commit is dated 2025-09-24 and no tagged GitHub release is listed. The maintainer README says it boots a few simple commercial games but should not be used to play games; it links nightly SDL builds for Windows, Linux, and macOS, plus a Qt build for Windows.","summary":"An open-source hobby PS3 emulator with limited real-game boot support and substantial missing functionality.","project_url":"https://github.com/liuk7071/ChonkyStation3","updated":"2025-09-24","strategy":"Early full-system PS3 emulation; current support is limited to booting a small number of commercial games.","language":"","source_available":"Public GPL-3.0 source repository. The maintainer README requires users to supply and install their own PS3 game and system files; nightly build links are provided separately.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Early-stage PlayStation 3 system emulator","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/liuk7071/ChonkyStation3"},{"label":"Project site","url":"https://chonkystation.com/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/liuk7071/ChonkyStation3"},{"label":"Repository GPL-3.0 license file","url":"https://github.com/liuk7071/ChonkyStation3/blob/master/LICENSE.md"},{"label":"Maintainer README: current bootability warning, host build links, and user-supplied game/system-file instructions","url":"https://github.com/liuk7071/ChonkyStation3/blob/master/README.md"},{"label":"GitHub Releases page; no tagged release is listed","url":"https://github.com/liuk7071/ChonkyStation3/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1063045,"CMake":11775},"source_url":"https://api.github.com/repos/liuk7071/ChonkyStation3/languages","evidence":"GitHub's official Languages REST endpoint reports 1,063,045 bytes of C++ as the largest total (98.9% of 1,074,820 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"chonkystation4","title":"ChonkyStation4","game":"Games for supported systems","platform":"PlayStation 4","kind":"Emulator","status":"Active early-stage work in progress; maintainer reports booting a few simple commercial games","summary":"An open-source hobby PS4 emulator with an official compatibility list and very limited game support.","project_url":"https://github.com/liuk7071/ChonkyStation4","updated":"2026-09-20","strategy":"Early full-system PS4 emulation; commercial-game support is limited to a few simple titles booting.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Early-stage PlayStation 4 system emulator","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/liuk7071/ChonkyStation4"},{"label":"Maintainer compatibility list","url":"https://github.com/ChonkyStation/ChonkyStation4-Compatibility"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/liuk7071/ChonkyStation4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2747818,"C":253406,"CMake":11151},"source_url":"https://api.github.com/repos/liuk7071/ChonkyStation4/languages","evidence":"GitHub's official Languages REST endpoint reports 2,747,818 bytes of C++ as the largest total (91.2% of 3,012,375 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"chrono-cross-decomp","title":"Chrono Cross Decompilation","game":"Chrono Cross","platform":"PlayStation (Japanese release SLPS 023.64)","kind":"Decompilation","status":"In progress; targets the Japanese release","summary":"In-progress matching decompilation of the Japanese PS1 release SLPS 023.64. The README documents extracting the unmodified game image from the 2022 Radical Dreamers Edition remaster's cdrom.dat; game data is not included.","project_url":"https://github.com/jdperos/chrono-cross-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/jdperos/chrono-cross-decomp"},{"label":"Project README or evidence page","url":"https://github.com/jdperos/chrono-cross-decomp/blob/master/README.md"},{"label":"Project README: supported release and extraction path","url":"https://github.com/jdperos/chrono-cross-decomp#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/jdperos/chrono-cross-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/jdperos/chrono-cross-decomp/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":746199,"Python":89853,"BitBake":12861,"Makefile":9339,"Shell":8806},"source_url":"https://api.github.com/repos/jdperos/chrono-cross-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 746,199 bytes of C as the largest total (86.1% of 867,058 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"chrono-trigger-ds-kwhazit-retranslation-en","title":"Chrono Trigger DS KWhazit / Chrono Compendium Retranslation Port","game":"Chrono Trigger","platform":"Nintendo DS","kind":"Fan Localization","status":"Beta; the project thread currently attaches v0.8.2. The maintainer says minor bugs or missing lines may remain and updated troubleshooting notes on 2026-10-01.","summary":"Ports the KWhazit / Chrono Compendium English retranslation into the DS script structure, with DS-specific materials retained where no SNES counterpart exists. The project is an adaptation of an existing fan retranslation, not a new translation.","project_url":"https://gbatemp.net/threads/chrono-trigger-ds-kwhazit-chrono-compedium-fan-translation-patch-port.682565/","updated":"2026-10-16","strategy":"Fan retranslation port to the DS script and data structures","language":"English","source_available":"Project-owner forum thread provides the BPS patch archive; the user supplies a clean US game dump.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Nintendo DS retranslation port","target_type":"Game","sources":[{"label":"Project-owner thread: target build, BPS format, beta status, and v0.8.2 attachment","url":"https://gbatemp.net/threads/chrono-trigger-ds-kwhazit-chrono-compedium-fan-translation-patch-port.682565/"},{"label":"Project-owner troubleshooting update dated 2026-10-01","url":"https://gbatemp.net/threads/chrono-trigger-ds-kwhazit-chrono-compedium-fan-translation-patch-port.682565/page-2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gbatemp.net/threads/chrono-trigger-ds-kwhazit-chrono-compedium-fan-translation-patch-port.682565/","evidence":"The official project page is the source for the patch and its documentation, but it does not link a code-host repository exposing a language-statistics endpoint.","verified_at":"2026-10-16","reason_unknown":"The project and patch are documented in the maintainer's GBAtemp thread; no public GitHub, GitLab, or Codeberg source repository with a language endpoint is linked from the reviewed project material."}},{"id":"chrono-trigger-snes-static-recomp","title":"Chrono Trigger SNES Static Recompilation","game":"Chrono Trigger","platform":"Super Nintendo Entertainment System (USA v1.0, headerless 4 MB ROM) → native C runtime and SDL2 desktop frontend; the README does not state a supported host-OS matrix.","kind":"Recompilation","status":"Development snapshot: the README reports that 1,414 of 2,036 known functions (69.4%) are compiled to C; 97.6% of instructions in a 1,500-frame boot run execute as compiled C and the remainder use an interpreter. No GitHub release is listed; last source push reported by GitHub was 2026-09-29.","summary":"A game-specific 65816-to-C static recompiler with a C runtime and SDL2 frontend. Generated C is built locally from a user-supplied USA v1.0 ROM; the documented boot run still uses an interpreter for some instructions.","project_url":"https://github.com/ThisIsAkill/ct-recomp","updated":"2026-10-16","strategy":"Static 65816-to-C translation with a native C runtime; uncovered instructions remain interpreted during the measured boot run.","language":"","source_available":"Public MIT-licensed source and runtime. The README says the ROM is never committed and users supply a legally obtained USA v1.0 ROM; game assets are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES static recompilation to native desktop C/SDL2","target_type":"Game","sources":[{"label":"Maintainer README: exact SNES USA v1.0 target, static method, measured recompilation progress, build/run steps, and ROM policy","url":"https://github.com/ThisIsAkill/ct-recomp#readme"},{"label":"Game-specific progress report linked by the README","url":"https://github.com/ThisIsAkill/ct-recomp/blob/main/game/ct/PROGRESS.md"},{"label":"Repository MIT license","url":"https://github.com/ThisIsAkill/ct-recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ThisIsAkill/ct-recomp"},{"label":"GitHub releases checked 2026-10-16; no release is listed","url":"https://api.github.com/repos/ThisIsAkill/ct-recomp/releases"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/ThisIsAkill/ct-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":402384,"Python":261359,"CMake":18418,"C++":7262,"Shell":4216},"source_url":"https://api.github.com/repos/ThisIsAkill/ct-recomp/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chuchu-rocket-dreamcast-recomp","title":"ChuChu Rocket! Dreamcast Static Recompilation","game":"ChuChu Rocket!","platform":"Sega Dreamcast (1999; disc revision unspecified) → Windows x64","kind":"Recompilation","status":"WIP; the native build renders geometry at about 28 fps, but textures, sound and input are not yet implemented.","summary":"Static SH-4 recompilation using dcrecomp; user supplies the Dreamcast disc.","project_url":"https://github.com/sp00nznet/chuchu","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied Dreamcast disc required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/chuchu#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8999,"Python":5035,"CMake":3380},"source_url":"https://api.github.com/repos/sp00nznet/chuchu/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 8,999 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chulip-ps2-usa-decompilation","title":"Chulip (USA) PlayStation 2 Matching Decompilation","game":"Chulip (USA, SLUS_207.42)","platform":"PlayStation 2 USA (SLUS_207.42) → matching loaded-image / ELF rebuild","kind":"Decompilation","status":"In-progress matching decompilation. The current source-plus-assembly build reproduces the complete 970,772-byte loaded image byte-for-byte, while readable C matches 41.0834% of the provisional text bytes (272,672/663,704) and 1,492/2,189 functions (68.1590%). Generated assembly scaffolding is not counted as decompilation progress. This is not a port; the user supplies a verified USA disc dump, and no game data is distributed.","summary":"Work-in-progress byte-matching source reconstruction of the USA PS2 executable, with exact full-image rebuild proof and a substantial but incomplete C match.","project_url":"https://github.com/aaaaaaaaaaway/chulip-decomp","updated":"2026-10-16","strategy":"Function-by-function byte-matching source decompilation with assembly scaffolding","language":"","source_available":"Public source repository; user must supply a verified USA disc dump. No game data is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 MIPS R5900 matching decompilation","target_type":"Game","sources":[{"label":"Project README: exact USA executable, byte-identical loaded-image build, C-match progress, and user-supplied disc requirement","url":"https://github.com/aaaaaaaaaaway/chulip-decomp#readme"},{"label":"GitHub official Languages API","url":"https://api.github.com/repos/aaaaaaaaaaway/chulip-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1139692,"Python":562865,"HTML":10365,"Makefile":2665,"BitBake":2625,"Linker Script":1779,"Rust":1301},"source_url":"https://api.github.com/repos/aaaaaaaaaaway/chulip-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 1,139,692 bytes of C as the largest total (66.2% of 1,721,292 recognized language bytes) for the repository. The endpoint is repository-wide and may count build tooling or unrelated project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ciel-nosurge-offline-vita-english","title":"Ciel nosurge Offline English Translation Patch","game":"Ciel nosurge Offline","platform":"PlayStation Vita","kind":"Fan Localization","status":"Released; v1.01, reported fully translated and edited","summary":"English patch for the Offline Vita edition, with script and image translation plus restoration and quality-of-life changes. The long-running community thread links patch archives and installation notes.","project_url":"https://www.tapatalk.com/groups/revatail_hymmne/ciel-nosurge-offline-translation-patch-project-t1044.html","updated":"2025-07-06","strategy":"Fan translation patch with restoration changes","language":"English","source_available":"Public patch archives linked from community project thread","first_found":"2026-10-16","project_started":"2018-02-12","programming_language":"","subtype":"Text, image, and video subtitle localization","target_type":"Game","sources":[{"label":"Community project thread, completion status, patch links and changelog","url":"https://www.tapatalk.com/groups/revatail_hymmne/ciel-nosurge-offline-translation-patch-project-t1044.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.tapatalk.com/groups/revatail_hymmne/ciel-nosurge-offline-translation-patch-project-t1044.html","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Ciel nosurge Offline English Translation Patch. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Ciel nosurge Offline English Translation Patch do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"cinnamon-gamemaker-runner","title":"Cinnamon GameMaker Runner","game":"GameMaker Studio bytecode versions 16 and 17 (multi-title runtime)","platform":"GameMaker Studio bytecode v16/v17 → Nintendo 3DS, Wii, and Wii U; GameCube is described as future support","kind":"Reimplementation","status":"The repository was pushed on 2026-10-15 and is not archived. README says supported bytecode versions are 16 and 17, but compatibility remains a work in progress; YYC and GameMaker Runtime games are unsupported. README lists 3DS, Wii U, and Wii as supported platforms and GameCube as future. The same repository also hosts separate Undertale Wii, Deltarune Wii, and Undertale Wii U releases.","summary":"Open-source fork of Butterscotch that reimplements the GameMaker Studio runner for Nintendo homebrew platforms, enabling multiple compatible bytecode games to run on 3DS/Wii/Wii U. This row describes the reusable runtime, not a claim that every example game is compatible or complete.","project_url":"https://github.com/Project-Sunshine-Native/cinnamon","updated":"2026-10-16","strategy":"Forked reimplementation of the GameMaker Studio bytecode runner for Nintendo homebrew platforms","language":"","source_available":"Public source. GitHub identifies the repository as MPL-2.0; upstream Butterscotch and other dependencies may have their own license terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-title GameMaker runtime reimplementation for Nintendo homebrew systems","target_type":"Software","sources":[{"label":"Maintainer README: says Cinnamon is an open-source reimplementation/fork of Butterscotch; bytecode-version limits, WIP compatibility, supported/future platforms, and Project Sunshine context","url":"https://github.com/Project-Sunshine-Native/cinnamon#readme"},{"label":"GitHub LICENSE page: MPL-2.0","url":"https://github.com/Project-Sunshine-Native/cinnamon/blob/main/LICENSE"},{"label":"GitHub repository metadata: public/non-archived state and latest push timestamp","url":"https://api.github.com/repos/Project-Sunshine-Native/cinnamon"},{"label":"GitHub Languages API byte totals; the only source for the exact language list above","url":"https://api.github.com/repos/Project-Sunshine-Native/cinnamon/languages"},{"label":"Undertale Wii release hosted by same multi-title repository","url":"https://github.com/Project-Sunshine-Native/cinnamon/releases/tag/v0.9"},{"label":"Deltarune Wii release hosted by same multi-title repository","url":"https://github.com/Project-Sunshine-Native/cinnamon/releases/tag/V0.9"},{"label":"Undertale Wii U Edition release hosted by same multi-title repository","url":"https://github.com/Project-Sunshine-Native/cinnamon/releases/tag/v1.3"},{"label":"Reddit Deltarune port discussion where the related runner/fork was surfaced; discovery lead only","url":"https://www.reddit.com/r/Deltarune/comments/1x53d74/after_more_than_a_year_of_work_we_have_finally/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3342953,"Kotlin":500647,"CMake":37229,"Objective-C":21350,"Shell":16089,"C++":8802,"Makefile":6418,"GLSL":5130},"source_url":"https://api.github.com/repos/Project-Sunshine-Native/cinnamon/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"citra","title":"Citra (original project)","game":"Nintendo 3DS","platform":"Windows, macOS, Linux, Android","kind":"Emulator","status":"Discontinued 2024-03-04; the original project announced an immediate shutdown and removal of its repositories and website.","summary":"Historically important open-source 3DS emulator; its development lineage continues in community projects including Azahar.","project_url":"https://github.com/citra-emu/citra-web/blob/master/index.html","updated":"2026-10-16","strategy":"High-level software emulator.","language":"","source_available":"Archived or community source","first_found":"2026-10-15","project_started":null,"programming_language":"HTML","subtype":"Nintendo 3DS system emulator","target_type":"Software","sources":[{"label":"Archived official shutdown notice","url":"https://github.com/citra-emu/citra-web/blob/master/index.html"},{"label":"Azahar describes itself as continuing Citra's legacy","url":"https://github.com/azahar-emu/azahar"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/citra-emu/citra-web"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":43572,"JavaScript":9604,"SCSS":8771,"Shell":603},"source_url":"https://api.github.com/repos/citra-emu/citra-web/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; HTML is the largest bucket at 43,572 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"citron-neo","title":"Citron Neo","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"active","summary":"Open-source continuation of the Citron codebase, with builds for Windows, Linux, macOS, and Android. The project source repository and linked project site show ongoing releases and development.","project_url":"https://github.com/citron-neo/emulator","updated":"2026-10-15","strategy":"Continues a Yuzu-derived emulator codebase; the project README does not specify a separate HLE/LLE architecture.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/citron-neo/emulator"},{"label":"Official project site","url":"https://citron-neo.org/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/citron-neo/emulator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":26328949,"Kotlin":963593,"CMake":432254,"Shell":345609,"NASL":53828,"GLSL":48158,"Python":38022,"Swift":21419,"Assembly":9323,"Perl":4155,"Batchfile":2641,"C":252},"source_url":"https://api.github.com/repos/citron-neo/emulator/languages","evidence":"GitHub's official Languages REST endpoint reports 26,328,949 bytes of C++ as the largest total (93.2% of 28,248,203 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"classic-mac-finder-ui-reimplementation","title":"Classic Mac Finder","game":"Classic Mac OS Finder interface and file-navigation behavior (exact Finder/system version not pinned by the maintainer)","platform":"Classic Macintosh Finder experience → Objective-C/Cocoa application for macOS 10.11 or later; host architecture is not stated","kind":"Reimplementation","status":"The maintainer's project site and README list application version 1.1.3 for macOS 10.11+, distributed as an unsigned app; the site says it was last modified on 2024-08-17. GitHub has no release entries, and current compatibility with newer macOS versions or Apple Silicon is not documented.","summary":"An Objective-C/Cocoa functional recreation of the classic Mac OS Finder, described by its maintainer as a pixel-for-pixel clone for modern Macs. The documented scope is Finder's interface and navigation experience, not execution of the original Finder binary or classic Mac applications.","project_url":"https://github.com/bszyman/classic-mac-finder","updated":"2026-10-16","strategy":"Objective-C/Cocoa recreation of classic Macintosh Finder presentation and file-browser interactions","language":"","source_available":"Public source under Apache License 2.0, as stated on the project site and in the README. The site links an unsigned version 1.1.3 app download.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C","subtype":"Classic Mac desktop file manager recreation","target_type":"Software","sources":[{"label":"Maintainer README: recreation claim, implementation language, macOS requirement, version history, and license statement","url":"https://github.com/bszyman/classic-mac-finder#readme"},{"label":"Maintainer project site: Apache v2 license, version 1.1.3 download, macOS 10.11+ requirement, and last-modified date","url":"https://www.classicmacfinder.com/"},{"label":"GitHub release page checked 2026-10-16; no GitHub releases are listed","url":"https://github.com/bszyman/classic-mac-finder/releases"},{"label":"Official GitHub language endpoint; byte totals were rate-limited during this review","url":"https://api.github.com/repos/bszyman/classic-mac-finder/languages"},{"label":"Current primary README","url":"https://github.com/bszyman/classic-mac-finder/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/bszyman/classic-mac-finder"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":211264},"source_url":"https://api.github.com/repos/bszyman/classic-mac-finder/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"classic-window-switcher-csrss-alt-tab-reimplementation","title":"Classic Window Switcher (classic Windows Alt+Tab reimplementation)","game":"Classic CSRSS Windows Alt+Tab switcher","platform":"Modern Windows; README specifically names Windows 11 24H2 and later as a design target. Builds with Microsoft C/C++ tools and the Windows SDK.","kind":"Reimplementation","status":"Version 1.3 was released 2026-10-11. The README describes it as a reimplementation of the classic CSRSS switcher for modern Windows, with UWP icon support, mouse and arrow-key navigation, and HiDPI improvements. This repository is a fork of valinet/sws and says it is based on the Simple Window Switcher from ExplorerPatcher.","summary":"A Windows utility that recreates the classic CSRSS Alt+Tab window switcher for modern Windows. It can run as a standalone program or be loaded as a Windows Explorer DLL, and adds modern-window support and navigation features. The repository is based on valinet’s Simple Window Switcher rather than presented as a clean-room recovery of Microsoft code.","project_url":"https://github.com/Ingan121/ClassicWindowSwitcher","updated":"2026-10-16","strategy":"Fork-derived reimplementation of the classic CSRSS Alt+Tab interaction, based on valinet/sws (ExplorerPatcher Simple Window Switcher), with added support for modern Windows windows and navigation.","language":"","source_available":"Public GPL-2.0 source. GitHub identifies the repository as a fork of valinet/sws; the README also credits that upstream implementation.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows desktop shell utility / window switcher","target_type":"Software","sources":[{"label":"Project README: behavior, modern Windows target, build requirements, and upstream basis","url":"https://github.com/Ingan121/ClassicWindowSwitcher"},{"label":"Version 1.3 release (2026-10-11)","url":"https://github.com/Ingan121/ClassicWindowSwitcher/releases/tag/1.3"},{"label":"GPL-2.0 license file","url":"https://github.com/Ingan121/ClassicWindowSwitcher/blob/master/LICENSE"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/Ingan121/ClassicWindowSwitcher/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":189143,"C++":16060},"source_url":"https://api.github.com/repos/Ingan121/ClassicWindowSwitcher/languages","evidence":"GitHub's official Languages endpoint reports C (189,143 bytes) as the largest source total; C++ accounts for 16,060 bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"classic99-ti-994a","title":"Classic99","game":"TI-99/4A home-computer software","platform":"Texas Instruments TI-99/4A home computer","kind":"Emulator","status":"Maintained; the public repository received an upstream commit on 2026-10-12. The project README describes the package as open source under restrictive terms and includes TI-licensed ROMs; users should review the manual before redistributing it.","summary":"Windows emulator for the Texas Instruments TI-99/4A home computer. It provides cartridge and disk support, a debugger, and TI ROM images under separately stated license restrictions.","project_url":"https://github.com/tursilion/classic99","updated":"2026-10-12","strategy":"Software emulation of TI-99/4A computer hardware and peripherals.","language":"","source_available":"Public source repository; maintainer describes its license as restrictive, and bundled TI firmware has separate terms.","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Windows home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: TI-99/4A emulator and licensing caveat","url":"https://github.com/tursilion/classic99/blob/main/readme.md"},{"label":"Maintainer manual: usage and license restrictions","url":"https://github.com/tursilion/classic99/raw/main/dist/Classic99%20Manual.pdf"},{"label":"Maintainer source repository and current activity","url":"https://github.com/tursilion/classic99"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1910185,"C":314011},"source_url":"https://api.github.com/repos/tursilion/classic99/languages","evidence":"GitHub's official Languages REST endpoint reports 1,910,185 bytes of C++ as the largest total (85.9% of 2,224,196 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"classicbasic-vb6-msvbvm60-runtime-reimplementation","title":"ClassicBasic (Visual Basic 6.0 runtime reimplementation)","game":"Microsoft Visual Basic 6.0 runtime (msvbvm60.dll; runtime build/service pack not specified)","platform":"Compiled 32-bit Windows PE applications using Visual Basic 6 Native Code or P-Code → Rust runtime and standalone loader on x86_64 Alpine Linux musl, without Wine.","kind":"Reimplementation","status":"No GitHub release was found; source activity continued through 2026-10-16. The README describes a runtime library plus PE32 loader and reports 635/635 ordinal exports and 158 passing tests for its current test scope. These counts do not establish compatibility with arbitrary VB6 programs.","summary":"A Rust implementation of the Visual Basic 6.0 runtime ABI and a standalone PE32 loader intended to run compiled Native Code and P-Code applications on Linux without Wine. It targets the msvbvm60.dll runtime surface; the specific Microsoft runtime build is not identified in the README.","project_url":"https://github.com/victoria-devs/classicbasic","updated":"2026-10-16","strategy":"The project describes itself as an independent clean-room reimplementation and supplies its own ordinal definition, runtime implementation, loader and test artifacts. Its legal notice says proprietary Microsoft binaries are not distributed and frames the project as educational/interoperability work. The repository does not document a formal separation protocol, so clean-room provenance is recorded as the maintainer’s claim rather than independently certified.","language":"","source_available":"Public MIT-licensed source. The project states that proprietary Microsoft binaries are not distributed; its test artifacts and third-party dependencies remain subject to their own provenance and terms.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Runtime and executable loader","target_type":"Software","sources":[{"label":"Project README: exact runtime target, loader scope, platforms and current test claims","url":"https://github.com/victoria-devs/classicbasic#readme"},{"label":"MIT license","url":"https://github.com/victoria-devs/classicbasic/blob/main/LICENSE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/victoria-devs/classicbasic"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/victoria-devs/classicbasic/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":435695,"Dockerfile":1160,"Shell":684},"source_url":"https://api.github.com/repos/victoria-devs/classicbasic/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 435,695 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"classicube-minecraft-classic-console-ports","title":"ClassiCube Console Ports (Minecraft Classic client)","game":"Minecraft Classic client behavior (2009-era; the project also partially supports some pre-0.30 features)","platform":"Minecraft Classic client behavior → Dreamcast, Sega Saturn, Sega 32X, Nintendo Switch, Wii U, Wii, GameCube, Nintendo 64, Nintendo 3DS, Nintendo DS/DSi, Game Boy Advance, PlayStation Vita, PSP, PlayStation 3, PlayStation 2, PlayStation 1, Xbox 360 and original Xbox","kind":"Reimplementation","status":"Latest GitHub release is 1.3.8 (2026-02-17); repository activity continued through 2026-10-15. The maintainer labels Dreamcast, Switch, Wii, GameCube and 3DS unfinished but usable; Wii U has major issues. Saturn, DS/DSi, Vita, PSP and PS3 have rendering problems; Nintendo 64 has moderate rendering issues; PS1/PS2 have major rendering or stability issues; 32X and GBA are practically unusable; Xbox 360 is broken on real hardware; original Xbox has rendering issues. The project describes console builds as early development.","summary":"A clean-room Minecraft Classic client written in C, with native builds for numerous consoles. The project aims to reproduce the 2009 Classic client while allowing optional enhancements. Console ports use platform-specific builds; they are not console emulators and do not execute a Minecraft binary.","project_url":"https://github.com/ClassiCube/ClassiCube","updated":"2026-10-16","strategy":"Clean-room behavioral reimplementation of the Minecraft Classic client in C, using platform-specific console builds and input/rendering backends.","language":"","source_available":"Public source. The main project licence file contains a BSD 3-Clause-style licence and separate third-party notices. The client obtains required assets from Minecraft.net and ClassiCube.net; it does not distribute Minecraft software.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-console native client ports","target_type":"Game","sources":[{"label":"Maintainer README: clean-room client and per-console support/maturity","url":"https://github.com/ClassiCube/ClassiCube#readme"},{"label":"Project licence and third-party notices","url":"https://github.com/ClassiCube/ClassiCube/blob/master/license.txt"},{"label":"Latest release 1.3.8","url":"https://github.com/ClassiCube/ClassiCube/releases/tag/1.3.8"},{"label":"GitHub repository metadata (activity checked 2026-10-16)","url":"https://api.github.com/repos/ClassiCube/ClassiCube"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8920343,"Assembly":185782,"C++":165913,"Objective-C":132670,"Makefile":100202,"JavaScript":54508,"Java":45237,"SWIG":12298,"CMake":9134,"GLSL":6914,"C#":4664,"Shell":2693,"Metal":2413,"Rez":1196,"HLSL":1124},"source_url":"https://api.github.com/repos/ClassiCube/ClassiCube/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 8,920,343 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"claude-desktop-zh-cn","title":"Claude Desktop Simplified Chinese UI Patch","game":"Claude Desktop","platform":"Windows Store/MSIX and standalone Windows; macOS; Linux (maintainer-advertised; client-version compatibility is not pinned)","kind":"Fan Localization","status":"v1.0.0 release published 2026-09-02; GitHub shows 56 commits to the main branch since that release. The maintainer advertises Windows, macOS, and Linux support, but does not pin a specific Claude Desktop client version in the release README.","summary":"Unofficial Simplified Chinese UI patch for Claude Desktop. It provides install/restore scripts and an offline ZIP; the Windows Store workflow requests UAC elevation and installs a highest-privilege repair watcher that checks the application after updates, according to the maintainer. The project is open source, but no independent security review was performed for this research record.","project_url":"https://github.com/good9527/Claude-Desktop-Chinese","updated":"2026-09-02","strategy":"Desktop software UI localization patch","language":"Simplified Chinese","source_available":"Public MIT source repository, install/restore scripts, and v1.0.0 offline ZIP release; does not include Claude Desktop.","first_found":"2026-10-15","project_started":"2026-05-31","programming_language":"Python","subtype":"Desktop AI application UI localization","target_type":"Software","sources":[{"label":"Maintainer README: supported platforms, installer behavior, permissions, restore path, and project license","url":"https://github.com/good9527/Claude-Desktop-Chinese#readme"},{"label":"v1.0.0 release: offline package and claimed platform support","url":"https://github.com/good9527/Claude-Desktop-Chinese/releases/tag/v1.0.0"}],"media":[{"kind":"image","label":"Claude Desktop Simplified Chinese localization showcase","url":"https://github.com/good9527/Claude-Desktop-Chinese/raw/main/.github/assets/showcase.svg","preview_url":"https://github.com/good9527/Claude-Desktop-Chinese/raw/main/.github/assets/showcase.svg","source_url":"https://github.com/good9527/Claude-Desktop-Chinese","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":70478,"PowerShell":47409,"Shell":4317,"Batchfile":1548},"source_url":"https://api.github.com/repos/good9527/Claude-Desktop-Chinese/languages","evidence":"GitHub's official Languages REST endpoint reports 70,478 bytes of Python as the largest total (57.0% of 123,752 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"clock-signal","title":"Clock Signal (CLK)","game":"Acorn Electron/BBC Micro/Archimedes, Amstrad CPC, Apple II and early Macintosh, Atari ST, Commodore VIC-20/Amiga, Enterprise, MSX, Oric, early IBM PC, ZX80/81/Spectrum, Tandy Color Computer, and Thomson MO5/MO6","platform":"macOS; Linux, BSD, and other Unix-like systems through Qt or SDL builds","kind":"Emulator","status":"Maintained; repository updated 2026-10-15 and latest tagged release is 2026-07-23","summary":"Multi-system vintage-computer emulator and hardware research project. Its supported computer list spans 8-bit home computers through early personal computers and classic Macintosh systems.","project_url":"https://github.com/TomHarte/CLK","updated":"2026-10-15","strategy":"Cycle-accurate software emulation of documented computer hardware and peripherals.","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Cycle-accurate multi-system vintage-computer emulator","target_type":"Software","sources":[{"label":"Maintainer repository README: supported systems and cycle-accurate emulation scope","url":"https://github.com/TomHarte/CLK"},{"label":"Project license","url":"https://github.com/TomHarte/CLK/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6782167,"Objective-C++":774692,"Swift":223485,"Assembly":162880,"Objective-C":71287,"Metal":32714,"CMake":12895,"R":11537,"QMake":11013,"Python":8057,"Jinja":6456,"C":6223,"Shell":1356,"Makefile":861,"BASIC":59},"source_url":"https://api.github.com/repos/TomHarte/CLK/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/TomHarte/CLK reports 6,782,167 bytes of C++, the largest language total (83.7% of 8,105,682 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"clonekeen-commander-keen","title":"CloneKeen","game":"Commander Keen: Invasion of the Vorticons (episodes 1–3)","platform":"DOS game data → Windows, macOS, Linux, BSD and ChromeOS","kind":"Reimplementation","status":"Beta per SourceForge; the owner site calls version 8.4 a very nearly complete clone and lists additional legacy platforms.","summary":"Free-software C/SDL clone of Commander Keen 1–3 with documented two-player and level-editor features.","project_url":"https://sourceforge.net/projects/clonekeen/","updated":"2026-10-16","strategy":"Independent C/SDL game reimplementation","language":"","source_available":"Public source; original Commander Keen game data files are required.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"DOS game reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: target, beta status, platforms and original data requirement","url":"https://sourceforge.net/projects/clonekeen/"},{"label":"Project owner site: scope, features and version 8.4 status","url":"https://clonekeen.sourceforge.net/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/clonekeen/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"cloopy-casio-loopy","title":"CLoopy","game":"Casio Loopy software","platform":"WebAssembly browser build, libretro frontend, and SDL native builds","kind":"Emulator","status":"Active; repository updated 2026-09-25. README calls it a work in progress and warns timing still needs testing and VDP changes can cause regressions.","summary":"A C11 Casio Loopy emulator derived from LoopyMSE, with browser, libretro, and SDL frontends. The console BIOS is required; sound BIOS and a real sample ROM are optional. The project includes a replacement phrase bank rather than requiring the original phrase data.","project_url":"https://github.com/gameblabla/CLoopy","updated":"2026-10-16","strategy":"Software emulation of Casio Loopy hardware; browser target uses WebAssembly.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Console emulator with WebAssembly and libretro ports","target_type":"Software","sources":[{"label":"Official repository, build targets, and BIOS notes","url":"https://github.com/gameblabla/CLoopy"},{"label":"GPL-3.0 license","url":"https://github.com/gameblabla/CLoopy/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/gameblabla/CLoopy"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1170879,"JavaScript":27596,"CSS":17446,"Python":16226,"HTML":14771,"Makefile":10439,"Perl":34},"source_url":"https://api.github.com/repos/gameblabla/CLoopy/languages","evidence":"GitHub repository language API byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cloudpilot-emu","title":"CloudpilotEmu","game":"Palm OS 1–4 DragonBall devices and Palm Tungsten E2 with Palm OS 5","platform":"Web browser (including installable iOS/Android home-screen app), native iOS app, and native CLI builds for macOS/Linux with Windows cross-builds and WSL support","kind":"Emulator","status":"Maintained; v2.3.0 released 2026-10-02","summary":"Palm OS emulator for DragonBall devices and the ARM-based Tungsten E2. It provides a browser app, an iOS app, and developer-oriented native CLI builds.","project_url":"https://github.com/cloudpilot-emu/cloudpilot-emu","updated":"2026-10-02","strategy":"Emulates Palm device hardware and boots compatible Palm OS ROM images.","language":"","source_available":"Public source repository (GPL-3.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Palm OS handheld emulator (DragonBall OS 1–4 and ARM-based Tungsten E2 OS 5)","target_type":"Software","sources":[{"label":"Maintainer README: emulated Palm device families and OS versions","url":"https://github.com/cloudpilot-emu/cloudpilot-emu"},{"label":"Project releases","url":"https://github.com/cloudpilot-emu/cloudpilot-emu/releases"},{"label":"Project GPL-3.0 license","url":"https://github.com/cloudpilot-emu/cloudpilot-emu/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7768441,"C":6199102,"TypeScript":847220,"JavaScript":254973,"HTML":170782,"Python":144589,"SCSS":18574,"Makefile":18277,"CSS":5611,"Shell":4994},"source_url":"https://api.github.com/repos/cloudpilot-emu/cloudpilot-emu/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/cloudpilot-emu/cloudpilot-emu reports 7,768,441 bytes of C++, the largest language total (50.3% of 15,432,563 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"clowns-midway-arcade-disassembly-c-port","title":"Clowns (Midway Arcade) Disassembly and C Port","game":"Clowns","platform":"Midway arcade (Intel 8080; 1978)","kind":"Decompilation","status":"A playable C port and full annotated program-ROM listing are included; the lockstep suite reports 16 scenarios and about 96% of ROM instructions executed and compared.","summary":"A full Clowns disassembly and C translation with 8080 machine-state comparisons against the original ROM.","project_url":"https://github.com/tcottrill/Midway-Clowns-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Annotated disassembly plus routine-level C translation and lockstep checks.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Midway-Clowns-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":225759,"Assembly":199078,"Python":72812,"C++":50944,"HTML":19218,"Batchfile":5422},"source_url":"https://api.github.com/repos/tcottrill/Midway-Clowns-Full-Disassembly-and-C-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 225,759 bytes of C as the largest total (39.4% of 573,233 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"clvk-opencl-on-vulkan","title":"clvk","game":"OpenCL applications on Vulkan-capable GPUs (multi-title)","platform":"OpenCL 3.0 applications → Vulkan implementation on Unix-like systems, including documented Linux and macOS setups; requires a Vulkan driver and clspv-based compiler path","kind":"API Translation","status":"Active upstream project; GitHub reports the last source push on 2026-10-09. The README describes an OpenCL 3.0 implementation on Vulkan, while the documentation says the full OpenCL conformance suite is not expected to work out of the box and lists unsupported features such as native kernels and out-of-order queues. No tagged GitHub release was listed at review time.","summary":"An OpenCL ICD implementation layered over Vulkan, using clspv to compile OpenCL kernels to SPIR-V for Vulkan execution. It can expose a Vulkan-backed device to OpenCL applications without changing their OpenCL API calls. This is an API implementation/translation layer, not a CPU or GPU emulator; conformance and feature coverage are limited by clvk and clspv support.","project_url":"https://github.com/kpet/clvk","updated":"2026-10-09","strategy":"OpenCL API implementation layered on Vulkan with OpenCL kernel compilation through clspv","language":"","source_available":"Public source repository under Apache-2.0; no tagged release found in GitHub releases at review time","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"OpenCL-over-Vulkan ICD implementation","target_type":"Software","sources":[{"label":"Upstream README: OpenCL 3.0 implementation, Vulkan dependency, and build/use guidance","url":"https://github.com/kpet/clvk"},{"label":"Maintainer supported-applications and conformance coverage","url":"https://github.com/kpet/clvk/blob/main/docs/supported-applications.md"},{"label":"Upstream repository release history; no tagged release listed when checked","url":"https://github.com/kpet/clvk/releases"},{"label":"GitHub repository metadata: Apache-2.0 license and latest source push","url":"https://api.github.com/repos/kpet/clvk"},{"label":"GitHub language statistics (C++ is predominant)","url":"https://api.github.com/repos/kpet/clvk/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C":366,"C++":1050739,"CMake":24512,"Python":21693,"Shell":2416},"source_url":"https://api.github.com/repos/kpet/clvk/languages","evidence":"Official GitHub REST Languages API byte counts; predominant language is the entry with the greatest byte count across the repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"championship-manager-0102-macos-arm64-recomp","title":"CM 01/02 for Apple Silicon","game":"Championship Manager 01/02 (original Mac PowerPC release)","platform":"Macintosh PowerPC → macOS Apple silicon arm64","kind":"Recompilation","status":"Playable development build, actively changing; no public binary release. The project says multiplayer and some services remain unsupported and the whole port is unfinished.","summary":"Static recompilation of the original Mac PowerPC game to ARM64, with native macOS bridges and ongoing C++23 reconstruction of subsystems. Requires the user’s own supported original Mac release matching one of the documented executable hashes; Windows releases are unsupported by this pipeline. macOS 13+ on Apple Silicon and local development tools are required.","project_url":"https://github.com/VictorDMor/cm0102mac","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Classic Mac game","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/VictorDMor/cm0102mac#readme"},{"label":"Current native-port status","url":"https://github.com/VictorDMor/cm0102mac/blob/main/docs/native-port-status.md"},{"label":"C++23 reconstruction progress","url":"https://github.com/VictorDMor/cm0102mac/blob/main/docs/native-cpp23-port-progress.md"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/VictorDMor/cm0102mac/languages"},{"label":"Current primary README","url":"https://github.com/VictorDMor/cm0102mac/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/VictorDMor/cm0102mac"},{"label":"Maintainer repository","url":"https://github.com/VictorDMor/cm0102mac"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4605139,"Python":964291,"Objective-C++":202863,"CMake":135143,"Java":18177,"Swift":14696,"Shell":6974},"source_url":"https://api.github.com/repos/VictorDMor/cm0102mac/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cnc-ddraw","title":"cnc-ddraw","game":"Classic DirectDraw software-rendered 2D games (multi-title)","platform":"DirectDraw software-renderer API → GDI, OpenGL, or Direct3D 9; Windows ME through Windows 11 and Wine on Linux/macOS/Android","kind":"API Translation","status":"Active source repository; the maintainer lists Windows ME/2000/XP through Windows 11 and Wine hosts. Formal release page and current source activity differ, so no latest numbered release is claimed here.","summary":"A DirectDraw API reimplementation with selectable GDI, OpenGL, and Direct3D 9 output backends for classic 2D software-rendered games. The project explicitly says it does not support games that render through Direct3D.","project_url":"https://github.com/FunkyFr3sh/cnc-ddraw","updated":"2026-10-15","strategy":"DirectDraw API reimplementation with GDI/OpenGL/Direct3D 9 renderers","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"DirectDraw compatibility wrapper for 2D games","target_type":"Software","sources":[{"label":"Maintainer README: renderer choices, supported systems, and Direct3D-game limitation","url":"https://github.com/FunkyFr3sh/cnc-ddraw"},{"label":"Maintainer release history","url":"https://github.com/FunkyFr3sh/cnc-ddraw/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1813448,"C++":618812,"Pascal":207204,"Batchfile":2124,"Makefile":1371},"source_url":"https://api.github.com/repos/FunkyFr3sh/cnc-ddraw/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/FunkyFr3sh/cnc-ddraw reports 1,813,448 bytes of C, the largest language total (68.6% of 2,642,959 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cobalt-whatsapp-linked-client-reimplementation","title":"Cobalt (WhatsApp linked-client reimplementation)","game":"WhatsApp Web, Desktop, and Mobile linked-client behavior","platform":"Java 25/JVM applications; README lists native libraries for Windows, Linux, and macOS on x86-64 and ARM64","kind":"Reimplementation","status":"The README describes the Linked client as a clean-room implementation of WhatsApp Web, Desktop, and Mobile client behavior, with separate Web-companion and Mobile-account modes. It is pre-1.0 and the maintainer expects breaking changes. The README warns that its reverse-engineered private protocol is unsupported by WhatsApp, may violate its terms, cause account restrictions, or stop working. GitHub repository metadata checked 2026-10-16 reports the last push on 2026-07-15.","summary":"A public Java library that lets JVM applications act as WhatsApp clients through a reverse-engineered Linked-device protocol, with Web, Desktop, and Mobile client flavors. It separately supports Meta's official WhatsApp Cloud API; the project is a protocol/client library, not a standalone messenger user interface.","project_url":"https://github.com/Auties00/Cobalt","updated":"2026-10-16","strategy":"Clean-room implementation of WhatsApp linked-client protocols and behavior","language":"","source_available":"Public MIT-licensed source. The maintainer states the Linked transport uses WhatsApp's private protocol and is unofficial and unsupported; account and service availability caveats are documented in the README.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Messaging client protocol and application reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: Linked-client method, client modes, API scope, maturity, and terms-of-service caveat","url":"https://github.com/Auties00/Cobalt#readme"},{"label":"MIT license","url":"https://github.com/Auties00/Cobalt/blob/master/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16, including last push date and archive state","url":"https://api.github.com/repos/Auties00/Cobalt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":43164284,"C":1898773,"TypeScript":874397,"JavaScript":467294,"C++":46674,"Shell":36833,"Python":9822,"Batchfile":72},"source_url":"https://api.github.com/repos/Auties00/Cobalt/languages","evidence":"GitHub's official repository Languages endpoint reports Java as the largest tracked language total (43,164,284 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cocovm-tandy-coco","title":"CoCoVM","game":"Tandy Color Computer software","platform":"TRS-80 Color Computer 1/2/3; Windows, macOS and Linux","kind":"Emulator","status":"Active pre-1.0 project; latest release v0.7.9 (2026-10-10); source updated 2026-10-16. README says only Motorola 6809 is emulated so far; Hitachi 6309 support is planned.","summary":"A Rust desktop CoCo emulator and machine manager. The source repository does not contain copyrighted ROM images; the app can download separate runtime assets and asks before doing so.","project_url":"https://github.com/sperano/cocovm","updated":"2026-10-16","strategy":"Full-system emulation with current 6809 CPU support and CoCo 1/2/3 video hardware.","language":"","source_available":"Public source repository; GitHub reports license metadata as Other (SPDX NOASSERTION), so exact reuse terms are not established by repository API metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Tandy Color Computer emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/sperano/cocovm"},{"label":"Official GitHub releases","url":"https://github.com/sperano/cocovm/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/sperano/cocovm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":4614410,"Python":94957,"Shell":13382},"source_url":"https://api.github.com/repos/sperano/cocovm/languages","evidence":"GitHub official repository language endpoint byte counts; Rust has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cod2map-2005-bsp-compiler-source-reconstruction","title":"cod2map (Call of Duty 2 BSP Map Compiler) Source Reconstruction","game":"Call of Duty 2 Mod Tools `cod2map.exe` BSP compiler (development utility, not the game executable)","platform":"Original Windows x86 tool from the 2005 Call of Duty 2 mod tools; reconstructed Windows 10/11 x86 and x64 builds","kind":"Decompilation","status":"The project’s v1.0.0 release was published 2026-04-06. The maintainer describes a complete C reconstruction and reports byte-identical map outputs across the listed single-player and multiplayer maps. The release also documents two behavior fixes relative to the original compiler; the repository does not pin an original executable hash/build, and GitHub has no license classification.","summary":"A readable C source reconstruction of the non-game `cod2map.exe` BSP development tool shipped with Call of Duty 2 mod tools. The v1.0 release provides x86 and x64 Windows builds and documents output comparisons against the original. The release also includes two intentional bug fixes, so the released binary is not represented as behavior-identical in every case. The original executable and game assets are not included.","project_url":"https://github.com/7894752/cod2map","updated":"2026-10-16","strategy":"Reverse-engineer the original 2005 Windows map compiler into readable C, with x86/x64 rebuilds and map-output comparisons","language":"","source_available":"Public reconstructed C source. The maintainer states that the original `cod2map.exe` and game content are not included. README licensing says GPL-2.0 terms apply insofar as the reconstruction derives from q3map2; no SPDX license is listed by GitHub.","first_found":"2026-10-16","project_started":"2026-04-06","programming_language":"C","subtype":"Reverse-engineered game-development utility (BSP map compiler)","target_type":"Software","sources":[{"label":"Maintainer README: target binary, reconstructed code, supported Windows versions, output matching, and licensing statement","url":"https://github.com/7894752/cod2map#readme"},{"label":"Maintainer v1.0.0 release (2026-04-06): x86/x64 binaries and two fixes relative to the original","url":"https://github.com/7894752/cod2map/releases/tag/v1.0.0"},{"label":"Official GitHub repository metadata: creation/push dates and no SPDX license classification","url":"https://api.github.com/repos/7894752/cod2map"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/7894752/cod2map/languages"},{"label":"Current primary README","url":"https://github.com/7894752/cod2map/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2613495,"Assembly":6749,"Batchfile":5262},"source_url":"https://api.github.com/repos/7894752/cod2map/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"code-lyoko-nds-decomp","title":"Code Lyoko (Nintendo DS USA) Decompilation","game":"Code Lyoko (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code AL5E)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 1509/7475 functions matched (4.48% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Code Lyoko (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/code-lyoko-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/code-lyoko-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/code-lyoko-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":918365,"Python":326130},"source_url":"https://api.github.com/repos/liolu/code-lyoko-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-colecoadam-mister","title":"Coleco ADAM and ColecoVision MiSTer FPGA Core","game":"Coleco ADAM and ColecoVision","platform":"Coleco ADAM and ColecoVision on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-24.","summary":"FPGA system-emulation core for Coleco ADAM and ColecoVision on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/ColecoAdam_MiSTer","updated":"2026-09-24","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/ColecoAdam_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/ColecoAdam_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/ColecoAdam_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/ColecoAdam_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4140201,"C":841217,"SystemVerilog":514600,"Verilog":505174,"VHDL":425831,"Python":85884,"Shell":28626,"Tcl":22648,"Makefile":7320},"source_url":"https://api.github.com/repos/MiSTer-devel/ColecoAdam_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,140,201 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"colecods-ds","title":"ColecoDS","game":"ColecoVision, Coleco ADAM, MSX1, Sord M5, Memotech MTX, Spectravideo SVI, Hanimex Pencil II, Tatung Einstein, Sega SG-1000/SC-3000, Casio PV-1000/PV-2000, and VTech CreatiVision software","platform":"Nintendo DS and DSi homebrew","kind":"Emulator","status":"Maintainer README lists v11.0 dated 2026-08-20; GitHub repository was pushed 2026-08-28. Compatibility is system-specific: for example, some formats are cartridge-only, MTX support is limited to loader-based programs, and the README documents sound or game-specific exceptions.","summary":"Nintendo DS/DSi emulator for ColecoVision and ADAM that also runs software for several related 8-bit systems, including Sord M5, Tatung Einstein, Casio PV-1000/PV-2000, Hanimex Pencil II, and CreatiVision. BIOS and media requirements vary by target system.","project_url":"https://github.com/wavemotion-dave/ColecoDS","updated":"2026-10-16","strategy":"Multi-system software emulation for Nintendo DS/DSi.","language":"","source_available":"Public C/C++ source and v11.0 Nintendo DS/DSi release assets. The maintainer permits copying and distribution only for non-commercial use, with attribution and third-party core terms preserved; required BIOS and game files are not bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS multi-system emulator for 8-bit consoles and computers","target_type":"Software","sources":[{"label":"Maintainer README: source copyright/distribution terms, BIOS requirements and bundled content","url":"https://github.com/wavemotion-dave/ColecoDS/blob/main/README.md"},{"label":"Maintainer repository and version history","url":"https://github.com/wavemotion-dave/ColecoDS"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/wavemotion-dave/ColecoDS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/wavemotion-dave/ColecoDS/languages"},{"label":"Maintainer v11.0 release and assets (2026-08-20)","url":"https://github.com/wavemotion-dave/ColecoDS/releases/tag/11.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1678827,"C++":58109,"Assembly":31069,"Makefile":15851},"source_url":"https://api.github.com/repos/wavemotion-dave/ColecoDS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-colecovision-mister","title":"ColecoVision and Sega SG-1000 MiSTer FPGA Core","game":"ColecoVision and Sega SG-1000","platform":"ColecoVision and Sega SG-1000 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-12.","summary":"FPGA system-emulation core for ColecoVision and Sega SG-1000 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/ColecoVision_MiSTer","updated":"2026-09-12","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/ColecoVision_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/ColecoVision_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/ColecoVision_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/ColecoVision_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":491060,"Verilog":305525,"SystemVerilog":175718,"Tcl":22648,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/ColecoVision_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 491,060 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"colem-colecovision-adam","title":"ColEm","game":"All compatible ColecoVision and Coleco ADAM software","platform":"ColecoVision and Coleco ADAM → Windows, Linux, Android; project page also lists community ports","kind":"Emulator","status":"Mature; latest official release 5.6 (2021-03-03).","summary":"Portable ColecoVision emulator by Marat Fayzullin, later expanded to emulate the Coleco ADAM with keyboard, disk, and tape support. Source is available under the author's custom non-commercial terms rather than GPL.","project_url":"https://fms.komkon.org/ColEm/","updated":"2026-10-16","strategy":"Portable software emulation of ColecoVision and ADAM hardware.","language":"","source_available":"Source code is published for non-commercial use with attribution; the maintainer says it is not GPL and offers separate commercial licensing.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"ColecoVision console and Coleco ADAM computer emulator","target_type":"Software","sources":[{"label":"ColEm official project and release page","url":"https://fms.komkon.org/ColEm/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://fms.komkon.org/ColEm/","evidence":"The official project source page identifies the project and its source/download location but does not expose repository-level language byte or percentage totals.","verified_at":"2026-10-15","reason_unknown":"No official repository language-statistics API endpoint is identified in the authoritative project sources, so a predominant language and full repository breakdown cannot be established."}},{"id":"colin-mcrae-rally-2-opencmr2","title":"Colin McRae Rally 2.0 Decompilation-Based Native Port","game":"Colin McRae Rally 2.0 (PC, 2000)","platform":"Windows PC → Windows/Linux/macOS/Android","kind":"Decompilation","status":"Latest release v1.1.5 was published 2026-10-15. Its notes fix a 64-bit crash on four Super Special stages, ultrawide service-area car proportions, and controller detection; local regression tests were run on Linux i686/x86-64, and release packages are built/tested by GitHub Actions for each supported platform. The current README reports playable stages on Linux x86-64/i686, Windows x86-64 (tested under Wine), and Android ARM64/x86-64. Linux ARM64 and macOS ARM64 build and pass tests, but gameplay is not yet tested there.","summary":"OpenCMR2 is a native cross-platform port built on the separate matching CMR2Decomp source project. It runs recovered game logic and replaces legacy DirectX, audio, input, and network APIs with SDL3 and SDL GPU; it does not itself perform the matching decompilation.","project_url":"https://github.com/pablocpas/OpenCMR2","updated":"2026-10-15","strategy":"Native port built from the separate matching CMR2Decomp source; replaces legacy APIs with SDL3 and SDL GPU.","language":"C/C++","source_available":"Public OpenCMR2 port source and matching CMR2Decomp source; original game data required. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Decompilation-based native port","target_type":"Game","sources":[{"label":"OpenCMR2 README: relationship to matching game decompilation and supported platforms","url":"https://github.com/pablocpas/OpenCMR2"},{"label":"Latest v1.1.5 release notes and test details (published 2026-10-15)","url":"https://github.com/pablocpas/OpenCMR2/releases/tag/v1.1.5"},{"label":"Current release list","url":"https://github.com/pablocpas/OpenCMR2/releases"},{"label":"Matching Colin McRae Rally 2.0 decompilation source","url":"https://github.com/pablocpas/CMR2Decomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pablocpas/OpenCMR2"},{"label":"Current OpenCMR2 README: platform status, test qualifications and available package targets","url":"https://github.com/pablocpas/OpenCMR2#status"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5666488,"C":335031,"Python":164017,"Kotlin":28420,"CMake":24971,"GLSL":12671,"Shell":3937},"source_url":"https://api.github.com/repos/pablocpas/OpenCMR2/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 5,666,488 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"colin-mcrae-rally-2-matching-decomp","title":"Colin McRae Rally 2.0 PC Matching Decompilation","game":"Colin McRae Rally 2.0","platform":"Windows PC (Win32)","kind":"Decompilation","status":"Work in progress; all 3,364 identified game functions have C++ source, but the README says some still differ from the original. The rebuilt executable is playable for the most part under Wine; the project is heavily AI-assisted and relies on automated byte comparisons and differential tests.","summary":"Matching decompilation of Colin McRae Rally 2.0 (PC, 2000), rebuilt with MSVC 6.0 and checked against the original executable with reccmp. The project says most functions match byte-for-byte and records the reference SHA-256; users provide their own game data.","project_url":"https://github.com/pablocpas/CMR2Decomp","updated":"2026-10-15","strategy":"Matching C++ source reconstruction checked against the original executable with reccmp; AI-assisted, automated matching and differential tests are disclosed by the maintainer.","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching PC executable decompilation","target_type":"Game","sources":[{"label":"Maintainer README, status and AI-assistance disclosure","url":"https://github.com/pablocpas/CMR2Decomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pablocpas/CMR2Decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5217886,"Python":1458199,"C":230094,"Shell":2543},"source_url":"https://api.github.com/repos/pablocpas/CMR2Decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 5,217,886 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"collabora-office-mobile","title":"Collabora Office for Android and iOS","game":"Collabora Office / LibreOffice document editor","platform":"Windows / Linux / macOS → Android / ChromeOS / iOS / iPadOS","kind":"Reimplementation","status":"The official mobile page lists Android, ChromeOS, iOS, and iPadOS apps, and the project announced mobile release 26.04 on 2026-10-12 with local/offline document editing. Published release notes state Android 5.0+ and iOS 12.2+; these documented floors are from older notes. The Android source-build guide lists armeabi-v7a, arm64-v8a, x86, and x86_64. No device test matrix is stated.","summary":"Collabora Office is a native mobile office suite built from the public LibreOffice-based C++ codebase; local documents remain on the device and can be edited offline. Mobile releases are distributed through Google Play, App Store, APK, and F-Droid. Development is conducted through the official Gerrit source tree.","project_url":"https://www.collaboraonline.com/collabora-office-android-ios/","updated":"2026-10-15","strategy":"Native Android/iOS apps using the LibreOffice engine for local editing","language":"","source_available":"Public source through the official Gerrit monorepo with a read-only GitHub mirror; mobile store builds, Android APK, and F-Droid distribution are documented","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native mobile office application","target_type":"Software","sources":[{"label":"Official mobile app page and distribution channels","url":"https://www.collaboraonline.com/collabora-office-android-ios/"},{"label":"Official read-only GitHub source mirror","url":"https://github.com/CollaboraOnline/online.mirror"},{"label":"Android source tree in Collabora Gerrit","url":"https://gerrit.collaboraoffice.com/plugins/gitiles/online/+/refs/heads/main/android/"},{"label":"Android source-build ABI list","url":"https://collaboraonline.github.io/post/build-code-android/"},{"label":"26.04 mobile release and offline use","url":"https://forum.collaboraonline.com/t/collabora-office-for-mobile-26-04-is-here/5124"},{"label":"Official Android app listing","url":"https://play.google.com/store/apps/details?id=com.collabora.libreoffice"},{"label":"Official iOS app listing","url":"https://apps.apple.com/us/app/collabora-office/id1440482071"},{"label":"Official public source monorepo (anonymous read-only clone)","url":"https://gerrit.collaboraoffice.com/online"},{"label":"Official Android installation and build guide; identifies the active Gerrit monorepo","url":"https://www.collaboraoffice.org/post/build-code-android/"},{"label":"Published mobile OS minimums and release notes","url":"https://www.collaboraonline.com/collabora-office-android-ios-release-notes/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":264339915,"Python":10973231,"JavaScript":6191571,"TypeScript":5604470,"Rich Text Format":5109660,"XSLT":4666230,"Java":4362316,"Makefile":4069273,"Perl":926430,"M4":707770,"HTML":707195,"CSS":675101,"Shell":448100,"C":333603,"Swift":242105,"Visual Basic .NET":196662,"VBA":175427,"Objective-C":164679,"Rust":123666,"Yacc":119992,"TeX":88921,"Visual Basic 6.0":48253,"Assembly":45108,"Awk":41602,"Scilab":39845,"PostScript":36892,"Objective-C++":36405,"C#":18342,"Dockerfile":17097,"Nix":15898,"Roff":12265,"Starlark":5680,"VBScript":4514,"Batchfile":4497,"AMPL":3015,"Prolog":1961,"Vim Snippet":1523,"Lua":1491,"Go Template":1394,"NWScript":294,"sed":16},"source_url":"https://api.github.com/repos/CollaboraOnline/online.mirror/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (264339915 bytes). The linked repository is the official read-only Collabora Online/Office monorepo mirror; its breakdown covers the full repository, not only mobile app code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-colour-genie","title":"Colour Genie (EACA EG2000) MiSTer Core","game":"EACA Colour Genie / EG2000 software and cassette programs","platform":"EACA EG2000 Colour Genie home computer on MiSTer FPGA","kind":"Emulator","status":"Runnable FPGA port with maintenance unclear; upstream last pushed 2025-09-08 and a release RBF is dated 2025-09-06. The README describes a from-scratch core and the Colour Genie’s original/upgraded text and graphics modes, BASIC and cassette loading.","summary":"MiSTer FPGA core for the EACA EG2000 Colour Genie home computer, an early TRS-80-compatible European system. The README describes cassette-based BASIC/machine-code loading; no firmware or software images were found in the tracked tree.","project_url":"https://github.com/MiSTer-devel/EG2000_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation/port of the Colour Genie implementation to MiSTer and other Altera FPGA boards.","language":"","source_available":"Public GPL-3.0 source repository. No system ROM or software images were found in the tracked tree; cassette images and any required ROMs must be supplied from separately obtained media.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"MiSTer FPGA vintage-computer hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/EG2000_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/EG2000_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4049057,"C":772510,"Verilog":572186,"VHDL":230973,"SystemVerilog":146108,"Tcl":47381,"Shell":25917,"Makefile":5916,"Mathematica":285,"Fortran":15},"source_url":"https://api.github.com/repos/MiSTer-devel/EG2000_MiSTer/languages","evidence":"Official GitHub Languages API reports 4,049,057 bytes of C++ as the largest language count (69.2% of 5,850,348 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"columns-pc-engine-supergrafx-portuguese","title":"Columns Portuguese Translation","game":"Columns","platform":"PC Engine SuperGrafx","kind":"Fan Localization","status":"In progress; RHP reports v0.5","summary":"Portuguese fan localization for Columns on PC Engine SuperGrafx. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/columns-portuguese-translation-pc-engine-supergrafx","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/index.php/translations/columns-portuguese-translation-pc-engine-supergrafx"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/columns-portuguese-translation-pc-engine-supergrafx","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Columns Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Columns Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"comet-crash-ps3-native-source-recovery","title":"Comet Crash 1 Native PC Source Recovery","game":"Comet Crash (PS3; NPEB00142 v1.00)","platform":"PlayStation 3 → native Windows PC","kind":"Reimplementation","status":"Early work in progress. The README describes recovery of the original game logic and subsystem boundaries, with one game-specific C++ path/load wrapper reconstructed so far. It does not claim a playable native PC build; the former static-recompilation track is retained as a behavioral oracle.","summary":"Uses binary-informed source recovery to reconstruct original gameplay in readable C/C++, then replaces PS3-specific APIs with native PC implementations.","project_url":"https://github.com/Stylish-Dark/Comet-Crash-1-Decomp","updated":"2026-10-16","strategy":"Source recovery from reverse engineering, followed by native subsystem reimplementation","language":"","source_available":"Public source and reverse-engineering metadata only; no game binary, assets, PKG, decrypted EBOOT, or Sony SDK material is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PS3 source recovery and native rewrite","target_type":"Game","sources":[{"label":"Canonical repository and current project direction","url":"https://github.com/Stylish-Dark/Comet-Crash-1-Decomp"},{"label":"README status and source-availability statement","url":"https://github.com/Stylish-Dark/Comet-Crash-1-Decomp/blob/main/README.md"},{"label":"Project state and work queue","url":"https://github.com/Stylish-Dark/Comet-Crash-1-Decomp/blob/main/STATE.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":294409,"C++":94994,"CMake":6515,"Batchfile":5703,"C":323},"source_url":"https://api.github.com/repos/Stylish-Dark/Comet-Crash-1-Decomp/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; Python is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"comix-zone-xbla-recomp","title":"Comix Zone XBLA Static Recompilation","game":"Comix Zone","platform":"Xbox 360 XBLA PowerPC binary → x86-64 PC","kind":"Recompilation","status":"The maintainer README reports code generation complete for 11,824 functions; function-boundary fixes remain in progress, runtime is pending, and a playable build is still a stated goal.","summary":"A static recompilation of the 2009 Xbox 360 XBLA version of the 1995 Genesis game, translating the XBLA PowerPC executable to native x86-64 C/C++. The project README says the XBLA build itself embeds a Genesis emulator.","project_url":"https://github.com/sp00nznet/comixzone","updated":"2026-10-16","strategy":"Static PowerPC-to-x86-64 recompilation","language":"","source_available":"Public project/tool source; original XBLA files are not included","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"XBLA binary recompiled to desktop native code","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sp00nznet/comixzone/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":38339,"Python":23144,"CMake":3057,"Batchfile":357},"source_url":"https://api.github.com/repos/sp00nznet/comixzone/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"generals-zero-hour-android-port","title":"Command & Conquer: Generals – Zero Hour Android Port","game":"Command & Conquer: Generals – Zero Hour","platform":"Windows PC → Android ARM64 (minimum Android version not stated)","kind":"Reimplementation","status":"The latest release is v1.4.0, published 2026-10-03. The maintainer reports campaign, skirmish, Generals Challenge, touch controls, audio, cutscenes, real online matches, and PC cross-play. Device notes name a Poco F8 Pro (Adreno 830) and Redmi Note 8 Pro (Mali-G76); GLES is the default renderer, while Vulkan has device-specific limits. The README does not state a minimum Android version.","summary":"Native Android port built from EA's GPLv3 Generals source, with game-specific touch gestures, controller support, a launcher, and online play. It runs the engine as ARM64 code rather than through Windows emulation. The APK does not include game assets; users provide files from their own Generals: Zero Hour installation. Rendering uses a port-specific DirectX 8 to OpenGL ES 3.0 path by default, with an optional DXVK/Vulkan path.","project_url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port","updated":"2026-10-16","strategy":"Native ARM64 source port of EA's GPLv3 C++ engine with an Android SDL3 shell and touch-input implementation.","language":"","source_available":"Public source and v1.4.0 Android release. LICENSE.md contains EA’s Generals/Zero Hour GPLv3 source notice and additional terms; GitHub reports NOASSERTION for the repository-level license, so the port’s license is not inferred here. Game retail data is not included and must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android ARM64 source port with native touch controls; GLES 3.0 default and optional DXVK/Vulkan rendering","target_type":"Game","sources":[{"label":"Maintainer README: source lineage, game-data requirement, Android features, and maturity","url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port"},{"label":"Android port guide: architecture, render paths, device matrix, and data setup","url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port/blob/main/docs/port/ANDROID_PORT.md"},{"label":"Latest maintainer release","url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port/releases/tag/v1.4.0"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/MYSOREZ/GeneralsZH-Android-Port/languages"},{"label":"Maintainer README","url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port#readme"},{"label":"GitHub REST repository metadata: public repository; license classifier NOASSERTION (checked 2026-10-16)","url":"https://api.github.com/repos/MYSOREZ/GeneralsZH-Android-Port"},{"label":"Maintainer LICENSE.md: EA source notice and additional terms; GitHub API license metadata is NOASSERTION","url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port/blob/main/LICENSE.md"},{"label":"Maintainer README: Android release, user-supplied game data, and project scope","url":"https://github.com/MYSOREZ/GeneralsZH-Android-Port/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":1524,"C":1649143,"C++":59018661,"CMake":509216,"CSS":152,"Dockerfile":2918,"HTML":583,"Java":462834,"Objective-C":213,"Perl":4250,"Python":343767,"Shell":279591},"source_url":"https://api.github.com/repos/MYSOREZ/GeneralsZH-Android-Port/languages","evidence":"GitHub's official Languages REST endpoint reports 59,018,661 bytes of C++ as the largest total (94.8% of 62,272,852 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"generals-zero-hour-ios-native-port","title":"Command & Conquer: Generals – Zero Hour Native iOS/iPadOS Port","game":"Command & Conquer: Generals – Zero Hour","platform":"Windows PC → iPhone/iPad (Apple Silicon); macOS build also documented","kind":"Reimplementation","status":"The public source repository documents build, signing, and installation on iPhone/iPad. Its porting playbook reports campaign, skirmish, and Generals Challenge gameplay on an iPhone 17 Pro Max and iPad mini. No tagged release is listed; the README directs users to build and sign with Xcode. The player must supply their own game data.","summary":"A native ARM64 iOS/iPadOS port of the 2003 Windows RTS built from EA’s GPLv3 game source via GeneralsX. The port compiles the C++ engine for Apple platforms, routes its DirectX 8 rendering through DXVK, Vulkan, MoltenVK, and Metal, and adds touch controls for RTS play. The repository does not include retail game assets.","project_url":"https://github.com/ammaarreshi/Generals-Mac-iOS-iPad","updated":"2026-07-05T17:23:48Z","strategy":"Cross-compile the game’s C++ source port to ARM64 and translate DirectX 8 rendering through DXVK, Vulkan, and MoltenVK/Metal.","language":"","source_available":"Public source repository. The README traces the engine to EA’s GPLv3 source via GeneralsX, while this repository’s GitHub license field is NOASSERTION. No game assets are included; users provide their own game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native ARM64 iOS/iPadOS port with multitouch RTS controls","target_type":"Game","sources":[{"label":"Maintainer README: iOS build, signing, touch controls, and game-data requirement","url":"https://github.com/ammaarreshi/Generals-Mac-iOS-iPad"},{"label":"Maintainer porting playbook: iPhone/iPad gameplay and port architecture","url":"https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/blob/main/docs/port/PORTING_PLAYBOOK.md"},{"label":"GitHub repository metadata and current source activity","url":"https://api.github.com/repos/ammaarreshi/Generals-Mac-iOS-iPad"},{"label":"GitHub release listing; no tagged release was listed at review time","url":"https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/releases"}],"media":[{"kind":"image","label":"Generals: Zero Hour iOS/iPadOS port capture","url":"https://github.com/user-attachments/assets/aeaf6692-36e6-40c8-b9f8-8066d014ec4b","preview_url":"https://github.com/user-attachments/assets/aeaf6692-36e6-40c8-b9f8-8066d014ec4b","source_url":"https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":56796073,"C":1598833,"CMake":421403,"Python":264443,"Shell":232578,"Perl":4250,"Dockerfile":2918,"Batchfile":1524,"HTML":583,"Objective-C":213,"CSS":152},"source_url":"https://api.github.com/repos/ammaarreshi/Generals-Mac-iOS-iPad/languages","evidence":"GitHub REST Languages endpoint reports 56,796,073 bytes of C++ as the largest total (95.7% of 59,322,970 recognized language bytes). The byte totals describe the full repository and do not isolate the iOS-specific files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"red-alert-native-mobile","title":"Command & Conquer: Red Alert mobile source port","game":"Command & Conquer: Red Alert","platform":"DOS/Windows PC → Android/iOS","kind":"Reimplementation","status":"The project describes a working native Android/iOS port; its iOS target is for local development and testing. No game assets are included.","summary":"Unofficial SDL2 port of Red Alert with Android and iOS build targets. The repository documents mobile build steps and does not bundle the original game assets.","project_url":"https://github.com/dk8827/ra-port","updated":"2026-10-15","strategy":"Native SDL2 source port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android app and iOS development target","target_type":"Game","sources":[{"label":"Project README and mobile build notes","url":"https://github.com/dk8827/ra-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/dk8827/ra-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11353527,"C":1256506,"Assembly":140762,"Shell":69143,"CMake":17607,"Java":6912,"Objective-C":3162},"source_url":"https://api.github.com/repos/dk8827/ra-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/dk8827/ra-port reports 11,353,527 bytes of C++, the largest language total (88.4% of 12,847,619 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"command-conquer-tiberian-dawn-mobile","title":"Command & Conquer: Tiberian Dawn mobile source port","game":"Command & Conquer","platform":"DOS/Windows PC → Android/iOS","kind":"Reimplementation","status":"The project describes a working native Android/iOS port; its iOS target is for local development and testing, not a general release. No game assets are included.","summary":"Unofficial SDL2 port of the released Tiberian Dawn source with Android APK and iOS build targets. The iOS build requires local signing or a simulator; the repository does not include game assets.","project_url":"https://github.com/dk8827/cnc-port","updated":"2026-10-15","strategy":"Native SDL2 source port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android app and iOS development target","target_type":"Game","sources":[{"label":"Project README and mobile build notes","url":"https://github.com/dk8827/cnc-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/dk8827/cnc-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11906280,"C":1267909,"Assembly":360687,"Makefile":67183,"Prolog":64420,"Shell":53790,"CMake":11951,"Java":6901,"Objective-C":3416,"Batchfile":2720},"source_url":"https://api.github.com/repos/dk8827/cnc-port/languages","evidence":"GitHub's official Languages REST endpoint reports 11,906,280 bytes of C++ as the largest total (86.6% of 13,745,257 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"command-conquer-tiberian-sun-pc-static-recomp","title":"Command & Conquer: Tiberian Sun PC Static Recompilation","game":"Command & Conquer: Tiberian Sun (Windows PC)","platform":"Windows PC Win32 → Windows x86 and native Linux x86; macOS via Wine/CrossOver","kind":"Recompilation","status":"Bring-up, playable. The README reports zero lift errors; both Tiberian Sun and Firestorm menus, skirmishes and all four campaigns through their first missions pass a 29-case scripted suite. Native Linux and Wine/CrossOver paths are documented.","summary":"A native static recompilation of the shipping Tiberian Sun Win32 executable to C, built on pcrecomp. 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The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/UK101_MiSTer","updated":"2026-08-01","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/UK101_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/UK101_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/UK101_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/UK101_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":480128,"Verilog":305521,"SystemVerilog":240948,"Tcl":22648,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/UK101_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 480,128 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"conan-2007-xbox360-recomp","title":"Conan (2007) Xbox 360 Recompilation","game":"Conan (2007, Xbox 360)","platform":"Xbox 360 → Windows x86-64 / Direct3D 12","kind":"Recompilation","status":"The README describes a ReXGlue-based native Direct3D 12 recompilation and lists graphics options, high-resolution rendering, and controller-only input. It does not identify a release or give a specific gameplay/test boundary, so maturity is unclear.","summary":"The Xbox 360 PowerPC executable is recompiled with ReXGlue for a native Windows build and Direct3D 12 renderer. The user must supply the extracted game data; the README says the port currently supports a controller and displays letterboxing on non-16:9 screens.","project_url":"https://github.com/crazyriddler/Conan2007Recomp","updated":"2026-10-15","strategy":"Static Xbox 360 PowerPC recompilation using ReXGlue and a native Direct3D 12 renderer","language":"","source_available":"Public source repository; user supplies the extracted Xbox 360 game; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"HLSL","subtype":"Xbox 360 static recompilation; Windows x64 and D3D12","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/crazyriddler/Conan2007Recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/crazyriddler/Conan2007Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HLSL","breakdown":{"HLSL":57890050,"C++":151193,"C":44089,"CMake":9367},"source_url":"https://api.github.com/repos/crazyriddler/Conan2007Recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 57,890,050 bytes of HLSL as the largest total (99.6% of 58,094,699 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"condemned-2-xbox360-recomp","title":"Condemned 2: Bloodshot Recompiled","game":"Condemned 2: Bloodshot","platform":"Xbox 360 → Windows (Linux untested)","kind":"Recompilation","status":"Work in progress but described as playable; bugs and crashes may occur. Release 0.2.1.","summary":"Native PC static recompilation of the Xbox 360 game using ReXGlue SDK.","project_url":"https://github.com/psxrestore/Condemned2Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (BSD-3-Clause license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/psxrestore/Condemned2Recomp#readme"},{"label":"Latest project release (0.2.1)","url":"https://github.com/psxrestore/Condemned2Recomp/releases/tag/0.2.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/psxrestore/Condemned2Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/psxrestore/Condemned2Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":159004,"CMake":7874},"source_url":"https://api.github.com/repos/psxrestore/Condemned2Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"conduit-2-wii-pc-recomp","title":"Conduit 2 on WiiCompiled PC","game":"Conduit 2","platform":"Wii → Windows PC","kind":"Recompilation","status":"Maintainer reports startup, sound, first oil-rig level and split-screen. Full playthrough not reported; fog and shader issues remain.","summary":"Game-specific Wii static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-conduit2","updated":"2026-10-16","strategy":"Game-specific Wii recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-conduit2#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-conduit2"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-conduit2/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-conduit2/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-conduit2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":15024,"C++":5265,"CMake":202},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-conduit2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"conker-bfd-devoldschool-matching-decomp","title":"Conker's Bad Fur Day Decompilation (DevOldSchool)","game":"Conker's Bad Fur Day (Nintendo 64 North America; ROM SHA-1 4cbadd3c4e0729dec46af64ad018050eada4f47a)","platform":"Nintendo 64 (North America; USA active target)","kind":"Decompilation","status":"Work in progress; README says the USA target is active and Europe/PAL is future work. Latest public US report at verification reports 25.66% matched code and 96.79% matched data. Repository is unarchived and was last pushed 2026-10-15. This is a distinct repository from gipson-dev/64CBFD; both target the same USA ROM SHA-1.","summary":"Matching source reconstruction with the US ROM as its active target, plus asset extraction and format research. Public objdiff progress reports 25.66% matched code and 96.79% matched data. ROMs and extracted assets are not included.","project_url":"https://github.com/DevOldSchool/conkers-bfd-decomp","updated":"2026-10-15","strategy":"Matching decompilation with IDO build and objdiff progress reporting","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: active target and matching status","url":"https://github.com/DevOldSchool/conkers-bfd-decomp#readme"},{"label":"Supported ROM profiles and exact USA/EU SHA-1 values","url":"https://github.com/DevOldSchool/conkers-bfd-decomp/blob/main/config/roms.json"},{"label":"Public US code and data progress report","url":"https://decomp.dev/DevOldSchool/conkers-bfd-decomp/us?category=all"},{"label":"MIT license","url":"https://github.com/DevOldSchool/conkers-bfd-decomp/blob/main/LICENSE"},{"label":"GitHub metadata: archive state and latest push","url":"https://api.github.com/repos/DevOldSchool/conkers-bfd-decomp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/DevOldSchool/conkers-bfd-decomp/languages"}],"media":[{"kind":"image","label":"Conker's Bad Fur Day decomp project banner","url":"https://raw.githubusercontent.com/DevOldSchool/conkers-bfd-decomp/main/docs/images/readme-banner.png","preview_url":null,"source_url":"https://github.com/DevOldSchool/conkers-bfd-decomp#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":7171107,"C":6111180,"Assembly":107490,"Shell":74424,"Makefile":65588,"JavaScript":21464,"Linker Script":21351,"HTML":12764,"Dockerfile":7478,"CSS":5000,"PHP":186},"source_url":"https://api.github.com/repos/DevOldSchool/conkers-bfd-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 7,171,107 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"conkers-bad-fur-day-n64-decomp","title":"Conker's Bad Fur Day Nintendo 64 Decompilation","game":"Conker's Bad Fur Day","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress. On the 2026-10-15 snapshot, 5,501 of 6,044 functions had C source and 3,581 of those converted functions were byte-exact; these partial figures do not imply a finished or playable game.","summary":"Nintendo 64 source decompilation of Conker's Bad Fur Day. The README reports function and byte-matching progress and requires the user's own big-endian US ROM to extract and rebuild the game; ROM files and assets are not included.","project_url":"https://github.com/gipson-dev/64CBFD","updated":"2026-10-15","strategy":"Matching Nintendo 64 source decompilation","language":"","source_available":"Public source repository; requires the user's own legally obtained big-endian US ROM as baserom.us.z64; game assets and ROM files are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64 US ROM target","target_type":"Game","sources":[{"label":"Project README: method, dated matching progress, and ROM requirement","url":"https://github.com/gipson-dev/64CBFD#readme"},{"label":"Maintainer's current decompilation status report","url":"https://github.com/gipson-dev/64CBFD/blob/main/DOCS/CURRENT_STATUS.md"},{"label":"GitHub repository metadata: repository identity and primary language","url":"https://api.github.com/repos/gipson-dev/64CBFD"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7101528,"Assembly":2240155,"Python":1925758,"C++":162896,"Makefile":35497,"BitBake":2956,"Shell":2814,"PHP":1553,"CSS":851,"Dockerfile":499},"source_url":"https://api.github.com/repos/gipson-dev/64CBFD/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 7,101,528 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"conker-bad-fur-day-recomp-android","title":"Conker's Bad Fur Day Recompiled for Android","game":"Conker's Bad Fur Day","platform":"Nintendo 64 → Android (ARM64/Vulkan; experimental 32-bit APK)","kind":"Recompilation","status":"Latest release android-v0.2.15 (2026-10-12) publishes ARM64 and experimental 32-bit APKs. Release validation says both APKs compiled and documents a Samsung S25 test of an alternate Turnip driver; the driver lost GPU output and the app fell back to the system driver. This is not evidence of broad device compatibility or a full Android playthrough.","summary":"Android fork of CBFD-Recompiled, a native N64 static recompilation built with N64Recomp from a decompilation. The fork adds ARM64/Vulkan support, touch controls, and mods. Users must supply their own supported US ROM; Android release notes document device-specific graphics-driver testing and its failure mode rather than a general playability guarantee.","project_url":"https://github.com/codepdbh/CBFD-Recompiled-Android-Evolved","updated":"2026-10-15","strategy":"N64 static recompilation via N64Recomp, adapted to Android ARM64/Vulkan","language":"","source_available":"Repository and APK releases","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port of a static recompilation","target_type":"Game","sources":[{"label":"Project README: recompilation method, Android port, architecture, touch controls, and ROM requirement","url":"https://github.com/codepdbh/CBFD-Recompiled-Android-Evolved#readme"},{"label":"Latest Android release: APKs and Samsung S25 GPU-driver validation caveat","url":"https://github.com/codepdbh/CBFD-Recompiled-Android-Evolved/releases/tag/android-v0.2.15"},{"label":"Android installation instructions","url":"https://github.com/codepdbh/CBFD-Recompiled-Android-Evolved/blob/master/android/INSTALL.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10966239,"C++":762675,"Python":419375,"Java":144624,"Shell":32186,"CMake":18155,"Makefile":14178,"PowerShell":11093,"Batchfile":7150,"Assembly":1561,"Dockerfile":499,"PHP":361,"Linker Script":355},"source_url":"https://api.github.com/repos/codepdbh/CBFD-Recompiled-Android-Evolved/languages","evidence":"GitHub's official Languages REST endpoint reports 10,966,239 bytes of C as the largest total (88.6% of 12,378,451 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"conker-bad-fur-day-reloaded-recomp","title":"Conker's Bad Fur Day Reloaded Recompilation","game":"Conker’s Bad Fur Day (Nintendo 64 USA)","platform":"Nintendo 64 USA → Windows x64 and Linux x64","kind":"Recompilation","status":"A v1.3.6 release is available for Windows and Linux. The README describes both a Classic mode and a Modern mode; no full-game compatibility statement is made here.","summary":"An independent N64 recompilation project with a classic presentation mode and a modern mode with widescreen, higher frame rate, and free camera. It is a separate repository from the existing CBFD-Recompiled project.","project_url":"https://github.com/DahSidiAbdallah/ConkerBFDReloaded","updated":"2026-10-15","strategy":"N64 static recompilation to a native PC application","language":"","source_available":"Public source and release packages; requires the user's own USA ROM (SHA-1 4cbadd3c4e0729dec46af64ad018050eada4f47a).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"USA ROM; Windows and Linux x64 releases","target_type":"Game","sources":[{"label":"Maintainer README: target ROM, method, modes, and host requirements","url":"https://github.com/DahSidiAbdallah/ConkerBFDReloaded#readme"},{"label":"Maintainer release v1.3.6","url":"https://github.com/DahSidiAbdallah/ConkerBFDReloaded/releases/tag/v1.3.6"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/DahSidiAbdallah/ConkerBFDReloaded/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":376800,"Python":111828,"Shell":31984,"CMake":8978,"Batchfile":8625,"PowerShell":7862,"C":7549,"Lua":4299},"source_url":"https://api.github.com/repos/DahSidiAbdallah/ConkerBFDReloaded/languages","evidence":"GitHub's official Languages REST endpoint reports 376,800 bytes of C++ as the largest total (67.5% of 557,925 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"conker-bad-fur-day-vita-recomp","title":"Conker's Bad Fur Day Vita Recompilation","game":"Conker's Bad Fur Day","platform":"Nintendo 64 (US) → PlayStation Vita / PS TV","kind":"Recompilation","status":"v1.1.0 was released on 2026-10-14. The maintainer reports in-game saves, sound, music, cutscenes, and 29–30 FPS in the rainy opening on a real Vita. Only the US ROM is supported.","summary":"Native Vita port of the N64 game statically recompiled to C with N64Recomp. It uses a Vita sceGxm renderer and runs the game's audio microcode on the Vita CPU. Releases contain no game files; the player supplies a supported US ROM.","project_url":"https://github.com/HenryKun55/conker-vita","updated":"2026-10-16","strategy":"Static recompilation of the N64 game via N64Recomp, paired with a Vita-specific renderer and audio implementation.","language":"","source_available":"Public release repository and Vita source branch; no game files are included, and the US ROM must be supplied by the player.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation Vita / PS TV","target_type":"Game","sources":[{"label":"Maintainer README: N64 recompilation method, Vita / PS TV target, supported ROM, and real-Vita status","url":"https://github.com/HenryKun55/conker-vita"},{"label":"Vita source branch and build instructions","url":"https://github.com/HenryKun55/CBFD-Recompiled/tree/vita-port"},{"label":"v1.1.0 VPK release and release notes","url":"https://github.com/HenryKun55/conker-vita/releases/tag/v1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/HenryKun55/conker-vita/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"conker-live-reloaded-original-xbox-windows-recomp","title":"Conker: Live & Reloaded Original Xbox Windows Recompilation","game":"Conker: Live & Reloaded","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"Experimental bring-up. The maintainer reports parsing 27 XBE sections, generating C, and building a native executable; Xbox kernel/memory and D3D/NV2A are in progress, and visible/control gameplay is not working yet.","summary":"Static recompilation using the XboxRecomp toolkit. Requires an extracted original-Xbox game directory with the user’s own `default.xbe` (the project does not load ISO directly); no game assets are included. The maintainer does not specify region, revision, or XBE hash. Code is MIT licensed.","project_url":"https://github.com/codepdbh/xboxrecomp-conker","updated":"2026-10-14","strategy":"Original Xbox x86 XBE static translation into C with a native Windows runtime","language":"","source_available":"Public experimental source and build instructions; requires user-owned extracted game files; no game data included; MIT license.","first_found":"2026-10-16","project_started":"2026-08-27","programming_language":"C","subtype":"Original Xbox static recompilation bring-up","target_type":"Game","sources":[{"label":"Maintainer README: present milestones, exact required file, target, and experimental status","url":"https://github.com/codepdbh/xboxrecomp-conker/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/codepdbh/xboxrecomp-conker"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"CMake":14978,"C":45556109,"Python":471342,"Java":2533,"Shell":9050,"PowerShell":938},"source_url":"https://api.github.com/repos/codepdbh/xboxrecomp-conker/languages","evidence":"Official GitHub Repository.languages API byte counts: 45,556,109 bytes of C, the largest total (98.9% of 46,054,950 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"conkers-bad-fur-day-pc-recomp","title":"Conker’s Bad Fur Day Recompiled","game":"Conker’s Bad Fur Day","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"The README says the game is playable through to the end; it also lists known issues. Release V0.1.6.","summary":"N64 static recompilation into native desktop builds; the maintainer’s README reports a completed play-through.","project_url":"https://github.com/sciaschi/CBFD-Recompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/sciaschi/CBFD-Recompiled#readme"},{"label":"Latest project release (V0.1.6)","url":"https://github.com/sciaschi/CBFD-Recompiled/releases/tag/V0.1.6"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/sciaschi/CBFD-Recompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sciaschi/CBFD-Recompiled"}],"media":[{"kind":"image","label":"Maintainer README screenshot for Conker’s Bad Fur Day Recompiled","url":"https://github.com/user-attachments/assets/abb979d7-24a5-44f8-98d3-088ba2054a74","preview_url":"https://github.com/user-attachments/assets/abb979d7-24a5-44f8-98d3-088ba2054a74","source_url":"https://github.com/sciaschi/CBFD-Recompiled/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10863590,"C++":521627,"Python":426137,"Shell":32675,"Makefile":14178,"PowerShell":11620,"CMake":11381,"Batchfile":6699,"Dockerfile":499,"PHP":361,"Linker Script":355},"source_url":"https://api.github.com/repos/sciaschi/CBFD-Recompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"contra-nes-annotated-disassembly","title":"Contra NES Annotated Disassembly","game":"Contra","platform":"Nintendo Entertainment System (NES)","kind":"Decompilation","status":"Annotated disassembly with a byte-for-byte build workflow for the US Contra ROM; the README also documents the Probotector regional variant.","summary":"Documented 6502 assembly disassembly of NES Contra, with labeled code and supporting maps/diagrams. It is an annotated disassembly, not a recovered high-level C source tree; the build workflow verifies byte-identical ROM output from user-provided game data.","project_url":"https://github.com/vermiceli/nes-contra-us","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/vermiceli/nes-contra-us"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/vermiceli/nes-contra-us"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1834268,"PowerShell":5153,"Shell":4039,"Batchfile":2840,"VBScript":752},"source_url":"https://api.github.com/repos/vermiceli/nes-contra-us/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 1,834,268 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"contralto2-xerox-alto","title":"ContrAlto 2.0","game":"Xerox Alto I and Alto II XM workstation software","platform":"Xerox Alto I / Alto II XM","kind":"Emulator","status":"Beta; the latest tagged release found is v2.0-Beta (2024-09-03), while the source repository was updated through 2026-07-22. The README says it runs known Alto software but still lacks some interfaces such as RS-232 and IMP.","summary":"C# workstation emulator that models Alto I/II XM processors and microcode, memory, Diablo and Trident disk controllers, Ethernet, keyboard, mouse, video, audio, and print hardware. The documentation requires the .NET 8 runtime; release documentation says a curated set of disk images is included, and users can load other disk packs.","project_url":"https://github.com/jdersch/Contralto2","updated":"2026-10-16","strategy":"Xerox Alto workstation hardware emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports BSD-3-Clause license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Workstation emulator","target_type":"Software","sources":[{"label":"Official source repository and project status","url":"https://github.com/jdersch/Contralto2"},{"label":"Official hardware coverage, runtime requirements, and disk-image notes","url":"https://github.com/jdersch/Contralto2/blob/master/Contralto/readme.txt"},{"label":"Official releases","url":"https://github.com/jdersch/Contralto2/releases"},{"label":"BSD-3-Clause license","url":"https://github.com/jdersch/Contralto2/blob/master/LICENSE"},{"label":"GitHub official repository language byte counts","url":"https://api.github.com/repos/jdersch/Contralto2/languages"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/jdersch/Contralto2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":797520,"mupad":200201},"source_url":"https://api.github.com/repos/jdersch/Contralto2/languages","evidence":"GitHub official repository Languages API reports 797,520 bytes of C# as the largest of 2 recognized language buckets (79.9% of recognized bytes). Checked 2026-10-16. GitHub also counts a substantial MuPAD bucket in this repository; the official language endpoint classifies C# as the largest language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cooking-mama-nds-decomp","title":"Cooking Mama (Nintendo DS USA) Decompilation","game":"Cooking Mama (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code ACCE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 873/2552 functions matched (11.27% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Cooking Mama (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/cooking-mama-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/cooking-mama-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/cooking-mama-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":414608,"Python":326132},"source_url":"https://api.github.com/repos/liolu/cooking-mama-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cool-cool-toon-dc-en","title":"Cool Cool Toon Dreamcast English Translation Patch","game":"Cool Cool Toon","platform":"Dreamcast","kind":"Fan Localization","status":"Patch v1.2 was published 2026-05-09. The maintainer describes translated dialogue, menus, subtitles, graphics, minigames, and VMU metadata, with testing on emulators and real Dreamcast hardware. The project distributes DCP for GDI and XDelta for CDI inputs.","summary":"An English localization patch for the Japanese Dreamcast rhythm game Cool Cool Toon. It requires an original game image and supplies patch files rather than a complete game image.","project_url":"https://github.com/DerekPascarella/CoolCoolToon-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"Perl","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/DerekPascarella/CoolCoolToon-EnglishPatchDreamcast#readme"},{"label":"Maintainer release 1.2","url":"https://github.com/DerekPascarella/CoolCoolToon-EnglishPatchDreamcast/releases/tag/1.2"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DerekPascarella/CoolCoolToon-EnglishPatchDreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/DerekPascarella/CoolCoolToon-EnglishPatchDreamcast/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":71632},"source_url":"https://api.github.com/repos/DerekPascarella/CoolCoolToon-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Perl is the largest bucket at 71,632 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"coreboot-firmware","title":"coreboot","game":"Proprietary PC BIOS/UEFI firmware","platform":"Supported PC mainboards and other documented platforms; exact model/board support is listed in upstream documentation.","kind":"Reimplementation","status":"Active upstream project; coreboot 26.09 release notes were published 2026-10-01. Board support and vendor-binary requirements vary by mainboard.","summary":"Free-software firmware that replaces a computer’s proprietary BIOS/UEFI initialization stage, then transfers control to a selected payload such as an OS bootloader. The GitHub repository is a read-only mirror; upstream development and review occur on coreboot Gerrit.","project_url":"https://review.coreboot.org/coreboot","updated":"2026-10-16","strategy":"BIOS/UEFI firmware replacement","language":"","source_available":"Public GPL-2.0 source; individual files carry SPDX identifiers and compatible exceptions. Some board configurations still depend on separately supplied vendor binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PC BIOS/UEFI replacement","target_type":"Software","sources":[{"label":"Project README: firmware replacement, payload model, source, supported boards and licensing","url":"https://github.com/coreboot/coreboot/blob/main/README.md"},{"label":"Upstream coreboot 26.09 release notes","url":"https://github.com/coreboot/coreboot/blob/main/Documentation/releases/coreboot-26.09-relnotes.md"},{"label":"Mainboard documentation and board-status index","url":"https://doc.coreboot.org/mainboard/index.html"},{"label":"GitHub mirror language breakdown","url":"https://api.github.com/repos/coreboot/coreboot/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":122419132,"ASL":2731700,"Makefile":1279945,"C++":1137723,"Pawn":601066,"Assembly":476391,"Go":470112,"Perl":412928,"Python":349517,"Shell":330536},"source_url":"https://api.github.com/repos/coreboot/coreboot/languages","evidence":"The GitHub mirror Languages REST endpoint reports C as the largest repository byte-count language. It is a read-only mirror; these totals are repository-wide and can include utilities/build files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"corehost-windows-console-host-reimplementation","title":"corehost (Windows console host reimplementation)","game":"Windows conhost / Windows console-host behavior","platform":"Windows console host and ConPTY runtime; intended to bridge console applications with terminal frontends including Windows Terminal, Contour, Alacritty, and ConEmu. The README does not specify a full supported-Windows-version matrix.","kind":"Reimplementation","status":"Latest tagged release found: v0.0.0.2 (2026-08-11). The README says the code was written from scratch after research of microsoft/terminal, is not derived from that repository, and was tested with cmd, PowerShell, pwsh, and edit. It also says compatibility is not yet good enough and asks for feedback; this is an early, incomplete console-host implementation rather than a complete terminal application.","summary":"A from-scratch implementation of the Windows conhost role. It provides a Windows Console/ConPTY bridge that can run as conhost.exe, as the default-console COM server, or as a library for terminal frontends; the project explicitly says it does not provide a terminal window UI.","project_url":"https://github.com/YexuanXiao/corehost","updated":"2026-10-16","strategy":"Reimplements Windows console-host behavior from documented research. The maintainer says it is written from scratch and is not derived from microsoft/terminal; its core runtime handles ConDrv requests, console state, input, and VT communication.","language":"","source_available":"Public MIT-licensed source repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows console subsystem component / conhost replacement","target_type":"Software","sources":[{"label":"Project README: method, compatibility status, use modes, and build requirements","url":"https://github.com/YexuanXiao/corehost"},{"label":"Latest tagged release v0.0.0.2","url":"https://github.com/YexuanXiao/corehost/releases/tag/v0.0.0.2"},{"label":"MIT license","url":"https://github.com/YexuanXiao/corehost/blob/main/LICENSE"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/YexuanXiao/corehost/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1892869,"C":223749,"CMake":30657,"PowerShell":6706},"source_url":"https://api.github.com/repos/YexuanXiao/corehost/languages","evidence":"GitHub's official Languages endpoint reports C++ (1,892,869 bytes) as the largest source total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cafeos-coreinit-nx-api-translation","title":"coreinit-nx Wii U Cafe OS API Layer for Nintendo Switch","game":"Wii U software using Cafe OS coreinit (multi-title)","platform":"Nintendo Wii U Cafe OS coreinit API → Nintendo Switch Horizon/libnx","kind":"API Translation","status":"The maintainer describes this as one library in a larger runtime, not a game port. The README reports full coreinit-import coverage for Black Ops 2 (162/162) and How to Train Your Dragon 2 (179/179 combined), and 180/347 imports (61.3%) across four homebrew titles. It explicitly lists GX2, audio, pad, networking and the static-recompilation layer as still absent. Latest release v0.1.1 was published 2026-08-23.","summary":"A Wii U Cafe OS coreinit compatibility layer implemented over Nintendo Switch libnx/Horizon primitives, intended to support Wii U code after static recompilation. It covers core OS services such as threads, synchronization, memory, filesystem and timing; its README says the remaining graphics and other system libraries prevent it from being a full game port.","project_url":"https://github.com/gabryboy12-ai/coreinit-nx","updated":"2026-10-16","strategy":"Cafe OS coreinit API adaptation onto the Nintendo Switch Horizon/libnx runtime.","language":"","source_available":"Public C/C++ API implementation and headers; this repository implements a runtime component and does not include a complete Wii U title port or static recompiler.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U-to-Nintendo Switch OS API compatibility layer","target_type":"Software","sources":[{"label":"Maintainer README: API scope, import-coverage measurements and unimplemented components","url":"https://github.com/gabryboy12-ai/coreinit-nx#readme"},{"label":"Latest maintainer release v0.1.1 published 2026-08-23","url":"https://github.com/gabryboy12-ai/coreinit-nx/releases/tag/v0.1.1"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/gabryboy12-ai/coreinit-nx"},{"label":"Official GitHub language-byte endpoint checked 2026-10-16","url":"https://api.github.com/repos/gabryboy12-ai/coreinit-nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":177413,"C":36252,"Python":18611,"Makefile":7696},"source_url":"https://api.github.com/repos/gabryboy12-ai/coreinit-nx/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 177,413 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"corgi3ds","title":"Corgi3DS","game":"Nintendo 3DS","platform":"Linux and macOS; Windows source build with additional GMP setup","kind":"Emulator","status":"Dormant research implementation; repository activity last observed 2023-07-13; no formal releases.","summary":"Notable low-level 3DS research emulator that can boot custom firmware payloads and the Home Menu and has demonstrated selected commercial games. Its source and findings have historical preservation value; the project is not actively maintained.","project_url":"https://github.com/PSI-Rockin/Corgi3DS","updated":"2023-07-13","strategy":"Low-level Nintendo 3DS emulation; the README reports booting hacked firmware and loading ARM9 payloads.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS / low-level research","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/PSI-Rockin/Corgi3DS"},{"label":"Maintainer releases; no formal releases listed","url":"https://github.com/PSI-Rockin/Corgi3DS/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/PSI-Rockin/Corgi3DS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":940765,"C":21953,"QMake":4955,"CMake":3043,"Shell":114},"source_url":"https://api.github.com/repos/PSI-Rockin/Corgi3DS/languages","evidence":"GitHub's official Languages REST endpoint reports 940,765 bytes of C++ as the largest total (96.9% of 970,830 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"corsixth","title":"CorsixTH","game":"Theme Hospital","platform":"DOS/Windows → Windows/macOS/Linux/BSD","kind":"Reimplementation","status":"Active; latest release v0.70.1 was published 2026-08-28. The project offers macOS installers and Linux AppImage builds; original Theme Hospital data is required.","summary":"Faithfully reimplements Theme Hospital for modern systems and uses graphics, sound, and other data from the original game.","project_url":"https://github.com/CorsixTH/CorsixTH","updated":"2026-10-15","strategy":"Native game reimplementation","language":"","source_available":"Public source repository; original Theme Hospital game data required","first_found":"2026-10-15","project_started":null,"programming_language":"Lua","subtype":"Lua game engine reimplementation","target_type":"Game","sources":[{"label":"CorsixTH README: reimplementation method and required game data","url":"https://github.com/CorsixTH/CorsixTH"},{"label":"CorsixTH README: supported systems and required original data","url":"https://github.com/CorsixTH/CorsixTH/blob/master/README.md"},{"label":"Latest CorsixTH release","url":"https://github.com/CorsixTH/CorsixTH/releases/tag/v0.70.1"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/CorsixTH/CorsixTH"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":6152566,"C++":1280781,"Java":439548,"C":48863,"NSIS":37760,"CMake":35842,"Python":22220,"CSS":5299,"Shell":4751,"Roff":3552,"Lex":3038,"Yacc":2658,"HTML":683},"source_url":"https://api.github.com/repos/CorsixTH/CorsixTH/languages","evidence":"GitHub's official Languages REST endpoint reports 6,152,566 bytes of Lua as the largest total (76.5% of 8,037,561 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"corsixth-android","title":"CorsixTH for Android","game":"Theme Hospital","platform":"DOS/Windows PC → Android","kind":"Reimplementation","status":"A pre-release APK is available from GitHub Releases and Google Play's testing channel. The README specifies Android 8.1+ and a 640×480 minimum display; it requires Theme Hospital files or can download the official demo. The author warns that the port is under redevelopment and may have bugs or missing features.","summary":"Android port of CorsixTH, the open-source Theme Hospital engine reimplementation. Players can import their original game data or download the demo in-app. The README does not name tested device models or Android CPU ABIs.","project_url":"https://github.com/alanwoolley/CorsixTH-Android","updated":"2026-10-15","strategy":"Native Android port of CorsixTH","language":"","source_available":"Public source repository and pre-release APKs; the original Theme Hospital data is not bundled, but the official demo can be downloaded in-app","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android application with touch controls and in-app game-data import","target_type":"Game","sources":[{"label":"Android port README, requirements, game-data setup, and release links","url":"https://github.com/alanwoolley/CorsixTH-Android"},{"label":"Maintainer's project page and redevelopment status","url":"https://www.armedpineapple.co.uk/projects/corsixth-for-android/"},{"label":"GitHub pre-release APKs","url":"https://github.com/alanwoolley/CorsixTH-Android/releases"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/alanwoolley/CorsixTH-Android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":41927457,"HTML":2818921,"C++":2030623,"Shell":1039509,"Objective-C":769723,"M4":453482,"Java":414103,"CMake":385361,"Python":239770,"Makefile":239251,"Perl":109737,"Kotlin":107415,"Lua":50269,"JavaScript":42488,"DIGITAL Command Language":36034,"Assembly":32239,"HLSL":17050,"Meson":14886,"Awk":3962,"Metal":3691,"Batchfile":3673,"CSS":3407,"Roff":2890},"source_url":"https://api.github.com/repos/alanwoolley/CorsixTH-Android/languages","evidence":"Official GitHub REST Languages API breakdown for alanwoolley/CorsixTH-Android: source-code byte counts are {\"Assembly\": 32239, \"Awk\": 3962, \"Batchfile\": 3673, \"C\": 41927457, \"C++\": 2030623, \"CMake\": 385361, \"CSS\": 3407, \"DIGITAL Command Language\": 36034, \"HLSL\": 17050, \"HTML\": 2818921, \"Java\": 414103, \"JavaScript\": 42488, \"Kotlin\": 107415, \"Lua\": 50269, \"M4\": 453482, \"Makefile\": 239251, \"Meson\": 14886, \"Metal\": 3691, \"Objective-C\": 769723, \"Perl\": 109737, \"Python\": 239770, \"Roff\": 2890, \"Shell\": 1039509}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cosmos-macos-steam-compatibility","title":"Cosmos","game":"Windows games and applications through Steam and standalone installers (multi-title)","platform":"Windows software → Intel macOS x86-64 and Apple silicon macOS arm64 (M1–M4); app requires macOS 13+, setup scripts macOS 11+","kind":"API Translation","status":"Active; latest release v0.7.1 was published 2026-07-05. The README supports Intel and Apple silicon Macs, notes Rosetta 2 is required on Apple silicon, and says Intel paths receive less CI testing.","summary":"Open-source macOS compatibility app that installs Wine, creates Steam bottles, and builds launchers for Windows games. It uses DXMT by default and can select Apple's D3DMetal, DXVK or WineD3D; the app orchestrates these existing compatibility components.","project_url":"https://github.com/awest813/Cosmos","updated":"2026-10-15","strategy":"Wine-based application compatibility stack with configurable graphics translators","language":"","source_available":"Public source repository (LGPL-3.0-or-later)","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"macOS game compatibility frontend","target_type":"Software","sources":[{"label":"Cosmos README: supported Mac architectures, requirements and graphics backends","url":"https://github.com/awest813/Cosmos"},{"label":"Latest Cosmos release","url":"https://github.com/awest813/Cosmos/releases/tag/v0.7.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":542897,"Shell":524332,"Python":35671,"C":1442},"source_url":"https://api.github.com/repos/awest813/Cosmos/languages","evidence":"GitHub's official Languages REST endpoint reports 542,897 bytes of Swift as the largest total (49.2% of 1,104,342 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cosmos-cosmic-adventure-native-source-port","title":"Cosmo’s Cosmic Adventure Native Source Port","game":"Cosmo’s Cosmic Adventure: Forbidden Planet","platform":"DOS PC x86 → macOS, Linux, and Windows","kind":"Decompilation","status":"The README reports all three episodes behind the launcher and green macOS/Linux/Windows CI. The title, credits, and playable attract-mode demo run; joystick input and frame-by-frame comparison remain open.","summary":"A native cross-platform source port based on Cosmore’s reconstruction of the 1992 game source, with the original game code running above a reconstructed PC-hardware layer. The latest release bundles shareware Episode 1; Episodes 2 and 3 require user-provided data.","project_url":"https://github.com/digows/cosmo","updated":"2026-10-16","strategy":"Native port of Cosmore’s source reconstruction; replaces the original PC hardware layer with EGA, PIT, keyboard, PC speaker, and AdLib implementations","language":"","source_available":"Public source port; latest release includes shareware Episode 1. Users supply their own data for Episodes 2 and 3.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native source port from reconstructed game source","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/digows/cosmo/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/digows/cosmo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":142908,"CMake":20965,"Python":18814,"C++":2029,"Dockerfile":1674},"source_url":"https://api.github.com/repos/digows/cosmo/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"counter-strike-16-apple-silicon-macos-port","title":"Counter-Strike 1.6 Apple Silicon macOS Port","game":"Counter-Strike 1.6","platform":"GoldSrc game data and client → macOS 15+ on Apple Silicon (arm64)","kind":"Reimplementation","status":"Release v1.2 was published 2026-10-05. The repository builds a native arm64 macOS app from pinned Xash3D FWGS, CS16Client, and SDL3 sources, with local portability patches and a DMG installer. The DMG includes no Valve game content; users must provide their own Counter-Strike/Half-Life files.","summary":"A native Apple Silicon macOS app that packages the Xash3D FWGS GoldSrc engine with CS16Client and supporting libraries to run Counter-Strike 1.6 without Wine or Rosetta. The repository supplies build scripts, app packaging, and local fixes; the user supplies the original game data. The README documents limits including unavailable closed-source Valve GameUI and rejection by Steam-auth-only servers.","project_url":"https://github.com/7tg/cs16-macos-arm64","updated":"2026-10-16","strategy":"Native arm64 macOS app packaging of Xash3D FWGS and CS16Client from pinned submodules, plus local patches and first-run game-data import","language":"","source_available":"Public source repository; scripts, patches, and documentation are GPL-3.0 while submodules retain their own licenses. Release DMG excludes Valve game files.","first_found":"2026-10-16","project_started":null,"programming_language":"Shell","subtype":"Apple Silicon macOS game-engine/client integration","target_type":"Game","sources":[{"label":"Reddit discovery lead in r/macgaming; not used as project-status authority","url":"https://www.reddit.com/r/macgaming/comments/1x5qd2f/cs_16_on_apple_silicon/"},{"label":"Maintainer README: app architecture, build, game-data requirement, limitations, and licensing","url":"https://github.com/7tg/cs16-macos-arm64#readme"},{"label":"Latest listed release, v1.2","url":"https://github.com/7tg/cs16-macos-arm64/releases/tag/v1.2"},{"label":"GitHub Languages API endpoint (rate-limited during verification)","url":"https://api.github.com/repos/7tg/cs16-macos-arm64/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":11519},"source_url":"https://api.github.com/repos/7tg/cs16-macos-arm64/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository 7tg/cs16-macos-arm64 (repository API id 1404296470, https://github.com/7tg/cs16-macos-arm64). The exact response reported 11,519 bytes of Shell, the largest category, out of 11,519 recognized-language bytes (100.0%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bebop-ps2-en","title":"Cowboy Bebop: Serenade of Reminiscence English Patch","game":"Cowboy Bebop: Tsuioku no Serenade","platform":"PlayStation 2","kind":"Fan Localization","status":"Released","summary":"Project author describes a complete English patch covering text, graphics, and credits.","project_url":"https://github.com/SONICMAN69/Bebop-PS2-English","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Batchfile","subtype":"PlayStation 2 fan translation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/SONICMAN69/Bebop-PS2-English"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/SONICMAN69/Bebop-PS2-English"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/main/README.md"}],"media":[{"kind":"image","label":"Image from Cowboy Bebop: Serenade of Reminiscence English Patch","url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/HEAD/images/english/screenshot1.png","preview_url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/HEAD/images/english/screenshot1.png","source_url":"https://github.com/SONICMAN69/Bebop-PS2-English","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Cowboy Bebop: Serenade of Reminiscence English Patch","url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/HEAD/images/english/screenshot2.png","preview_url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/HEAD/images/english/screenshot2.png","source_url":"https://github.com/SONICMAN69/Bebop-PS2-English","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Cowboy Bebop: Serenade of Reminiscence English Patch","url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/HEAD/images/english/screenshot3.png","preview_url":"https://raw.githubusercontent.com/SONICMAN69/Bebop-PS2-English/HEAD/images/english/screenshot3.png","source_url":"https://github.com/SONICMAN69/Bebop-PS2-English","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":6210,"Shell":3790},"source_url":"https://github.com/SONICMAN69/Bebop-PS2-English","evidence":"GitHub Languages panel reported Batchfile 62.1%, Shell 37.9%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cpcec-classic-systems","title":"CPCEC / ZXSEC / CSFEC / MSXEC","game":"Amstrad CPC, Sinclair Spectrum, Commodore 64 and MSX software","platform":"Amstrad CPC, Sinclair Spectrum, Commodore 64 and MSX; Windows and SDL2 platforms","kind":"Emulator","status":"Maintenance status unclear; the GitHub repository is a scripted archive of downloadable source packages rather than a normal upstream development history. Last archive activity 2026-03-09; no GitHub release found.","summary":"A GPL-3.0 family of related 8-bit computer emulators from CNGSOFT: CPCEC (CPC), ZXSEC (Spectrum), CSFEC (C64) and MSXEC. This is actual emulator source, not a multi-system frontend.","project_url":"https://github.com/cpcitor/cpcec","updated":"2026-10-16","strategy":"Separate emulator implementations sharing Z80, PSG, tape and disk components.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-system 8-bit home-computer emulator family","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/cpcitor/cpcec"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/cpcitor/cpcec"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1361482},"source_url":"https://api.github.com/repos/cpcitor/cpcec/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cps1-static-recomp-toolkit","title":"CPS1 Static Recompilation Toolkit","game":"Capcom CPS-1 game binaries (multi-title toolkit)","platform":"Capcom CPS-1 68000 binaries → native C with CPS1 runtime","kind":"Recompilation","status":"Reusable CPS1 runtime and static recompilation tooling. The README identifies Street Fighter II as the current in-progress game target, reaching the attract/coin/start flow and character select; the tool is not a finished multi-game emulator.","summary":"Static M68000-to-C translation with a reusable CPS1 hardware runtime; repository also includes ROM extraction and analysis tools.","project_url":"https://github.com/sp00nznet/cps1recomp","updated":"2026-10-16","strategy":"Static M68000-to-C translation with a reusable CPS1 hardware runtime; repository also includes ROM extraction and analysis tools.","language":"","source_available":"Public framework/runtime source; no game ROMs or copyrighted game content included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"CPS1 static recompilation framework and runtime","target_type":"Software","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/sp00nznet/cps1recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":223545,"C++":5609,"CMake":3706},"source_url":"https://api.github.com/repos/sp00nznet/cps1recomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cps2recomp-static-recompilation-toolkit","title":"cps2recomp","game":"Capcom CPS-2 game binaries (multi-title toolkit)","platform":"CPS-2 68000 games → native PC ports (Windows/macOS/Linux)","kind":"Recompilation","status":"Active toolkit. The README lists Vampire Savior Recomp as a game port made with it and provides a no-game stand-in plus checks; it contains no title-specific game data.","summary":"A reusable static-recompilation framework that translates CPS-2 68000 programs and sound-side code into native C++ and supplies project-written board/runtime services.","project_url":"https://github.com/tmcleroy/cps2recomp","updated":"2026-10-16","strategy":"Static CPS-2 68000-to-C++ recompilation framework","language":"","source_available":"Public toolkit source; game projects and user-owned ROM/key data are separate","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-title CPS-2 static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README and project details","url":"https://github.com/tmcleroy/cps2recomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":748960,"Python":102232,"Shell":24013,"CMake":12934,"Makefile":9365,"C":6035,"GLSL":1390},"source_url":"https://api.github.com/repos/tmcleroy/cps2recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crab-champions-ko","title":"Crab Champions Korean Patch","game":"Crab Champions","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"Released v0.2.21 on 2026-10-03; targets Steam Build ID 20903826.","summary":"Korean UI/assets patch. README reports 1,318 player-visible strings, six Hangul font paths and native HUD runtime translation.","project_url":"https://github.com/rlagkswns8/Crab-Champions-Korean-Patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public patch; README describes extraction from user-installed game, not bundled retail assets.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC game fan localization","target_type":"Game","sources":[{"label":"README: strings/fonts/target build","url":"https://github.com/rlagkswns8/Crab-Champions-Korean-Patch"},{"label":"v0.2.21 release","url":"https://github.com/rlagkswns8/Crab-Champions-Korean-Patch/releases/tag/v0.2.21"},{"label":"Official Steam page","url":"https://store.steampowered.com/app/774801/Crab_Champions/?cc=jp&l=english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/rlagkswns8/Crab-Champions-Korean-Patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"crackdown-2-xbox360-pc-recomp","title":"Crackdown 2 Xbox 360 Recompilation","game":"Crackdown 2 (Xbox 360)","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"The maintainer README labels the project “in-game but not playable yet.” Build instructions require the retail disc and Title Update 5; no release is listed.","summary":"A bare-bones native PC recompilation of Crackdown 2. Users provide the disc and title update; no game binaries or assets are included.","project_url":"https://github.com/matty45/Crackdown2-Recomp","updated":"2026-08-07","strategy":"ReXGlue-based static recompilation; the repository documents a code-generation pass from the user’s XEX and title update","language":"","source_available":"Public project source and build instructions; README requires user-owned disc and Title Update 5 files.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Early native-PC recompilation; title update 5 required","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/matty45/Crackdown2-Recomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/matty45/Crackdown2-Recomp/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/matty45/Crackdown2-Recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/matty45/Crackdown2-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":20037,"C++":5736,"CMake":3690},"source_url":"https://api.github.com/repos/matty45/Crackdown2-Recomp/languages","evidence":"GitHub's official Languages API reports Python: 20,037 bytes, C++: 5,736 bytes, CMake: 3,690 bytes. Python is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crackdown-xbox360-recomp","title":"Crackdown Recompilation","game":"Crackdown","platform":"Xbox 360 → native PC (host OS not specified)","kind":"Recompilation","status":"Unfinished; the README says issues should be expected and documents a ReXGlue build/code-generation path for TU0.","summary":"Title-specific static recompilation using ReXGlue SDK 0.2.2.","project_url":"https://github.com/SkiddyToast/Crackdown","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/SkiddyToast/Crackdown#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/SkiddyToast/Crackdown/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/SkiddyToast/Crackdown"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12894,"CMake":1848},"source_url":"https://api.github.com/repos/SkiddyToast/Crackdown/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crackdown-xbox360-recomp-unowa","title":"Crackdown Xbox 360 Recompilation (Unowa001)","game":"Crackdown","platform":"Xbox 360 → Windows x64; experimental Linux x86-64/Vulkan build","kind":"Recompilation","status":"Beta v0.4.0. Release notes report Windows boot to the city and PC menu navigation, portable-save work not yet tested, and a Linux Vulkan readback optimization not yet measured. Experimental System Link co-op and Archipelago integration are documented. This is an independent repository/implementation from the existing SkiddyToast/Crackdown entry.","summary":"A separate native PC implementation of Xbox 360 Crackdown using ReXGlue, with a launcher/installer, input support, save options, and optional co-op/randomizer features. The user supplies their own game dump; game data is not included.","project_url":"https://github.com/Unowa001/crackdown-recomp","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation with ReXGlue; Windows native host and experimental Linux Vulkan build","language":"","source_available":"Public source and beta v0.4.0 release; requires the user's own multi-language Crackdown disc dump. README says no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Independent Xbox 360 static recompilation with PC launcher","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/Unowa001/crackdown-recomp#readme"},{"label":"Beta v0.4.0 status and tested behavior","url":"https://github.com/Unowa001/crackdown-recomp/releases/tag/v0.4.0"},{"label":"Platform and optional co-op setup","url":"https://github.com/Unowa001/crackdown-recomp/blob/main/SETUP.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/Unowa001/crackdown-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":472201,"Python":173015,"PowerShell":35405,"CMake":16959,"Shell":8112,"Batchfile":6816,"C":1497},"source_url":"https://api.github.com/repos/Unowa001/crackdown-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Unowa001/crackdown-recomp reports 472,201 bytes of C++, the largest language total (66.1% of 714,005 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-bandicoot-2-ps1-recomp","title":"Crash Bandicoot 2 (PS1) Recompilation","game":"Crash Bandicoot 2: Cortex Strikes Back","platform":"PlayStation → Windows x64","kind":"Recompilation","status":"Work in progress but completable from start to finish; README notes minor sound and graphics issues. Release v0.9.6.","summary":"The launcher translates the supplied supported disc image to C and builds a native executable; no PlayStation BIOS is required.","project_url":"https://github.com/Zumbo06/Crash2Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository and v0.9.6 release; user supplies the North American SCUS-94154 disc image. No game content is included; the release includes the MIT-licensed OpenBIOS replacement.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation","target_type":"Game","sources":[{"label":"Project README: supported disc and source/game-data availability","url":"https://github.com/Zumbo06/Crash2Recomp#readme"},{"label":"v0.9.6 release","url":"https://github.com/Zumbo06/Crash2Recomp/releases/tag/v0.9.6"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Zumbo06/Crash2Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":772475,"C":137895,"PowerShell":22474,"Shell":7305,"CMake":1239},"source_url":"https://api.github.com/repos/Zumbo06/Crash2Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crash-bandicoot-2-ps1-decomp-codeberg","title":"Crash Bandicoot 2: Cortex Strikes Back (PS1) Decompilation","game":"Crash Bandicoot 2: Cortex Strikes Back (PlayStation USA SCUS-94154)","platform":"PlayStation USA SCUS-94154 → matching source rebuild","kind":"Decompilation","status":"Work in progress. The README reports 150/466 functions compiled as C (about 7.6% of code bytes); the remaining executable is not yet fully reconstructed.","summary":"A matching decompilation and rebuild of the USA PlayStation executable for Crash Bandicoot 2: Cortex Strikes Back.","project_url":"https://codeberg.org/Gabriel-TwoBits/crash2-decomp","updated":"2026-10-16","strategy":"Matching PlayStation executable decompilation and source rebuild","language":"","source_available":"Public source repository; the original USA PlayStation game image is user-supplied.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation executable decompilation","target_type":"Game","sources":[{"label":"Project README: target revision, decompilation progress and user-supplied image requirement","url":"https://codeberg.org/Gabriel-TwoBits/crash2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":142900,"Python":69208,"C++":2631},"source_url":"https://codeberg.org/api/v1/repos/Gabriel-TwoBits/crash2-decomp/languages","evidence":"The official repository language endpoint reports 142,900 bytes of C as the largest language total (66.5% of 214,739 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-bandicoot-ps1-recomp","title":"Crash Bandicoot PS1 Recompilation Launcher","game":"Crash Bandicoot (PlayStation)","platform":"PlayStation → Windows, Linux, Android","kind":"Recompilation","status":"Version 2.2 was published on 2026-10-14. The launcher locally statically recompiles the original PlayStation code; the project remains a work in progress and requires the US disc image SCUS-94900.","summary":"A launcher and build workflow for statically recompiling the original PlayStation Crash Bandicoot executable into native Windows, Linux, and Android builds.","project_url":"https://github.com/Matteo842/CrashBandicoot-Launcher","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public launcher and build source; requires a user-supplied supported game disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"PlayStation executable static recompilation launcher","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/Matteo842/CrashBandicoot-Launcher"},{"label":"Version 2.2 release","url":"https://github.com/Matteo842/CrashBandicoot-Launcher/releases"},{"label":"Reddit project announcement in r/recomps","url":"https://www.reddit.com/r/recomps/comments/1wwxith/hi_everyone_version_20_of_my_crash_bandicoot_ps1/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":2306856,"Python":89710,"PowerShell":1710,"Shell":659},"source_url":"https://api.github.com/repos/Matteo842/CrashBandicoot-Launcher/languages","evidence":"Official GitHub REST Languages API breakdown for Matteo842/CrashBandicoot-Launcher: source-code byte counts are {\"C#\": 2306856, \"PowerShell\": 1710, \"Python\": 89710, \"Shell\": 659}. Predominant language is the largest byte-count language (C#); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-bandicoot-xs-gba-decomp","title":"Crash Bandicoot XS / The Huge Adventure Decompilation","game":"Crash Bandicoot XS (The Huge Adventure)","platform":"Game Boy Advance","kind":"Decompilation","status":"Complete and byte-exact according to README: all 2,062 functions match and data is at 100%. Repository builds the Europe multilingual ROM and includes game assets.","summary":"Matching decompilation with full ROM build output.","project_url":"https://github.com/Almamu/CrashBandicootXS-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository includes source, build tooling, and game assets; no retail game copy required per README.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"GBA game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Almamu/CrashBandicootXS-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/Almamu/CrashBandicootXS-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":5264805,"C++":4001351,"Python":1912880,"C":671858,"TypeScript":181061,"Makefile":127188,"Svelte":100703,"Rust":16714,"Shell":7176,"JavaScript":6359,"CSS":1897,"PHP":430,"HTML":367},"source_url":"https://api.github.com/repos/Almamu/CrashBandicootXS-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-bandicoot-wrath-of-cortex-gamecube-decomp","title":"Crash Bandicoot: The Wrath of Cortex GameCube Decompilation","game":"Crash Bandicoot: The Wrath of Cortex","platform":"GameCube","kind":"Decompilation","status":"Work in progress targeting USA Rev. 0 (`GCBE7D`); repository does not include game assets.","summary":"GameCube matching-decompilation project.","project_url":"https://github.com/denzi-gh/crashwoc-decomp-gc","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game files required; no game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/denzi-gh/crashwoc-decomp-gc"},{"label":"Maintainer README and project status","url":"https://github.com/denzi-gh/crashwoc-decomp-gc/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4345286,"Python":445856,"Assembly":78092,"Java":12965,"Linker Script":571,"CMake":252},"source_url":"https://api.github.com/repos/denzi-gh/crashwoc-decomp-gc/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-wrath-of-cortex-ps2-matching-decomp","title":"Crash Bandicoot: The Wrath of Cortex PS2 Matching Decompilation","game":"Crash Bandicoot: The Wrath of Cortex (PS2 PAL v1.03 SLES-50386)","platform":"PlayStation 2 PAL v1.03 (SLES-50386 / SLES_503.86)","kind":"Decompilation","status":"Work in progress. The README targets one exact PAL v1.03 build, gives the executable and SYSTEM.CNF hashes, and describes byte-exact matching reconstruction; it does not publish a completion percentage or playable-port milestone.","summary":"A public PS2 matching-decompilation workspace for the PAL v1.03 release. Users supply the retail files for analysis and build; no game code or assets are distributed.","project_url":"https://github.com/denzi-gh/crashwoc-decomp-ps2","updated":"2026-10-16","strategy":"Clean-room C reconstruction checked against the retail executable","language":"","source_available":"Public source and build tooling; the user supplies the exact PAL v1.03 files. No game code, assets or binaries are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/denzi-gh/crashwoc-decomp-ps2"},{"label":"Maintainer README: exact target and matching method","url":"https://github.com/denzi-gh/crashwoc-decomp-ps2#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3924454,"Dockerfile":2564,"Linker Script":2931,"Python":889796},"source_url":"https://api.github.com/repos/denzi-gh/crashwoc-decomp-ps2/languages","evidence":"GitHub’s official Languages API reports C: 3,924,454 bytes, Dockerfile: 2,564 bytes, Linker Script: 2,931 bytes, Python: 889,796 bytes. C is the largest repository-wide total; the project README does not provide a quantitative current matching percentage.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-of-the-titans-xbox360-windows-mojorecomp","title":"Crash of the Titans Xbox 360 MojoRecomp","game":"Crash of the Titans","platform":"Xbox 360 → Windows 10/11 x86-64 (Vulkan 1.3)","kind":"Recompilation","status":"Game component 0.2.0-alpha is described as playable. MojoRecomp’s latest launcher release is v1.1.0 (2026-10-06); this status is distinct from the launcher version.","summary":"Native Vulkan static recompilation in the MojoRecomp project. The README requires the user’s own Xbox 360 Crash of the Titans game copy/ISO; game data is not distributed. The repository lists this game component separately from Crash: Mind Over Mutant. Code is ISC licensed.","project_url":"https://github.com/OAleex/MojoRecomp","updated":"2026-10-15","strategy":"Xbox 360 static PowerPC recompilation with a native Vulkan renderer and MojoRecomp launcher","language":"","source_available":"Public source and launcher release; users provide their own game copy; no game files included; ISC license.","first_found":"2026-10-16","project_started":"2026-09-28","programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Crash of the Titans component, status, requirements, and target","url":"https://github.com/OAleex/MojoRecomp/blob/main/README.md"},{"label":"Maintainer repository releases","url":"https://github.com/OAleex/MojoRecomp/releases"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/OAleex/MojoRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":11167,"HTML":354,"JavaScript":125580,"Rust":630786,"Svelte":98410,"CSS":60232,"TypeScript":5230,"CMake":41519,"C++":1658226,"HLSL":807,"C":1164,"Python":37514},"source_url":"https://api.github.com/repos/OAleex/MojoRecomp/languages","evidence":"Official GitHub Repository.languages API byte counts: 1,658,226 bytes of C++, the largest total (62.1% of 2,670,989 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-tag-team-racing-gamecube-decomp","title":"Crash Tag Team Racing GameCube Decompilation","game":"Crash Tag Team Racing","platform":"GameCube","kind":"Decompilation","status":"Work in progress; USA Rev. 0 (`G9RE7D`) is supported; Japanese support is listed but not yet split.","summary":"Matching decompilation of the GameCube title; README says no assets or assembly are included.","project_url":"https://github.com/bluisblu/cttr","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/bluisblu/cttr"},{"label":"Maintainer README and project status","url":"https://github.com/bluisblu/cttr/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4754790,"Roff":199022,"HTML":182232,"Python":138851,"C++":64114,"Lua":19421,"Makefile":12965,"DIGITAL Command Language":9957,"Shell":3740,"Batchfile":3582,"Module Management System":1162},"source_url":"https://api.github.com/repos/bluisblu/cttr/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-team-racing-ps4-port","title":"Crash Team Racing PS4 Port","game":"Crash Team Racing","platform":"PlayStation → PlayStation 4","kind":"Decompilation","status":"Version 0.1.2; maintainer reports PS4 Pro testing with graphics, audio, controller, and memory-card saves.","summary":"Native PS4 port based on the CTR Turbocharged decompilation.","project_url":"https://github.com/alechurri/Crash-Team-Racing-Turbocharged-ps4","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 4","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/alechurri/Crash-Team-Racing-Turbocharged-ps4"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/alechurri/Crash-Team-Racing-Turbocharged-ps4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8338803,"Python":124415,"CMake":28848,"Shell":22581,"HTML":10567},"source_url":"https://api.github.com/repos/alechurri/Crash-Team-Racing-Turbocharged-ps4/languages","evidence":"GitHub's official Languages REST endpoint reports 8,338,803 bytes of C as the largest total (97.8% of 8,525,214 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crash-team-racing-vita-high-octane","title":"Crash Team Racing: High Octane PlayStation Vita Port","game":"Crash Team Racing","platform":"PlayStation (PS1) → PlayStation Vita","kind":"Decompilation","status":"Release v1.5 includes ctr.vpk. The README documents Vita installation, ad-hoc multiplayer, and a known demo-cutscene desynchronization; the project also supports PC and browser builds.","summary":"PS Vita native source port based on the ctr-native project and its PlayStation-derived source work. The Vita build provides native controls and multiplayer features and requires the player’s own original game data.","project_url":"https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane","updated":"2026-10-16","strategy":"Decompilation-based CTR native source port with a Vita target","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita VPK","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane"},{"label":"Release v1.5 with ctr.vpk","url":"https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane/releases/tag/v.1.5"},{"label":"Current primary README","url":"https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane/blob/vita/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: GPL-3.0)","url":"https://api.github.com/repos/Rinnegatamante/Crash-Team-Racing-High-Octane"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Rinnegatamante/Crash-Team-Racing-High-Octane/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7023291,"Python":61982,"HTML":10285,"CMake":9208,"GLSL":7789,"Shell":6617,"Batchfile":3067},"source_url":"https://api.github.com/repos/Rinnegatamante/Crash-Team-Racing-High-Octane/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ctr-nitrofueled-windows-api-translation","title":"Crash Team Racing: Nitro-Fueled Windows API-Translation Port","game":"Crash Team Racing: Nitro-Fueled (PS4 CUSA13795, update 1.21)","platform":"PlayStation 4 → Windows 10/11","kind":"API Translation","status":"Windows v0.3 release is playable; the README lists Adventure and Arcade races, sound, cutscenes, controllers, keyboard and saving. The project remains in active testing and reports GPU hangs on some setups. User must provide the decrypted CUSA13795 game and 1.21 update.","summary":"Windows-specific game port derived from the Linux SacredFire port: original x86-64 game code runs on the host CPU, a custom runtime replaces PS4 system libraries, and a shadPS4-derived renderer translates GPU work to Vulkan.","project_url":"https://github.com/GetLostIn/CTR-NitroFueled-PC","updated":"2026-10-15","strategy":"Runs original PS4 x86-64 code directly and replaces its OS/runtime imports; translates PS4 GPU commands and shaders to Vulkan with a shadPS4-derived video core.","language":"C++","source_available":"Open source; project releases contain no game files and require the user’s decrypted game and update.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS4-to-Vulkan game-specific API-translation port for Windows","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/GetLostIn/CTR-NitroFueled-PC"},{"label":"Current Windows release","url":"https://github.com/GetLostIn/CTR-NitroFueled-PC/releases/tag/v0.3"},{"label":"Author announcement in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1x4ad6f/native_windows_port_of_ctr_nitrofueled_ps4_v121/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4829236,"C":786422,"Python":270579,"Shell":41316,"CMake":21315,"Nix":9960,"GLSL":3992,"Batchfile":2315},"source_url":"https://api.github.com/repos/GetLostIn/CTR-NitroFueled-PC/languages","evidence":"GitHub's official Languages REST endpoint reports 4,829,236 bytes of C++ as the largest total (81.0% of 5,965,135 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crash-twinsanity-ps2-windows-decomp-port","title":"Crash Twinsanity PS2 Windows Decompilation-Based Port","game":"Crash Twinsanity (PS2 PAL SLES-52568)","platform":"PlayStation 2 (PAL SLES-52568) → Windows x64; Linux build documented","kind":"Decompilation","status":"Windows v1.0.4 release is available. README reports manual play from the start through the first boss/caverns into Doc Amok levels; a scripted sweep tried all 131 areas (108 played; 23 are subareas not startable alone), with no unexpected crash. Full playthrough to the credits is not claimed. A Linux build/AppImage is documented; macOS is not tested in this repository.","summary":"Windows implementation of the existing Crash Twinsanity decompilation-based native port. It builds on HAB3X’s Mac platform layer and Smartkin’s complete C++ decompilation, adding Windows compatibility, crash fixes and 60 fps pacing; this is a platform continuation rather than a second decompilation.","project_url":"https://github.com/GioPixelGH/Crash-Twinsanity-Windows","updated":"2026-10-16","strategy":"Native Windows port of the existing C++ decompilation and Mac port; host-specific platform layer, not a new decompilation or recompilation","language":"","source_available":"Public source and v1.0.4 release; no game data is included. Use requires the user’s own PAL SLES-52568 disc image. The repository has no SPDX license declaration; no license is inferred.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Windows continuation of HAB3X’s Mac port; latest v1.0.4 release","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/GioPixelGH/Crash-Twinsanity-Windows"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/GioPixelGH/Crash-Twinsanity-Windows/blob/main/README.md"},{"label":"Published project release","url":"https://github.com/GioPixelGH/Crash-Twinsanity-Windows/releases/tag/v1.0.4"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/GioPixelGH/Crash-Twinsanity-Windows"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/GioPixelGH/Crash-Twinsanity-Windows/languages"},{"label":"Maintainer Windows area-sweep results","url":"https://github.com/GioPixelGH/Crash-Twinsanity-Windows/blob/main/native/sweep/results_windows.md"},{"label":"Mac port this Windows continuation builds on","url":"https://github.com/HAB3X/Crash-Twinsanity-Mac"},{"label":"Underlying C++ decompilation","url":"https://github.com/Smartkin/twinsanity-reversed"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9933060,"Python":409140,"C":164031,"CMake":28671,"PHP":24914,"Java":10764,"Shell":5520,"HTML":4083,"BitBake":2626},"source_url":"https://api.github.com/repos/GioPixelGH/Crash-Twinsanity-Windows/languages","evidence":"GitHub’s official Languages API reports C++: 9,933,060 bytes, Python: 409,140 bytes, C: 164,031 bytes, CMake: 28,671 bytes, PHP: 24,914 bytes, Java: 10,764 bytes, Shell: 5,520 bytes, HTML: 4,083 bytes, BitBake: 2,626 bytes. C++ is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-mind-over-mutant-xbox360-windows-mojorecomp","title":"Crash: Mind Over Mutant Xbox 360 MojoRecomp","game":"Crash: Mind Over Mutant","platform":"Xbox 360 → Windows 10/11 x86-64 (Vulkan 1.3)","kind":"Recompilation","status":"The game component is marked 0.0.0-dev and remains in development; the maintainer does not claim it is playable. MojoRecomp launcher v1.1.0 was published 2026-10-06.","summary":"Native Vulkan static recompilation in the MojoRecomp project. Requires the user’s own Xbox 360 game copy; no game assets are distributed. This is a separate title target in the same repository as Crash of the Titans, whose status is more advanced. Code is ISC licensed.","project_url":"https://github.com/OAleex/MojoRecomp","updated":"2026-10-15","strategy":"Xbox 360 static PowerPC recompilation with a native Vulkan renderer and MojoRecomp launcher","language":"","source_available":"Public source and launcher release; users provide their own game copy; no game files included; ISC license.","first_found":"2026-10-16","project_started":"2026-09-28","programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Crash: Mind Over Mutant component and development status","url":"https://github.com/OAleex/MojoRecomp/blob/main/README.md"},{"label":"Maintainer repository releases","url":"https://github.com/OAleex/MojoRecomp/releases"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/OAleex/MojoRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":11167,"HTML":354,"JavaScript":125580,"Rust":630786,"Svelte":98410,"CSS":60232,"TypeScript":5230,"CMake":41519,"C++":1658226,"HLSL":807,"C":1164,"Python":37514},"source_url":"https://api.github.com/repos/OAleex/MojoRecomp/languages","evidence":"Official GitHub Repository.languages API byte counts: 1,658,226 bytes of C++, the largest total (62.1% of 2,670,989 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crazy-taxi-dreamcast-decomp","title":"Crazy Taxi Dreamcast Decompilation","game":"Crazy Taxi","platform":"Sega Dreamcast","kind":"Decompilation","status":"Work in progress. The README reports equivalent C for 443 of 2,827 functions (15.7%) and eight matching functions for the European MK-51035 v1.000 build.","summary":"A Dreamcast decompilation with function-by-function behavioral tests and a byte-matching rebuild goal. The current supported release is the European English/Japanese MK-51035 v1.000 build; setup refuses other revisions. Game-derived files are generated locally from the user's own disc.","project_url":"https://github.com/consolesplayingconsoles/crazy-taxi-decomp","updated":"2026-10-15","strategy":"Functional-equivalence decompilation with byte-matching units","language":"","source_available":"Public source repository; game-derived files generated from the user's own Dreamcast disc","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Dreamcast functional decompilation","target_type":"Game","sources":[{"label":"Project README: supported release, method, requirements, and progress report","url":"https://github.com/consolesplayingconsoles/crazy-taxi-decomp#readme"},{"label":"Project source repository","url":"https://github.com/consolesplayingconsoles/crazy-taxi-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":255938,"C":85190,"Shell":11741,"Dockerfile":1128},"source_url":"https://api.github.com/repos/consolesplayingconsoles/crazy-taxi-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 255,938 bytes of Python as the largest total (72.3% of 353,997 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crazy-taxi-dreamcast-static-recomp","title":"Crazy Taxi Dreamcast Static Recompilation","game":"Crazy Taxi","platform":"Sega Dreamcast SH-4 → native PC (Windows/macOS/Linux)","kind":"Recompilation","status":"The toolkit README compatibility table says Crazy Taxi plays with full music, gameplay, and saves and reports a good round without crashes. Its development interpreter is still required because no title is complete enough to build without fallback.","summary":"A Crazy Taxi title profile and native PC build in the dream-recomp shared recompiler. The Dreamcast executable is translated to C++; the player supplies the disc image and no game data is committed.","project_url":"https://github.com/phobos665/dream-recomp","updated":"2026-10-16","strategy":"Static Dreamcast SH-4 recompilation with development interpreter fallback","language":"","source_available":"Public source/profile; requires user-supplied Dreamcast disc","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast-to-PC native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md"},{"label":"Maintainer compatibility table","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md#what-works-today"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1329687,"Python":169938,"CMake":32456,"Shell":14939,"Assembly":14487,"Java":13648,"GLSL":8161,"C":3868,"Makefile":1728,"Dockerfile":915},"source_url":"https://api.github.com/repos/phobos665/dream-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crazy-taxi-dreamcast-recomp","title":"Crazy Taxi Dreamcast Static Recompilation","game":"Crazy Taxi (Dreamcast)","platform":"Sega Dreamcast (disc revision unspecified) → Windows x64","kind":"Recompilation","status":"WIP; 12,750 functions are lifted and the executable boots/reads the disc and enters initialization, but it stops before geometry, audio or input.","summary":"Static SH-4 recompilation using dcrecomp; this is a separate repository/method from the catalog’s Dreamcast matching-decompilation project.","project_url":"https://github.com/sp00nznet/crazytaxi","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied Dreamcast disc required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/crazytaxi#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":14549,"C":8605,"CMake":3359},"source_url":"https://api.github.com/repos/sp00nznet/crazytaxi/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 14,549 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crazy-taxi-ps3-recomp","title":"Crazy Taxi PS3 Recompilation","game":"Crazy Taxi (PS3 PSN release, NPUB30242)","platform":"PlayStation 3 PSN → Windows","kind":"Recompilation","status":"Alpha. The current build reaches the title and runs the attract demo, but the README says nothing beyond the title has been tried; menu input and gameplay are unverified.","summary":"Static recompilation of the PS3 PSN release's PPU/SPU code into a native Windows executable using ps3recomp. The user supplies the PSN package, decrypted executable, and required decryption keys; no game code or data is included.","project_url":"https://github.com/sp00nznet/crazytaxi-ps3","updated":"2026-10-15","strategy":"Static PS3 PPU/SPU recompilation to a native Windows executable","language":"","source_available":"Public source repository; requires the user's own PS3 PSN game package and legally obtained decryption inputs; no game code or data is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"CMake","subtype":"PlayStation 3 game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: PSN target, build requirements, and alpha status","url":"https://github.com/sp00nznet/crazytaxi-ps3#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/crazytaxi-ps3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":2833,"C":2286,"Shell":1368,"Python":503},"source_url":"https://api.github.com/repos/sp00nznet/crazytaxi-ps3/languages","evidence":"GitHub's official Languages REST endpoint reports 2,833 bytes of CMake as the largest total (40.5% of 6,990 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crazy-taxi-xbox360-xbla-recomp","title":"Crazy Taxi Xbox 360 XBLA Recompilation","game":"Crazy Taxi (Xbox 360 XBLA, 2010, title ID 58410A34)","platform":"Xbox 360 XBLA PowerPC → Windows x86-64","kind":"Recompilation","status":"Work in progress. The README reports first boot, D3D12 rendering, and keyboard/Xbox-controller input; title/demo audio works, in-game audio is partial, the content/license unlock path is not started, and the settings menu is still in progress.","summary":"Static recompilation of the XBLA PowerPC executable to native x86-64 C++ using XenonRecomp and ReXGlue. The repository includes extraction and build tooling but requires the user's own XBLA package; game code and data are not included.","project_url":"https://github.com/sp00nznet/ctxbla","updated":"2026-10-15","strategy":"Static Xbox 360 PowerPC-to-C++ recompilation with a native Windows runtime","language":"","source_available":"Public source and build tooling; requires the user's own Xbox 360 XBLA package and game files; no game content or generated code is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Xbox 360 XBLA static recompilation of a Sega game","target_type":"Game","sources":[{"label":"Maintainer README: static recompilation method, target title ID, current status, and build requirements","url":"https://github.com/sp00nznet/ctxbla#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/ctxbla/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":90958,"C++":36790,"CMake":3294,"Batchfile":60},"source_url":"https://api.github.com/repos/sp00nznet/ctxbla/languages","evidence":"GitHub's official Languages REST endpoint reports 90,958 bytes of Python as the largest total (69.4% of 131,102 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crema-wii-u-emulator-ps4","title":"Crema: Wii U Emulator for PS4","game":"Wii U games and homebrew","platform":"Wii U PowerPC software → jailbroken PlayStation 4 (x86-64, Orbis OS)","kind":"Emulator","status":"Public-source work in progress. The maintainer is recruiting testers; the repository describes an experimental Cemu-based port, and no formal GitHub release was found as of 2026-10-16. Performance and compatibility claims are early and need broader hardware testing.","summary":"A Cemu-derived Wii U emulator port for jailbroken PS4. Project documentation describes translating guest PowerPC code to x86-64 and using Vulkan through Mesa RADV for rendering, with PS4-specific input integration. The source is public; user-provided game data is required.","project_url":"https://github.com/iHaiDeeZ/Crema","updated":"2026-10-16","strategy":"Cemu emulator port with PowerPC-to-x86-64 translation and Vulkan/Mesa RADV rendering","language":"","source_available":"Public MPL-2.0 source repository; no formal tagged release found at verification date; game files are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii U emulator port to jailbroken PS4","target_type":"Software","sources":[{"label":"Maintainer repository and README: architecture, target and license","url":"https://github.com/iHaiDeeZ/Crema"},{"label":"Maintainer Reddit tester call (2026-10-07)","url":"https://www.reddit.com/r/ps4homebrew/comments/1wzjc0n/in_development_crema_the_wii_u_emulator_for_ps4/"},{"label":"Maintainer demonstration video","url":"https://www.youtube.com/watch?v=w_6xKBeZ758"},{"label":"GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/iHaiDeeZ/Crema/languages"},{"label":"Current primary README","url":"https://github.com/iHaiDeeZ/Crema/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/iHaiDeeZ/Crema"}],"media":[{"kind":"video","label":"Maintainer demonstration: Crema Wii U emulator for PS4","url":"https://www.youtube.com/watch?v=w_6xKBeZ758","preview_url":"https://img.youtube.com/vi/w_6xKBeZ758/hqdefault.jpg","source_url":"https://www.reddit.com/r/ps4homebrew/comments/1wzjc0n/in_development_crema_the_wii_u_emulator_for_ps4/","discovered_on":"2026-10-16"},{"kind":"image","label":"Reddit preview screenshot from Crema tester call","url":"https://i.redd.it/xag9xh811yth1.png","preview_url":null,"source_url":"https://www.reddit.com/r/ps4homebrew/comments/1wzjc0n/in_development_crema_the_wii_u_emulator_for_ps4/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":196051,"C++":99929,"Shell":58223,"Python":40304,"CMake":17260,"Assembly":4011,"Linker Script":2237,"GLSL":395},"source_url":"https://api.github.com/repos/iHaiDeeZ/Crema/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"croc-legend-of-gobbos-psx-demo-decomp","title":"Croc: Legend of the Gobbos PSX Demo Matching Decompilation","game":"Croc: Legend of the Gobbos PSX demo","platform":"PlayStation → PlayStation executable rebuild","kind":"Decompilation","status":"Work in progress; most functions are decompiled/matching, but long functions remain unfinished and some original object/assembly chunks are injected to keep builds working.","summary":"Owner says full game is a future possibility; this entry covers only the named demo binary.","project_url":"https://codeberg.org/misbk/croc_psx","updated":"2026-10-15","strategy":"Matching decompilation using the original Psy-Q toolchain; project currently targets the SLED-00038 PSX demo only.","language":"C/assembly","source_available":"Public source repository (Codeberg)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching decompilation using the original psy-q toolchain","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://codeberg.org/misbk/croc_psx"},{"label":"Codeberg repository API (public visibility verified)","url":"https://codeberg.org/api/v1/repos/misbk/croc_psx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":454844,"Python":32784,"Makefile":5625,"Dockerfile":1627},"source_url":"https://codeberg.org/api/v1/repos/misbk/croc_psx/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. C is predominant with 454,844 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cromwell-original-xbox-bios","title":"Cromwell Xbox BIOS","game":"Original Microsoft Xbox BIOS","platform":"Original first-generation Xbox console and compatible modchip/TSOP flash configurations.","kind":"Reimplementation","status":"Latest tagged build is build-20250529-86f5473 (2025-05-29); no newer release or source activity was found by the 2026-10-16 check. The project is not archived but current maintenance status is unclear.","summary":"A free BIOS replacement for the original Xbox. The project explicitly says it boots Linux and does not boot retail Xbox games; it is a BIOS project, not a game compatibility layer.","project_url":"https://github.com/XboxDev/cromwell","updated":"2026-10-16","strategy":"Console BIOS replacement","language":"","source_available":"Public GPL-2.0 source and releases.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox Linux BIOS replacement","target_type":"Software","sources":[{"label":"Cromwell README: purpose and boot limitations","url":"https://github.com/XboxDev/cromwell"},{"label":"Latest build release (2025-05-29)","url":"https://github.com/XboxDev/cromwell/releases/tag/build-20250529-86f5473"},{"label":"GPL-2.0 license file","url":"https://github.com/XboxDev/cromwell/blob/master/COPYING"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/XboxDev/cromwell/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1896921,"Assembly":72725,"Perl":34364,"Makefile":14582,"Linker Script":6733},"source_url":"https://api.github.com/repos/XboxDev/cromwell/languages","evidence":"Official GitHub REST language endpoint reports C as the largest repository language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crosscraft-minecraft-classic-030-reimplementation","title":"CrossCraft (Minecraft Classic 0.30 reimplementation)","game":"Minecraft Classic 0.30","platform":"Minecraft Classic 0.30 behavior → Windows/macOS/Linux PC, PSP, Nintendo 3DS, Nintendo Switch, and Web.","kind":"Reimplementation","status":"Active; the project lists Classic client v1.1.2 (2026-08-20) and server v1.2.0 (2026-09-30). Maintainers describe Classic 0.30 as feature-complete; Survival Test is the next development phase.","summary":"A clean-room Minecraft implementation written in Zig on the Aether engine, with a separate client and server. The repository says it contains no Minecraft code or assets and identifies the licenses for original and third-party assets.","project_url":"https://github.com/CrossCraft/CrossCraft","updated":"2026-10-16","strategy":"Clean-room version-specific game reimplementation","language":"","source_available":"Public GPL-2.0 source; README says no Minecraft code/assets are used and lists licenses and attribution for included assets.","first_found":"2026-10-16","project_started":null,"programming_language":"Zig","subtype":"Cross-platform game client and server","target_type":"Game","sources":[{"label":"Maintainer README: version scope, client/server status, targets, and asset policy","url":"https://github.com/CrossCraft/CrossCraft/blob/main/README.md"},{"label":"Classic client v1.1.2 release","url":"https://github.com/CrossCraft/CrossCraft/releases/tag/classic-client/v1.1.2"},{"label":"Classic server v1.2.0 release","url":"https://github.com/CrossCraft/CrossCraft/releases/tag/classic-server/v1.2.0"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/CrossCraft/CrossCraft/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Zig","breakdown":{"Zig":1151665,"Luau":36878},"source_url":"https://api.github.com/repos/CrossCraft/CrossCraft/languages","evidence":"Official GitHub Languages endpoint; Zig has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crossover","title":"CrossOver","game":"Windows applications and games (multi-title)","platform":"Windows → macOS, Linux, and ChromeOS. On Apple silicon Mac, the stable CrossOver 26 line uses the Intel Wine/Rosetta path; the native ARM64 Wine + custom FEX Mac build remains Preview and requires macOS 26.5+.","kind":"API Translation","status":"Active commercial product; CrossOver 26.3.0 (2026-07-21) is the latest stable release listed on 2026-10-15. CodeWeavers' first native ARM64 Mac Preview announcement (2026-07-31) requires macOS 26.5+; the vendor described that initial Preview as unpolished and intended for testing, with D3DMetal absent and many launchers not working at that time. Older macOS versions in the Preview use Intel Wine under Rosetta.","summary":"Commercial Wine-based compatibility layer for Windows applications and games. CrossOver for Mac integrates selectable graphics paths including WineD3D, DXVK, DXMT, and Apple D3DMetal. CodeWeavers says its native ARM64 Mac Preview integrates a custom FEX build for x86 and x64 execution; this is a Preview capability, not the stable Mac architecture path.","project_url":"https://www.codeweavers.com/crossover","updated":"2026-10-16","strategy":"Commercial Wine-based Windows compatibility product; graphics backends are selectable components including WineD3D, DXVK, DXMT, and Apple D3DMetal. Native ARM64 Mac support is a Preview path using a custom FEX build for x86/x64 code.","language":"","source_available":"Commercial product; CodeWeavers publishes a FOSS source bundle for CrossOver 26.3.0 and lists its included upstream components.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Commercial Windows compatibility product","target_type":"Software","sources":[{"label":"CrossOver product page","url":"https://www.codeweavers.com/crossover"},{"label":"CodeWeavers CrossOver changelog and current stable release","url":"https://www.codeweavers.com/crossover/changelog"},{"label":"CrossOver 27 plans and Apple Silicon support","url":"https://www.codeweavers.com/blog/mjohnson/2026/6/11/whats-in-and-whats-out-for-crossover-27"},{"label":"CodeWeavers ARM64 Mac Preview requirements and launch limitations","url":"https://www.codeweavers.com/blog/mjohnson/2026/7/31/crossover-preview-the-right-to-bear-arm64-on-mac"},{"label":"CrossOver Mac graphics backend documentation","url":"https://support.codeweavers.com/miscellanous/advanced-settings-in-crossover-mac"},{"label":"CodeWeavers CrossOver Mac graphics backend documentation","url":"https://support.codeweavers.com/en_US/advanced-settings-in-crossover-mac-26"},{"label":"CodeWeavers source-code page: downloadable FOSS bundle and component list","url":"https://www.codeweavers.com/crossover/source"}],"media":[{"kind":"video","label":"Official CrossOver download and free-trial tutorial embedded on the product page","url":"https://www.youtube.com/watch?v=XqsEZjOEgrA","preview_url":"https://img.youtube.com/vi/XqsEZjOEgrA/hqdefault.jpg","source_url":"https://www.codeweavers.com/crossover","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.codeweavers.com/crossover/source","evidence":"CodeWeavers publishes a FOSS source bundle for CrossOver and lists its component projects, but that page provides no whole-product predominant-language declaration or byte totals. The bundle does not supply a per-language count for the CrossOver product itself.","verified_at":"2026-10-15","reason_unknown":"The first-party source page exposes FOSS component source for CrossOver 26.3.0, not repository-level language totals for the CrossOver product; assigning a predominant language would be unsupported."}},{"id":"crw-metal-jacket-pc98-en","title":"CRW: Metal Jacket English Translation","game":"CRW: Metal Jacket","platform":"PC-98","kind":"Fan Localization","status":"Complete; English patch available","summary":"The README reports 1,623 of 1,623 strings reinserted (100%) and links the finished English patch from the project page and Romhacking.net.","project_url":"https://github.com/46OkuMen/crw","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PC-98 fan translation project","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/46OkuMen/crw"},{"label":"Official project page linked from the README","url":"https://46okumen.com/projects/crw-metal-jacket"},{"label":"Romhacking.net patch listing linked from the README","url":"https://www.romhacking.net/translations/3105/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/46OkuMen/crw"}],"media":[{"kind":"image","label":"CRW: Metal Jacket title screen; the project README notes the screenshot is unlocalized","url":"https://46okumen.com/wp-content/uploads/2017/03/CRW_02.png","preview_url":"https://46okumen.com/wp-content/uploads/2017/03/CRW_02.png","source_url":"https://github.com/46OkuMen/crw","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":10000},"source_url":"https://github.com/46OkuMen/crw","evidence":"GitHub Languages panel reported Python 100%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tears-of-the-kingdom-cryrecomp-static-recomp-research","title":"CryRecomp — Tears of the Kingdom Static-Recompilation Research","game":"The Legend of Zelda: Tears of the Kingdom","platform":"Nintendo Switch (AArch64 modules) → native AArch64 output (code generation/runtime target planned; host OS unspecified)","kind":"Recompilation","status":"Experimental research; explicitly not a playable port. The README reports that retail modules are parsed and linked, a measured relocation batch is applied, and recompiled code reaches nnMain. Fixed-base code generation and Horizon IPC bring-up remain active; native AArch64 code generation and application runtime are listed as planned.","summary":"Game-specific static-recompilation research for Tears of the Kingdom. The repository says it distributes no Nintendo code, game assets, console keys, copyrighted game data, or download URLs; users provide local input.","project_url":"https://github.com/xzhuofan/CryRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; game data is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Static recompilation research; non-playable","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/xzhuofan/CryRecomp/blob/6e823ffb4a6484e9f39310b281f3189d792155d7/README.md"},{"label":"Canonical public source repository","url":"https://github.com/xzhuofan/CryRecomp"},{"label":"Live progress dashboard linked by the README","url":"https://xzhuofan.github.io/CryRecomp/"},{"label":"Integration checkpoint / coordination PR #4","url":"https://github.com/xzhuofan/CryRecomp/pull/4"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/xzhuofan/CryRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4012,"Python":924,"CMake":763,"Shell":625},"source_url":"https://api.github.com/repos/xzhuofan/CryRecomp/languages","evidence":"Exact GitHub Languages API per-language byte counts.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ctr-native-android","title":"CTR Native: Crash Team Racing Android port","game":"Crash Team Racing","platform":"PlayStation (PS1) → Android (32-bit ABI), Windows, Linux","kind":"Decompilation","status":"The upstream CTR-tools/ctr-native released beta-7.1 on 2026-07-07 for Windows x86 and Linux x86. The cataloged Android downstream fork documents 32-bit armeabi-v7a/x86 debug APK builds requiring OpenGL ES 3; no public Android release or named physical-device gameplay test is documented.","summary":"Native Crash Team Racing port from the CTR-ModSDK decompilation using an Android Gradle/SDL3 app. Android users select their own raw NTSC-U single-track BIN in the launcher; a cooked ISO is not suitable because the game uses XA/STR sector data.","project_url":"https://github.com/Simon358/ctr-native-android","updated":"2026-07-26T15:23:06Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android app built on CTR-ModSDK decompilation","target_type":"Game","sources":[{"label":"Maintainer README: Android ABI, graphics and build output","url":"https://github.com/Simon358/ctr-native-android"},{"label":"Maintainer Android setup guide and raw-BIN requirements","url":"https://github.com/Simon358/ctr-native-android/blob/master/README_ANDROID.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Simon358/ctr-native-android"},{"label":"Upstream CTR Native README: desktop builds, architecture and own-disc requirement","url":"https://github.com/CTR-tools/ctr-native#readme"},{"label":"Upstream beta-7.1 release: Windows x86 ZIP and Linux x86 tar.gz assets (2026-07-07)","url":"https://github.com/CTR-tools/ctr-native/releases/tag/beta-7.1"},{"label":"Cataloged Android fork README: ABI, OpenGL ES 3 and debug APK build path","url":"https://github.com/Simon358/ctr-native-android#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6028290,"Java":19368,"Shell":6617,"CMake":4714,"Batchfile":2304},"source_url":"https://api.github.com/repos/Simon358/ctr-native-android/languages","evidence":"GitHub's official Languages REST endpoint reports 6,028,290 bytes of C as the largest total (99.5% of 6,061,293 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"crash-team-racing-ctr-native-pc","title":"CTR Native: Crash Team Racing PC Port","game":"Crash Team Racing","platform":"PlayStation → Windows x86 and Linux x86","kind":"Decompilation","status":"Beta 7.1 release available (published 2026-07-07); README documents native Windows and Linux builds.","summary":"A native PC port of the 1999 PlayStation game built on the CTR-ModSDK decompilation. Decompiled game source is compiled for Windows and Linux behind a native SDL3/platform layer; the player supplies the supported NTSC-U disc image.","project_url":"https://github.com/CTR-tools/ctr-native","updated":"2026-10-16","strategy":"Decompilation-based native source port; compiles the reconstructed game source for x86 and replaces PlayStation platform services with a host layer.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native desktop port based on CTR-ModSDK; raw NTSC-U BIN disc input is required.","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/CTR-tools/ctr-native"},{"label":"Beta 7.1 release","url":"https://github.com/CTR-tools/ctr-native/releases/tag/beta-7.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6472408,"Assembly":244907,"C++":179750,"Python":148729,"Linker Script":17046,"CMake":6568,"Shell":2974,"Batchfile":2304},"source_url":"https://api.github.com/repos/CTR-tools/ctr-native/languages","evidence":"Exact repository-wide GitHub Languages API byte totals checked 2026-10-16: C is largest at 6,472,408 of 7,074,686 recognized bytes (91.5%). The full byte map is recorded; this is repository-wide and includes build, test, and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-team-racing-ctr-ds-android","title":"CTR-DS: Crash Team Racing for Android","game":"Crash Team Racing (PlayStation, 1999; US disc indicated by ctr-u.bin/ctr-u.chd)","platform":"PlayStation → Android 64-bit (with dual-screen handheld support)","kind":"Decompilation","status":"CTR-DS v0.1.0 was published 2026-08-30 as an initial release. The README documents Android build and sideload instructions, touch controls and a 64-bit path for devices without 32-bit support; it does not identify a named device test or completed play-through.","summary":"A 64-bit and dual-screen fork of CTR Native, the native Crash Team Racing port built from the CTR-ModSDK decompilation. It adds Android packaging, high frame caps, widescreen, HD HUD options, CHD support and touch controls. The player supplies the game disc.","project_url":"https://github.com/igawa6/ctr-native-android","updated":"2026-08-30","strategy":"Compile the decompiled PlayStation game source as a native Android app, with a 64-bit pointer registry and Android input/rendering integration.","language":"","source_available":"Public GPL-3.0 source and v0.1.0 release. No game disc or copyrighted assets are included; the user supplies the supported US disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation decompilation-based Android port and dual-screen fork","target_type":"Game","sources":[{"label":"Maintainer README and source repository","url":"https://github.com/igawa6/ctr-native-android"},{"label":"GitHub repository metadata (pushed_at, license and activity)","url":"https://api.github.com/repos/igawa6/ctr-native-android"},{"label":"Official release v0.1.0 (2026-08-30)","url":"https://github.com/igawa6/ctr-native-android/releases/tag/v0.1.0"},{"label":"CTR Native base project","url":"https://github.com/Simon358/ctr-native-android"},{"label":"CTR-ModSDK decompilation identified by the maintainer","url":"https://github.com/CTR-tools/CTR-ModSDK"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6028290,"Java":19368,"Shell":6617,"CMake":4714,"Batchfile":2304},"source_url":"https://api.github.com/repos/igawa6/ctr-native-android/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 6,028,290 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ctr2wup-3ds-to-wiiu-static-recomp-toolkit","title":"CTR2WUP 3DS-to-Wii U Static Recompilation and WUP Toolkit","game":"CTR2WUP Nintendo 3DS-to-Wii U static-recompilation and WUP-injector toolkit","platform":"Nintendo 3DS ARM/Thumb applications → Nintendo Wii U homebrew/WUP targets; currently original homebrew diagnostics only","kind":"Recompilation","status":"Experimental software project. The README explicitly says commercial games, playable-game conversion, and the Windows GUI are unavailable; current builds provide developer tools and original homebrew diagnostics. Super Mario 3D Land is a planned first compatibility target, not a supported playable-game profile. Compatibility documentation says no commercial game profile is enabled.","summary":"A public toolkit for experimental 3DS-to-Wii U static translation and WUP packaging, with host-side inspection/build tools and a Wii U runtime. The implemented validation scope is original homebrew diagnostics; the planned commercial-game injector workflow is not yet available.","project_url":"https://github.com/Jdiller-86/CTR-2-WUP","updated":"2026-10-16","strategy":"AOT static translation/recompilation foundations with Wii U runtime integration and WUP packaging; commercial game conversion remains unavailable.","language":"","source_available":"Public source repository. The README identifies the project license as MIT; dependencies retain their own license terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"3DS-to-Wii U static-recompilation developer toolkit and WUP packager","target_type":"Software","sources":[{"label":"Maintainer README: static-recompilation scope and explicit lack of commercial game conversion or Windows GUI","url":"https://github.com/Jdiller-86/CTR-2-WUP"},{"label":"Compatibility matrix: original homebrew diagnostics, no commercial profile, and validation limits","url":"https://github.com/Jdiller-86/CTR-2-WUP/blob/main/docs/compatibility.md"},{"label":"Development plan: Super Mario 3D Land is planned, not yet a supported commercial target","url":"https://github.com/Jdiller-86/CTR-2-WUP/blob/main/plans.md"},{"label":"License text linked by the maintainer README","url":"https://github.com/Jdiller-86/CTR-2-WUP/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Jdiller-86/CTR-2-WUP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1015739,"Python":1014017,"HTML":36636,"Makefile":32226,"C#":16959,"Shell":7096,"PowerShell":2615,"C++":2286,"Rust":2153,"Assembly":1727,"Batchfile":158},"source_url":"https://api.github.com/repos/Jdiller-86/CTR-2-WUP/languages","evidence":"Exact GitHub Languages API byte totals checked 2026-10-16. C leads Python by only 1,722 bytes, so the predominant-language label reflects the exact repository-wide byte ranking and not necessarily the central implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"crash-team-racing-ctrpad-ios","title":"CTRPad: Crash Team Racing Apple Ports","game":"Crash Team Racing (PlayStation, 1999; US disc indicated by ctr-u.bin/ctr-u.chd)","platform":"PlayStation (NTSC-U SCUS_944.26) → iOS/iPadOS 15+ ARM64; Apple Silicon macOS also supported","kind":"Decompilation","status":"Source/build-recipe release v0.2.2 (2026-10-05); no app binary is published. The README reports that current Apple builds have been launched and played on Apple Silicon macOS, an iPad Pro, and an iPhone 14. Controller hardware coverage and complete local-multiplayer acceptance remain open.","summary":"Native Apple-platform port built from CTR Native and CTR-ModSDK's decompiled game code, with Apple platform/rendering support, touch controls, controller input, Files-based disc import, and private memory-card saves. Requires the user's compatible North American retail disc image; the user builds and signs or sideloads the app. The repository does not include game data.","project_url":"https://github.com/chrissotraidis/ctrpad","updated":"2026-10-05","strategy":"Source port based on a game decompilation: compiles CTR-ModSDK-derived C game code with a native Apple platform layer. The README says this is not an emulator; do not describe it as static recompilation.","language":"","source_available":"Public source repository under GPL-3.0; releases publish a build recipe rather than an app binary.","first_found":"2026-10-16","project_started":"2026-07-29","programming_language":"C","subtype":"Native source port","target_type":"Game","sources":[{"label":"Primary repository README: scope, method, platform support, status, build and data requirements","url":"https://github.com/chrissotraidis/ctrpad"},{"label":"Release v0.2.2: latest published release and date","url":"https://github.com/chrissotraidis/ctrpad/releases/tag/v0.2.2"},{"label":"Rights and licenses","url":"https://github.com/chrissotraidis/ctrpad/blob/main/RIGHTS_AND_LICENSES.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6532604,"Shell":162878,"Objective-C":144275,"JavaScript":79535,"CMake":25310,"Python":8098,"Batchfile":2304,"Dockerfile":1285},"source_url":"https://api.github.com/repos/chrissotraidis/ctrpad/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ipod-click-wheel-cubis-2-recomp","title":"Cubis 2 iPod Click Wheel Recompilation","game":"Cubis 2","platform":"Apple iPod Click Wheel → Windows, macOS, Linux","kind":"Recompilation","status":"Playable on the listed host platforms; v1.0.1 (2026-09-06). Mini Golf is furthest along and is the only title with no machine-translated code remaining; the other five still use generated translations.","summary":"One of six recovered iPod Click Wheel games translated from iPod ARM code into C++ for modern platforms. Each game requires its own decrypted user-owned files.","project_url":"https://github.com/DogParty/iPodClickWheelRecomps","updated":"2026-10-15","strategy":"ARM binary translation and recompilation into C++ with a shared native runtime.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Arm binary translation and recompilation into c++ with a shared native runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/DogParty/iPodClickWheelRecomps"},{"label":"Verified release or build","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases/tag/v1.0.1"},{"label":"Project owner releases","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8188243,"C++":3129094,"Python":383662,"Shell":165212,"Objective-C++":151711,"CMake":147684,"HTML":26147,"Java":2078},"source_url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 8,188,243 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cultures-die-saga-browser-wasm-recomp","title":"Cultures: Die Saga WebAssembly Recompilation","game":"Cultures – Die Saga","platform":"Windows PC x86 → WebAssembly in Firefox (Win32 / DirectX 7, DirectSound 8 and DirectInput runtime)","kind":"Recompilation","status":"The README lists the 2005 Cultures – Die Saga build as fully supported for single player, multiplayer, and videos; other named versions have separate, explicit data requirements. Users must build from their own game installation.","summary":"Recompiles the original Windows executable and music-driver functions to C/WASM, with a custom runtime for the APIs the game calls. The maintainer documents version-specific executable checks and browser settings.","project_url":"https://github.com/cyberneticangel/cultures-saga-wasm","updated":"2026-10-16","strategy":"Static x86-to-C recompilation with a browser runtime for the Win32 and DirectX APIs used by the game","language":"","source_available":"Public recompilation source and runtime; no game files. Requires user-supplied supported PC game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Static recompilation; browser port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/cyberneticangel/cultures-saga-wasm/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/cyberneticangel/cultures-saga-wasm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":303161,"Python":94828,"HTML":22323,"JavaScript":15288,"Makefile":3936},"source_url":"https://api.github.com/repos/cyberneticangel/cultures-saga-wasm/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"curse-azure-bonds-gog-v13-byte-perfect-decomp","title":"Curse of the Azure Bonds v1.3 Byte-Perfect Source Reconstruction","game":"Curse of the Azure Bonds (DOS, GOG v1.3)","platform":"DOS/PC (GOG release v1.3)","kind":"Decompilation","status":"The maintainer describes the Turbo Pascal 6.0 source as byte-perfect: it rebuilds START.EXE and GAME.OVR byte-for-byte with EXEPACK 4.05. Original game files and third-party tools are not included and are required to build and verify.","summary":"A Pascal/BASM source reconstruction and verification loop for the GOG v1.3 DOS executable and overlay.","project_url":"https://github.com/memmaker/cotab-re","updated":"2026-10-16","strategy":"Byte-perfect Turbo Pascal 6.0 source reconstruction with executable and overlay comparison.","language":"","source_available":"Public source repository; original game and toolchain are user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"Pascal","subtype":"DOS matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/memmaker/cotab-re#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/memmaker/cotab-re/commit/2c350800698c695548ef005f3a3202323489cf43"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/memmaker/cotab-re/languages"},{"label":"Current primary README","url":"https://github.com/memmaker/cotab-re/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/memmaker/cotab-re"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Pascal","breakdown":{"Pascal":1470597,"Python":326753,"Assembly":52434,"Shell":949},"source_url":"https://api.github.com/repos/memmaker/cotab-re/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"custom-robo-gx-gba-english","title":"Custom Robo GX English Translation Patch","game":"Custom Robo GX","platform":"Game Boy Advance","kind":"Fan Localization","status":"English patch v1.0.1 released 2026-09-01. Maintainer says single-player and multiplayer content are playable in English and reports no known patch bugs.","summary":"Japanese-to-English GBA fan translation, including localized names, terminology, and credits. Public BPS release patches the user's unmodified Japanese ROM; no game data is distributed.","project_url":"https://github.com/Ganenis/Custom-Robo-GX-English/releases/tag/V1.0.1","updated":"2026-10-16","strategy":"Game-specific text localization fan patch","language":"English","source_available":"Public BPS patch in the v1.0.1 release ZIP; user supplies the unmodified Japanese ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v1.0.1 release","url":"https://github.com/Ganenis/Custom-Robo-GX-English/releases/tag/V1.0.1"},{"label":"Maintainer README with base checksums, localization scope, and caveats","url":"https://github.com/Ganenis/Custom-Robo-GX-English"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Ganenis/Custom-Robo-GX-English/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"cvd1810-wj-power-mcu-firmware-reimplementation","title":"CVD1810-WJ Power-Management MCU Firmware Reimplementation","game":"CVD1810-WJ MediaTek MT8163 head-unit MCU firmware","platform":"MediaTek MT8163-based CVD1810-WJ head unit; CMS8S6990 (enhanced 8051 MCU)","kind":"Reimplementation","status":"The maintainer reports that faithful and optional sleep-fix C builds fit the 12 KB APROM and pass ucsim/s51 simulator tests. Real peripheral timing and physical flash programming are not proven by those tests.","summary":"A documented C re-expression of the observed behavior of the CVD1810-WJ power-management MCU firmware, with an optional ACC-off keep-alive repair. The project says the original vendor firmware binary and its disassembly are not included; physical hardware flashing remains unverified.","project_url":"https://github.com/HiddenUserHere/cvd1810-wj-mcu-firmware","updated":"2026-10-16","strategy":"From-decompile, behavior-equivalent 8051 firmware reimplementation","language":"","source_available":"MIT-licensed C source; the original vendor firmware binary and disassembly are explicitly not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded power-management firmware","target_type":"Software","sources":[{"label":"Project README with scope, build sizes, simulator evidence, and limits","url":"https://github.com/HiddenUserHere/cvd1810-wj-mcu-firmware#readme"},{"label":"MIT license","url":"https://github.com/HiddenUserHere/cvd1810-wj-mcu-firmware/blob/main/LICENSE"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/HiddenUserHere/cvd1810-wj-mcu-firmware/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":231515,"PowerShell":1930},"source_url":"https://api.github.com/repos/HiddenUserHere/cvd1810-wj-mcu-firmware/languages","evidence":"Official GitHub REST Languages API returned {\"C\":231515,\"PowerShell\":1930}; C is the unique largest byte-count entry (231515 of 233445 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cxbx-reloaded-original-xbox","title":"Cxbx-Reloaded","game":"All compatible original Xbox software","platform":"Microsoft Xbox (2001)","kind":"Emulator","status":"Active","summary":"Open-source original Xbox emulator for Windows and Wine. The project continues to publish development builds and compatibility information.","project_url":"https://github.com/Cxbx-Reloaded/Cxbx-Reloaded","updated":"2026-04-19","strategy":"High-level emulation of Xbox kernel and XDK libraries, with low-level components for hardware where needed.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Original Xbox high-level-emulation (HLE) emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/Cxbx-Reloaded/Cxbx-Reloaded"},{"label":"Official releases","url":"https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Cxbx-Reloaded/Cxbx-Reloaded"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4691031,"C":2883529,"HTML":214554,"C#":207448,"HLSL":90402,"CMake":89882,"CSS":2855,"Batchfile":2370},"source_url":"https://api.github.com/repos/Cxbx-Reloaded/Cxbx-Reloaded/languages","evidence":"GitHub's official Languages REST endpoint reports 4,691,031 bytes of C++ as the largest total (57.3% of 8,182,071 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"namco22-cyber-commando-reconstruction","title":"Cyber Commando Namco System 22 Code Reconstruction","game":"Cyber Commando","platform":"Arcade (Namco System 22)","kind":"Recompilation","status":"Playable per README","summary":"Project translates and compares the program against MAME instruction execution over a complete played game, per its README. Method: Lifted C compared instruction-by-instruction against MAME over a full game; DSP/sound checked against interpreters.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cyber-doll-sega-saturn-english","title":"Cyber Doll English Translation","game":"Cyber Doll","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0 initial release 2026-09-18; v1.0.1 text correction 2026-09-20","summary":"English fan localization for Cyber Doll on Sega Saturn. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/ExxistanceDC/Cyber-Doll-English-Translation","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub repository and release page provide XDelta patch; no game image included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer repository/release history","url":"https://github.com/ExxistanceDC/Cyber-Doll-English-Translation/releases"},{"label":"Sega Saturn Shiro release report","url":"https://www.segasaturnshiro.com/2026/09/18/saturn-rpg-cyber-doll-now-in-english/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Cyber-Doll-English-Translation/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"cyber-knight-pce-english-translation","title":"Cyber Knight (PC Engine) English Translation","game":"Cyber Knight","platform":"NEC PC Engine / TurboGrafx-16","kind":"Fan Localization","status":"Work in progress. The README shows mixed completion by text area (menus and intro done, main story and several dialogue sets partial) and says a patch release is planned for later.","summary":"Translation tools and resources for the PC Engine version of Cyber Knight, including script extraction, text editing, ROM expansion, and reinsertion utilities.","project_url":"https://github.com/megatron-uk/cyberknight-pce","updated":"2026-10-15","strategy":"Script extraction and reinsertion with expanded text assets","language":"English","source_available":"Public translation tools, script data, and working notes; no completed patch is released in the README.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PC Engine fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/megatron-uk/cyberknight-pce"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":161225},"source_url":"https://api.github.com/repos/megatron-uk/cyberknight-pce/languages","evidence":"GitHub's official Languages REST endpoint reports 161,225 bytes of Python as the largest total (100.0% of 161,225 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"namco21-cyber-sled-reconstruction","title":"Cyber Sled Namco System 21 Code Reconstruction","game":"Cyber Sled","platform":"Arcade (Namco System 21)","kind":"Recompilation","status":"Playable with developer test mode per README","summary":"Project translates both 68000 programs and DSP/sound/I/O programs to C and checks translations against MAME/interpreters. Method: Reverse-engineered C translation; README says both CPU programs were checked instruction-by-instruction against MAME, other processors against their interpreters.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cygwin-posix-compatibility-layer","title":"Cygwin POSIX Compatibility Layer","game":"POSIX software that can be rebuilt for Windows","platform":"POSIX-oriented source → Windows x86-64 using cygwin1.dll; the official project page states support for recent commercial Windows x86-64 versions starting with Windows 8.1. Applications must be rebuilt and linked for Cygwin; native Linux ELF binaries are not run unchanged.","kind":"API Translation","status":"Maintained; the official announcement for Cygwin DLL 3.6.11-1 was published 2026-10-01. The project home page still shows 3.6.10, so the release announcement is used for the version and the stale home-page version is recorded in research notes.","summary":"Cygwin's `cygwin1.dll` supplies substantial POSIX API functionality on Windows, mapping UNIX-oriented application behavior onto the Windows environment. It helps preserve and port software when source is available, but it does not provide drop-in execution of native Linux binaries: applications need a Cygwin-targeted rebuild and runtime.","project_url":"https://cygwin.com/","updated":"2026-10-01","strategy":"POSIX API compatibility layer over Win32","language":"","source_available":"Public source in the official newlib-cygwin source repository. The official licensing page says the Cygwin API library is LGPL-3.0-or-later with a linking exception; the distribution's other tools have individual licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"POSIX-to-Win32 runtime and build environment","target_type":"Software","sources":[{"label":"Official project page: runtime purpose, rebuild limitation, supported Windows hosts, and version notice","url":"https://cygwin.com/"},{"label":"Official Cygwin FAQ: UNIX-like API compatibility on Win32","url":"https://cygwin.com/xfree/docs/faq/cygwin-x-faq.html"},{"label":"Official Cygwin DLL 3.6.11-1 release announcement (2026-10-01)","url":"https://cygwin.com/pipermail/cygwin-announce/2026-October/013441.html"},{"label":"Official licensing terms for cygwin1.dll and the bundled distribution","url":"https://cygwin.com/licensing.html"},{"label":"Official Cygwin/newlib-cygwin source repository","url":"https://cygwin.com/cgit/newlib-cygwin/"},{"label":"GitHub mirror Languages API: official byte totals for the source repository","url":"https://api.github.com/repos/cygwin/cygwin/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":37811975,"Makefile":9795386,"C++":5331276,"Assembly":2536426,"Linker Script":632751,"M4":506044,"Shell":414959,"TeX":408975,"Perl":156826,"Roff":104882,"Raku":83871,"Python":48827,"Emacs Lisp":21664,"Scala":8638,"Go Template":7375,"XSLT":5385,"Wolfram Language":4930,"Batchfile":1875,"GDB":1300,"DIGITAL Command Language":1044,"CSS":972},"source_url":"https://api.github.com/repos/cygwin/cygwin/languages","evidence":"GitHub's official language endpoint for the Cygwin-maintained source mirror returns 37,811,975 bytes of C, the largest category among 57,885,381 recognized bytes (65.3%). The mirror is the source-language evidence endpoint; the official project sources are served from cygwin.com/cgit/newlib-cygwin/.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"cyberpunk-2077-cyport-ios-api-translation","title":"CyPort: Cyberpunk 2077 Mac Build on iOS","game":"Cyberpunk 2077","platform":"macOS Apple silicon → iOS/iPadOS ARM64","kind":"API Translation","status":"Latest public release v1.1.1 (2026-10-15) includes an unsigned IPA. The README reports working gameplay, controls and saves on iPhone 16 Pro Max at about 30–60 FPS at 1434×660 with low settings and MetalFX; long sessions can throttle. iPad support is described but untested. The build is pinned to the GOG Mac release 2.3.1 and requires increased-memory entitlements.","summary":"A title-specific macOS API compatibility shim and Mach-O retargeter that runs the Apple-silicon Mac game binary directly on iOS. It patches the platform load commands and redirects macOS framework and system calls to an Objective-C shim over UIKit and other iOS frameworks. It runs the same ARM64 CPU instructions without CPU emulation or streaming; game files are user supplied.","project_url":"https://github.com/Thijs2004/CyPort","updated":"2026-10-16","strategy":"Binary platform retargeting and title-specific macOS API translation through a custom UIKit-backed shim; no CPU emulation or game streaming.","language":"","source_available":"Public source under the MIT license. The repository does not contain or license Cyberpunk 2077; the README requires the user's GOG macOS build 2.3.1.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C","subtype":"Title-specific macOS API shim for iOS","target_type":"Game","sources":[{"label":"Project README, status, device limits, build and API-shim design","url":"https://github.com/Thijs2004/CyPort/blob/main/README.md"},{"label":"iOS release v1.1.1","url":"https://github.com/Thijs2004/CyPort/releases/tag/v1.1.1"},{"label":"MIT license and game-content scope","url":"https://github.com/Thijs2004/CyPort/blob/main/LICENSE"}],"media":[{"kind":"image","label":"AppIcon1024","url":"https://raw.githubusercontent.com/Thijs2004/CyPort/main/app/icons/AppIcon1024.png","preview_url":"https://raw.githubusercontent.com/Thijs2004/CyPort/main/app/icons/AppIcon1024.png","source_url":"https://github.com/Thijs2004/CyPort/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":280438,"Swift":163631,"Python":23157,"C":17429,"Shell":10907},"source_url":"https://api.github.com/repos/Thijs2004/CyPort/languages","evidence":"GitHub's official Languages endpoint reports Objective-C as the largest tracked source total; the complete repository-wide byte map is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"d2vita-diablo-ii","title":"D2Vita: Diablo II: Lord of Destruction for PlayStation Vita","game":"Diablo II: Lord of Destruction","platform":"Windows PC x86 (Diablo II: LoD 1.14d) → PlayStation Vita ARMv7","kind":"API Translation","status":"Beta VPK v0.2.2-beta was published 2026-10-15. The maintainer reports solo play at the Rogue Encampment and an end-to-end online run on real Vita hardware; a complete campaign is not claimed. The project warns that using the unofficial client on a real Battle.net account carries account and anti-cheat risk.","summary":"Runs the user-supplied Diablo II: LoD 1.14d Win32/x86 executable through a PE loader, Win32 import bridge, and x86-to-ARMv7 dynamic translator on Vita. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"d3d8to9","title":"d3d8to9","game":"Legacy Direct3D 8 games (multi-title)","platform":"Direct3D 8 → Direct3D 9; Windows proxy DLL, with 32-bit and 64-bit builds. It can be chained with a separate D3D9 backend such as DXVK, but does not itself translate to Vulkan.","kind":"API Translation","status":"Active source project; v1.16.0 was released 2026-09-23.","summary":"A Windows pseudo-driver translates D3D8 API calls and shader bytecode to D3D9, allowing D3D8 games to use newer D3D9-oriented tools and drivers. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"d3dmetal-game-porting-toolkit","title":"D3DMetal (Apple Game Porting Toolkit component)","game":"Windows Direct3D games on macOS (multi-title)","platform":"Windows Direct3D 11/12 → Metal on Apple silicon macOS, used within Wine/CrossOver and Apple's Game Porting Toolkit","kind":"API Translation","status":"Proprietary active graphics component. Apple currently lists Game Porting Toolkit 4; CodeWeavers documents D3DMetal as its Direct3D 11/12 graphics backend. Apple does not publish a separate D3DMetal version on the checked toolkit page.","summary":"A proprietary DirectX-to-Metal graphics API translation layer used in Apple's Game Porting Toolkit and exposed as a CrossOver graphics backend. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"da14585-hema-esl-firmware-reimplementation","title":"DA14585 Hema electronic shelf-label firmware reimplementation","game":"2.13-inch Hema (盒马) DA14585 electronic shelf label firmware","platform":"Target: Hema 2.13-inch electronic shelf labels built around the Dialog/Renesas DA14585 BLE SoC and SSD1680-family e-paper panels.; Browser control panel: Chrome, Edge or Opera on desktop or Android; README says Safari and Firefox lack the required Web Bluetooth support.; Firmware build: Renesas DA1458x SDK6.0.22.1401 and LLVM Embedded Toolchain for Arm; SDK must be obtained separately.","kind":"Reimplementation","status":"Working on physical tags: the README documents four board/panel variants, with three driven and one variant left untested due to a suspected dead panel. No tagged release was found in the repository page.","summary":"From-scratch replacement firmware for decommissioned Hema electronic shelf tags, with an e-paper renderer, persistent clock faces, image upload, BLE control and firmware update. It enables local reuse of surplus tags without the vendor’s factory tooling.","project_url":"https://github.com/seriaTvT/DA14585-ESL-213","updated":"2026-10-16","strategy":"Firmware reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Firmware reimplementation","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://github.com/seriaTvT/DA14585-ESL-213/blob/main/README.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/seriaTvT/DA14585-ESL-213"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/seriaTvT/DA14585-ESL-213/languages"},{"label":"Repository license","url":"https://github.com/seriaTvT/DA14585-ESL-213/blob/main/LICENSE"},{"label":"GitHub releases","url":"https://github.com/seriaTvT/DA14585-ESL-213/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":555806,"JavaScript":223184,"Python":103296,"Shell":36826,"HTML":30911,"Makefile":2155},"source_url":"https://api.github.com/repos/seriaTvT/DA14585-ESL-213/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"daggerfall-unity","title":"Daggerfall Unity","game":"The Elder Scrolls II: Daggerfall","platform":"DOS → Windows/Linux/macOS","kind":"Reimplementation","status":"Released; cross-platform recreation with mod support","summary":"Recreates Daggerfall in Unity with its original gameplay, modern operating-system support, and extensive mod support.","project_url":"https://github.com/Interkarma/daggerfall-unity","updated":"2026-10-15T00:46:13Z","strategy":"Native game reimplementation in Unity","language":"","source_available":"Public source repository and releases; original Daggerfall data required or obtainable through the documented free-game distribution. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Unity-based game engine reimplementation","target_type":"Game","sources":[{"label":"Daggerfall Unity README: project type, data setup, and distribution","url":"https://github.com/Interkarma/daggerfall-unity"},{"label":"Project README or evidence page","url":"https://github.com/Interkarma/daggerfall-unity/blob/master/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Interkarma/daggerfall-unity"}],"media":[{"kind":"image","label":"Daggerfall Unity screenshot embedded in the project README","url":"https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b","preview_url":"https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b","source_url":"https://github.com/Interkarma/daggerfall-unity/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":12020151,"HLSL":315774,"ShaderLab":257986},"source_url":"https://api.github.com/repos/Interkarma/daggerfall-unity/languages","evidence":"GitHub's official Languages REST endpoint reports 12,020,151 bytes of C# as the largest total (95.4% of 12,593,911 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"daggerfall-unity-android","title":"Daggerfall Unity Android port","game":"The Elder Scrolls II: Daggerfall","platform":"MS-DOS PC → Android","kind":"Reimplementation","status":"Android APK releases provide Mono and IL2CPP variants: Mono is recommended for mod compatibility, while IL2CPP is faster and offers 32-bit/64-bit builds. A release note says the renderer moved from Vulkan to OpenGL ES 3 to broaden compatibility. The issue tracker links a May 2026 prerelease fixing a fresh-install data-validation problem. No current Android minimum OS or device-model matrix is documented.","summary":"Community Android fork of Daggerfall Unity with released APKs and separate runtime choices. Players supply Daggerfall game files; the project has a fresh-install data-validation fix in a 2026 prerelease. Mono/IL2CPP and GLES3 compatibility choices are documented, but no minimum Android API is published.","project_url":"https://github.com/Vwing/daggerfall-unity-android","updated":"2026-10-15","strategy":"Unity engine reimplementation with Android port","language":"","source_available":"Public C# source fork and Android APK releases; user supplies Daggerfall game data. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Unofficial Android fork","target_type":"Game","sources":[{"label":"Android fork README and game-data setup","url":"https://github.com/Vwing/daggerfall-unity-android"},{"label":"Android releases, Mono/IL2CPP tradeoffs, and GLES3 compatibility note","url":"https://github.com/Vwing/daggerfall-unity-android/releases"},{"label":"Upstream Daggerfall Unity project","url":"https://github.com/Interkarma/daggerfall-unity"},{"label":"Fresh-install data validation issue and v1.1.1.8 prerelease","url":"https://github.com/Vwing/daggerfall-unity-android/issues/16"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Vwing/daggerfall-unity-android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":13242103,"HLSL":315774,"ShaderLab":258437,"Objective-C++":6639,"Java":6574},"source_url":"https://api.github.com/repos/Vwing/daggerfall-unity-android/languages","evidence":"GitHub's official Languages REST endpoint reports 13,242,103 bytes of C# as the largest total (95.8% of 13,829,527 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dance-central-3-xbox360-ai-decomp-fork","title":"Dance Central 3 AI-Assisted Decompilation and WebGPU Port (freeqaz fork)","game":"Dance Central 3","platform":"Xbox 360 → reconstructed C/C++ source; experimental native Linux/browser WebGPU engine port","kind":"Decompilation","status":"Unofficial, independent AI-assisted fork of rjkiv/dc3-decomp. README reports the native Milo-engine port boots, renders, plays audio, and reaches gameplay venues; its displayed match snapshots are explicitly stale and measured on different rulers, so current percentages are not asserted here.","summary":"An independently maintained Xbox 360 matching-decompilation experiment with a native WebGPU/Dawn/Emscripten port of the Milo engine. The README says no game assets, assembly, or copyrighted binaries are stored; the canonical human-curated project is rjkiv/dc3-decomp.","project_url":"https://github.com/freeqaz/dc3-decomp","updated":"2026-10-16","strategy":"AI-assisted matching decompilation with mechanically checked compiler output, plus an experimental WebGPU/Dawn native engine port","language":"","source_available":"Public source and tooling; requires the user's own game copy. README says game assets, assembly, and copyrighted binaries are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Independent AI-assisted Xbox 360 decomp fork and native engine experiment","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/freeqaz/dc3-decomp#readme"},{"label":"Maintainer note explaining stale progress snapshots and measurement rulers","url":"https://github.com/freeqaz/dc3-decomp/blob/main/docs/STATE_OF_THE_DECOMP.md"},{"label":"Canonical human-curated project identified by the fork","url":"https://github.com/rjkiv/dc3-decomp#readme"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/freeqaz/dc3-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":17389241,"C":12826744,"Python":9000386,"Shell":443853,"JavaScript":143923,"CMake":121239,"TeX":113549,"Roff":35211,"WGSL":28921,"Makefile":23974,"HTML":22261,"Java":20865,"Pascal":17155,"SAS":13756,"WebAssembly":13560,"Module Management System":13253,"Smalltalk":10530,"Assembly":8314,"M4":6601,"Lex":5213,"Perl":3985,"Batchfile":1329,"Objective-C++":822},"source_url":"https://api.github.com/repos/freeqaz/dc3-decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/freeqaz/dc3-decomp reports 17,389,241 bytes of C++, the largest language total (43.2% of 40,264,685 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dance-central-3-xbox360-decomp","title":"Dance Central 3 Xbox 360 Decompilation (rjkiv)","game":"Dance Central 3","platform":"Xbox 360 (September 16, 2012 build) → reconstructed C/C++ source and matching build workflow","kind":"Decompilation","status":"Work-in-progress decompilation. The README identifies the Xbox 360 build and requires a user's own XEX; it does not claim a complete matching build or playable native port.","summary":"A source-reconstruction project for Dance Central 3's Xbox 360 build, with decomp-toolkit configuration and an objdiff-oriented build workflow. Game assets and assembly are not included.","project_url":"https://github.com/rjkiv/dc3-decomp","updated":"2026-10-16","strategy":"Xbox 360 matching-decompilation workflow using decomp-toolkit configuration and object-diff verification","language":"","source_available":"Public source and build configuration; requires the user's own game XEX. README says assets and assembly are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 game decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/rjkiv/dc3-decomp#readme"},{"label":"Project progress page referenced by the README","url":"https://decomp.dev/rjkiv/dc3-decomp"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/rjkiv/dc3-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11034323,"C":8154006,"Shell":119725,"TeX":113549,"Python":107186,"Roff":35211,"Makefile":14813,"SAS":13756,"WebAssembly":13560,"Module Management System":13253,"Smalltalk":10530,"Assembly":8314,"CMake":6913,"Lex":4993,"Perl":3985},"source_url":"https://api.github.com/repos/rjkiv/dc3-decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/rjkiv/dc3-decomp reports 11,034,323 bytes of C++, the largest language total (56.1% of 19,654,117 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dance-ejay-1-2-recomp","title":"Dance eJay 1 & 2 engine recompilation","game":"Dance eJay 1 & 2","platform":"Windows 16-bit/32-bit → native C host","kind":"Recompilation","status":"Alpha and unreleased. The project reports that Dance eJay 2's arrangement page and playback work; Dance eJay 1 streams audio, while its sampler remains silent.","summary":"Recompiles the PXD Musicsoft audio engine behind two Windows music-making applications, bridging the 16-bit engine and 32-bit code to C while retaining the Visual Basic front ends. Users provide their original discs.","project_url":"https://github.com/sp00nznet/ejay","updated":"2026-10-15","strategy":"Static recompilation of the audio engine","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Music production software","target_type":"Software","sources":[{"label":"Project repository and technical overview","url":"https://github.com/sp00nznet/ejay"},{"label":"Maintainer status and supported features","url":"https://github.com/sp00nznet/ejay/blob/main/README.md#status"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sp00nznet/ejay"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":279144,"Python":158353,"CMake":2537,"Batchfile":457},"source_url":"https://api.github.com/repos/sp00nznet/ejay/languages","evidence":"GitHub's official Languages REST endpoint reports 279,144 bytes of C as the largest total (63.4% of 440,491 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dangan-gb2-game-boy-color-portuguese","title":"Dangan GB2 Portuguese Translation","game":"Dangan GB2","platform":"Game Boy Color","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Dangan GB2 on Game Boy Color. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/dangan-gb2-portuguese-translation-game-boy-color","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/dangan-gb2-portuguese-translation-game-boy-color"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/dangan-gb2-portuguese-translation-game-boy-color","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dangan GB2 Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dangan GB2 Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dangan-game-boy-portuguese","title":"Dangan Portuguese Translation","game":"Dangan","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Dangan on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/dangan-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/dangan-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/dangan-portuguese-translation-game-boy","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dangan Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dangan Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dantes-inferno-xbox360-android-recomp","title":"Dante’s Inferno Xbox 360 Android Static Recompilation Port","game":"Dante’s Inferno (Xbox 360 version)","platform":"Xbox 360 → Android ARM64 (Vulkan)","kind":"Recompilation","status":"The Android README says CI builds a playable APK from a privately supplied Xbox 360 XEX. A September 2026 performance report documents a real Adreno 619 device session of about 1 FPS over a 9.6-minute trace, then records fixes and a green CI build; its next post-fix on-device performance check is still pending. The report supports Android game execution but not smooth playability or campaign completion.","summary":"An Android ARM64 port layer for the Xbox 360 static recompilation of Dante’s Inferno. It adds an NDK/Gradle app, SDL3 Android windowing/audio/input, Vulkan, and ReXGlue patches; the user provides the XEX and extracted game data locally. This is a distinct Android target from the existing Windows/Linux recompilation record.","project_url":"https://github.com/deivid22srk/hells-gate-recomp-android","updated":"2026-10-16","strategy":"Static recompilation of the Xbox 360 XEX to C++ with an Android ARM64 ReXGlue/SDL3/Vulkan runtime","language":"","source_available":"Public Android application, NDK integration, build scripts, and SDK patches; the XEX and all game data are user-supplied and excluded. No project-wide license is asserted for game-derived output.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Xbox 360 static recompilation Android port; device execution measured, post-fix performance pending","target_type":"Game","sources":[{"label":"Maintainer Android port README","url":"https://github.com/deivid22srk/hells-gate-recomp-android#readme"},{"label":"Maintainer Android performance report (September 2026)","url":"https://github.com/deivid22srk/hells-gate-recomp-android/blob/main/docs/android_performance_2026-09.md"},{"label":"Related Windows/Linux project README","url":"https://github.com/florinp93/hells-gate-recomp#readme"},{"label":"Current primary README","url":"https://github.com/deivid22srk/hells-gate-recomp-android/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/deivid22srk/hells-gate-recomp-android"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/deivid22srk/hells-gate-recomp-android/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/deivid22srk/hells-gate-recomp-android/releases/tag/Log%2C"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":139370,"C#":56793,"C++":33517,"CMake":17573,"Shell":14667,"PowerShell":9114,"Python":5107},"source_url":"https://api.github.com/repos/deivid22srk/hells-gate-recomp-android/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dantes-inferno-xbox360-hells-gate","title":"Dante’s Inferno Xbox 360 Recompilation","game":"Dante’s Inferno","platform":"Xbox 360 → Windows x64; Linux through documented native build/Proton paths","kind":"Recompilation","status":"Fully playable from start to finish, including saves and DLC; v0.8.3-beta-hotfix2 (2026-10-12).","summary":"A native PC port built from the user’s own Xbox 360 ISO; includes installer, renderer and launcher.","project_url":"https://github.com/florinp93/hells-gate-recomp","updated":"2026-10-15","strategy":"Xbox 360 PowerPC static recompilation via ReXGlue, with a project-owned Vulkan renderer replacing the game’s Direct3D layer.","language":"C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 powerpc static recompilation via rexglue, with a project-owned vulkan renderer replacing th","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/florinp93/hells-gate-recomp"},{"label":"Verified release or build","url":"https://github.com/florinp93/hells-gate-recomp/releases/tag/v0.8.3-beta-hotfix2"},{"label":"Project owner releases","url":"https://github.com/florinp93/hells-gate-recomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/florinp93/hells-gate-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":469632,"C#":184582,"C":36480,"CMake":20868,"Python":16132,"Shell":15393,"Inno Setup":10580,"PowerShell":10515,"Batchfile":2785},"source_url":"https://api.github.com/repos/florinp93/hells-gate-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 469,632 bytes; the manifest breakdown contains all 9 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"darius-alpha-pc-engine-supergrafx-portuguese","title":"Darius Alpha Portuguese Translation","game":"Darius Alpha","platform":"PC Engine SuperGrafx","kind":"Fan Localization","status":"Complete; RHP reports v0.9","summary":"Portuguese fan localization for Darius Alpha on PC Engine SuperGrafx. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/darius-alpha-portuguese-translation-pc-engine-supergrafx","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/darius-alpha-portuguese-translation-pc-engine-supergrafx"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/darius-alpha-portuguese-translation-pc-engine-supergrafx","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Darius Alpha Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Darius Alpha Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dark-chronicle-ps2-decomp","title":"Dark Chronicle / Dark Cloud 2 PS2 Decompilation","game":"Dark Chronicle (Dark Cloud 2)","platform":"PlayStation 2 PAL → PlayStation 2 executable rebuild; early PC Flatpak port packaging","kind":"Decompilation","status":"Work in progress; build script builds and checks the PAL executable, run script boots a mastered image in PCSX2; a PC Flatpak packaging script exists, with no complete native gameplay claim.","summary":"Repository targets the PAL disc; distinguish from other regional decomp work.","project_url":"https://github.com/TheMoonPeople/ChronicleTwo","updated":"2026-10-15","strategy":"Matching source decompilation and binary checking; a separate port target is documented as ongoing.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching source decompilation and binary checking","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/TheMoonPeople/ChronicleTwo"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TheMoonPeople/ChronicleTwo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12556114,"Python":688155,"C":59992,"CMake":57959,"PowerShell":28745,"Shell":11566,"BitBake":1364,"Batchfile":388},"source_url":"https://api.github.com/repos/TheMoonPeople/ChronicleTwo/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 12,556,114 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dark-cloud-ps2-chronicle-decomp-port","title":"Dark Cloud PS2 Matching Decompilation and Native PC Port","game":"Dark Cloud (PlayStation 2 NTSC-U v1.02 and PAL review versions)","platform":"PlayStation 2 NTSC-U v1.02 / PAL review → native Windows, Linux and macOS desktop port","kind":"Decompilation","status":"The current README reports 100% matching text and data for the main executable in NTSC-U v1.02 and PAL review builds, plus byte-matching TITLE.BIN and DUN.BIN overlays. A native Windows/Linux/macOS PC port is part of the repository; the README does not claim a complete retail-game playthrough.","summary":"Chronicle is the Dark Cloud PS2 decompilation and native desktop port. Its build reconstructs the PS2 executable and overlays from a user-supplied disc and can build the game as a native SDL3/Vulkan app for Windows, Linux and macOS.","project_url":"https://github.com/TheMoonPeople/Chronicle","updated":"2026-10-16","strategy":"Matching PS2 C decompilation with an SDL3/Vulkan native PC port","language":"","source_available":"Public source and build tooling; the player supplies a retail PAL or NTSC-U disc image. The repository does not include game data.","first_found":"2026-10-16","project_started":"2023-04-16","programming_language":"C++","subtype":"Matching decompilation and desktop native port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/TheMoonPeople/Chronicle"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/TheMoonPeople/Chronicle#readme"},{"label":"Official GitHub repository metadata (created 2023-04-16, last pushed 2026-10-14)","url":"https://api.github.com/repos/TheMoonPeople/Chronicle"},{"label":"Maintainer-linked progress dashboard","url":"https://decomp.dev/TheMoonPeople/Chronicle/"},{"label":"Current primary README","url":"https://github.com/TheMoonPeople/Chronicle/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/TheMoonPeople/Chronicle/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8999588,"Python":477538,"C":45434,"CMake":40835,"PowerShell":13316,"Shell":13086,"Assembly":5562,"BitBake":1364,"Batchfile":376},"source_url":"https://api.github.com/repos/TheMoonPeople/Chronicle/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dark-cloud-ps4-port","title":"Dark Cloud PS4 Port","game":"Dark Cloud","platform":"PlayStation 2 → PlayStation 4","kind":"Decompilation","status":"Version 0.1.0 PKG; maintainer reports testing on PS4 firmware 13.52 at 1080p/60 FPS.","summary":"Native PS4 port based on the Chronicle decompilation; not an emulator.","project_url":"https://github.com/odiecay/chronicle-ps4","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 4","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/odiecay/chronicle-ps4"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/odiecay/chronicle-ps4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10077948,"Python":702198,"CMake":85829,"C":62366,"Shell":43776,"PowerShell":24039,"GLSL":16252,"Dockerfile":7878,"Assembly":5562,"Linker Script":2163,"BitBake":1364,"Batchfile":708},"source_url":"https://api.github.com/repos/odiecay/chronicle-ps4/languages","evidence":"GitHub's official Languages REST endpoint reports 10,077,948 bytes of C++ as the largest total (91.4% of 11,030,083 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"darkstar-xerox-star-workstation","title":"Darkstar","game":"Xerox Star 8010/1108 workstation software","platform":"Xerox Dandelion workstation (Star / 8010 / 1108)","kind":"Emulator","status":"The project README describes Darkstar v1.1.9.0; the latest tagged release found is v1.1 (2019-07-31), while source changes continued through 2026-04-09. Current release cadence is unclear. The documentation lists serial ports and the LSEP printer interface as unimplemented.","summary":"C# system emulator for Xerox's Dandelion workstation, including the 8010/1108 CPU and I/O processor, main memory, bitmapped display, disk and floppy drives, Ethernet, real-time clock, keyboard, and beeper. It requires .NET Framework 4.5.3 or later on Windows, or Mono and SDL2 on Unix; guest media is not bundled. Ethernet access requires WinPcap or libpcap.","project_url":"https://github.com/livingcomputermuseum/Darkstar","updated":"2026-10-16","strategy":"Xerox Star workstation hardware emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports BSD-2-Clause license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Workstation emulator","target_type":"Software","sources":[{"label":"Official source repository","url":"https://github.com/livingcomputermuseum/Darkstar"},{"label":"Official hardware coverage, host requirements, and media statement","url":"https://github.com/livingcomputermuseum/Darkstar/blob/master/D/readme.txt"},{"label":"BSD-2-Clause license","url":"https://github.com/livingcomputermuseum/Darkstar/blob/master/LICENSE"},{"label":"Official releases","url":"https://github.com/livingcomputermuseum/Darkstar/releases"},{"label":"GitHub official repository language byte counts","url":"https://api.github.com/repos/livingcomputermuseum/Darkstar/languages"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/livingcomputermuseum/Darkstar"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":818793,"Rich Text Format":44847},"source_url":"https://api.github.com/repos/livingcomputermuseum/Darkstar/languages","evidence":"GitHub official repository Languages API reports 818,793 bytes of C# as the largest of 2 recognized language buckets (94.8% of recognized bytes). Checked 2026-10-16. Repository-level language counts may include tooling, bundled resources, and UI code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"darling-macos-linux-compatibility","title":"Darling","game":"macOS applications on Linux","platform":"macOS applications → Linux desktop","kind":"API Translation","status":"Active; latest release v0.1.20260608 was published 2026-06-09 UTC, and the default branch had commits through 2026-09-06. The README reports many command-line tools functional, GUI support in active development, and an initial Metal backend powered by Vulkan translation.","summary":"A macOS runtime for Linux built around a Mach-O loader and a user-space server that implements macOS Mach IPC, POSIX, and Darwin system-call interfaces, alongside reimplementations of Apple frameworks such as Foundation and AppKit.","project_url":"https://github.com/darlinghq/darling","updated":"2026-10-16","strategy":"macOS system API and framework reimplementation on Linux","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C","subtype":"Desktop operating-system compatibility layer","target_type":"Software","sources":[{"label":"Darling maintainer README: system architecture and Metal backend maturity","url":"https://github.com/darlinghq/darling#readme"},{"label":"Darling project releases and official packages","url":"https://github.com/darlinghq/darling/releases"},{"label":"GitHub release v0.1.20260608 (2026-06-09)","url":"https://github.com/darlinghq/darling/releases/tag/v0.1.20260608"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/darlinghq/darling"},{"label":"Darling recent commits","url":"https://github.com/darlinghq/darling/commits/master"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/darlinghq/darling"},{"label":"GitHub latest commit listed for default branch (2026-09-06, 60ba801dec; activity evidence only)","url":"https://github.com/darlinghq/darling/commit/60ba801decee7a00782f74f6be4c8ffb013f79ff"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":24078237,"C":9703034,"C++":6845921,"Assembly":937689,"CMake":608687,"Roff":244002,"Python":46645,"Objective-C++":39141,"Shell":21133,"Yacc":14564,"Rez":12615,"Dockerfile":4326,"Rich Text Format":4006,"R":1666,"GDB":1608},"source_url":"https://api.github.com/repos/darlinghq/darling/languages","evidence":"GitHub's official Languages REST endpoint reports 24,078,237 bytes of Objective-C as the largest total (56.6% of 42,563,274 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-deco16","title":"Data East DECO16 MiSTer FPGA Core","game":"Data East DECO16 arcade games: Caveman Ninja, Crude Buster, Vapor Trail, Edward Randy / Cliffhanger, and Dark Seal","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-08-27, with archived=false and fork=false. A MiSTer FPGA arcade HDL wrapper for selected Data East DECO16 variants. The README says the design loosely represents the DECO16 board and currently runs five listed games; some chips are represented using MAME-derived information. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository. Maintainer README warns that this is a loosely modeled, MAME-informed HDL wrapper without added hardware verification and may be superseded by a better researched core.","summary":"A MiSTer FPGA arcade HDL wrapper for selected Data East DECO16 variants. The README says the design loosely represents the DECO16 board and currently runs five listed games; some chips are represented using MAME-derived information.","project_url":"https://github.com/MiSTer-devel/Arcade-Deco16_Mister","updated":"2026-10-16","strategy":"FPGA hardware implementation of Data East DECO16 arcade games: Caveman Ninja, Crude Buster, Vapor Trail, Edward Randy / Cliffhanger, and Dark Seal; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 2.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2026-06-10","programming_language":"Verilog","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-Deco16_Mister"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Deco16_Mister/main/Readme.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Deco16_Mister"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-Deco16_Mister/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Deco16_Mister/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Deco16_Mister/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":1065837,"VHDL":709897,"SystemVerilog":419822,"Tcl":23190,"Python":16390,"C++":6434,"Pawn":2877,"Pascal":2017},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Deco16_Mister/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dawn-webgpu-native-implementation","title":"Dawn","game":"Applications built against the WebGPU API (multi-title)","platform":"WebGPU applications → Direct3D 12 on Win32; Metal on macOS 13+ and iOS 14+ (iOS best effort); Vulkan 1.1 on Linux and ChromeOS (Android work in progress; best effort on Windows/macOS); OpenGL support is in progress.","kind":"API Translation","status":"Active. The latest listed GitHub nightly bundle, v20261014.133826, was published 2026-10-15; the GitHub mirror records source activity through 2026-10-16. The release points to a Dawn Gitiles source revision and says GitHub binary artifacts are unsigned, best-effort builds rather than Google/Dawn-guaranteed releases.","summary":"Dawn is an open-source cross-platform implementation of WebGPU's native C API and the implementation used by Chromium. Its frontend validates and tracks WebGPU commands, then translates them to platform graphics APIs; Tint translates WGSL to HLSL for D3D12, MSL for Metal, or SPIR-V for Vulkan. Applications must use WebGPU; Dawn is not a compatibility layer for unmodified Direct3D or console software.","project_url":"https://dawn.googlesource.com/dawn/","updated":"2026-10-16","strategy":"WebGPU frontend and WGSL compiler backed by native D3D12, Metal, Vulkan, and developing OpenGL backends.","language":"English","source_available":"Public BSD-3-Clause source at the official dawn.googlesource.com repository. The google/dawn GitHub repository is a source mirror used for the language-byte snapshot; its nightly binary artifacts are explicitly unsigned and best effort.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Cross-platform WebGPU implementation with native graphics API backends","target_type":"Software","sources":[{"label":"Official Dawn README: WebGPU implementation, native backends, Chromium use, and BSD-3-Clause license","url":"https://dawn.googlesource.com/dawn/+/main/README.md"},{"label":"Official Dawn overview: backend translation and Tint WGSL-to-native shader mapping","url":"https://dawn.googlesource.com/dawn/+/main/docs/dawn/overview.md"},{"label":"Official platform support: D3D12, Metal, Vulkan, OpenGL status and OS limits","url":"https://dawn.googlesource.com/dawn/+/main/docs/support.md"},{"label":"Latest listed GitHub nightly bundle and source-availability caveat","url":"https://github.com/google/dawn/releases/tag/v20261014.133826"},{"label":"GitHub source-mirror activity metadata checked 2026-10-16","url":"https://api.github.com/repos/google/dawn"},{"label":"Official GitHub Languages endpoint for the source mirror","url":"https://api.github.com/repos/google/dawn/languages"},{"label":"Current primary README","url":"https://github.com/google/dawn/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":45402567,"WGSL":29619462,"HLSL":26639829,"GLSL":11392489,"Go":1913965,"CMake":733537,"Starlark":691615,"Python":493691,"Objective-C++":484506,"Kotlin":315578,"Go Template":198226,"C":158116,"Objective-C":86665,"HTML":83088,"JavaScript":59133,"Shell":32042,"NASL":9213,"Batchfile":2158},"source_url":"https://api.github.com/repos/google/dawn/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"daxter-psprism-macos-recompilation","title":"Daxter — psprism native macOS target","game":"Daxter","platform":"PlayStation Portable → macOS (ARM64 / x86_64)","kind":"Recompilation","status":"Maintainer README calls Daxter fully playable on macOS; no tagged releases found as of 2026-10-16.","summary":"The psprism README shows Daxter running through its static PSP-to-C++20 translation and Refract macOS runtime and says Daxter is fully playable on macOS; other game profiles are work in progress. The PSP output path is for diagnostics and partial overlays, not the playable full-game target.","project_url":"https://github.com/anthonyhfm/psprism","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific native host target","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/anthonyhfm/psprism"},{"label":"Maintainer README and compatibility status","url":"https://github.com/anthonyhfm/psprism/blob/main/README.md"},{"label":"Canonical game facts","url":"https://en.wikipedia.org/wiki/Daxter_(video_game)"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1657036,"C":787536,"Objective-C++":90694,"Shell":20112,"CMake":17314,"Makefile":8873,"Python":5787,"Assembly":3010},"source_url":"https://github.com/anthonyhfm/psprism/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"daytona-usa-xbla-recomp","title":"Daytona USA (2011 XBLA) Recompilation","game":"Daytona USA (Xbox 360 / XBLA 2011 version)","platform":"Xbox 360 / XBLA → Windows / Linux","kind":"Recompilation","status":"The README documents the complete code-generation and build steps; it does not state a release or gameplay status.","summary":"Static recompilation using ReXGlue; distinct from the cataloged Sega Model 2 arcade recompilation.","project_url":"https://github.com/Subarasheese/daytona-xbla-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Subarasheese/daytona-xbla-recomp#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Subarasheese/daytona-xbla-recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Subarasheese/daytona-xbla-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":73651,"C":45886,"Python":7088,"CMake":3560},"source_url":"https://api.github.com/repos/Subarasheese/daytona-xbla-recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"daytona-usa-model2-n64-recomp","title":"Daytona USA (Model 2 to Nintendo 64)","game":"Daytona USA","platform":"Sega Model 2 arcade → Nintendo 64 (libdragon homebrew)","kind":"Recompilation","status":"Experimental Pass 5 N64 backend. The maintainer reports a private canonical regression reaching first Object Data geometry at vblank 110 and producing 3,439 flat triangles from 1,707 accepted polygons. Public CI checks tools and portable N64 runtime/geometry sources; the repository has no generated game C++ or playable N64 ROM.","summary":"Nintendo 64 target backend for the upstream Daytona USA Model 2 static recompilation. It adapts the statically recompiled i960/TGP code and arcade runtime to libdragon/N64. Generating and building the game requires the user’s compatible daytona93 ROM set; the public repository excludes game data, generated game code, and playable ROM output.","project_url":"https://github.com/PlatynumX/daytona-n64","updated":"2026-10-16","strategy":"Static recompilation of Model 2 i960/TGP code with a Nintendo 64/libdragon backend","language":"","source_available":"Public backend source, tools, build scripts, and runtime checks; a compatible user-supplied daytona93 ROM set is required for local game-code generation. No arcade assets, generated game C++, or playable N64 ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"N64 target backend for arcade static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: static-recompilation relationship, Pass 5 N64 work, validation, and public-build limits","url":"https://github.com/PlatynumX/daytona-n64/blob/main/README.md"},{"label":"Upstream Daytona USA Model 2 static-recompilation project","url":"https://github.com/alphanu1/daytona-arcade-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":76106,"Python":27562,"Shell":3220,"Makefile":2146,"C":13},"source_url":"https://api.github.com/repos/PlatynumX/daytona-n64/languages","evidence":"Exact byte counts returned by the official GitHub REST Languages endpoint on 2026-10-16; predominant language is the largest reported total. Repository-level counts can include build tooling and do not isolate runtime implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"daytona-usa-model2-recomp","title":"Daytona USA Model 2 Recompilation","game":"Daytona USA","platform":"Sega Model 2 arcade → Windows/macOS/Linux; Android arm64; iOS; PS Vita; Dreamcast via Flycast only (native console port in progress)","kind":"Recompilation","status":"Active development; the maintainer README lists Windows/macOS/Linux desktop builds, Android arm64 and iOS builds tested on devices, and a native PS Vita app tested at about 57.3 fps on hardware. The Dreamcast version currently runs only in the Flycast emulator at about 32 fps; native Dreamcast console support is in progress. No GitHub release or tag is listed as of 2026-10-16.","summary":"Static recompilation of the Model 2 i960 program with native modeled board hardware. Setup supports MAME-format daytona93 (Daytona USA Deluxe '93) and daytona ROM sets as separate builds; users supply their own ROMs.","project_url":"https://github.com/alphanu1/daytona-arcade-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository; user-supplied MAME-format daytona93 or daytona ROM set required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Daytona USA Recomp README: main host platforms and build instructions","url":"https://github.com/alphanu1/daytona-arcade-recomp"},{"label":"Daytona USA recompilation README: supported ROM sets and build flow","url":"https://github.com/alphanu1/daytona-arcade-recomp#readme"},{"label":"Recompilation design notes","url":"https://github.com/alphanu1/daytona-arcade-recomp/blob/main/docs/daytona-usa-recomp-design.md"},{"label":"Daytona USA Recomp macOS/desktop CI workflow","url":"https://github.com/alphanu1/daytona-arcade-recomp/actions"},{"label":"Current maintainer README: supported targets and platform status","url":"https://github.com/alphanu1/daytona-arcade-recomp#platforms"},{"label":"Android and iOS build/testing notes","url":"https://github.com/alphanu1/daytona-arcade-recomp/tree/main/platform/mobile"},{"label":"Native PS Vita build and hardware performance notes","url":"https://github.com/alphanu1/daytona-arcade-recomp/tree/main/platform/vita"},{"label":"Dreamcast target is Flycast-only while native support is in progress","url":"https://github.com/alphanu1/daytona-arcade-recomp/tree/main/platform/dreamcast"},{"label":"GitHub Releases endpoint; no releases listed on 2026-10-16","url":"https://api.github.com/repos/alphanu1/daytona-arcade-recomp/releases"},{"label":"GitHub tags endpoint; no tags listed on 2026-10-16","url":"https://api.github.com/repos/alphanu1/daytona-arcade-recomp/tags"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1799159,"C":941163,"Python":173857,"CMake":75007,"PowerShell":53991,"Shell":20834,"Lua":17277,"HLSL":15749,"Makefile":10768,"NASL":4542,"Objective-C++":2870,"Java":325},"source_url":"https://api.github.com/repos/alphanu1/daytona-arcade-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 1,799,159 bytes of C++ out of 3,115,542 measured source bytes (57.7%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"daytona-usa-model2-switch-recomp-port","title":"Daytona USA Model 2 Recompilation Port for Nintendo Switch","game":"Daytona USA","platform":"Sega Model 2 arcade → Nintendo Switch homebrew","kind":"Recompilation","status":"A Switch-targeted port of the Daytona USA Model 2 static recompilation. Its build guide generates the game code locally from the exact supported arcade ROM set; no ROM, game code or assets are committed.","summary":"Port of the Model 2 static recompilation to native Switch homebrew/NRO output.","project_url":"https://github.com/toniisound/daytona-recomp-nx","updated":"2026-10-16","strategy":"Port of the Model 2 static recompilation to native Switch homebrew/NRO output.","language":"","source_available":"Public source/build scripts; requires user-supplied arcade ROM set.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Arcade static recompilation target port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/toniisound/daytona-recomp-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1291991,"C":938562,"Python":86347,"CMake":50756,"Shell":18314,"Lua":17277,"HLSL":15749,"PowerShell":5323,"NASL":4542},"source_url":"https://api.github.com/repos/toniisound/daytona-recomp-nx/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"daytona-usa-webassembly-webgpu-port","title":"Daytona USA WebGPU Browser Port","game":"Daytona USA (Sega Model 2, Revision A, 1994)","platform":"Sega Model 2 arcade → Web browsers with WebAssembly and WebGPU","kind":"Recompilation","status":"The maintainer’s verification notes (2026-10-10) report compiling the real engine to JavaScript/WebAssembly, testing WebGPU on Chrome with an NVIDIA Turing GPU, and observing attract mode, track selection and a player race. Audio fidelity, every track, gamepads and browser/platform combinations are not exhaustively verified. The repository has no GitHub releases or tags (checked 2026-10-16); its README links a hosted browser build.","summary":"A browser-targeted port of alphanu1’s Daytona USA Model 2 static recompilation, using Emscripten/WebAssembly and WebGPU. The repository carries the recompiled i960, TGP and 68000 programs; the browser imports the supported Revision A `daytona` ROM locally and does not upload it.","project_url":"https://github.com/johannruiz/Daytona-USA-Web","updated":"2026-10-16","strategy":"WebAssembly/WebGPU browser port of a static recompilation","language":"","source_available":"Public BSD-3-Clause repository and a hosted browser build; the supported Daytona USA Revision A (1994) ROM is supplied by the user and processed locally.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"WebAssembly/WebGPU browser target of the Daytona USA Model 2 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: static-recompilation lineage, browser technologies, supported ROM and local import","url":"https://github.com/johannruiz/Daytona-USA-Web"},{"label":"Maintainer verified status and tested scope (2026-10-10)","url":"https://github.com/johannruiz/Daytona-USA-Web/blob/main/STATUS.md"},{"label":"Hosted WebGPU browser build linked by the maintainer","url":"https://johannruiz.github.io/Daytona-USA-Web/"},{"label":"GitHub repository metadata and license","url":"https://api.github.com/repos/johannruiz/Daytona-USA-Web"},{"label":"GitHub Releases endpoint; none listed when checked 2026-10-16","url":"https://api.github.com/repos/johannruiz/Daytona-USA-Web/releases"},{"label":"GitHub tags endpoint; none listed when checked 2026-10-16","url":"https://api.github.com/repos/johannruiz/Daytona-USA-Web/tags"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/johannruiz/Daytona-USA-Web/languages"},{"label":"Upstream Daytona USA Model 2 static recompilation","url":"https://github.com/alphanu1/daytona-arcade-recomp"}],"media":[{"kind":"image","label":"Daytona USA WebGPU browser port logo","url":"https://johannruiz.github.io/Daytona-USA-Web/daytona-logo.png","preview_url":"https://johannruiz.github.io/Daytona-USA-Web/daytona-logo.png","source_url":"https://johannruiz.github.io/Daytona-USA-Web/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":187875,"HTML":25598,"C++":23312,"WGSL":9742,"Python":3577,"CMake":3065,"PowerShell":2840,"Shell":1169},"source_url":"https://api.github.com/repos/johannruiz/Daytona-USA-Web/languages","evidence":"Exact byte totals retrieved from GitHub’s official Languages API with gh api on 2026-10-16. The exact GitHub Languages API reports JavaScript as the largest language category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"daytona-usa-xbla-crownpark","title":"Daytona USA XBLA Recompilation (CrownPark Native Ports)","game":"Daytona USA (2011 Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable and a title-specific v1 launcher release is public. A per-title source directory was not present in the inspected main branch; Windows/Linux support is documented, with per-release notes defining platform testing.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dreamcast-naomi-static-recompiler-framework","title":"dcrecomp Dreamcast/NAOMI Static Recompilation Framework","game":"Sega Dreamcast and NAOMI titles (multi-title toolkit)","platform":"Sega Dreamcast/NAOMI SH-4 binaries → native C runtime","kind":"Recompilation","status":"Experimental framework, not an emulator. 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Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dead-of-the-brain-pce-translation","title":"Dead of the Brain 1 (PC Engine CD) English/French Translation","game":"Dead of the Brain 1","platform":"PC Engine CD-ROM²","kind":"Fan Localization","status":"Patch archives v1.0 for English and French are present for the first game. The maintainer says work on the second game in the same PC Engine release is future work.","summary":"A fan localization project for the PC Engine CD version of Dead of the Brain, with translation notes and separate English and French patch archives for Part 1.","project_url":"https://github.com/dshadoff/PCE_xlate_DeadoftheBrain","updated":"2026-10-15","strategy":"Translation-script extraction, editing, and Hu6280 patching","language":"English; French","source_available":"Public translation notes, tools, and Part 1 patch archives; user supplies the original disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/dshadoff/PCE_xlate_DeadoftheBrain"},{"label":"Maintainer README and patch archive status","url":"https://github.com/dshadoff/PCE_xlate_DeadoftheBrain#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16682891,"Assembly":80238,"Shell":646},"source_url":"https://api.github.com/repos/dshadoff/PCE_xlate_DeadoftheBrain/languages","evidence":"GitHub's official Languages REST endpoint reports 16,682,891 bytes of C as the largest total (99.5% of 16,763,775 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dead-or-alive-3-xbox-recomp","title":"Dead or Alive 3 (Original Xbox) Recompilation","game":"Dead or Alive 3","platform":"Original Xbox → Windows x64","kind":"Recompilation","status":"v0.2 release; README calls the game playable in early testing through intro, menus and several modes, with bring-up constraints documented.","summary":"Lifts the Xbox executable to C with static recompilation and links a handwritten Windows runtime replacing Xbox services.","project_url":"https://github.com/NoRain211/doa3-re","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/NoRain211/doa3-re#readme"},{"label":"Latest project release (v0.2)","url":"https://github.com/NoRain211/doa3-re/releases/tag/v0.2"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/NoRain211/doa3-re/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/NoRain211/doa3-re"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1527031,"C++":504691,"Python":39290,"CMake":30782,"PowerShell":6469,"Batchfile":1885},"source_url":"https://api.github.com/repos/NoRain211/doa3-re/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dead-or-alive-3-android-recomp","title":"Dead or Alive 3 Native Android Recompilation","game":"Dead or Alive 3 (Original Xbox, USA)","platform":"Original Xbox → Android arm64-v8a (Android 8+, OpenGL ES 3.0)","kind":"Recompilation","status":"Alpha v0.1.0-alpha4 was published 2026-10-12. The maintainer reports startup, menus, a fight, pause, and ISO validation tested on an RG477M running Android 14/GammaOS with Mali-G615 MC6. The release is explicitly alpha; full-game completion, all characters/arenas/effects, and broad device compatibility remain unverified.","summary":"Native Android ARM64 build statically recompiles the Original Xbox game's x86 code, uses OpenGL ES 3 for graphics and SDL3 for sound/input, and reads files directly from a user-supplied USA ISO without extracting game resources. It has touchscreen and gamepad controls, configurable resolution/aspect ratio, and a layout editor. Game data and generated game sources are not included.","project_url":"https://github.com/Wannamingo/DOA3","updated":"2026-10-16","strategy":"Static x86-to-ARM64 recompilation with a native OpenGL ES 3 / SDL3 Android runtime","language":"English and Japanese game disc; Russian and English launcher","source_available":"Public GPL-3.0 source repository and Android alpha APK; the original game image, XBE, game resources, generated game sources, and signing key are excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android arm64-v8a alpha; direct USA ISO reads; touchscreen and gamepad controls","target_type":"Game","sources":[{"label":"Maintainer README (English): static recompilation method, tested state, device, input and Android requirements","url":"https://github.com/Wannamingo/DOA3/blob/main/README.en.md"},{"label":"Alpha v0.1.0-alpha4 Android release: APK/source assets, validation notes, and incomplete full-game status (2026-10-12)","url":"https://github.com/Wannamingo/DOA3/releases/tag/v0.1.0-alpha4"},{"label":"ISO setup and input constraints","url":"https://github.com/Wannamingo/DOA3/blob/main/docs/iso.md"},{"label":"GitHub Languages API for the Android repository","url":"https://api.github.com/repos/Wannamingo/DOA3/languages"},{"label":"GitHub repository API: GPL-3.0 metadata and repository activity","url":"https://api.github.com/repos/Wannamingo/DOA3"}],"media":[{"kind":"image","label":"Dead or Alive 3 combat on an RG477M while reading an ISO","url":"https://raw.githubusercontent.com/Wannamingo/DOA3/main/docs/images/screenshots/gameplay.png","preview_url":"https://raw.githubusercontent.com/Wannamingo/DOA3/main/docs/images/screenshots/gameplay.png","source_url":"https://github.com/Wannamingo/DOA3/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1566336,"C++":636095,"Java":117989,"CMake":44119,"Python":11661,"HTML":7468,"Assembly":1202},"source_url":"https://api.github.com/repos/Wannamingo/DOA3/languages","evidence":"GitHub's official Languages API reports C as the largest repository language total; it includes Android application and build sources as well as native code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dead-or-alive-3-xbox-windows-recomp","title":"Dead or Alive 3 Xbox-to-Windows Static Recompilation","game":"Dead or Alive 3","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"Release v1.0.3 was published 2026-10-15. The maintainer README reports all game modes fully playable; the release provides a Windows x64 ZIP. Requires the user's legally obtained US .xiso; game data is not included.","summary":"Translates the original Xbox binary into C and builds a native Windows x86-64 executable using the xboxrecomp toolkit. The README reports an added online mode, 60 FPS cap, widescreen options, and internal resolution scaling. Project code is MIT-licensed; Dead or Alive 3 files are not bundled.","project_url":"https://github.com/parkerallan/doa3-recomp","updated":"2026-10-16","strategy":"Static Xbox binary-to-C recompilation with Windows runtime and D3D/NV2A graphics translation","language":"","source_available":"Public source repository; project code is MIT-licensed; requires the user's legally obtained US .xiso and includes no game data","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Original Xbox static recompilation → Windows x86-64","target_type":"Game","sources":[{"label":"Maintainer README: method, supported game data, license, and current playability claim","url":"https://github.com/parkerallan/doa3-recomp#readme"},{"label":"Maintainer release v1.0.3 (2026-10-15)","url":"https://github.com/parkerallan/doa3-recomp/releases/tag/v1.0.3"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/parkerallan/doa3-recomp"},{"label":"Official GitHub Languages API byte breakdown","url":"https://api.github.com/repos/parkerallan/doa3-recomp/languages"}],"media":[{"kind":"image","label":"Gameplay footage GIF from the maintainer README","url":"https://github.com/user-attachments/assets/cb91f3eb-0e5c-4043-b23a-96ab06497ac8","preview_url":"https://github.com/user-attachments/assets/cb91f3eb-0e5c-4043-b23a-96ab06497ac8","source_url":"https://github.com/parkerallan/doa3-recomp#readme","discovered_on":"2026-10-16"},{"kind":"image","label":"Screenshot from the maintainer README","url":"https://github.com/user-attachments/assets/a3f0d351-4e54-43b4-bb78-0d2f4bedec8b","preview_url":"https://github.com/user-attachments/assets/a3f0d351-4e54-43b4-bb78-0d2f4bedec8b","source_url":"https://github.com/parkerallan/doa3-recomp#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":111593437,"C":68696835,"Python":1297995,"C++":35160,"CMake":27055,"Shell":8189,"Java":2533},"source_url":"https://api.github.com/repos/parkerallan/doa3-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 111,593,437 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dead-or-alive-ps1-windows-static-recomp","title":"Dead or Alive PS1 Windows Static Recompilation (Jiggle or Physics)","game":"Dead or Alive (PS1, US SLUS-00606)","platform":"PlayStation 1 (US SLUS-00606) → Windows x64","kind":"Recompilation","status":"Experimental version 0.1.0 Windows release published 2026-10-02. The README describes an unofficial static recompilation of the US PS1 executable and documents presentation, controller, save, and optional runtime features. GitHub’s visible repository tree contains only README.md; no source implementation is exposed in the tree, and the only listed downloadable project artifact is a Windows ZIP. Other disc regions and revisions are unvalidated.","summary":"A release-backed Windows static recompilation of the US Dead or Alive PS1 executable, called Jiggle or Physics. The maintainer describes generated C linked to PSXRecomp, but the public repository has no visible code tree; the release package requires the matching user-owned disc.","project_url":"https://github.com/3dge7161/Jiggle-or-Physics","updated":"2026-10-16","strategy":"Static MIPS recompilation to generated C linked with the PSXRecomp runtime","language":"","source_available":"The public repository contains a README and a 0.1.0 Windows ZIP release, but no source tree is visible. It does not include the commercial game; use requires the matching US SLUS-00606 disc.","first_found":"2026-10-16","project_started":"","programming_language":"","subtype":"Experimental release 0.1.0; source tree not present in public repository","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/3dge7161/Jiggle-or-Physics"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/3dge7161/Jiggle-or-Physics/blob/main/README.md"},{"label":"Published project release","url":"https://github.com/3dge7161/Jiggle-or-Physics/releases/tag/0.1.0"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/3dge7161/Jiggle-or-Physics"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/3dge7161/Jiggle-or-Physics/languages"},{"label":"GitHub repository tree (visible source files)","url":"https://api.github.com/repos/3dge7161/Jiggle-or-Physics/git/trees/main?recursive=1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/3dge7161/Jiggle-or-Physics/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dead-or-alive-saturn-en","title":"Dead or Alive Sega Saturn Full English Patch","game":"Dead or Alive","platform":"Sega Saturn","kind":"Fan Localization","status":"Patch v1.0.1 was released 2026-08-23. It translates the remaining character biographies, Training-mode move lists, name-entry instructions, and save warnings, reusing text from the Xbox Dead or Alive 1 Ultimate localization with corrections. The maintainer reports emulator testing and Satiator testing on three Saturn revisions.","summary":"An XDelta patch that localizes the remaining Japanese elements in the largely English Sega Saturn fighter. Separate patch files are provided for original, 2M, and Rev A discs.","project_url":"https://github.com/ExxistanceDC/Dead-or-Alive-Full-English-Patch","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Dead-or-Alive-Full-English-Patch#readme"},{"label":"Maintainer release v1.0.1","url":"https://github.com/ExxistanceDC/Dead-or-Alive-Full-English-Patch/releases/tag/v1.0.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Dead-or-Alive-Full-English-Patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Dead-or-Alive-Full-English-Patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Dead-or-Alive-Full-English-Patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dead-or-alive-saturn-ru","title":"Dead or Alive Sega Saturn Russian Translation","game":"Dead or Alive","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s translation index lists Russian v1.0 dated 2010-01-16 as a completed release. This is distinct from the newer English patch for the same Saturn title.","summary":"A Russian fan localization for the Sega Saturn version of Dead or Alive, listed as a completed patch on the maintainer’s project index.","project_url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"Russian","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dead or Alive Sega Saturn Russian Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dead or Alive Sega Saturn Russian Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dead-or-alive-xtreme-beach-volleyball-android","title":"Dead or Alive Xtreme Beach Volleyball Native Android Port","game":"Dead or Alive Xtreme Beach Volleyball (Original Xbox version)","platform":"Original Xbox → Android arm64-v8a (Android 8+, OpenGL ES 3.0)","kind":"Recompilation","status":"Latest stable APK v0.4.2-ru-USA6-Beach was published 2026-10-12. The README documents Android 8/API 26+, arm64-v8a, OpenGL ES 3.0, touch and gamepad controls, and importing an original U.S. ISO. The public source notes that generated game code and required local build inputs remain private; a clean clone cannot reproduce the packaged native core end to end.","summary":"Unofficial native Android port of the Original Xbox game with a touch layout editor, gamepad remapping, multiple internal resolutions, and a Beach launcher. It reads a user-supplied original USA game image and does not publish the ISO or complete game data. The release contains public launcher/importer/runtime sources but omits locally generated game code and private build inputs.","project_url":"https://github.com/Wannamingo/DoAXBV","updated":"2026-10-16","strategy":"XBE-based native recompilation for Android ARM64 (the repository exposes an XBE parser, recompilation runtime, and a game-code generation recipe; generated game code is excluded)","language":"English and Japanese game disc; Russian and English launcher","source_available":"Public GPL-3.0 repository, but not a reproducible clean-clone build: generated game code, authenticated local inputs, prior APK/classes/resources, and private signing key are not published. No game ISO or complete game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android ARM64 port with touchscreen controls, gamepad support, and local USA ISO import","target_type":"Game","sources":[{"label":"Maintainer README (English): Android requirements, supported USA image, input, rendering options, and source/build limits","url":"https://github.com/Wannamingo/DoAXBV/blob/main/README.en.md"},{"label":"Latest stable Android release v0.4.2 with APK and public source archive (published 2026-10-12)","url":"https://github.com/Wannamingo/DoAXBV/releases/tag/v0.4.2-ru-USA6-Beach"},{"label":"Source composition and reproducibility limits for the current 0.4.2 package","url":"https://github.com/Wannamingo/DoAXBV/blob/main/docs/source-status.md"},{"label":"GitHub Languages API for the Android repository","url":"https://api.github.com/repos/Wannamingo/DoAXBV/languages"},{"label":"GitHub repository API: GPL-3.0 metadata and repository activity","url":"https://api.github.com/repos/Wannamingo/DoAXBV"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1377227,"C++":583122,"Java":112409,"CMake":39466,"Python":17662,"HTML":7660,"Assembly":1202},"source_url":"https://api.github.com/repos/Wannamingo/DoAXBV/languages","evidence":"GitHub's official Languages API reports C as the largest repository language total. Repository totals include the native runtime and supporting Android/build code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"doaxvb-xbox-recomp","title":"Dead or Alive Xtreme Beach Volleyball Recompilation","game":"Dead or Alive Xtreme Beach Volleyball","platform":"Original Xbox → Windows, macOS, and Linux","kind":"Recompilation","status":"The maintainer's public status page reports v0.4 Beta playable through every stage, the Casino, Hotel and Shops, save/reload, and a vacation rollover; 60 FPS is reported, while days 11–13 are inferred from shared code. The latest public build is v0.6.0 Beta RC1 (pre-release; re-uploaded 2026-10-10); a full RC1 play session is not reported. macOS and Linux smoke runs reach the save-select/settings menus only. Full offline-route acceptance and original lighting/camera fidelity remain open.","summary":"Native PC port created by statically recompiling the original Xbox XBE to C/C++ with a handwritten runtime replacing Xbox APIs. The README lists Windows, macOS, and Linux builds; the maintainer’s test scope differs by release and host OS.","project_url":"https://github.com/NoRain211/doaxvb-re","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/NoRain211/doaxvb-re"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/NoRain211/doaxvb-re"},{"label":"GitHub release v0.6.0-rc1 (2026-10-09; prerelease)","url":"https://github.com/NoRain211/doaxvb-re/releases/tag/v0.6.0-rc1"},{"label":"GitHub latest commit listed for default branch (2026-10-14, e282a3fc15; activity evidence only)","url":"https://github.com/NoRain211/doaxvb-re/commit/e282a3fc15c793e621098fc0a5d9e70aa6a6e9c2"},{"label":"Maintainer public status ledger: version-specific playability and current RC1 test scope","url":"https://github.com/NoRain211/doaxvb-re/blob/main/docs/public-status.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1658378,"C++":829212,"Python":93164,"CMake":38633,"Swift":5740,"PowerShell":5434,"Batchfile":3180,"Assembly":2441,"Shell":1906},"source_url":"https://api.github.com/repos/NoRain211/doaxvb-re/languages","evidence":"GitHub REST repository Languages endpoint reports 1,658,378 bytes of C out of 2,638,088 measured source bytes (62.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"doaxvb-switch-goon-nx","title":"Dead or Alive Xtreme Beach Volleyball Switch Static Recompilation (GOON)","game":"Dead or Alive Xtreme Beach Volleyball","platform":"Original Xbox (NTSC-U) → Nintendo Switch homebrew","kind":"Recompilation","status":"Work in progress. The maintainer reports that it boots on Linux and Switch hardware, plays the intro movies, and reaches the title screen with the island rendered. Audio is currently noise, and gameplay beyond the title screen has not been tested.","summary":"A static recompilation translates the original Xbox x86 executable to C with xboxrecomp and builds a Switch NRO. The project runtime supplies Xbox kernel, GPU, audio processor, and USB services. Users provide an extracted NTSC-U disc; the repository includes no game data.","project_url":"https://github.com/danfromtico/goon-nx","updated":"2026-10-16","strategy":"Static recompilation of the Xbox x86 executable to C with a Nintendo Switch homebrew runtime","language":"","source_available":"Public source repository and build scripts; users supply the extracted NTSC-U disc, and no game data is included.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Original Xbox static recompilation for Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: source game, Xbox executable translation, Switch NRO, hardware status, data requirement, and current limitations","url":"https://github.com/danfromtico/goon-nx#readme"},{"label":"Official GitHub Languages API: repository language byte totals","url":"https://api.github.com/repos/danfromtico/goon-nx/languages"},{"label":"Official GitHub repository API: repository metadata and license field","url":"https://api.github.com/repos/danfromtico/goon-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":389833,"Python":14161,"Shell":7652,"CMake":6238,"Dockerfile":429},"source_url":"https://api.github.com/repos/danfromtico/goon-nx/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 389,833 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dead-rising-2-case-west-recomp","title":"Dead Rising 2: Case West Recompilation","game":"Dead Rising 2: Case West","platform":"Xbox 360 XBLA → Windows x86-64, Linux x86-64, Steam Deck, and Apple silicon macOS","kind":"Recompilation","status":"Final release v1.1.2 was published 2026-10-14. The maintainer reports the single-player campaign playable from start to finish and online two-player co-op through the XenonLive launcher. Active development has stopped; Steam Deck hardware testing is incomplete.","summary":"Ahead-of-time recompilation of the Xbox 360 XBLA game into a native PC runtime using XenonRecomp and XenosRecomp, with Vulkan rendering and XMA audio. The repository contains no game data; the player must supply their own Case West package. The final release supports the single-player campaign and launcher-mediated co-op.","project_url":"https://github.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp","updated":"2026-10-15","strategy":"Static recompilation of Xbox 360 PowerPC code through XenonRecomp/XenosRecomp with a native Vulkan runtime","language":"","source_available":"Public source repository (PolyForm Noncommercial 1.0.0); game data is not included and must come from the player’s own copy","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 XBLA static recompilation to native PC","target_type":"Game","sources":[{"label":"Project README: method, requirements, platforms, and completion claims","url":"https://github.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp#readme"},{"label":"Final release v1.1.2","url":"https://github.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp/releases/tag/v1.1.2"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp/languages"}],"media":[{"kind":"image","label":"Project application icon","url":"https://raw.githubusercontent.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp/master/tools/release/icon/cw_runtime.png","preview_url":"https://raw.githubusercontent.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp/master/tools/release/icon/cw_runtime.png","source_url":"https://github.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp/blob/master/tools/release/icon/cw_runtime.png","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4234576,"Python":562848,"Shell":177820,"CMake":44781,"C":17588,"PowerShell":16366,"Dockerfile":5226,"HLSL":4155},"source_url":"https://api.github.com/repos/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp/languages","evidence":"GitHub repository Languages API reports C++ as the largest byte count.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dead-rising-2-case-zero-recomp","title":"Dead Rising 2: Case Zero Recompiled","game":"Dead Rising 2: Case Zero","platform":"Xbox 360 / XBLA → Windows / Linux / Steam Deck / macOS ARM64","kind":"Recompilation","status":"Finished, final release v1.1.3 (October 2026); README reports 100% playability start to finish, solo and online co-op, and no further updates planned.","summary":"Static recompilation through XenonRecomp/XenosRecomp to a native executable with a Vulkan renderer.","project_url":"https://github.com/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp#readme"},{"label":"Latest project release (v1.1.3)","url":"https://github.com/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp/releases/tag/v1.1.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4916537,"Python":1143186,"Shell":618480,"CMake":45812,"HLSL":39244,"PowerShell":28362,"C":18625,"Dockerfile":5226},"source_url":"https://api.github.com/repos/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dead-space-mobile-linux-arm-port","title":"Dead Space Mobile Linux ARM Port","game":"Dead Space Mobile (Xperia Play Android v1.1.33)","platform":"Xperia Play v1.1.33 Android build → Linux ARM handhelds through PortMaster","kind":"API Translation","status":"Work in progress. The maintainer's immutable qemu-arm/llvmpipe harness reaches milestone M7/7 with content loading, rendering, synthetic input, and scene changes; textures were also confirmed on an R36S Mali-G31. Audio output, camera gestures, saves, and a complete hardware play-through still need device testing. The README says a separate ETC1 data package currently reaches gameplay with black models and is unsupported. PortMaster release v1.2.8 is available; GitHub reports the repository is not archived and was last pushed 2026-08-12.","summary":"Loads the original Xperia Play Android game library in a Bionic/JNI compatibility layer on Linux ARM handhelds, without an Android runtime or emulator. The project accepts the supported v1.1.33 donor and a documented reduced donor; users provide the game binary and assets.","project_url":"https://github.com/EapRules/deadspace-native-arm","updated":"2026-10-16","strategy":"Android Bionic/JNI API translation and native-library loading for Linux ARM handhelds","language":"","source_available":"Public GPL-3.0 source and PortMaster package; the repository contains no EA binary or game assets. Users provide a supported Xperia Play v1.1.33 copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android binary compatibility port to ARM Linux handhelds","target_type":"Game","sources":[{"label":"Maintainer README: exact Xperia Play v1.1.33 target, Bionic/JNI method, harness progress, and unsupported data variant","url":"https://github.com/EapRules/deadspace-native-arm#readme"},{"label":"PortMaster release v1.2.8","url":"https://github.com/EapRules/deadspace-native-arm/releases/tag/v1.2.8"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/EapRules/deadspace-native-arm"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/EapRules/deadspace-native-arm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":929688,"C":534554,"Python":196708,"Shell":89739,"Makefile":2066},"source_url":"https://api.github.com/repos/EapRules/deadspace-native-arm/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C++ has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"deadeus-game-boy-spanish-catalan","title":"Deadeus Spanish and Catalan Translation","game":"Deadeus","platform":"Game Boy","kind":"Fan Localization","status":"Released; RHP reports v0.9","summary":"Spanish; Catalan fan localization for Deadeus on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/deadeus-s-cat-spanish-catalan-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish; Catalan","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/deadeus-s-cat-spanish-catalan-translation-game-boy"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/deadeus-s-cat-spanish-catalan-translation-game-boy","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Deadeus Spanish and Catalan Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Deadeus Spanish and Catalan Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"deadly-danmaku-trial-dodonpachi-dai-ou-jou-steam-en","title":"Deadly Danmaku Trial: DoDonPachi Dai-Ou-Jou Edition English Fan Patch","game":"Deadly Danmaku Trial: DoDonPachi Dai-Ou-Jou Edition","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"English patch v1.0 is linked from the maintainer's patch index; release date and completeness are unstated.","summary":"English fan patch for the Japanese Steam release of Deadly Danmaku Trial: DoDonPachi Dai-Ou-Jou Edition.","project_url":"https://github.com/MKCAMK/G-MODE-Archives-translations","updated":"2026-10-16","strategy":"Game-specific text fan localization patch","language":"English","source_available":"Public GitHub repository and a linked v1.0 patch download.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Steam-only scope and English patch v1.0","url":"https://github.com/MKCAMK/G-MODE-Archives-translations"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/MKCAMK/G-MODE-Archives-translations/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"dp-recomp","title":"Deadly Premonition Recompilation","game":"Deadly Premonition (Xbox 360 version)","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"Released; project shows v2.0.14","summary":"Native Windows port by static recompilation of the Xbox 360 binary; PAL and USA disc support are documented.","project_url":"https://github.com/LittleBitUA/DPRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/LittleBitUA/DPRecomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/LittleBitUA/DPRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/LittleBitUA/DPRecomp/master/README.md"}],"media":[{"kind":"image","label":"York in the rain — Deadly Premonition 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hallway","url":"https://raw.githubusercontent.com/LittleBitUA/DPRecomp/HEAD/docs/screenshots/native_20_hallway.jpg","preview_url":"https://raw.githubusercontent.com/LittleBitUA/DPRecomp/HEAD/docs/screenshots/native_20_hallway.jpg","source_url":"https://github.com/LittleBitUA/DPRecomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Deadly Premonition Recomp releases","url":"https://github.com/LittleBitUA/DPRecomp/releases","source_url":"https://github.com/LittleBitUA/DPRecomp","notes":"README links project releases and current downloads."},{"kind":"docs","label":"Deadly Premonition Recomp latest release notes","url":"https://github.com/LittleBitUA/DPRecomp/blob/master/docs/RELEASE-NOTES-2.0.14.md","source_url":"https://github.com/LittleBitUA/DPRecomp","notes":"README links the latest release notes."},{"kind":"tools","label":"Deadly Premonition Recomp shader storage 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repository","first_found":"2026-10-15","project_started":null,"programming_language":"Perl","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast"}],"media":[{"kind":"image","label":"Image from Death Crimson 2 English Translation Patch","url":"https://raw.githubusercontent.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast/main/images/screenshot.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast/main/images/screenshot.png","source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Death Crimson 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scene","url":"https://raw.githubusercontent.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast/main/images/bonus.gif","preview_url":"https://raw.githubusercontent.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast/main/images/bonus.gif","source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":10000},"source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","evidence":"GitHub Languages panel reported Perl 100%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"death-note-successors-to-l-nds-english","title":"Death Note: Successors to L English Patch","game":"Death Note: Successors to L","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete; patch released 2026-09-23","summary":"English translation patch for the Japanese DS adventure game. AGT provides xdelta and online patching, setup instructions, and two optional sprite-color variants.","project_url":"https://agtteam.net/successors/","updated":"2026-09-23","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta patches and online patcher","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text and graphics localization","target_type":"Game","sources":[{"label":"Project page, patch options and credits","url":"https://agtteam.net/successors/"},{"label":"Release announcement dated 2026-09-23","url":"https://agtteam.net/blog/2026-09-23-successors-patch-release/"},{"label":"Dumping and patching guide","url":"https://agtteam.net/successors/guide/nds/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://agtteam.net/successors/","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Death Note: Successors to L English Patch. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Death Note: Successors to L English Patch do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"deathrow-original-xbox-exonerated","title":"Deathrow Original Xbox Recompilation (Exonerated)","game":"Deathrow (Original Xbox)","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"Pre-alpha; builds from source only, with no release executable. The README reports menu navigation and full matches working, but software-rendered gameplay is about 8–9 FPS; audio, in-game video, lighting, and some textures remain incomplete.","summary":"The Original Xbox x86 code is lifted into C and built as a native Windows program using xboxrecomp. A user must provide the original Xbox game files; no game code/data/assets are bundled.","project_url":"https://github.com/AsukaNeo/Exonerated","updated":"2026-10-15","strategy":"Static x86-to-C recompilation using xboxrecomp","language":"","source_available":"Public source repository; requires the user’s own Original Xbox game files; no game assets or release executable included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Original Xbox game recompilation; Windows pre-alpha","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/AsukaNeo/Exonerated/blob/main/README.md"},{"label":"Build and current status","url":"https://github.com/AsukaNeo/Exonerated#status"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/AsukaNeo/Exonerated"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":89372,"C":48637,"CMake":4576,"Shell":2170},"source_url":"https://api.github.com/repos/AsukaNeo/Exonerated/languages","evidence":"GitHub's official Languages REST endpoint reports 89,372 bytes of Python as the largest total (61.7% of 144,755 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-vt52-mister","title":"DEC VT52 terminal MiSTer FPGA Core","game":"DEC VT52 terminal","platform":"DEC VT52 terminal on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for DEC VT52 terminal on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/VT52_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/VT52_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/VT52_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/VT52_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/VT52_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":394966,"SystemVerilog":140646,"VHDL":110553,"Python":75424,"Tcl":22720,"C":7918,"Batchfile":708,"Mathematica":296},"source_url":"https://api.github.com/repos/MiSTer-devel/VT52_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 394,966 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"decaf-emu","title":"Decaf","game":"Wii U games and homebrew","platform":"Wii U","kind":"Emulator","status":"in development","summary":"Open-source Wii U research emulator. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"deckcraft-microsoft-powerpoint","title":"DeckCraft (Microsoft PowerPoint reimplementation)","game":"Microsoft PowerPoint","platform":"macOS, Windows, Linux, FreeBSD, and browser via WebAssembly","kind":"Reimplementation","status":"Alpha, heading toward beta per the README; latest release v0.7.0 (2026-10-14).","summary":"A clean-room Rust presentation editor for PowerPoint-style slide creation and presentation workflows, with PPTX open/save and full-screen presenting.","project_url":"https://github.com/storytold/deckcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Microsoft PowerPoint presentation workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Presentation editor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/deckcraft"},{"label":"Project owner release v0.7.0","url":"https://github.com/storytold/deckcraft/releases/tag/v0.7.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8904578,"Shell":27860,"PowerShell":11656,"Python":6155,"HTML":965},"source_url":"https://api.github.com/repos/storytold/deckcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 8,904,578 bytes of Rust, the largest language total (99.5% of 8,951,214 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"decomp-permuter","title":"Decomp Permuter","game":"C source files matched against target MIPS, PowerPC, or ARM32 binaries","platform":"Matching-decompilation builds targeting MIPS (IDO and possibly GCC), PowerPC, and ARM32","kind":"Decompilation","status":"Active; latest source push checked 2026-10-06. No tagged release is listed. The repository describes random and manual source-variation modes.","summary":"A build-matching helper that tries source variations until compiled C better matches a target object or binary. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"decomp-wtf-matching-decompilation-tool","title":"decomp.wtf","game":"Game binaries and community decompilation projects (multi-title tool)","platform":"Linux; Windows via WSL 2 (documented as unstable); macOS unsupported. From-scratch inputs include GameCube/Wii and Nintendo 64 (recommended), plus beta PlayStation 1/2, Game Boy Advance, and Nintendo DS ROMs/discs/program files.","kind":"Decompilation","status":"Discontinued and archived. The maintainer says no further issue fixes, pull-request reviews, or releases are planned; v0.10.6 is identified as the last installable version. The README labels GameCube/Wii and N64 as the recommended paths; PS1/PS2/GBA/DS remain beta.","summary":"Local GUI and MCP application that coordinates agents to reconstruct C/C++ functions from user-supplied game binaries or existing community decomp projects. Each candidate is built with the target project’s original compiler and checked byte-for-byte against the original function or project build; matched output can be exported as a rebuildable source tree. It does not provide ROMs or game code.","project_url":"https://github.com/i12bp8/decomp.wtf","updated":"2026-10-15","strategy":"Per-function matching source reconstruction: splat/spimdisasm or platform-specific analyzers locate code; an agent drafts C/C++; pinned original compilers build it; the result is linked at the original address and checked byte-for-byte. Public project forks use their own build and objdiff checks. This is a matching decompiler workflow, not a machine-code static recompiler.","language":"","source_available":"Public MIT-licensed Python application source. Requires the user’s own game ROM/disc/program file or a checkout of a supported public decomp project; no copyrighted game binary or assets are included. Some proprietary compiler toolchains are optional and installed only after user acceptance.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Local matching-decompilation GUI and MCP workflow for game software","target_type":"Software","sources":[{"label":"Maintainer README: discontinuation, final installable version, methods, platforms, and input requirements","url":"https://github.com/i12bp8/decomp.wtf#readme"},{"label":"Repository metadata: archived state and MIT license checked 2026-10-15","url":"https://api.github.com/repos/i12bp8/decomp.wtf"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/i12bp8/decomp.wtf/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1441399,"C":258003,"JavaScript":187947,"CSS":74751,"C++":48937,"HTML":47369,"PowerShell":20412,"Shell":13860,"Assembly":9651,"Linker Script":2429,"Java":2177,"Dockerfile":1293},"source_url":"https://api.github.com/repos/i12bp8/decomp.wtf/languages","evidence":"GitHub's official Languages REST endpoint reports 1,441,399 bytes of Python as the largest total (68.4% of 2,108,228 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"windows-95-build-9506-decompilation","title":"Decomp95 (Windows 95 Build 950.6 decompilation)","game":"Microsoft Windows 95 Build 950.6 (en-US x86 system components)","platform":"Windows 95 Build 950.6 x86 NE/PE modules → C and assembly source rebuilding with historical Microsoft toolchains; tools also use Wine and DOSBox","kind":"Decompilation","status":"Active repository; GitHub reports its latest push on 2026-10-16. The README’s module table reports tapiexe.exe and winver.exe as 100% decompiled and byte-matching; Notepad is 100% decompiled, with 38 of 57 functions matching (53% of code). Builds compare against original Windows files supplied locally; the original OS files are not committed.","summary":"A module-by-module C and assembly decompilation of Windows 95 Build 950.6 with historical compiler/linker workflows and binary comparison tools. It currently covers the Windows Telephony hidden app, winver, and Notepad at the completion levels stated by the maintainer; the project does not claim that all of Windows 95 is reconstructed.","project_url":"https://github.com/hotlandsoftware/decomp95","updated":"2026-10-16","strategy":"Static reverse engineering followed by C/assembly reconstruction with historical Microsoft toolchains; module builds are compared at the function and image level against user-supplied Windows 95 binaries.","language":"","source_available":"Public source; the GitHub repository has no declared license. The README says original Windows 95 files and toolchains are not committed; users supply their own original files and toolchains.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows operating system component matching decompilation","target_type":"Software","sources":[{"label":"Maintainer README: target build, source method, toolchain requirements and module-by-module current decompilation/matching status","url":"https://github.com/hotlandsoftware/decomp95/blob/8bb37d9e01c2937d810b5226895fa69b7db67f78/README.md"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/hotlandsoftware/decomp95"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/hotlandsoftware/decomp95/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":68910,"Python":46580,"Shell":10704,"Assembly":8175,"C++":6531,"Java":1131},"source_url":"https://api.github.com/repos/hotlandsoftware/decomp95/languages","evidence":"GitHub's official Languages endpoint reports C as the largest tracked source total (68,910 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pycdc-python-bytecode-decompiler","title":"Decompyle++ (pycdc)","game":"Compiled Python bytecode and marshalled code objects","platform":"CPython .pyc bytecode and marshalled code objects; exact version coverage is not guaranteed in the README","kind":"Decompilation","status":"No GitHub release is listed. The README describes pycdc and pycdas for Python bytecode decompilation and disassembly, but does not publish a supported-bytecode-version matrix or a maturity claim; the repository is not archived.","summary":"C++ Python bytecode disassembler and decompiler. It includes pycdas for bytecode disassembly and pycdc for source reconstruction; users can supply a version when processing marshalled code objects. Its own README does not guarantee complete or version-specific reconstruction coverage.","project_url":"https://github.com/zrax/pycdc","updated":"2026-10-16","strategy":"Python bytecode disassembly and control-flow reconstruction into source","language":"","source_available":"Public GPL-3.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Python bytecode disassembler and decompiler","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/zrax/pycdc"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/zrax/pycdc/releases"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/zrax/pycdc"},{"label":"GitHub latest commit listed for default branch (2026-04-07, b428976097; activity evidence only)","url":"https://github.com/zrax/pycdc/commit/b4289760970dbc399684f1e155ec6d1ea1cc787e"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":377189,"Python":66540,"CMake":2177,"C":281},"source_url":"https://api.github.com/repos/zrax/pycdc/languages","evidence":"GitHub's official language endpoint for https://github.com/zrax/pycdc reports 377,189 bytes of C++, the largest language total (84.5% of 446,187 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"deecy-dreamcast-emulator","title":"Deecy Dreamcast Emulator","game":"Sega Dreamcast software","platform":"Sega Dreamcast → desktop (Zig)","kind":"Emulator","status":"Open-source Dreamcast emulator with published releases and a public compatibility list; game compatibility is title-dependent and continues to evolve.","summary":"System emulation in Zig; supports disc loading and an experimental direct `.bin` load/execute option.","project_url":"https://github.com/Senryoku/Deecy","updated":"2026-10-16","strategy":"System emulation in Zig; supports disc loading and an experimental direct `.bin` load/execute option.","language":"","source_available":"Public source and releases; user provides BIOS/flash and game images.","first_found":"2026-10-16","project_started":null,"programming_language":"Zig","subtype":"Dreamcast emulator","target_type":"Software","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/Senryoku/Deecy"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Zig","breakdown":{"Zig":2226060,"WGSL":45075,"Assembly":250,"C":46},"source_url":"https://api.github.com/repos/Senryoku/Deecy/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"deep-fear-saturn-recomp","title":"Deep Fear Saturn Recompilation and PC Port","game":"Deep Fear (Europe, MK-81804 V1.001, 2 discs)","platform":"Sega Saturn → native PC","kind":"Recompilation","status":"Work in progress. The README's latest session reports that the recompiled game reaches the ERS Room with the player, gauges, and room name rendered, and that the player can walk; no full-game validation is claimed.","summary":"A static SH-2-to-C++ recompilation of Deep Fear's two-disc European release using the game-specific tools and shared saturnkit runtime. The repository contains tools and analysis only; users supply their own original discs.","project_url":"https://github.com/vs-sr-dev/pc-deepfear","updated":"2026-10-15","strategy":"Static SH-2-to-C++ recompilation with a game-specific runtime layer","language":"","source_available":"Public source, documentation, and tools; requires both original European Saturn discs; no game data or assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Sega Saturn game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported discs, build workflow, and latest status","url":"https://github.com/vs-sr-dev/pc-deepfear#readme"},{"label":"Project runtime progress and first-room report","url":"https://github.com/vs-sr-dev/pc-deepfear/blob/main/docs/11-runtime.md"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/vs-sr-dev/pc-deepfear/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":14916},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-deepfear/languages","evidence":"GitHub's official Languages REST endpoint reports 14,916 bytes of Python as the largest total (100.0% of 14,916 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wind-waker-deep-sea-windows-native-port","title":"Deep Sea: The Wind Waker Windows Native Port","game":"The Legend of Zelda: The Wind Waker","platform":"Nintendo GameCube (USA GZLE01) → Windows 10/11 x64","kind":"Recompilation","status":"The maintainer published beta v1.0.0-beta.4 on 2026-09-26. The README documents a player-side build that translates the main DOL and 415 REL modules from a user-owned GZLE01 disc with DolRecomp, then compiles a native Windows game module. This is an independent Windows port; it distributes no translated game code or assets.","summary":"A native Windows port of the USA GameCube release of The Wind Waker. The installer/setup kit performs static recompilation from the player’s own disc using DolRecomp; the project describes 60 fps interpolation, widescreen, and controller support.","project_url":"https://github.com/AH64-dll/DeepSea","updated":"2026-10-16","strategy":"Static recompilation of the GZLE01 DOL and REL modules via DolRecomp into a Windows-native runtime.","language":"","source_available":"Public runtime, setup kit, and source; players generate the translated module from their own disc. Game assets and translated game code are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube static recompilation / Windows port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/AH64-dll/DeepSea#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/AH64-dll/DeepSea"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/AH64-dll/DeepSea/releases"},{"label":"Maintainer beta release v1.0.0-beta.4","url":"https://github.com/AH64-dll/DeepSea/releases/tag/v1.0.0-beta.4"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/AH64-dll/DeepSea/languages"},{"label":"Current primary README","url":"https://github.com/AH64-dll/DeepSea/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1123223,"C++":735372,"Python":131425,"HTML":93099,"CMake":62186,"Shell":61916,"GLSL":20058,"PowerShell":17648,"Batchfile":2737},"source_url":"https://api.github.com/repos/AH64-dll/DeepSea/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"def-jam-vendetta-ps2-recomp","title":"Def Jam Vendetta PS2-to-PC Recompilation","game":"Def Jam Vendetta (PlayStation 2, USA SLUS-20639)","platform":"PlayStation 2 → Windows 10/11 x86-64 (Vulkan 1.3)","kind":"Recompilation","status":"Latest release v0.4.0 was published 2026-10-14. The README documents Windows 10/11 x86-64, Vulkan 1.3, widescreen, up to 16× internal resolution, and four-player support; it does not claim full-game completion. A user-supplied game disc is required, with a one-time local build.","summary":"Static PlayStation 2 recompilation using PS2Recomp, with the PS2 GS rendered through paraLLEl-GS/Vulkan. The repository provides a settings tool and native Windows build instructions but no game data.","project_url":"https://github.com/jcsix694/def-jam-vendetta-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; requires the user's own PS2 game copy","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native PC recompilation","target_type":"Game","sources":[{"label":"Canonical project README and requirements","url":"https://github.com/jcsix694/def-jam-vendetta-recomp"},{"label":"Maintainer release v0.4.0","url":"https://github.com/jcsix694/def-jam-vendetta-recomp/releases/tag/v0.4.0"}],"media":[{"kind":"image","label":"Def Jam Vendetta recomp gameplay screenshot","url":"https://raw.githubusercontent.com/jcsix694/def-jam-vendetta-recomp/master/images/game-match.jpg","preview_url":"https://raw.githubusercontent.com/jcsix694/def-jam-vendetta-recomp/master/images/game-match.jpg","source_url":"https://github.com/jcsix694/def-jam-vendetta-recomp","discovered_on":"2026-10-16"},{"kind":"image","label":"Def Jam Vendetta recomp display settings screenshot","url":"https://raw.githubusercontent.com/jcsix694/def-jam-vendetta-recomp/master/images/settings-display.png","preview_url":"https://raw.githubusercontent.com/jcsix694/def-jam-vendetta-recomp/master/images/settings-display.png","source_url":"https://github.com/jcsix694/def-jam-vendetta-recomp","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":209289,"C#":154865,"Python":124209,"Java":11661,"PowerShell":8768,"Batchfile":5305,"Shell":948},"source_url":"https://api.github.com/repos/jcsix694/def-jam-vendetta-recomp/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"def-jam-fight-for-ny-xbox-recomp","title":"Def Jam: Fight for NY Xbox Recompilation","game":"Def Jam: Fight for NY","platform":"Original Xbox → Windows x64 (Direct3D 11), Apple silicon macOS and Linux x86-64 (Vulkan), Steam Deck via Linux","kind":"Recompilation","status":"Latest published GitHub release is v0.9.1 (2026-10-15); a v0.9.2 repository tag exists but has no matching GitHub release entry. The README calls the port playable and describes menus, fights, and tested Story routes; the maintainer does not claim a complete Story campaign. The README requires a user-supplied supported U.S. Xbox dump and documents Windows, macOS, Linux, and Steam Deck builds.","summary":"Static recompilation of original Xbox version for native hosts; project describes D3D11/Vulkan paths.","project_url":"https://github.com/vyanhursky/DefJamFFNY-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/vyanhursky/DefJamFFNY-recomp"},{"label":"GitHub release v0.9.1 (2026-10-15)","url":"https://github.com/vyanhursky/DefJamFFNY-recomp/releases/tag/v0.9.1"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 5b0251a6c9; activity evidence only)","url":"https://github.com/vyanhursky/DefJamFFNY-recomp/commit/5b0251a6c98d34419e10ca3beb1dd33aa178d3d1"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/vyanhursky/DefJamFFNY-recomp"},{"label":"Maintainer known-issues and validation limits: tested routes and unresolved issues","url":"https://github.com/vyanhursky/DefJamFFNY-recomp/blob/main/docs/known-issues.md"},{"label":"Repository v0.9.2 tag (tag only; no GitHub release entry checked 2026-10-16)","url":"https://github.com/vyanhursky/DefJamFFNY-recomp/tree/v0.9.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":832696,"C":299073,"C++":101957,"Swift":32058,"PowerShell":20108,"CMake":16349,"HTML":15165,"Shell":7891,"Objective-C":1068},"source_url":"https://api.github.com/repos/vyanhursky/DefJamFFNY-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 832,696 bytes of Python out of 1,326,365 measured source bytes (62.8%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"def-jam-fight-for-ny-comoria-recomp","title":"Def Jam: Fight for NY Xbox Recompilation (comoria08)","game":"Def Jam: Fight for NY","platform":"Original Xbox (USA release) → Windows 10/11 x64, Direct3D 11","kind":"Recompilation","status":"v1.0.0 release (MSVC+DLSS and bundled-Clang variants). The maintainer documents a user-disc installer that verifies the USA image, translates the Xbox code to C locally, and builds a native Windows program; a full playthrough or broad compatibility matrix is not claimed.","summary":"An independent Windows implementation of the USA Xbox release using static recompilation through a project-specific xboxrecomp fork. The user supplies their own Xbox disc image; the repository and releases do not include game code or data. It is distinct from the already cataloged Def Jam recompilation by vyanhursky.","project_url":"https://github.com/comoria08/defjam_recomp","updated":"2026-10-16","strategy":"Static Original Xbox x86-to-C recompilation with a project-specific xboxrecomp toolkit fork and native Windows host","language":"","source_available":"Public source and v1.0.0 installer releases; requires the user's own USA Xbox ISO. README says no game code or data is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation; Windows Direct3D 11 port","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/comoria08/defjam_recomp#readme"},{"label":"Latest installer release (MSVC + DLSS)","url":"https://github.com/comoria08/defjam_recomp/releases/tag/v1.0.0-msvc-dlss"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/comoria08/defjam_recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":210816,"PowerShell":38989,"CMake":6696,"Batchfile":692},"source_url":"https://api.github.com/repos/comoria08/defjam_recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/comoria08/defjam_recomp reports 210,816 bytes of C, the largest language total (82.0% of 257,193 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"delisoba-deluxe-saturn-en","title":"Delisoba Deluxe English Patch","game":"Delisoba Deluxe","platform":"Sega Saturn","kind":"Fan Localization","status":"Released","summary":"Patch translates title, options, pause menu, and map-editor interface.","project_url":"https://github.com/ExxistanceDC/Delisoba-Deluxe-English-Translation","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Sega Saturn fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/ExxistanceDC/Delisoba-Deluxe-English-Translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ExxistanceDC/Delisoba-Deluxe-English-Translation"}],"media":[{"kind":"image","label":"Image from Delisoba Deluxe English Patch","url":"https://raw.githubusercontent.com/ExxistanceDC/Delisoba-Deluxe-English-Translation/HEAD/Images/Delisoba%20Deluxe%20%28Japan%29-251025-165724.png","preview_url":"https://raw.githubusercontent.com/ExxistanceDC/Delisoba-Deluxe-English-Translation/HEAD/Images/Delisoba%20Deluxe%20%28Japan%29-251025-165724.png","source_url":"https://github.com/ExxistanceDC/Delisoba-Deluxe-English-Translation","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Delisoba Deluxe English Patch","url":"https://raw.githubusercontent.com/ExxistanceDC/Delisoba-Deluxe-English-Translation/HEAD/Images/Delisoba%20Deluxe%20%28Japan%29-251025-165806.png","preview_url":"https://raw.githubusercontent.com/ExxistanceDC/Delisoba-Deluxe-English-Translation/HEAD/Images/Delisoba%20Deluxe%20%28Japan%29-251025-165806.png","source_url":"https://github.com/ExxistanceDC/Delisoba-Deluxe-English-Translation","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Delisoba Deluxe English Patch","url":"https://raw.githubusercontent.com/ExxistanceDC/Delisoba-Deluxe-English-Translation/HEAD/Images/Delisoba%20Deluxe%20%28Japan%29-251025-165854.png","preview_url":"https://raw.githubusercontent.com/ExxistanceDC/Delisoba-Deluxe-English-Translation/HEAD/Images/Delisoba%20Deluxe%20%28Japan%29-251025-165854.png","source_url":"https://github.com/ExxistanceDC/Delisoba-Deluxe-English-Translation","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Delisoba-Deluxe-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"delta-force-steam-macos-recomp","title":"Delta Force (Steam build 19311) Native Apple Silicon Static Recompilation","game":"Delta Force (1998, Steam Windows build 19311 / app 32620)","platform":"Windows x86 Steam build 19311 → native Apple Silicon macOS 13+ with Metal; Linux x86-64 is also documented","kind":"Recompilation","status":"Beta 1 was published 2026-10-11. The README reports the menus, missions, rendering modes, sound, and multiplayer paths working on macOS; its validation describes scripted Apple Silicon runs compared with matching screens from the original. Known limits include windowed mouse look, incomplete multiplayer coverage, and unverified graphics details.","summary":"Static recompilation of the user's supported Steam Df.exe build into native code with a project runtime for Windows interfaces, input, audio, network, and Metal rendering. The installer removes SteamStub only from a build copy, verifies the exact supported executable hash, and leaves the installed game folder unchanged. No game files are included.","project_url":"https://github.com/Joshspeakman/delta-force-macos","updated":"2026-10-16","strategy":"Static x86 game-code recompilation with a native Apple Silicon runtime and Metal renderer.","language":"","source_available":"Public MIT source; build requires the user's supported Steam Windows copy and generates code locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows x86 static recompilation / Apple Silicon native game port","target_type":"Game","sources":[{"label":"Maintainer README: separate game targets and revisions, macOS requirements, compatibility claims, and known issues","url":"https://github.com/Joshspeakman/delta-force-macos"},{"label":"Maintainer technical report for tested renderers, platforms, and game behavior","url":"https://github.com/Joshspeakman/delta-force-macos/blob/main/docs/DF-PORT.md"},{"label":"Beta 1 release","url":"https://github.com/Joshspeakman/delta-force-macos/releases/tag/beta-1"},{"label":"GitHub repository metadata and license classifier","url":"https://api.github.com/repos/Joshspeakman/delta-force-macos"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/Joshspeakman/delta-force-macos/languages"},{"label":"Repository MIT license","url":"https://github.com/Joshspeakman/delta-force-macos/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1623872,"Python":317172,"Objective-C":180122,"Shell":25607,"Metal":10272,"GLSL":9354},"source_url":"https://api.github.com/repos/Joshspeakman/delta-force-macos/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. C is largest (1,623,872 of 2,166,399 recognized bytes, 75.0%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"delta-force-2-steam-macos-recomp","title":"Delta Force 2 (Steam build 19312) Native Apple Silicon Static Recompilation","game":"Delta Force 2 (1999, Steam Windows build 19312 / app 32630)","platform":"Windows x86 Steam build 19312 → native Apple Silicon macOS 13+ with Metal; Linux x86-64 is also documented","kind":"Recompilation","status":"Beta 1 was published 2026-10-11. The README reports the menus, missions, software and Direct3D hardware drivers, sound, and LAN/NovaWorld paths working on macOS; its validation describes scripted Apple Silicon runs compared with matching screens from the original. Windowed mouse look, NovaWorld voice, and some hardware effects remain limited or unverified.","summary":"Static recompilation of the user's supported Steam Df2.exe build and selected bundled Windows modules into native code with a project runtime and Metal renderer. The installer removes SteamStub only from a build copy, verifies the exact supported executable hash, and leaves the installed game folder unchanged. No game files are included.","project_url":"https://github.com/Joshspeakman/delta-force-macos","updated":"2026-10-16","strategy":"Static x86 game-code recompilation with a native Apple Silicon runtime and Metal renderer.","language":"","source_available":"Public MIT source; build requires the user's supported Steam Windows copy and generates code locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows x86 static recompilation / Apple Silicon native game port","target_type":"Game","sources":[{"label":"Maintainer README: separate game targets and revisions, macOS requirements, compatibility claims, and known issues","url":"https://github.com/Joshspeakman/delta-force-macos"},{"label":"Maintainer technical report for tested renderers, platforms, and game behavior","url":"https://github.com/Joshspeakman/delta-force-macos/blob/main/docs/DF-PORT.md"},{"label":"Beta 1 release","url":"https://github.com/Joshspeakman/delta-force-macos/releases/tag/beta-1"},{"label":"GitHub repository metadata and license classifier","url":"https://api.github.com/repos/Joshspeakman/delta-force-macos"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/Joshspeakman/delta-force-macos/languages"},{"label":"Repository MIT license","url":"https://github.com/Joshspeakman/delta-force-macos/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1623872,"Python":317172,"Objective-C":180122,"Shell":25607,"Metal":10272,"GLSL":9354},"source_url":"https://api.github.com/repos/Joshspeakman/delta-force-macos/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. This repository targets two distinct game executables; the same exact repository-wide map applies to both project records. C is largest (1,623,872 of 2,166,399 recognized bytes, 75.0%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"deltarune-3ds-native-port","title":"DELTARUNE 3DS Edition","game":"DELTARUNE","platform":"Latest Steam/PC data.win → Nintendo 3DS (Old and New models)","kind":"Reimplementation","status":"The maintainer says the public build contains the menu and Chapter 1 only; it runs well on New 3DS models and has occasional acceptable frame drops on original models. Work on the remaining chapters had not started in the release announcement. GitHub lists tag 1.0.0 published 2026-10-11 and a parallax-fix release published 2026-10-15.","summary":"Native 3DS port that manually adapts GameMaker Language logic to C/C++. The repository distributes xdelta patches and installation instructions, not the native game source code. Users apply a patch to their own current Steam data.win to create CIA or 3DSX output.","project_url":"https://github.com/LinkTroisUn/DELTARUNE-3DS","updated":"2026-10-16","strategy":"Native reimplementation / manual GML-to-C/C++ adaptation","language":"","source_available":"Public repository, instructions, and xdelta patches; maintainers explicitly say they are not sharing source code at present because the native port is closely linked to the original game source and they are unsure they are allowed to share it. Users supply their own Steam game files. GitHub API has no repository license classification, and no license is listed on the repository page.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"GameMaker-language logic adapted to a native Nintendo 3DS port; patch-based distribution","target_type":"Game","sources":[{"label":"Maintainer README: method, platform coverage, chapter coverage, reported start month, source-sharing decision, and patch installation instructions","url":"https://github.com/LinkTroisUn/DELTARUNE-3DS#readme"},{"label":"GitHub releases: version 1.0.0 and later parallax-fix release/date","url":"https://github.com/LinkTroisUn/DELTARUNE-3DS/releases"},{"label":"Reddit r/homebrew maintainer announcement and direct repository link (discovery lead)","url":"https://www.reddit.com/r/homebrew/comments/1x53ep5/3ds_after_more_than_a_year_of_work_we_have/"},{"label":"Reddit r/3DS duplicate announcement for the same repository","url":"https://www.reddit.com/r/3DS/comments/1x53ffd/after_more_than_a_year_of_work_we_have_finally/"},{"label":"GBAtemp forum announcement of the same native 3DS port (duplicate forum hit)","url":"https://gbatemp.net/threads/deltarune-gets-unofficial-native-3ds-port-chapter-1-playable.685343/"},{"label":"GitHub repository metadata: created/pushed dates, archived state, and null API license field","url":"https://api.github.com/repos/LinkTroisUn/DELTARUNE-3DS"},{"label":"GitHub Languages API returned an empty object; no repository language names were reported","url":"https://api.github.com/repos/LinkTroisUn/DELTARUNE-3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/LinkTroisUn/DELTARUNE-3DS/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"deltarune-chapter5-russian-steam","title":"DELTARUNE Chapter 5 Russian Fan Translation Patch","game":"DELTARUNE Chapter 5","platform":"PC (Steam; one-command installer for macOS; Windows source-build path documented)","kind":"Fan Localization","status":"Public source, installer and branch patch are available. The README reports all 17,521 story strings translated, with proofreading still in progress. The latest repository push was 2026-07-23; no tagged GitHub release was found by 2026-10-16.","summary":"Russian fan localization of DELTARUNE Chapter 5 with text, Cyrillic font and letter-spacing changes. The repository includes a macOS Steam installer, translated language file and checksum-bound binary delta; it contains no game binaries and requires the user's own copy.","project_url":"https://github.com/EloWeld/deltarune-chapter5-russian-translation","updated":"2026-07-23","strategy":"GameMaker text/font patch and installer","language":"Russian","source_available":"Public translation text, source/build tools, installer and branch distribution files; the maintainer says the repository contains no game binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text, font and graphics localization","target_type":"Game","sources":[{"label":"Maintainer README: translation counts, source-language fallback, installer, patch format and copyright/font caveats","url":"https://github.com/EloWeld/deltarune-chapter5-russian-translation/blob/main/README.md"},{"label":"Maintainer branch distribution files: delta patch, Russian language file and manifest","url":"https://github.com/EloWeld/deltarune-chapter5-russian-translation/tree/main/dist"},{"label":"GitHub Releases API: no tagged releases at verification","url":"https://api.github.com/repos/EloWeld/deltarune-chapter5-russian-translation/releases?per_page=1"},{"label":"GitHub repository metadata: last push 2026-07-23 and no declared license","url":"https://api.github.com/repos/EloWeld/deltarune-chapter5-russian-translation"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/EloWeld/deltarune-chapter5-russian-translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":54869,"C#":43824,"Shell":14604},"source_url":"https://api.github.com/repos/EloWeld/deltarune-chapter5-russian-translation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 54,869 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"deltarune-vita-port","title":"DELTARUNE Vita Port","game":"DELTARUNE","platform":"Windows / Steam GameMaker data → PlayStation Vita","kind":"Reimplementation","status":"Public release v0.73 is documented; v0.75 (2026-09-18) is explicitly an internal development pre-release. The maintainer reports Chapters 1–5 playable, while Chapter 5 remains the most demanding and can show low frame rates or memory pressure. Final stability confirmation for newer builds still depends on extended real-hardware testing.","summary":"Runs official Windows GameMaker data through a Vita-focused native Butterscotch runner, with VitaGL graphics and OpenAL audio; it does not execute or emulate the original Windows executable. Patchers generate Vita data from the user’s legitimate Steam installation, and commercial game data is not distributed.","project_url":"https://github.com/WolffsRoom/DeltaruneVita","updated":"2026-10-16","strategy":"Native GameMaker-compatible runtime using user-provided Steam data","language":"","source_available":"Public source repository; commercial game data is user-supplied","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Butterscotch runner, VitaGL, patcher-generated data","target_type":"Game","sources":[{"label":"Maintainer README: method, supported chapters, requirements, and known issues","url":"https://github.com/WolffsRoom/DeltaruneVita"},{"label":"Public v0.73 release and Chapter 1–5 status","url":"https://github.com/WolffsRoom/DeltaruneVita/releases/tag/v0.73"},{"label":"Internal v0.75 pre-release and real-hardware validation caveat","url":"https://github.com/WolffsRoom/DeltaruneVita/releases/tag/v0.75"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/WolffsRoom/DeltaruneVita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4730347,"C++":427243,"CMake":52734,"Python":23521,"Shell":11743,"PowerShell":11128,"Kotlin":9259,"Makefile":5496},"source_url":"https://api.github.com/repos/WolffsRoom/DeltaruneVita/languages","evidence":"Official GitHub Languages API returned 8 language byte totals (5,271,471 bytes); C is largest at 4,730,347 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"demons-souls-ps3-windows-recomp","title":"Demon’s Souls PS3 Static Recompilation","game":"Demon’s Souls (PS3 USA BLUS30443)","platform":"PlayStation 3 (BLUS30443) → Windows x64","kind":"Recompilation","status":"The README reports the first level playable from boot through Boletarian Palace 1-1, including character creation, the Nexus, saving/loading, ATRAC audio, music, keyboard and DualSense input. The game runs around its 30-fps cap with uneven frame pacing and some transient missing transparent effects. Full-game completion is not claimed.","summary":"A native Windows port of the USA PS3 release, built by translating PPU and SPU code ahead of time and linking it with a reimplementation of PS3 system libraries. Users supply their own BLUS30443 game data and required firmware module; no game data is included.","project_url":"https://github.com/JonathanDC64/DemonsSoulsRecomp","updated":"2026-10-16","strategy":"Static PPU/SPU recompilation with a native PS3 system-library runtime and Direct3D 12","language":"","source_available":"Public source; requires the user’s own BLUS30443 game data and, for the SPURS path, a firmware module from the user’s PS3 firmware. No game data is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Game-specific PS3 native port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/JonathanDC64/DemonsSoulsRecomp"},{"label":"Maintainer README: target, build path and first-level status","url":"https://github.com/JonathanDC64/DemonsSoulsRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Batchfile":684,"C":1888,"C++":14416,"CMake":9187,"Java":8316,"Python":81254,"Shell":33726},"source_url":"https://api.github.com/repos/JonathanDC64/DemonsSoulsRecomp/languages","evidence":"GitHub’s official Languages API reports Batchfile: 684 bytes, C: 1,888 bytes, C++: 14,416 bytes, CMake: 9,187 bytes, Java: 8,316 bytes, Python: 81,254 bytes, Shell: 33,726 bytes. Python is the largest repository-wide byte total; the map includes build, analysis and validation tooling as well as the C++ runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"demul","title":"DEmul","game":"Dreamcast; Naomi; Naomi 2; Atomiswave; Hikaru","platform":"32-bit home console and related arcade systems","kind":"Emulator","status":"Historical closed-source emulator; the official project hostname is HTTP-only and current status is unclear.","summary":"Windows emulator historically notable for Dreamcast and several Sega arcade systems, including Naomi, Naomi 2, Atomiswave, and Hikaru. Maintainer posts document system support and WIP builds; no newer maintainer release was verified for this inventory. The official homepage is HTTP-only, so the project link uses Emulation64’s HTTPS release listing for its Windows build.","project_url":"https://www.emulation64.com/files/getdownload/1286/","updated":"2026-10-16","strategy":"Closed-source Windows software emulation of Dreamcast-family consoles and arcade machines.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Dreamcast and arcade-system emulator","target_type":"Software","sources":[{"label":"Maintainer WIP and release thread","url":"https://forum.emu-russia.net/viewtopic.php?f=25&t=503"},{"label":"Maintainer forum index and last post date","url":"https://forum.emu-russia.net/viewforum.php?f=25"},{"label":"Emulation64 HTTPS listing for DEmul v0.582 Windows","url":"https://www.emulation64.com/files/getdownload/1286/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.emulation64.com/files/getdownload/1286/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"denise-emulator","title":"Denise","game":"Commodore 64 and selected Commodore Amiga models (A1000, A500, A500+, A600)","platform":"Windows, macOS, Linux, and BSD builds documented by the project","kind":"Emulator","status":"Maintained; version 2.9 was released 2026-08-28. The repository's latest commit is 2026-10-05; no newer release is listed.","summary":"Cycle-accurate Commodore emulator supporting the C64 and a selection of Amiga models, with desktop builds for several operating systems.","project_url":"https://github.com/piciji/denise","updated":"2026-10-16","strategy":"Cycle-accurate hardware emulation for supported Commodore 8-bit and Amiga models.","language":"","source_available":"Public source repository (GPL-3.0-or-later)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Commodore 64 and Amiga computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/piciji/denise"},{"label":"Project license","url":"https://github.com/piciji/denise/blob/master/licence.md"},{"label":"Latest upstream commit","url":"https://github.com/piciji/denise/commit/58127d8644d2b37d163a5a3a51e60a63e4efde5d"},{"label":"Latest maintainer release","url":"https://github.com/piciji/denise/releases/tag/v2.9"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7803929,"C":2066243,"Rust":74848,"Slang":59413,"Assembly":51618,"CMake":45101,"Objective-C":10237,"Shell":5414,"Python":4442},"source_url":"https://api.github.com/repos/piciji/denise/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/piciji/denise reports 7,803,929 bytes of C++, the largest language total (77.1% of 10,121,245 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"descent-ii-mobile","title":"Descent II Mobile","game":"Descent II","platform":"DOS/Windows/Mac PC game data → Android and iOS/iPadOS (legacy device tests only)","kind":"Reimplementation","status":"Legacy source/build project with no GitHub releases; last repository push was 2022-02-06. README reports Android tests on an NVIDIA Shield Tablet K1 and Nexus 6P running Android 6.0.1 and an iPhone 5s running iOS 9.3, and explicitly says iOS is no longer maintained/tested; present-day compatibility is unknown.","summary":"C source port of Descent II for Android and iOS. Android supports OpenGL ES; the iOS workspace offers OpenGL ES or software rendering. 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Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"devil-may-cry-ps2-pal-windows-static-recomp","title":"Devil May Cry (PS2 PAL) Static Recompilation","game":"Devil May Cry (2001, PlayStation 2 PAL Europe, `SLES_503.58` v1.02)","platform":"PlayStation 2 PAL Europe → Windows x86-64","kind":"Recompilation","status":"The v0.1.0-alpha release (2026-10-15) is explicitly marked NOT PLAYABLE. The README reports real boot to the title/menu and an intro/office scene run but no first playable frame; execution stops at an unimplemented IPU/movie-texture path and runs about 3–4 PAL VSync/s in 3D scenes. 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Repository code is GPL-3.0-only; PS2Recomp and other dependencies keep their own licenses.","first_found":"2026-10-16","project_started":"2026-09-09","programming_language":"Python","subtype":"PlayStation 2 PAL Europe","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/gui-tora/dmc-recomp/blob/master/README.md"},{"label":"v0.1.0-alpha source release and explicit playability limits","url":"https://github.com/gui-tora/dmc-recomp/releases/tag/v0.1.0-alpha"},{"label":"Project license","url":"https://github.com/gui-tora/dmc-recomp/blob/main/LICENSE"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/gui-tora/dmc-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":60149,"C++":6842,"PowerShell":6172,"CMake":2006},"source_url":"https://api.github.com/repos/gui-tora/dmc-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 60,149 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"devil-s-crush-pc-engine-supergrafx-portuguese","title":"Devil's Crush Portuguese Translation","game":"Devil's Crush","platform":"PC Engine SuperGrafx","kind":"Fan Localization","status":"Complete; RHP reports v0.9","summary":"Portuguese fan localization for Devil's Crush on PC Engine SuperGrafx. This record is a text/audio localization patch, not API translation.","project_url":"https://www.romhackplaza.org/translations/devils-crush-portuguese-translation-pc-engine-supergrafx","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://www.romhackplaza.org/translations/devils-crush-portuguese-translation-pc-engine-supergrafx"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/devils-crush-portuguese-translation-pc-engine-supergrafx","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Devil's Crush Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Devil's Crush Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"diablo-devilution-source-reconstruction","title":"Devilution: Diablo Source Reconstruction","game":"Diablo","platform":"Windows PC","kind":"Decompilation","status":"Source reconstruction project; current maintenance moved to DevilutionX","summary":"Reverse-engineered reconstruction of the original Diablo source, using symbol information and a hidden debug build as clues. This is a reconstructed codebase, not an official source release or verified matching decompilation.","project_url":"https://github.com/diasurgical/devilution","updated":"2026-10-16","strategy":"Reverse-engineered source reconstruction (non-matching)","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Non-matching source reconstruction","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/diasurgical/devilution/blob/master/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/diasurgical/devilution"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/diasurgical/devilution"},{"label":"GitHub release 0.10.0 (2019-07-21; prerelease)","url":"https://github.com/diasurgical/devilution/releases/tag/0.10.0"},{"label":"GitHub latest commit listed for default branch (2025-09-15, 9f01757243; activity evidence only)","url":"https://github.com/diasurgical/devilution/commit/9f01757243412bb154d02d9af65c804159e6e0ea"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3337574,"C":236195,"Makefile":3467,"Assembly":1986,"Shell":1711},"source_url":"https://api.github.com/repos/diasurgical/devilution/languages","evidence":"GitHub REST repository Languages endpoint reports 3,337,574 bytes of C++ out of 3,580,933 measured source bytes (93.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"devilutionx","title":"DevilutionX","game":"Diablo and Hellfire","platform":"Windows PC → Android/iOS/Linux/macOS/consoles","kind":"Reimplementation","status":"Active; latest stable release v1.5.5 (2025-10-30). The README lists a macOS x86_64 build workflow, and repository development continued through 2026-10-15. Android APKs and iOS IPA builds are published; users must supply Diablo/Hellfire MPQ files. Android’s in-app data importer requires Android 7.1.1+, while the optional Inno Setup Extractor method requires Android 8+; neither helper floor is stated as the app minimum. The iOS deployment target is 16.3.","summary":"Open-source Diablo/Hellfire engine reimplementation with desktop, Android and iOS builds. Users supply original Diablo or Hellfire MPQ files. Android can be installed from Google Play, by sideloading or through ADB; iOS uses sideloading, with iOS 16.3 as the current deployment target. The Android data-importer and optional Inno Setup Extractor have separate helper OS floors.","project_url":"https://github.com/diasurgical/DevilutionX","updated":"2026-10-16","strategy":"Reverse-engineered native game implementation","language":"","source_available":"Public C++ source, Android APK releases, and iOS IPA artifacts; original Diablo/Hellfire MPQ files required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Cross-platform reverse-engineered engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/diasurgical/DevilutionX"},{"label":"Project README or evidence page","url":"https://github.com/diasurgical/DevilutionX/blob/master/README.md"},{"label":"Project installation guide for Android/iOS and MPQ data","url":"https://github.com/diasurgical/DevilutionX/blob/master/docs/installing.md"},{"label":"GitHub release 1.5.5 (2025-10-30)","url":"https://github.com/diasurgical/DevilutionX/releases/tag/1.5.5"},{"label":"macOS x86_64 build workflow","url":"https://github.com/diasurgical/DevilutionX/actions/workflows/macOS_x86_64.yml"},{"label":"Current Android APK and iOS IPA release assets","url":"https://github.com/diasurgical/DevilutionX/releases"},{"label":"iOS deployment target in current source configuration","url":"https://github.com/diasurgical/DevilutionX/blob/master/CMakeLists.txt"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/diasurgical/DevilutionX"},{"label":"GitHub latest commit listed for default branch (2026-10-15, 94433061f8; activity evidence only)","url":"https://github.com/diasurgical/DevilutionX/commit/94433061f847d22863e5d705c398f7c13d7bab85"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5072964,"CMake":275866,"Java":229173,"Shell":58017,"Python":44100,"C":28588,"Lua":18611,"JavaScript":12092,"HTML":9604,"PowerShell":5545,"Objective-C":5094,"Roff":3530,"Dockerfile":2795,"Batchfile":1087,"Ruby":127,"GDB":45},"source_url":"https://api.github.com/repos/diasurgical/DevilutionX/languages","evidence":"GitHub's official Languages REST endpoint reports 5,072,964 bytes of C++ as the largest total (88.0% of 5,767,238 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dgvoodoo2","title":"dgVoodoo2","game":"Legacy Glide and DirectX applications/games (multi-title)","platform":"Glide 2/3, DirectX 1–7, Direct3D 8.1/9 → Direct3D 11/12 or Microsoft WARP; Windows 7 or newer","kind":"API Translation","status":"Active proprietary wrapper; maintainer README identifies version 2.87.5, re-released 2026-09-15. Output options include D3D feature levels 10.0, 10.1, 11.0, 12.0 and WARP software rendering, with documented limitations on older feature levels.","summary":"Implements legacy Glide and DirectX graphics interfaces over modern Direct3D 11/12 for old Windows software. This is a graphics-API compatibility wrapper, not a whole-system emulator; the implementation source is not published.","project_url":"https://dege.fw.hu/dgVoodoo2/","updated":"2026-10-15","strategy":"Legacy graphics API implementations over Direct3D 11/12 or WARP","language":"","source_available":"Proprietary; maintainer provides binary packages and documentation, no source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Proprietary Windows graphics API wrapper","target_type":"Software","sources":[{"label":"Maintainer dgVoodoo2 readme: APIs, output backends, Windows support, and current version","url":"https://dege.fw.hu/dgVoodoo2/ReadmeGeneral/"},{"label":"Maintainer project page","url":"https://dege.fw.hu/dgVoodoo2/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://dege.fw.hu/dgVoodoo2/ReadmeGeneral/","evidence":"The maintainer documents proprietary dgVoodoo2 binaries and APIs but publishes no source repository or language totals; the implementation language cannot be assigned from the available primary-source evidence.","verified_at":"2026-10-15","reason_unknown":"The maintainer documents proprietary dgVoodoo2 binaries and APIs but publishes no source repository or language totals; the implementation language cannot be assigned from the available primary-source evidence."}},{"id":"dhinameptor-1-00-game-decomp","title":"DHINAMEPTOR 1.00 Decompilation","game":"DHINAMEPTOR 1.00 by ニシキガツオ","platform":"Hot Soup Processor (HSP); original runtime platform is not specified by the project README","kind":"Decompilation","status":"The README describes a readable HSP decompilation intended to match the original game’s behavior, not a perfect reconstruction. It says the original download is down and an archive will be added later; the 2026-10-16 repository tree contains the decompiled start.hsp source but no original game archive.","summary":"Readable HSP source for DHINAMEPTOR 1.00, extracted with HSP-Decompiler. The README says to run start.hsp with HSP 3.51 or 3.6 and place the original game files beside the source; it does not claim binary or perfect behavioral reconstruction.","project_url":"https://github.com/shidemuri/dhinameptor","updated":"2026-10-16","strategy":"HSP source extraction/decompilation with behavior-oriented reconstruction","language":"","source_available":"Public source repository; original game files are required and were not present in the checked repository tree.","first_found":"2026-10-16","project_started":"2026-06-04","programming_language":"Hot Soup Processor (HSP)","subtype":"HSP game decompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact game, decompilation method, HSP runtime, and missing original-download caveat","url":"https://github.com/shidemuri/dhinameptor#readme"},{"label":"Original game page linked from the maintainer README","url":"https://kohada.ushimairi.com/game_dhina.html"},{"label":"Repository CC0 license file","url":"https://github.com/shidemuri/dhinameptor/blob/main/LICENSE"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/shidemuri/dhinameptor/languages"},{"label":"Official Git Trees API: source-file byte sizes","url":"https://api.github.com/repos/shidemuri/dhinameptor/git/trees/main?recursive=1"},{"label":"Current primary README","url":"https://github.com/shidemuri/dhinameptor/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/shidemuri/dhinameptor"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Hot Soup Processor (HSP)","breakdown":{"ActionScript":1019},"source_url":"https://api.github.com/repos/shidemuri/dhinameptor/languages","evidence":"GitHub Languages API reports 1,019 bytes under ActionScript because it classifies dsoundex.as that way, but the README identifies start.hsp as the runnable decompiled program; the official Git Trees API reports start.hsp at 83,807 bytes. HSP is therefore recorded as the predominant project source language, with the raw GitHub map preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"digi-charat-fantasy-dc-en","title":"Di Gi Charat Fantasy Dreamcast English Patch","game":"Di Gi Charat Fantasy","platform":"Dreamcast","kind":"Fan Localization","status":"Version 1.0 was published 2025-12-16. It carries the translated PlayStation 2 dialogue into the Dreamcast version and adds Dreamcast-specific English title/pause menus, rudimentary English name entry, VMU metadata/icon, and an English disc texture. The Dreamcast end credits remain Japanese because they are FMVs.","summary":"A Dreamcast-specific adaptation of an existing PlayStation 2 English translation. The patch provides DCP/XDelta options for GDI and CDI images and includes a completed-game save; it distributes no full game image.","project_url":"https://github.com/DerekPascarella/DiGiCharatFantasy-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/DerekPascarella/DiGiCharatFantasy-EnglishPatchDreamcast#readme"},{"label":"Maintainer release 1.0","url":"https://github.com/DerekPascarella/DiGiCharatFantasy-EnglishPatchDreamcast/releases/tag/1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DerekPascarella/DiGiCharatFantasy-EnglishPatchDreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/DerekPascarella/DiGiCharatFantasy-EnglishPatchDreamcast/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/DiGiCharatFantasy-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"diablo-ii-113c-codeberg-decomp","title":"Diablo II 1.13c Decompilation (Codeberg)","game":"Diablo II (Windows 1.13c)","platform":"Windows x86 → native Linux x86-64","kind":"Decompilation","status":"Ongoing. The README says its native server/client run against original MPQs; it reports D2Common complete (2,067 functions) while D2Game remains the next major component.","summary":"Function-by-function C/C++ decompilation and native Linux reconstruction of Diablo II 1.13c, with binary comparison against the original DLLs. An optional Project Diablo 2 profile is documented.","project_url":"https://codeberg.org/chrisnicola/d2_decomp","updated":"2026-10-16","strategy":"Function-by-function decompilation with native Linux runtime reconstruction","language":"","source_available":"Public source repository; original Diablo II 1.13c files/MPQs are required and are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows game decompilation / native Linux reconstruction","target_type":"Game","sources":[{"label":"Project README: version, methodology, current progress, native runtime and MPQ requirements","url":"https://codeberg.org/chrisnicola/d2_decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10361264,"C":1493892,"Python":181265,"Shell":16808,"Java":15264,"CMake":8172,"AMPL":503},"source_url":"https://codeberg.org/api/v1/repos/chrisnicola/d2_decomp/languages","evidence":"The official repository language endpoint reports 10,361,264 bytes of C++ as the largest language total (85.8% of 12,077,168 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"diablo-ii-114d-apple-silicon-static-recomp","title":"Diablo II 1.14d Apple Silicon Static Recompilation","game":"Diablo II / Lord of Destruction (Windows x86 patch 1.14d)","platform":"Windows x86 Game.exe 1.14d → native ARM64 Apple Silicon macOS 13+; Metal graphics and Core Audio","kind":"Recompilation","status":"Beta 3 was published 2026-10-11. The maintainer reports a playable native port, tested with Lord of Destruction: all five acts, character classes, saves, cinematics, DirectDraw and Direct3D modes are documented. Battle.net is unavailable; the replacement game list and LAN mode have only been tested between peers on one Mac, and deeper play can still reach code that has not yet run. The installer accepts only the specified 1.14d Game.exe. Latest GitHub source push: 2026-10-12.","summary":"A source-only static recompilation of the Windows Diablo II 1.14d executable and its adjacent Bink, Smacker, and Intel JPEG libraries. The installer translates the user's local x86 binaries into C, then builds a native ARM64 macOS app with Metal rendering and Core Audio. No Wine, Rosetta, emulator, or game data is included in the running app; the user's game archives remain external and are read at runtime.","project_url":"https://github.com/Joshspeakman/diablo-2-macos","updated":"2026-10-12","strategy":"x86 executable-to-C static recompilation, compiled to native arm64; Metal graphics and Core Audio runtime","language":"","source_available":"Public MIT-licensed source; the user supplies a legally obtained Windows 1.14d copy","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows x86 game static recompilation for Apple Silicon","target_type":"Game","sources":[{"label":"Maintainer README: static recompilation method, supported executable hash, Apple Silicon requirements, gameplay and feature limits","url":"https://github.com/Joshspeakman/diablo-2-macos"},{"label":"Maintainer Beta 3 release notes","url":"https://github.com/Joshspeakman/diablo-2-macos/releases/tag/beta-3"},{"label":"GitHub repository metadata: license, primary language and latest source push","url":"https://api.github.com/repos/Joshspeakman/diablo-2-macos"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/Joshspeakman/diablo-2-macos/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":687641,"Objective-C":221769,"Python":186812,"Shell":22559,"Metal":11810},"source_url":"https://api.github.com/repos/Joshspeakman/diablo-2-macos/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 687,641 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"diablo-3-vanilla-xbox360-rehydrated","title":"Diablo III Vanilla Xbox 360 Rehydrated Recompilation","game":"Diablo III (Xbox 360 vanilla C1.0.0.17339; not Ultimate Evil Edition)","platform":"Xbox 360 (USA vanilla disc, image MD5 3360CCDA2970F81AD75DE8EC02D2AE1E) → Windows build documented with Visual Studio","kind":"Recompilation","status":"Early experimental state. The maintainer says the game runs but does not report a more detailed playable scope or a completed play-through; additional rendering configuration is needed to avoid black 3D graphics.","summary":"A ReXGlue v0.10.0 static recompilation targeting the original vanilla Xbox 360 version of Diablo III. Building requires the user's own US disc-derived Default.xex and CPKs; the README explicitly excludes the later Ultimate Evil Edition.","project_url":"https://github.com/Crypto137/Rehydrated","updated":"2026-10-15","strategy":"Static Xbox 360 PowerPC-to-C++ recompilation using ReXGlue v0.10.0","language":"","source_available":"Public source; requires Default.xex and CPK files extracted from the user's own vanilla US Xbox 360 disc; no release or bundled game files documented.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation prototype","target_type":"Game","sources":[{"label":"Maintainer README: exact vanilla build, MD5, requirements, and status","url":"https://github.com/Crypto137/Rehydrated#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Crypto137/Rehydrated/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":141409,"C":123136,"CMake":6752,"Python":1385},"source_url":"https://api.github.com/repos/Crypto137/Rehydrated/languages","evidence":"Official GitHub REST Languages API breakdown for Crypto137/Rehydrated: source-code byte counts are {\"C\": 123136, \"C++\": 141409, \"CMake\": 6752, \"Python\": 1385}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"diablo-japan-ps1-matching-decomp","title":"Diablo Japan PS1 Matching Decompilation","game":"Diablo (PlayStation Japan SLPS-01416)","platform":"PlayStation Japan (SLPS-01416) → byte-matching source rebuild","kind":"Decompilation","status":"The maintainer’s 2026-10-04 status reports 2,727/2,727 game-code entries matched and all five retail images byte-identical. The 837-entry library region is tracked separately from the game-code total; the README reports source reconstruction/link receipts for its libraries as well.","summary":"A byte-matching reconstruction of the Japanese PS1 release of Diablo, using the disc’s debug symbols and linker map to recover the game’s code and metadata.","project_url":"https://github.com/diabpsx/psx_decomp","updated":"2026-10-16","strategy":"C/C++ reconstruction checked against retail disassemblies, debug records and exact retail image links","language":"","source_available":"Public C/C++ reconstruction and build tools; the project builds against the user’s own Japanese retail disc. No original game images are presented as part of the repository. The GitHub repository does not declare a license.","first_found":"2026-10-16","project_started":"2026-09-25","programming_language":"Assembly","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/diabpsx/psx_decomp"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/diabpsx/psx_decomp#readme"},{"label":"Official GitHub repository metadata (created 2026-09-25, last pushed 2026-10-11)","url":"https://api.github.com/repos/diabpsx/psx_decomp"},{"label":"Maintainer match-progress ledger","url":"https://github.com/diabpsx/psx_decomp/blob/master/MATCH_PROGRESS.md"},{"label":"Current primary README","url":"https://github.com/diabpsx/psx_decomp/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/diabpsx/psx_decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":34732374,"C++":9068494,"C":1851693,"Python":891050,"Linker Script":112006,"Shell":3936},"source_url":"https://api.github.com/repos/diabpsx/psx_decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dice-arcade","title":"DICE (SDL2/Qt5 Linux port)","game":"1970s discrete-logic arcade games without CPUs","platform":"Discrete-logic arcade cabinets; Linux port","kind":"Emulator","status":"Limited project; latest release 0.9a was published 2025-03-11, and current maintenance status is unclear.","summary":"Linux-oriented port of DICE v0.9, an emulator for arcade machines built from discrete logic components rather than a CPU. The maintainer lists supported early arcade games and says the Apple and Windows build routes are disabled.","project_url":"https://github.com/DirtBagXon/DICE","updated":"2025-03-11","strategy":"Software simulation of discrete integrated circuits and their interactions in early arcade machines.","language":"","source_available":"Public GPL-3.0 source repository. The maintainer README identifies the tree as DICE v0.9 with SDL2/Qt5 compilation changes and says sprite ROMs are required for certain games.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Discrete-logic arcade","target_type":"Software","sources":[{"label":"Maintainer README describing implementation, platform limitations, and supported games","url":"https://github.com/DirtBagXon/DICE"},{"label":"Maintainer latest release","url":"https://github.com/DirtBagXon/DICE/releases/tag/0.9a"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DirtBagXon/DICE"},{"label":"Repository GPL-3.0 license file","url":"https://github.com/DirtBagXon/DICE/blob/main/LICENSE.txt"},{"label":"Maintainer README: DICE v0.9 source, SDL2/Qt5 build route, and sprite-ROM note","url":"https://github.com/DirtBagXon/DICE/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2135324,"C":168168,"Makefile":10839,"Objective-C":2331},"source_url":"https://api.github.com/repos/DirtBagXon/DICE/languages","evidence":"GitHub's official Languages REST endpoint reports 2,135,324 bytes of C++ as the largest total (92.2% of 2,316,662 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"diddy-kong-racing-dreamcast-port","title":"Diddy Kong Racing Dreamcast Port","game":"Diddy Kong Racing","platform":"Nintendo 64 → Dreamcast","kind":"Decompilation","status":"Dreamcast target is documented; the decompilation and Adventure mode remain incomplete, and Dreamcast execution is not confirmed.","summary":"A decompilation-based Dreamcast port in progress. The README reports partial Adventure progress and does not claim a playable Dreamcast build.","project_url":"https://github.com/Bruceleeto/Diddy-Kong-Racing","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Bruceleeto/Diddy-Kong-Racing"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Bruceleeto/Diddy-Kong-Racing"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5683176,"C++":2519600,"Assembly":325836,"Python":143769,"Makefile":28678,"Shell":8211,"Linker Script":3653,"BitBake":2956},"source_url":"https://api.github.com/repos/Bruceleeto/Diddy-Kong-Racing/languages","evidence":"GitHub's official Languages REST endpoint reports 5,683,176 bytes of C as the largest total (65.2% of 8,715,879 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"diddy-kong-racing-n64-decomp","title":"Diddy Kong Racing N64 Decompilation","game":"Diddy Kong Racing (Nintendo 64; US 1.0 default, all versions supported)","platform":"Nintendo 64 → matching source reconstruction","kind":"Decompilation","status":"The maintainer’s 2026-10-01 README reports 100% decompilation progress for US 1.0 and 69.02% documentation; all versions are supported. An original ROM is needed to extract assets.","summary":"A matching N64 decompilation with a documented version set and an explicit US 1.0 default, distinct from the catalogued native port/recompilation projects.","project_url":"https://github.com/DavidSM64/Diddy-Kong-Racing","updated":"2026-10-15","strategy":"Matching N64 decompilation","language":"","source_available":"Public source repository; the user supplies an original ROM to extract assets; no game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/DavidSM64/Diddy-Kong-Racing"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/DavidSM64/Diddy-Kong-Racing/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5131191,"C++":2519600,"Assembly":311483,"Python":106584,"Makefile":21243,"Shell":8211,"Linker Script":3694,"BitBake":2956},"source_url":"https://api.github.com/repos/DavidSM64/Diddy-Kong-Racing/languages","evidence":"GitHub's official Languages REST endpoint reports 5,131,191 bytes of C as the largest total (63.3% of 8,104,962 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"diddy-kong-racing-gamecube-port","title":"Diddy Kong Racing Native GameCube Port (DKR-GC)","game":"Diddy Kong Racing (Nintendo 64 USA v1.0)","platform":"Nintendo 64 USA v1.0 → Nintendo GameCube homebrew","kind":"Decompilation","status":"Release v0.5.0 reports end-to-end playability on a real PAL GameCube and no open defect. NTSC hardware has not been tested; the README says the time-trial save/power-off/reload path has not been exercised end to end, and notes two post-v0.5.0 fixes not yet confirmed on console. The release provides dkr.dol but no game data; building and running require the user’s Diddy Kong Racing (U) v1.0 ROM for assets.","summary":"Native GameCube homebrew port built on the separate 100% N64 decompilation; N64 platform services, graphics, and audio are reimplemented for libogc2/GX, with no emulation.","project_url":"https://github.com/RyoSaeba89/DKR-GC","updated":"2026-10-16","strategy":"Decompilation-based native GameCube port","language":"","source_available":"Public source repository and v0.5.0 release; user must supply the N64 USA v1.0 ROM for game assets","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native GameCube homebrew port","target_type":"Game","sources":[{"label":"Project README: native port architecture, v0.5.0 status, PAL hardware testing, and required N64 USA v1.0 ROM","url":"https://github.com/RyoSaeba89/DKR-GC#readme"},{"label":"Release v0.5.0: GameCube homebrew build","url":"https://github.com/RyoSaeba89/DKR-GC/releases/tag/v0.5.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":313070,"BitBake":2956,"C":5755028,"C++":2519600,"Linker Script":3694,"Makefile":21243,"PowerShell":4320,"Python":106584,"Shell":12849},"source_url":"https://api.github.com/repos/RyoSaeba89/DKR-GC/languages","evidence":"GitHub's official Languages REST endpoint reports 5,755,028 bytes of C as the largest total (65.9% of 8,739,344 recognized language bytes) for the complete repository. This whole repository includes the upstream N64 decompilation as well as the GameCube port, so the breakdown is not limited to port-only source files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"diddy-kong-racing-pc-recomp","title":"Diddy Kong Racing Recompiled","game":"Diddy Kong Racing","platform":"Nintendo 64 → Windows / Linux / Steam Deck / Android","kind":"Recompilation","status":"Release 1.0.6 includes an Android 9+ ARM64 APK. The README supports US v1.0 and US Rev A/v1.1 ROMs, but states that ARM/Android/Steam Deck still need physical-device checks; the iOS mention refers to a separate source port and no iOS binary ships here.","summary":"Native static recompilation of Diddy Kong Racing with an Android ARM64 package and first-run ROM import. The current README lists US v1.0 and US Rev A/v1.1 as supported; users supply a compatible US ROM, and game ROM/assets are not included. Android hardware qualification remains open despite the published package.","project_url":"https://github.com/ThatGuyMcd/DKR-R","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/ThatGuyMcd/DKR-R#readme"},{"label":"Latest project release (Version1.0.6)","url":"https://github.com/ThatGuyMcd/DKR-R/releases/tag/Version1.0.6"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/ThatGuyMcd/DKR-R/languages"},{"label":"Project README, supported ROMs","url":"https://raw.githubusercontent.com/ThatGuyMcd/DKR-R/main/README.md"},{"label":"Maintainer README: platform builds, ROM support and device-test limits","url":"https://github.com/ThatGuyMcd/DKR-R"},{"label":"Maintainer v1.0.6 release packages","url":"https://github.com/ThatGuyMcd/DKR-R/releases"},{"label":"Maintainer platform support matrix","url":"https://github.com/ThatGuyMcd/DKR-R/blob/main/docs/PLATFORMS.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ThatGuyMcd/DKR-R"}],"media":[{"kind":"image","label":"Diddy Kong Racing Recompiled screenshot embedded in the project README","url":"https://github.com/user-attachments/assets/c913bee2-029c-4e29-9921-0f6abe7a3bf1","preview_url":"https://github.com/user-attachments/assets/c913bee2-029c-4e29-9921-0f6abe7a3bf1","source_url":"https://github.com/ThatGuyMcd/DKR-R/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7852740,"Python":2990397,"C":798138,"CMake":263680,"PowerShell":120266,"Shell":64217,"HLSL":37632,"Java":36554,"Objective-C++":35631,"Batchfile":3096,"Swift":2213,"Dockerfile":648},"source_url":"https://api.github.com/repos/ThatGuyMcd/DKR-R/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"diddy-kong-racing-cyscott-pc-recomp","title":"Diddy Kong Racing Recompiled (cyscott)","game":"Diddy Kong Racing","platform":"Nintendo 64 USA Rev 1 → macOS Apple silicon / Linux x86-64 / Windows x86-64 (Windows support unvalidated)","kind":"Recompilation","status":"Playable alpha on macOS Apple silicon and Linux/Steam Deck; Windows build support is inherited and not yet validated for DKR. Full Adventure progression and all tracks/bosses have not been exhaustively tested.","summary":"Independent N64Recomp + RT64 native recompilation. README accepts only the USA (En,Fr) Rev 1 `us.v80` ROM, SHA-1 `6d96743d46f8c0cd0edb0ec5600b003c89b93755`; no game ROM/assets are distributed.","project_url":"https://github.com/cyscott/dkr-recomp","updated":"2026-10-16","strategy":"N64 static recompilation with RT64","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/cyscott/dkr-recomp"},{"label":"Project release: v0.1.18-alpha","url":"https://github.com/cyscott/dkr-recomp/releases/tag/v0.1.18-alpha"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":939340,"SCSS":61487,"Shell":31834,"C":30021,"CMake":15951,"CSS":13847,"Python":981,"HLSL":784,"Dockerfile":602},"source_url":"https://api.github.com/repos/cyscott/dkr-recomp/languages","evidence":"GitHub's official Languages API reports 939,340 bytes of C++ out of 1,094,847 recognized language bytes for https://github.com/cyscott/dkr-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"diddy-kong-racing-vita-port","title":"Diddy Kong Racing Vita Port","game":"Diddy Kong Racing","platform":"Nintendo 64 → PlayStation Vita","kind":"Decompilation","status":"Stable Vita release v1.7.2 boots and loads the supported ROM, renders races/menus, saves, and has hardware-confirmed audio and silver-coin jingles. A full Adventure playthrough was confirmed on an earlier Restored baseline, not newly re-tested for v1.7.2.","summary":"Native PS Vita port of Golden Balloon, a source port based on the Diddy Kong Racing decompilation. Game code is cross-compiled for Vita; the user supplies a US v80 ROM. Current Vita release includes HD texture support and an optional 98-trophy pack.","project_url":"https://github.com/zm2283145/goldenballoon-vita-port","updated":"2026-10-15","strategy":"Decompilation-based native Vita port of the Golden Balloon source port","language":"","source_available":"Public source and stable Vita VPK releases; requires the user's supported US v80 ROM and Vita homebrew runtime","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/zm2283145/goldenballoon-vita-port"},{"label":"Maintainer README: current release, hardware status, exact ROM, and limitations","url":"https://github.com/zm2283145/goldenballoon-vita-port/blob/main/README.md"},{"label":"Maintainer Vita port status table","url":"https://github.com/zm2283145/goldenballoon-vita-port/blob/main/PORTING_STATUS.md"},{"label":"Maintainer v1.7.2 Vita release","url":"https://github.com/zm2283145/goldenballoon-vita-port/releases/tag/v1.7.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18924739,"C++":9341851,"Python":8813190,"Shell":518801,"TypeScript":415207,"CMake":407930,"Assembly":310565,"JavaScript":102656,"Objective-C++":31576,"PowerShell":5379,"BitBake":2956},"source_url":"https://api.github.com/repos/zm2283145/goldenballoon-vita-port/languages","evidence":"GitHub's official Languages REST endpoint reports 18,924,739 bytes of C as the largest total (48.7% of 38,874,850 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dig-dug-7800-disassembly","title":"Dig Dug (Atari 7800) Disassembly","game":"Dig Dug","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"The repository describes the ROM listing as full and byte-identical when reassembled; selected gameplay mechanics remain documented as investigations.","summary":"A 7800-specific 6502 disassembly and memory-map investigation; the annotated listing is regenerated and checked byte-for-byte against the original ROM.","project_url":"https://github.com/Miasmark/digdug-7800-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 disassembly with byte-identical reassembly and MAME probes","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Lua","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/digdug-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":24992,"Batchfile":4146,"Shell":3291},"source_url":"https://api.github.com/repos/Miasmark/digdug-7800-disassembly/languages","evidence":"GitHub's official Languages REST endpoint reports 24,992 bytes of Lua as the largest total (77.1% of 32,429 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"digimon-card-game-ver-wonderswan-color-english","title":"Digimon Card Game Ver. English Translation","game":"Digimon Card Game Ver.","platform":"WonderSwan Color","kind":"Fan Localization","status":"Released; latest changelog version v0.9.2","summary":"English fan localization for Digimon Card Game Ver. on WonderSwan Color. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub releases page publishes patch assets (BPS except the PS1 Summon Night XDelta); no ROM/disc image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release repository and per-title changelog","url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mariovirgili/WonderSwanColor-AI_Translation/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"digimon-rumble-arena-ps1-matching-decomp","title":"Digimon Rumble Arena PS1 Matching Decompilation","game":"Digimon Rumble Arena (PS1 Japan SLPS-03357 and USA SLUS-01404)","platform":"PlayStation 1 Japan (SLPS-03357) and USA (SLUS-01404)","kind":"Decompilation","status":"Work in progress. The README reports byte-identical builds of the executable and thirteen code overlays for both Japanese and USA releases; most executable functions are in C, while about one third of overlay functions are in C and the remainder still use Splat assembly. No native port is claimed.","summary":"A two-version matching-decompilation project for Digimon Rumble Arena on PS1. It tracks matching C separately from remaining assembly and uses only user-supplied game images.","project_url":"https://github.com/ReGame-Labs/dtbe_decomp","updated":"2026-10-16","strategy":"Matching C reconstruction of the executable and thirteen code overlays","language":"","source_available":"Public source and build tooling; requires user-supplied Japanese or USA retail files. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-version matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/ReGame-Labs/dtbe_decomp"},{"label":"Maintainer README: targets, byte-identical builds and completion caveats","url":"https://github.com/ReGame-Labs/dtbe_decomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"BitBake":12077,"C":2071385,"C++":161882,"Makefile":13580,"Python":73871,"Shell":1464},"source_url":"https://api.github.com/repos/ReGame-Labs/dtbe_decomp/languages","evidence":"GitHub’s official Languages API reports BitBake: 12,077 bytes, C: 2,071,385 bytes, C++: 161,882 bytes, Makefile: 13,580 bytes, Python: 73,871 bytes, Shell: 1,464 bytes. C is the largest repository-wide total; the README reports the remaining assembly separately from the language map.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"digimon-appli-monsters-3ds-en","title":"Digimon Universe: Appli Monsters English Fan Translation","game":"Digimon Universe: Appli Monsters","platform":"Nintendo 3DS (modded console) or Nintendo 3DS emulator","kind":"Fan Localization","status":"Complete English fan translation v1.3 released 2026-07-01; the project site says the game is playable in English from start to finish. The leader cautions that the English may be rough and is not a professional localization.","summary":"English patch for the Japan-only 3DS game. The maintainer's project page says the translation is complete and playable from start to finish, with console and emulator outputs. The project supplies desktop patching scripts for Windows, Linux, and macOS, plus an online browser patcher; the project leader openly notes that some English may be rough.","project_url":"https://geoku.github.io/appmon/","updated":"2026-07-01","strategy":"Fan translation patch","language":"English","source_available":"Maintainer website, GitHub release ZIP with VCDIFF patches and patch scripts, and an online patcher; original ROM is not provided.","first_found":"2026-10-15","project_started":"2025-05","programming_language":"","subtype":"Nintendo 3DS fan translation","target_type":"Game","sources":[{"label":"Official project site: completion statement, release history, ROM fingerprint, patching modes, and caveats","url":"https://geoku.github.io/appmon/"},{"label":"v1.3 release","url":"https://github.com/geoku/appmon_en/releases/tag/v1.3"},{"label":"Maintainer repository and contributor credits","url":"https://github.com/geoku/appmon_en#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/geoku/appmon_en/languages","evidence":"GitHub’s official Languages REST endpoint returned an empty JSON object ({}); it provides no language byte totals to rank.","verified_at":"2026-10-15","reason_unknown":"The official GitHub Languages endpoint returned an empty object and no byte totals, so a predominant language cannot be established."}},{"id":"digimon-world-3-ps1-matching-decomp","title":"Digimon World 3 PS1 Matching Decompilation","game":"Digimon World 3 / Digimon World 2003 (PS1 Europe, USA and Japan)","platform":"PlayStation 1 Europe, USA and Japan retail releases","kind":"Decompilation","status":"The README reports 100% matching code and data for the executable, 21 overlays and every stage across Europe, USA and Japan. Sony Psy-Q libraries are excluded from those totals; the repo describes that library code separately. This is distinct from existing Digimon World 3 console-port records.","summary":"A multi-version matching decompilation of Digimon World 3 / Digimon World 2003 for PS1. Builds use the user’s own regional game files; no copyrighted game data is included.","project_url":"https://github.com/ReGame-Labs/dw3_decomp","updated":"2026-10-16","strategy":"Matching C reconstruction across the executable, overlays and stages for three retail regions","language":"","source_available":"Public source and build tooling; requires user-supplied regional game files. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-version matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/ReGame-Labs/dw3_decomp"},{"label":"Maintainer README: versions, matching counts and SDK exclusions","url":"https://github.com/ReGame-Labs/dw3_decomp#readme"},{"label":"Detailed status and match-count rules","url":"https://github.com/ReGame-Labs/dw3_decomp/blob/main/docs/status.md"}],"media":[{"kind":"image","label":"Digimon World 3 PS1 matching-decompilation progress map","url":"https://decomp.dev/ReGame-Labs/dw3_decomp.png","preview_url":"https://decomp.dev/ReGame-Labs/dw3_decomp.png","source_url":"https://github.com/ReGame-Labs/dw3_decomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":1430,"BitBake":12077,"C":9747556,"Dockerfile":1209,"Makefile":38460,"Python":443924,"Ruby":3759,"Shell":5328},"source_url":"https://api.github.com/repos/ReGame-Labs/dw3_decomp/languages","evidence":"GitHub’s official Languages API reports Assembly: 1,430 bytes, BitBake: 12,077 bytes, C: 9,747,556 bytes, Dockerfile: 1,209 bytes, Makefile: 38,460 bytes, Python: 443,924 bytes, Ruby: 3,759 bytes, Shell: 5,328 bytes. C is the largest repository-wide total; the README reports multi-version progress separately and excludes the Psy-Q library from game-code totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"digimon-world-3-ps1-static-recomp-pc","title":"Digimon World 3 PS1 PC Static Recompilation","game":"Digimon World 3 (PS1 NTSC-U SLUS-01436)","platform":"PlayStation 1 (NTSC-U SLUS-01436) → Linux x86-64 (primary; other hosts planned)","kind":"Recompilation","status":"Early development; README says no game build is released. The recompiled game boots, plays intro movies, reaches title/menu, and starts a new game in Kusanagi City; memory-card saves and audio remain in progress. Linux x86-64 is primary; macOS, Windows and other targets are described as future/planned. The only tagged release is models-v1, not a game release.","summary":"A PC static recompilation of the NTSC-U PS1 release of Digimon World 3, translating the main executable and 263 overlays to C and linking a host runtime. This is distinct from the cataloged PlayStation-to-Switch port; no generated game code or data is included.","project_url":"https://github.com/MikeRavenelle/DigimonWorld3-Recomp","updated":"2026-10-16","strategy":"Static MIPS recompilation of the main executable and 263 overlays to C, with a native host runtime","language":"","source_available":"Public source and GPL-3.0 license; no game data or generated recompiled code is committed. Building requires the user’s own PS1 BIN/CUE.","first_found":"2026-10-16","project_started":"","programming_language":"","subtype":"Early development; separate from the cataloged Switch port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MikeRavenelle/DigimonWorld3-Recomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/MikeRavenelle/DigimonWorld3-Recomp/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/MikeRavenelle/DigimonWorld3-Recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/MikeRavenelle/DigimonWorld3-Recomp/languages"},{"label":"Maintainer release listing (models-only tag; no game release)","url":"https://github.com/MikeRavenelle/DigimonWorld3-Recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/MikeRavenelle/DigimonWorld3-Recomp/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"digimon-world-3-switch-port","title":"Digimon World 3 Switch Port","game":"Digimon World 3","platform":"PlayStation → Nintendo Switch","kind":"Decompilation","status":"Early preview v0.6.5-preview.28. On Switch, title/menu and field work, battles run below full speed, and the opening movie is about 15 FPS; save/reload is confirmed for US and EU discs. Full playthrough is not confirmed.","summary":"Native source port from the matching PlayStation decompilation's C code, not static recompilation or an emulator. A PSY-Z Psy-Q shim supplies console APIs, with SDL3 on PC and libnx/GLES on Switch; the NRO extracts runtime files from the user's own disc.","project_url":"https://github.com/Larbaco/dw3-switch","updated":"2026-10-15","strategy":"Decompilation-based native source port with PSY-Z and Switch libnx/GLES backend","language":"","source_available":"Public source, preview release, and build/install instructions; requires the user's supported PlayStation disc","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Larbaco/dw3-switch"},{"label":"Maintainer README: exact method, Switch status matrix, supported discs, and installation","url":"https://github.com/Larbaco/dw3-switch/blob/main/README.md"},{"label":"Maintainer v0.6.5 preview release","url":"https://github.com/Larbaco/dw3-switch/releases/tag/v0.6.5-preview.28"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":972233,"C++":229584,"Python":223226,"CMake":74554,"Shell":16926,"Makefile":4205,"GLSL":445,"Linker Script":364},"source_url":"https://api.github.com/repos/Larbaco/dw3-switch/languages","evidence":"GitHub's official Languages REST endpoint reports 972,233 bytes of C as the largest total (63.9% of 1,521,537 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"digimon-world-4-gamecube-decomp","title":"Digimon World 4 GameCube Decompilation","game":"Digimon World 4","platform":"Nintendo GameCube — USA Rev. 1, GDJEB2","kind":"Decompilation","status":"Work in progress; the README identifies USA Rev. 1 (GDJEB2) and a build workflow. No release is listed. The README still contains a template clone URL, so the project instructions are incomplete.","summary":"A GameCube decompilation project for the USA Rev. 1 build of Digimon World 4. The repository contains source and build configuration, while the README says the user must provide the game and that no game assets or assembly are included.","project_url":"https://github.com/ivanno4317/dw4-gc","updated":"2026-10-16","strategy":"Work-in-progress GameCube decompilation","language":"","source_available":"Public source and build configuration; user supplies the supported game copy. The repository says it contains no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported build, user-supplied game data, and build instructions","url":"https://github.com/ivanno4317/dw4-gc#readme"},{"label":"Official GitHub repository metadata and activity","url":"https://api.github.com/repos/ivanno4317/dw4-gc"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/ivanno4317/dw4-gc/releases"},{"label":"Current primary README","url":"https://github.com/ivanno4317/dw4-gc/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ivanno4317/dw4-gc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2424812,"Python":121921,"C++":53676,"Assembly":3524},"source_url":"https://api.github.com/repos/ivanno4317/dw4-gc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"digimon-world-ds-decomp","title":"Digimon World DS Decompilation","game":"Digimon World DS (Nintendo DS USA ADNE)","platform":"Nintendo DS USA → matching C reconstruction","kind":"Decompilation","status":"Work in progress. On 2026-10-09, 2,386 / 3,665 game functions were in C (65.1%) and 244,568 / 1,065,540 code bytes matched (23.0%); game and library counts are separate.","summary":"A matching decompilation of the USA Nintendo DS release, with local game data required to build and check source.","project_url":"https://github.com/ReGame-Labs/dwds_decomp","updated":"2026-10-15","strategy":"Matching C decompilation with objdiff byte checks","language":"","source_available":"Public source repository; no game assets are included; user supplies the original game.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/ReGame-Labs/dwds_decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/ReGame-Labs/dwds_decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1541041,"Python":57025},"source_url":"https://api.github.com/repos/ReGame-Labs/dwds_decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 1,541,041 bytes of C as the largest total (96.4% of 1,598,066 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"digimon-world-ps1-apple-silicon-native-port","title":"Digimon World Native Apple Silicon Port","game":"Digimon World","platform":"PlayStation USA SLUS-01032 → native Apple silicon macOS","kind":"Decompilation","status":"Playable and being checked; the maintainer reports native execution with sound. The project reads a user-supplied, hash-checked USA disc image.","summary":"A native Mac port that compiles the game’s recovered C code for arm64 and replaces PlayStation services with a Rust host layer. This repository contains no game data.","project_url":"https://github.com/loafykitten/dw1-silicon","updated":"2026-10-16","strategy":"Native port built from matching decompilation source","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"PlayStation decompilation-based native port","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/loafykitten/dw1-silicon"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/loafykitten/dw1-silicon"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1470472,"Lua":261038,"Python":231101,"C":16249,"Shell":14200},"source_url":"https://api.github.com/repos/loafykitten/dw1-silicon/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 1,470,472 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"digimon-world-psx-windows-static-recomp","title":"Digimon World PS1 Static Recompilation (Digimon World Recompiled)","game":"Digimon World (PS1, USA)","platform":"PlayStation 1 → Windows x64","kind":"Recompilation","status":"Owner documents a setup host that builds the user’s own disc in 10–30 minutes and then launches the game. README reports saving, controls, mods and a play flow, but does not claim full-campaign completion. GitLab releases API returned no published release object at check.","summary":"Static PS1 code recompilation to a native Windows program, with the game generated locally from the exact USA disc. The user supplies BIN/CUE; the repository and setup host do not distribute game code or data.","project_url":"https://gitlab.com/ethan4love/psx-recomp-port","updated":"2026-10-15","strategy":"Static recompilation of the PlayStation executable to native Windows code.","language":"C/C++","source_available":"Public source repository (GitLab)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Static recompilation of the playstation executable to native windows code.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://gitlab.com/ethan4love/psx-recomp-port"},{"label":"Verified release or build","url":"https://gitlab.com/ethan4love/psx-recomp-port/-/releases/v0.3.5"},{"label":"Supported disc revision and checksums","url":"https://gitlab.com/ethan4love/psx-recomp-port/-/blob/main/DISC.md"},{"label":"Recompiler configuration, build and release checks","url":"https://gitlab.com/ethan4love/psx-recomp-port/-/blob/main/DEVELOPING.md"},{"label":"GitLab repository API (public visibility verified)","url":"https://gitlab.com/api/v4/projects/ethan4love%2Fpsx-recomp-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/ethan4love%2Fpsx-recomp-port/languages","evidence":"Official GitLab repository languages API returned percentage shares (not byte totals): Python 76.14%, C 20.8%, POV-Ray SDL 1.12%, CMake 1.06%, Shell 0.45%. Python is predominant at 76.14%.","verified_at":"2026-10-15","reason_unknown":"The official GitLab languages endpoint reports language percentages, not source-byte totals; a complete byte breakdown is unavailable."}},{"id":"digital-monster-ver-s-digimon-tamers-sega-saturn-english","title":"Digital Monster Ver. S: Digimon Tamers English Translation","game":"Digital Monster Ver. S: Digimon Tamers","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; latest listed v0.9.2","summary":"English fan localization for Digital Monster Ver. S: Digimon Tamers on Sega Saturn. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub releases page publishes patch assets (BPS except the PS1 Summon Night XDelta); no ROM/disc image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release repository and per-title changelog","url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mariovirgili/WonderSwanColor-AI_Translation/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"diner-dash-rust-android","title":"Diner Dash Rust — Native Android Reimplementation","game":"Diner Dash (2004 Windows PC version)","platform":"Windows PC (2004 Director edition) → Android (API 26+; arm64-v8a and x86_64 APK)","kind":"Reimplementation","status":"Release v0.1.2 was published on 2026-10-11 with a signed Android APK containing arm64-v8a and x86_64 libraries. The project is an early cross-platform release; the maintainer describes restored mechanics, art, animation, and audio, but the release notes provide checksums rather than an independent play-through or Android device compatibility matrix. The repository was last pushed on 2026-10-11.","summary":"Native Rust reimplementation of the 2004 Diner Dash PC game, with an Android frontend and touch controls. It recreates the gameplay rather than wrapping the old Windows Director executable and also ships Windows, Linux, macOS, and WebAssembly builds. The repository includes decompiled Lingo material and game-like art/audio; the maintainer reserves original copyrights to the game's creators, so the code license should not be assumed to cover original content.","project_url":"https://github.com/Nirusaki-Malaal/DinerDashRust","updated":"2026-10-16","strategy":"Rust native game reimplementation with Macroquad Android frontend and touch controls; development references decompiled Lingo from the original Director game.","language":"","source_available":"The repository states GPL-3.0 for the project, but also includes decompiled Lingo and art/audio attributed to the original game. Its README reserves all original copyrights to the creators; no blanket license for original game materials is claimed.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native Rust game reimplementation; Android API 26+; arm64-v8a and x86_64 signed APK; v0.1.2 release","target_type":"Game","sources":[{"label":"Maintainer README: original 2004 Windows game, native Rust implementation, Android build and touch support, project structure and copyright caveats (checked 2026-10-16)","url":"https://github.com/Nirusaki-Malaal/DinerDashRust"},{"label":"Latest v0.1.2 release, published 2026-10-11: signed Android APK with arm64-v8a and x86_64 native libraries","url":"https://github.com/Nirusaki-Malaal/DinerDashRust/releases/tag/v0.1.2"},{"label":"Android manifest: minSdkVersion 26 (checked 2026-10-16)","url":"https://github.com/Nirusaki-Malaal/DinerDashRust/blob/main/packaging/android/AndroidManifest.xml"},{"label":"Official GameHouse Diner Dash page lists Windows and other platforms (checked 2026-10-16)","url":"https://www.gamehouse.com/series/diner-dash-games-for-windows"},{"label":"Repository GPL-3.0 license","url":"https://github.com/Nirusaki-Malaal/DinerDashRust/blob/main/LICENSE"},{"label":"GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/Nirusaki-Malaal/DinerDashRust/languages"},{"label":"Current primary README","url":"https://github.com/Nirusaki-Malaal/DinerDashRust/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Nirusaki-Malaal/DinerDashRust"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":559170,"Python":41359,"JavaScript":35619,"HTML":9344,"CSS":5403,"Shell":4507,"Makefile":2185},"source_url":"https://api.github.com/repos/Nirusaki-Malaal/DinerDashRust/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dingbat-gb-gba","title":"Dingbat","game":"Game Boy, Game Boy Color and Game Boy Advance software","platform":"Game Boy, Game Boy Color and Game Boy Advance; desktop and browser","kind":"Emulator","status":"Active; public GitHub release published 2026-08-05; source updated 2026-10-16. README links to compatibility/test results and browser play.","summary":"A Nim multi-system handheld emulator with browser and desktop builds, online/local link play, save states, rewind and a built-in HLE BIOS. The README acknowledges a port lineage from the author’s earlier Crab project; users supply game ROMs.","project_url":"https://github.com/mattrbeck/dingbat","updated":"2026-10-16","strategy":"Multi-system hardware emulation with HLE BIOS and browser/desktop builds.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Nim","subtype":"Multi-system handheld emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/mattrbeck/dingbat"},{"label":"Official GitHub releases","url":"https://github.com/mattrbeck/dingbat/releases"},{"label":"Official browser build","url":"https://dingbat.gg"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/mattrbeck/dingbat"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Nim","breakdown":{"Nim":5126408,"JavaScript":2224663,"Lean":1681561,"Python":1526900,"Assembly":1394026,"Swift":935772,"C":899062,"CSS":249617,"Shell":166633,"HTML":158263,"C++":32561,"Pascal":16555,"Makefile":8622,"BitBake":2293,"Dockerfile":1282,"Linker Script":1108},"source_url":"https://api.github.com/repos/mattrbeck/dingbat/languages","evidence":"GitHub official repository language endpoint byte counts; Nim has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dingusppc","title":"DingusPPC","game":"Experimental PowerPC Macintosh systems including Power Mac 6100/7500 and Beige G3; Apple Pippin is also in scope","platform":"Windows 7 or later, Linux, and macOS","kind":"Emulator","status":"Active experimental emulator; updated 2026-10-15; Power Mac configurations are most complete, while Pippin support is in development","summary":"Experimental PowerPC computer emulator with documented Power Macintosh configurations and a broad range of guest Mac OS versions. Apple Pippin support is also under development.","project_url":"https://github.com/dingusdev/dingusppc","updated":"2026-10-15","strategy":"Emulates PowerPC-era hardware and boots compatible firmware and operating-system images; project describes it as experimental.","language":"","source_available":"Public source repository (GPL-3.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Experimental PowerPC Macintosh hardware emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/dingusdev/dingusppc"},{"label":"Project manual, compatibility scope, and guest OS notes","url":"https://dingusppc.github.io/manual/"},{"label":"Project build documentation for Windows, Linux, and macOS","url":"https://github.com/dingusdev/dingusppc/blob/master/CONTRIBUTING.md"},{"label":"Project GPL-3.0 license","url":"https://github.com/dingusdev/dingusppc/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1973514,"C":41460,"Python":22251,"CMake":17288,"Objective-C":1921},"source_url":"https://api.github.com/repos/dingusdev/dingusppc/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/dingusdev/dingusppc reports 1,973,514 bytes of C++, the largest language total (96.0% of 2,056,434 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dino-crisis-2-ps1-matching-decomp","title":"Dino Crisis 2 PS1 Matching Decompilation","game":"Dino Crisis 2","platform":"PlayStation (USA, SLUS-01279)","kind":"Decompilation","status":"Recently announced WIP matching decompilation. The maintainer states the build recompiles every code binary on the disc byte-for-byte and checks the executable plus all 82 overlays against SHA-1; unmatched functions remain assembly. No function or byte coverage percentage is published. Repository created 2026-10-10 and last pushed 2026-10-13.","summary":"C-source matching decompilation of the US PlayStation release SLUS-01279. The repository claims byte-identical executable and overlay rebuild checks while retaining unconverted functions as assembly; its README does not publish a decompilation coverage fraction.","project_url":"https://github.com/anzaldoivan/dino-crisis-2-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game data not included","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"Python","subtype":"PS1 USA matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/anzaldoivan/dino-crisis-2-decomp"},{"label":"Maintainer build verification and exact US PlayStation target","url":"https://github.com/anzaldoivan/dino-crisis-2-decomp/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/anzaldoivan/dino-crisis-2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":804462,"C":712691,"Java":108024,"Shell":60923,"Makefile":8473,"Lua":4599,"Dockerfile":3733},"source_url":"https://api.github.com/repos/anzaldoivan/dino-crisis-2-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 804,462 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dinopad-dinosaur-planet-ios","title":"DinoPad: Dinosaur Planet for iOS/iPadOS","game":"Dinosaur Planet (2000 Nintendo 64 prototype)","platform":"Nintendo 64 → iOS/iPadOS 15+ (arm64; iPhone and iPad); Apple Silicon macOS 11+ is also documented","kind":"Recompilation","status":"Development source; the latest tagged release is v0.2.1 (2026-10-04) and contains a PadMint build recipe plus SHA256SUMS, not an app binary. The publicly buildable package is Prototype Mode and requires the user's own original prototype dump. Restored Adventure exists only in private development builds; its restoration dependency has no redistribution permission or compatible license, so that mode is not part of the public package.","summary":"A native Apple app integration of Dinosaur Planet: Recompiled, using static N64 recompilation with UIKit/AppKit and RT64 Metal. DinoPad supplies Apple-platform app, lifecycle, renderer, and packaging work; the upstream project supplies the game recompilation. It is not an emulator, and the public base build requires the user's own original prototype dump.","project_url":"https://github.com/chrissotraidis/dinopad","updated":"2026-10-16","strategy":"Integrates Dinosaur Planet: Recompiled's static N64 game-code translation with a native UIKit/AppKit shell, RT64 Metal rendering, and mobile lifecycle support; the project explicitly distinguishes its Apple integration from upstream recompilation authorship.","language":"","source_available":"Public integration source under GPL-3.0-only for DinoPad-owned work; the game prototype, generated game code, upstream projects, and private restoration material retain separate rights. Public build recipes require the user's own original prototype dump.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C++","subtype":"Native iOS/iPadOS integration of a Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: platform support, public Prototype Mode, private restoration boundary, ROM requirement, and method attribution","url":"https://github.com/chrissotraidis/dinopad"},{"label":"Latest tagged release v0.2.1 (2026-10-04); release assets are the PadMint recipe and checksums","url":"https://github.com/chrissotraidis/dinopad/releases/tag/v0.2.1"},{"label":"DinoPad license file","url":"https://github.com/chrissotraidis/dinopad/blob/main/LICENSE"},{"label":"Maintainer rights and licensing analysis for upstream and private restoration components","url":"https://github.com/chrissotraidis/dinopad/blob/main/docs/RIGHTS_AND_LICENSES.md"},{"label":"Upstream Dinosaur Planet static-recompilation project integrated by DinoPad","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp"},{"label":"Official GitHub repository-language byte totals retrieved 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/dinopad/languages"},{"label":"Current primary README","url":"https://github.com/chrissotraidis/dinopad/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/chrissotraidis/dinopad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":243212,"Shell":179164,"Python":83276,"CMake":22878,"C++":22817,"C":19598,"Swift":1296},"source_url":"https://api.github.com/repos/chrissotraidis/dinopad/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dinosaur-planet-n64-prototype-decomp","title":"Dinosaur Planet 2000 Nintendo 64 Prototype Decompilation","game":"Dinosaur Planet (2000 Nintendo 64 prototype)","platform":"Nintendo 64 (Forest of Illusion 2021 prototype release) → matching source rebuild","kind":"Decompilation","status":"The README identifies the target as the Dinosaur Planet N64 prototype released by Forest of Illusion on 2021-02-20 and requires an unmodified ROM with MD5 49f7bb346ade39d1915c22e090ffd748. The project explicitly calls its codebase early research/development and warns that the current build is not shiftable, so it is not yet a general source base for changes. The ROM is not included.","summary":"Work-in-progress source decompilation of the unreleased 2000 Nintendo 64 Dinosaur Planet prototype, distinct from separate PC recompilation work on the same prototype.","project_url":"https://github.com/zestydevy/dinosaur-planet","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; user must supply the exact unmodified Forest of Illusion prototype ROM","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64 prototype source decompilation","target_type":"Game","sources":[{"label":"Project README: prototype provenance, exact ROM MD5, early research status, and non-shiftable-build caveat","url":"https://github.com/zestydevy/dinosaur-planet/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":211761,"C":9881110,"Dockerfile":710,"Linker Script":2535,"Python":336893},"source_url":"https://api.github.com/repos/zestydevy/dinosaur-planet/languages","evidence":"GitHub's official Languages REST endpoint reports 9,881,110 bytes of C as the largest total (94.7% of 10,433,009 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dinosaur-planet-2000-prototype-recomp","title":"Dinosaur Planet 2000 Prototype Recomp","game":"Dinosaur Planet (2000 Nintendo 64 prototype)","platform":"December 2000 N64 prototype → Windows and Linux; README requires Direct3D 12 or Vulkan.","kind":"Recompilation","status":"Work in progress. v0.3.0 published 2026-05-31; README says this only ports the December 2000 prototype and is not an arbitrary-ROM emulator.","summary":"Static recompilation of the December 2000 Nintendo 64 Dinosaur Planet prototype into a native port, using N64Recomp.","project_url":"https://github.com/DinosaurPlanetRecomp/dino-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; original game data is not included and is supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project description","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp#readme"},{"label":"Identity And Method","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L4-L10"},{"label":"Identity And Method","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L37-L43"},{"label":"Identity And Method","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L89-L91"},{"label":"Target Platforms","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L23-L28"},{"label":"Target Platforms","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L46-L50"},{"label":"Status","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L6-L8"},{"label":"Status","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/blob/main/README.md#L33-L33"},{"label":"Repository Dates","url":"https://api.github.com/repos/DinosaurPlanetRecomp/dino-recomp"},{"label":"Languages","url":"https://api.github.com/repos/DinosaurPlanetRecomp/dino-recomp/languages"},{"label":"Latest Release","url":"https://api.github.com/repos/DinosaurPlanetRecomp/dino-recomp/releases?per_page=1"},{"label":"Latest Release","url":"https://github.com/DinosaurPlanetRecomp/dino-recomp/releases/tag/v0.3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":883779,"C":790713,"SCSS":61925,"CMake":15680,"CSS":13847,"Python":7416,"Linker Script":6324,"Makefile":2144,"Shell":1414,"HLSL":784},"source_url":"https://api.github.com/repos/DinosaurPlanetRecomp/dino-recomp/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"directmusic-api-reimplementation-dmusic","title":"DirectMusic API Reimplementation (dmusic)","game":"Microsoft DirectMusic adaptive soundtrack API (early DirectX; exact DirectX version not pinned)","platform":"DirectMusic audio middleware → C library buildable on Linux, macOS, and Windows","kind":"Reimplementation","status":"The README calls the implementation incomplete, under heavy development, and potentially unstable. It says the DirectMusic data and soundtrack paths for Gothic and Gothic II were tested to work somewhat correctly; this is not a broad application-compatibility claim. No GitHub release is listed, and the latest repository push checked was 2026-03-02.","summary":"A C reimplementation of Microsoft's legacy DirectMusic adaptive-audio API, distributed as a library rather than a drop-in Windows system DLL. 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The README describes a static MIPS-to-C recompilation and requires the user's own game data; it does not establish a complete-playthrough result.","summary":"Switch target of Donkey Kong 64 Recompiled: N64 MIPS code is statically translated to C and built as native Switch homebrew without CPU emulation.","project_url":"https://github.com/Trinalord777/DK64Recomp-NX","updated":"2026-10-16","strategy":"Static recompilation of Nintendo 64 MIPS code to native Switch code","language":"","source_available":"Public source and Switch releases; requires user-supplied game data. 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The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dodonpachi-dai-ou-jou-dx-steam-en","title":"DoDonPachi Dai-Ou-Jou DX English Fan Patch","game":"DoDonPachi Dai-Ou-Jou DX","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"English patch v1.3 is linked from the maintainer's patch index; release date and completeness are unstated.","summary":"English fan patch for the Japanese Steam release of DoDonPachi Dai-Ou-Jou DX.","project_url":"https://github.com/MKCAMK/G-MODE-Archives-translations","updated":"2026-10-16","strategy":"Game-specific text fan localization patch","language":"English","source_available":"Public GitHub repository and a linked v1.3 patch download.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Steam-only scope and English patch v1.3","url":"https://github.com/MKCAMK/G-MODE-Archives-translations"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/MKCAMK/G-MODE-Archives-translations/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"dodonpachi-saidaioujou-xbox360-recomp","title":"DoDonPachi Saidaioujou (Xbox 360) Recompilation","game":"DoDonPachi Saidaioujou","platform":"Xbox 360 → Windows / Linux","kind":"Recompilation","status":"Prerelease 6 hotfix; the README documents game setup and launch but does not specify playability or completion.","summary":"Title-specific Xbox 360 recompilation using ReXGlue.","project_url":"https://github.com/eandis/SDOJ-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/eandis/SDOJ-Recomp#readme"},{"label":"Latest project release (prerelease6-hotfix)","url":"https://github.com/eandis/SDOJ-Recomp/releases/tag/prerelease6-hotfix"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/eandis/SDOJ-Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/eandis/SDOJ-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":134974951,"CMake":11775,"Shell":8646,"PowerShell":8621,"Batchfile":641},"source_url":"https://api.github.com/repos/eandis/SDOJ-Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dodonpachi-saturn-recomp","title":"DoDonPachi Saturn Recompilation","game":"DoDonPachi","platform":"Sega Saturn (Japan) → native PC","kind":"Recompilation","status":"Work in progress; README reports reaching the first stage from boot. 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Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"doko-demo-issyo-psp-en","title":"Doko Demo Issyo PSP English Patch","game":"Doko Demo Issyo","platform":"PlayStation Portable","kind":"Fan Localization","status":"Very incomplete; v0.1.0-fixed addresses a launch crash","summary":"The latest documented release, v0.1.0-fixed, fixes a real-PSP launch crash, while the translation remains very incomplete. The project provides an xdelta patch for a PSP image.","project_url":"https://github.com/pumpkinhasapatch/dokodemo-psp-english/releases","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PSP fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/pumpkinhasapatch/dokodemo-psp-english/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pumpkinhasapatch/dokodemo-psp-english"}],"media":[{"kind":"image","label":"Doko Demo Issyo PSP English Translation Project","url":"https://raw.githubusercontent.com/pumpkinhasapatch/dokodemo-psp-english/HEAD/textures/GUI/TITLE/TITLE.png","preview_url":"https://raw.githubusercontent.com/pumpkinhasapatch/dokodemo-psp-english/HEAD/textures/GUI/TITLE/TITLE.png","source_url":"https://github.com/pumpkinhasapatch/dokodemo-psp-english","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":5320,"Batchfile":2800,"Shell":1880},"source_url":"https://github.com/pumpkinhasapatch/dokodemo-psp-english","evidence":"GitHub Languages panel reported Python 53.2%, Batchfile 28.0%, Shell 18.8%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dolphin","title":"Dolphin","game":"Nintendo GameCube/Wii","platform":"Windows, Linux, macOS, Android","kind":"Emulator","status":"Active; official development builds continue, with source updates through 2026-10-12.","summary":"The leading long-running GameCube/Wii emulator, first released in 2003 and made open source in 2008.","project_url":"https://dolphin-emu.org/","updated":"2026-10-16","strategy":"Standalone software emulator.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube and Wii system emulator","target_type":"Software","sources":[{"label":"Official source repository and supported systems","url":"https://github.com/dolphin-emu/dolphin"},{"label":"Official FAQ and project history","url":"https://dolphin-emu.org/docs/faq/"},{"label":"Official download page","url":"https://dolphin-emu.org/download/"}],"media":[{"kind":"video","label":"Dolphin Homebrew Channel showcase embedded in the official project progress report","url":"https://www.youtube.com/watch?v=QLycpVxtsCg","preview_url":"https://img.youtube.com/vi/QLycpVxtsCg/hqdefault.jpg","source_url":"https://dolphin-emu.org/blog/2016/12/01/dolphin-progress-report-november-2016/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":15572966,"Kotlin":1132267,"C":371502,"CMake":202728,"Objective-C++":167167,"GLSL":73892,"Python":38551,"Shell":11956,"NSIS":8340,"Makefile":6252,"Assembly":5967,"Objective-C":5314,"Perl":2587,"Roff":2474,"Smarty":896},"source_url":"https://api.github.com/repos/dolphin-emu/dolphin/languages","evidence":"GitHub's official Languages REST endpoint reports 15,572,966 bytes of C++ as the largest total (88.5% of 17,602,859 recognized language bytes) for the complete repository. 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Users provide their own game files; none are bundled.","project_url":"https://github.com/iHaiDeeZ/DolphinPS4","updated":"2026-10-16","strategy":"Dolphin emulator port with PowerPC JIT and Vulkan/Mesa RADV rendering","language":"","source_available":"Public source and release artifacts under GPL-2.0; game images and copyrighted firmware are not included and must be user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube/Wii system emulator port to jailbroken PS4","target_type":"Software","sources":[{"label":"Maintainer repository and README: port method, compatibility notes, requirements, license","url":"https://github.com/iHaiDeeZ/DolphinPS4"},{"label":"Maintainer Reddit announcement / tester request (2026-10-04)","url":"https://www.reddit.com/r/ps4homebrew/comments/1wxjano/dolphin_ps4/"},{"label":"Independent Mario Kart Wii gameplay post and video","url":"https://www.reddit.com/r/ps4homebrew/comments/1x0qk38/now_is_a_great_time_for_ps4_dolphin_running_mkwii/"},{"label":"GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/iHaiDeeZ/DolphinPS4/languages"},{"label":"Current primary README","url":"https://github.com/iHaiDeeZ/DolphinPS4/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/iHaiDeeZ/DolphinPS4"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/iHaiDeeZ/DolphinPS4/releases/tag/v04.13"}],"media":[{"kind":"image","label":"PS4 Dolphin maintainer announcement screenshots","url":"https://preview.redd.it/8v1416io4hth1.jpg?width=1024&format=pjpg&auto=webp&s=135b1cdf39e174b2fdcd30445fa6fadee0140dbc","preview_url":null,"source_url":"https://www.reddit.com/r/ps4homebrew/comments/1wxjano/dolphin_ps4/","discovered_on":"2026-10-16"},{"kind":"image","label":"PS4 Dolphin maintainer announcement screenshot","url":"https://preview.redd.it/wnwb6gto4hth1.jpg?width=1024&format=pjpg&auto=webp&s=c2a38ab68d997179ba36f068b9fc4f8cc413f969","preview_url":null,"source_url":"https://www.reddit.com/r/ps4homebrew/comments/1wxjano/dolphin_ps4/","discovered_on":"2026-10-16"},{"kind":"video","label":"Independent Mario Kart Wii on PS4 / Dolphin v4 gameplay","url":"https://youtu.be/ttkJg-zElSE","preview_url":"https://i.ytimg.com/vi/ttkJg-zElSE/hqdefault.jpg","source_url":"https://www.reddit.com/r/ps4homebrew/comments/1x0qk38/now_is_a_great_time_for_ps4_dolphin_running_mkwii/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":158452,"C++":143229,"Shell":47928,"CMake":20134,"Python":12143,"Assembly":4011,"Linker Script":2237,"GLSL":743},"source_url":"https://api.github.com/repos/iHaiDeeZ/DolphinPS4/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dolphin-sdk-2001-libraries-decomp","title":"Dolphin SDK 2001 Libraries Decompilation","game":"Dolphin SDK 2001 archive library files","platform":"Nintendo GameCube / Wii SDK software — archive-library files (README body: 2001-05-22; repository description: 2001-05-23)","kind":"Decompilation","status":"The README body identifies the archive libraries as the 2001-05-22 SDK version and marks all 31 listed targets complete, but the GitHub repository description calls it 2001-05-23. The project is not a complete SDK replacement and does not provide the SDK archives; no release is listed.","summary":"A decompilation of Dolphin SDK archive-library files. The README body says 2001-05-22, while the repository description says 2001-05-23; retain that source discrepancy. Users supply their own .a archives, and the project is not a complete SDK copy or replacement.","project_url":"https://github.com/doldecomp/dolsdk2001","updated":"2026-10-16","strategy":"Decompilation of GameCube/Wii SDK archive libraries","language":"","source_available":"Public project source and build scripts; users must supply their own .a archive files. The repository does not provide a complete SDK copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo GameCube/Wii SDK library decompilation","target_type":"Software","sources":[{"label":"Maintainer README: SDK version, library completion list, and required user-provided archives","url":"https://github.com/doldecomp/dolsdk2001#readme"},{"label":"Official GitHub repository metadata and latest activity","url":"https://api.github.com/repos/doldecomp/dolsdk2001"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/doldecomp/dolsdk2001/releases"},{"label":"Current primary README","url":"https://github.com/doldecomp/dolsdk2001/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/doldecomp/dolsdk2001/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1570726,"Assembly":110495,"Makefile":15319,"Linker Script":7831,"Python":1918},"source_url":"https://api.github.com/repos/doldecomp/dolsdk2001/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dolphin-sdk-2004-libraries-decomp","title":"Dolphin SDK 2004 Libraries Decompilation","game":"Dolphin SDK (April 20, 2004 library archive files)","platform":"Nintendo GameCube / Wii SDK","kind":"Decompilation","status":"The README lists most library components as complete, with AX effects, GX, and VI marked in progress; the repository is not a complete copy of the SDK.","summary":"Source reconstruction of selected archive libraries from the April 20, 2004 Dolphin SDK; the README gives component-level completion state and says it is not a full SDK replacement.","project_url":"https://github.com/doldecomp/dolsdk2004","updated":"2026-10-15","strategy":"SDK library decompilation","language":"","source_available":"Public source repository; original library archives are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dolphin SDK 2004 library archive components","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/doldecomp/dolsdk2004#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/doldecomp/dolsdk2004"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2321230,"Assembly":122603,"Makefile":17139,"Python":2104},"source_url":"https://api.github.com/repos/doldecomp/dolsdk2004/languages","evidence":"GitHub's official Languages REST endpoint reports 2,321,230 bytes of C as the largest total (94.2% of 2,463,076 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dolrecomp-gamecube-wii-recompiler","title":"DolRecomp","game":"GameCube, Wii, and early Wii U software (multi-title framework)","platform":"GameCube/Wii PowerPC DOL and REL; early/incomplete Wii U Espresso RPX → C or LLVM output","kind":"Recompilation","status":"Active; latest source push checked 2026-10-10; no tagged release is listed. The README explicitly describes Wii U RPX support as work in progress and says its output covers the CPU side only; a hosting runtime supplies the rest of the system.","summary":"Static recompiler for GameCube and Wii PowerPC code, with early Wii U support. It handles DOL, REL, and RPX inputs and can emit C or LLVM IR; graphics, audio, input, and the rest of the runtime are supplied by the host project.","project_url":"https://github.com/ExpansionPak/DolRecomp","updated":"2026-10-15","strategy":"Static PowerPC/ Espresso code translation to C or LLVM IR","language":"","source_available":"Public GPL-3.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube/Wii static recompiler tool","target_type":"Software","sources":[{"label":"Maintainer README: file formats, C/LLVM backends, host-runtime boundary, and incomplete Wii U status","url":"https://github.com/ExpansionPak/DolRecomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/ExpansionPak/DolRecomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/ExpansionPak/DolRecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1184132,"C++":439740,"CMake":44957,"Assembly":3991,"Makefile":618},"source_url":"https://api.github.com/repos/ExpansionPak/DolRecomp/languages","evidence":"GitHub's official Languages REST endpoint reports 1,184,132 bytes of C as the largest total (70.8% of 1,673,438 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dome-keeper-vita-port","title":"Dome Keeper — PlayStation Vita Technical Port","game":"Dome Keeper","platform":"Windows PC (Godot) → PlayStation Vita","kind":"Reimplementation","status":"Technical-preview VPK v0.1 was published 2026-06-09. The maintainer reports that it boots on Vita hardware and reaches LevelStage, but map rendering remains under verification and the gameplay loop is not playable yet. A stable Vita game.pck is still in development; the repository does not include commercial game data.","summary":"Adapts the Godot PC release to a custom Godot 3.5 Vita runtime, with Vita-specific memory, texture, shader, and input changes. This is a hardware-tested technical preview rather than a playable port.","project_url":"https://github.com/WolffsRoom/DomeKeeper-Vita","updated":"2026-10-16","strategy":"Godot project adaptation to a Vita-native runtime","language":"","source_available":"Public source repository; user-supplied game data required","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Godot 3.5 Vita technical preview","target_type":"Game","sources":[{"label":"Maintainer README: Vita hardware status, requirements, and blockers","url":"https://github.com/WolffsRoom/DomeKeeper-Vita"},{"label":"v0.1 technical-preview VPK release (2026-06-09)","url":"https://github.com/WolffsRoom/DomeKeeper-Vita/releases/tag/v0.1"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/WolffsRoom/DomeKeeper-Vita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":227670},"source_url":"https://api.github.com/repos/WolffsRoom/DomeKeeper-Vita/languages","evidence":"Official GitHub Languages API returned 1 language byte totals (227,670 bytes); Python is largest at 227,670 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"donalds-alphabet-chase-ibm-pc-dos-decompilation","title":"Donald’s Alphabet Chase DOS matching decompilation","game":"Donald’s Alphabet Chase (Disney Software, 1988; IBM PC DOS retail and alternate builds)","platform":"IBM PC DOS x86 → reconstructed C and NASM assembly; Turbo C 2.0/TLINK build checked with DOSBox-based tools","kind":"Decompilation","status":"Active repository; GitHub reports a push on 2026-10-16. The README states all 73 C functions and the listed assembly objects byte-match, covering 99.97% of code bytes; both retail DONALD.EXE and the alternate build relink byte-identically from source. Original game files are excluded and must be supplied by the user for verification.","summary":"A matching decompilation of Disney Software’s 1988 Donald’s Alphabet Chase for IBM PC DOS. C source, with assembly only where necessary, rebuilds the retail executable and an alternate build byte-identically; original game binaries and data are intentionally excluded from the repository.","project_url":"https://github.com/jdelezenne/donalds-alphabet-chase-dos","updated":"2026-10-16","strategy":"Evidence-backed C and assembly reconstruction, with Turbo C 2.0 and TLINK relinking both original executable variants byte-identically; original game files serve as user-supplied comparison inputs.","language":"","source_available":"Public source; the GitHub repository has no declared license. The project excludes copyrighted executables, game data and disk images; the README asks users to provide their own legally obtained game copy for verification.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"DOS game byte-matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, status, byte-matching measurements, original-file policy, toolchain and project layout","url":"https://github.com/jdelezenne/donalds-alphabet-chase-dos/blob/784ca03bf0605b728c0c47fe4e9ade59b3cbe7b7/README.md"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/jdelezenne/donalds-alphabet-chase-dos"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/jdelezenne/donalds-alphabet-chase-dos/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":152801,"C":105568,"Python":47974,"Shell":6146},"source_url":"https://api.github.com/repos/jdelezenne/donalds-alphabet-chase-dos/languages","evidence":"GitHub's official Languages endpoint reports Assembly as the largest tracked source total (152,801 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"donkey-kong-3-the-great-counterattack-pc-88-english","title":"Donkey Kong 3: The Great Counterattack English Translation","game":"Donkey Kong 3: The Great Counterattack","platform":"PC-88","kind":"Fan Localization","status":"Released; RHP reports v1","summary":"English fan localization for Donkey Kong 3: The Great Counterattack on PC-88. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/donkey-kong-3-the-great-counterattack-english-translation-pc-88","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/donkey-kong-3-the-great-counterattack-english-translation-pc-88"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/donkey-kong-3-the-great-counterattack-english-translation-pc-88","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Donkey Kong 3: The Great Counterattack English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Donkey Kong 3: The Great Counterattack English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"donkey-kong-3-the-great-counterattack-sharp-x1-english","title":"Donkey Kong 3: The Great Counterattack English Translation","game":"Donkey Kong 3: The Great Counterattack","platform":"Sharp X1","kind":"Fan Localization","status":"Released; RHP reports v1","summary":"English fan localization for Donkey Kong 3: The Great Counterattack on Sharp X1. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/donkey-kong-3-the-great-counterattack-sharp-x1-english-translation-other","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/donkey-kong-3-the-great-counterattack-sharp-x1-english-translation-other"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/donkey-kong-3-the-great-counterattack-sharp-x1-english-translation-other","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Donkey Kong 3: The Great Counterattack English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Donkey Kong 3: The Great Counterattack English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"donkey-kong-64-decomp","title":"Donkey Kong 64 Decompilation","game":"Donkey Kong 64","platform":"Nintendo 64","kind":"Decompilation","status":"Public in-progress MIPS decompilation. The README progress badge reports 66.9612% (4,090/4,502 functions). The latest progress commit is dated 2026-10-06; a 2026-10-09 main-branch commit moved files into done/, and GitLab project metadata reports last activity on 2026-10-10. Building requires a user-supplied U.S. ROM.","summary":"A public source decompilation of Donkey Kong 64 for Nintendo 64. The README identifies the U.S. base ROM by SHA-1 and provides extraction and build instructions; it does not distribute the ROM.","project_url":"https://gitlab.com/dk64_decomp/dk64","updated":"2026-10-16","strategy":"Nintendo 64 MIPS decompilation and ROM reconstruction","language":"","source_available":"Public GitLab source and tools; the user must supply the U.S. baserom.us.z64 (SHA-1 cf806ff2603640a748fca5026ded28802f1f4a50).","first_found":"2026-10-16","project_started":"2023-02-23","programming_language":"","subtype":"U.S. ROM target","target_type":"Game","sources":[{"label":"GitLab project metadata: last activity timestamp","url":"https://gitlab.com/api/v4/projects/dk64_decomp%2Fdk64"},{"label":"Maintainer README: U.S. base ROM, progress table, and build instructions","url":"https://gitlab.com/dk64_decomp/dk64/-/raw/main/README.md"},{"label":"Project repository","url":"https://gitlab.com/dk64_decomp/dk64"},{"label":"Maintainer progress badge: overall function count and completion percentage","url":"https://gitlab.com/dk64_decomp/dk64/-/raw/main/progress/progress_total.svg"},{"label":"GitLab main-branch commits: latest file move and prior progress update","url":"https://gitlab.com/api/v4/projects/dk64_decomp%2Fdk64/repository/commits?per_page=5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gitlab.com/dk64_decomp/dk64","evidence":"The project URL is GitLab-hosted, so a GitHub repository Languages endpoint does not apply. No language was assigned from a non-GitHub endpoint.","verified_at":"2026-10-16","reason_unknown":"The project is hosted on GitLab; no GitHub Languages API endpoint applies, and this pass did not infer a language from another service."}},{"id":"donkey-kong-64-pc-recomp","title":"Donkey Kong 64 Recompiled (PC)","game":"Donkey Kong 64","platform":"Nintendo 64 → Windows / Linux / Steam Deck","kind":"Recompilation","status":"v1.0.3 release; the project documents PC builds, but does not make a complete-playthrough claim.","summary":"A distinct PC-focused N64 static recompilation; the catalog already contains a separate Nintendo Switch homebrew project for DK64.","project_url":"https://github.com/rainchus/Donkey-Kong-64-Recompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/rainchus/Donkey-Kong-64-Recompiled#readme"},{"label":"GitHub release v1.0.3 (2026-09-30)","url":"https://github.com/Rainchus/Donkey-Kong-64-Recompiled/releases/tag/v1.0.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/rainchus/Donkey-Kong-64-Recompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/rainchus/Donkey-Kong-64-Recompiled"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/rainchus/Donkey-Kong-64-Recompiled"},{"label":"GitHub latest commit listed for default branch (2026-09-30, 3b0c36d3fb; activity evidence only)","url":"https://github.com/Rainchus/Donkey-Kong-64-Recompiled/commit/3b0c36d3fbfeb0b5d2c47923f35cf84b31edcbf7"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/Rainchus/Donkey-Kong-64-Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":707466,"C++":184270,"CMake":14549,"Linker Script":4129,"Makefile":1159,"Shell":622},"source_url":"https://api.github.com/repos/rainchus/Donkey-Kong-64-Recompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dk64-recomp-android","title":"Donkey Kong 64: Recompiled for Android","game":"Donkey Kong 64","platform":"Nintendo 64 → Android (ARM64/Vulkan)","kind":"Recompilation","status":"Latest signed arm64 APK v1.0.3-android-r7 (2026-09-05). The README lists Android 8+, Vulkan 1.1+, and virtual touch controls, while recommending a Bluetooth/USB gamepad. Release notes document Adreno 619 compatibility fixes, but do not establish broad device support or a full-game completion status.","summary":"Android NDK port of DK64: Recompiled using N64ModernRuntime, RT64/Vulkan, RmlUi, and SDL2. Requires a user-supplied NTSC-U 1.0 ROM. Includes a virtual touch gamepad; a physical gamepad is recommended. The release publishes an APK and documents device-specific driver fixes, without claiming universal compatibility or a completed playthrough.","project_url":"https://github.com/deivid22srk/dk64-recomp-android","updated":"2026-10-15","strategy":"N64 static recompilation ported through Android NDK with RT64/Vulkan","language":"","source_available":"Repository and signed APK releases","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port of a static recompilation","target_type":"Game","sources":[{"label":"Project README: Android NDK method, ROM requirement, Android/Vulkan requirements, touch and controller support","url":"https://github.com/deivid22srk/dk64-recomp-android#readme"},{"label":"Latest signed Android APK release and device-specific compatibility notes","url":"https://github.com/deivid22srk/dk64-recomp-android/releases/tag/v1.0.3-android-r7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":688093,"Java":310644,"C++":289472,"Kotlin":48125,"CMake":37389,"HTML":13947,"Shell":7037,"Linker Script":3896,"Makefile":1159},"source_url":"https://api.github.com/repos/deivid22srk/dk64-recomp-android/languages","evidence":"GitHub's official Languages REST endpoint reports 688,093 bytes of C as the largest total (49.2% of 1,399,762 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"donkey-kong-country-2-snes-recomp","title":"Donkey Kong Country 2 Recompiled","game":"Donkey Kong Country 2: Diddy’s Kong Quest","platform":"Super Nintendo Entertainment System → Windows / macOS Apple silicon","kind":"Recompilation","status":"v0.0.8 release; README describes a static recompilation with two fault variants left on an interpreter fallback.","summary":"Translates the SNES 65816 program to native C for exact analyzed entry states; the shared runtime models the remaining SNES hardware.","project_url":"https://github.com/elliotttate/DKC2Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Super Nintendo Entertainment System","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/elliotttate/DKC2Recomp#readme"},{"label":"Latest project release (v0.0.8)","url":"https://github.com/elliotttate/DKC2Recomp/releases/tag/v0.0.8"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/elliotttate/DKC2Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/elliotttate/DKC2Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2130892,"Python":498374,"PowerShell":79292,"CMake":64651,"C++":54079,"Objective-C":16385,"Shell":4577,"Makefile":1955},"source_url":"https://api.github.com/repos/elliotttate/DKC2Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"donkey-kong-country-2-switch-recomp","title":"Donkey Kong Country 2 Switch Recompilation","game":"Donkey Kong Country 2: Diddy’s Kong Quest","platform":"Super Nintendo Entertainment System → Nintendo Switch","kind":"Recompilation","status":"Real Switch hardware boot and execution are reported; buttons, audio, and persistent SRAM work at 1280×720/16:9. Widescreen remains incompletely validated, and the documented input is the North American v1.0 ROM.","summary":"Native Switch build from a static recompilation of the SNES game; the user supplies the supported ROM. The README records device-level tests and the remaining widescreen validation limit.","project_url":"https://github.com/1weell/DKC2Recomp-Switch","updated":"2026-10-15","strategy":"Static SNES recompilation to native Switch homebrew","language":"","source_available":"Public source and build instructions; requires the user's own North American v1.0 ROM. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/1weell/DKC2Recomp-Switch"},{"label":"Maintainer README: static recompilation, supported ROM, and real-device test notes","url":"https://github.com/1weell/DKC2Recomp-Switch#readme"},{"label":"Maintainer releases","url":"https://github.com/1weell/DKC2Recomp-Switch/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/1weell/DKC2Recomp-Switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2167594,"Python":505929,"PowerShell":79292,"CMake":74324,"C++":54079,"Objective-C":16385,"Shell":4577,"Makefile":1955},"source_url":"https://api.github.com/repos/1weell/DKC2Recomp-Switch/languages","evidence":"GitHub's official Languages REST endpoint reports 2,167,594 bytes of C as the largest total (74.6% of 2,904,135 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"donkey-kong-country-3-snes-switch-recomp-nx","title":"Donkey Kong Country 3 Nintendo Switch Static Recompilation","game":"Donkey Kong Country 3: Dixie Kong’s Double Trouble!","platform":"Super Nintendo Entertainment System → Nintendo Switch homebrew","kind":"Recompilation","status":"The maintainer published Switch release 0.0.5-nx1 on 2026-09-30. The repository documents a Switch/libnx NRO build and USA English/French ROM variants. Its explicit playable/bring-up notes are desktop-oriented; it does not document Switch console gameplay acceptance.","summary":"A static recompilation of Donkey Kong Country 3’s SNES program into C with a native Nintendo Switch/libnx runtime. The project targets North American English/French ROM variants and provides an NRO release; users supply their own game ROM.","project_url":"https://github.com/souldbminerr/DKC3Recomp-NX","updated":"2026-10-16","strategy":"Static recompilation of the SNES game program to C with a native libnx/NRO runtime","language":"","source_available":"Public source repository and NRO release; users supply a supported USA game ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Super Nintendo static recompilation for Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: SNES source, supported regional variants, and recompilation status","url":"https://github.com/souldbminerr/DKC3Recomp-NX#readme"},{"label":"Maintainer Switch target configuration (dkc3 target/app title and libnx/NRO rules; introductory banner contains stale DKC2 wording)","url":"https://github.com/souldbminerr/DKC3Recomp-NX/blob/main/Makefile.switch"},{"label":"Maintainer Switch release history","url":"https://github.com/souldbminerr/DKC3Recomp-NX/releases"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/souldbminerr/DKC3Recomp-NX/languages"},{"label":"Current primary README","url":"https://github.com/souldbminerr/DKC3Recomp-NX/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/souldbminerr/DKC3Recomp-NX"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/souldbminerr/DKC3Recomp-NX/releases/tag/v0.0.5-nx1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1877817,"Python":96886,"Objective-C":55136,"C++":42089,"CMake":31746,"Shell":4577},"source_url":"https://api.github.com/repos/souldbminerr/DKC3Recomp-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"donkey-kong-country-3-recomp","title":"Donkey Kong Country 3 Recompilation","game":"Donkey Kong Country 3: Dixie Kong's Double Trouble!","platform":"Super Nintendo → Windows/macOS","kind":"Recompilation","status":"Bring-up remains in progress. The maintainer README reports widescreen rendering checked in named states including Lakeside Limbo, Murky Mill, Floodlit Fish, KAOS, and Bleak; this does not establish full-campaign playability.","summary":"Statically recompiles the US SNES game code to C and runs it in native hosts with interpreter fallback for code the analysis cannot yet prove.","project_url":"https://github.com/elliotttate/DKC3Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/elliotttate/DKC3Recomp"},{"label":"Maintainer README: current status and documented game-state checks","url":"https://github.com/elliotttate/DKC3Recomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/elliotttate/DKC3Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/elliotttate/DKC3Recomp/main/README.md"},{"label":"Maintainer bring-up notes linked from the README","url":"https://github.com/elliotttate/DKC3Recomp/blob/main/docs/BRINGUP.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1848036,"Python":94292,"Objective-C":55136,"C++":42089,"CMake":31746,"Shell":4577},"source_url":"https://api.github.com/repos/elliotttate/DKC3Recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 1,848,036 bytes of C as the largest total (89.0% of 2,075,876 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"donkey-kong-country-snes-switch-dkc1recomp-nx","title":"Donkey Kong Country Nintendo Switch Static Recompilation","game":"Donkey Kong Country","platform":"Super Nintendo Entertainment System → Nintendo Switch homebrew","kind":"Recompilation","status":"The maintainer published an NRO release, 0.1.0-nx, on 2026-09-09. The repository documents a Switch/libnx build and a USA v1.0 ROM requirement. The README’s playable bring-up notes describe desktop builds; it does not document Switch hardware gameplay testing.","summary":"A static recompilation of the SNES Donkey Kong Country program into C with a native Nintendo Switch/libnx runtime. 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Latest release v1.1.2 was published 2026-09-19. The README documents old/new 3DS/2DS, stereoscopic 3D and installation formats; users supply extracted game data and audio. No original copyrighted game assets are included.","summary":"A Nintendo 3DS/2DS source port based on Doom RPG-RE, maintained as a fork with 3DS packaging, stereoscopic support and user-provided game data.","project_url":"https://github.com/iNdioNicarao/DoomRPG-RE-3DS","updated":"2026-10-16","strategy":"Platform source port/fork of Doom RPG-RE for Nintendo 3DS; this is not the separate J2ME bytecode-to-C static recompiler","language":"","source_available":"Public source under GPL-3.0. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dora64-n64-to-android","title":"Dora64 Android Recompilation","game":"Doraemon: Nobita to Mittsu no Seireiseki (Japanese Nintendo 64 release; supported .z64 ROM revision)","platform":"Nintendo 64 → Android 7.0+ / ARM64 with Vulkan","kind":"Recompilation","status":"The latest GitHub release found is tag v1.0.4 (2026-09-25). Its release title calls the Android build 1.0.3 and the Android archive asset is Dora64-1.0.3-Android-arm64.zip, while the README still says Android 1.0.2 is paired with desktop 1.0.5; the Android version text is inconsistent. Android 7.0+, ARM64, and Vulkan are documented. The maintainer reports a complete playthrough on a Lenovo Legion Y700 (2025, Snapdragon 8 Gen 3); other-device coverage is limited.","summary":"Native N64 recompilation: the project's tools translate the original MIPS game code to native code and use N64ModernRuntime and RT64 for platform, audio, input, and rendering. The Android archive includes no ROM; users must supply the supported original Japanese .z64 ROM, which is checked by hash. This is a title-specific native recompilation, not a whole-system emulator.","project_url":"https://github.com/citrongames/Dora64","updated":"2026-09-26","strategy":"Static recompilation of the N64 MIPS game code with Android runtime, Vulkan rendering, gamepad, and touch-control support.","language":"","source_available":"Public source repository and Android archive; no copyrighted ROM is included. Users supply the supported Japanese .z64 ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 static recompilation with an Android ARM64 build","target_type":"Game","sources":[{"label":"Maintainer README: recompilation method, supported Japanese ROM, Android requirements, test device, and version caveat","url":"https://github.com/citrongames/Dora64#readme"},{"label":"Latest GitHub release found: v1.0.4 and Android 1.0.3 archive asset","url":"https://github.com/citrongames/Dora64/releases/tag/v1.0.4"},{"label":"Android build configuration: minimum Android SDK 24 and ARM64 package version","url":"https://github.com/citrongames/Dora64/blob/main/android/app/build.gradle"},{"label":"Maintainer Android device test record","url":"https://github.com/citrongames/Dora64/blob/main/docs/android-device-testing.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":350914,"Python":94288,"CMake":15060,"Java":8738,"C":8405},"source_url":"https://api.github.com/repos/citrongames/Dora64/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 350,914 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dora64-3-n64-native-recompilation","title":"Dora64-3 (Doraemon 3: Nobita no Machi SOS! Recompiled)","game":"Doraemon 3: Nobita no Machi SOS!","platform":"Nintendo 64 Japanese revision 0 ROM → Windows x64, Linux x86-64, and Android ARM64","kind":"Recompilation","status":"v1.0.0 released 2026-10-13 for Windows, Linux, and Android. The README documents controller/input settings, widescreen and 60 FPS modes, translated text/art, and requires the user to supply the exact Japanese revision 0 ROM; game data is not included.","summary":"Native recompilation of Doraemon 3: Nobita no Machi SOS! for Windows, Linux, and Android using N64Recomp, N64 Modern Runtime, and RT64. Requires the user-supplied Japanese N64 revision 0 ROM; source and game-data generation are separate, and copyrighted game data is not distributed.","project_url":"https://github.com/citrongames/Dora64-3","updated":"2026-10-13","strategy":"Static recompilation","language":"","source_available":"Public source repository; original N64 ROM and copyrighted game data are not included and must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 static recompilation and native multi-platform port","target_type":"Game","sources":[{"label":"Maintainer README: project identity, N64Recomp method, platforms, release/build, ROM requirement, features, and rights","url":"https://github.com/citrongames/Dora64-3#readme"},{"label":"Maintainer v1.0.0 release and platform packages","url":"https://github.com/citrongames/Dora64-3/releases/tag/v1.0.0"},{"label":"Repository license: GPL-3.0-or-later","url":"https://github.com/citrongames/Dora64-3/blob/main/LICENSE"},{"label":"GitHub repository metadata: non-fork, active source, platform topics, and license","url":"https://api.github.com/repos/citrongames/Dora64-3"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/citrongames/Dora64-3/languages"},{"label":"Reddit r/decomps discovery lead; project-linked discussion identifies the Doraemon 3 N64 recompilation","url":"https://www.reddit.com/r/decomps/comments/1wrer5b/dora_64_doraemon_n64_decomp/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3087097,"Python":904527,"CMake":22272,"NASL":10424,"Java":9277,"PowerShell":8199,"C":4124,"HLSL":812},"source_url":"https://api.github.com/repos/citrongames/Dora64-3/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dosbox","title":"DOSBox","game":"MS-DOS games and IBM PC-compatible software","platform":"DOS/x86 PC emulation → Windows, macOS, Linux, and other SDL-supported hosts","kind":"Emulator","status":"Legacy DOSBox release line; the official site lists 0.74-3 (released 2019-06-26) as its latest version and posted a Linux workaround on 2021-01-27.","summary":"The original cross-platform DOS emulator, primarily intended to run DOS games on modern systems. Its official site still provides legacy source releases.","project_url":"https://www.dosbox.com/","updated":"2026-10-16","strategy":"Emulates an x86 PC environment and DOS behavior in software, with compatibility and performance aimed at DOS games.","language":"","source_available":"Public DOSBox 0.74-3 source archive linked from the official downloads page.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"DOS/x86 personal-computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://www.dosbox.com/download.php?main=1"},{"label":"Official project description","url":"https://www.dosbox.com/information.php?page=0"},{"label":"DOSBox 0.74-3 release announcement","url":"https://sourceforge.net/p/dosbox/news/2019/06/dosbox-074-3-has-been-released/"},{"label":"Official DOSBox news: Linux workaround posted 2021-01-27; latest release remains 0.74-3 from 2019-06-26","url":"https://www.dosbox.com/news.php?show_news=1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.dosbox.com/","evidence":"The official project source page identifies the project and its source/download location but does not expose repository-level language byte or percentage totals.","verified_at":"2026-10-15","reason_unknown":"No official repository language-statistics API endpoint is identified in the authoritative project sources, so a predominant language and full repository breakdown cannot be established."}},{"id":"dosbox-pure","title":"DOSBox Pure","game":"DOS games and DOS-based PC software","platform":"Libretro-compatible hosts, including RetroArch-supported platforms","kind":"Emulator","status":"Active; the maintainer moved the project to Codeberg. The latest release is 1.0-preview7 (2026-10-06), and the current source repository records a commit on 2026-10-14.","summary":"A DOSBox fork built as a Libretro core, emphasizing simple game loading and save-state support. It is an emulator core rather than a frontend.","project_url":"https://codeberg.org/schelling/dosbox-pure","updated":"2026-10-16","strategy":"DOSBox system emulation exposed through the Libretro core interface, with game-oriented content loading and emulator state features.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"DOSBox-based DOS/x86 PC emulator core for Libretro","target_type":"Software","sources":[{"label":"Maintainer's GitHub repository and migration notice","url":"https://github.com/schellingb/dosbox-pure"},{"label":"Official project source confirms emulator type and target","url":"https://codeberg.org/schelling/dosbox-pure"},{"label":"Current Codeberg source commit","url":"https://codeberg.org/schelling/dosbox-pure/commit/6f28498450314e5b168b25d0f90359b0d1bdb747"},{"label":"Codeberg 1.0-preview7 release","url":"https://codeberg.org/schelling/dosbox-pure/releases/tag/1.0-preview7"},{"label":"Codeberg commit API (UTC date and message)","url":"https://codeberg.org/api/v1/repos/schelling/dosbox-pure/commits/6f28498450314e5b168b25d0f90359b0d1bdb747"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5387851,"C":2745169,"JavaScript":56400,"Makefile":13569},"source_url":"https://codeberg.org/api/v1/repos/schelling/dosbox-pure/languages","evidence":"Codeberg’s official repository Languages API reports 5,387,851 bytes of C++ as the largest total (65.7% of 8,202,989 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dosbox-staging","title":"DOSBox Staging","game":"DOS and Windows 3.1 games on IBM PC-compatible systems","platform":"Windows, macOS, Linux","kind":"Emulator","status":"Active; stable 0.83.0 is available alongside the dev-latest build published 2026-10-08.","summary":"A modern continuation of DOSBox focused on running PC booters, DOS games, and Windows 3.1 games from the 1981–2000 period, while remaining a self-contained PC emulator.","project_url":"https://www.dosbox-staging.org/","updated":"2026-10-16","strategy":"Software emulation of an IBM PC-compatible DOS environment, with game-focused defaults and emulated audio, video, and peripherals.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"DOS and Windows 3.1 PC emulator","target_type":"Software","sources":[{"label":"Project goals and emulation scope","url":"https://www.dosbox-staging.org/about/"},{"label":"Official host-platform support","url":"https://www.dosbox-staging.org/0.83/manual/using-dosbox-staging/installation/"},{"label":"Official source repository and language","url":"https://github.com/dosbox-staging/dosbox-staging"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":19071313,"C":1320369,"GLSL":106926,"HTML":80925,"Python":71404,"CMake":58833,"Shell":55939,"SCSS":22404,"JavaScript":10441,"Inno Setup":9188,"Makefile":9155,"Batchfile":4750,"Perl":2144,"CSS":1673,"Assembly":1620,"Objective-C++":915,"XSLT":504,"PowerShell":256},"source_url":"https://api.github.com/repos/dosbox-staging/dosbox-staging/languages","evidence":"GitHub's official Languages REST endpoint reports 19,071,313 bytes of C++ as the largest total (91.6% of 20,828,759 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dosbox-x","title":"DOSBox-X","game":"DOS, Windows 3.x/9x/Me, DOS/V, and PC-98 games","platform":"Windows, Linux, macOS, DOS","kind":"Emulator","status":"Active; release v2026.10.01 was published 2026-10-02, with source updates through 2026-10-14.","summary":"A DOSBox-derived system emulator for DOS games and applications, with official support for DOS-based Windows, NEC PC-98, and late-1990s PC configurations.","project_url":"https://dosbox-x.com/","updated":"2026-10-16","strategy":"Full PC and DOS-system emulation with configurable hardware; it also emulates DOS-based Windows and PC-98 environments.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"DOS and Windows PC-system emulator","target_type":"Software","sources":[{"label":"DOSBox-X scope, game support, and host downloads","url":"https://dosbox-x.com/"},{"label":"Official DOSBox-X source repository","url":"https://github.com/joncampbell123/dosbox-x"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":62268845,"C++":42256117,"HTML":15524880,"Shell":2557064,"Assembly":1628650,"Objective-C":938646,"M4":646745,"Makefile":474465,"CMake":409606,"Python":387379,"Roff":299743,"HLSL":298201,"GLSL":261538,"Inno Setup":208893,"Java":206301,"Perl":178842,"Ada":89080,"DIGITAL Command Language":79547,"C#":55623,"Objective-C++":51815,"Awk":47049,"JavaScript":42488,"Pascal":42411,"PowerShell":29234,"Batchfile":26268,"Meson":14886,"NSIS":7937,"MAXScript":6477,"Rez":5609,"Metal":3691,"Module Management System":3627,"CSS":3407,"SAS":1847,"Dockerfile":988,"Swift":342,"Lua":339,"sed":236},"source_url":"https://api.github.com/repos/joncampbell123/dosbox-x/languages","evidence":"GitHub's official Languages REST endpoint reports 62,268,845 bytes of C as the largest total (48.2% of 129,058,816 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"doshin-the-giant-gc-decomp","title":"Doshin the Giant GameCube Decompilation","game":"Doshin the Giant","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the European retail revision GKDP01 and states that the repository contains no game assets or assembly.","summary":"GameCube decompilation of Doshin the Giant (European revision 0); building requires a user-provided game copy.","project_url":"https://github.com/break-core/doshin-gc","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"European revision 0 (GKDP01)","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/break-core/doshin-gc#readme"},{"label":"GitHub repository page (primary language: Python)","url":"https://github.com/break-core/doshin-gc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":103478,"C":65608,"C++":17103},"source_url":"https://api.github.com/repos/break-core/doshin-gc/languages","evidence":"GitHub's official Languages REST endpoint reports 103,478 bytes of Python as the largest total (55.6% of 186,189 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"double-dragon-game-boy-portuguese","title":"Double Dragon Portuguese Translation","game":"Double Dragon","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Double Dragon on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/double-dragon-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/double-dragon-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/double-dragon-portuguese-translation-game-boy","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Double Dragon Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Double Dragon Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"downpour-recomp","title":"DownpourRecomp","game":"Silent Hill: Downpour","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"Released; project describes v1.0 stable","summary":"Native Windows port statically recompiling the Xbox 360 PowerPC binary to x86-64 C++.","project_url":"https://github.com/LittleBitUA/DownpourRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (BSD-3-Clause license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/LittleBitUA/DownpourRecomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/LittleBitUA/DownpourRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/main/README.md"}],"media":[{"kind":"image","label":"Murphy close-up — Silent Hill: Downpour running natively on PC","url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/HEAD/docs/screenshots/murphy-closeup.png","preview_url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/HEAD/docs/screenshots/murphy-closeup.png","source_url":"https://github.com/LittleBitUA/DownpourRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Murphy at the Silent Hill sign, 60 FPS","url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/HEAD/docs/screenshots/v1-preview-silent-hill-sign.png","preview_url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/HEAD/docs/screenshots/v1-preview-silent-hill-sign.png","source_url":"https://github.com/LittleBitUA/DownpourRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Yard twilight, 60 FPS","url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/HEAD/docs/screenshots/v1-preview-yard-twilight.png","preview_url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/HEAD/docs/screenshots/v1-preview-yard-twilight.png","source_url":"https://github.com/LittleBitUA/DownpourRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Silent Hill: Downpour bedroom scene","url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/main/docs/screenshots/v1-preview-bedroom-ua.png","preview_url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/main/docs/screenshots/v1-preview-bedroom-ua.png","source_url":"https://github.com/LittleBitUA/DownpourRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Silent Hill: Downpour rusty key scene","url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/main/docs/screenshots/v1-preview-rusty-key.png","preview_url":"https://raw.githubusercontent.com/LittleBitUA/DownpourRecomp/main/docs/screenshots/v1-preview-rusty-key.png","source_url":"https://github.com/LittleBitUA/DownpourRecomp","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9310,"CMake":690},"source_url":"https://github.com/LittleBitUA/DownpourRecomp","evidence":"GitHub Languages panel reported C++ 93.1%, CMake 6.9%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mesa-dozen-vulkan-d3d12","title":"Dozen (Mesa dzn Vulkan Driver)","game":"Vulkan applications (multi-title)","platform":"Vulkan 1.2 applications in Linux userspace, commonly WSL2/WSLg, → Microsoft Direct3D 12 through Mesa's dzn ICD and DXCore adapter enumeration; requires a host D3D12-capable GPU/driver. Mesa also supports Windows builds.","kind":"API Translation","status":"Active upstream Mesa driver; the current source advertises Vulkan 1.2 and emits Mesa's non-conformance warning. It is selected through Mesa's experimental microsoft-experimental Vulkan-driver build option and has no separate release stream.","summary":"Dozen (dzn) is Mesa's Vulkan implementation over Microsoft Direct3D 12. It exposes Vulkan to applications in Linux/WSL userspace where the backing host provides a D3D12 adapter; feature support depends on the D3D12 driver, and Mesa explicitly marks this implementation non-conformant.","project_url":"https://gitlab.freedesktop.org/mesa/mesa/-/tree/main/src/microsoft/vulkan","updated":"2026-10-15","strategy":"Vulkan ICD translates Vulkan 1.2 device work to Microsoft Direct3D 12 and DXCore.","language":"English","source_available":"Public source in the Mesa repository; the dzn implementation is primarily C with C++ DXCore code. Vulkan application source code is not required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Vulkan-over-Direct3D 12 graphics driver","target_type":"Software","sources":[{"label":"Mesa dzn device source: Vulkan 1.2 version, D3D12 device creation, Dozen driver identity, and non-conformance warning","url":"https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/microsoft/vulkan/dzn_device.c"},{"label":"Mesa dzn driver build files: Vulkan ICD, source files, and DXCore/D3D12 backend","url":"https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/microsoft/vulkan/meson.build"},{"label":"Mesa Meson configuration: microsoft-experimental Vulkan driver option","url":"https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/meson.build"},{"label":"Microsoft Vulkan-on-12 specification: goal of translating Vulkan API calls to D3D12","url":"https://github.com/microsoft/DirectX-Specs/blob/master/d3d/VulkanOn12.md"},{"label":"Microsoft WSL issue and response: dzn Vulkan ICD use on a Windows Direct3D 12 adapter","url":"https://github.com/microsoft/WSL/issues/41410"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":71.49,"C++":20.88,"Python":2.7,"Rust":2.52,"Assembly":1.04},"source_url":"https://gitlab.freedesktop.org/api/v4/projects/mesa%2Fmesa/languages","evidence":"GitLab's official language statistics endpoint for the Mesa repository reports C as the largest language share at 71.49%. The endpoint returns percentages, not byte counts; the complete repository-level percentages are recorded in language_breakdown. The catalog project points to a driver subdirectory in this repository.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dr-dos-90-clean-room-os-reimplementation","title":"DR DOS 9.0 (clean-room DOS reimplementation)","game":"DR DOS 9.0 operating system","platform":"386-compatible x86 PCs and virtual machines; official requirements list 2 MB RAM, VGA, and FAT12/FAT16 media","kind":"Reimplementation","status":"Proprietary beta. The official site lists revision 1276, released 2026-10-13, and warns that beta software may cause data loss; free beta use is non-commercial only. The publisher reports that FAT32 and several batch-language features are still planned.","summary":"A new x86 DOS operating system from Whitehorn Ltd. Co., intended to preserve DR DOS behavior without carrying forward code from earlier DR DOS, Caldera, Novell, EDR-DOS, or FreeDOS. The publisher describes its implementation as built from scratch using documented DOS behavior and specifications. It is distributed as binaries and is not open source.","project_url":"https://www.dr-dos.com/","updated":"2026-10-16","strategy":"Publisher-described clean-room operating-system implementation based on documented DOS behavior and specifications; no earlier DR DOS or FreeDOS code is claimed to be included.","language":"","source_available":"Closed-source proprietary software; downloadable beta binaries are restricted to non-commercial use by the publisher's license. No source repository was found.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"DOS-compatible operating system","target_type":"Software","sources":[{"label":"Official project history, clean-room claim, and licensing terms","url":"https://www.dr-dos.com/about.html"},{"label":"Official revision 1276 download and hardware requirements","url":"https://www.dr-dos.com/download.html"},{"label":"Official compatibility notes and known limitations","url":"https://www.dr-dos.com/documentation.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.dr-dos.com/about.html","evidence":"The publisher distributes only closed-source binaries and does not publish a repository, source language, or per-language byte counts.","verified_at":"2026-10-16","reason_unknown":"The proprietary beta is binary-only; no authoritative source-language declaration or language breakdown was found."}},{"id":"dr-mario-64-nintendo-puzzle-collection-gamecube-decomp","title":"Dr. Mario 64 (Nintendo Puzzle Collection) GameCube Decompilation","game":"Dr. Mario 64 (Nintendo Puzzle Collection GameCube version)","platform":"Nintendo GameCube — Japan Rev. 0, GPZJ01","kind":"Decompilation","status":"Work in progress; the README identifies the Japanese GameCube build GPZJ01 Rev. 0 and requires a user-provided game copy. No release is listed; the latest reported push is 2026-08-10.","summary":"A decompilation project for the GameCube Dr. Mario 64 port included in Nintendo Puzzle Collection. The README says the same package includes Panel de Pon 64 and Yoshi’s Cookie; this record is distinct from the catalog’s Nintendo 64 Dr. Mario 64 recompilation.","project_url":"https://github.com/NewGBAXL/drmario64-gc","updated":"2026-10-16","strategy":"Work-in-progress GameCube decompilation","language":"","source_available":"Public source and build configuration; user supplies a copy of Nintendo Puzzle Collection. The repository says it contains no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Puzzle Collection GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README: game/package target, supported build, and user-supplied disc image","url":"https://github.com/NewGBAXL/drmario64-gc#readme"},{"label":"Official decomp.dev progress page linked by the maintainer README","url":"https://decomp.dev/NewGBAXL/drmario64-gc"},{"label":"Official GitHub repository metadata and activity","url":"https://api.github.com/repos/NewGBAXL/drmario64-gc"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/NewGBAXL/drmario64-gc/releases"},{"label":"Current primary README","url":"https://github.com/NewGBAXL/drmario64-gc/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/NewGBAXL/drmario64-gc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2894778,"Python":117957,"Assembly":38779,"C++":8934,"Makefile":793},"source_url":"https://api.github.com/repos/NewGBAXL/drmario64-gc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dr-mario-64-recomp-plus","title":"Dr. Mario 64 Recomp Plus","game":"Dr. Mario 64","platform":"Nintendo 64 → Windows / Linux","kind":"Recompilation","status":"v1.0.0; the README says the build is very lightly tested overall.","summary":"A native recompilation build based on N64Recomp, with rendering and quality-of-life changes; the clean US ROM is user-supplied.","project_url":"https://github.com/theboy181/drmario64_recomp_plus","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/theboy181/drmario64_recomp_plus#readme"},{"label":"Latest project release (1.0.0)","url":"https://github.com/theboy181/drmario64_recomp_plus/releases/tag/1.0.0"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/theboy181/drmario64_recomp_plus/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/theboy181/drmario64_recomp_plus"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":698660,"SCSS":57194,"C":49367,"CMake":19101,"CSS":13847,"Objective-C++":2415,"Linker Script":1214,"Makefile":1079,"HLSL":784},"source_url":"https://api.github.com/repos/theboy181/drmario64_recomp_plus/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dr-mario-nes-static-recomp","title":"Dr. Mario NES Static Recompilation","game":"Dr. Mario (NES, USA)","platform":"Nintendo Entertainment System (USA/PAL/Europe ROM variants) → native PC; Windows release and Linux AppImage listed","kind":"Recompilation","status":"The README labels the project playable: title screen, options, and gameplay work, with one-player testing through virus clearing. Release v1.3.0 was published 2026-10-05. The README separately describes cycle-backend migration as branch previews with limited Windows/PAL playtests and no merge/release; preserve that distinction. No ROM is included.","summary":"NES Dr. Mario static recompilation for native PC using the NESRecomp framework. The maintainer reports playable title/options/gameplay and a limited one-player route; users provide the matching cartridge ROM, which is not shipped.","project_url":"https://github.com/mstan/DrMarioNesRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; matching NES ROM required and not included. Repository LICENSE is PolyForm Noncommercial License 1.0.0; GitHub API reports Other/NOASSERTION.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"NES-to-native-PC static recompilation","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/mstan/DrMarioNesRecomp/blob/8d800cab034c08ddf13f7ba7a6f76018fef7ca01/README.md"},{"label":"Canonical public repository","url":"https://github.com/mstan/DrMarioNesRecomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/mstan/DrMarioNesRecomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/mstan/DrMarioNesRecomp/languages"},{"label":"Latest maintainer release","url":"https://github.com/mstan/DrMarioNesRecomp/releases/tag/v1.3.0"},{"label":"GitHub releases API snapshot","url":"https://api.github.com/repos/mstan/DrMarioNesRecomp/releases?per_page=20"},{"label":"Repository license file at reviewed commit","url":"https://github.com/mstan/DrMarioNesRecomp/blob/8d800cab034c08ddf13f7ba7a6f76018fef7ca01/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":49173070,"Shell":18011,"TypeScript":10051,"CMake":4001,"PowerShell":1562,"Python":976,"Batchfile":637},"source_url":"https://api.github.com/repos/mstan/DrMarioNesRecomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dracods-coco-dragon32","title":"DracoDS","game":"Tandy Color Computer 2 and Dragon 32 software","platform":"Tandy CoCo 2 / Dragon 32 → Nintendo DS, DSi, XL, and LL homebrew","kind":"Emulator","status":"Version 1.8 was released 2026-08-24; source was last pushed 2026-10-09. README documents CoCo 2 32/64 KB and Dragon 32 32/64 KB configurations, with title-specific caveats rather than a general compatibility guarantee.","summary":"Handheld emulator for the Tandy Color Computer 2 and Dragon 32, primarily targeting CoCo 2 hardware. It supports cassette and cartridge media for both systems, and single-sided 160/180 KB CoCo disk images.","project_url":"https://github.com/wavemotion-dave/DracoDS","updated":"2026-10-16","strategy":"Software emulation of CoCo 2 and Dragon 32 hardware for Nintendo DS-family handhelds","language":"","source_available":"Public source repository; the GitHub API identifies an MIT license, while the README also grants copying only for non-commercial use.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS-family home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported machines, media, BIOS/BASIC ROM requirements, and non-commercial notice","url":"https://github.com/wavemotion-dave/DracoDS/blob/main/README.md"},{"label":"Version 1.8 release","url":"https://github.com/wavemotion-dave/DracoDS/releases/tag/1.8"},{"label":"Tracked license file","url":"https://github.com/wavemotion-dave/DracoDS/blob/main/LICENSE"},{"label":"GitHub repository activity and license metadata","url":"https://api.github.com/repos/wavemotion-dave/DracoDS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/wavemotion-dave/DracoDS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":507360,"C++":58109,"Makefile":13383},"source_url":"https://api.github.com/repos/wavemotion-dave/DracoDS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dracula-x-saturn-ultimate-en","title":"Dracula X: Nocturne in the Moonlight — Ultimate Sega Saturn English Mod","game":"Dracula X: Nocturne in the Moonlight","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s v1.0 project page is dated 2024-01-01. It describes a full English text and dialogue-voice translation combined with gameplay/visual modifications based in part on the PSP version. User comments report hardware issues; the project page does not establish a validated hardware compatibility matrix.","summary":"An English translation and modification project for the Saturn version of Dracula X: Nocturne in the Moonlight. In addition to text and dialogue, the project lists map, graphics, and quality-of-life changes; do not treat it as a translation-only patch.","project_url":"https://meduza-team.ucoz.net/news/dracula_x_nocturne_in_the_moonlight_ultimate_sega_saturn/2024-01-01-48","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"English","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/dracula_x_nocturne_in_the_moonlight_ultimate_sega_saturn/2024-01-01-48"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/dracula_x_nocturne_in_the_moonlight_ultimate_sega_saturn/2024-01-01-48","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dracula X: Nocturne in the Moonlight — Ultimate Sega Saturn English Mod. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dracula X: Nocturne in the Moonlight — Ultimate Sega Saturn English Mod do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dragnwash-multilingual-localization","title":"Drag'n Wash Localization Mod","game":"Drag'n Wash","platform":"PC (Steam / Windows; Steam Deck and Linux verified; macOS installer experimental in v1.6)","kind":"Fan Localization","status":"Latest public release v1.6.0 dated 2026-09-26. The mod lists 17 translated locales plus the game's original English. Translation completeness and proofreading vary by locale; some translations are provisional or machine-assisted. Requires BepInEx 5 and the mod framework.","summary":"Multilingual fan localization mod for the Steam game Drag'n Wash. The public source repository includes translation CSVs and a BepInEx mod/release installer under MIT. Japanese and Simplified Chinese have author supervision; Korean was proofread by a native speaker and Turkish was translated by a native speaker. Other locales are provisional. An installation issue with the Windows DirectX 12 options screen has a documented workaround; the macOS installer is experimental.","project_url":"https://github.com/TomXV/dragnwash-localization","updated":"2026-10-16","strategy":"BepInEx localization mod with source translation tables","language":"Japanese; Simplified Chinese; Traditional Chinese; German; French; Spanish; Brazilian Portuguese; Korean; Russian; Polish; Hebrew; Ukrainian; Thai; Vietnamese; Turkish; Esperanto; Toki Pona","source_available":"Public MIT-licensed source, translation CSVs, mod and installer releases; requires the Steam game, BepInEx 5 and mod framework.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Multilingual game localization mod","target_type":"Game","sources":[{"label":"Maintainer repository, locales, install requirements and licence","url":"https://github.com/TomXV/dragnwash-localization"},{"label":"v1.6.0 release and release date","url":"https://github.com/TomXV/dragnwash-localization/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":437175,"Shell":137041,"Python":40682,"PowerShell":37058,"Dockerfile":2575},"source_url":"https://api.github.com/repos/TomXV/dragnwash-localization/languages","evidence":"Exact byte counts from GitHub Languages API for TomXV/dragnwash-localization; totals describe the full repository. These bytes can include build scripts, tools, generated files, or other projects and do not isolate the localization target.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"draglade-2-nds-en","title":"Draglade 2 English Patch","game":"Draglade 2","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete story-mode translation; GitHub lists v1.2.0 (2026-08-16), and the maintainer replaced the v1.2 patch file on 2026-09-18. A post-release replay crash was reported on 2026-09-23; the maintainer said on 2026-09-24 they would investigate, with no later fix found by 2026-10-16.","summary":"The first complete English patch for the Japan-only Nintendo DS game. It covers Story Mode and graphics; v1.2.0 fixes earlier quest/NPC crashes and translates a newly discovered area. The maintainer later replaced the v1.2 patch file, but a post-game crash remains reported when replaying the final-boss cutscene after completing the Matter Invert quest.","project_url":"https://github.com/Draglade2/Draglade-2","updated":"2026-10-02","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta patch and release history in the maintainer GitHub repository","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text and graphics localization","target_type":"Game","sources":[{"label":"Maintainer repository: Japanese-only target, English patch, and patch instructions","url":"https://github.com/Draglade2/Draglade-2"},{"label":"Maintainer releases: latest v1.2.0 release and changelog","url":"https://github.com/Draglade2/Draglade-2/releases"},{"label":"Maintainer GBAtemp release thread","url":"https://gbatemp.net/threads/release-draglade-2-english-translation.677457/"},{"label":"Maintainer release thread: v1.2 replacement, later replay-crash report, and maintainer response","url":"https://gbatemp.net/threads/release-draglade-2-english-translation.677457/page-4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Draglade2/Draglade-2/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"dragon-age-origins-xbox360-windows-recomp","title":"Dragon Age: Origins Xbox 360 Recompilation","game":"Dragon Age: Origins (Xbox 360, Title ID 454108C0)","platform":"Xbox 360 → Windows x86-64; Linux via Wine/Proton (untested)","kind":"Recompilation","status":"Latest release v0.10.0-dev.2 is a prerelease published 2026-10-15. The repository documents installation and play, but does not claim full-game completion; native Windows is the player target. Linux launch through Wine/Proton is explicitly untested.","summary":"Static recompilation of the Xbox 360 game to a Windows executable with a D3D12 renderer. Requires the user’s supported Xbox 360 ISO (Title ID 454108C0, English/Italian/Spanish edition, media ID 186A1115); French/German discs are unsupported. The installer downloads a pinned compiler/runtime toolchain and needs about 25 GB. Linux requires Wine/Proton support for `VirtualAlloc2`/`MapViewOfFile3` and vkd3d-proton.","project_url":"https://github.com/96dot/DAORecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/96dot/DAORecomp#readme"},{"label":"Latest GitHub release (v0.10.0-dev.2, published 2026-10-15 (prerelease))","url":"https://github.com/96dot/DAORecomp/releases/tag/v0.10.0-dev.2"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/96dot/DAORecomp/languages"},{"label":"Current primary README","url":"https://github.com/96dot/DAORecomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/96dot/DAORecomp"},{"label":"Maintainer repository","url":"https://github.com/96dot/DAORecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10479501,"C++":6940695,"Python":275583,"HLSL":52938,"CMake":35538,"ActionScript":25918,"GLSL":24162,"Shell":6044,"PowerShell":3003,"Batchfile":1801},"source_url":"https://api.github.com/repos/96dot/DAORecomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dragon-ball-3-gokuu-den-en-pt-es","title":"Dragon Ball 3: Gokuu Den English, Portuguese, and Spanish Translation","game":"Dragon Ball 3: Gokuu Den","platform":"Famicom / Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; Patch Clan lists English v1.1, Portuguese v1.1, and Spanish v1.1 patches. English v1.1 was released 2026-10-15; the official site marks the three IPS assets updated 2026-10-14.","summary":"Complete fan translations for the Japan-only Famicom board-game RPG, available in English, Portuguese, and Spanish. The patch set translates the full script and text graphics; v1.1 also adds saves and quality-of-life changes and fixes reported cartridge bugs.","project_url":"https://www.patchclan.com/#/jogo/dragon-ball-3","updated":"2026-10-15","strategy":"Fan localization patches with translated text and redrawn graphics","language":"English, Portuguese, Spanish","source_available":"Patch Clan serves one IPS patch per target language; no ROM is included.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Famicom fan translation","target_type":"Game","sources":[{"label":"Patch Clan maintainer page: current language versions and direct IPS links","url":"https://www.patchclan.com/#/jogo/dragon-ball-3"},{"label":"Patch Clan v1.1 release listing: coverage, tested build, patch instructions, and status","url":"https://romhackplaza.org/translations/dragon-ball-3-the-legend-of-goku-english-translation-nintendo-entertainment-system"},{"label":"Direct English IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/dragon-ball-3-en.ips"},{"label":"Direct Portuguese IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/dragon-ball-3-pt.ips"},{"label":"Direct Spanish IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/dragon-ball-3-es.ips"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/dragon-ball-3","evidence":"Project page/source reviewed for repository availability: https://www.patchclan.com/#/jogo/dragon-ball-3. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"dragon-ball-gt-final-bout-ps1-recomp","title":"Dragon Ball GT: Final Bout PS1 Recompilation","game":"Dragon Ball GT: Final Bout (PlayStation USA SLUS-00493)","platform":"PlayStation MIPS → Windows x64 native executable","kind":"Recompilation","status":"Release v0.1.1 is available. The README describes a software-renderer baseline with experimental Vulkan; widescreen stretches the image, and compiled LAN/direct-IP paths remain manually untested.","summary":"A static recompilation of the USA PlayStation release to a native Windows x64 build with user-supplied disc data.","project_url":"https://github.com/Novapowers0/DB-Final-Bout-Recomp","updated":"2026-10-15","strategy":"Static MIPS recompilation to x86-64","language":"","source_available":"Public source and release repository; game code and data are not included; user supplies the original disc.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PS1 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/Novapowers0/DB-Final-Bout-Recomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Novapowers0/DB-Final-Bout-Recomp/languages"},{"label":"Latest release","url":"https://github.com/Novapowers0/DB-Final-Bout-Recomp/releases/latest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":39127,"Batchfile":7719,"CMake":3290,"C":2544,"Java":2139,"Shell":1933},"source_url":"https://api.github.com/repos/Novapowers0/DB-Final-Bout-Recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 39,127 bytes of Python as the largest total (68.9% of 56,752 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dbz-budokai-hd-ps3-recomp","title":"Dragon Ball Z: Budokai HD Collection Recompilation","game":"Dragon Ball Z: Budokai HD Collection","platform":"PlayStation 3 → Windows x64","kind":"Recompilation","status":"Work in progress. The default build demonstrates PS3 ELF/game-main startup, SPURS/EDGE activity, and a custom animated test scene over cycling game images; actual game menus and geometry are not established. Experimental game-world/menu probes are off by default, and audio/input remain stubbed.","summary":"Static Windows x64 recompilation of the PS3 Budokai HD Collection release using ps3recomp. Current default output is a test renderer with game textures, not verified gameplay; the user must provide the decrypted EBOOT and original disc data.","project_url":"https://github.com/gnome41/dbz-budokai-hd","updated":"2026-07-31","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/gnome41/dbz-budokai-hd"},{"label":"Maintainer README: current default-build output, gated experiments, and unimplemented gameplay/audio/input","url":"https://github.com/gnome41/dbz-budokai-hd#readme"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/gnome41/dbz-budokai-hd"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":46754487,"C":476935,"Python":32220,"CMake":8138,"Batchfile":2392},"source_url":"https://api.github.com/repos/gnome41/dbz-budokai-hd/languages","evidence":"GitHub REST repository Languages endpoint reports 46,754,487 bytes of C++ out of 47,274,172 measured source bytes (98.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"budokai-hd-xbox360-recomp","title":"Dragon Ball Z: Budokai HD Collection Recompilation","game":"Dragon Ball Z: Budokai HD Collection","platform":"Xbox 360 → Windows x64 (target platform inferred from ReXGlue XEX workflow)","kind":"Recompilation","status":"README identifies the game and ReXGlue method, with a CMake/code-generation recipe. The latest release is v0.0.2 (2026-02-22); no gameplay, boot, or compatibility claim appears in the reviewed README. The exact console build ID is not stated.","summary":"A public code-generation/recompilation project. The README expects user-extracted assets and does not include the game. The Xbox 360 target is inferred from the ReXGlue/XEX workflow, not an explicit region/build statement.","project_url":"https://github.com/WistfulHopes/DBZ1","updated":"2026-02-22","strategy":"ReXGlue static recompilation; README instructs users to extract game files, run the re2_codegen target, build, and point the executable at assets","language":"","source_available":"Public BSD-3-Clause source repository and build script. The README requires user-extracted game assets and does not document the exact source build identity.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Early project; exact disc revision and runtime status are undocumented","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/WistfulHopes/DBZ1"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/WistfulHopes/DBZ1/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/WistfulHopes/DBZ1"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/WistfulHopes/DBZ1/languages"},{"label":"Latest release v0.0.2","url":"https://github.com/WistfulHopes/DBZ1/releases/tag/v0.0.2"},{"label":"Repository BSD-3-Clause license file","url":"https://github.com/WistfulHopes/DBZ1/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7797,"CMake":2398},"source_url":"https://api.github.com/repos/WistfulHopes/DBZ1/languages","evidence":"GitHub's official Languages API reports C++: 7,797 bytes, CMake: 2,398 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"budokai-tenkaichi-3-android-decomp","title":"Dragon Ball Z: Budokai Tenkaichi 3 Android Port (Dragon Rage)","game":"Dragon Ball Z: Budokai Tenkaichi 3","platform":"PlayStation 2 → Android ARM64","kind":"Decompilation","status":"Maintained Android fork dfdx047/Tenkaichi3DecompAndroid published Dragon Rage v0.6.0 on 2026-10-15. Its README reports full-game Android gameplay at 30 fps on named Snapdragon devices and recent Mali GPUs, plus touch controls and Vulkan/OpenGL ES rendering. These are maintainer-reported results, not an independent compatibility guarantee.","summary":"Android port of the Tenkaichi3Decomp PC port and BT3 decompilation, packaged as the Dragon Rage app. The maintainer reports menus and full battles on named Snapdragon and Mali hardware; users provide their own U.S. SLUS-21678 game image, and no game data is distributed.","project_url":"https://github.com/dfdx047/Tenkaichi3DecompAndroid","updated":"2026-10-15","strategy":"Native Android port of the Tenkaichi3Decomp PC port","language":"","source_available":"Public AGPL-3.0 source repository; users provide their own game image, and no game data is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dragon Rage Android app; Vulkan or OpenGL ES","target_type":"Game","sources":[{"label":"Maintainer README: Android status, Odin 3 test, APK and ISO setup","url":"https://github.com/BBlueSkyy/Tenkaichi3DecompAndroid"},{"label":"Maintainer Android releases","url":"https://github.com/BBlueSkyy/Tenkaichi3DecompAndroid/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/BBlueSkyy/Tenkaichi3DecompAndroid"},{"label":"Upstream maintainer README: Android behavior, device claims, and source-data requirements (checked 2026-10-16)","url":"https://github.com/dfdx047/Tenkaichi3DecompAndroid"},{"label":"Dragon Rage v0.6.0 upstream release (published 2026-10-15)","url":"https://github.com/dfdx047/Tenkaichi3DecompAndroid/releases/tag/android-v0.6.0"},{"label":"GitHub API fork metadata for the canonical dfdx047 repository (checked 2026-10-16)","url":"https://api.github.com/repos/dfdx047/Tenkaichi3DecompAndroid"},{"label":"GitHub API comparison: dfdx047 main is 16 commits ahead of the cataloged fork (checked 2026-10-16)","url":"https://api.github.com/repos/BBlueSkyy/Tenkaichi3DecompAndroid/compare/main...dfdx047:main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13528369,"Kotlin":375945,"Python":364026,"C++":301806,"Assembly":212004,"JavaScript":66762,"GLSL":34279,"Shell":10078,"Dockerfile":3363,"BitBake":2625,"Linker Script":672},"source_url":"https://api.github.com/repos/dfdx047/Tenkaichi3DecompAndroid/languages","evidence":"Official GitHub Languages API byte counts; C is the largest reported language (13,528,369 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"budokai-tenkaichi-3-native-pc-port","title":"Dragon Ball Z: Budokai Tenkaichi 3 Native PC Port","game":"Dragon Ball Z: Budokai Tenkaichi 3 (PS2 USA, SLUS-21678)","platform":"PlayStation 2 → Windows 10/11 and Linux (macOS is experimental)","kind":"Reimplementation","status":"Release v0.1.35.4 (2026-10-15) documents boot, opening movie, menus, saving, fights, split-screen, and Vulkan/OpenGL renderers. The project builds on the separate matching decompilation; it is not the existing BT3-Recomp static-recompilation repo.","summary":"A source-based PC port of the PS2 game, with native rendering and platform services. The user supplies their own USA disc image; no game data is included.","project_url":"https://github.com/z3xox/Tenkaichi3Decomp","updated":"2026-10-15","strategy":"Native PC source port based on the matching C decompilation BT3-Decompiled; game-side code is reused/retargeted with PORT-specific changes and PC renderer/audio/input layers, not a static recompilation","language":"","source_available":"Public PC-port source. The README requires the user’s own USA PS2 disc image; no game data is shipped.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Decompilation-derived native PC port; distinct from the existing BT3 static recompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/z3xox/Tenkaichi3Decomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/z3xox/Tenkaichi3Decomp/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/z3xox/Tenkaichi3Decomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/z3xox/Tenkaichi3Decomp/languages"},{"label":"Maintainer port-status log","url":"https://github.com/z3xox/Tenkaichi3Decomp/blob/main/docs/port/README.md"},{"label":"Related matching decompilation (separate project)","url":"https://github.com/z3xox/BT3-Decompiled"},{"label":"Latest release v0.1.35.4","url":"https://github.com/z3xox/Tenkaichi3Decomp/releases/tag/v0.1.35.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13174638,"Python":336106,"C++":252346,"Assembly":212004,"JavaScript":66762,"GLSL":24801,"Shell":7111,"Dockerfile":3363,"BitBake":2625,"Linker Script":672},"source_url":"https://api.github.com/repos/z3xox/Tenkaichi3Decomp/languages","evidence":"GitHub's official Languages API reports C: 13,174,638 bytes, Python: 336,106 bytes, C++: 252,346 bytes, Assembly: 212,004 bytes, JavaScript: 66,762 bytes, GLSL: 24,801 bytes, Shell: 7,111 bytes, Dockerfile: 3,363 bytes, BitBake: 2,625 bytes, Linker Script: 672 bytes. C is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"budokai-tenkaichi-3-ps2-usa-decompilation","title":"Dragon Ball Z: Budokai Tenkaichi 3 PlayStation 2 USA Matching Decompilation","game":"Dragon Ball Z: Budokai Tenkaichi 3 (USA, SLUS-21678)","platform":"PlayStation 2 USA (SLUS-21678; main executable SLUS_216.78) → byte-identical PS2 binary rebuild","kind":"Decompilation","status":"The separate matching C decompilation reports byte-identical rebuilds of the main and menu binaries. Its current README reports 99.92% of main-program game code in matching C, with four VU0 routines still in assembly, and 99.97% of menu-program game code in C. Sony SDK and CRI sound libraries are out of scope; VU1 microcode is annotated assembly, not C. The user must supply their own USA disc image. This is distinct from the existing BT3-Recomp PC recompilation and Android port records.","summary":"Near-complete matching C decompilation of the USA PS2 release, with remaining VU0 assembly and byte-identical main/menu binary rebuilds.","project_url":"https://github.com/z3xox/BT3-Decompiled","updated":"2026-10-16","strategy":"Matching C decompilation with remaining VU0 assembly","language":"","source_available":"Public source repository; build requires the user’s USA disc image and separately obtained PS2 toolchain binaries; no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 USA matching decompilation","target_type":"Game","sources":[{"label":"Project README: USA executable, matching-C percentages, remaining assembly, byte-identical builds, and disc/tool requirements","url":"https://github.com/z3xox/BT3-Decompiled#readme"},{"label":"GitHub official Languages API","url":"https://api.github.com/repos/z3xox/BT3-Decompiled/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9046360,"Python":95072,"Assembly":12700,"BitBake":2625,"Linker Script":672},"source_url":"https://api.github.com/repos/z3xox/BT3-Decompiled/languages","evidence":"GitHub's official Languages REST endpoint reports 9,046,360 bytes of C as the largest total (98.8% of 9,157,429 recognized language bytes) for the repository. The endpoint is repository-wide and may count build tooling or unrelated project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"budokai-tenkaichi-3-switch-dbt-nx","title":"Dragon Ball Z: Budokai Tenkaichi 3 Switch Port (DBT-NX)","game":"Dragon Ball Z: Budokai Tenkaichi 3 (PS2 USA NTSC-U SLUS-21678)","platform":"PlayStation 2 USA NTSC-U SLUS-21678 → Nintendo Switch homebrew","kind":"Reimplementation","status":"Experimental v0.2 release. The README documents a settings menu, but says the release was not tested on new physical console hardware and makes no guarantee about frame rate, mod completeness or long sessions.","summary":"A decompilation-based Nintendo Switch homebrew port built on the Tenkaichi3Decomp project.","project_url":"https://gitlab.com/alexyt2021es/DBT-NX","updated":"2026-10-16","strategy":"Source-decompilation-based native Switch port","language":"","source_available":"Public source/release; requires the user’s PS2 USA copy and locally prepared game assets; game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 to Switch homebrew port","target_type":"Game","sources":[{"label":"Project README: PS2 revision, source lineage, release state and data workflow","url":"https://gitlab.com/alexyt2021es/DBT-NX"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":86.86,"Python":7.5,"POV-Ray SDL":2.1,"C++":1.39,"Unix Assembly":0.87},"source_url":"https://gitlab.com/api/v4/projects/alexyt2021es%2FDBT-NX/languages","evidence":"The official GitLab Languages endpoint reports percentages for the complete repository; the listed language has the highest reported share. This repository-wide breakdown can include supporting code and tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dragon-ball-z-burst-limit-xbox360-recomp","title":"Dragon Ball Z: Burst Limit Xbox 360 Recompilation","game":"Dragon Ball Z: Burst Limit (Xbox 360)","platform":"Xbox 360 → Windows x86-64, Linux x86-64","kind":"Recompilation","status":"Experimental alpha v0.6.0 is available. The README documents a native x64 build and supported USA edition, but does not claim whole-game completion.","summary":"The ReXGlue SDK statically translates the Xbox 360 PowerPC code to native C++ and provides a Direct3D 12 runtime; Linux builds are also documented. Users must supply the supported USA game files.","project_url":"https://github.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using ReXGlue","language":"","source_available":"Public source repository and alpha release; requires the user’s own supported USA Xbox 360 game files; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation for Windows/Linux","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled/blob/main/README.md"},{"label":"Release v0.6.0-alpha","url":"https://github.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled/releases/tag/v0.6.0-alpha"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/iExplosiveRage/DBZ-Burst-Limit-Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3984812,"Python":18950,"CMake":9927,"Batchfile":4138},"source_url":"https://api.github.com/repos/iExplosiveRage/DBZ-Burst-Limit-Recompiled/languages","evidence":"GitHub's official Languages REST endpoint reports 3,984,812 bytes of C++ as the largest total (99.2% of 4,017,827 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dbz-buus-fury-recomp","title":"Dragon Ball Z: Buu's Fury Recomp","game":"Dragon Ball Z: Buu's Fury","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Experimental v0.0.1 preview. The USA release boots through the attract sequence into gameplay, and the checked routes pass strict-static validation; full-game testing is not reported.","summary":"Static Windows recompilation of the GBA release with optional adaptive widescreen. The README requires the user's USA ROM and retail GBA BIOS and limits its strict-static claim to the documented routes.","project_url":"https://github.com/mstan/DragonBallZBuusFuryRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository; user-supplied game ROM and retail GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/DragonBallZBuusFuryRecomp"},{"label":"Project README and compatibility notes","url":"https://github.com/mstan/DragonBallZBuusFuryRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/DragonBallZBuusFuryRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/DragonBallZBuusFuryRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Buu’s Fury Recomp releases","url":"https://github.com/mstan/DragonBallZBuusFuryRecomp/releases","source_url":"https://github.com/mstan/DragonBallZBuusFuryRecomp","notes":"README links the project releases."},{"kind":"tools","label":"Buu’s Fury Recomp tools","url":"https://github.com/mstan/DragonBallZBuusFuryRecomp/tree/main/tools","source_url":"https://github.com/mstan/DragonBallZBuusFuryRecomp","notes":"README links the project tools directory."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6720,"PowerShell":2500,"CMake":780},"source_url":"https://github.com/mstan/DragonBallZBuusFuryRecomp","evidence":"GitHub Languages panel reported C++ 67.2%, PowerShell 25.0%, CMake 7.8%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dragon-ball-z-legende-saturn-recomp","title":"Dragon Ball Z: La Grande Légende des Boules de Cristal Saturn Recompilation","game":"Dragon Ball Z: La Grande Légende des Boules de Cristal","platform":"Sega Saturn (European release) → native PC","kind":"Recompilation","status":"Work in progress; the README reports playability from boot into battles.","summary":"Static SH-2-to-C++ recompilation with saturnkit’s shared hardware runtime and title-specific boot/runtime work.","project_url":"https://github.com/vs-sr-dev/pc-dragonballlegend","updated":"2026-10-16","strategy":"Static SH-2-to-C++ recompilation with saturnkit’s shared hardware runtime and title-specific boot/runtime work.","language":"","source_available":"Public tools and documentation; game disc and BIOS must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Saturn static recompilation / native PC port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/vs-sr-dev/pc-dragonballlegend"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":27422},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-dragonballlegend/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tenkawa-psp-recomp","title":"Dragon Ball Z: Tenkaichi Tag Team Recompilation","game":"Dragon Ball Z: Tenkaichi Tag Team","platform":"PlayStation Portable → Apple silicon macOS (the only tested host; Vulkan through MoltenVK); Linux, Windows and Steam Deck are untested","kind":"Recompilation","status":"Work in progress and not playable. The interpreter reaches the title screen; the recompiled frame loop runs but does not draw. The README accepts only the European ULES-01456 game image.","summary":"Static PSP recompilation using PortableKit; repository states it reaches the title screen under its interpreter while the recompiled build runs its frame loop without rendering.","project_url":"https://github.com/TeamGDB/Tenkawa","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Tenkawa README: tested host, game revision and interpreter/recompiler status","url":"https://github.com/TeamGDB/Tenkawa"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2994,"Shell":1894,"CMake":342},"source_url":"https://api.github.com/repos/TeamGDB/Tenkawa/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C++ has the largest total (2,994 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dbz-legacy-of-goku-ii-recomp","title":"Dragon Ball Z: The Legacy of Goku II Recomp","game":"Dragon Ball Z: The Legacy of Goku II","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Experimental v0.0.1 preview. The USA release boots into gameplay; strict-static checks cover attract mode, gameplay, and a 6,000-frame traversal route, but the whole game is not exhaustively tested.","summary":"Windows GBA static recompilation with optional adaptive widescreen. The README requires the user's USA ROM and GBA BIOS and documents zero interpreted instructions or missing dispatches on its checked route, not across the whole game.","project_url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository; user-supplied game ROM and retail GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp"},{"label":"Project README and strict-static validation","url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/DragonBallZLegacyofGokuIIRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/DragonBallZLegacyofGokuIIRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Legacy of Goku II Recomp releases","url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp/releases","source_url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp","notes":"README links the project releases."},{"kind":"tools","label":"Legacy of Goku II Recomp tools","url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp/tree/main/tools","source_url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp","notes":"README links the project tools directory."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6050,"PowerShell":2980,"CMake":970},"source_url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp","evidence":"GitHub Languages panel reported C++ 60.5%, PowerShell 29.8%, CMake 9.7%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dbz-legacy-of-goku-recomp","title":"Dragon Ball Z: The Legacy of Goku Recomp","game":"Dragon Ball Z: The Legacy of Goku","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Experimental v0.0.1 preview. The USA release boots through the attract sequence into gameplay; the project has not been exhaustively tested through the full game.","summary":"Static Windows recompilation of the GBA game with optional adaptive widescreen. The README requires the user's USA ROM and retail GBA BIOS and cautions that full-game compatibility is unverified.","project_url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository; user-supplied game ROM and retail GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp"},{"label":"Project README and compatibility notes","url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/DragonBallZLegacyOfGokuRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/DragonBallZLegacyOfGokuRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Legacy of Goku Recomp releases","url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp/releases","source_url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp","notes":"README links the project releases."},{"kind":"tools","label":"Legacy of Goku Recomp tools","url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp/tree/main/tools","source_url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp","notes":"README links the project tools directory."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4680,"PowerShell":3910,"CMake":1410},"source_url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp","evidence":"GitHub Languages panel reported C++ 46.8%, PowerShell 39.1%, CMake 14.1%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dbz-the-legend-saturn-en","title":"Dragon Ball Z: The Legend English Translation","game":"Dragon Ball Z: The Legend","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0.1 available from 2026-04-10","summary":"English translation of the European French Saturn release, recreating the cancelled North American release by translating the non-English assets. The original voice work remains unchanged.","project_url":"https://segaxtreme.net/resources/dragon-ball-z-the-legend-english-translation.504/","updated":"2026-04-10","strategy":"Fan translation patch","language":"English","source_available":"Public SSP patch variants and instructions on SegaXtreme","first_found":"2026-10-16","project_started":"2023","programming_language":"","subtype":"Text and graphics localization","target_type":"Game","sources":[{"label":"Maintainer resource: European French source version, English target, supported region, and v1.0.1 patch","url":"https://segaxtreme.net/resources/dragon-ball-z-the-legend-english-translation.504/"},{"label":"Maintainer release thread: original release scope and region-specific notes","url":"https://segaxtreme.net/threads/dragon-ball-z-the-legend-english-translation.37310/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/dragon-ball-z-the-legend-english-translation.504/","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dragon Ball Z: The Legend English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dragon Ball Z: The Legend English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dragon-ball-origins-nds-decomp","title":"Dragon Ball: Origins (Nintendo DS Europe) Decompilation","game":"Dragon Ball: Origins (Nintendo DS Europe)","platform":"Nintendo DS (European build, product code CDZP)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2704/5119 functions matched (15.06% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Dragon Ball: Origins (Nintendo DS Europe), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/dragon-ball-origins-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/dragon-ball-origins-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/dragon-ball-origins-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":971084,"Python":326139},"source_url":"https://api.github.com/repos/liolu/dragon-ball-origins-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raging-blast-2-xbox360-recomp","title":"Dragon Ball: Raging Blast 2 Xbox 360 Recompilation","game":"Dragon Ball: Raging Blast 2","platform":"Xbox 360 → Windows x64 (target platform inferred from ReXGlue XEX workflow)","kind":"Recompilation","status":"README identifies a ReXGlue recompilation and build/codegen steps. No release or playable/boot status is listed, and the exact console build identity is not documented. Xbox 360 is inferred from the ReXGlue/XEX workflow.","summary":"A public recompilation project that expects user-extracted assets; no game assets are included in the repository.","project_url":"https://github.com/WistfulHopes/RB2","updated":"2026-02-21","strategy":"ReXGlue static recompilation; README describes extracting game files, running re2_codegen, building, and launching with the asset folder","language":"","source_available":"Public BSD-3-Clause source repository. The README requires user-extracted game assets and does not document the exact source build identity.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Early project; exact disc revision and runtime status are undocumented","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/WistfulHopes/RB2"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/WistfulHopes/RB2/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/WistfulHopes/RB2"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/WistfulHopes/RB2/languages"},{"label":"Repository BSD-3-Clause license file","url":"https://github.com/WistfulHopes/RB2/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":60511,"CMake":2997},"source_url":"https://api.github.com/repos/WistfulHopes/RB2/languages","evidence":"GitHub's official Languages API reports C++: 60,511 bytes, CMake: 2,997 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"itadaki-street-special-italian","title":"Dragon Quest & Final Fantasy in Itadaki Street Special Italian Translation Patch","game":"Dragon Quest & Final Fantasy in Itadaki Street Special","platform":"PlayStation 2 (Japanese DVD SLPM-65797; tested in PCSX2)","kind":"Fan Localization","status":"Released; v1.3 (2026-10-12); complete playthrough reported in PCSX2","summary":"A free unofficial Japanese-to-Italian PS2 patch. Its ZIP installer checks the user's original Japanese SLPM-65797 image and writes a new Italian image beside it; the source image is left untouched and only patch files are distributed. The maintainer reports a start-to-finish PCSX2 test, not a real-PS2 test.","project_url":"https://traduzionegiochi.it/traduzioni/itadaki-street-special","updated":"2026-10-12","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP with ISO-patching installer; user supplies original Japanese PS2 image","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PS2 game text and graphics localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.3 release, original disc ID, patch-only distribution and testing","url":"https://traduzionegiochi.it/traduzioni/itadaki-street-special"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/itadaki-street-special","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dragon Quest & Final Fantasy in Itadaki Street Special Italian Translation Patch. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dragon Quest & Final Fantasy in Itadaki Street Special Italian Translation Patch do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dragon-quest-i-3ds-english-patch","title":"Dragon Quest I 3DS English Patch","game":"Dragon Quest I (Nintendo 3DS remake)","platform":"Nintendo 3DS (Japanese release) → English","kind":"Fan Localization","status":"Beta v0.90 is available. The maintainer reports early gameplay checks in Azahar; a full playthrough and testing on real 3DS hardware remain pending.","summary":"An English fan-translation patch for the Japanese Nintendo 3DS remake of Dragon Quest I.","project_url":"https://github.com/topcatromhacking-lgtm/dragon-quest-1-3ds-english","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"Public patch/build source; original game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/topcatromhacking-lgtm/dragon-quest-1-3ds-english"},{"label":"Reddit release thread in r/dragonquest","url":"https://www.reddit.com/r/dragonquest/comments/1x5dn4m/release_dragon_quest_i_ii_and_iii_for_3ds_english/"},{"label":"Maintainer release thread on GBAtemp","url":"https://gbatemp.net/threads/release-dragon-quest-i-ii-and-iii-for-3ds-english-translation.684975/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/topcatromhacking-lgtm/dragon-quest-1-3ds-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dragon-quest-ii-3ds-english-patch","title":"Dragon Quest II 3DS English Patch","game":"Dragon Quest II: Luminaries of the Legendary Line (Nintendo 3DS remake)","platform":"Nintendo 3DS (Japanese release) → English","kind":"Fan Localization","status":"Beta v0.90 is available. The maintainer reports testing of the opening narrative and companion naming in Azahar; a full playthrough and real-hardware testing remain pending.","summary":"An English fan-translation patch for the Japanese Nintendo 3DS remake of Dragon Quest II.","project_url":"https://github.com/topcatromhacking-lgtm/dragon-quest-2-3ds-english","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"Public patch/build source; original game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/topcatromhacking-lgtm/dragon-quest-2-3ds-english"},{"label":"Reddit release thread in r/dragonquest","url":"https://www.reddit.com/r/dragonquest/comments/1x5dn4m/release_dragon_quest_i_ii_and_iii_for_3ds_english/"},{"label":"Maintainer release thread on GBAtemp","url":"https://gbatemp.net/threads/release-dragon-quest-i-ii-and-iii-for-3ds-english-translation.684975/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/topcatromhacking-lgtm/dragon-quest-2-3ds-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dragon-quest-iii-3ds-english-patch","title":"Dragon Quest III 3DS English Patch","game":"Dragon Quest III: The Seeds of Salvation (Nintendo 3DS remake)","platform":"Nintendo 3DS (Japanese release) → English","kind":"Fan Localization","status":"Beta v0.90 is available. The maintainer reports early menu, shop, inn, and level-up gameplay checks in Azahar; a full playthrough and real-hardware testing remain pending.","summary":"An English fan-translation patch for the Japanese Nintendo 3DS remake of Dragon Quest III.","project_url":"https://github.com/topcatromhacking-lgtm/dragon-quest-3-3ds-english","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"Public patch/build source; original game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/topcatromhacking-lgtm/dragon-quest-3-3ds-english"},{"label":"Reddit release thread in r/dragonquest","url":"https://www.reddit.com/r/dragonquest/comments/1x5dn4m/release_dragon_quest_i_ii_and_iii_for_3ds_english/"},{"label":"Maintainer release thread on GBAtemp","url":"https://gbatemp.net/threads/release-dragon-quest-i-ii-and-iii-for-3ds-english-translation.684975/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/topcatromhacking-lgtm/dragon-quest-3-3ds-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dragon-quest-iv-ds-decomp","title":"Dragon Quest IV: Chapters of the Chosen Decompilation","game":"Dragon Quest IV: Chapters of the Chosen","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; README currently supports the Europe release only.","summary":"Nintendo DS decompilation using ds-decomp; setup instructions require a user-provided European ROM.","project_url":"https://github.com/GoldieLeGenie/DQIV-DECOMP","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied Europe ROM required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/GoldieLeGenie/DQIV-DECOMP"},{"label":"Maintainer README and project status","url":"https://github.com/GoldieLeGenie/DQIV-DECOMP/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7177119,"C":1068018,"Assembly":57727,"Python":45975,"Dockerfile":995},"source_url":"https://api.github.com/repos/GoldieLeGenie/DQIV-DECOMP/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dqix-decomp","title":"Dragon Quest IX Decompilation","game":"Dragon Quest IX: Sentinels of the Starry Skies","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; the project builds USA or Japanese 1:1 ROMs and verifies modules against the original. Full-ROM SHA-1 verification also requires an ARM7 BIOS dump.","summary":"Project aims for a rebuildable 1:1 disassembly and decompilation, targeting USA and Japanese releases.","project_url":"https://github.com/DQIX/dqix-decomp","updated":"2026-10-15","strategy":"Matching disassembly and C++ decompilation","language":"","source_available":"Public source repository; user-supplied USA/Japanese ROM and ARM7 BIOS are needed for full-ROM verification. GitHub repository metadata reports Unlicense (The Unlicense).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo DS 1:1 disassembly/decompilation (USA and Japan)","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/DQIX/dqix-decomp"},{"label":"Project README","url":"https://github.com/DQIX/dqix-decomp#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DQIX/dqix-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8700,"C":980,"Python":320},"source_url":"https://github.com/DQIX/dqix-decomp","evidence":"GitHub Languages panel reported C++ 87.0%, C 9.8%, Python 3.2%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dragon-quest-ix-eu-native-recomp","title":"Dragon Quest IX European Native Recompilation Research","game":"Dragon Quest IX: Sentinels of the Starry Skies (European release)","platform":"Nintendo DS Europe → Linux desktop; Windows and Steam Deck are listed as targets without validation","kind":"Recompilation","status":"Research-stage tooling and runtime are published, but the README says no end-to-end game generator or playable build is available. It reports aggregate matching figures from a local run while noting that full-module verification and runtime parity remain incomplete.","summary":"Title-specific ARM9/ARM7 static-recompilation tooling and an experimental Nintendo DS runtime for Dragon Quest IX's European release. The repository contains no generated game code or game data.","project_url":"https://github.com/0bAndyWirus/DQ9-Decomp","updated":"2026-10-15","strategy":"Static recompilation of ARM9/ARM7 code to native C++; experimental SDL2 and Godot hosts","language":"","source_available":"Public research tooling and runtime; requires a user-supplied European game copy. The README says title-specific generated code and an end-to-end generation workflow are not published.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"European Nintendo DS release; native runtime parity and Windows/Steam Deck validation are not established","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status, inputs, and limitations","url":"https://github.com/0bAndyWirus/DQ9-Decomp#readme"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/0bAndyWirus/DQ9-Decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1539134,"Python":1451594,"GDScript":238159,"Shell":35531,"CMake":25238,"GDShader":15732,"PowerShell":5012,"C":2324,"Assembly":823,"Batchfile":625},"source_url":"https://api.github.com/repos/0bAndyWirus/DQ9-Decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 1,539,134 bytes of C++ as the largest total (46.4% of 3,314,172 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dqm2-3ds-translation","title":"Dragon Quest Monsters 2 Fan Translation","game":"Dragon Quest Monsters 2: Cobi and Tara’s Marvelous Mysterious Key","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Released; translation coverage varies by language","summary":"The repository contains EN/DE/ES/FR localization data and an Italian message-data directory. Releases describe progress by language; CIA and Luma LayeredFS installation instructions are provided.","project_url":"https://github.com/Ich73/DQM2-FanTranslation","updated":"2026-10-16","strategy":"Fan translation patch","language":"English; German; Spanish; French; Italian","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/Ich73/DQM2-FanTranslation"},{"label":"Official v1.2.2 release with language-specific progress notes","url":"https://github.com/Ich73/DQM2-FanTranslation/releases/tag/v1.2.2"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Ich73/DQM2-FanTranslation"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/Ich73/DQM2-FanTranslation/master/README.md"}],"media":[],"links":[{"kind":"release","label":"Dragon Quest Monsters 2 fan translation releases","url":"https://github.com/Ich73/DQM2-FanTranslation/releases","source_url":"https://github.com/Ich73/DQM2-FanTranslation","notes":"README links the release page."},{"kind":"docs","label":"Installing Dragon Quest Monsters 2 releases","url":"https://github.com/Ich73/DQM2-FanTranslation/wiki/Installing-Releases","source_url":"https://github.com/Ich73/DQM2-FanTranslation","notes":"README links this installation guide."},{"kind":"docs","label":"Installing Dragon Quest Monsters 2 LayeredFS","url":"https://github.com/Ich73/DQM2-FanTranslation/wiki/Installing-LayeredFS","source_url":"https://github.com/Ich73/DQM2-FanTranslation","notes":"README links this installation guide."}],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Ich73/DQM2-FanTranslation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"dragon-quest-monsters-joker-3-professional-en-fixed","title":"Dragon Quest Monsters: Joker 3 Professional Fixed English Build","game":"Dragon Quest Monsters: Joker 3 Professional","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Released fixed English build v2.21 (2026-10-07); compatibility and playtesting notes are published","summary":"A corrected rebuild of the 2021 English fan translation, fixing text, crashes, and incomplete Japanese strings while crediting the original translation team. The maintainer distributes two xdelta patches and does not distribute the resulting game CIAs.","project_url":"https://github.com/Akoi89/DQMJ3P-english-fixed","updated":"2026-10-07","strategy":"Fan translation patch","language":"English","source_available":"Two xdelta patches (base and update); resulting CIAs are not distributed","first_found":"2026-10-15","project_started":null,"programming_language":"Batchfile","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer README; target build, patch-only distribution, and application steps","url":"https://github.com/Akoi89/DQMJ3P-english-fixed"},{"label":"Maintainer release history; current v2.21 release and date","url":"https://github.com/Akoi89/DQMJ3P-english-fixed/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":1623},"source_url":"https://api.github.com/repos/Akoi89/DQMJ3P-english-fixed/languages","evidence":"Official GitHub REST Languages API breakdown for Akoi89/DQMJ3P-english-fixed: source-code byte counts are {\"Batchfile\": 1623}. Predominant language is the largest byte-count language (Batchfile); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dqmj3-professional-it","title":"Dragon Quest Monsters: Joker 3 Professional Italian Fan Translation","game":"Dragon Quest Monsters: Joker 3 Professional","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Active Italian fan localization; v1.1.6 released 2026-10-07. The project maintains translated main-game and update files plus an executable patch; the README documents remaining screen truncation for long Italian strings.","summary":"Italian localization for the Japanese 3DS release of Dragon Quest Monsters: Joker 3 Professional. It distributes language files, fonts/layout resources and a small IPS executable patch, with Luma3DS and emulator installation instructions. The project cites an English-patch technical fix as a source for one migrated correction.","project_url":"https://github.com/Lurpigi/DQMJ3P-IT-FanTranslation","updated":"2026-10-11","strategy":"Fan translation patch","language":"Italian","source_available":"GitHub release provides localized files and IPS code patch, not a game dump. Requires the user’s own decrypted Japanese game and v1.3 update on a modded 3DS or compatible emulator.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo 3DS Italian fan localization","target_type":"Game","sources":[{"label":"Maintainer README: v1.1.6 project, Italian language files, patch contents, required Japanese game/update and known truncation issue","url":"https://github.com/Lurpigi/DQMJ3P-IT-FanTranslation"},{"label":"v1.1.6 patch release","url":"https://github.com/Lurpigi/DQMJ3P-IT-FanTranslation/releases/tag/1.1.6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":15584},"source_url":"https://api.github.com/repos/Lurpigi/DQMJ3P-IT-FanTranslation/languages","evidence":"Official GitHub REST Languages API returned {\"Python\":15584}; Python is the unique largest byte-count entry (15584 of 15584 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dqmj1-nds-decomp","title":"Dragon Quest Monsters: Joker Decompilation","game":"Dragon Quest Monsters: Joker","platform":"Nintendo DS","kind":"Decompilation","status":"Maintainer release v1.0.0 (2026-10-05) claims 100% decompilation across ARM9, ARM7, and three overlays: 7,140 functions and 279,930 lines of pseudo-C. The current status document still lists some mechanics and map-name research as incomplete or uncertain. The latest repository commit (2026-10-07) adds security-reporting guidance; the reviewed README, status document, and release do not document a byte-matching ROM build.","summary":"A public Nintendo DS reverse-engineering repository with pseudo-C source, extraction tools, and technical documentation for Dragon Quest Monsters: Joker. The README reports function coverage but does not establish a matching rebuilt ROM.","project_url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation","updated":"2026-10-16","strategy":"ARM9/ARM7/overlay code analysis, pseudo-C decompilation, and asset extraction","language":"","source_available":"Public GitHub repository containing source, tools, documentation, and extracted game data; no ROM-reconstruction procedure was identified in the checked README.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"European Nintendo DS release NTR-AJRP-EUR; matching build not documented in the checked README","target_type":"Game","sources":[{"label":"Maintainer README: target revision, reported function coverage, and repository contents","url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation#readme"},{"label":"Project repository","url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation"},{"label":"Maintainer v1.0.0 release and coverage claim (2026-10-05)","url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation/releases/tag/v1.0.0"},{"label":"Maintainer README: target revision and decompilation overview","url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation/blob/main/README.md"},{"label":"Maintainer status inventory: completed components and remaining research","url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation/blob/main/docs/WHAT_IS_DONE.md"},{"label":"Latest repository commit: security-reporting documentation (2026-10-07T21:50:48Z)","url":"https://github.com/FantasmaGlad/DQMJ1_Ultimate_Decompilation/commit/b6780c0d82780b1159cac18504e97be27d029a01"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":20213347,"C":6814542,"Python":504170,"Java":30417,"Shell":13160,"JavaScript":10135},"source_url":"https://api.github.com/repos/FantasmaGlad/DQMJ1_Ultimate_Decompilation/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dragon-quest-swords-wii-pc-recomp","title":"Dragon Quest Swords on WiiCompiled PC","game":"Dragon Quest Swords: The Masked Queen and the Tower of Mirrors","platform":"Wii → Windows PC","kind":"Recompilation","status":"Opening/tutorial battles run with mouse slashes mapped to pointer. Tutorial halts at the Master Stroke motion action; no full playthrough reported.","summary":"Game-specific Wii static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-dragonquestswords","updated":"2026-10-16","strategy":"Game-specific Wii recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-dragonquestswords#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-dragonquestswords"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-dragonquestswords/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-dragonquestswords/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-dragonquestswords/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":12175,"C++":491,"CMake":197},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-dragonquestswords/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dragon-quest-viii-ps2-recomp","title":"Dragon Quest VIII Recompiled","game":"Dragon Quest VIII: Journey of the Cursed King","platform":"PlayStation 2 → Windows / macOS / Linux","kind":"Recompilation","status":"Experimental development build: NTSC-U boots, loads saves and reaches field gameplay; sustained play and full-game compatibility remain in progress, and PAL support is incomplete.","summary":"Translates PS2 MIPS code to C++ locally using PS2Recomp and links a PS2-service runtime.","project_url":"https://github.com/Sinan-Karakaya/DQ8-Recompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Sinan-Karakaya/DQ8-Recompiled#readme"},{"label":"Latest project release (3e74da6)","url":"https://github.com/Sinan-Karakaya/DQ8-Recompiled/releases/tag/3e74da6"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Sinan-Karakaya/DQ8-Recompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Sinan-Karakaya/DQ8-Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1136160,"Python":177880,"Java":72562,"CMake":62298,"GLSL":23868,"Shell":10529},"source_url":"https://api.github.com/repos/Sinan-Karakaya/DQ8-Recompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dragon-quest-x-offline-multilingual","title":"Dragon Quest X Offline Multilingual Localization Project","game":"Dragon Quest X: Rise of the Five Tribes Offline","platform":"PC (Steam) and Nintendo Switch; other builds are documented by the maintainer","kind":"Fan Localization","status":"Active work in progress. The latest formal release is v2026.10.02; the repository was updated 2026-10-12. It tracks six target locales—German, English, Spanish, French, Italian and Brazilian Portuguese—through separate progress milestones, so completion varies by language.","summary":"A multi-language localization/mod project for the Japanese offline Dragon Quest X. The maintainer documents game-specific Unreal Engine localization files and package steps; localized assets target Steam and Switch, while users supply their own purchased game files. The repository’s milestones do not establish all six translations as complete.","project_url":"https://github.com/KodywithaK/dqx-offline-localization","updated":"2026-10-12","strategy":"Fan translation patch","language":"German, English, Spanish, French, Italian, Brazilian Portuguese","source_available":"Repository releases contain localization mod assets, not the game. User must own a compatible Dragon Quest X Offline game/build; README documents Steam and Switch package workflows.","first_found":"2026-10-16","project_started":null,"programming_language":"YAML","subtype":"Multi-platform game localization mod","target_type":"Game","sources":[{"label":"Maintainer README: six separate language milestones, target game editions and package/install instructions","url":"https://github.com/KodywithaK/dqx-offline-localization"},{"label":"Current v2026.10.02 release assets","url":"https://github.com/KodywithaK/dqx-offline-localization/releases/tag/v2026.10.02"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"YAML","breakdown":{"Batchfile":82077,"C":120,"C++":1762,"JSON":986,"Markdown":108665,"Python":31817,"Shell":925,"YAML":228346725,"jq":2736},"source_url":"https://api.github.com/repos/KodywithaK/dqx-offline-localization/languages","evidence":"Official GitHub REST Languages API returned {\"Batchfile\":82077,\"C\":120,\"C++\":1762,\"JSON\":986,\"Markdown\":108665,\"Python\":31817,\"Shell\":925,\"YAML\":228346725,\"jq\":2736}; YAML is the unique largest byte-count entry (228346725 of 228575813 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dragon-quest-x-online-english-dqxclarity","title":"Dragon Quest X Online English Localization (dqxclarity)","game":"Dragon Quest X Online","platform":"Windows PC","kind":"Fan Localization","status":"Actively maintained; latest verified release is v5.28.0 (2026-10-16). The project says the full main-story cutscenes are hand-translated; side quests and Gaidens may still include machine translation.","summary":"Japanese-to-English localization project for Dragon Quest X Online. It supplies patched menus and UI, a modded translation DAT, and tooling that intercepts server-side text for on-the-fly translation. The live translation APIs are one localization mechanism; this is not a graphics/API compatibility project.","project_url":"https://github.com/dqx-translation-project/dqxclarity","updated":"2026-10-16","strategy":"Fan localization: patched game text plus client-side live text translation","language":"English","source_available":"Public software repository and modded translation DAT distributed from GitHub releases.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization utility and text patch","target_type":"Game","sources":[{"label":"Maintainer README: English translation purpose and active development history","url":"https://github.com/dqx-translation-project/dqxclarity"},{"label":"Official project site: live server-text translation, patched UI, hand-translated story, and machine-translation caveat","url":"https://dqx-translation-project.github.io/"},{"label":"Latest verified release","url":"https://github.com/dqx-translation-project/dqxclarity/releases/tag/v5.28.0"},{"label":"Repository code license","url":"https://github.com/dqx-translation-project/dqxclarity/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":329194,"C#":327296,"TypeScript":36710,"C":11067,"PowerShell":6725,"CMake":833},"source_url":"https://api.github.com/repos/dqx-translation-project/dqxclarity/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dqxi-3ds-en","title":"Dragon Quest XI 3DS English Patch Builder","game":"Dragon Quest XI: Echoes of an Elusive Age","platform":"Nintendo 3DS","kind":"Fan Localization","status":"GitHub release 1.0 published 2026-10-13; the README calls its payload v18. The Windows build recipes output LayeredFS or a reconstructed CIA, but the maintainer says no build from actual game sources or end-to-end emulator/console gameplay has been verified for the compact-storage revision.","summary":"Windows patch builder for the Japanese 3DS version of Dragon Quest XI, using compatible user-owned PC Definitive Edition resources for English text, voices, and movies. It outputs a LayeredFS mod or rebuilt CIA. The release includes game-derived patch data; the maintainer documents unresolved redistribution-rights review and says synthetic checks do not establish a successful real-game build or gameplay compatibility.","project_url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public GitHub release 1.0 and source/build recipes; requires user-owned Japanese 3DS CIA and compatible Windows DQXI S files. Package includes game-derived patch material, with redistribution/licensing issues expressly documented by maintainer.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo 3DS fan translation patch","target_type":"Game","sources":[{"label":"Project repository and documentation","url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch"},{"label":"GitHub release 1.0 dated 2026-10-13","url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch/releases/tag/1.0"},{"label":"Maintainer README: v18 package, compatible inputs, output formats, and build validation limits","url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch#readme"},{"label":"Maintainer copyright and redistribution notes","url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch/blob/main/COPYRIGHT.md"}],"media":[],"links":[{"kind":"docs","label":"Dragon Quest XI 3DS patch documentation index","url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch/blob/main/docs/index.md","source_url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch","notes":"README links the documentation index."}],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":7320,"PowerShell":2000,"C#":620,"Other":60},"source_url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch","evidence":"GitHub Languages panel reported Python 73.2%, PowerShell 20.0%, C# 6.2%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dragon-quest-xi-3ds-english-patch-exhilo62","title":"Dragon Quest XI 3DS — English Text Patch (Exhilo62)","game":"Dragon Quest XI: Echoes of an Elusive Age (3DS)","platform":"Nintendo 3DS","kind":"Fan Localization","status":"v0.1.13 release published 2026-10-16. README lists UI/menu/battle/item/NPC/story coverage and notes remaining Japanese lines and tight text in places.","summary":"English patch for the Japan-only 3DS version supporting 2D and 3D modes; requires user's own decrypted Japanese game dump; no game data included.","project_url":"https://github.com/Exhilo62/DQXI-3DS-English-Patch","updated":"2026-10-16","strategy":"Fan translation patch (Japanese → English)","language":"English","source_available":"Public patch source/release; user supplies own decrypted Japanese game dump; only patch differences are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Separate text patch from the existing Dragon Quest XI 3DS voice/video patch record.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Exhilo62/DQXI-3DS-English-Patch#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/Exhilo62/DQXI-3DS-English-Patch/releases/tag/v0.1.13"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":45848,"Shell":1089},"source_url":"https://api.github.com/repos/Exhilo62/DQXI-3DS-English-Patch/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Exhilo62/DQXI-3DS-English-Patch (repository API id 1413827816, https://github.com/Exhilo62/DQXI-3DS-English-Patch). The exact response reported 45,848 bytes of Python, the largest category, out of 46,937 recognized-language bytes (97.7%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dragon-slayer-i-game-boy-portuguese","title":"Dragon Slayer I Portuguese Translation","game":"Dragon Slayer I","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Dragon Slayer I on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/dragon-slayer-i-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/dragon-slayer-i-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/dragon-slayer-i-portuguese-translation-game-boy","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Dragon Slayer I Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Dragon Slayer I Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dragon-slayer-legend-heroes-pc98-en","title":"Dragon Slayer: The Legend of Heroes PC-98 English Patch","game":"Dragon Slayer: The Legend of Heroes","platform":"PC-98","kind":"Fan Localization","status":"Released","summary":"Patch translates PC-98 version to stay close to source text; another platform had an official English version.","project_url":"https://github.com/nleseul/ds6_pc98_trans","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository (Unlicense license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PC-98 fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/nleseul/ds6_pc98_trans"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/nleseul/ds6_pc98_trans"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":10000},"source_url":"https://github.com/nleseul/ds6_pc98_trans","evidence":"GitHub Languages panel reported Python 100%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"drakengard-3-italian","title":"Drakengard 3 Italian Translation","game":"Drakengard 3","platform":"PlayStation 3","kind":"Fan Localization","status":"WIP; main text and menus translated, formatting/style review remains","summary":"An amateur Italian patch project for the North American BLUS31197 release, with remaining in-game formatting and editorial work.","project_url":"https://github.com/danjiss/Drakengard-3-Traduzione-italiana","updated":"2025-11-22","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/danjiss/Drakengard-3-Traduzione-italiana"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/danjiss/Drakengard-3-Traduzione-italiana"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/danjiss/Drakengard-3-Traduzione-italiana/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"drakengard-3-ps3-recomp","title":"Drakengard 3 Recompilation","game":"Drakengard 3","platform":"PlayStation 3 → Windows, macOS","kind":"Recompilation","status":"Playable release; Windows/Direct3D 12 and macOS/Apple Silicon Metal marked playable; Vulkan experimental.","summary":"Native Windows/macOS static recompilation of Drakengard 3 PS3 PPU and SPU code; project README reports playable Windows and macOS builds.","project_url":"https://github.com/soyjxck/dod3-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/soyjxck/dod3-recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/soyjxck/dod3-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":622108,"C":223436,"Python":151064,"CMake":32406,"Shell":31527,"Objective-C++":19823,"Batchfile":3561},"source_url":"https://api.github.com/repos/soyjxck/dod3-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 622,108 bytes of C++ out of 1,083,925 measured source bytes (57.4%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dream-recomp-static-recompilation-toolkit","title":"dream-recomp","game":"Sega Dreamcast SH-4 software (multi-title toolkit)","platform":"Sega Dreamcast SH-4 → native PC (Windows/macOS/Linux)","kind":"Recompilation","status":"Active toolkit; the README lists Crazy Taxi playing with music and saves, while Tech Romancer and Charge 'N Blast boot and render. The development interpreter remains necessary because no title is yet complete enough to build without it.","summary":"A general-purpose ahead-of-time Dreamcast SH-4-to-C++ recompiler and native runtime for graphics, sound, disc services, and BIOS calls. Game-specific profiles live in the same repository and users supply their own disc images.","project_url":"https://github.com/phobos665/dream-recomp","updated":"2026-10-16","strategy":"Static Dreamcast SH-4-to-C++ recompilation","language":"","source_available":"Public toolkit source; requires user-supplied Dreamcast discs for title builds","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-title Sega Dreamcast recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README and project details","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1329687,"Python":169938,"CMake":32456,"Shell":14939,"Assembly":14487,"Java":13648,"GLSL":8161,"C":3868,"Makefile":1728,"Dockerfile":915},"source_url":"https://api.github.com/repos/phobos665/dream-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dreamcomp-dreamcast-port-framework","title":"dreamcomp","game":"Sega Dreamcast software (multi-title port framework)","platform":"Sega Dreamcast SH-4 → Windows x64 (tested), Linux (headless verified)","kind":"Recompilation","status":"Active port framework; its 2026-10-05 README table reports Soulcalibur with music, effects, memory-card saves, and scripted sessions without faults. Windows is built/tested, Linux compiles headlessly, macOS is the engine's development platform, and Android is planned.","summary":"A Dreamcast port framework for separate game repositories, extending a shared SH-4 recompilation engine with per-game hooks, settings, wide-screen experiments, developer tools, and reviewable build/playtest workflows.","project_url":"https://github.com/danielgomesvieira2000/dreamcomp","updated":"2026-10-16","strategy":"Static Dreamcast SH-4 recompilation framework with per-game port layer","language":"","source_available":"Public framework source; game-specific ports and disc images are separate","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-title Sega Dreamcast port framework","target_type":"Software","sources":[{"label":"Maintainer README and project details","url":"https://github.com/danielgomesvieira2000/dreamcomp/blob/main/README.md"},{"label":"Soulcalibur port README","url":"https://github.com/danielgomesvieira2000/soulcalibur-recomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1955340,"Python":261679,"CMake":50836,"Shell":15818,"Assembly":14487,"Java":13648,"GLSL":11415,"C":4488,"Makefile":1728,"Dockerfile":915},"source_url":"https://api.github.com/repos/danielgomesvieira2000/dreamcomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dreamdexed-dx7-baremetal-synth-port","title":"DreamDexed","game":"Yamaha DX7-style FM synthesis; up to eight tone generators (TX816/TX802-style setup)","platform":"Bare-metal Raspberry Pi 1–5; Pi 5 support is experimental and Pi 1/Zero have reduced voice capacity","kind":"Emulator","status":"Maintained MiniDexed fork; latest continuous release and repository push are dated 2026-09-21. README marks Raspberry Pi 5 support experimental and says the engine is based on Synth_Dexed.","summary":"Bare-metal Raspberry Pi port/fork of MiniDexed that runs multiple DX7-style software synthesizer instances and combines their output. This is a synthesizer-engine port rather than firmware or full DX7 board emulation; no Yamaha firmware requirement is documented, but it can load user-provided DX SysEx voice files.","project_url":"https://github.com/DreamDexed/DreamDexed","updated":"2026-09-21","strategy":"Bare-metal port/fork of MiniDexed software synthesis","language":"","source_available":"Public GPL-3.0 source. README identifies Synth_Dexed and Circle-based bare-metal execution; no Yamaha firmware requirement is documented. Optional voice banks are external SysEx files with their own terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"DX7-style synthesis / Raspberry Pi bare-metal port","target_type":"Software","sources":[{"label":"Maintainer README with MiniDexed lineage, features, and hardware support","url":"https://github.com/DreamDexed/DreamDexed"},{"label":"Maintainer releases; latest continuous release dated 2026-09-21","url":"https://github.com/DreamDexed/DreamDexed/releases"},{"label":"Repository GPL-3.0 license","url":"https://github.com/DreamDexed/DreamDexed/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":916244,"Python":31124,"C":40507,"Shell":6049,"Makefile":3975},"source_url":"https://api.github.com/repos/DreamDexed/DreamDexed/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 916,244 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dreams-to-reality-pc-recomp","title":"Dreams to Reality Static Recompilation","game":"Dreams to Reality","platform":"Windows x86 → Windows, Linux, WebAssembly","kind":"Recompilation","status":"A Windows pre-release is available. The README says the recompiled game builds and plays on tested Windows; Linux builds run with software/OpenGL renderers with less testing, and macOS has not been built.","summary":"A static recompilation of the 1997 Windows executable to C, linked against an SDL3 host runtime and GPU or software renderer. It plays from user-supplied European English disc images.","project_url":"https://github.com/jlagedo/dreams-to-reality-re","updated":"2026-10-16","strategy":"Static x86-to-C recompilation with a native host runtime","language":"","source_available":"Public source repository; requires the user's supported retail disc images","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC game recompilation and port","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/jlagedo/dreams-to-reality-re/blob/main/README.md"},{"label":"Windows pre-release","url":"https://github.com/jlagedo/dreams-to-reality-re/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1683959,"C":862252,"C++":681019,"Java":164574,"JavaScript":49424,"CMake":39812,"HTML":30661,"CSS":24379,"GLSL":13319,"PowerShell":13196,"Objective-C++":3698,"Shell":292},"source_url":"https://api.github.com/repos/jlagedo/dreams-to-reality-re/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Python has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-wii-driftdroid","title":"DriftDroid: Mario Kart Wii Android port","game":"Mario Kart Wii (and Retro Rewind)","platform":"Nintendo Wii → Android (arm64-v8a, Android 10/API 29+)","kind":"Recompilation","status":"The maintainer calls the app playable end-to-end, with races, menus, audio, saves and online play working; it remains an active work-in-progress and device compatibility/performance vary. Android APK releases are available, but the README does not identify specific tested phone models.","summary":"Native Android layer over WiiCompiled's Wii static recompilation. Supports original Mario Kart Wii and Retro Rewind, with touch/motion steering, gamepads and in-app disc setup. It requires a clean user-owned PAL RMCP01 disc; Vulkan is preferred, with an OpenGL ES fallback.","project_url":"https://github.com/dorPXP/driftdroid","updated":"2026-10-09T23:04:53Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android application layer for WiiCompiled","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, controls, game-data setup and status","url":"https://github.com/dorPXP/driftdroid"},{"label":"Maintainer Android performance and measurement notes","url":"https://github.com/dorPXP/driftdroid/blob/android-port/docs/android-performance.md"},{"label":"Maintainer Android releases","url":"https://github.com/dorPXP/driftdroid/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/dorPXP/driftdroid"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4061742,"C#":2914265,"C":327015,"Kotlin":316193,"Java":213429,"Linker Script":164199,"CMake":122375,"PowerShell":99590,"Python":9513,"Shell":989,"Objective-C++":793},"source_url":"https://api.github.com/repos/dorPXP/driftdroid/languages","evidence":"GitHub's official language endpoint for https://github.com/dorPXP/driftdroid reports 4,061,742 bytes of C++, the largest language total (49.4% of 8,230,103 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"drippu-switch-emulator","title":"drippu (suyu experimental)","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch → Windows and Linux; macOS arm64 through Vulkan/MoltenVK; Android is inherited from upstream; iOS is in progress (maintainer README)","kind":"Emulator","status":"Experimental sandbox maintained by the suyu organization; the README warns that behavior and features may change quickly and have rough edges. Automated prerelease v0.0.5 was published 2026-10-13, and the repository reports a source push on 2026-10-15. The README says Windows and Linux build and run, macOS arm64 runs through Vulkan/MoltenVK, Android support is inherited, and iOS is in progress.","summary":"An experimental Nintendo Switch emulator and AArch64 native recompiler written in C++. Its HLE mode emulates CPU, GPU, audio, and services; its recompiler mode emits native x86-64 executables for Switch game code and uses the HLE backend. The project shares the suyu/Eden/yuzu codebase lineage, so it is a distinct experimental product and repository rather than an independent emulator implementation.","project_url":"https://github.com/suyu-emu/drippu","updated":"2026-10-16","strategy":"Nintendo Switch hardware-level HLE emulation plus an optional ahead-of-time static recompiler for AArch64 game code.","language":"","source_available":"Public source repository. GitHub identifies GPL-3.0; the README describes GPLv3 and elsewhere says GPL-3.0-or-later. The repository derives from suyu/Eden/yuzu and retains upstream code and naming, so per-file license provenance should be preserved.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch experimental emulator and native recompiler","target_type":"Software","sources":[{"label":"Maintainer README: experimental scope, system emulation/recompiler modes, supported hosts, user-supplied keys, and license","url":"https://github.com/suyu-emu/drippu/blob/main/README.md"},{"label":"Latest automated prerelease v0.0.5 (2026-10-13)","url":"https://github.com/suyu-emu/drippu/releases/tag/v0.0.5-20261013-7f51d68e95a9"},{"label":"Repository GPL license text","url":"https://github.com/suyu-emu/drippu/blob/main/LICENSE.txt"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/suyu-emu/drippu"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/suyu-emu/drippu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":34906890,"Kotlin":1264960,"Python":458327,"CMake":415645,"Shell":122586,"GLSL":112263,"C":106665,"NASL":58076,"Assembly":16315,"PowerShell":15216,"JavaScript":11735,"Objective-C++":9443,"Perl":5666,"Batchfile":3165,"Nix":820},"source_url":"https://api.github.com/repos/suyu-emu/drippu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"driveclub-ps4-macos-api-translation","title":"Driveclub PS4 Native macOS Port","game":"Driveclub (PS4 CUSA00003 v1.05)","platform":"PlayStation 4 (CUSA00003 v1.05) → Intel macOS with Metal 3","kind":"API Translation","status":"Work in progress. The README documents a game-specific HLE/PM4/GCN pipeline and a Metal 3 renderer, and includes a project-owned in-game screenshot, but does not give a verified play-through milestone or release. It currently requires an Intel Mac; Windows/Linux core support is still unfinished, and the README documents Intel MoltenVK limitations.","summary":"A game-specific PS4 compatibility layer for Driveclub. The PS4 x86-64 executable runs directly on an Intel Mac while Sony system libraries and the Liverpool GPU are replaced by host services and a Metal renderer. Users supply their own decrypted game dump; no game files are included.","project_url":"https://github.com/BlackLineInteractive/Driveclub-Port","updated":"2026-10-16","strategy":"Native x86-64 execution with PS4 system-library HLE and GNM/GCN command and shader translation to Metal","language":"","source_available":"Public source; requires the user’s own decrypted CUSA00003 v1.05 dump. Game files are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific PS4 API and GPU translation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/BlackLineInteractive/Driveclub-Port"},{"label":"Maintainer README: target, translation design and host limitations","url":"https://github.com/BlackLineInteractive/Driveclub-Port#readme"}],"media":[{"kind":"image","label":"Driveclub Port in-game screenshot","url":"https://raw.githubusercontent.com/BlackLineInteractive/Driveclub-Port/main/media/2026-10-14_22-34-39.png","preview_url":"https://raw.githubusercontent.com/BlackLineInteractive/Driveclub-Port/main/media/2026-10-14_22-34-39.png","source_url":"https://github.com/BlackLineInteractive/Driveclub-Port/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":562995,"CMake":13225,"Objective-C":14411,"Objective-C++":164599,"Python":9886,"Shell":838},"source_url":"https://api.github.com/repos/BlackLineInteractive/Driveclub-Port/languages","evidence":"GitHub’s official Languages API reports C++: 562,995 bytes, CMake: 13,225 bytes, Objective-C: 14,411 bytes, Objective-C++: 164,599 bytes, Python: 9,886 bytes, Shell: 838 bytes. C++ is the largest repository-wide total; Objective-C++ includes the Metal backend.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"driveindex-car-valuation-model-reconstruction","title":"DriveIndex car valuation model reconstruction","game":"DriveIndex.com collector-car valuation model and client-side pricing workflows","platform":"Browser JavaScript model → Python package; the published artifact is a model library rather than a full web-app clone","kind":"Reimplementation","status":"Research prototype; latest checked source commit 2026-10-12, with no GitHub release listed. Its report says the Python port matches 2,400 randomized client-JavaScript cases; public-page tests reproduced medians for 54/54 cars and ranges for 32/32. The separately reconstructed server-side market estimator is imperfect: on the documented holdout it has 10.2% MAPE and the Value Signal matches 26/35 labels. No repository license is declared.","summary":"Ports DriveIndex’s client-visible collector-car projection and listing-analysis formulas into Python and separately estimates server-side valuation behavior from public page data. The maintainer’s report says it inspected public pages and delivered scripts without calling the restricted API or dashboard; it does not recreate the site, proprietary database, or server.","project_url":"https://github.com/InshaKhan6593/Driveindex","updated":"2026-10-16","strategy":"Reverse engineering of client-delivered JavaScript followed by Python reimplementation and differential tests; public statistics are compared to pages, while hidden server-side calculations are approximated from observed outputs.","language":"","source_available":"Public GitHub source repository; no repository license is declared, so reuse terms are unverified.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Automotive market valuation and forecasting model","target_type":"Software","sources":[{"label":"Project README: implementation scope, test counts, and linked reports","url":"https://github.com/InshaKhan6593/Driveindex/blob/ccr-7555e2da-f1g8vb/README.md"},{"label":"Maintainer reverse-engineering report: capture method and boundaries","url":"https://github.com/InshaKhan6593/Driveindex/blob/ccr-7555e2da-f1g8vb/docs/REVERSE_ENGINEERING_REPORT.md"},{"label":"Maintainer validation report: parity and holdout results","url":"https://github.com/InshaKhan6593/Driveindex/blob/ccr-7555e2da-f1g8vb/docs/VALIDATION.md"},{"label":"Target service public pages","url":"https://driveindex.com"},{"label":"Latest checked source commit (2026-10-12)","url":"https://github.com/InshaKhan6593/Driveindex/commit/966b1be6af579ab4718d5f764b5e6672fe8d2e0c"},{"label":"GitHub repository metadata, including license status","url":"https://api.github.com/repos/InshaKhan6593/Driveindex"},{"label":"GitHub Languages API (official language breakdown)","url":"https://api.github.com/repos/InshaKhan6593/Driveindex/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":66381,"Shell":1768},"source_url":"https://api.github.com/repos/InshaKhan6593/Driveindex/languages","evidence":"GitHub’s official Languages REST endpoint reports Python as the predominant language (66,381 bytes; 97.4% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"driver-you-are-the-wheelman-ps1-matching-decomp","title":"Driver: You Are the Wheelman PS1 Matching Decompilation","game":"Driver: You Are the Wheelman (PS1 US Rev 1, SLUS_008.42)","platform":"PlayStation 1 (US Rev 1, SLUS_008.42)","kind":"Decompilation","status":"The README reports 568/799 functions link-verified (71.1%) and 241,056/398,364 code bytes matched (60.5%). The original PS1 executable can be rebuilt byte-identically for matched code; overlays, front-end and FMV player are not yet split. Native PC port is a roadmap goal, not a current playable release. No release is listed.","summary":"A matching decompilation of the US Rev 1 PS1 version of Driver: You Are the Wheelman. The project is reconstructing C function-by-function and verifies matches against the original compiler and whole executable; PC porting is future work.","project_url":"https://github.com/olink9/driver1-decomp","updated":"2026-10-16","strategy":"Matching C decompilation verified against the original compiler and a byte-identical linked executable","language":"","source_available":"Public C source, tools and documentation; no game data included. Requires the user’s own US Rev 1 disc/executable and appropriate build tools.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"PS1 matching decompilation; native PC port is a stated goal","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/olink9/driver1-decomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/olink9/driver1-decomp/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/olink9/driver1-decomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/olink9/driver1-decomp/languages"},{"label":"Maintainer progress ledger and match-verification method","url":"https://github.com/olink9/driver1-decomp/blob/main/README.md#progress"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1313210,"Python":52460,"BitBake":11826,"Makefile":1768,"Shell":1142},"source_url":"https://api.github.com/repos/olink9/driver1-decomp/languages","evidence":"GitHub’s official Languages API reports C: 1,313,210 bytes, Python: 52,460 bytes, BitBake: 11,826 bytes, Makefile: 1,768 bytes, Shell: 1,142 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"driving-strikers-n64-port","title":"Driving Strikers Nintendo 64 Port","game":"Driving Strikers","platform":"Dreamcast → Nintendo 64","kind":"Reimplementation","status":"Public N64 release 1.03 (2025-05-18); the maintainer says no Expansion Pak is required, advertises up to 60 FPS, and recommends an Expansion Pak. The original developers approved distribution of this port.","summary":"Dreamcast-origin indie game ported to N64 with a custom C codebase using Libdragon and Tiny3D, rather than an emulator or binary recompilation. The README lists 480i output, Rumble Pak and EEPROM support, and the authors' approval for release distribution; gameplay and style may differ from the Dreamcast version.","project_url":"https://github.com/SpookyIluha/Driving-Strikers-64","updated":"2025-07-22","strategy":"Custom native C port using Libdragon SDK and Tiny3D","language":"","source_available":"Public C source under The Unlicense, with public v1.03 release. The README says the original game developers approved distribution of the N64 port and instructs builders to add the project assets from the release.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Native Nintendo 64 port","target_type":"Game","sources":[{"label":"Maintainer README: Dreamcast origin, custom N64 codebase, feature set, and distribution permission","url":"https://github.com/SpookyIluha/Driving-Strikers-64/blob/main/README.md"},{"label":"Maintainer release 1.03","url":"https://github.com/SpookyIluha/Driving-Strikers-64/releases/tag/release_103"},{"label":"GitHub API: repository license and latest default-branch commit","url":"https://api.github.com/repos/SpookyIluha/Driving-Strikers-64"},{"label":"Repository Unlicense file","url":"https://github.com/SpookyIluha/Driving-Strikers-64/blob/main/LICENSE"}],"media":[{"kind":"image","label":"Nintendo 64 port gameplay screenshot (maintainer README)","url":"https://github.com/user-attachments/assets/ecf9522f-bc18-4e72-a50b-384b89b180b2","preview_url":"https://github.com/user-attachments/assets/ecf9522f-bc18-4e72-a50b-384b89b180b2","source_url":"https://github.com/SpookyIluha/Driving-Strikers-64/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Maintainer's N64-left / Dreamcast-right visual comparison","url":"https://github.com/user-attachments/assets/6e5c92e9-08d2-48fa-8a41-99df41b86029","preview_url":"https://github.com/user-attachments/assets/6e5c92e9-08d2-48fa-8a41-99df41b86029","source_url":"https://github.com/SpookyIluha/Driving-Strikers-64/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":259768,"Makefile":4572},"source_url":"https://api.github.com/repos/SpookyIluha/Driving-Strikers-64/languages","evidence":"Official repository Languages API reports 259,768 bytes of C, the largest total (98.3% of 264,340 recognized language bytes). Full repository-level byte totals are recorded in language_breakdown_bytes; generated source and build tooling can affect the totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"droiddeck-android-pc-games","title":"DroidDeck","game":"Windows PC games (multi-title)","platform":"Windows PC games via Valve ARM64 Proton → Android 9+ / ARM64 on Adreno 730+ or Adreno 8xx; Adreno 6xx experimental","kind":"API Translation","status":"The latest release found is DroidDeck 0.4.0 (2026-10-12), with Android APKs. The README requires Android 9+ and an Adreno 730-or-newer or 8xx GPU; Adreno 6xx is experimental, and Mali, Xclipse, PowerVR, and Adreno 710 are unsupported. It warns that some DirectX 12 games can crash on the experimental Adreno 6xx path.","summary":"Android handheld front end that launches Steam in Big Picture and runs Windows PC games through Valve's ARM64 Proton. It also documents sign-in and library downloads for Steam, GOG, Epic, and Amazon Games. Users need compatible Android hardware and their own store accounts/game entitlements; Proton and other runtime components are installed separately or downloaded during setup.","project_url":"https://github.com/Droid-Deck/DroidDeck","updated":"2026-10-15","strategy":"Android game-launcher front end using Valve's ARM64 Proton compatibility stack; a multi-title compatibility environment, not a game-specific port.","language":"","source_available":"Public Kotlin source and Android APK releases. Users provide compatible hardware, storefront sign-ins, and game licenses; the Linux runtime is installed as a separate setup step.","first_found":"2026-10-15","project_started":null,"programming_language":"Kotlin","subtype":"SteamOS-style Android front end for Proton on supported Adreno handhelds","target_type":"Software","sources":[{"label":"Maintainer README: ARM64 Proton target, supported Android/GPU requirements, store integration, and setup","url":"https://github.com/Droid-Deck/DroidDeck"},{"label":"Latest release found: DroidDeck 0.4.0 Android APKs","url":"https://github.com/Droid-Deck/DroidDeck/releases/tag/0.4.0"}],"media":[{"kind":"image","label":"DroidDeck Android launcher flow into Steam Big Picture, shown in the project README","url":"https://raw.githubusercontent.com/Droid-Deck/DroidDeck/main/docs/releases/media/0.2.0/launch-into-steam.gif","preview_url":"https://raw.githubusercontent.com/Droid-Deck/DroidDeck/main/docs/releases/media/0.2.0/launch-into-steam.gif","source_url":"https://github.com/Droid-Deck/DroidDeck/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":3894249,"C":1814022,"Python":1213363,"C++":1148991,"Rust":498183,"Java":228166,"HTML":171038,"Shell":142645,"NASL":29558,"CMake":8632,"GLSL":5405,"Meson":2985,"JavaScript":2539,"Assembly":1544,"Dockerfile":336},"source_url":"https://api.github.com/repos/Droid-Deck/DroidDeck/languages","evidence":"GitHub's official Languages REST endpoint reports 3,894,249 bytes of Kotlin as the largest total (42.5% of 9,161,656 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ds-telejan-arcade-english","title":"DS Telejan English Translation","game":"DS Telejan","platform":"Arcade","kind":"Fan Localization","status":"Released; RHP reports v1.1","summary":"English fan localization for DS Telejan on Arcade. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/ds-telejan-english-translation-arcade","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/ds-telejan-english-translation-arcade"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/ds-telejan-english-translation-arcade","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for DS Telejan English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for DS Telejan English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"dsp-emulator-multisystem","title":"DSP Emulator","game":"Multiple arcade, console, handheld, and computer systems","platform":"Windows, Linux, macOS; Pascal application","kind":"Emulator","status":"Active; latest listed release v0.24WIP3 (2025-11-11). The official wiki documents many system implementations and flags individual titles as work in progress. The author states non-commercial-use terms; GitHub has no SPDX license detected.","summary":"A Pascal multi-system emulator suite with separate arcade, computer, console, and handheld implementations. Some release archives may contain system ROMs; the project warns against distributing copyrighted ROM images.","project_url":"https://github.com/leniad/dsp-emulator","updated":"2026-10-16","strategy":"Software emulation; project-specific cores. Non-commercial-use condition is stated by the author; no standard SPDX license is detected.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Pascal","subtype":"Multi-system emulator suite","target_type":"Software","sources":[{"label":"Official repository","url":"https://github.com/leniad/dsp-emulator"},{"label":"Official project wiki and emulator list","url":"https://github.com/leniad/dsp-emulator/wiki"},{"label":"Official releases","url":"https://github.com/leniad/dsp-emulator/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/leniad/dsp-emulator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Pascal","breakdown":{"Pascal":13665204},"source_url":"https://api.github.com/repos/leniad/dsp-emulator/languages","evidence":"GitHub repository language API byte counts; Pascal is the only reported language. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"duckstation","title":"DuckStation","game":"PlayStation games and homebrew","platform":"PlayStation","kind":"Emulator","status":"Active; preview build published 2026-10-15.","summary":"A modern PS1 emulator with high compatibility and hardware-accelerated rendering options.","project_url":"https://github.com/stenzek/duckstation","updated":"2026-10-16","strategy":"Full PS1 system emulation, with interpreter and dynamic-recompiler CPU paths and software or hardware rendering.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation system emulator","target_type":"Software","sources":[{"label":"Official source repository and project description","url":"https://github.com/stenzek/duckstation"},{"label":"Official upstream release history","url":"https://github.com/stenzek/duckstation/releases"}],"media":[{"kind":"image","label":"Main Window Screenshot","url":"https://raw.githubusercontent.com/stenzek/duckstation/md-images/main-qt.png","preview_url":"https://raw.githubusercontent.com/stenzek/duckstation/md-images/main-qt.png","source_url":"https://github.com/stenzek/duckstation/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Fullscreen UI Screenshot","url":"https://raw.githubusercontent.com/stenzek/duckstation/md-images/bigduck.png","preview_url":"https://raw.githubusercontent.com/stenzek/duckstation/md-images/bigduck.png","source_url":"https://github.com/stenzek/duckstation/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":38468198,"C":10656244,"HLSL":200525,"Objective-C++":141257,"HTML":135758,"CMake":131114,"Python":124793,"GLSL":51519,"SCSS":32405,"Shell":20751,"Objective-C":11969,"Batchfile":6482,"Assembly":4573,"Metal":1818,"Perl":37},"source_url":"https://api.github.com/repos/stenzek/duckstation/languages","evidence":"GitHub's official Languages REST endpoint reports 38,468,198 bytes of C++ as the largest total (77.0% of 49,987,443 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ducktales-remastered-ps3-recomp","title":"DuckTales: Remastered PS3 Static Recompilation","game":"DuckTales: Remastered","platform":"PlayStation 3 USA disc (BLUS31368) → Windows x86-64","kind":"Recompilation","status":"WIP; the native executable builds, boots into the game’s CRT/constructors and reaches a heap initialization loop. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"duke-nukem-zero-hour-recomp","title":"Duke Nukem: Zero Hour Recompiled","game":"Duke Nukem: Zero Hour","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"Work in progress; v0.0.3 release is available, with no full-game completion claim.","summary":"Title-specific N64 static recompilation using N64Recomp and RT64.","project_url":"https://github.com/sonicdcer/DNZHRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/sonicdcer/DNZHRecomp#readme"},{"label":"Latest project release (0.0.3)","url":"https://github.com/sonicdcer/DNZHRecomp/releases/tag/0.0.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/sonicdcer/DNZHRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sonicdcer/DNZHRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":756911,"C":221281,"SCSS":57193,"CMake":17330,"CSS":13847,"Linker Script":4290,"Objective-C++":2415,"Makefile":1170,"HLSL":784},"source_url":"https://api.github.com/repos/sonicdcer/DNZHRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dune-dynasty","title":"Dune Dynasty","game":"Dune II: The Building of a Dynasty","platform":"Dune II PC game data → Windows, macOS and Linux","kind":"Reimplementation","status":"The current GitHub README describes a continuation of the earlier SourceForge project built on the OpenDUNE reverse-engineered engine; the README lists current releases.","summary":"Continuation and modernization of the Dune II engine, using OpenDUNE’s reverse-engineered game engine rather than a remake.","project_url":"https://github.com/gameflorist/dunedynasty","updated":"2026-10-16","strategy":"Continuation of an OpenDUNE-based engine reimplementation","language":"","source_available":"Public source and releases; Dune II European 1.07 data files are required and not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Real-time strategy engine reimplementation","target_type":"Game","sources":[{"label":"Current project README: continuation lineage, target, platforms and required data","url":"https://github.com/gameflorist/dunedynasty"},{"label":"SourceForge project page: original project/release history","url":"https://sourceforge.net/projects/dunedynasty/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2331231,"C++":186578,"CMake":12894,"Shell":6385,"JavaScript":4665},"source_url":"https://api.github.com/repos/gameflorist/dunedynasty/languages","evidence":"The official repository language endpoint reports 2,331,231 bytes of C as the largest language total (91.7% of 2,541,753 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dune-battle-for-arrakis-genesis-recomp","title":"Dune: The Battle for Arrakis Genesis Recompilation","game":"Dune: The Battle for Arrakis","platform":"Sega Genesis / Mega Drive → native PC (Linux and macOS)","kind":"Recompilation","status":"Work in progress. The first Atreides mission has been exercised through victory in the source project; the complete campaign is not verified. Native builds include mouse controls, zoom, adaptive widescreen and sound.","summary":"AOT translation of original 68000 and Z80 code to C/C++ with a native hardware runtime.","project_url":"https://github.com/kruzeman/ReArrakis","updated":"2026-10-16","strategy":"AOT translation of original 68000 and Z80 code to C/C++ with a native hardware runtime.","language":"","source_available":"Public source and tools; game ROM and generated code/assets are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Genesis static recompilation / native PC port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/kruzeman/ReArrakis"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":359161,"C++":248383,"C":189678,"Makefile":541,"Shell":302},"source_url":"https://api.github.com/repos/kruzeman/ReArrakis/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dungeon-hunter-2-ps-vita-api-port","title":"Dungeon Hunter 2 PS Vita Port","game":"Dungeon Hunter 2","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android build (version specified in upstream setup guide))","kind":"API Translation","status":"The README reports an end-to-end playable Vita port with known bugs; performance is weaker in menus and light scenes.","summary":"A native Vita loader runs the original Android library with Android API shims and a Vita renderer. The player supplies the Android game files.","project_url":"https://github.com/MetalSyntax/Dungeon-Hunter-2-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Dungeon-Hunter-2-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Dungeon-Hunter-2-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Dungeon-Hunter-2-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Dungeon-Hunter-2-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dungeon-hunter-3-ps-vita-api-port","title":"Dungeon Hunter 3 PS Vita Port","game":"Dungeon Hunter 3","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.5.2c)","kind":"API Translation","status":"The README labels the port playable on real hardware and reports the intro, menus, character creation, tutorial, dungeon combat, controls and persistent saves working.","summary":"The port loads the original Android ARM library through a Vita loader/FalsoJNI layer and routes GLES, audio, input, video and file access to Vita services.","project_url":"https://github.com/MetalSyntax/Dungeon-Hunter-3-Vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. 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This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twilight-princess-dusk-mobile","title":"Dusklight: Twilight Princess Native Mobile Port","game":"The Legend of Zelda: Twilight Princess","platform":"GameCube/Wii → Android ARM64 and iOS ARM64; also Windows, Linux, and macOS","kind":"Reimplementation","status":"The official Dusklight v2.0.3 release (2026-09-30) includes an Android ARM64 APK and iOS ARM64 IPA. The README says all commercial discs are supported except the Korean Wii release and describes OpenGL ES on older Android devices as best-effort; users must dump their own game copy.","summary":"Official mobile builds of Dusklight, a reverse-engineered native reimplementation of Twilight Princess based on the GameCube decompilation. The v2.0.3 release ships Android ARM64 and iOS ARM64 packages alongside desktop builds. The app contains no copyrighted game data; the player supplies a supported disc dump. Android OpenGL ES support on older devices is best-effort.","project_url":"https://github.com/TwilitRealm/dusklight","updated":"2026-10-16","strategy":"Reverse-engineered native reimplementation packaged for Android/iOS and desktop; requires user-supplied disc data.","language":"","source_available":"Public CC0-1.0 source repository and Android APK/iOS IPA releases. The player must provide a supported, legally dumped game disc; no game data is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Official Android ARM64 and iOS ARM64 builds; Android OpenGL ES fallback is best-effort","target_type":"Game","sources":[{"label":"Dusk README and mobile setup guides","url":"https://github.com/applesoff/dusk"},{"label":"Official Dusklight repository: supported discs, build requirements, and project identity","url":"https://github.com/TwilitRealm/dusklight"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/applesoff/dusk"},{"label":"Official Dusklight v2.0.3 release: Android APK and iOS IPA assets","url":"https://github.com/TwilitRealm/dusklight/releases/tag/v2.0.3"},{"label":"Official GitHub repository metadata and source activity","url":"https://api.github.com/repos/TwilitRealm/dusklight"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":42565192,"C":32346080,"CMake":207944,"Pascal":92224,"WGSL":40460,"Pawn":30400,"Assembly":22211,"Nix":13286,"Luau":10195,"Python":7336,"PowerShell":3147,"Java":2772,"Shell":1002},"source_url":"https://api.github.com/repos/TwilitRealm/dusklight/languages","evidence":"GitHub REST Languages endpoint for the official repository reports 42,565,192 bytes of C++ as the largest total (56.5% of 75,342,249 recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dust","title":"Dust","game":"Nintendo DS","platform":"Windows x86_64, Linux x86_64, macOS, and web","kind":"Emulator","status":"Early development; repository changes through 2026-02-03; sole release v0.0.0 dates to 2025-12-17.","summary":"Open-source Nintendo DS emulator written in Rust, with web frontend and debugging/GDB support. The maintainer describes it as early development and accuracy-oriented.","project_url":"https://github.com/kelpsyberry/dust","updated":"2026-02-03","strategy":"Accuracy-focused Nintendo DS hardware emulation in Rust, with debugger support; the README does not assert a specific low-level/HLE split.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Nintendo DS","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/kelpsyberry/dust"},{"label":"Maintainer release history","url":"https://github.com/kelpsyberry/dust/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/kelpsyberry/dust"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":2505874,"TypeScript":60348,"Less":13574,"WGSL":9926,"HTML":7882,"JavaScript":5625,"GLSL":344},"source_url":"https://api.github.com/repos/kelpsyberry/dust/languages","evidence":"GitHub's official Languages REST endpoint reports 2,505,874 bytes of Rust as the largest total (96.2% of 2,603,573 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dx-ball-107-x86-source-reconstruction","title":"DX-Ball 1.07 Windows Source Reconstruction","game":"DX-Ball 1.07","platform":"Original Windows x86 game executable → portable C/C++ and legacy MSVC 4.0 build","kind":"Decompilation","status":"Exact source reconstruction is in progress. The maintainer plans to finish byte-accurate recovery before building the playable game; the original game files remain separate.","summary":"A source reconstruction of DX-Ball 1.07 using original-x86 differential tests and pinned Visual C++ 4.0 byte-exact oracles.","project_url":"https://github.com/N0zoM1z0/dx-ball","updated":"2026-10-16","strategy":"Windows x86 source reconstruction with byte-exact original-toolchain verification","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC source reconstruction","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/N0zoM1z0/dx-ball"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/N0zoM1z0/dx-ball"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":992016,"C":548260,"C++":186909,"Java":35301,"JavaScript":6264,"CMake":5826,"Shell":2178,"Assembly":738},"source_url":"https://api.github.com/repos/N0zoM1z0/dx-ball/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 992,016 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dx9mt-d3d9-to-metal-fallout-new-vegas","title":"dx9mt (D3D9-to-Metal translator for Wine)","game":"Windows Direct3D 9 applications; Fallout: New Vegas is the documented test target","platform":"32-bit Windows D3D9 → native ARM64 Metal viewer on Apple Silicon macOS through Wine","kind":"API Translation","status":"Work in progress with no tagged release. The maintainer’s 2026-07-02 status reports correct in-game 3D rendering for Fallout: New Vegas and shader-corpus validation, while listing missing graphics behavior and a measured dense-scene performance of about 15 fps on an M4 Pro. It is a game-specific test target, not a general D3D9 compatibility guarantee.","summary":"An experimental Wine-side D3D9 implementation that captures D3D9 commands in a 32-bit Windows DLL, transports frame data through a shared-memory bridge, translates D3D9 shader bytecode to Metal Shading Language, and renders through a native Apple-silicon viewer. Its README identifies Fallout: New Vegas as the current target and documents substantial unsupported calls and rendering limits.","project_url":"https://github.com/theodorechapman/dx9mt","updated":"2026-10-16","strategy":"Direct D3D9 state/shader translation to Metal with a shared-memory native renderer","language":"","source_available":"Public source repository; no tagged release","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental D3D9-to-Metal Wine backend","target_type":"Software","sources":[{"label":"Project README: current status, measured performance, design, and limitations","url":"https://github.com/theodorechapman/dx9mt#readme"},{"label":"Project source repository and build/test targets","url":"https://github.com/theodorechapman/dx9mt"},{"label":"Maintainer shader-corpus regression test location","url":"https://github.com/theodorechapman/dx9mt/tree/main/dx9mt/tests"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":456393,"Objective-C":169244,"C++":11678,"Makefile":10961,"Python":6432},"source_url":"https://api.github.com/repos/theodorechapman/dx9mt/languages","evidence":"Official GitHub REST Languages API byte counts for theodorechapman/dx9mt: {\"C\":456393,\"C++\":11678,\"Makefile\":10961,\"Objective-C\":169244,\"Python\":6432}. C is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dxgl","title":"DXGL","game":"DirectDraw and Direct3D 7-era games (multi-title)","platform":"DirectDraw/Direct3D 7-era calls → OpenGL; Windows 10 or newer standard build, Windows XP SP3 or newer legacy build; also usable under Wine","kind":"API Translation","status":"Active; 0.5.28 was released 2026-10-14. The README says the 0.6.0-dev branch is nonfunctional and directs users to 0.5.x; DirectDraw 1–7 support is partial and 3D remains incomplete.","summary":"A DirectDraw replacement wrapper that maps legacy 2D and some 3D API behavior to OpenGL. The maintainer lists OpenGL 2.0 with framebuffer-object and non-power-of-two texture support as the minimum, recommends OpenGL 3.2+, and requires SSE2 for the standard build.","project_url":"https://github.com/dxgldotorg/dxgl","updated":"2026-10-15","strategy":"Legacy DirectDraw/Direct3D calls wrapped over OpenGL","language":"","source_available":"Public source repository (LGPL-2.1)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Windows graphics API wrapper","target_type":"Software","sources":[{"label":"Maintainer README: API coverage, branch caveat, and hardware/OS requirements","url":"https://github.com/dxgldotorg/dxgl"},{"label":"Maintainer release 0.5.28 (2026-10-14)","url":"https://github.com/dxgldotorg/dxgl/releases/tag/0.5.28"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2412822,"C++":1474018,"CSS":87287,"NSIS":25964,"CMake":6095,"Meson":5739,"Shell":3477,"HTML":2537,"Batchfile":1860,"Makefile":935},"source_url":"https://api.github.com/repos/dxgldotorg/dxgl/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/dxgldotorg/dxgl reports 2,412,822 bytes of C, the largest language total (60.0% of 4,020,734 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dxil-spirv","title":"dxil-spirv","game":"D3D12-on-Vulkan software using DXIL/DXBC shaders (multi-title)","platform":"DXIL Shader Model 6.x and companion DXBC shaders → SPIR-V for Direct3D 12-on-Vulkan translation libraries.","kind":"API Translation","status":"Active; the repository was pushed on 2026-10-15. Its README describes an unreleased C API expected to be ABI/API-stable when released and a reference-shader test suite.","summary":"A C++ shader translator that converts DXIL Shader Model 6.x to SPIR-V for D3D12-on-Vulkan implementations such as vkd3d. With the companion dxbc-spirv project it also handles legacy DXBC shaders; this is a shader component, not a full D3D12 API layer.","project_url":"https://github.com/HansKristian-Work/dxil-spirv","updated":"2026-10-15","strategy":"DXIL/DXBC-to-SPIR-V shader translation","language":"","source_available":"Public source (MIT)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Shader bytecode translator for D3D12-on-Vulkan","target_type":"Software","sources":[{"label":"dxil-spirv README, integration and test details","url":"https://github.com/HansKristian-Work/dxil-spirv"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2497608,"Assembly":1217878,"GLSL":1051677,"C":43568,"Python":33948,"CMake":10768,"Meson":3506,"Shell":1799,"Perl":37},"source_url":"https://api.github.com/repos/HansKristian-Work/dxil-spirv/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository HansKristian-Work/dxil-spirv (repository API ID 215563165, https://github.com/HansKristian-Work/dxil-spirv). The exact response reported 2,497,608 bytes of C++, the largest category, out of 4,860,789 recognized-language bytes (51.4%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dxmt","title":"DXMT","game":"Windows Direct3D games on macOS (multi-title)","platform":"Direct3D 10/11 → Metal through Wine/CrossOver on macOS 14+ (macOS 15 recommended); all Apple silicon Macs are supported. Documented AMD 5000/6000 and Intel UHD 630/Iris Plus paths are experimental and unmaintained, with planned removal after macOS 28. Wine 8+ is required; 32- and 64-bit programs are supported.","kind":"API Translation","status":"Experimental macOS/Wine implementation of Direct3D 10/11; v0.80 (2026-04-23) remains the latest upstream release listed on 2026-10-16, with v0.81 still described as planned. Maintainer commits through 2026-10-12 include D3D11 Map handling and D3D12 feature-query fixes. The issue tracker continues to document compatibility and performance bugs, so release and source activity do not imply broad compatibility.","summary":"An open-source Metal-based D3D10/11 implementation for running 3D applications on macOS through Wine. Project release notes identify game-specific fixes and continue to list known issues.","project_url":"https://github.com/3Shain/dxmt","updated":"2026-10-16","strategy":"Direct3D-to-Metal translation","language":"","source_available":"Public project repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Graphics API layer","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/3Shain/dxmt"},{"label":"Official releases and game-specific change notes","url":"https://github.com/3Shain/dxmt/releases"},{"label":"Official installation guidance","url":"https://github.com/3Shain/dxmt/wiki/DXMT-Installation-Guide-for-Geeks"},{"label":"GitHub release v0.80 (2026-04-23)","url":"https://github.com/3Shain/dxmt/releases/tag/v0.80"},{"label":"DXMT recent commits","url":"https://github.com/3Shain/dxmt/commits/main"},{"label":"DXMT issue tracker","url":"https://github.com/3Shain/dxmt/issues"},{"label":"Upstream GitHub commit history through 2026-10-12","url":"https://github.com/3Shain/dxmt/commits/main/"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/3Shain/dxmt"},{"label":"DXMT device, OS, runtime and architecture requirements","url":"https://github.com/3Shain/dxmt/wiki/Device-System-Runtime-Specifications"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 50102f994b; activity evidence only)","url":"https://github.com/3Shain/dxmt/commit/50102f994b406f58f56d5d09f2ad20f9b90390a2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3187399,"C":508776,"Metal":51739,"Meson":26999,"HLSL":7493,"Shell":290},"source_url":"https://api.github.com/repos/3Shain/dxmt/languages","evidence":"GitHub REST repository Languages endpoint reports 3,187,399 bytes of C++ out of 3,782,696 measured source bytes (84.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dxmt-xray-monolith-macos","title":"DXMT X-Ray Monolith / Anomaly macOS build","game":"X-Ray Monolith / S.T.A.L.K.E.R. Anomaly (GAMMA-focused configuration)","platform":"Windows Direct3D applications through Wine and a DXMT fork → Metal on Apple Silicon macOS 26+; the published runtime modules are x86-64","kind":"API Translation","status":"Maintained, game-focused DXMT downstream build. Its latest listed release, anomaly-2026.10.10, was published 2026-10-10; the release describes a DXMT v0.80-based package with subsequent upstream merges and targeted X-Ray/D3D11 fixes. The repository was pushed through 2026-10-15. The release states an Apple Silicon/macOS 26 deployment target and provides x86-64 Wine and Windows modules. The project documents in-game testing for its target but does not provide a broad compatibility matrix.","summary":"A downstream DXMT build tuned for the X-Ray Monolith / S.T.A.L.K.E.R. Anomaly path, with fixes for Metal resource lifetime and synchronization, shader pipeline failures, resource uploads, frame pacing, and NGX/DLSS handling. DXMT translates Direct3D graphics calls to Metal inside Wine; this branch is a separately released, game-specific build of the already cataloged DXMT implementation, not a new general-purpose translation architecture.","project_url":"https://github.com/elseform/dxmt","updated":"2026-10-16","strategy":"Game-tuned downstream build of the Direct3D-to-Metal DXMT translator for Wine","language":"","source_available":"Public source repository with versioned macOS runtime archives; GitHub reports no SPDX license classification","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific DXMT / Metal translation build","target_type":"Game","sources":[{"label":"Maintainer README: DXMT fork purpose and documented implementation fixes","url":"https://github.com/elseform/dxmt#readme"},{"label":"Latest release: October 10 package, upstream base, build target, modules, and fixes","url":"https://github.com/elseform/dxmt/releases/tag/anomaly-2026.10.10"},{"label":"GitHub repository metadata: latest push, release branch, license classifier, and primary language","url":"https://api.github.com/repos/elseform/dxmt"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/elseform/dxmt/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3229142,"C":508776,"Metal":51739,"Meson":27042,"HLSL":7493,"Shell":290},"source_url":"https://api.github.com/repos/elseform/dxmt/languages","evidence":"Official GitHub Languages API totals returned on 2026-10-16; C++ is the largest category (3,229,142 of 3,824,482 recognized bytes, 84.4%). Repository-level counts include the shared DXMT implementation and build/test content, not only the branch's game-specific changes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dxvk","title":"DXVK","game":"Windows Direct3D games (multi-title)","platform":"Direct3D 8/9/10/11 → Vulkan; primarily Linux through Wine/Proton, with 32-bit and 64-bit builds. Windows use is explicitly community-supported/unsupported by upstream. The same repository also provides a native library mode for porting without Wine.","kind":"API Translation","status":"Active; DXVK 3.1.1 was released 2026-09-15. Current 3.x driver requirements and Wine winevulkan requirements are listed in the maintainer wiki.","summary":"Vulkan-based implementation of Direct3D 8, 9, 10 and 11. It translates graphics APIs; it does not provide Windows API compatibility by itself. DXVK Native is a related native rendering library for ports/development.","project_url":"https://github.com/doitsujin/dxvk","updated":"2026-10-16","strategy":"Direct3D-to-Vulkan translation","language":"","source_available":"Public project repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Graphics API layer","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/doitsujin/dxvk"},{"label":"Official release page","url":"https://github.com/doitsujin/dxvk/releases"},{"label":"DXVK driver support requirements","url":"https://github.com/doitsujin/dxvk/wiki/Driver-support"},{"label":"DXVK upstream README and API coverage","url":"https://github.com/doitsujin/dxvk/blob/master/README.md"},{"label":"GitHub release v3.1.1 (2026-09-15)","url":"https://github.com/doitsujin/dxvk/releases/tag/v3.1.1"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/doitsujin/dxvk"},{"label":"GitHub latest commit listed for default branch (2026-10-15, e8c80a8d1c; activity evidence only)","url":"https://github.com/doitsujin/dxvk/commit/e8c80a8d1cdaa0ad21516bf64d9cb073cb57eec3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6225010,"GLSL":84445,"C":38194,"Meson":21738,"Shell":4045},"source_url":"https://api.github.com/repos/doitsujin/dxvk/languages","evidence":"GitHub REST repository Languages endpoint reports 6,225,010 bytes of C++ out of 6,373,432 measured source bytes (97.7%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dxvk-macos","title":"DXVK-macOS","game":"Windows Direct3D 10/11 applications and games on macOS (multi-title)","platform":"Direct3D 10/11 → Vulkan via MoltenVK → Metal on macOS with Wine","kind":"API Translation","status":"Experimental/stale Mac-specific build line; latest listed release v1.10.3-20230507-repack was published 2024-07-23. The project relies on Wine and MoltenVK for the D3D10/11→Vulkan→Metal path; current compatibility with modern Wine/MoltenVK is not established.","summary":"A macOS/Wine-specific DXVK project for translating Direct3D 10 and 11 to Vulkan, which MoltenVK maps to Metal. Its project README and releases describe a separate macOS build line from upstream DXVK; do not assume compatibility with current Wine, MoltenVK, or CrossOver versions.","project_url":"https://github.com/Gcenx/DXVK-macOS","updated":"2026-10-15","strategy":"Direct3D 10/11 to Vulkan graphics API translation, using MoltenVK for Metal","language":"","source_available":"Public source repository (Zlib license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"macOS/Wine graphics translation build","target_type":"Software","sources":[{"label":"DXVK-macOS maintainer README / DXVK-macOS repository","url":"https://github.com/Gcenx/DXVK-macOS"},{"label":"DXVK-macOS release notes and requirements","url":"https://github.com/Gcenx/DXVK-macOS/releases"},{"label":"DXVK-macOS latest listed release","url":"https://github.com/Gcenx/DXVK-macOS/releases/tag/v1.10.3-20230507-repack"},{"label":"DXVK-macOS GitHub language metadata","url":"https://api.github.com/repos/Gcenx/DXVK-macOS/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Gcenx/DXVK-macOS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5636911,"C":42173,"GLSL":21636,"Meson":16153,"Shell":2010},"source_url":"https://api.github.com/repos/Gcenx/DXVK-macOS/languages","evidence":"GitHub's official Languages REST endpoint reports 5,636,911 bytes of C++ as the largest total (98.6% of 5,718,883 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dxvk-macos-metalsharp-v31","title":"DXVK-MacOS (MetalSharp maintained v3.1 fork)","game":"Direct3D 8/9/10/11 Windows applications through Wine on macOS","platform":"Windows D3D8/D3D9/D3D10/D3D11 → Vulkan → MoltenVK → Metal on macOS 15+; x86-64 and i386 Wine DLLs","kind":"API Translation","status":"Release v3.1-macos1.0 was published 2026-09-12. The package provides x86-64 and i386 Wine DLLs with MoltenVK and requires a Wine portability-enumeration patch. A 2026-09-21 maintainer commit says Phase 2 device-level support for D3D9/D3D8 was verified; no per-game compatibility matrix is published.","summary":"A separate maintained macOS/Wine fork of Gcenx DXVK-macOS, refreshed to upstream DXVK 3.1. It preserves MoltenVK compatibility patches and adds a Wine Vulkan portability patch so DXVK can use the MoltenVK ICD. The D3D API path remains DXVK → Vulkan → MoltenVK → Metal; this project is distinct from direct D3D-to-Metal layers such as DXMT or mtld3d.","project_url":"https://github.com/metalsharp/DXVK-MacOS","updated":"2026-10-16","strategy":"Direct3D 8–11 to Vulkan, then Vulkan-to-Metal through MoltenVK","language":"","source_available":"Public source repository and downloadable runtime release","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wine Direct3D-to-Vulkan translation fork","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://github.com/metalsharp/DXVK-MacOS#readme"},{"label":"Latest maintainer release","url":"https://github.com/metalsharp/DXVK-MacOS/releases/tag/v3.1-macos1.0"},{"label":"Upstream DXVK v3.1 source revision","url":"https://github.com/doitsujin/DXVK/releases/tag/v3.1"},{"label":"Latest upstream commit","url":"https://github.com/metalsharp/DXVK-MacOS/commit/8d348236e14a3db25ffbe528a83010b3dd69a3ef"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7576723,"C":161185,"GLSL":84457,"Meson":21432,"Shell":8866,"Python":5405},"source_url":"https://api.github.com/repos/metalsharp/DXVK-MacOS/languages","evidence":"Official GitHub REST Languages API byte counts for metalsharp/DXVK-MacOS: {\"C\":161185,\"C++\":7576723,\"GLSL\":84457,\"Meson\":21432,\"Python\":5405,\"Shell\":8866}. C++ is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dxvk-nvapi-nvapi-vulkan-compatibility","title":"DXVK-NVAPI","game":"Windows games and applications calling NVIDIA NVAPI (multi-title)","platform":"Windows 32/64-bit NVAPI calls from games running through Wine/Proton and DXVK on Linux → DXVK-NVAPI compatibility DLL with selected features mapped to DXVK/Vulkan; an optional Linux-side Vulkan Reflex implicit layer supports Vulkan applications. NVIDIA-specific behavior depends on the selected Vulkan driver and GPU; the project documents fallback behavior on non-NVIDIA GPUs.","kind":"API Translation","status":"Active; latest stable release checked was v0.9.2 (2026-05-12), and upstream repository activity continued through 2026-10-09. Implements selected NVAPI entry points rather than the complete proprietary NVIDIA driver API. The optional Vulkan Reflex layer is disabled by default and requires a compatible Vulkan loader.","summary":"An open implementation of selected NVIDIA NVAPI methods for Windows games using DXVK under Wine/Proton, plus an optional Linux Vulkan layer for Reflex calls made by Vulkan titles. It supplies compatibility behavior through Vulkan and related driver interfaces; it is neither a complete NVAPI replacement nor a general-purpose Direct3D translator.","project_url":"https://github.com/jp7677/dxvk-nvapi","updated":"2026-10-09","strategy":"Partial NVAPI implementation over DXVK/Vulkan, with an optional Vulkan Reflex layer","language":"","source_available":"Public source under the MIT license; no game code or assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows NVAPI compatibility DLL and optional Linux Vulkan layer","target_type":"Software","sources":[{"label":"Maintainer README: supported APIs, build outputs, limitations, and Wine/Proton usage","url":"https://github.com/jp7677/dxvk-nvapi"},{"label":"Latest stable release v0.9.2","url":"https://github.com/jp7677/dxvk-nvapi/releases/tag/v0.9.2"},{"label":"Project license","url":"https://github.com/jp7677/dxvk-nvapi/blob/master/LICENSE"},{"label":"Official repository API: activity, language, stars, and forks snapshot","url":"https://api.github.com/repos/jp7677/dxvk-nvapi"},{"label":"Official repository language byte breakdown","url":"https://api.github.com/repos/jp7677/dxvk-nvapi/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":968887,"C":28482,"Meson":9896,"Shell":3139,"Python":1974},"source_url":"https://api.github.com/repos/jp7677/dxvk-nvapi/languages","evidence":"Official GitHub Languages endpoint byte counts; C++ is the largest category in this repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nvidia-dxvk-remix","title":"DXVK-Remix (NVIDIA RTX Remix Runtime)","game":"Classic Direct3D 9 games compatible with RTX Remix (multi-title)","platform":"Direct3D 9 fixed-function rendering → reconstructed scene data → RTX Remix path-traced Vulkan renderer; Windows 10/11. A bridge lets 32-bit games communicate with the 64-bit runtime.","kind":"API Translation","status":"Active public source repository; the README documents Windows 10/11 builds and the RTX Remix SDK documentation identifies its D3D9 translation component and 32-bit bridge. The repository has no tagged release objects; packaged runtime releases are published separately by NVIDIA.","summary":"NVIDIA's RTX Remix runtime is built on a DXVK fork that intercepts Direct3D 9 calls, reconstructs scene information for the Remix renderer, and routes rendering through its Vulkan path-tracing runtime. It is a D3D9 graphics translation and remastering runtime for supported games, rather than a general-purpose replacement for Windows API compatibility.","project_url":"https://github.com/NVIDIAGameWorks/dxvk-remix","updated":"2026-10-15","strategy":"Direct3D 9 fixed-function interception and scene reconstruction, followed by Vulkan path-traced rendering","language":"","source_available":"Public source repository; component licenses are documented in the repository. Runtime packages are published separately by NVIDIA.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game remastering graphics translation runtime","target_type":"Software","sources":[{"label":"NVIDIA GameWorks source README: DXVK fork purpose, Windows build requirements, and D3D9 interface","url":"https://github.com/NVIDIAGameWorks/dxvk-remix"},{"label":"RTX Remix SDK documentation: D3D9 translation component and scene reconstruction behavior","url":"https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/documentation/RemixSDK.md"},{"label":"NVIDIA runtime installation guide: packaged runtime components and deployment","url":"https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/installation/install-runtime.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20361855,"C":4414165,"GLSL":2039394,"Python":156154,"Meson":136031,"PowerShell":45611,"HTML":32247,"Batchfile":30540,"Shell":16710,"CMake":3820,"HLSL":2250},"source_url":"https://api.github.com/repos/NVIDIAGameWorks/dxvk-remix/languages","evidence":"GitHub's official language endpoint for https://github.com/NVIDIAGameWorks/dxvk-remix reports 20,361,855 bytes of C++, the largest language total (74.8% of 27,238,777 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dxvk-sarek","title":"DXVK-Sarek","game":"Windows Direct3D 3/5/6/7/8/9/10/11 games (multi-title)","platform":"Direct3D 3/5/6/7/8/9/10/11 → Vulkan 1.1/1.2; Linux through Wine/Proton, with documented use through ARM translation stacks and Android PC compatibility frontends. Mobile GPU rendering may be degraded or incorrect.","kind":"API Translation","status":"Active; v1.14.1 was published 2026-10-12. The project maintains a DXVK 1.10.x-based backend for older Vulkan-capable GPUs; its maintainer warns that optionalized missing extensions can result in visual errors, especially on Mali/Adreno devices.","summary":"A DXVK-derived Direct3D-to-Vulkan compatibility layer aimed at GPUs and drivers below current upstream DXVK requirements. It supports Direct3D 3 through 11 and backports selected fixes and game-specific changes to a Vulkan 1.1/1.2-era backend; support on mobile GPUs is experimental and may show rendering defects.","project_url":"https://github.com/pythonlover02/DXVK-Sarek","updated":"2026-10-15","strategy":"Direct3D 3–11 API translation to Vulkan with a legacy-driver-compatible DXVK backend","language":"","source_available":"Public source repository (zlib/libpng license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Legacy-hardware Direct3D-to-Vulkan compatibility layer","target_type":"Software","sources":[{"label":"Maintainer README: API range, Vulkan requirements, host support, and mobile GPU caveats","url":"https://github.com/pythonlover02/DXVK-Sarek/blob/main/README.md"},{"label":"Maintainer release v1.14.1: version, requirements, and build details","url":"https://github.com/pythonlover02/DXVK-Sarek/releases/tag/v1.14.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6382872,"GLSL":21679,"C":20448,"Meson":18827,"Makefile":3972},"source_url":"https://api.github.com/repos/pythonlover02/DXVK-Sarek/languages","evidence":"GitHub's official Languages REST endpoint reports 6,382,872 bytes of C++ as the largest total (99.0% of 6,447,798 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dxwrapper-ddraw-d3d9-translation","title":"DxWrapper","game":"Legacy DirectDraw/Direct3D games (multi-title)","platform":"DirectDraw and Direct3D 1–7 → Direct3D 9; Windows 10/11 host using a per-game proxy DLL and a D3D9-capable graphics driver.","kind":"API Translation","status":"Active; latest listed release v1.9.8700.25 was published 2026-10-12. The maintainer's Dd7to9 notes say most DirectDraw APIs are implemented while Direct3D coverage remains limited; its game matrix reports compatibility per title.","summary":"A per-game DirectX compatibility wrapper for older Windows games. Its Dd7to9 feature converts DirectDraw and Direct3D 1–7 calls to Direct3D 9; DxWrapper also supplies compatibility fixes and integrates other wrapper projects, so this entry focuses on its distinct Dd7to9 translation path.","project_url":"https://github.com/elishacloud/dxwrapper","updated":"2026-10-15","strategy":"A proxy DLL enables the Dd7to9 backend, which implements DirectDraw/Direct3D 1–7 over Direct3D 9; game-specific compatibility options are set in dxwrapper.ini.","language":"English","source_available":"Public C/C++ source repository with binary releases. The game executable and data are user-supplied; no game source code is required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Legacy DirectX compatibility wrapper with DirectDraw/Direct3D-to-D3D9 translation","target_type":"Software","sources":[{"label":"DxWrapper maintainer README: wrapper purpose and documented graphics/API conversions","url":"https://github.com/elishacloud/dxwrapper"},{"label":"Dd7to9 maintainer wiki: API direction, implementation limits, installation, and per-game matrix","url":"https://github.com/elishacloud/dxwrapper/wiki/DirectDraw-to-Direct3D9-Conversion"},{"label":"Latest listed DxWrapper release v1.9.8700.25 (2026-10-12)","url":"https://github.com/elishacloud/dxwrapper/releases/tag/v1.9.8700.25"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":40228472,"C++":3409388,"HLSL":3638,"Batchfile":2029},"source_url":"https://api.github.com/repos/elishacloud/dxwrapper/languages","evidence":"GitHub's official Languages REST endpoint reports 40,228,472 bytes of C as the largest total (92.2% of 43,643,527 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"doubutsu-no-mori-eplus-gc-decomp","title":"Dōbutsu no Mori e+ Decompilation","game":"Dōbutsu no Mori e+","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README lists Japanese revisions 0 and 1 and says the project does not include game assets or assembly.","summary":"Japanese GameCube decompilation of Dōbutsu no Mori e+, with separate supported configurations for the two listed revisions.","project_url":"https://github.com/ACreTeam/afe-decomp","updated":"2026-10-15","strategy":"Source decompilation; matching state not claimed","language":"","source_available":"Public source repository; assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Japanese revisions GAEJ01_00 and GAEJ01_01","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/ACreTeam/afe-decomp#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/ACreTeam/afe-decomp"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/ACreTeam/afe-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29465297,"C++":1104908,"Python":599432,"Smarty":1658,"Assembly":1525},"source_url":"https://api.github.com/repos/ACreTeam/afe-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 29,465,297 bytes of C as the largest total (94.5% of 31,172,820 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ex-troopers-en","title":"E.X. Troopers English Translation","game":"E.X. Troopers","platform":"Nintendo 3DS; PlayStation 3","kind":"Fan Localization","status":"Released; updated","summary":"Full English patch released for both platforms; team later published text and video-subtitle fixes.","project_url":"https://fantranslators.info/projects/e-x-troopers/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS/PlayStation 3 fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://fantranslators.info/projects/e-x-troopers/"}],"media":[{"kind":"image","label":"E.X. 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Troopers English Patch Release for PS3 and 3DS","url":"https://www.youtube.com/watch?v=Ii9TJxyOz08","preview_url":"https://i.ytimg.com/vi/Ii9TJxyOz08/hqdefault.jpg","source_url":"https://fantranslators.info/2022/11/22/e-x-troopers-english-translation-patch/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://fantranslators.info/projects/e-x-troopers/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"rugby-08-browser-wasm-recomp","title":"EA Sports Rugby 08 Browser WebAssembly Recompilation","game":"EA Sports Rugby 08","platform":"Windows PC x86 → WebAssembly / Chromium browser; native macOS","kind":"Recompilation","status":"Work in progress; README says 35/37 tracked items pass and complete matches play with sound/video in browser and natively on macOS. Remaining items include executable copy-protection stub removal and browser interpreter fallback.","summary":"A static recompilation of the Windows PC game for browser and macOS targets. The project uses user-supplied game data and documents WebGL 2, input, audio, and deterministic testing paths.","project_url":"https://github.com/IFAKA/rugby08-web","updated":"2026-10-16","strategy":"Static x86-to-C recompilation; Direct3D 8 calls translated through a runtime and rendered via WebGL 2","language":"","source_available":"Public source and tools; no game executable or assets. Requires the user’s own PC game installation.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Static recompilation; browser port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/IFAKA/rugby08-web/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/IFAKA/rugby08-web"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":412425,"C++":214615,"Python":176317,"Shell":50326,"JavaScript":13185,"CMake":10588,"GLSL":10086,"HTML":7351},"source_url":"https://api.github.com/repos/IFAKA/rugby08-web/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ufc-3-ps4-native-pc-port","title":"EA Sports UFC 3 Native PC Port","game":"EA Sports UFC 3 (PS4 CUSA06534, update 1.14)","platform":"PlayStation 4 (CUSA06534, update 1.14) → Windows x86-64 and Linux x86-64","kind":"API Translation","status":"The latest release, v0.1.4 (2026-10-16), labels the port playable and documents menus, loading, fights, sound, controllers, and saves. The release notes say Windows save writes remain disabled after heap corruption, Linux save writes are available, and online play is not implemented.","summary":"A native PC port of the PS4 game. The game’s x86-64 code executes natively; PS4 libraries and services are replaced with host implementations, and the project adapts shadPS4’s Vulkan renderer. It is not a static recompilation.","project_url":"https://github.com/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS","updated":"2026-10-16","strategy":"Native x86-64 execution with game-specific PS4 API/service translation and an adapted Vulkan rendering path","language":"","source_available":"Public source; the README says GPL-2.0-or-later (GitHub repository metadata reports GPL-2.0). Users supply their own CUSA06534 game dump and update 1.14; no game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS4 native-code port / API translation","target_type":"Game","sources":[{"label":"Maintainer README: supported PC targets, current status, implementation, user-supplied game files, and license statement","url":"https://github.com/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS#readme"},{"label":"Latest release v0.1.4 (2026-10-16), status and known Windows save-write issue","url":"https://github.com/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS/releases/tag/ufc3-v0.1.4"},{"label":"Repository license file","url":"https://github.com/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS/languages"},{"label":"Current primary README","url":"https://github.com/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4776599,"C":940957,"Python":231561,"Shell":75816,"CMake":27045,"Nix":9944,"GLSL":3992},"source_url":"https://api.github.com/repos/GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"earthbound-mother-2-snes-annotated-disassembly","title":"EarthBound / Mother 2 SNES Annotated Disassembly","game":"EarthBound (Mother 2)","platform":"Super Nintendo Entertainment System (SNES)","kind":"Decompilation","status":"The project is currently a disassembly; the README lists high-level decompilation as future work. Build instructions cover US retail, a US prototype, and the Japanese Mother 2 ROM.","summary":"65816 and SPC700 assembly disassembly for EarthBound/Mother 2 with source and asset reconstruction. The project can reassemble supported regional and prototype ROMs, but it is not yet a matching C decompilation.","project_url":"https://github.com/Herringway/ebsrc","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Herringway/ebsrc"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Herringway/ebsrc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":8500249,"Makefile":3740},"source_url":"https://api.github.com/repos/Herringway/ebsrc/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 8,500,249 bytes; the manifest breakdown contains all 2 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"earthsiege-2-herculan-reimplementation","title":"Earthsiege 2 — HERCULAN Engine","game":"Earthsiege 2","platform":"Windows 10+ and Linux x86-64 (glibc 2.34+), OpenGL 3.3; requires original Earthsiege 2 files","kind":"Reimplementation","status":"Beta. Release v0.9.8 was published 2026-10-16. The maintainer says it supports the full retail v1.0, Hi-Rez 1.0, and 1.10 GoldGames versions; the engine supports Windows and Linux. Original game files are required and are not included.","summary":"A reverse-engineered, modern reimplementation of Dynamix’s 1996 mech simulation Earthsiege 2. It supports widescreen and ultrawide displays, hardware-accelerated OpenGL rendering, retail file formats and saves, and installation from a retail CD or ISO. The repository also contains HercWorks CSharp, a related Windows-only tool suite that is not a separate catalog project.","project_url":"https://github.com/kevinfoley/Herculan","updated":"2026-10-16","strategy":"Reverse-engineered native engine reimplementation","language":"English, French, and German (documented retail game versions)","source_available":"Public source repository under MIT; HERCULAN branding assets are excluded from that license. Requires the user’s own original game files; no game data is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"1996 Windows game engine reimplementation; Linux and modern Windows support","target_type":"Game","sources":[{"label":"Maintainer README: reimplementation method, beta status, supported game versions, platforms, original-data requirement, and screenshots","url":"https://github.com/kevinfoley/Herculan/blob/main/README.MD"},{"label":"HERCULAN 0.9.8 release published 2026-10-16","url":"https://github.com/kevinfoley/Herculan/releases/tag/v0.9.8"},{"label":"MIT license and explicit branding-asset exception","url":"https://github.com/kevinfoley/Herculan/blob/main/LICENSE.txt"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/kevinfoley/Herculan"},{"label":"Official GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/kevinfoley/Herculan/languages"}],"media":[{"kind":"image","label":"Samson cockpit gameplay screenshot from the HERCULAN Engine README","url":"https://raw.githubusercontent.com/kevinfoley/Herculan/main/Images/Samson%20Cockpit.png","preview_url":null,"source_url":"https://github.com/kevinfoley/Herculan/blob/main/README.MD","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":7277773,"Python":285861,"Java":168904,"GLSL":36611,"PowerShell":9889,"Shell":9249},"source_url":"https://api.github.com/repos/kevinfoley/Herculan/languages","evidence":"Exact byte totals returned by the official GitHub Languages endpoint on 2026-10-16; C# is the largest reported category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"earthworm-jim-hd-xbox360-recomp","title":"Earthworm Jim HD Recompiled","game":"Earthworm Jim HD","platform":"Xbox 360 / XBLA → Windows / Linux / Steam Deck","kind":"Recompilation","status":"v0.9 release; README provides Windows and Linux/Steam Deck builds but does not make a full-game completion claim.","summary":"Translates the Xbox 360 game code to native PC code with ReXGlue SDK.","project_url":"https://github.com/TekRantGaming/earthworm-jim-hd-recompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/TekRantGaming/earthworm-jim-hd-recompiled#readme"},{"label":"Latest project release (v0.9.5)","url":"https://github.com/TekRantGaming/earthworm-jim-hd-recompiled/releases/tag/v0.9.5"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/TekRantGaming/earthworm-jim-hd-recompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TekRantGaming/earthworm-jim-hd-recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":170656,"Python":23989,"PowerShell":17505,"CMake":11924,"C#":10181,"Shell":5415,"Batchfile":2355},"source_url":"https://api.github.com/repos/TekRantGaming/earthworm-jim-hd-recompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"easyrpg-player","title":"EasyRPG Player","game":"RPG Maker 2000/2003 games (multi-title)","platform":"RPG Maker 2000/2003 game data → Windows, Linux, macOS, Android, WebAssembly, and several homebrew platforms; iOS is available through the libretro core in RetroArch, not as a standalone official app","kind":"Reimplementation","status":"Maintained interpreter with active repository issues/commits; the latest numbered GitHub release found is v0.8.1.1 (2025-06-02). Official downloads offer Android builds. The project's March 2026 forum response says no one was then working on an official standalone iOS app; RetroArch/libretro provides the iOS path. Compatibility remains in progress for some patches and engine behavior.","summary":"Free, open-source reimplementation/interpreter for RPG Maker 2000 and 2003 games. It offers a native Android application and libretro builds, allowing supported desktop game data to run on mobile without executing the original Windows binary. Users supply game data; the project does not distribute commercial game content.","project_url":"https://github.com/EasyRPG/Player","updated":"2026-10-16","strategy":"Cross-platform game-engine interpreter/reimplementation for RPG Maker 2000/2003, using SDL and native platform builds rather than executing the Windows game binary.","language":"","source_available":"Public GPL-3.0-or-later source; Android application and libretro builds are published separately. Users supply their own game data and RTP files as needed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Open-source RPG Maker 2000/2003 interpreter; Android app and mobile libretro core","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/EasyRPG/Player"},{"label":"Official EasyRPG Player downloads and platform availability","url":"https://easyrpg.org/player/downloads/"},{"label":"Official Android build instructions","url":"https://github.com/EasyRPG/Player/blob/master/docs/BUILDING.md#android-apk"},{"label":"Official project progress and compatibility status","url":"https://easyrpg.org/player/progress/"},{"label":"Maintainer forum response on standalone iOS status","url":"https://community.easyrpg.org/t/update-on-ios-app/1700"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/EasyRPG/Player/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4341504,"Java":205158,"CMake":123032,"Ruby":11386,"HTML":9397,"Shell":9073,"Python":8873,"JavaScript":6391,"Perl":1880,"Objective-C++":1566,"Batchfile":1480,"PHP":1222},"source_url":"https://api.github.com/repos/EasyRPG/Player/languages","evidence":"Official GitHub REST Languages endpoint reports C++ as the largest language total for the complete cross-platform source repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ecco-defender-of-the-future-dreamcast-recomp","title":"Ecco the Dolphin: Defender of the Future Recompiled","game":"Ecco the Dolphin: Defender of the Future (Dreamcast version)","platform":"Dreamcast → Linux x86-64","kind":"Recompilation","status":"The maintainer reports an end-to-end Linux playthrough including all levels, audio, and memory-card saves. Verified disc and host are Europe MK-5103350 and Linux x86-64; Windows and macOS are untested.","summary":"The Dreamcast SH-4 game code is statically recompiled to C++ ahead of time and runs with a native hardware runtime. The public repository contains no game code or data and requires the user's supported European disc image.","project_url":"https://github.com/cherryduck/ecco-the-dolphin-defender-of-the-future-recomp","updated":"2026-10-15","strategy":"Static SH-4-to-C++ recompilation with a native Dreamcast hardware runtime","language":"","source_available":"Public source repository; user-supplied Europe MK-5103350 disc image required; game data is not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast static recompilation; Linux x86-64 target","target_type":"Game","sources":[{"label":"Project README and compatibility notes","url":"https://github.com/cherryduck/ecco-the-dolphin-defender-of-the-future-recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/cherryduck/ecco-the-dolphin-defender-of-the-future-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2911,"CMake":869},"source_url":"https://api.github.com/repos/cherryduck/ecco-the-dolphin-defender-of-the-future-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for cherryduck/ecco-the-dolphin-defender-of-the-future-recomp: source-code byte counts are {\"C++\": 2911, \"CMake\": 869}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"echoes-steam-zh-cn","title":"ECHOES Simplified Chinese Patch","game":"ECHOES","platform":"Windows PC / Steam","kind":"Fan Localization","status":"Public v1.0.0 final ZIP stored in the repository; README explicitly says actual in-game display was not verified by starting the game.","summary":"Simplified Chinese patch for the Japanese Steam game ECHOES, covering story, three endings, diary, items, menus and tutorials according to its README. Public package includes a plugin, font, installer/uninstaller and checksums.","project_url":"https://github.com/MUMU-DADA/ECHOES-Chinese-Patch","updated":"2026-10-16","strategy":"Unity/BepInEx runtime patch","language":"Simplified Chinese","source_available":"Direct patch ZIP and SHA256 file in the public repository; no original game executable included.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Windows Steam fan localization plugin","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/MUMU-DADA/ECHOES-Chinese-Patch"},{"label":"Patch download/release page","url":"https://github.com/MUMU-DADA/ECHOES-Chinese-Patch/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":52968,"PowerShell":44086,"Batchfile":1876},"source_url":"https://api.github.com/repos/MUMU-DADA/ECHOES-Chinese-Patch/languages","evidence":"Exact GitHub Languages API map: {\"Batchfile\": 1876, \"C#\": 52968, \"PowerShell\": 44086}. Staged value C# identifies the project's measured source/tooling language and is distinct from translation direction Japanese → Simplified Chinese.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-vs-sr-dev-ecliptic","title":"Ecliptic Tapwave Zodiac Emulator","game":"Tapwave Zodiac native applications and Palm OS 5 software","platform":"Windows desktop build via MSYS2 MinGW-w64; the README does not document other native host builds","kind":"Emulator","status":"New public source project, created and last pushed 2026-10-02; no GitHub release is listed. MIT license. The README describes high-level emulation of Tapwave Native Applications using ARM execution and a host-side Palm OS/TwGlue implementation. It requires user-supplied .prc application content; the Zodiac ROM is optional. The repository contains source and documentation only.","summary":"High-level emulator for the Tapwave Zodiac handheld, running Tapwave Native Applications and their 68k launch code with emulated Palm OS and device services. It includes Windows build instructions and reverse-engineering notes.","project_url":"https://github.com/vs-sr-dev/ecliptic","updated":"2026-10-02","strategy":"High-level emulation of Tapwave native applications and Palm OS device services","language":"","source_available":"Public MIT source repository; no game software or firmware images are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Handheld system emulator","target_type":"Software","sources":[{"label":"Primary project README: emulation model, host target, and content/ROM requirements","url":"https://github.com/vs-sr-dev/ecliptic/blob/main/README.md"},{"label":"Project license file","url":"https://github.com/vs-sr-dev/ecliptic/blob/main/LICENSE"},{"label":"GitHub release history","url":"https://github.com/vs-sr-dev/ecliptic/releases"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/vs-sr-dev/ecliptic/languages"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/vs-sr-dev/ecliptic"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":242503,"Python":21338,"CMake":1101},"source_url":"https://api.github.com/repos/vs-sr-dev/ecliptic/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 242,503 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ectopad-metroid-prime-ios","title":"EctoPad: Metroid Prime iOS Port","game":"Metroid Prime","platform":"Nintendo GameCube → iOS/iPadOS 14+ and Apple Silicon macOS","kind":"Decompilation","status":"Experimental 0.1.3 source build; maintainer reports physical iOS gameplay through an encounter, with known defects and no public IPA.","summary":"Apple mobile build of Metaforce, a native engine reimplementation of Metroid Prime, with Aurora/Dawn graphics support translated to Metal. A 0.1.3 build is reported to run on physical iOS and reach in-game combat; remaining defects and the lack of a public IPA keep it experimental.","project_url":"https://github.com/chrissotraidis/ectopad","updated":"2026-10-15","strategy":"iOS integration/port of the Metaforce engine built on Metroid Prime decompilation source; adapts Aurora/Dawn rendering to Metal.","language":"","source_available":"Public source/build instructions for the Metaforce/PrimeDecomp-based iOS integration; no public IPA is currently documented. Users supply their own supported Metroid Prime disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"iOS integration of the decompilation-derived Metaforce engine","target_type":"Game","sources":[{"label":"EctoPad README: Metaforce/Aurora engine lineage, source build, and IPA status","url":"https://github.com/chrissotraidis/ectopad"},{"label":"Project preview releases","url":"https://github.com/chrissotraidis/ectopad/releases"},{"label":"Metaforce project README","url":"https://github.com/AxioDL/metaforce"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/ectopad"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/chrissotraidis/ectopad/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":71620,"Shell":14206},"source_url":"https://api.github.com/repos/chrissotraidis/ectopad/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/chrissotraidis/ectopad reports 71,620 bytes of C++, the largest language total (83.4% of 85,826 recognized language bytes). The complete byte breakdown is recorded in language_breakdown_bytes; counts are repository-level Linguist totals.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"eden","title":"Eden","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"Active; the official Forgejo repository recorded source activity on 2026-10-16 and lists v0.2.1 (2026-06-01) as its latest published release.","summary":"Open-source Switch emulator forked from Yuzu, maintained for desktop and Android platforms. Its official site links to the source host and publishes project updates.","project_url":"https://eden-emu.dev/","updated":"2026-10-16","strategy":"Yuzu-derived software emulation of Switch hardware and services; CPU execution and graphics translation are implemented in the emulator core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://eden-emu.dev/"},{"label":"Maintainer README and source mirror","url":"https://github.com/emuall/eden"},{"label":"Official Forgejo source repository","url":"https://git.eden-emu.dev/eden-emu/eden"},{"label":"Latest official source commit checked 2026-10-16","url":"https://git.eden-emu.dev/eden-emu/eden/commit/d8c6c59b679867d2595fdc0953df033475e23380"},{"label":"Latest published official release v0.2.1","url":"https://git.eden-emu.dev/eden-emu/eden/releases/tag/v0.2.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":22779404,"cpp":9073028,"POV-Ray SDL":1570196,"Kotlin":1349526,"CMake":308791,"SourcePawn":189322,"GLSL":113004,"Shell":67194,"NASL":57067,"Python":39406,"Assembly":16576,"Perl":5666,"JavaScript":5010,"PowerShell":3054,"C":1033,"Nix":820},"source_url":"https://git.eden-emu.dev/api/v1/repos/eden-emu/eden/languages","evidence":"The official Gitea languages API for https://git.eden-emu.dev/eden-emu/eden reports 22,779,404 bytes of C++, the largest category (64.0% of 35,579,097 recognized-language bytes). The full byte breakdown is recorded below.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"eden-switch-emulator-xbox-series-uwp-port","title":"Eden Nintendo Switch Emulator Xbox Series UWP Port","game":"Nintendo Switch software (multi-title; user-provided games, keys and firmware)","platform":"Nintendo Switch emulation → Xbox Series X|S UWP app in Developer Mode; Xbox Series X is the documented console test target","kind":"Emulator","status":"The maintainer describes this as a work-in-progress development fork, not a release; no install packages are published and users must build and sign the app. The README reports several games reaching gameplay on a retail Xbox Series X in Developer Mode, including Mario Kart 8 Deluxe and Super Mario Bros. Wonder, but says no title has been played through from start to finish. Breath of the Wild is performance-limited and Tears of the Kingdom reaches the 5,120 MiB app memory limit. Latest source push: 2026-10-16.","summary":"A fork of the Eden Nintendo Switch emulator adapted as a UWP app for Xbox Series X|S. It adds a native Direct3D 12 renderer, Xbox-oriented frontend and sandbox adaptations; Switch ARM32/ARM64 code runs through a JIT, and guest shaders pass through SPIR-V to DXIL translation. The maintainer reports console testing on Series X Developer Mode, while noting title-specific performance and memory limits. Users provide their own keys, firmware and game dumps.","project_url":"https://github.com/JulianDr14/eden-xbox","updated":"2026-10-16","strategy":"Nintendo Switch emulator port to Xbox Series UWP with a native D3D12 renderer, SPIR-V-to-DXIL shader path, JIT CPU translation and Xbox AppContainer/memory adaptations","language":"","source_available":"Public GPL-3.0 source forked from Eden; the repository contains no keys, firmware, game dumps or prebuilt app packages.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch emulator port for Xbox Series X|S Developer Mode","target_type":"Software","sources":[{"label":"Maintainer README: Xbox UWP scope, console test status, renderer architecture, limitations and user-supplied files","url":"https://github.com/JulianDr14/eden-xbox"},{"label":"Upstream Eden Nintendo Switch emulator mirror","url":"https://github.com/eden-emulator/mirror"},{"label":"Maintainer build and Xbox deployment documentation","url":"https://github.com/JulianDr14/eden-xbox/tree/xbox/docs/xbox"},{"label":"GitHub repository metadata: parent project, license, latest source push and primary language","url":"https://api.github.com/repos/JulianDr14/eden-xbox"},{"label":"Official GitHub Languages API byte counts for the full fork","url":"https://api.github.com/repos/JulianDr14/eden-xbox/languages"},{"label":"GitHub releases page; README says no packages are published","url":"https://github.com/JulianDr14/eden-xbox/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":35589043,"Kotlin":1349503,"CMake":326173,"Python":225700,"GLSL":119286,"PowerShell":87084,"Shell":67194,"NASL":57505,"C":31307,"Assembly":14656,"Batchfile":8426,"Perl":5666,"Makefile":5504,"HLSL":2963,"Nix":820},"source_url":"https://api.github.com/repos/JulianDr14/eden-xbox/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 35,589,043 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-edsac","title":"EDSAC MiSTer Core","game":"Programs and paper-tape software for the EDSAC computer","platform":"1949 EDSAC computer recreated on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2025-09-05 and has no GitHub tagged release. The README documents the paper-tape workflow, original EDSAC instruction/timing details and software assets in the repository; current maintenance cadence is unclear.","summary":"Verilog FPGA implementation of the historic EDSAC, with mercury delay-line memory, paper-tape input, teleprinter output and CRT-style display. The repository includes tape images and sample software; the README does not give an independent rights statement for those materials.","project_url":"https://github.com/MiSTer-devel/EDSAC_MiSTer","updated":"2025-09-05","strategy":"MiSTer FPGA hardware emulation of the EDSAC computer and its I/O devices.","language":"","source_available":"Public MIT source repository. MIT source license. Included historical software and tape/image assets do not have a separate rights statement in the README.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA historical computer emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/EDSAC_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/EDSAC_MiSTer/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/EDSAC_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/EDSAC_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":339578,"SystemVerilog":183026,"VHDL":107520,"Tcl":22571,"Shell":719,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/EDSAC_MiSTer/languages","evidence":"Official GitHub Languages API reports 339,578 bytes of Verilog as the largest language count (51.9% of 654,122 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"duke-nukem-3d-eduke-ios","title":"eDukeiOS","game":"Duke Nukem 3D","platform":"DOS/Windows PC game data → arm64 iPhone/iPad (iOS/iPadOS 15+)","kind":"Reimplementation","status":"Release build-117 was published 2026-09-02 with unsigned IPA packages. The README says Duke Nukem 3D is playable and documents touch/gyro controls; users sideload and supply their own game data. Ion Fury support is experimental and Shadow Warrior is a diagnostic target without complete touch integration.","summary":"iOS source port of EDuke32 for Duke Nukem 3D, with widescreen rendering, customizable touch controls, gyro aiming, sound/music, and user-imported data. The same repository also documents experimental Ion Fury support and an incomplete VoidSW/Shadow Warrior diagnostic app; this record’s primary target is Duke Nukem 3D.","project_url":"https://github.com/arjunkl/eDukeiOS","updated":"2026-10-16","strategy":"EDuke32 C/C++ source port with SDL2 and an iOS touch/gyro adapter; distributes unsigned sideloadable IPA builds","language":"","source_available":"Public C/C++/Objective-C++ source and unsigned IPA release assets; commercial game data is user-supplied; licensing follows EDuke32 terms","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Playable Duke Nukem 3D iOS port; Ion Fury experimental; VoidSW diagnostic target incomplete","target_type":"Game","sources":[{"label":"Project README: current game status, platform requirements, controls, user-data setup, and licensing","url":"https://github.com/arjunkl/eDukeiOS/blob/main/README.md"},{"label":"Unsigned IPA release build-117","url":"https://github.com/arjunkl/eDukeiOS/releases/tag/build-117"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/arjunkl/eDukeiOS"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/arjunkl/eDukeiOS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16307801,"C":8873126,"Objective-C++":162289,"Makefile":62571,"Assembly":60265,"Python":56187,"Shell":16991,"Objective-C":15605,"GLSL":6435,"Roff":3926,"Ruby":3221},"source_url":"https://api.github.com/repos/arjunkl/eDukeiOS/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 16,307,801 bytes of C++, the largest category (63.8% of 25,568,417 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"effectcraft-adobe-after-effects","title":"EffectCraft (Adobe After Effects reimplementation)","game":"Adobe After Effects","platform":"macOS, Windows, Linux, FreeBSD, and browser via WebAssembly","kind":"Reimplementation","status":"The README describes the project as young and moving fast; latest release v0.10.0 (2026-10-14).","summary":"A clean-room Rust motion-graphics and compositing application for After Effects-style compositions, layers, keyframes, effects, and rendering workflows.","project_url":"https://github.com/storytold/effectcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Adobe After Effects workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Motion graphics and compositing editor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/effectcraft"},{"label":"Project owner release v0.10.0","url":"https://github.com/storytold/effectcraft/releases/tag/v0.10.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":17164894,"WGSL":494775,"JavaScript":289426,"Shell":31780,"PowerShell":19642,"HTML":5411,"Python":3218},"source_url":"https://api.github.com/repos/storytold/effectcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 17,164,894 bytes of Rust, the largest language total (95.3% of 18,009,146 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"egg-ns","title":"Egg NS","game":"Nintendo Switch games","platform":"Nintendo Switch","kind":"Emulator","status":"Unclear; the official download page currently lists app v4.1.7, but its newest dated public update log is 2022-12-02, so current maintenance cadence cannot be verified.","summary":"Closed-source Android Switch emulator distributed by NXTeam Studios. The official Google Play listing identifies the product, but its last listed update is July 19, 2024, so current maintenance could not be verified.","project_url":"https://play.google.com/store/apps/details?id=com.xiaoji.gamesirnsemulator.x.google","updated":"2026-10-16","strategy":"Proprietary implementation; the maintainer does not document its emulation strategy publicly.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo Switch emulator for Android","target_type":"Software","sources":[{"label":"Official Google Play listing","url":"https://play.google.com/store/apps/details?id=com.xiaoji.gamesirnsemulator.x.google"},{"label":"Maintainer news and release archive","url":"https://eggns.wordpress.com/news/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://play.google.com/store/apps/details?id=com.xiaoji.gamesirnsemulator.x.google","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"eightyone-sinclair-emulator","title":"EightyOne","game":"Sinclair ZX80, ZX81, ZX Spectrum and related Sinclair/Timex systems, Jupiter Ace, and documented clones","platform":"Windows","kind":"Emulator","status":"SourceForge lists v1.41 (2025-03-03) as the latest downloadable build and source archive. The linked repository’s release-history file lists v1.42 dated 2025-04-01; a source commit that day adds a fix for stuck keys when the application loses focus. No v1.42 SourceForge archive is listed.","summary":"Windows emulator for a broad range of Sinclair 8-bit computers and related systems. The SourceForge project notes that original developer Michael Wynne is no longer actively developing it and that later versions are produced by others.","project_url":"https://sourceforge.net/projects/eightyone-sinclair-emulator/","updated":"2026-10-16","strategy":"Emulates multiple Sinclair computer models and their differing hardware behavior.","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"Pascal","subtype":"Sinclair 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"SourceForge project description: original developer inactive","url":"https://sourceforge.net/projects/eightyone-sinclair-emulator/"},{"label":"SourceForge release and archive listing","url":"https://sourceforge.net/projects/eightyone-sinclair-emulator/files/"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/charlierobson/EightyOne"},{"label":"Latest upstream source commit","url":"https://github.com/charlierobson/EightyOne/commit/4de3cdb8cff0060ad03e43ae2681b0628a9c5f5d"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Pascal","breakdown":{"Pascal":8150211,"C++":2100887,"C":1910634,"Batchfile":8512,"Makefile":4590,"Roff":4486,"Pawn":1990},"source_url":"https://api.github.com/repos/charlierobson/EightyOne/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/charlierobson/EightyOne reports 8,150,211 bytes of Pascal, the largest language total (66.9% of 12,181,310 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"eink-qemu","title":"eink-qemu","game":"Firmware and software for ESP32-based e-ink readers","platform":"ESP32-S3 e-readers: X4 Pro, X3/X4 and BOOX Picco; browser plus Windows/macOS/Linux desktop","kind":"Emulator","status":"Active; latest release 0.5.0 (2026-10-16); source updated 2026-10-16. The README says emulation runs unmodified firmware and documents the modeled hardware components.","summary":"A QEMU hardware-machine emulator for ESP32-based e-ink readers, with browser and desktop builds. The user supplies stock or third-party firmware files; no device firmware is bundled. QEMU and project-specific components carry different licenses.","project_url":"https://github.com/serialx/eink-qemu","updated":"2026-10-16","strategy":"QEMU system emulation with device-specific ESP32/e-ink hardware models.","language":"","source_available":"Public source repository; GitHub reports license metadata as Other (SPDX NOASSERTION), so exact reuse terms are not established by repository API metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded device emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/serialx/eink-qemu"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/serialx/eink-qemu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":82455300,"C++":10947612,"Python":4375278,"Shell":1502056,"Rust":745310,"Assembly":664311,"Meson":546283,"Haxe":380115,"TypeScript":290496,"JavaScript":204602,"Perl":163258,"Objective-C":149893,"Makefile":117017,"CSS":57605,"Pawn":49703,"SmPL":31614,"Linker Script":30891,"HTML":30769,"Yacc":29697,"Lex":23760,"NSIS":6939,"DenizenScript":3107,"CMake":1106,"GLSL":585,"GDB":326,"DTrace":231,"Vim Script":220,"Emacs Lisp":75},"source_url":"https://api.github.com/repos/serialx/eink-qemu/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"einstein-newton","title":"Einstein","game":"NewtonOS software and applications","platform":"Apple Newton MessagePad and eMate hardware families","kind":"Emulator","status":"Public source repository last pushed 2026-10-13; latest release v2026.10.13 was published the same day. The official README lists macOS, iOS, and Ubuntu Linux as supported, with partial Android, Raspberry Pi, and Windows support; a user-supplied Newton ROM is required.","summary":"Open-source Apple Newton hardware and NewtonOS emulator. The project includes desktop and mobile applications, but it cannot distribute the copyrighted Newton ROM image required to boot.","project_url":"https://github.com/pguyot/Einstein","updated":"2026-10-13","strategy":"Newton hardware emulation and NewtonOS execution","language":"","source_available":"Yes; public GPL-2.0 source repository","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"PDA / mobile operating-system emulator","target_type":"Software","sources":[{"label":"Maintainer README: host support, ROM requirement, and downloads","url":"https://github.com/pguyot/Einstein/blob/master/README.md"},{"label":"Maintainer release history","url":"https://github.com/pguyot/Einstein/releases"},{"label":"Maintainer source repository and GPL-2.0 license","url":"https://github.com/pguyot/Einstein"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3452968,"C":2733958,"Assembly":636972,"Shell":491568,"Objective-C++":217047,"Makefile":157153,"Raku":154218,"Objective-C":79166,"HTML":76360,"CMake":62462,"Forth":17858,"Fortran":15845,"Java":11837,"Python":11247,"Erlang":7131,"Perl":6550,"Linker Script":1369,"Batchfile":883,"M4":338,"Rez":167},"source_url":"https://api.github.com/repos/pguyot/Einstein/languages","evidence":"Official GitHub REST Languages API breakdown for pguyot/Einstein: source-code byte counts are {\"Assembly\": 636972, \"Batchfile\": 883, \"C\": 2733958, \"C++\": 3452968, \"CMake\": 62462, \"Erlang\": 7131, \"Forth\": 17858, \"Fortran\": 15845, \"HTML\": 76360, \"Java\": 11837, \"Linker Script\": 1369, \"M4\": 338, \"Makefile\": 157153, \"Objective-C\": 79166, \"Objective-C++\": 217047, \"Perl\": 6550, \"Python\": 11247, \"Raku\": 154218, \"Rez\": 167, \"Shell\": 491568}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"eka2l1","title":"EKA2L1","game":"Symbian and Nokia N-Gage games, plus selected Symbian applications","platform":"Symbian OS and Nokia N-Gage","kind":"Emulator","status":"Part-time hobby maintenance; the official README says work may pause for months. The repository is not archived and was pushed on 2026-10-16. README compatibility notes cover nearly all official N-Gage libraries and most S60v1–Symbian Belle game libraries, but only a limited subset of Symbian applications.","summary":"Open-source Symbian/N-Gage emulator. It emulates the OS kernel and reimplements critical application servers and libraries; compatibility is strongest for games, and some apps remain unsupported.","project_url":"https://github.com/EKA2L1/EKA2L1","updated":"2026-10-16","strategy":"Symbian kernel emulation with reimplemented application servers and libraries","language":"","source_available":"Yes; public GPL-3.0 source repository","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Mobile OS and handheld gaming device emulator","target_type":"Software","sources":[{"label":"Maintainer README: emulated OS, host builds, compatibility, and maintenance cadence","url":"https://github.com/EKA2L1/EKA2L1/blob/master/README.md"},{"label":"Maintainer source repository and GPL-3.0 license","url":"https://github.com/EKA2L1/EKA2L1"},{"label":"Maintainer release/build artifacts","url":"https://github.com/EKA2L1/EKA2L1/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10934494,"Python":709647,"Java":445300,"Objective-C++":300083,"Swift":288638,"CMake":198116,"Lua":58255,"C":48594,"Objective-C":26102,"Shell":18277,"Assembly":17347,"Batchfile":6794,"GLSL":6023,"Makefile":2612,"SCSS":1237,"Pan":593,"Linker Script":157},"source_url":"https://api.github.com/repos/EKA2L1/EKA2L1/languages","evidence":"Official GitHub REST Languages API breakdown for EKA2L1/EKA2L1: source-code byte counts are {\"Assembly\": 17347, \"Batchfile\": 6794, \"C\": 48594, \"C++\": 10934494, \"CMake\": 198116, \"GLSL\": 6023, \"Java\": 445300, \"Linker Script\": 157, \"Lua\": 58255, \"Makefile\": 2612, \"Objective-C\": 26102, \"Objective-C++\": 300083, \"Pan\": 593, \"Python\": 709647, \"SCSS\": 1237, \"Shell\": 18277, \"Swift\": 288638}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-enterprise-mister","title":"Elan Enterprise 64/128 MiSTer FPGA Core","game":"Elan Enterprise 64/128","platform":"Elan Enterprise 64/128 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-11-25.","summary":"FPGA system-emulation core for Elan Enterprise 64/128 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Enterprise_MiSTer","updated":"2025-11-25","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Enterprise_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Enterprise_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Enterprise_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Enterprise_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":408541,"VHDL":291949,"SystemVerilog":148084,"Tcl":22228,"Batchfile":673},"source_url":"https://api.github.com/repos/MiSTer-devel/Enterprise_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 408,541 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"analog-rytm-mkii-os-reverse-engineering-and-replacement","title":"Elektron Analog Rytm MKII OS reverse engineering and replacement firmware","game":"Elektron Analog Rytm MKII operating system, OS 1.74","platform":"Elektron Analog Rytm MKII; ColdFire MCF5445x firmware, installed through the device SysEx update path.","kind":"Reimplementation","status":"Experimental. The maintainer reports that an alpha replacement OS booted on hardware and passed a memory probe; the public build initializes core devices, draws a display test pattern, and parks. Static splash and LED palette changes were separately hardware-confirmed. No GitHub release is listed; the latest source push was 2026-10-13.","summary":"Reverse-engineering notes and build tooling for the Analog Rytm MKII OS 1.74, plus a from-source replacement firmware that wraps into a flashable SysEx update. The repository says it contains no Elektron firmware, raw memory dumps, or disassembly listings. The replacement OS is an experimental hardware bring-up, not a feature-complete synthesizer OS.","project_url":"https://github.com/ethernet8023/rytm-fw-re","updated":"2026-10-16","strategy":"Static analysis of the OS 1.74 update container and ColdFire firmware, hardware experiments, and an independently built replacement image; also includes reversible static splash/LED data modifications.","language":"","source_available":"Public source repository; GitHub metadata reports no repository license. The README explicitly says stock Elektron firmware and raw dumps are not included. Hardware recovery instructions and the restricted scope of the experimental replacement are documented.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Embedded musical-instrument firmware reverse engineering and replacement","target_type":"Software","sources":[{"label":"Maintainer README: OS 1.74 target, replacement firmware build, hardware status, and exclusion of stock firmware","url":"https://github.com/ethernet8023/rytm-fw-re"},{"label":"Maintainer status handoff: alpha hardware test and recovery constraints","url":"https://github.com/ethernet8023/rytm-fw-re/blob/master/STATUS.md"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ethernet8023/rytm-fw-re"},{"label":"Official GitHub release list; no releases returned at review time","url":"https://api.github.com/repos/ethernet8023/rytm-fw-re/releases"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/ethernet8023/rytm-fw-re/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":227732,"C++":14103,"Assembly":2651,"Makefile":1670,"Linker Script":1420,"Nix":174},"source_url":"https://api.github.com/repos/ethernet8023/rytm-fw-re/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Python is the largest repository-wide tracked byte category (227,732 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-bk0011m-mister","title":"Elektronika BK-0011M and BK-0010 MiSTer FPGA Core","game":"Elektronika BK-0011M and BK-0010","platform":"Elektronika BK-0011M and BK-0010 on MiSTer FPGA","kind":"Emulator","status":"README says BK0011M/BK0010 are fully functional with close-to-real CPU/video timing, with further corrections noted. No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Elektronika BK-0011M and BK-0010 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/BK0011M_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/BK0011M_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/BK0011M_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/BK0011M_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/BK0011M_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":431355,"SystemVerilog":277124,"VHDL":107520,"Tcl":22726,"C++":2947,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/BK0011M_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 431,355 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"elfen-lied-fighting-android","title":"Elfen Lied Fighting — Android Port","game":"Elfen Lied Fighting (fan-made Windows PC game)","platform":"Windows PC fan game → Android 10+ (minSdk 29; standalone APK)","kind":"Reimplementation","status":"The playable release candidate v1.0.0-rc1 was published on 2026-10-04 and includes an APK. The maintainer's 2026-10-04 checkpoint reports Android 10 emulator smoke tests through battle and pause/resume. The porting notes say Lucy's Story route was completed manually, while the other nine routes have automated progression coverage but were not all manually completed. The project warns that frame-perfect equivalence and broad physical-device compatibility are not established.","summary":"Unofficial, non-commercial native Android port of the fan-made Windows fighting game Elfen Lied Fighting. A Java runtime reads converted Fighter Maker game data (EFP1) and renders with Android Canvas and input APIs; it does not run the original Windows executable through Wine or another compatibility layer. The APK/repository preserves original game material, and the port does not claim rights to the original fan game or Elfen Lied assets.","project_url":"https://github.com/yugenmagan/elfen-lied-fighting-android","updated":"2026-10-16","strategy":"Native Java runtime and Fighter Maker data conversion to EFP1; Android Canvas rendering, touch controls, and lifecycle handling; no Windows executable compatibility layer.","language":"","source_available":"Public GitHub source and a tagged APK are available. GitHub reports no single repository license; CREDITS.md states that no blanket open-source license applies to original game assets or third-party Elfen Lied material. 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The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Arcadia_MiSTer","updated":"2026-08-23","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Arcadia_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Arcadia_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcadia_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Arcadia_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":305244,"VHDL":233361,"SystemVerilog":161694,"Tcl":22720,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcadia_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 305,244 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emu48-android-calculator","title":"Emu48 for Android","game":"HP48, HP49, and HP50g calculator software","platform":"HP48/49/50g calculator family; Android host","kind":"Emulator","status":"Maintained; release 3.2 was published 2026-09-27 and the repository was updated the same day. The README says the debugger and disassembler are not working yet, and USB-OTG serial communication remains experimental.","summary":"Android port of the Emu48 calculator emulator. The project retains the original C emulator core and builds it for Android with the NDK and a Win32 compatibility layer; Java is used for the Android application. Users may select calculator ROM/KML files, while the README notes a bundled read-only ROM for the HP49/50g path. The repository has GPL-2.0 and MIT license files for its respective components.","project_url":"https://github.com/dgis/emu48android","updated":"2026-10-16","strategy":"HP calculator CPU and system emulation, ported to Android.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android calculator emulator port","target_type":"Software","sources":[{"label":"Official source repository and emulator-core description","url":"https://github.com/dgis/emu48android"},{"label":"Official release notes and calculator ROM/KML requirements","url":"https://github.com/dgis/emu48android/blob/master/ReadMe.txt"},{"label":"GPL-2.0 license file","url":"https://github.com/dgis/emu48android/blob/master/LICENSE-GPL.TXT"},{"label":"MIT license file for applicable components","url":"https://github.com/dgis/emu48android/blob/master/LICENSE-MIT.TXT"},{"label":"GitHub official repository language byte counts","url":"https://api.github.com/repos/dgis/emu48android/languages"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/dgis/emu48android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1459474,"Java":462358,"C++":107788,"HTML":37703,"CMake":4401},"source_url":"https://api.github.com/repos/dgis/emu48android/languages","evidence":"GitHub official repository Languages API reports 1,459,474 bytes of C as the largest of 5 recognized language buckets (70.4% of recognized bytes). Checked 2026-10-16. C is the largest repository language bucket; README independently identifies the emulator core as C and the Android application as Java.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emu7800-atari-7800","title":"EMU7800","game":"Atari 7800 and Atari 2600 software","platform":"Atari 7800 ProSystem with Atari 2600 compatibility; Windows, Linux, experimental macOS","kind":"Emulator","status":"Maintained; latest tagged release v5.7.0.0 (2025-12-31); repository updated 2026-10-14. Linux ARM/ARM64 and experimental macOS builds are documented.","summary":"A cross-platform .NET 10 emulator for the Atari 7800 ProSystem and its Atari 2600-compatible mode. Its maintainer describes the project as a non-commercial endeavor; source is GPL-2.0.","project_url":"https://github.com/emu7800/emu7800.github.io","updated":"2026-10-16","strategy":"Full Atari 7800/2600 system emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Atari 7800 emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/emu7800/emu7800.github.io"},{"label":"Official GitHub releases","url":"https://github.com/emu7800/emu7800.github.io/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/emu7800/emu7800.github.io"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":835352,"C++":28451,"HTML":3040,"Inno Setup":1836,"C":1016},"source_url":"https://api.github.com/repos/emu7800/emu7800.github.io/languages","evidence":"GitHub official repository language endpoint byte counts; C# has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"imlunahey-multi-system-emulator","title":"emulators","game":"Multi-system emulation software (GBA, Nintendo DS, PlayStation, N64, and other systems)","platform":"Multi-system consoles and handhelds","kind":"Emulator","status":"Experimental multi-system project; latest release v0.1.1 was published 2026-06-16 and latest source push was 2026-06-17. Repository is not archived, but current maintenance cadence is unclear.","summary":"A multi-system emulator project with Rust cores, a WebAssembly web application, native macOS and Windows applications, and a Libretro core. The README reports 16 target systems at differing stages.","project_url":"https://github.com/ImLunaHey/emulators","updated":"2026-10-16","strategy":"Emulation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Multi-system emulator suite; README says system cores are written from scratch, with web, native, and Libretro frontends.","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/ImLunaHey/emulators"},{"label":"GitHub release page","url":"https://api.github.com/repos/ImLunaHey/emulators/releases/latest"},{"label":"GitHub repository metadata API","url":"https://api.github.com/repos/ImLunaHey/emulators"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/ImLunaHey/emulators/languages"},{"label":"Latest published release","url":"https://github.com/ImLunaHey/emulators/releases/tag/v0.1.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":4186692,"TypeScript":530334,"Swift":127265,"CSS":24704,"C#":19654,"C":11717,"HTML":9900,"Shell":5391,"JavaScript":5290},"source_url":"https://api.github.com/repos/ImLunaHey/emulators/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulicious","title":"Emulicious","game":"Master System; Game Gear","platform":"8-bit console and handheld","kind":"Emulator","status":"Maintained closed-source product; official site and downloads remain current","summary":"Multi-system emulator that includes dedicated Sega Master System and Game Gear emulators. The official site identifies Java SE as its runtime basis and lists Windows, Linux, macOS, and other Java platforms.","project_url":"https://emulicious.net/","updated":"2026-03-19","strategy":"Closed-source software emulation; the project does not publish its emulator implementation.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"8-bit console and handheld emulator with debugger","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://emulicious.net/"},{"label":"Official downloads","url":"https://emulicious.net/downloads/"},{"label":"Emulicious official news","url":"https://emulicious.net/news/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://emulicious.net/","evidence":"The official Emulicious website lists product information and downloads but does not identify a source repository or publish language totals.","verified_at":"2026-10-15","reason_unknown":"No authoritative repository language endpoint or per-language source totals were identified from the official project site."}},{"id":"emutos-atari-tos-compatible-os","title":"EmuTOS","game":"Atari TOS-compatible operating system","platform":"Atari ST/TT/Falcon and compatible Motorola 680x0 or ColdFire systems; also usable in Atari emulators","kind":"Reimplementation","status":"The project remains under development; the official project pages and source repository document builds for real hardware and emulator use.","summary":"Free single-tasking operating system with functionality similar to Atari TOS. It can be used as a ROM replacement, bootable floppy, executable, or cartridge. The maintainers state that no Atari-written code is included; some components derive from Digital Research source released under an open-source license while others were written from scratch.","project_url":"https://github.com/emutos/emutos","updated":"2026-10-15","strategy":"Mixed-lineage TOS-compatible OS reimplementation; some components derive from Digital Research source and others were written from scratch","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Operating system","target_type":"Software","sources":[{"label":"Maintainer source repository and build documentation","url":"https://github.com/emutos/emutos"},{"label":"Official project history, supported targets, development status, and source lineage","url":"https://emutos.sourceforge.io/index.html"},{"label":"Official downloads and release information","url":"https://sourceforge.net/projects/emutos/"},{"label":"Maintainer hardware and subsystem status matrix","url":"https://github.com/emutos/emutos/blob/master/doc/status.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3850639,"Assembly":491757,"Makefile":64659,"Shell":16471,"Linker Script":13932,"Awk":2623,"Visual Basic 6.0":1095},"source_url":"https://api.github.com/repos/emutos/emutos/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/emutos/emutos reports 3,850,639 bytes of C, the largest language total (86.7% of 4,441,176 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"endacopia-zh-cn","title":"Endacopia Simplified Chinese Patch","game":"Endacopia","platform":"Windows PC","kind":"Fan Localization","status":"Released v1.0 on 2026-07-30; README says 7,937/8,025 strings covered (98.9%).","summary":"Simplified Chinese patch for the English-language AGS adventure; built for AGS 3.6.0.55. README discloses DeepSeek-assisted translation.","project_url":"https://github.com/aweisha/endacopia-chinese-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Simplified Chinese","source_available":"Public patch; translation/font only, no full game.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC game fan translation","target_type":"Game","sources":[{"label":"README: engine, coverage and terms","url":"https://github.com/aweisha/endacopia-chinese-patch"},{"label":"v1.0 release","url":"https://github.com/aweisha/endacopia-chinese-patch/releases/tag/v1.0"},{"label":"Official Steam page","url":"https://store.steampowered.com/app/2684630/Endacopia/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/aweisha/endacopia-chinese-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"endfield-finewine-wine-patches","title":"Endfield FineWine","game":"Arknights: Endfield","platform":"Windows x86-64 Arknights: Endfield → Apple Silicon macOS 15+ through licensed CrossOver 26.3.0/Wine and Rosetta 2. The maintainer's recommended Direct3D 11 path uses the separate DXMT D3D11-to-Metal backend; Apple GPTK/D3DMetal is an alternate external path.","kind":"API Translation","status":"Active; release 1.2.3 was published 2026-10-15 and the repository was pushed on 2026-10-15. The release supplies a patcher and patched Wine modules/MoltenVK. The maintainer reports Endfield gameplay on an M4 Pro with macOS 27 and CrossOver 26.3 using DXMT plus -force-d3d11; the project is title-specific, not general Wine compatibility.","summary":"A title-specific CrossOver/Wine patchset and patcher for Arknights: Endfield. It builds and deploys modified Wine modules for Rosetta signal handling, selected NT kernel exports, dispatcher behavior, and timing, then swaps those modules into a user-supplied CrossOver installation. The recommended D3D11 rendering path uses external DXMT; the project does not implement a new Direct3D-to-Metal graphics translator.","project_url":"https://github.com/stoicswe/Endfield_FineWine","updated":"2026-10-16","strategy":"Downstream Wine source patches plus a patcher that replaces selected Wine modules inside CrossOver; existing CrossOver/DXMT or GPTK/D3DMetal components supply the broader Windows and graphics compatibility layers.","language":"","source_available":"Public source repository and release assets. The LICENSE says MIT covers the original scripts and documentation only; Wine patches are LGPL-2.1-or-later, with stage2-dwproton patches retaining upstream authorship/licensing. GitHub reports NOASSERTION for the repository license. CrossOver/Wine source, Apple GPTK, and the game are separately supplied; released modules and MoltenVK retain their own terms.","first_found":"2026-10-16","project_started":"2026-07-15","programming_language":"Swift","subtype":"Arknights: Endfield-specific downstream Wine/CrossOver patch set","target_type":"Software","sources":[{"label":"Maintainer README: title scope, supported host/runtime, patches, backend choices, and limitations","url":"https://github.com/stoicswe/Endfield_FineWine"},{"label":"Maintainer technical architecture: Wine module patches, Rosetta fixes, and separate DXMT/D3DMetal paths","url":"https://github.com/stoicswe/Endfield_FineWine/blob/main/technical.md"},{"label":"Release 1.2.3: patcher/modules, CrossOver 26.3.0 requirement, provenance, and component licenses","url":"https://github.com/stoicswe/Endfield_FineWine/releases/tag/1.2.3"},{"label":"Project LICENSE and scoped MIT/LGPL terms","url":"https://github.com/stoicswe/Endfield_FineWine/blob/main/LICENSE"},{"label":"Patch directory and upstream attribution","url":"https://github.com/stoicswe/Endfield_FineWine/tree/main/patches"},{"label":"GitHub repository metadata checked 2026-10-16: activity dates, archive state, primary language, and license classifier","url":"https://api.github.com/repos/stoicswe/Endfield_FineWine"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/stoicswe/Endfield_FineWine/languages"}],"media":[{"kind":"image","label":"Maintainer's Endfield compatibility screenshot","url":"https://raw.githubusercontent.com/stoicswe/Endfield_FineWine/main/docs/screenshot_2026.09.28.png","preview_url":"https://raw.githubusercontent.com/stoicswe/Endfield_FineWine/main/docs/screenshot_2026.09.28.png","source_url":"https://github.com/stoicswe/Endfield_FineWine/blob/main/docs/screenshot_2026.09.28.png","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":125047,"Shell":107854,"Python":1297},"source_url":"https://api.github.com/repos/stoicswe/Endfield_FineWine/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Swift is the largest bucket at 125,047 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"endless-online-byte-exact-source-reconstruction","title":"Endless Online Byte-Exact Program Reconstructions","game":"Endless Online (including releases 0.0.28 and 0.3.x)","platform":"Original Windows PC client, server and utility executables","kind":"Decompilation","status":"The maintainer describes byte-for-byte source reconstructions of the game client, server and tools, organized by release with per-program quirks documentation. The latest code push recorded by GitHub was 2026-10-13.","summary":"A release-organized archive of reconstructed Endless Online program source, including the client, server and tools.","project_url":"https://github.com/ExileStudios/endless-online-archive","updated":"2026-10-16","strategy":"Byte-exact source reconstruction from shipped Windows executables.","language":"","source_available":"Public source repository; source is reconstructed from shipped executables and no game assets are described as bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC game and companion-program source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/ExileStudios/endless-online-archive#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/ExileStudios/endless-online-archive/commit/7c18e3da5891dd0cf43461cd5b8c959eb8a2c8fe"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/ExileStudios/endless-online-archive/languages"},{"label":"Current primary README","url":"https://github.com/ExileStudios/endless-online-archive/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/ExileStudios/endless-online-archive"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4048558,"C":303909,"Pascal":176021},"source_url":"https://api.github.com/repos/ExileStudios/endless-online-archive/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"engram-gb-gba","title":"Engram","game":"Game Boy, Game Boy Color and Game Boy Advance software","platform":"Game Boy, Game Boy Color and Game Boy Advance; Linux, Windows and macOS","kind":"Emulator","status":"Active; latest release 0.2.4 (2026-10-15); source updated 2026-10-16.","summary":"A Rust emulator for Game Boy, Game Boy Color and Game Boy Advance. The author says they developed their own emulators while relying on prior public emulator research; the repository documents tests, debugger views and desktop controls.","project_url":"https://github.com/donishadsmith/Engram","updated":"2026-10-16","strategy":"Independent multi-system handheld hardware emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Multi-system handheld emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/donishadsmith/Engram"},{"label":"Official GitHub releases","url":"https://github.com/donishadsmith/Engram/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/donishadsmith/Engram"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":817196,"Lua":4055,"Assembly":1511},"source_url":"https://api.github.com/repos/donishadsmith/Engram/languages","evidence":"GitHub official repository language endpoint byte counts; Rust has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"enkyori-renai-english","title":"Enkyori Ren'ai / Bond Distance Love English Patch","game":"Enkyori Ren'ai (Bond Distance Love)","platform":"PC (Windows only, per maintainer instructions)","kind":"Fan Localization","status":"Released English main-story patch with an updated DLC package; itch devlog dates the latest listed update 2026-08-28. The patch authors say they worked with the original creator's permission.","summary":"English localization for the Japanese indie visual novel Enkyori Ren'ai / Bond Distance Love, including the downloadable story expansion. The maintainer distributes a Windows-only app-folder patch and links users to obtain the base game from the creator. No exact game build or numbered patch version is stated on the project page.","project_url":"https://momotranslations.itch.io/enkyori-renai-english-patch","updated":"2026-08-28","strategy":"Fan translation patch","language":"English","source_available":"209 MB downloadable app-folder patch on itch.io; original game download is linked separately from the creator.","first_found":"2026-10-15","project_started":"2026-05-06","programming_language":"","subtype":"Windows indie visual-novel fan localization","target_type":"Game","sources":[{"label":"Momo Localizations project page: creator permission claim, target game, Windows workflow, package size, and base-game link","url":"https://momotranslations.itch.io/enkyori-renai-english-patch"},{"label":"Creator's base-game download page linked from the patch instructions","url":"https://novelgame.jp/games/show/10420"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://momotranslations.itch.io/enkyori-renai-english-patch","evidence":"The creator-linked itch.io page distributes an English localization asset pack and install instructions for the original Windows game. It does not provide a source repository or language-byte breakdown for code.","verified_at":"2026-10-15","reason_unknown":"The primary project page offers a localization patch asset and directs users to install it into the original game; no source-code language evidence is published."}},{"id":"emulator-mister-devel-adventurevision-mister","title":"Entex Adventure Vision MiSTer FPGA Core","game":"Entex Adventure Vision","platform":"Entex Adventure Vision on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-04-13.","summary":"FPGA system-emulation core for Entex Adventure Vision on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/AdventureVision_MiSTer","updated":"2026-04-13","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/AdventureVision_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/AdventureVision_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/AdventureVision_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/AdventureVision_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":907135,"Verilog":305330,"SystemVerilog":145618,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/AdventureVision_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 907,135 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ep128emu","title":"ep128emu","game":"Enterprise 128, Videoton TVC, ZX Spectrum 48/128, and Amstrad CPC 464/664/6128 software","platform":"Windows, Linux, and macOS","kind":"Emulator","status":"The maintainer README identifies version 2.0.11.2. The repository's last push was 2022-04-30; current maintenance cadence is unclear. The README notes possible timing problems on some Windows systems.","summary":"Portable C++ emulator for the Enterprise 128 and Videoton TVC, with additional ZX Spectrum and Amstrad CPC modes. It models Enterprise NICK/DAVE video and sound hardware and includes tape, floppy, IDE, and expansion-device emulation.","project_url":"https://github.com/istvan-v/ep128emu","updated":"2026-10-16","strategy":"Software emulation of Z80-based home-computer hardware.","language":"","source_available":"Public C++ source under the GNU GPL v2 (the repository includes COPYING) and tagged release 2.0.11.2. The README documents Windows installer assets and source builds for Linux/POSIX and macOS.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-system vintage home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: source/build availability and host platforms","url":"https://github.com/istvan-v/ep128emu/blob/master/README"},{"label":"Maintainer COPYING file: GNU GPL version 2","url":"https://github.com/istvan-v/ep128emu/blob/master/COPYING"},{"label":"Maintainer releases","url":"https://github.com/istvan-v/ep128emu/releases"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/istvan-v/ep128emu"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/istvan-v/ep128emu/languages"},{"label":"Maintainer release 2.0.11.2","url":"https://github.com/istvan-v/ep128emu/releases/tag/2.0.11.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3361708,"Assembly":627210,"C":344799,"NSIS":42807,"Python":32556,"Lua":8905,"Shell":3074,"Makefile":353,"Rich Text Format":353},"source_url":"https://api.github.com/repos/istvan-v/ep128emu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"epoch-equinox-oracle-of-ages-player","title":"Epoch & Equinox — Oracle of Ages player","game":"The Legend of Zelda: Oracle of Ages","platform":"Game Boy Color → Windows, Linux, and macOS (Apple Silicon)","kind":"Emulator","status":"v0.7.3 release (2026-09-18); current README identifies Oracle of Ages as supported by the shared player.","summary":"Cross-platform native player for a user-supplied Oracle of Ages ROM. The current README says the runtime interprets the loaded Game Boy Color ROM, like an emulator; earlier generated-C recompilation was removed after testing showed that generated code was not used. A separate native Ages reconstruction is a hidden developer preview, not the normal player.","project_url":"https://github.com/ZakyPew/epoch-equinox","updated":"2026-10-16","strategy":"Game Boy Color ROM interpretation / emulation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific native emulator/player","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/ZakyPew/epoch-equinox"},{"label":"Maintainer README and implementation history","url":"https://github.com/ZakyPew/epoch-equinox/blob/main/README.md"},{"label":"v0.7.3 release","url":"https://github.com/ZakyPew/epoch-equinox/releases/tag/v0.7.3"},{"label":"Existing canonical game facts","url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":530077,"Python":257862,"HTML":64769,"C++":53519,"GDScript":23391,"JavaScript":18219,"CSS":13569,"CMake":8064,"PowerShell":7161,"Shell":3745},"source_url":"https://github.com/ZakyPew/epoch-equinox/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"epoch-equinox-oracle-of-seasons-player","title":"Epoch & Equinox — Oracle of Seasons player","game":"The Legend of Zelda: Oracle of Seasons","platform":"Game Boy Color → Windows, Linux, and macOS (Apple Silicon)","kind":"Emulator","status":"v0.7.3 release (2026-09-18); current README identifies Oracle of Seasons as supported by the shared player.","summary":"Cross-platform native player for a user-supplied Oracle of Seasons ROM. The current README says the runtime interprets the loaded Game Boy Color ROM, like an emulator; earlier generated-C recompilation was removed after testing showed that generated code was not used.","project_url":"https://github.com/ZakyPew/epoch-equinox","updated":"2026-10-16","strategy":"Game Boy Color ROM interpretation / emulation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific native emulator/player","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/ZakyPew/epoch-equinox"},{"label":"Maintainer README and implementation history","url":"https://github.com/ZakyPew/epoch-equinox/blob/main/README.md"},{"label":"v0.7.3 release","url":"https://github.com/ZakyPew/epoch-equinox/releases/tag/v0.7.3"},{"label":"Existing canonical game facts","url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":530077,"Python":257862,"HTML":64769,"C++":53519,"GDScript":23391,"JavaScript":18219,"CSS":13569,"CMake":8064,"PowerShell":7161,"Shell":3745},"source_url":"https://github.com/ZakyPew/epoch-equinox/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-epochgalaxy2-mister","title":"Epoch Galaxy II dedicated game console MiSTer FPGA Core","game":"Epoch Galaxy II dedicated game console","platform":"Epoch Galaxy II dedicated game console on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-07-08.","summary":"FPGA system-emulation core for Epoch Galaxy II dedicated game console on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/EpochGalaxy2_MiSTer","updated":"2026-07-08","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/EpochGalaxy2_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/EpochGalaxy2_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/EpochGalaxy2_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/EpochGalaxy2_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":328226,"SystemVerilog":147271,"VHDL":110553,"Tcl":22644,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/EpochGalaxy2_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 328,226 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"epsxe","title":"ePSXe","game":"Games for supported systems","platform":"PlayStation","kind":"Emulator","status":"Active; the official Android changelog lists ePSXe 2.0.19 (2026-05), while the official Windows page lists ePSXe 2.0.18 (released 2025-12-23).","summary":"A closed-source PlayStation emulator for desktop and Android with a long-running compatibility record.","project_url":"https://epsxe.com/","updated":"2026-10-16","strategy":"Proprietary PS1 software and hardware emulation; implementation details are not published.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Sony PlayStation emulator","target_type":"Software","sources":[{"label":"Official Windows release page","url":"https://epsxe.com/"},{"label":"Official Android changelog","url":"https://epsxe.com/android/index.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://epsxe.com/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"mumble-equinox-it","title":"Equinox Italian Translation","game":"Equinox","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; v1.00 released 2026-03-20","summary":"Italian text patch for the US SNES release; project readme records the target ROM checksum.","project_url":"https://www.mumble.romhacking.it/equinox.html","updated":"2026-03-20","strategy":"Fan translation patch","language":"Italian","source_available":"IPS patch","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Project page and release status","url":"https://www.mumble.romhacking.it/equinox.html"},{"label":"Patch readme; target ROM checksum and patch instructions","url":"https://www.mumble.romhacking.it/readmes/equinox-readme.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.mumble.romhacking.it/equinox.html","evidence":"The maintainer page identifies an Italian SNES translation and offers an IPS patch with a readme; it does not publish a code repository or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes a ROM patch rather than a code repository with language totals; no predominant programming language can be assigned."}},{"id":"esoteric-ebb-zh-cn","title":"Esoteric Ebb Simplified Chinese Fan Localization","game":"Esoteric Ebb","platform":"Windows PC","kind":"Fan Localization","status":"Latest checked fan release v2.3.8 published 2026-08-22. Developer started an official Chinese localization open beta on 2026-10-08; fan build may be superseded.","summary":"Simplified Chinese mod; README reports 78,000+ lines across 286 Ink stories, machine-drafted text and 7,900+ lines of human editing.","project_url":"https://github.com/RandolphVI/EsotericEbb_Chinese","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Simplified Chinese","source_available":"Public repo/release; no game data.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC game fan localization mod","target_type":"Game","sources":[{"label":"README: approach and install","url":"https://github.com/RandolphVI/EsotericEbb_Chinese"},{"label":"v2.3.8 release","url":"https://github.com/RandolphVI/EsotericEbb_Chinese/releases/tag/v2.3.8"},{"label":"Official Steam localization news","url":"https://store.steampowered.com/news/app/2057760/view/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/RandolphVI/EsotericEbb_Chinese/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"esp32-palm","title":"ESP32-PALM","game":"Palm OS software for Palm m100, Palm IIIx, and experimental Palm IIIc hardware profiles","platform":"Windows desktop harness and ESP32-S3 with PSRAM, currently documented on the ESP32-4827S043C touchscreen board","kind":"Emulator","status":"Experimental. The README reports that Palm OS boots and is usable on the ESP32 m100 profile, the desktop m100 harness works in normal use, Palm IIIx is supported, and Palm IIIc remains experimental. CPU-heavy embedded apps run slower than on real hardware; users supply their own ROMs.","summary":"Public-source Palm OS hardware emulator with a Windows desktop harness and an embedded ESP32-S3 target. It models DragonBall-based profiles and requires user-supplied ROM images; it is a separate implementation from the catalog's CloudpilotEmu.","project_url":"https://github.com/TsunderonX256/ESP32-PALM","updated":"2026-08-20T10:51:53Z","strategy":"Palm device hardware emulation using a Musashi 68000 CPU core","language":"","source_available":"Public repository; no license declaration found in the reviewed project page","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Handheld computer emulator with embedded hardware target","target_type":"Software","sources":[{"label":"Maintainer README: target hardware, current status, supported profiles, and ROM requirement","url":"https://github.com/TsunderonX256/ESP32-PALM"},{"label":"Maintainer hardware profile notes","url":"https://github.com/TsunderonX256/ESP32-PALM/blob/main/HARDWARE_PROFILES.md"},{"label":"GitHub repository metadata (pushed_at)","url":"https://api.github.com/repos/TsunderonX256/ESP32-PALM"},{"label":"Maintainer README","url":"https://github.com/TsunderonX256/ESP32-PALM#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3128936,"Visual Basic .NET":412266,"C++":249824,"PowerShell":18277,"CMake":1843,"Makefile":948,"Batchfile":191,"Assembly":175},"source_url":"https://api.github.com/repos/TsunderonX256/ESP32-PALM/languages","evidence":"GitHub's official Languages REST endpoint reports 3,128,936 bytes of C as the largest total (82.1% of 3,812,460 recognized language bytes). The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-darkness-estacado-xbox360-recomp","title":"Estacado: The Darkness Xbox 360 Recompilation","game":"The Darkness (Xbox 360)","platform":"Xbox 360 → Windows x86-64; Steam Deck via Proton is community-reported","kind":"Recompilation","status":"Pre-release v0.9.8, tested by the maintainer on one Windows 11 PC. The README reports campaign play from start to finish; Steam Deck/Proton reports are community evidence rather than maintainer hardware verification. This is a separate repository and implementation from portingpete/The-Darkness-Recomp already in the catalog.","summary":"The game’s PowerPC code is statically recompiled into C++ and linked as a native Windows executable. The project requires a user-owned supported Xbox 360 copy and includes no game assets.","project_url":"https://github.com/invinceble55-wq/Estacado-The-Darkness-Recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation with ReXGlue","language":"","source_available":"Public source repository and pre-release; user supplies the supported Xbox 360 game files; game data is not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Independent Windows static recompilation of The Darkness","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/invinceble55-wq/Estacado-The-Darkness-Recomp/blob/main/README.md"},{"label":"Release v0.9.8","url":"https://github.com/invinceble55-wq/Estacado-The-Darkness-Recomp/releases/tag/v0.9.8"},{"label":"Known issues and campaign status","url":"https://github.com/invinceble55-wq/Estacado-The-Darkness-Recomp/blob/main/README.md#known-issues"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/invinceble55-wq/Estacado-The-Darkness-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3288218,"Python":294651,"CMake":82960,"PowerShell":67842,"C":11197},"source_url":"https://api.github.com/repos/invinceble55-wq/Estacado-The-Darkness-Recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/invinceble55-wq/Estacado-The-Darkness-Recomp reports 3,288,218 bytes of C++, the largest language total (87.8% of 3,744,868 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"eternal-darkness-gamecube-decomp","title":"Eternal Darkness GameCube Decompilation","game":"Eternal Darkness: Sanity’s Requiem (GameCube USA GEDE01 rev. 0)","platform":"GameCube USA → matching source reconstruction; isolated PC boot experiment","kind":"Decompilation","status":"Work in progress. The README reports 6,285 / 8,214 functions matched (76.52%) and 55.01% code-byte coverage. A PC title-screen experiment through DolRecomp/RecompCore is isolated on another branch and is not a playable-port claim for the main decompilation.","summary":"A matching decompilation and source-driven modding foundation for the USA GameCube release.","project_url":"https://github.com/psdwizzard/Eternal-Darkness---Decompile","updated":"2026-10-15","strategy":"Matching decompilation with a separate experimental recompilation boot path","language":"","source_available":"Public source repository; user must supply a matching disc image; no game image, assets, or proprietary toolchain are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/psdwizzard/Eternal-Darkness---Decompile"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/psdwizzard/Eternal-Darkness---Decompile/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10953736,"Python":2169887,"Assembly":537177,"Shell":2347,"C++":996},"source_url":"https://api.github.com/repos/psdwizzard/Eternal-Darkness---Decompile/languages","evidence":"GitHub's official Languages API for https://github.com/psdwizzard/Eternal-Darkness---Decompile reports 10,953,736 bytes of C, the largest category (80.2% of 13,664,143 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"eternal-legacy-ps-vita-api-port","title":"Eternal Legacy PS Vita Port","game":"Eternal Legacy","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.8)","kind":"API Translation","status":"Playable beta; the README reports in-game play, saving/loading, controls and full audio at 30 FPS.","summary":"The Vita wrapper runs the Android native library and bridges Android lifecycle, GLES 2.0, audio and input to Vita services. The user supplies the supported APK and data.","project_url":"https://github.com/MetalSyntax/Eternal-Legacy-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Eternal-Legacy-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Eternal-Legacy-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Eternal-Legacy-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Eternal-Legacy-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"eternal-sonata-xbox360-reprise-recomp","title":"Eternal Sonata Xbox 360 Reprise Recompilation","game":"Eternal Sonata","platform":"Xbox 360 → Windows x86-64 and Linux x86-64","kind":"Recompilation","status":"v1.2.6 stable release. README says assets can be loaded from PAL, USA, and Japan releases, but building the executable requires the PAL default.xex. No full playthrough or cross-platform performance matrix is stated in the README.","summary":"Static recompilation of the Xbox 360 PowerPC executable to native x86-64 with a small ReXGlue-derived host runtime. It supports Windows and Linux builds, mods, portable saves, and user-provided game files; no game data is distributed.","project_url":"https://github.com/birabittoh/EternalSonataReprise","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation to x86-64 using ReXGlue with a native host runtime","language":"","source_available":"Public source and v1.2.6 release; user must provide a supported game copy. README says no copyrighted code, data, or assets are shipped.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows/Linux Xbox 360 static recompilation and mod-capable native port","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/birabittoh/EternalSonataReprise#readme"},{"label":"Maintainer release v1.2.6","url":"https://github.com/birabittoh/EternalSonataReprise/releases/tag/v1.2.6"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/birabittoh/EternalSonataReprise/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2280083,"Python":287578,"C":220149,"CMake":21549,"Java":6958,"HLSL":4928},"source_url":"https://api.github.com/repos/birabittoh/EternalSonataReprise/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/birabittoh/EternalSonataReprise reports 2,280,083 bytes of C++, the largest language total (80.8% of 2,821,245 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"eve-burst-error-pc-98-english","title":"EVE Burst Error English Translation","game":"EVE Burst Error","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v1.2","summary":"English fan localization for EVE Burst Error on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/eve-burst-error-english-translation-pc-98","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/eve-burst-error-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/eve-burst-error-english-translation-pc-98","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for EVE Burst Error English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for EVE Burst Error English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"eqoa-frontiers-ps2-matching-decomp","title":"EverQuest Online Adventures: Frontiers PS2 Matching Decompilation","game":"EverQuest Online Adventures: Frontiers","platform":"PlayStation 2 NTSC-U (SLUS-20744), EE modules","kind":"Decompilation","status":"README status checked 2026-10-16: SUPPORT has 3,665/3,751 named functions byte-exact plus 65/65 unnamed functions; MCERR is 44/44; SETUP is 953/1,805; CLIENT is 13/5,973. This is module-level work in progress, not a full game build. Last pushed 2026-10-16; no GitHub release is listed.","summary":"Matching decompilation and verification workspace for the PlayStation 2 Frontiers modules. It checks reconstructed functions against user-supplied module images and reports progress per module without distributing game data or compilers.","project_url":"https://github.com/DabDavis/eqoa-decomp","updated":"2026-10-16","strategy":"Function-by-function PS2 module decompilation with byte, call-target, and data-reference checks","language":"","source_available":"Public MIT-licensed source and notes; no game code, disc data, memory dumps, or compiler are distributed; requires user-supplied module images; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS2 matching decompilation and verification tools for Frontiers modules","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/DabDavis/eqoa-decomp"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/DabDavis/eqoa-decomp"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/DabDavis/eqoa-decomp/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/DabDavis/eqoa-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3120141,"Python":410845,"C":7550},"source_url":"https://api.github.com/repos/DabDavis/eqoa-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 3,120,141 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"everybodys-golf-coca-cola-psp-en","title":"Everybody’s Golf Portable: Coca-Cola Special Edition English Patch","game":"Everybody’s Golf Portable: Coca-Cola Special Edition","platform":"PlayStation Portable (PSP)","kind":"Fan Localization","status":"Released v1.0 on 2026-10-14. README lists coverage of menus, HUD/status/results, tutorials, loading screens and 62 pages; tested with PPSSPP, with no real PSP test reported.","summary":"English xdelta patch for the Japan-only Coca-Cola promotional PSP edition. Japanese voice acting and some signage/credits remain.","project_url":"https://github.com/Mr-Shizzy/everybodys-golf-coca-cola-psp-english-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Public source and release patch; README requires the matching Japanese ISO and provides checksums; no game image is supplied.","first_found":"2026-10-16","project_started":"2026-10-14","programming_language":"","subtype":"PSP fan translation","target_type":"Game","sources":[{"label":"README: coverage, checksum, terms and testing","url":"https://github.com/Mr-Shizzy/everybodys-golf-coca-cola-psp-english-patch"},{"label":"v1.0 release","url":"https://github.com/Mr-Shizzy/everybodys-golf-coca-cola-psp-english-patch/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Mr-Shizzy/everybodys-golf-coca-cola-psp-english-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"evos-space-adventures-psx-decomp","title":"Evo's Space Adventures PSX Decompilation","game":"Evo's Space Adventures (PS1)","platform":"PlayStation 1","kind":"Decompilation","status":"Proof-of-concept work in progress. README says users need their own ESA disc and documents a matching build to build/esa.dat. The project is explicitly intended to demonstrate N64 decompilation tooling on a PSX target and help the separate Space Station Silicon Valley decompilation; it says large chunks of code are shared/copied from the N64 version and PSX port. Published release tags are for toolchain binaries, not a game release.","summary":"A matching decompilation proof of concept for the PlayStation 1 version of Evo's Space Adventures. This is a deliberate shared-code research project that accelerates the maintainer's N64 Space Station Silicon Valley decompilation, not a claim of an independent complete PSX reconstruction.","project_url":"https://github.com/mkst/esa","updated":"2026-10-16","strategy":"Proof-of-concept matching MIPS decompilation using GCC 2.92.2, GNU as and maspsx; reuses code from the N64 game and its PSX port","language":"","source_available":"Public source; build requires the user’s own ESA CD-ROM data. Historical releases provide toolchain binaries, not the game.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"PSX proof of concept; shared-code relationship to Space Station Silicon Valley","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/mkst/esa"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/mkst/esa/blob/master/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/mkst/esa"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/mkst/esa/languages"},{"label":"Maintainer project wiki","url":"https://github.com/mkst/esa/wiki"},{"label":"Historical toolchain release listing","url":"https://github.com/mkst/esa/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":431299,"Python":14071,"Makefile":3984,"BitBake":947,"Shell":568,"Dockerfile":384,"PHP":310},"source_url":"https://api.github.com/repos/mkst/esa/languages","evidence":"GitHub’s official Languages API reports C: 431,299 bytes, Python: 14,071 bytes, Makefile: 3,984 bytes, BitBake: 947 bytes, Shell: 568 bytes, Dockerfile: 384 bytes, PHP: 310 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"evolution-of-jianghu-english-mod","title":"Evolution of JiangHu English Translation Mod","game":"Evolution of JiangHu (大衍江湖)","platform":"Windows / Steam","kind":"Fan Localization","status":"Early-access translation mod; V2 Release 6 (2025 Update)","summary":"Community English translation mod for the Chinese early-access Steam game. The repository publishes mod releases and documents runtime asset/config patching; the maintainer describes a mix of machine and manual translation.","project_url":"https://github.com/lemon07r/EvolutionOfJianghu-AMA-EnglishMod","updated":"2026-10-16","strategy":"Fan translation mod","language":"English","source_available":"Public mod repository, configuration/source files, and release downloads","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Mod repository and compatibility notes","url":"https://github.com/lemon07r/EvolutionOfJianghu-AMA-EnglishMod"},{"label":"Published mod releases","url":"https://github.com/lemon07r/EvolutionOfJianghu-AMA-EnglishMod/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/lemon07r/EvolutionOfJianghu-AMA-EnglishMod/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"emulator-mister-exidy2","title":"Exidy Universal Game Board II MiSTer Core","game":"Exidy Universal Game Board II software, including Side Trak and later color/audio-board titles","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2025-12-09, with archived=false and fork=false. A MiSTer FPGA implementation of Exidy Universal Game Board II. The README explains the monochrome Side Trak baseline and successive board revisions with color and dedicated audio. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA implementation of Exidy Universal Game Board II. The README explains the monochrome Side Trak baseline and successive board revisions with color and dedicated audio.","project_url":"https://github.com/MiSTer-devel/Arcade-Exidy2_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Exidy Universal Game Board II software, including Side Trak and later color/audio-board titles; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 3.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2024-02-18","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-Exidy2_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Exidy2_MiSTer/main/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Exidy2_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-Exidy2_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Exidy2_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Exidy2_MiSTer/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":462957,"Verilog":410175,"SystemVerilog":151631,"Tcl":76050,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Exidy2_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"exiftool-rs-exiftool-reimplementation","title":"exiftool-rs (ExifTool 13.59 Reimplementation)","game":"ExifTool Perl v13.59 behavior and metadata formats","platform":"Portable Rust CLI and library with an optional egui GUI; the README documents builds for Windows, macOS, and Linux.","kind":"Reimplementation","status":"Release v0.10.0 was published 2026-10-16. The README reports byte-for-byte read parity with ExifTool 13.59 on its 195-file corpus, across tag names, values, groups, and repeated-instance output. It lists 93 readers and 15 writers but says most write cases do not yet match Perl ExifTool. The README declares GPL-3.0-or-later; GitHub API license detection is NOASSERTION.","summary":"A Rust reimplementation of ExifTool v13.59 with library, CLI, and optional GUI. It generates tag tables from Perl ExifTool sources and ports conversions into Rust; the maintainer documents a broad read feature set and clearly limits its current writer parity.","project_url":"https://github.com/Le-Syl21/exiftool-rs","updated":"2026-10-16","strategy":"Reimplement ExifTool metadata readers, writers, and conversions in Rust, using generated tables and a parity harness against Perl ExifTool 13.59.","language":"","source_available":"Public Rust source and v0.10.0 release. The repository LICENSE and README specify GPL-3.0-or-later; GitHub’s repository API returned NOASSERTION for automatic license detection.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Metadata-extraction and editing tool","target_type":"Software","sources":[{"label":"Maintainer README: target version, method, feature coverage, parity limits, and license","url":"https://github.com/Le-Syl21/exiftool-rs/blob/main/README.md"},{"label":"exiftool-rs v0.10.0 release","url":"https://github.com/Le-Syl21/exiftool-rs/releases/tag/v0.10.0"},{"label":"Maintainer live parity report against Perl ExifTool 13.59","url":"https://le-syl21.github.io/exiftool-rs/"},{"label":"Repository GPL-3.0-or-later license","url":"https://github.com/Le-Syl21/exiftool-rs/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":11035145,"Perl":239482,"Python":30472,"PostScript":27800,"Shell":13262,"HTML":3407,"Rich Text Format":990},"source_url":"https://api.github.com/repos/Le-Syl21/exiftool-rs/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Rust is the largest repository-wide tracked byte category (11,035,145 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"existos-hp39gii-alternative-firmware","title":"ExistOS for HP 39gII","game":"HP 39gII graphing calculator alternative operating system","platform":"HP 39gII calculator; firmware loaded using the project OSLoader/SB Loader and calculator boot mode","kind":"Reimplementation","status":"Public GPL-3.0 source and build/flash instructions are available. The README warns that its feature-status table principally reflects Build 70 and marks some features experimental; the current completion state should therefore be checked against current commits/releases before treating every feature as final.","summary":"An independent open calculator OS built around FreeRTOS, TinyUSB, FatFs, dhara, and Giac/KhiCAS, with its own storage, display, keyboard, USB, and application environment. It includes the loader and flashing tools; the README does not describe a requirement for a proprietary HP ROM dump.","project_url":"https://github.com/ExistOS-Team/ExistOS-For-HP39GII","updated":"2026-10-16","strategy":"Alternative embedded OS and calculator firmware implementation using open-source RTOS, USB, filesystem, and CAS components","language":"","source_available":"GPL-3.0 project source. The repository incorporates separate third-party libraries; the stock calculator firmware is not identified as a required build input in the README.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Graphing calculator operating system and firmware","target_type":"Software","sources":[{"label":"Public README: OS scope, current-feature caveat, build and installation steps","url":"https://github.com/ExistOS-Team/ExistOS-For-HP39GII#readme"},{"label":"GPL-3.0 license","url":"https://github.com/ExistOS-Team/ExistOS-For-HP39GII/blob/master/LICENSE"}],"media":[{"kind":"image","label":"ExistOS calculator screenshot","url":"https://raw.githubusercontent.com/ExistOS-Team/ExistOS-For-HP39GII/master/Image/1.png","preview_url":null,"source_url":"https://github.com/ExistOS-Team/ExistOS-For-HP39GII#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":108092486,"C++":15361290,"Linker Script":5884914,"Assembly":3158751,"Python":2350294,"Makefile":2047229,"Shell":1897711,"M4":422739,"TeX":393272,"Perl":171991,"CMake":88645,"HTML":76757,"XS":72638,"Ruby":20669,"Emacs Lisp":13769,"Yacc":11479,"Batchfile":6499,"JavaScript":5798,"Handlebars":4133,"Lex":2858,"Fortran":2267,"GDB":1201,"Nix":1188},"source_url":"https://api.github.com/repos/ExistOS-Team/ExistOS-For-HP39GII/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository ExistOS-Team/ExistOS-For-HP39GII (repository API ID 100742307, https://github.com/ExistOS-Team/ExistOS-For-HP39GII). The exact response reported 108,092,486 bytes of C, the largest category, out of 140,088,578 recognized-language bytes (77.2%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"extenddb-dynamodb-api-reimplementation","title":"ExtendDB (DynamoDB-compatible database service)","game":"Amazon DynamoDB API and wire-protocol behavior","platform":"Self-hosted server; PostgreSQL or MongoDB production backends; SQLite development image","kind":"Reimplementation","status":"Active pre-1.0 project. GitHub release v0.1.13 was published 2026-10-01; its release notes say v0.1.13 remains on the npm candidate tag while npm latest is v0.1.11. The repository documents a DynamoDB-compatible wire API and lists behavioral differences from AWS DynamoDB, so compatibility is scoped rather than assumed complete.","summary":"An AWS-managed independent implementation of the DynamoDB wire protocol for local development, CI, and self-hosted use. The Rust service provides table and item operations, queries, transactions, streams, vector search, SigV4 authentication, and PostgreSQL/MongoDB-backed storage; its bundled SQLite mode is documented for development rather than production.","project_url":"https://github.com/ExtendDB/extenddb","updated":"2026-10-16","strategy":"Clean-room DynamoDB wire-protocol implementation with AWS-SDK-compatible request handling and independently implemented storage backends.","language":"","source_available":"Public Apache-2.0 source repository; project states it is independent, managed by Amazon Web Services, and contains no DynamoDB source code.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"DynamoDB-compatible database service","target_type":"Software","sources":[{"label":"Project README and supported operations","url":"https://github.com/ExtendDB/extenddb"},{"label":"Documented DynamoDB behavioral differences","url":"https://github.com/ExtendDB/extenddb/blob/main/docs/differences-from-dynamodb.md"},{"label":"v0.1.13 release and promotion status","url":"https://github.com/ExtendDB/extenddb/releases/tag/v0.1.13"},{"label":"GitHub repository and source/license metadata","url":"https://github.com/ExtendDB/extenddb"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":6839614,"HTML":1568715,"Python":1319084,"Shell":157358,"PLpgSQL":20549,"JavaScript":17666,"CQL":13499,"Dockerfile":2871,"Handlebars":2071},"source_url":"https://api.github.com/repos/ExtendDB/extenddb/languages","evidence":"GitHub's official repository Languages endpoint reports Rust as the largest language total (6,839,614 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"extreme-g-2-n64-windows-recomp","title":"Extreme-G 2 Nintendo 64 Windows Recompilation","game":"Extreme-G 2","platform":"Nintendo 64 (USA 12 MiB ROM revision) → Windows 10+ x64 with a Vulkan-capable GPU.","kind":"Recompilation","status":"Alpha v0.1.0-alpha.1 was published 2026-08-24. The maintainer reports that the work-in-progress build boots through menus and track loading and can start a drivable race with physics/collision. Audio, Controller Pak saving, and full track/mode validation remain in progress.","summary":"Statically recompiles the N64 MIPS game code into C/C++ and uses RT64 with Vulkan for the graphics runtime. The alpha package launches the native recompiled game from a user-supplied USA ROM; game files are not included.","project_url":"https://github.com/Darkluiside305/Extreme-G-2-Recompilation","updated":"2026-10-16","strategy":"Static N64 MIPS recompilation to native C/C++ with RT64 and a Vulkan renderer; supports one validated USA ROM revision.","language":"","source_available":"Public source repository; GitHub reports no license classification and no LICENSE file was found. The maintainer says ROMs and copyrighted game assets are not included; users provide their own ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64 static recompilation to Windows","target_type":"Game","sources":[{"label":"Maintainer README: Nintendo 64 target, static method, current race coverage, open work, ROM identity, and no-game-data policy","url":"https://github.com/Darkluiside305/Extreme-G-2-Recompilation#readme"},{"label":"Alpha v0.1.0-alpha.1 release and supported USA-ROM launcher package, published 2026-08-24","url":"https://github.com/Darkluiside305/Extreme-G-2-Recompilation/releases/tag/v0.1.0-alpha.1"},{"label":"GitHub repository metadata checked 2026-10-16: unarchived/non-fork status and absent license classification","url":"https://api.github.com/repos/Darkluiside305/Extreme-G-2-Recompilation"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/Darkluiside305/Extreme-G-2-Recompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30109524,"Assembly":20037744,"C++":3676302,"HTML":420498,"Python":317850,"Makefile":104361,"C#":42847,"Shell":34041,"JavaScript":15040,"CMake":12553,"PowerShell":8770,"Roff":6356,"Linker Script":6179,"Lua":5240,"Batchfile":4257,"BitBake":4178,"Awk":260,"TypeScript":2},"source_url":"https://api.github.com/repos/Darkluiside305/Extreme-G-2-Recompilation/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"extreme-g-static-recomp-gitlab","title":"Extreme-G Nintendo 64 Static Recompilation","game":"Extreme-G (Nintendo 64 North American v1.0)","platform":"Nintendo 64 North American v1.0 → Windows, macOS and Linux","kind":"Recompilation","status":"Release v1.0.0 is available. The project supports only the North American v1.0 ROM.","summary":"Static recompilation using N64: Recompiled with an RT64 renderer and native desktop builds.","project_url":"https://gitlab.com/sonicdcer/ExtremeGRecomp","updated":"2026-10-16","strategy":"N64 static recompilation with RT64 rendering","language":"","source_available":"Public source and desktop release packages; the original N64 North American v1.0 ROM is required.","first_found":"2026-10-16","project_started":null,"programming_language":"Motorola 68K Assembly","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Project README: static recompilation method and supported ROM","url":"https://gitlab.com/sonicdcer/ExtremeGRecomp"},{"label":"Project release v1.0.0","url":"https://gitlab.com/sonicdcer/ExtremeGRecomp/-/releases/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Motorola 68K Assembly","breakdown":{"Motorola 68K Assembly":46.28,"C++":38.34,"C":9.44,"CMake":2.46,"Python":2.35},"source_url":"https://gitlab.com/api/v4/projects/sonicdcer%2FExtremeGRecomp/languages","evidence":"The official GitLab Languages endpoint reports percentages for the complete repository; the listed language has the highest reported share. This repository-wide breakdown can include supporting code and tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"exult-ultima-vii-android","title":"Exult: Ultima VII Android Port","game":"Ultima VII: The Black Gate and Ultima VII Part Two: Serpent Isle","platform":"DOS PC game data → Android (official APK; current OS floor not stated)","kind":"Reimplementation","status":"The official download page lists Android APK v1.12.1 (2026-01-08). The official documentation says the Android port is working and the launcher can download/install games, mods, and patches; it also reports that both Ultima VII campaigns can be completed in Exult. The pages do not give a current device/ABI matrix. Upstream desktop snapshots continued through v1.13.1.20261013, but the official download page still lists Android v1.12.1.","summary":"Native C++ recreation of the Ultima VII engine with an Android launcher. It supports The Black Gate and Serpent Isle, using game data and graphics from the original DOS/PC releases. The game data is not included and must be supplied from a legitimate copy.","project_url":"https://github.com/exult/exult","updated":"2026-10-16","strategy":"C++ engine reimplementation using original Ultima VII data, with a native Android port and game/mod installation launcher.","language":"","source_available":"Public GPL-2.0 source and official Android APK; original Ultima VII data/graphics are user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"DOS/PC game data to Android; Android APK available outside Google Play","target_type":"Game","sources":[{"label":"Official Exult documentation: Android port/install guide and supported Ultima VII games (documentation last changed 2026-01-30)","url":"https://exult.info/docs.html"},{"label":"Official Exult downloads: Android APK v1.12.1 released 2026-01-08","url":"https://exult.info/download.html"},{"label":"Official release page for latest upstream snapshot v1.13.1.20261013 (published 2026-10-13; snapshot, not the listed Android APK)","url":"https://github.com/exult/exult/releases/tag/snapshot-v1.13.1.20261013"},{"label":"GitHub repository license/source (GPL-2.0; checked 2026-10-16)","url":"https://github.com/exult/exult"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/exult/exult/languages"},{"label":"Current primary README","url":"https://github.com/exult/exult/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/exult/exult"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/exult/exult/releases/tag/v1.12.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7162317,"UnrealScript":1306733,"C":196338,"Java":147309,"Makefile":85839,"Yacc":72321,"M4":57343,"Inno Setup":45914,"Lua":30064,"Shell":28336,"Objective-C++":19826,"LLVM":16262,"Roff":13790,"Objective-C":12442,"CMake":5789,"Batchfile":1693},"source_url":"https://api.github.com/repos/exult/exult/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"eyeshield-21-nds-decomp","title":"Eyeshield 21 DS Decompilation","game":"Eyeshield 21 (Nintendo DS Japan AE4J)","platform":"Nintendo DS Japan → matching C source","kind":"Decompilation","status":"Work in progress. The README’s 2026-10-15 report says 2.17% of code is matched (1,150 / 21,941 functions); data matching remains at 0%.","summary":"A matching-decompilation project for the Japanese Nintendo DS release, with generated progress reports and byte-check criteria.","project_url":"https://github.com/liolu/eyeshield-21-decomp","updated":"2026-10-15","strategy":"Matching C decompilation with generated progress reports","language":"","source_available":"Public source repository; no game ROM or assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/liolu/eyeshield-21-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/liolu/eyeshield-21-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":426100,"Python":326132},"source_url":"https://api.github.com/repos/liolu/eyeshield-21-decomp/languages","evidence":"GitHub's official Languages API for https://github.com/liolu/eyeshield-21-decomp reports 426,100 bytes of C, the largest category (56.6% of 752,232 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ez-flash-jr-kernel-disassembly-reconstruction","title":"EZ Flash Jr Kernel Reverse Engineering and Mod Project","game":"EZ Flash Jr Game Boy / Game Boy Color flash-cartridge kernel firmware","platform":"EZ Flash Jr flash cartridge; SM83 menu/OS kernel; stock kernels 1.04e, 1.05e-0731, and 1.05e-0918","kind":"Decompilation","status":"The README says reverse engineering is essentially complete and that the 1.04e and two 1.05e kernel builds reassemble to the original bytes apart from three cosmetic header bytes. Mod development continues; mod-6.9 was released 2026-10-12. The README reports real-hardware checks for selected features on Game Boy Color and GBA SP. A separate experimental updater/bootloader patch is identified as capable of bricking the cartridge.","summary":"An annotated disassembly and source reconstruction of the EZ Flash Jr menu/OS kernel, with checksum-verified rebuilds and optional feature patches. It does not distribute EZ Flash firmware binaries; a user supplies a legally obtained stock dump for patching or comparison.","project_url":"https://github.com/lukesau/ezgb","updated":"2026-10-16","strategy":"Annotated disassembly with checksum-verified assembly rebuild and IPS-based feature patches","language":"","source_available":"Public project source under AGPL-3.0. The repository does not distribute EZ Flash binaries; users provide their own stock firmware dump, and the project distributes patch differences.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Flash-cartridge kernel disassembly and firmware modification","target_type":"Software","sources":[{"label":"Project README and reverse-engineering status","url":"https://github.com/lukesau/ezgb"},{"label":"Distribution policy and stock-firmware boundary","url":"https://github.com/lukesau/ezgb/blob/main/docs/distribution.md"},{"label":"Latest mod release, mod-6.9","url":"https://github.com/lukesau/ezgb/releases/tag/mod-6.9"},{"label":"Repository license","url":"https://github.com/lukesau/ezgb/blob/main/LICENSE"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/lukesau/ezgb/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":7068042,"Python":448409,"C":298395,"Shell":74287,"Rust":66397,"Verilog":62143,"SystemVerilog":17101,"HTML":12778,"Makefile":2464,"Swift":1569},"source_url":"https://api.github.com/repos/lukesau/ezgb/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 7,068,042 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f117a-nighthawk-dos-static-recomp","title":"F-117A Nighthawk Stealth Fighter 2.0 Static Recompilation","game":"F-117A Nighthawk Stealth Fighter 2.0 (PC DOS, 1991)","platform":"PC DOS → native Windows","kind":"Recompilation","status":"The whole game loop runs through takeoff, flight, debrief and return to the front end. The README reports all 17 code files and the LZEXE decompressor translated, 96% of code-area bytes translated, 897 routine addresses matched to 120,427 of 179,213 code bytes, and 45 scripted routes ending in identical state against the reference interpreter.","summary":"Instruction-by-instruction recompilation of the original DOS machine code into C for a native Windows build. The maintainer distinguishes it from a byte-matching decompilation; the repository contains project code only and requires the original game.","project_url":"https://github.com/TideGear/OpenNighthawk","updated":"2026-10-16","strategy":"Static 8088-to-C recompilation with a DOSBox-timing-compatible runtime and lockstep state verification.","language":"","source_available":"Public source repository; original game copy is user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PC DOS static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/TideGear/OpenNighthawk#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/TideGear/OpenNighthawk/commit/273d7641f82b9f208c9d827a12650bf847b101ca"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/TideGear/OpenNighthawk/languages"},{"label":"Current primary README","url":"https://github.com/TideGear/OpenNighthawk/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/TideGear/OpenNighthawk"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4632785,"Python":1142097,"CMake":31241,"PowerShell":16485,"Batchfile":2769,"C++":748},"source_url":"https://api.github.com/repos/TideGear/OpenNighthawk/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f-zero-snes-vita-recomp","title":"F-Zero (SNES) PlayStation Vita Recompilation","game":"F-Zero (Super Nintendo version)","platform":"Super Nintendo Entertainment System → PlayStation Vita","kind":"Recompilation","status":"The README identifies this as a prototype and provides VitaSDK build instructions that generate fzero_recomp.vpk from the supported F-Zero USA ROM. It does not report verified gameplay or hardware compatibility.","summary":"Prototype static recompilation of the SNES USA version to C through a snesrecomp fork, with a VitaSDK host and VPK packaging path.","project_url":"https://github.com/rameauv/FZeroRecomp-vita","updated":"2026-10-16","strategy":"Static recompilation to C with VitaSDK packaging","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita VPK; prototype","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/rameauv/FZeroRecomp-vita"},{"label":"Current primary README","url":"https://github.com/rameauv/FZeroRecomp-vita/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/rameauv/FZeroRecomp-vita"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/rameauv/FZeroRecomp-vita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":232559,"CMake":10359,"Shell":4815,"Python":3912},"source_url":"https://api.github.com/repos/rameauv/FZeroRecomp-vita/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f-zero-snes-static-recomp","title":"F-Zero (SNES) Recompiled","game":"F-Zero (Super Nintendo version)","platform":"Super Nintendo Entertainment System → Windows / Linux","kind":"Recompilation","status":"v1.8.3 release; README documents native builds. Optional BS F-Zero Deluxe and MSU-1 content requires user-provided patches/audio.","summary":"Title-specific static recompilation for a native desktop application with optional widescreen, HD Mode 7 and high-refresh presentation.","project_url":"https://github.com/mstan/FZeroSNESRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Super Nintendo Entertainment System","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/mstan/FZeroSNESRecomp#readme"},{"label":"Latest project release (v1.8.3)","url":"https://github.com/mstan/FZeroSNESRecomp/releases/tag/v1.8.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/mstan/FZeroSNESRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/FZeroSNESRecomp"}],"media":[{"kind":"image","label":"BS F-Zero Deluxe Forest III race in 21:9, linked from the project README","url":"https://raw.githubusercontent.com/mstan/FZeroSNESRecomp/main/docs/screenshots/bs-forest-iii-race-21x9.png","preview_url":"https://raw.githubusercontent.com/mstan/FZeroSNESRecomp/main/docs/screenshots/bs-forest-iii-race-21x9.png","source_url":"https://github.com/mstan/FZeroSNESRecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":336731,"Python":85708,"Shell":20690,"CMake":13389,"GLSL":3152,"Batchfile":706,"PowerShell":298},"source_url":"https://api.github.com/repos/mstan/FZeroSNESRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"f-zero-gx-gamecube-decomp","title":"F-Zero GX NTSC-U GameCube Decompilation","game":"F-Zero GX","platform":"Nintendo GameCube (NTSC-U, GFZE01)","kind":"Decompilation","status":"The maintainer reports that all 16 executable inputs are extracted and configured: the main DOL and 15 REL images. The DOL has some natural-C coverage; the REL images currently have no natural-C source units. No GitHub release is listed.","summary":"A from-scratch matching decompilation of the complete NTSC-U GFZE01 executable set, including the main DOL, 14 direct RELs, and the packed line__.bin that contains one additional REL. The repository publishes build and progress evidence; the user supplies game files.","project_url":"https://github.com/karamzov123/fzero-gx-decomp","updated":"2026-10-16","strategy":"Matching decompilation for GameCube build GFZE01, including DOL and REL executables.","language":"","source_available":"Public source and build configuration; game assets are not part of the decompilation target and the user supplies the matching game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/karamzov123/fzero-gx-decomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/karamzov123/fzero-gx-decomp"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/karamzov123/fzero-gx-decomp/releases"},{"label":"Maintainer progress page for the GFZE01 target","url":"https://decomp.dev/karamzov123/fzero-gx-decomp"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/karamzov123/fzero-gx-decomp/languages"},{"label":"Current primary README","url":"https://github.com/karamzov123/fzero-gx-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3760017,"Python":208958},"source_url":"https://api.github.com/repos/karamzov123/fzero-gx-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f-zero-gx-pipyakas-static-recomp","title":"F-Zero GX Pipyakas Static Recompilation","game":"F-Zero GX","platform":"Nintendo GameCube USA NTSC-U GFZE01 → Windows PC and Android arm64 (playable port in development)","kind":"Recompilation","status":"Work in progress. The maintainer reports that the host window and Vulkan presentation boot, and that the GFZE01 DOL recompiles into 36 chunks covering about 144,000 instructions with no unknown instructions. A full playable build is still in progress; the Android target shares the generated code. No GitHub release is listed.","summary":"A separate GameCube static-recompilation effort for F-Zero GX. It translates the PowerPC DOL to C and targets Windows and Android hosts; the current public status is an initialized Vulkan window rather than a playable game. Users provide their own disc image, and no game data or code is distributed.","project_url":"https://github.com/Pipyakas/fzero-gx-recomp","updated":"2026-10-16","strategy":"Static recompilation of the GameCube PowerPC executable to C, followed by native host compilation.","language":"","source_available":"Public source and build configuration; the README requires the user-supplied NTSC-U GFZE01 disc image and says game data/code are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube static recompilation / native port","target_type":"Game","sources":[{"label":"Maintainer README: supported disc, static-recompilation method and current status","url":"https://github.com/Pipyakas/fzero-gx-recomp#readme"},{"label":"Maintainer Android target build instructions","url":"https://github.com/Pipyakas/fzero-gx-recomp/blob/main/android/README.md"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Pipyakas/fzero-gx-recomp"},{"label":"Official GitHub Releases page checked 2026-10-16; no release listed","url":"https://github.com/Pipyakas/fzero-gx-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":390143,"CMake":5894,"Python":1925,"Batchfile":1681},"source_url":"https://api.github.com/repos/Pipyakas/fzero-gx-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 390,143 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f-zero-gx-static-recomp","title":"F-Zero GX Static Recompilation","game":"F-Zero GX","platform":"GameCube USA GFZE01 → Windows PC","kind":"Recompilation","status":"Maintainer reports playable with sound and music. No GitHub release found.","summary":"GameCube PowerPC static recompilation to native PC code; user supplies game data.","project_url":"https://github.com/ethannicholas/fzerogx-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/ethannicholas/fzerogx-recomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ethannicholas/fzerogx-recomp"},{"label":"Maintainer development status","url":"https://github.com/ethannicholas/fzerogx-recomp/blob/main/docs/dev/status.md"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/ethannicholas/fzerogx-recomp/releases"},{"label":"Current primary README","url":"https://github.com/ethannicholas/fzerogx-recomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ethannicholas/fzerogx-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":21635,"PowerShell":7567,"Shell":2733,"CMake":1490},"source_url":"https://api.github.com/repos/ethannicholas/fzerogx-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f-zero-snes-switch-port","title":"F-Zero SNES Switch Port","game":"F-Zero","platform":"Super Nintendo Entertainment System → Nintendo Switch","kind":"Recompilation","status":"Nintendo Switch port of a Super Nintendo recompilation.","summary":"Native Switch build based on the SNES F-Zero recompilation project.","project_url":"https://github.com/Thorhax/F-Zero-NX-Modern","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Thorhax/F-Zero-NX-Modern"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Thorhax/F-Zero-NX-Modern"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":381673,"Python":38890,"C++":22751,"PowerShell":13443,"CMake":11311,"Shell":2594,"HLSL":2140},"source_url":"https://api.github.com/repos/Thorhax/F-Zero-NX-Modern/languages","evidence":"GitHub's official Languages API for https://github.com/Thorhax/F-Zero-NX-Modern reports 381,673 bytes of C, the largest category (80.7% of 472,802 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"f-zero-x-3ds-port","title":"F-Zero X 3DS Port","game":"F-Zero X","platform":"Nintendo 64 → New Nintendo 3DS / New Nintendo 2DS","kind":"Decompilation","status":"The maintainer reports playable New 3DS/New 2DS builds with median 59.6 FPS on tested hardware; heavy Expansion Kit packs can reduce performance.","summary":"Native New 3DS/2DS port built from the F-Zero X decompilation and G-Diffuser components. The README documents stereoscopic 3D, full audio, and touchscreen settings; it is not N64 emulation.","project_url":"https://github.com/cruxxxxxx/gdx-3ds","updated":"2026-10-15","strategy":"Decompilation-based native 3DS port using G-Diffuser components","language":"","source_available":"Public source and 3DS build instructions; requires supported N64 game and Expansion Kit data","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/cruxxxxxx/gdx-3ds"},{"label":"Maintainer README: New 3DS target, gameplay features, performance, and data requirements","url":"https://github.com/cruxxxxxx/gdx-3ds#readme"},{"label":"Maintainer build and release files","url":"https://github.com/cruxxxxxx/gdx-3ds/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2432637,"C++":2072437,"Python":497702,"CMake":77546,"Shell":26953,"PowerShell":2756},"source_url":"https://api.github.com/repos/cruxxxxxx/gdx-3ds/languages","evidence":"GitHub's official Languages API for https://github.com/cruxxxxxx/gdx-3ds reports 2,432,637 bytes of C, the largest category (47.6% of 5,110,031 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"f-zero-x-decomp","title":"F-Zero X Decompilation","game":"F-Zero X","platform":"Nintendo 64","kind":"Decompilation","status":"In progress; US, Japan, and PAL progress tracked","summary":"A game-specific N64 decompilation with separate progress tracking for US, Japanese, and PAL releases.","project_url":"https://github.com/inspectredc/fzerox","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/inspectredc/fzerox"},{"label":"Project README or evidence page","url":"https://github.com/inspectredc/fzerox/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/inspectredc/fzerox"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/inspectredc/fzerox/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6178426,"Python":82519,"Linker Script":66849,"Makefile":27971,"Assembly":3339,"BitBake":2956,"Shell":1238},"source_url":"https://api.github.com/repos/inspectredc/fzerox/languages","evidence":"GitHub's official Languages API for https://github.com/inspectredc/fzerox reports 6,178,426 bytes of C, the largest category (97.1% of 6,363,298 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"f-zero-x-g-diffuser-native-pc-port","title":"F-Zero X Native PC Port (G-Diffuser)","game":"F-Zero X (US rev0; optional 64DD Expansion Kit)","platform":"Nintendo 64 US rev0 ROM + optional 64DD Expansion Kit disk and IPL → Windows (Direct3D 11) and Linux (OpenGL)","kind":"Decompilation","status":"The maintainer README says all vanilla content and the Expansion Kit are playable start-to-finish. Stable release v1.1.0 was published 2026-08-30; the newer nightly 1.1.0-nightly.20261012.535abe9 was published 2026-10-13 and is explicitly untested manually.","summary":"A native PC source port built on the inspectredc/fzerox decompilation and libultraship runtime. It adds N64/64DD support, modern rendering and enhancement features; it does not run the game through an emulator or claim binary static recompilation.","project_url":"https://github.com/Zorkats/G-Diffuser","updated":"2026-10-16","strategy":"Decompilation-based native source port using libultraship; Windows Direct3D 11 and Linux OpenGL backends","language":"","source_available":"Public source under the repository MIT license; the GitHub API license field is NOASSERTION. Users supply their own F-Zero X ROM and, for Expansion Kit support, the required 64DD disk image and IPL ROM; generated game-derived data is not redistributable.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"F-Zero X N64/64DD decompilation-based PC port","target_type":"Game","sources":[{"label":"Maintainer README: supported platforms, playable status, required user files, implementation, and license note","url":"https://github.com/Zorkats/G-Diffuser#readme"},{"label":"Stable release v1.1.0 (2026-08-30)","url":"https://github.com/Zorkats/G-Diffuser/releases/tag/v1.1.0"},{"label":"Nightly prerelease 1.1.0-nightly.20261012.535abe9 (2026-10-13); release notes say nightlies are not manually tested","url":"https://github.com/Zorkats/G-Diffuser/releases/tag/nightly"},{"label":"MIT license for original project source and documentation","url":"https://github.com/Zorkats/G-Diffuser/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16 (license classifier reports NOASSERTION)","url":"https://api.github.com/repos/Zorkats/G-Diffuser"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/Zorkats/G-Diffuser/languages"},{"label":"Upstream F-Zero X decompilation","url":"https://github.com/inspectredc/fzerox"},{"label":"Current primary README","url":"https://github.com/Zorkats/G-Diffuser/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2481695,"C++":2030179,"Python":686071,"CMake":51862,"Shell":7868,"PowerShell":2799},"source_url":"https://api.github.com/repos/Zorkats/G-Diffuser/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"f-zero-x-switch-port","title":"F-Zero X Switch Port","game":"F-Zero X","platform":"Nintendo 64 → Nintendo Switch","kind":"Decompilation","status":"Switch port of G-Diffuser v1.0.1; user must supply N64 game data, 64DD BIOS, and Expansion Kit data, with generated .o2r files copied from PC. The README conflicts on the base revision: its Switch requirement says US Rev 1.0 while its Quick Start names a US Rev 0 input.","summary":"NX-Diffuser ports G-Diffuser to Switch; G-Diffuser is itself a decompilation-based source port using libultraship. This is a native NRO port, not a direct static recompilation of the original N64 binary.","project_url":"https://github.com/PalindromicBreadLoaf/NX-Diffuser","updated":"2026-10-15","strategy":"Decompilation-based native port of G-Diffuser to Switch","language":"","source_available":"Public source and Switch releases; user supplies the N64 ROM, 64DD BIOS, and Expansion Kit data","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/PalindromicBreadLoaf/NX-Diffuser"},{"label":"Maintainer README: upstream relationship, exact data requirements, feature parity, and NRO install","url":"https://github.com/PalindromicBreadLoaf/NX-Diffuser#readme"},{"label":"Maintainer Switch releases","url":"https://github.com/PalindromicBreadLoaf/NX-Diffuser/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2143000,"C++":1616409,"Python":479339,"CMake":48616,"Shell":5551,"PowerShell":2784},"source_url":"https://api.github.com/repos/PalindromicBreadLoaf/NX-Diffuser/languages","evidence":"GitHub's official Languages API for https://github.com/PalindromicBreadLoaf/NX-Diffuser reports 2,143,000 bytes of C, the largest category (49.9% of 4,295,699 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fable-2-xbox360-recomp","title":"Fable II Recompiled","game":"Fable II","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"v1.5.0 release; maintainer says the game can be completed but is not 100% complete. Linux builds are not available.","summary":"ReXGlue-based static recompilation of the Xbox 360 PowerPC code to C++; the README notes AI-assisted development and an in-progress Vulkan path.","project_url":"https://github.com/himdo/Fable-2-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/himdo/Fable-2-Recomp#readme"},{"label":"Latest project release (1.5.0)","url":"https://github.com/himdo/Fable-2-Recomp/releases/tag/1.5.0"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/himdo/Fable-2-Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/himdo/Fable-2-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":732972,"C#":158218,"Python":80053,"CMake":44174,"Batchfile":40413,"Lua":23895,"PowerShell":2291,"C":1970},"source_url":"https://api.github.com/repos/himdo/Fable-2-Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fable-2-xbox360-fable2recomp-project","title":"Fable II Xbox 360 Recompilation (Fable2Recomp Project)","game":"Fable II (Xbox 360 GOTY TU1)","platform":"Xbox 360 → Windows x64 and Linux x64 (documented CMake presets)","kind":"Recompilation","status":"Early work in progress with no release or verified boot/gameplay result documented. The README describes the project and ReXGlue build/code-generation steps; higher resolutions and frame rates are listed as plans.","summary":"A separate Fable II project using a ReXGlue static recompilation configuration and C++ hooks. The README identifies its base as Fable II GOTY TU1 and asks for local game assets in an assets folder for code generation; it does not specify the asset provenance or a checksum. The public repository tree contains project source/configuration but no game assets.","project_url":"https://github.com/Fable2Recomp/Fable2Recomp","updated":"2026-10-15","strategy":"Game-specific ReXGlue static recompilation configuration with C++ host hooks","language":"","source_available":"Public source/configuration; build requires local game assets for GOTY TU1; repository tree contains no game asset files and README does not document a dump checksum.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Independent Xbox 360 static recompilation WIP","target_type":"Game","sources":[{"label":"Maintainer README: exact base version, host targets, build method, and limits","url":"https://github.com/Fable2Recomp/Fable2Recomp#readme"},{"label":"GitHub repository tree showing project source/configuration without an assets directory","url":"https://github.com/Fable2Recomp/Fable2Recomp/tree/main"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Fable2Recomp/Fable2Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14968,"CMake":2320},"source_url":"https://api.github.com/repos/Fable2Recomp/Fable2Recomp/languages","evidence":"Official GitHub REST Languages API breakdown for Fable2Recomp/Fable2Recomp: source-code byte counts are {\"C++\": 14968, \"CMake\": 2320}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fable-the-lost-chapters-pc-decomp","title":"Fable: The Lost Chapters PC Decompilation","game":"Fable: The Lost Chapters","platform":"Windows PC (x86, 32-bit)","kind":"Decompilation","status":"Active research; the latest maintainer update is dated 2026-10-10. The published whole-project figures remain a September 7 snapshot (18,579 / 49,568 functions functionally or byte matched; 8,082 byte-identical). Recent local tests render a retail title sprite through recovered routines, but the authored frontend checkpoint does not establish that the reconstructed native engine boots or that the game is playable.","summary":"Native x86 decompilation work on the Windows PC edition of Fable: The Lost Chapters, using static analysis, symbol recovery, runtime instrumentation, and compiler reconstruction. The repository does not include game data or assets.","project_url":"https://github.com/BuffJesus/FableDecomp","updated":"2026-10-15","strategy":"Native x86 decompilation with runtime analysis and byte matching","language":"","source_available":"Public source repository; game data and assets are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows x86 PC decompilation; authored checkpoint is not a playable build","target_type":"Game","sources":[{"label":"Maintainer README: snapshot dates, current activity, and explicit runnable-state caveat","url":"https://github.com/BuffJesus/FableDecomp"},{"label":"GitHub repository language metadata","url":"https://api.github.com/repos/BuffJesus/FableDecomp"},{"label":"Maintainer native-status update","url":"https://github.com/BuffJesus/FableDecomp/blob/main/docs/NATIVE_STATUS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":45138685,"C":17970882,"PowerShell":6602047,"Python":2491714,"Lua":376480,"Java":263931,"Shell":2936,"C#":1912,"CMake":1201,"Batchfile":959},"source_url":"https://api.github.com/repos/BuffJesus/FableDecomp/languages","evidence":"GitHub's official repository Languages endpoint reports C++ as the largest language total for this repository.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-fairchild-channel-f","title":"Fairchild Channel F MiSTer Core","game":"Fairchild Channel F software and cartridges","platform":"Fairchild Channel F console on MiSTer FPGA","kind":"Emulator","status":"The runnable core is documented in the README and the upstream repository was last pushed 2025-09-15; GitHub returned no tagged release. The README explains controller operation and built-in Hockey/Tennis modes, but does not provide a current compatibility matrix or maintenance statement.","summary":"Verilog MiSTer FPGA core for the Fairchild Channel F console. README documents the distinctive joystick controls and two built-in games; cartridge-image distribution and rights are not resolved by the GPL-2.0 source license.","project_url":"https://github.com/MiSTer-devel/ChannelF_MiSTer","updated":"2025-09-15","strategy":"FPGA hardware emulation of the Fairchild Channel F console on MiSTer.","language":"","source_available":"Public GPL-2.0 source repository. GPL-2.0 source. Hockey and Tennis ROM programs are present in the core according to the README, with no separate rights statement found; cartridge images and their rights remain separate.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA console emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/ChannelF_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/ChannelF_MiSTer/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/ChannelF_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/ChannelF_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":313660,"VHDL":251705,"SystemVerilog":139921,"Tcl":22720},"source_url":"https://api.github.com/repos/MiSTer-devel/ChannelF_MiSTer/languages","evidence":"Official GitHub Languages API reports 313,660 bytes of Verilog as the largest language count (43.1% of 728,006 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fairy-tail-kardia-nds-decomp","title":"Fairy Tail: Kardia NDS Decompilation","game":"Fairy Tail: Kardia (Nintendo DS Japan TFTJ)","platform":"Nintendo DS Japan → matching C source","kind":"Decompilation","status":"Work in progress. The README’s 2026-10-15 report says 1.51% of code is matched (1,254 / 12,900 functions); data matching remains at 0%.","summary":"A matching-decompilation project for the Japanese Nintendo DS release, with generated per-function matching evidence.","project_url":"https://github.com/liolu/fairy-tail-kardia-decomp","updated":"2026-10-15","strategy":"Matching C decompilation with generated progress reports","language":"","source_available":"Public source repository; no game ROM or assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/liolu/fairy-tail-kardia-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/liolu/fairy-tail-kardia-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1433572,"Python":326137},"source_url":"https://api.github.com/repos/liolu/fairy-tail-kardia-decomp/languages","evidence":"GitHub's official Languages API for https://github.com/liolu/fairy-tail-kardia-decomp reports 1,433,572 bytes of C, the largest category (81.5% of 1,759,709 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fairy-tail-madoushi-nds-decomp","title":"Fairy Tail: Madoushi (Nintendo DS Japan) Decompilation","game":"Fairy Tail: Madoushi (Nintendo DS Japan)","platform":"Nintendo DS (Japan build, product code BH6J)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 1162/11097 functions matched (1.85% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Fairy Tail: Madoushi (Nintendo DS Japan), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/fairy-tail-madoushi-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/fairy-tail-madoushi-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/fairy-tail-madoushi-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1285350,"Python":326139},"source_url":"https://api.github.com/repos/liolu/fairy-tail-madoushi-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fallout-1-ce-ps3-native-port","title":"Fallout 1 Community Edition PS3 Port","game":"Fallout","platform":"PC Fallout 1 game data (GOG, Steam, or Epic copy) → native PlayStation 3 homebrew (PS3HEN; RPCS3 also supported)","kind":"Reimplementation","status":"Release v0.1.0 was published 2026-08-04. The maintainer reports that game logic, DAT archives, save/load, 640×480 rendering, music, sound, speech, MVE intro/cutscenes, controller input, and text entry work, and says the port was verified on a FAT PS3 with PS3HEN and in RPCS3. The hi-res patch is unsupported. The documented Docker/CMake/Make build produces separate PS3HEN and RPCS3 packages. Users provide their own Fallout 1 data from a PC installation; the packages do not include it. Last source push: 2026-08-05.","summary":"Cross-compiles the Fallout Community Edition PC game-engine reimplementation for the PlayStation 3 Cell PPU and uses an RSX-backed SDL2_PSL1GHT renderer. It is a native game-engine port, not an emulator; users supply the PC game data. The README documents physical PS3 and RPCS3 verification.","project_url":"https://github.com/akinozgen/fallout1-ce-ps3","updated":"2026-10-16","strategy":"Fallout Community Edition is cross-compiled to big-endian Cell PPU code with a PS3-native SDL2_PSL1GHT/RSX backend. A Docker image builds the toolchain, CMake builds the engine, and a Makefile packages the PS3HEN and RPCS3 variants.","language":"","source_available":"Public source repository. The game packages omit copyrighted game data, which users copy from a legal PC installation. GitHub detects no root repository license; vendored Fallout Community Edition code includes the upstream Sustainable Use License 1.0, which permits use and modification only for internal business purposes or personal/non-commercial use, and distribution only free of charge for non-commercial purposes.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Fallout Community Edition native PS3 engine port","target_type":"Game","sources":[{"label":"Maintainer README: native method, implemented systems, physical PS3/RPCS3 verification, data requirements, and build instructions","url":"https://github.com/akinozgen/fallout1-ce-ps3"},{"label":"Maintainer v0.1.0 release and installable PS3HEN/RPCS3 packages","url":"https://github.com/akinozgen/fallout1-ce-ps3/releases/tag/v0.1.0"},{"label":"Vendored upstream Fallout Community Edition license terms","url":"https://github.com/akinozgen/fallout1-ce-ps3/blob/main/fallout1-ce/LICENSE.md"},{"label":"GitHub repository metadata, including no root license declaration and last push date","url":"https://api.github.com/repos/akinozgen/fallout1-ce-ps3"},{"label":"GitHub Languages API repository-wide byte totals","url":"https://api.github.com/repos/akinozgen/fallout1-ce-ps3/languages"}],"media":[{"kind":"image","label":"Intro movie","url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/01-intro-movie.png","preview_url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/01-intro-movie.png","source_url":"https://github.com/akinozgen/fallout1-ce-ps3/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Main menu","url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/02-main-menu.png","preview_url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/02-main-menu.png","source_url":"https://github.com/akinozgen/fallout1-ce-ps3/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Character and inventory","url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/03-character-inventory.png","preview_url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/03-character-inventory.png","source_url":"https://github.com/akinozgen/fallout1-ce-ps3/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Gameplay","url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/04-gameplay.png","preview_url":"https://raw.githubusercontent.com/akinozgen/fallout1-ce-ps3/main/screenshots/04-gameplay.png","source_url":"https://github.com/akinozgen/fallout1-ce-ps3/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":32239,"Batchfile":720,"C":16620503,"C++":6552187,"CMake":321976,"Dockerfile":3814,"HTML":755,"Java":406301,"JavaScript":18010,"M4":295358,"Makefile":34616,"Metal":3691,"Objective-C":710387,"Objective-C++":1005,"Perl":96587,"Python":5275,"Shell":402668},"source_url":"https://api.github.com/repos/akinozgen/fallout1-ce-ps3/languages","evidence":"GitHub Languages API returned 17 language byte totals. C is largest at 16,620,503 bytes; C++ totals 6,552,187 bytes. The repository vendors SDL2_PSL1GHT and its PS3 toolchain, so the repository-wide map includes build/runtime dependencies as well as the port.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fallout-1-ce-psp-port","title":"Fallout 1 Community Edition PSP Port","game":"Fallout","platform":"Windows PC → PlayStation Portable","kind":"Reimplementation","status":"The maintainer labels the PSP build fully playable; the README reports about 10–20 FPS and lists known issues. A public EBOOT release is available; the README does not document a specific hardware test.","summary":"PSP port of Fallout Community Edition, a from-scratch C++ reimplementation of Fallout 1. It is a native PSP target and requires the user’s original Fallout game data.","project_url":"https://github.com/abduznik/fallout1-ce-psp","updated":"2026-10-15","strategy":"Native PSP platform port of a game reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Project README and PSP target","url":"https://github.com/abduznik/fallout1-ce-psp"},{"label":"Maintainer's PSP status and validation notes","url":"https://github.com/abduznik/fallout1-ce-psp/blob/main/STATUS.md"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/abduznik/fallout1-ce-psp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5049319,"Java":200917,"CMake":57665,"HTML":19718,"PowerShell":2645,"Python":2141,"Objective-C++":1005,"C":156},"source_url":"https://api.github.com/repos/abduznik/fallout1-ce-psp/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (5049319 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fallout2-ce-mobile","title":"Fallout 2 Community Edition mobile port","game":"Fallout 2","platform":"Windows PC → Android/iOS","kind":"Reimplementation","status":"The README documents Android APK installation and iOS IPA sideloading. Users must provide the original Fallout 2 game data; the repository does not publish minimum Android/iOS versions, CPU ABI requirements, or a device-test matrix.","summary":"Cross-platform engine reimplementation for Fallout 2 with documented Android and iOS installation paths. It runs with user-provided original Fallout 2 files; no commercial data is bundled. Device and OS compatibility limits are not stated in the mobile instructions.","project_url":"https://github.com/alexbatalov/fallout2-ce","updated":"2026-10-15","strategy":"Cross-platform engine reimplementation","language":"","source_available":"Public C++ source repository and mobile installation instructions; original Fallout 2 game files required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Android and iOS builds","target_type":"Game","sources":[{"label":"Fallout 2 Community Edition README and mobile install instructions","url":"https://github.com/alexbatalov/fallout2-ce"},{"label":"Android install section","url":"https://github.com/alexbatalov/fallout2-ce#android"},{"label":"iOS install section","url":"https://github.com/alexbatalov/fallout2-ce#ios"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/alexbatalov/fallout2-ce"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4641870,"Java":200922,"CMake":9783,"Objective-C++":1014,"C":483},"source_url":"https://api.github.com/repos/alexbatalov/fallout2-ce/languages","evidence":"GitHub's official Languages API for https://github.com/alexbatalov/fallout2-ce reports 4,641,870 bytes of C++, the largest category (95.6% of 4,854,072 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fallout2-ce-original-xbox-port","title":"Fallout 2 Community Edition Original Xbox Port (OXDK)","game":"Fallout 2","platform":"Fallout 2 Community Edition C++ engine → Original Xbox (OXDK, RXDK-SDL2x; XBE)","kind":"Reimplementation","status":"The maintainer reports that the Original Xbox build boots, plays the intro, reaches the main menu and character creator, and runs the Temple of Trials opening combat and scripts. Audio, music, voice, save/load round-trip, and worldmap play beyond the Temple are not working or not yet tested; sfall sources are stubbed. No release package is listed. Latest source push: 2026-06-03.","summary":"An Original Xbox port of Fallout 2 Community Edition, a clean-room C++17 engine reimplementation. The Xbox-specific layer mounts the XBE's install path, initializes RXDK-SDL2x video through D3D8, and adds platform configuration; the maintainer says most engine source remains unchanged. It builds an XBE with OXDK and requires the user's Fallout 2 data files, which are not included.","project_url":"https://github.com/MrMilenko/fallout2-ce-oxdk","updated":"2026-06-03","strategy":"Port of a clean-room C++17 game-engine reimplementation to Original Xbox using OXDK and RXDK-SDL2x, with a thin Xbox filesystem/video layer","language":"","source_available":"Public source under Sustainable Use License 1.0, which restricts use and distribution to non-commercial or personal purposes; the user supplies Fallout 2 game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Original Xbox port of a source-reimplemented PC game engine","target_type":"Game","sources":[{"label":"Maintainer README: port method, XBE build, reported working and incomplete features, and user-supplied game data","url":"https://github.com/MrMilenko/fallout2-ce-oxdk"},{"label":"Maintainer license text","url":"https://github.com/MrMilenko/fallout2-ce-oxdk/blob/main/LICENSE.md"},{"label":"Upstream Fallout 2 Community Edition engine","url":"https://github.com/alexbatalov/fallout2-ce"},{"label":"GitHub repository metadata: latest source push, license metadata and primary language","url":"https://api.github.com/repos/MrMilenko/fallout2-ce-oxdk"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/MrMilenko/fallout2-ce-oxdk/languages"},{"label":"GitHub releases page; no release listed on 2026-10-16","url":"https://github.com/MrMilenko/fallout2-ce-oxdk/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5362005,"Java":211975,"CMake":26070,"C":7018,"Makefile":2227,"Shell":2050,"Objective-C++":1014},"source_url":"https://api.github.com/repos/MrMilenko/fallout2-ce-oxdk/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 5,362,005 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fallout-ce-mobile","title":"Fallout Community Edition mobile port","game":"Fallout","platform":"Windows PC → Android/iOS","kind":"Reimplementation","status":"The README documents Android APK installation and iOS IPA sideloading. Users must provide the original Fallout game data; the repository does not publish minimum Android/iOS versions, CPU ABI requirements, or a device-test matrix.","summary":"Cross-platform engine reimplementation for Fallout with documented Android and iOS installation paths. It runs with user-provided original Fallout files; no commercial data is bundled. Device and OS compatibility limits are not stated in the mobile instructions.","project_url":"https://github.com/alexbatalov/fallout1-ce","updated":"2026-10-15","strategy":"Cross-platform engine reimplementation","language":"","source_available":"Public C++ source repository and mobile installation instructions; original Fallout game files required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Android and iOS builds","target_type":"Game","sources":[{"label":"Fallout Community Edition README and mobile install instructions","url":"https://github.com/alexbatalov/fallout1-ce"},{"label":"Android install section","url":"https://github.com/alexbatalov/fallout1-ce#android"},{"label":"iOS install section","url":"https://github.com/alexbatalov/fallout1-ce#ios"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/alexbatalov/fallout1-ce"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5013632,"Java":200917,"CMake":56978,"Objective-C++":1005,"C":156},"source_url":"https://api.github.com/repos/alexbatalov/fallout1-ce/languages","evidence":"GitHub's official Languages API for https://github.com/alexbatalov/fallout1-ce reports 5,013,632 bytes of C++, the largest category (95.1% of 5,272,688 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fallout-2-ce-ps4-native-port","title":"Fallout II Community Edition PS4 Port","game":"Fallout 2 (Fallout 2 Community Edition)","platform":"Fallout 2 Community Edition source / user-owned PC game data → native PlayStation 4","kind":"Reimplementation","status":"Experimental but reported fully playable; build-20 was published 2026-10-15. The maintainer describes a native sceVideoOut renderer, DualShock 4 controls, save/load and real-console testing. The port was largely AI-assisted according to its author. Requires user-supplied GOG/Steam game data.","summary":"Native PS4 port of the Fallout 2 Community Edition engine, adding PS4 input and an optional native sceVideoOut renderer that avoids Sony Piglet/GLES system modules. It runs user-supplied Fallout 2 data; no commercial game content is included.","project_url":"https://github.com/jaca772/fallout2-ce-ps4","updated":"2026-10-16","strategy":"Native source-engine port with PS4-specific renderer, controls and homebrew packaging","language":"","source_available":"Public source and build-20 release. GitHub reports no recognized repository license (NOASSERTION); a LICENSE.md exists but its applicable terms were not confirmed. User-supplied commercial game data required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Fallout 2 Community Edition native PS4 port","target_type":"Game","sources":[{"label":"Maintainer repository / README: build, game-data requirement, license metadata","url":"https://github.com/jaca772/fallout2-ce-ps4"},{"label":"Maintainer Reddit post: native PS4 port, gameplay controls, native renderer and AI-assistance disclosure (2026-07-12; updated later)","url":"https://www.reddit.com/r/ps4homebrew/comments/1uusmtt/fallout_2_native_port_for_ps4_fallout2ce_fully/"},{"label":"GitHub build-20 release (2026-10-15)","url":"https://github.com/jaca772/fallout2-ce-ps4/releases"},{"label":"GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/jaca772/fallout2-ce-ps4/languages"},{"label":"Current primary README","url":"https://github.com/jaca772/fallout2-ce-ps4/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/jaca772/fallout2-ce-ps4"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/jaca772/fallout2-ce-ps4/releases/tag/build-20"}],"media":[{"kind":"image","label":"Fallout II Community Edition RobCo boot menu with mod selection","url":"https://raw.githubusercontent.com/jaca772/fallout2-ce-ps4/main/docs/images/boot_menu.png","preview_url":"https://raw.githubusercontent.com/jaca772/fallout2-ce-ps4/main/docs/images/boot_menu.png","source_url":"https://github.com/jaca772/fallout2-ce-ps4/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":209991,"C":13186,"CMake":12431,"Shell":6565,"Linker Script":2595},"source_url":"https://api.github.com/repos/jaca772/fallout2-ce-ps4/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fallout-new-vegas-nv-rs","title":"Fallout: New Vegas Engine Reimplementation (nv-rs)","game":"Fallout: New Vegas","platform":"Windows PC → Windows (experimental)","kind":"Reimplementation","status":"Experimental and playable in sections: opening/character creation, Goodsprings, and two quests are running; full playthrough, Linux/macOS and save loading are not complete. Latest experimental release 2026-10-03.","summary":"Windows-only at present; owner says roughly a quarter of the original game code has been ported and tested in-engine.","project_url":"https://github.com/slaterain/nv-rs","updated":"2026-10-15","strategy":"New Rust/Bevy engine that reads the original game’s plugins, meshes, textures, sounds and menus and reimplements behavior.","language":"Rust","source_available":"Public source repository (Apache-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"New rust/bevy engine that reads the original game’s plugins, meshes, textures, sounds and menus and ","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/slaterain/nv-rs"},{"label":"Verified release or build","url":"https://github.com/slaterain/nv-rs/releases/tag/experimental-2026-10-03.2"},{"label":"Project owner releases","url":"https://github.com/slaterain/nv-rs/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/slaterain/nv-rs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":68148072,"Java":233213,"Python":122965,"WGSL":104067,"Shell":59557,"C":41026,"PowerShell":19559,"Batchfile":1076,"RenderScript":524},"source_url":"https://api.github.com/repos/slaterain/nv-rs/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 68,148,072 bytes; the manifest breakdown contains all 9 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fallout-new-vegas-macos-arm64-static-recomp","title":"Fallout: New Vegas Windows x86 to Apple Silicon Static Recompilation","game":"Fallout: New Vegas","platform":"Windows PC x86 32-bit (user-supplied DRM-free executable; exact revision unreported) → native Apple Silicon macOS arm64 with Metal","kind":"Recompilation","status":"The maintainer reports Fallout: New Vegas running natively on Apple Silicon after ahead-of-time translation of the full executable (93,500 functions). A recorded one-hour scripted run crossed 13 world cells without crashes; the README reports 8,767 of 8,830 testable leaf functions matching exactly in differential tests. DirectSound audio, Bink video, gamepad support, the fixed-function rendering pipeline, and NVSE/script-extender mods remain unfinished. The tested executable revision is not identified, and no GitHub release is published (checked 2026-10-16).","summary":"Uses Ghidra to lift x86 instructions to P-code, emits C per function, and compiles that code for Apple Silicon. A native host supplies Win32/COM shims and maps Direct3D 9 rendering to Metal; shader models 1–3 are translated to Metal Shading Language at runtime, with embedded Unicorn as a safety fallback for code not translated. The repository contains tools only: users supply a legally purchased, unencrypted 32-bit Windows executable, and game-derived output stays local.","project_url":"https://github.com/thetheoryofR/Fallout-NV-MacOS","updated":"2026-10-16","strategy":"Ahead-of-time Windows x86 machine-code lifting to C, with native Apple Silicon runtime shims and Direct3D 9-to-Metal rendering.","language":"","source_available":"Public MIT-licensed tool source; the repository excludes game code/assets and generated output. A legally purchased, unencrypted 32-bit Windows game executable is required; generated code and libraries remain local.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows x86 static recompilation / Apple Silicon native game port","target_type":"Game","sources":[{"label":"Maintainer README: method, native gameplay report, tests, supported host, limitations, and source handling","url":"https://github.com/thetheoryofR/Fallout-NV-MacOS"},{"label":"Maintainer design notes for the P-code lifter and host runtime","url":"https://github.com/thetheoryofR/Fallout-NV-MacOS/blob/main/docs/DESIGN.md"},{"label":"Repository MIT license (covers tool code only)","url":"https://github.com/thetheoryofR/Fallout-NV-MacOS/blob/main/LICENSE"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/thetheoryofR/Fallout-NV-MacOS"},{"label":"GitHub Languages API exact byte totals","url":"https://api.github.com/repos/thetheoryofR/Fallout-NV-MacOS/languages"},{"label":"GitHub releases listing; no release present at verification","url":"https://github.com/thetheoryofR/Fallout-NV-MacOS/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":247085,"Objective-C":80409,"Python":78740,"Java":34350,"Shell":2977},"source_url":"https://api.github.com/repos/thetheoryofR/Fallout-NV-MacOS/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. C is largest (247,085 of 443,561 recognized bytes, 55.7%); the totals cover all repository files and do not isolate game-specific code or the macOS build.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fallout-new-vegas-xbox360-windows-renevada-recomp","title":"Fallout: New Vegas Xbox 360 ReXGlue Recompilation (reNEVADA360)","game":"Fallout: New Vegas","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Very early, no player-ready release. The maintainer reports one launch after kernel/filesystem and Xenos work, but says an executable will be released only after it becomes minimally playable.","summary":"ReXGlue 0.10 static recompilation target for Fallout: New Vegas U.S. retail plus Ultimate Edition. The repository says the user must supply a complete U.S. copy and contains no game assets. It does not publish a title/media ID or XEX hash. MIT licensed. Distinct from the unrelated Windows engine reimplementation `nv-rs` already catalogued.","project_url":"https://github.com/RedZeroGotcha/reNEVADA360","updated":"2026-10-12","strategy":"ReXGlue Xbox 360 PowerPC static recompilation with Windows host runtime","language":"","source_available":"Public early-stage source and build instructions; user supplies a complete U.S. base game/Ultimate Edition; no game data included; MIT license.","first_found":"2026-10-16","project_started":"2026-09-08","programming_language":"C++","subtype":"Experimental Xbox 360 recompilation bring-up","target_type":"Game","sources":[{"label":"Maintainer README: supported U.S. release/Ultimate Edition, current launch milestone, and no-release status","url":"https://github.com/RedZeroGotcha/reNEVADA360/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/RedZeroGotcha/reNEVADA360"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"CMake":498,"Python":1871,"C++":13146},"source_url":"https://api.github.com/repos/RedZeroGotcha/reNEVADA360/languages","evidence":"Official GitHub Repository.languages API byte counts: 13,146 bytes of C++, the largest total (84.7% of 15,515 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"famicom-detective-club-missing-heir-dx-en","title":"Famicom Detective Club: The Missing Heir DX English Translation and NES Port","game":"Famicom Detective Club: The Missing Heir","platform":"Famicom Disk System → NES/MMC5 cartridge","kind":"Fan Localization","status":"Complete v1.0 English translation and NES port released 2026-10-04. The project page reports both parts translated and new graphics/QOL work.","summary":"English localization and port of the Famicom Disk System adventure to an NES/MMC5 cartridge build. The released patch adds new character/title graphics and applies to a user-owned four-side FDS dump.","project_url":"https://www.romhackplaza.org/translations/famicom-detective-club-the-missing-heir-dx-english-translation-nes-port-english-translation-family-computer-disk-system","updated":"2026-10-04","strategy":"Fan translation patch","language":"English","source_available":"RomhackPlaza provides a BPS patch; requires the user’s four-side Japanese FDS dump. No game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"FDS-to-NES fan localization port","target_type":"Game","sources":[{"label":"RomhackPlaza project entry: v1.0 release, translated coverage, FDS-to-NES/MMC5 port and patch instructions","url":"https://www.romhackplaza.org/translations/famicom-detective-club-the-missing-heir-dx-english-translation-nes-port-english-translation-family-computer-disk-system"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/famicom-detective-club-the-missing-heir-dx-english-translation-nes-port-english-translation-family-computer-disk-system","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"famicom-jump-ii-multilingual-patchclan","title":"Famicom Jump II: Saikyou no 7 Nin — Patch Clan Multilingual Translation","game":"Famicom Jump II: Saikyou no 7 Nin","platform":"Famicom / Nintendo Entertainment System","kind":"Fan Localization","status":"Beta; English, Portuguese, and Spanish IPS patches were posted 2026-09-07. The project page says a recorded full-game playthrough remains before final release.","summary":"Patch Clan's three-language fan localization of the Japanese Famicom RPG, with separate English, Portuguese, and Spanish IPS patches. The maintainers mark the project beta while the final playthrough is pending.","project_url":"https://www.patchclan.com/#/jogo/famicom-jump-2","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patches","language":"English, Portuguese, Spanish","source_available":"The first-party project page identifies three IPS patches, the clean Japanese ROM and MD5, and the beta/full-playthrough status. Patch Clan routes beta downloads to its Patreon; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: three language patches, source ROM checksum, and beta/playthrough status","url":"https://www.patchclan.com/#/jogo/famicom-jump-2"},{"label":"Patch Clan Patreon, used by the site for beta patch downloads","url":"https://www.patreon.com/patchclan"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/famicom-jump-2","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Famicom Jump II: Saikyou no 7 Nin — Patch Clan Multilingual Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Famicom Jump II: Saikyou no 7 Nin — Patch Clan Multilingual Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"famicom-jump-heroes-history-definitive-edition","title":"Famicom Jump: Heroes History — Definitive Edition","game":"Famicom Jump: Heroes History","platform":"Famicom / Nintendo Entertainment System","kind":"Fan Localization","status":"Beta v2.0 build 1; English, Brazilian Portuguese, and Latin American Spanish IPS patches updated 2026-10-05.","summary":"Patch Clan and BlackPaladin's Definitive Edition builds on BlackPaladin's English translation and adds Brazilian Portuguese and Latin American Spanish translations, plus gameplay and interface improvements. Each IPS targets the clean Japanese ROM.","project_url":"https://www.patchclan.com/#/jogo/famicom-jump-1","updated":"2026-10-16","strategy":"Game-specific fan localization patches with interface and gameplay improvements","language":"English, Brazilian Portuguese, Latin American Spanish","source_available":"Patch Clan lists three IPS files, the Japanese source ROM name and MD5, and patch instructions. The beta files are linked through the project Patreon post; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: translation partnership, languages, beta, IPS files, and Japanese source ROM checksum","url":"https://www.patchclan.com/#/jogo/famicom-jump-1"},{"label":"Patch Clan Patreon post for Definitive Edition beta patches","url":"https://www.patreon.com/patchclan/posts/famicom-jump-171676028?pr=true"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/famicom-jump-1","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Famicom Jump: Heroes History — Definitive Edition. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Famicom Jump: Heroes History — Definitive Edition do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"family-guy-quest-for-stuff-desktop-recomp","title":"Family Guy: The Quest for Stuff Desktop Recompilation (FGRecomp)","game":"Family Guy: The Quest for Stuff (Android ARM64 client; exact build not stated)","platform":"Android ARM64 → native x86-64 desktop host (OS-specific gameplay validation not reported)","kind":"Recompilation","status":"Experimental and early: the maintainer reports 100% of instructions and 99.8% of functions lifted, all 1,202 static constructors running, and the game reaching its own loading screen. There is no JNI bridge or demonstrated gameplay and no GitHub release.","summary":"A game-specific Android-to-desktop static recompilation built on androidrecomp. It lifts the ARM64 cocos2d-x-derived engine to C and replaces the Android host with desktop POSIX/OpenGL/JNI-facing components. It currently demonstrates engine startup rather than a playable game; users provide their own APK and assets.","project_url":"https://github.com/sp00nznet/fgrecomp","updated":"2026-09-06","strategy":"Static ARM64-to-C recompilation plus the shared Bionic/JNI/graphics desktop runtime.","language":"","source_available":"Public MIT-licensed port source and build configuration; no game binaries or assets are distributed. User-supplied APK required.","first_found":"2026-10-16","project_started":null,"programming_language":"CMake","subtype":"Android-to-desktop game static recompilation; engine startup only","target_type":"Game","sources":[{"label":"Maintainer README: method, target engine, lifting metrics, current loading-screen status, and no-JNI limitation","url":"https://github.com/sp00nznet/fgrecomp"},{"label":"MIT license","url":"https://github.com/sp00nznet/fgrecomp/blob/main/LICENSE"},{"label":"GitHub metadata: creation, latest push, and license classifier","url":"https://api.github.com/repos/sp00nznet/fgrecomp"},{"label":"GitHub Releases; none listed when checked 2026-10-16","url":"https://github.com/sp00nznet/fgrecomp/releases"},{"label":"GitHub Languages API byte totals (repository contains CMake only)","url":"https://api.github.com/repos/sp00nznet/fgrecomp/languages"},{"label":"Shared static-lifting/runtime toolkit","url":"https://github.com/sp00nznet/androidrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":492},"source_url":"https://api.github.com/repos/sp00nznet/fgrecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; CMake is the largest bucket at 492 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"family-size-vm-nes-emulator","title":"Family Size VM","game":"Nintendo Entertainment System software","platform":"NES → SDL2 desktop GUI and headless test frontends; host OS targets are not specified in the README","kind":"Emulator","status":"Experimental emulator. Codeberg lists release v0.01 (2026-02-09); repository metadata was updated 2026-10-16.","summary":"An experimental NES emulator with an SDL2 interactive frontend and a headless frontend for automated ROM testing. The README documents controller configuration and battery-backed SRAM saves.","project_url":"https://codeberg.org/pinobatch/family-size-vm","updated":"2026-10-16","strategy":"Software emulation of NES hardware, with SDL2 GUI and headless automated-test frontends.","language":"","source_available":"Public MPL-2.0 source repository; the README provides build and usage instructions.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Entertainment System emulator","target_type":"Software","sources":[{"label":"Maintainer README: experimental status, frontends, controls, and save behavior","url":"https://codeberg.org/pinobatch/family-size-vm/src/branch/main/README.md"},{"label":"Codeberg project metadata: description, default branch, and last update","url":"https://codeberg.org/api/v1/repos/pinobatch/family-size-vm"},{"label":"Codeberg language byte totals","url":"https://codeberg.org/api/v1/repos/pinobatch/family-size-vm/languages"},{"label":"Release v0.01 (2026-02-09)","url":"https://codeberg.org/pinobatch/family-size-vm/releases/tag/v0.01"},{"label":"Project license (MPL-2.0)","url":"https://codeberg.org/pinobatch/family-size-vm/src/branch/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":505507,"Python":7894,"Shell":2927},"source_url":"https://codeberg.org/api/v1/repos/pinobatch/family-size-vm/languages","evidence":"Official Codeberg/Forgejo repository Languages API returned HTTP 200 on 2026-10-16; the exact response reports 505,507 bytes of C, the largest category, out of 516,328 recognized-language bytes (97.9%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"famistudio-mobile","title":"FamiStudio Android and iOS apps","game":"FamiStudio NES/Famicom music editor","platform":"Windows/macOS/Linux PC → Android/iOS","kind":"Reimplementation","status":"Official Android and iOS store versions are listed, with direct Android APK downloads. The changelog states Android requires OpenGL ES 2.0; a historical build note says the Android SDK level was upgraded to API 33, which is not a stated minimum runtime API. Current OS/ABI floors and device-model tests are not published in the cited pages.","summary":"Cross-platform mobile version of the desktop NES/Famicom music editor. The Android app requires an OpenGL ES 2.0-capable device; users edit their own music projects, with no proprietary PC game assets needed. The public source is C#.","project_url":"https://github.com/BleuBleu/FamiStudio","updated":"2026-10-15","strategy":"Cross-platform native mobile app port of a desktop music editor","language":"","source_available":"Public C# source repository, Android APK, and official Android/iOS store listings; no game data is required","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Native Android and iOS application","target_type":"Software","sources":[{"label":"Project source and mobile build notes","url":"https://github.com/BleuBleu/FamiStudio"},{"label":"Official download and current mobile release links","url":"https://famistudio.org/"},{"label":"Official iOS App Store listing","url":"https://apps.apple.com/us/app/famistudio/id6741355257"},{"label":"Official Android Play Store listing","url":"https://play.google.com/store/apps/details?id=org.famistudio"},{"label":"Official changelog with Android GLES 2.0 requirement and SDK-level history","url":"https://famistudio.org/doc/changelog/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":4165409,"Assembly":1654076,"Batchfile":82953,"NWScript":75414,"C":20867,"Shell":13383,"HTML":7546,"GLSL":5165,"PowerShell":1590},"source_url":"https://api.github.com/repos/BleuBleu/FamiStudio/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C# is the largest category (4165409 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xbox-mcpx-fancy-mouse-boot-rom","title":"Fancy Mouse Free Xbox MCPX Boot ROM","game":"Microsoft Xbox MCPX boot ROM (1BL)","platform":"Microsoft Xbox MCPX boot ROM → free 512-byte x86 bootstrap for original Xbox consoles","kind":"Reimplementation","status":"The latest listed release is v0.9.0 (2024-11-17). The README documents two builds for original Xbox BIOS kernel generations before 4817 and 4817 or later, plus support for the free Cromwell BIOS; it is a separate first-stage boot-ROM project, not the BIOS itself.","summary":"A from-scratch, 512-byte MCPX boot-ROM implementation that initializes the original Xbox, validates and hands off to the console BIOS, and avoids Microsoft-copyrighted code according to its README. It requires compatible original Xbox hardware and a separately supplied BIOS; the source README states that the project is distributed under GPL terms.","project_url":"https://github.com/SnowyMouse/fancy-mouse-boot-rom","updated":"2026-10-16","strategy":"Reverse-engineered first-stage boot ROM reimplementation","language":"","source_available":"Public source and prebuilt ROM images; GPL terms stated by project README","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Console boot ROM","target_type":"Software","sources":[{"label":"Project README, supported Xbox BIOS generations, and build instructions","url":"https://github.com/SnowyMouse/fancy-mouse-boot-rom"},{"label":"Latest project release v0.9.0","url":"https://github.com/SnowyMouse/fancy-mouse-boot-rom/releases/tag/0.9.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":11997,"Makefile":2060},"source_url":"https://api.github.com/repos/SnowyMouse/fancy-mouse-boot-rom/languages","evidence":"Official GitHub REST Languages API breakdown for SnowyMouse/fancy-mouse-boot-rom: source-code bytes are {\"Assembly\": 11997, \"Makefile\": 2060}. The largest byte-count language is Assembly; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"farm-frenzy-nds-decomp","title":"Farm Frenzy (Nintendo DS USA) Decompilation","game":"Farm Frenzy (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code BFZE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 558/1209 functions matched (11.58% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Farm Frenzy (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/farm-frenzy-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/farm-frenzy-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/farm-frenzy-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":326131,"C":289670},"source_url":"https://api.github.com/repos/liolu/farm-frenzy-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is Python, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"farming-simulator-15-engine-reconstruction","title":"Farming Simulator 15 Engine Reconstruction","game":"Farming Simulator 15 (Windows version 1.4.2.0)","platform":"Windows x86 game and GIANTS Engine 6 → experimental native host/runtime","kind":"Reimplementation","status":"Early component reconstruction. The maintainer reports the original GIANTS Engine 6 path reaches the menu and Bjornholm with 104 recovered-source helper comparisons passing; the experimental reconstructed-engine path and full farming simulation remain incomplete.","summary":"Reverse engineering and component reconstruction for a locally installed game build; this is not a complete game rebuild.","project_url":"https://github.com/nat649/fs15-reconstruction","updated":"2026-10-15","strategy":"Native component and engine reconstruction with recovered scripts and routines","language":"","source_available":"Public source/tooling repository; original game files, recovered game sources, raw decompiler exports, and asset packages are kept local; the user needs version 1.4.2.0.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows PC game-engine reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/nat649/fs15-reconstruction"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/nat649/fs15-reconstruction/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":617071,"Python":579647,"Lua":86461,"C":65535,"C#":54457,"PowerShell":37946,"Java":29317,"CMake":19873,"Batchfile":230},"source_url":"https://api.github.com/repos/nat649/fs15-reconstruction/languages","evidence":"GitHub's official Languages API for https://github.com/nat649/fs15-reconstruction reports 617,071 bytes of C++, the largest category (41.4% of 1,490,537 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fasttracker-ii-desktop-clone","title":"FastTracker II Clone","game":"FastTracker II for MS-DOS (specific original release not pinned)","platform":"FastTracker II for MS-DOS → portable C/SDL2 application for Windows 7 SP1+, macOS 10.11+ (Intel and Apple silicon), and Linux x86-64 packages or source builds","kind":"Reimplementation","status":"The maintainer's download page lists clone v2.26 dated 2026-10-15. It provides Windows and universal macOS builds and links Linux amd64 packages; the maintainer does not support those Linux packages and warns that compiling can depend on the distribution and GCC version. The repository README describes the result as a highly accurate clone, not a full compatibility guarantee.","summary":"A portable desktop clone of the classic MS-DOS FastTracker II music tracker. The C/SDL2 application adds newer sample-editing and import features; its author says the XM player is directly ported from the original source with permission and that the code combines original and new code.","project_url":"https://github.com/8bitbubsy/ft2-clone","updated":"2026-10-15","strategy":"Portable C/SDL2 application that recreates the FastTracker II tracker; selected player code is ported from the original source with permission","language":"","source_available":"Public GitHub source under BSD-3-Clause; the README attributes some code to the original FastTracker II source and says the port is used with permission","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Desktop music tracker / application clone","target_type":"Software","sources":[{"label":"Maintainer README: target application, ported XM player, clone scope, source lineage, and Linux build caveat","url":"https://github.com/8bitbubsy/ft2-clone/blob/master/README.md"},{"label":"Maintainer download page: v2.26 release date, supported Windows/macOS builds, and Linux package caveat","url":"https://16-bits.org/ft2.php"},{"label":"GitHub repository metadata checked 2026-10-15: public, non-fork, unarchived repository and latest push","url":"https://api.github.com/repos/8bitbubsy/ft2-clone"},{"label":"GitHub language breakdown for the source repository checked 2026-10-15","url":"https://api.github.com/repos/8bitbubsy/ft2-clone/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7930698,"C++":283636,"Objective-C":23045,"CMake":7296,"Shell":7069,"Batchfile":30},"source_url":"https://api.github.com/repos/8bitbubsy/ft2-clone/languages","evidence":"GitHub's official Languages API for https://github.com/8bitbubsy/ft2-clone reports 7,930,698 bytes of C, the largest category (96.1% of 8,251,774 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fatal-frame-ps2-decomp","title":"Fatal Frame / Project Zero PS2 Decompilation","game":"Fatal Frame (Project Zero / Zero)","platform":"PlayStation 2 (US SLUS_203.88; Europe SLES_508.21; Japan SLPS_250.74)","kind":"Decompilation","status":"Work in progress; the README lists US, European, and Japanese target executables but provides no numerical progress figure.","summary":"Matching PS2 decompilation for the US Fatal Frame, European Project Zero, and Japanese Zero executables. Public C source is paired with assembly fallbacks; users provide their own game files.","project_url":"https://github.com/Mikompilation/Himuro","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Mikompilation/Himuro"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/Mikompilation/Himuro/blob/adcc35fb4602726ca9a692f2289bec816ce112db/README.md"},{"label":"Latest default-branch commit at check (adcc35f)","url":"https://github.com/Mikompilation/Himuro/commit/adcc35fb4602726ca9a692f2289bec816ce112db"},{"label":"US progress report","url":"https://decomp.dev/Mikompilation/Himuro/SLUS_203.88"},{"label":"EU progress report","url":"https://decomp.dev/Mikompilation/Himuro/SLES_508.21"},{"label":"JP progress report","url":"https://decomp.dev/Mikompilation/Himuro/SLPS_250.74"},{"label":"Latest published release: 100% Matching (2026-03-24)","url":"https://github.com/Mikompilation/Himuro/releases/tag/FullMatch"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/Mikompilation/Himuro/languages"},{"label":"Project README: regional executables and build inputs","url":"https://github.com/Mikompilation/Himuro#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Mikompilation/Himuro"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4806543,"Python":174159,"Makefile":7914,"PHP":258},"source_url":"https://api.github.com/repos/Mikompilation/Himuro/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 4,806,543 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fate-unlimited-codes-ps2-japan-decomp","title":"Fate/unlimited codes PS2 Japan Decompilation","game":"Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08)","platform":"PlayStation 2 Japan → matching C source","kind":"Decompilation","status":"Work in progress. The README reports 537 / 5,831 game functions matched (0.65%); the target is Japan SLPM_551.08. Much of the source was AI-drafted, but accepted functions are rebuilt byte-for-byte by the pinned toolchain.","summary":"A matching decompilation of the Japanese PS2 release, separate from the European PSP static-recompilation target.","project_url":"https://github.com/Harskov/fate-unlimited-codes-jp","updated":"2026-10-15","strategy":"Matching C decompilation with pinned-toolchain byte checks","language":"","source_available":"Public CC0 source repository; no game assets or executable are included and the user supplies their own copy.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 Japan matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/Harskov/fate-unlimited-codes-jp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Harskov/fate-unlimited-codes-jp/languages"},{"label":"Generated byte-match progress","url":"https://bytematch.dev/Harskov/fate-unlimited-codes-jp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":256065,"Python":103368,"BitBake":1403},"source_url":"https://api.github.com/repos/Harskov/fate-unlimited-codes-jp/languages","evidence":"GitHub's official Languages API for https://github.com/Harskov/fate-unlimited-codes-jp reports 256,065 bytes of C, the largest category (71.0% of 360,836 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fate-unlimited-codes-psp-recomp","title":"Fate/unlimited codes PSP Static Recompilation","game":"Fate/unlimited codes (PSP European release NPEH00007, disc v1.01)","platform":"PlayStation Portable → Windows x64","kind":"Recompilation","status":"Public v0.0.5 build establishes the PSP gameplay base; README marks that base OK while noting battle voice gain still needs correction. The planned PS2 asset replacement is in progress, PS2 controls and online play remain planned, and the current native build is Windows-only.","summary":"Hybrid native Windows project with the PSP version as its current static-recompilation/gameplay base; PS2 assets and controls are future work. Uses a modified PSPRecomp pipeline and generates the user’s executable locally.","project_url":"https://github.com/elprogramadorloco-arch/fuc-recomp","updated":"2026-10-15","strategy":"Uses a project-specific modified PSPRecomp pipeline to statically recompile the decrypted PSP EBOOT into native Windows x64 code; PPSSPP is a user-supplied preparation tool only, not a runtime emulator.","language":"C++","source_available":"Public source and source-only releases; user supplies the European PSP ISO, fonts and official PPSSPP portable archive and generates a private local binary.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PSP static recompilation to Windows x64","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/elprogramadorloco-arch/fuc-recomp"},{"label":"Latest published release","url":"https://github.com/elprogramadorloco-arch/fuc-recomp/releases/tag/v0.0.5"},{"label":"Maintainer WIP announcement in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1w4veoy/wip_fateunlimited_codes_recomp_psp_static/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1149015,"PowerShell":56896,"CMake":10441,"Java":1714,"Batchfile":289},"source_url":"https://api.github.com/repos/elprogramadorloco-arch/fuc-recomp/languages","evidence":"GitHub's official Languages API for https://github.com/elprogramadorloco-arch/fuc-recomp reports 1,149,015 bytes of C++, the largest category (94.3% of 1,218,355 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"faudio-xaudio-api-reimplementation","title":"FAudio","game":"Windows and Xbox software using XAudio2, X3DAudio, XAPO, or XACT3 (multi-title)","platform":"Microsoft XAudio2/X3DAudio/XAPO/XACT3 interfaces → FAudio backed by SDL 3 audio; upstream documents builds for Linux, macOS, Windows, iOS/tvOS, and Xbox GDK. It is a library for application/runtime integration, not a drop-in DLL that independently runs arbitrary Windows binaries.","kind":"API Translation","status":"Active; release 26.10 was published 2026-10-01. The repository describes accuracy-focused API tests and identifies XAudio2, X3DAudio, XAPO, and XACT3 implementations. Current upstream build instructions require SDL 3.2.0 or newer.","summary":"A cross-platform, accuracy-focused implementation of Microsoft's XAudio2, X3DAudio, XAPO, and XACT3 audio interfaces. FAudio provides an open audio backend used by FNA and incorporated into Wine/Proton stacks; it does not itself translate a complete Windows operating system or graphics API.","project_url":"https://github.com/FNA-XNA/FAudio","updated":"2026-10-01","strategy":"XAudio2/X3DAudio/XAPO/XACT3 API reimplementation over SDL 3 audio","language":"","source_available":"Public source under the zlib license; game or application content is not bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Cross-platform DirectX audio API implementation","target_type":"Software","sources":[{"label":"Maintainer README: supported APIs, purpose, build targets, and zlib license","url":"https://github.com/FNA-XNA/FAudio/blob/master/README"},{"label":"Latest upstream release 26.10","url":"https://github.com/FNA-XNA/FAudio/releases/tag/26.10"},{"label":"Project license","url":"https://github.com/FNA-XNA/FAudio/blob/master/LICENSE"},{"label":"Official repository API: activity, language, stars, and forks snapshot","url":"https://api.github.com/repos/FNA-XNA/FAudio"},{"label":"Official repository language byte breakdown","url":"https://api.github.com/repos/FNA-XNA/FAudio/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1810727,"C":1561756,"C#":80546,"CMake":25141,"Makefile":510},"source_url":"https://api.github.com/repos/FNA-XNA/FAudio/languages","evidence":"Official GitHub Languages endpoint byte counts; C++ is the largest category in this repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"faxanadu-nes-annotated-disassembly","title":"Faxanadu NES Annotated Disassembly","game":"Faxanadu","platform":"Nintendo Entertainment System (NES)","kind":"Decompilation","status":"Full disassembly and documentation remain in progress; the annotated assembly rebuilds the code byte-for-byte, while generated HTML documentation and its Ghidra exporter are also marked as ongoing.","summary":"Annotated 6502 assembly disassembly of the NES game, intended to document code and support byte-identical rebuilding. This is not a high-level C matching decompilation; users supply the original ROM.","project_url":"https://github.com/chipx86/faxanadu","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"HTML","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/chipx86/faxanadu"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chipx86/faxanadu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":24995260,"Assembly":7274239,"Makefile":2374,"C++":127},"source_url":"https://api.github.com/repos/chipx86/faxanadu/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. HTML is predominant with 24,995,260 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fceux","title":"FCEUX","game":"NES/Famicom/Famicom Disk System/Dendy","platform":"Windows, Linux/Unix, macOS","kind":"Emulator","status":"Active; version 2.7.0 was released 2026-10-14, with interim builds available.","summary":"Long-running NES emulator that combines play, debugging, scripting, and tool-assisted speedrun features.","project_url":"https://fceux.com/web/home.html","updated":"2026-10-16","strategy":"Standalone NES software emulator with debugging and TAS tooling.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"NES/Famicom system emulator with debugging tools","target_type":"Software","sources":[{"label":"Official project description and current release","url":"https://fceux.com/web/home.html"},{"label":"Official source repository","url":"https://github.com/TASEmulators/fceux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7842073,"HTML":5401988,"C":2576994,"Lua":451667,"CSS":156892,"PHP":127141,"M4":67018,"CMake":57005,"Shell":48837,"JavaScript":24500,"Python":18220,"Perl":10904,"Batchfile":9817,"Makefile":8643,"Roff":4340,"Module Management System":1548,"Scheme":1548,"Hack":986},"source_url":"https://api.github.com/repos/TASEmulators/fceux/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/TASEmulators/fceux reports 7,842,073 bytes of C++, the largest language total (46.7% of 16,810,121 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"felix-the-cat-nes-disassembly","title":"Felix the Cat NES Disassembly","game":"Felix the Cat","platform":"Nintendo Entertainment System (NES)","kind":"Decompilation","status":"Listed by the repository under “Disassembled”; the README says listed source code compiles to the original ROM.","summary":"A game-specific source entry in a public multi-game NES disassembly collection. The maintainer lists Felix the Cat among the disassembled titles and says each listed source is compilable and equal to its original ROM.","project_url":"https://github.com/cyneprepou4uk/NES-Games-Disassembly","updated":"2026-10-15","strategy":"Byte-identical 6502 assembly disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"NES 6502 ROM-matching disassembly","target_type":"Game","sources":[{"label":"Collection README (disassembled-title list and build claim)","url":"https://github.com/cyneprepou4uk/NES-Games-Disassembly#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":76143668,"C++":1642347,"Pascal":341620,"Lua":196392,"Batchfile":180641,"Shell":33400},"source_url":"https://api.github.com/repos/cyneprepou4uk/NES-Games-Disassembly/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/cyneprepou4uk/NES-Games-Disassembly reports 76,143,668 bytes of Assembly, the largest language total (97.0% of 78,538,068 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fm1-felucca-open-firmware","title":"Felucca (M-VAVE FM-1 custom firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; browser-based simulator and USB installer","kind":"Reimplementation","status":"Version 1.6.1 was released 2026-10-14; repository was pushed the same day. README documents a multi-engine synth/sequencer and a browser USB installer with a return path to official V15. The optional second-core mode is explicitly beta.","summary":"The upstream GPL-3.0-only custom firmware project for M-VAVE FM-1, providing 13 synthesis engines, four tracks, a 64-step sequencer, MIDI, USB audio, effects, and a browser simulator/installer. Felucca is the base for several separately maintained community firmware variants.","project_url":"https://github.com/hugelton/Felucca","updated":"2026-10-16","strategy":"Open custom firmware for the FM-1, with a native C implementation, browser simulator, and USB update/restore tools.","language":"","source_available":"Public source under GPL-3.0-only. The README says bundled fonts and ported DSP retain their own licenses and five engines are separately MIT-licensed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded synthesizer firmware","target_type":"Software","sources":[{"label":"Maintainer README: features, install path, current version, and license notes","url":"https://github.com/hugelton/Felucca/blob/main/README.md"},{"label":"Release v1.6.1 (published 2026-10-14)","url":"https://github.com/hugelton/Felucca/releases/tag/v1.6.1"},{"label":"GPL-3.0-only license","url":"https://github.com/hugelton/Felucca/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/hugelton/Felucca"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/hugelton/Felucca/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3850448,"HTML":338178,"Python":254484,"JavaScript":181074,"Shell":49124,"C++":16622,"Assembly":3873,"Linker Script":3131},"source_url":"https://api.github.com/repos/hugelton/Felucca/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (82.0% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ferrum-apple-silicon-windows-compat","title":"Ferrum","game":"Windows x86/x86-64 games on Apple silicon (multi-title; no end-to-end game is yet claimed)","platform":"Planned Windows x86/x86-64 → Apple silicon macOS ARM64 stack using FEX, Wine, DXVK/vkd3d-proton, and MoltenVK/Metal; the project says it is designed not to depend on Rosetta","kind":"API Translation","status":"In development; no public Ferrum release or source is available as of 2026-10-15. The maintainer reports a D3D11 device and rendered frame reaching a macOS window, but explicitly says no full game has been driven end to end. The published architecture and delivery policy are not claims that the complete stack has shipped.","summary":"A proprietary compatibility engine in development for Windows games on Apple silicon. Its published design uses native ARM64 host components, FEX for x86/x86-64 instruction translation, Wine for Windows APIs, Direct3D-to-Vulkan layers, and MoltenVK to reach Metal. The implementation is private; the public GitHub repository is documentation only, and the maintainer does not claim a playable full-game result yet.","project_url":"https://github.com/PyroSoftPro/Ferrum","updated":"2026-10-15","strategy":"Planned native ARM64 compatibility stack: FEX ISA translation, Wine API compatibility, Direct3D-to-Vulkan, and Vulkan-to-Metal","language":"","source_available":"Proprietary and closed source; public GitHub repository contains documentation only and no public Ferrum release was listed","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Apple silicon Windows-game compatibility engine (in development)","target_type":"Software","sources":[{"label":"Ferrum public repository: development status, source availability, and architecture caveats","url":"https://github.com/PyroSoftPro/Ferrum"},{"label":"Official Ferrum project page: architecture, current limits, and no end-to-end game claim","url":"https://www.pyrosoft.pro/ferrum/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/PyroSoftPro/Ferrum/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"fex-emu","title":"FEX-Emu","game":"x86/x86-64 Linux applications and games on ARM64 Linux","platform":"ARM64 Linux hosts; requires ARMv8.0-A+ and documented minimum CPU features","kind":"Emulator","status":"Active; FEX-2610 was released on 2026-10-07, and source changes continued through 2026-10-13. Upstream FEX remains an ARM64 Linux-hosted user-mode emulator for x86/x86-64 Linux applications; it is not a Windows API layer or full-system emulator. CrossOver’s Mac Preview and SteamARM use custom or downstream FEX integrations, which do not establish general macOS support for upstream FEX.","summary":"FEX runs x86 and x86-64 Linux applications on ARM64 Linux by translating/emulating user-mode instructions and can be used alongside Wine/Proton. This is CPU instruction-set emulation, distinct from graphics API translation and console emulation.","project_url":"https://github.com/FEX-Emu/FEX","updated":"2026-10-15","strategy":"x86/x86-64 Linux user-mode ISA translation to ARM64","language":"","source_available":"Public project repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"CPU binary translator (process-level; not full-system emulation)","target_type":"Software","sources":[{"label":"FEX README: supported guest and host architectures and user-mode scope","url":"https://github.com/FEX-Emu/FEX"},{"label":"Official release page","url":"https://github.com/FEX-Emu/FEX/releases"},{"label":"Latest FEX release FEX-2610","url":"https://github.com/FEX-Emu/FEX/releases/tag/FEX-2610"},{"label":"FEX repository activity","url":"https://github.com/FEX-Emu/FEX/commits/main"},{"label":"CodeWeavers description of its custom FEX Mac Preview","url":"https://www.codeweavers.com/blog/mjohnson/2026/7/31/crossover-preview-the-right-to-bear-arm64-on-mac"},{"label":"SteamARM FEX integration and Apple silicon requirements","url":"https://github.com/LukeOkk/SteamARM"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8242615,"Assembly":5565866,"C":558332,"Python":179695,"CMake":126263,"QML":34168,"Shell":6924,"Nix":6059,"Linker Script":2177,"Dockerfile":924},"source_url":"https://api.github.com/repos/FEX-Emu/FEX/languages","evidence":"GitHub REST repository Languages endpoint reports 8,242,615 bytes of C++ out of 14,723,023 measured source bytes (56.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fgo-arcade-scooby-en","title":"FGOAC scooby — English Patch and Launcher","game":"Fate/Grand Order Arcade (Cloud23333 local PC platform)","platform":"Windows 10/11 x64 PC local platform; Cloud23333 V1.01, V1.02, or latest update","kind":"Fan Localization","status":"Active; v1.3.0 release dated 2026-10-09 supports Cloud23333's latest update. The project reports the core offline single-player experience playable end-to-end; some event artwork and labels remain Japanese, and non-NVIDIA graphics compatibility is experimental.","summary":"English fan patch and launcher for the FGO Arcade local PC platform. The maintainer reports over 65,000 translated text rows, more than 220 rebuilt sprite archives, and an English launcher. It requires an existing local-platform install and runs offline against a local server; the repository does not provide the upstream platform or game itself.","project_url":"https://github.com/githubuser420x/FGOAC-scooby","updated":"2026-10-09","strategy":"Fan localization patch and launcher","language":"English","source_available":"Public MIT source and v1.3.0 release ZIP with launcher and patch; no complete game or upstream local-platform package.","first_found":"2026-10-15","project_started":"2026-09-14","programming_language":"C#","subtype":"Arcade-game local platform fan translation","target_type":"Game","sources":[{"label":"Maintainer README: translation coverage, dependencies, platform support, current gaps, and licensing","url":"https://github.com/githubuser420x/FGOAC-scooby#readme"},{"label":"v1.3.0 release: latest upstream update compatibility and release changes","url":"https://github.com/githubuser420x/FGOAC-scooby/releases/tag/v1.3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":1185831,"PowerShell":755211,"Python":97729,"Batchfile":1300},"source_url":"https://api.github.com/repos/githubuser420x/FGOAC-scooby/languages","evidence":"GitHub's official Languages API for https://github.com/githubuser420x/FGOAC-scooby reports 1,185,831 bytes of C#, the largest category (58.1% of 2,040,071 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"heroes2-fheroes2-android","title":"fheroes2: Heroes of Might and Magic II Android port","game":"Heroes of Might and Magic II","platform":"DOS/Windows PC → Android","kind":"Reimplementation","status":"The Android guide specifies a minimum of Android 5.1 and documents the APK, full-screen mode, and touch interaction. Players can import original Heroes II data or use the demo. The guide does not list CPU ABIs or specific tested devices.","summary":"Open-source Heroes of Might and Magic II engine recreation with an Android APK. The game requires original or demo data from the player; Android 5.1 is the documented OS floor, while CPU/ABI and device-test coverage are not specified.","project_url":"https://github.com/ihhub/fheroes2","updated":"2026-10-16","strategy":"Native engine reimplementation","language":"","source_available":"Public C++ source repository, Android APK/build documentation, and asset-import instructions; original or demo game files required. GitHub repository metadata reports GPL-2.0 (GNU General Public License v2.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android port with touch controls","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/ihhub/fheroes2"},{"label":"Official Android guide, minimum OS, installation, and data setup","url":"https://github.com/ihhub/fheroes2/blob/master/docs/README_android.md"},{"label":"Project releases","url":"https://github.com/ihhub/fheroes2/releases"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/ihhub/fheroes2"},{"label":"GitHub release 1.1.17 (2026-06-30)","url":"https://github.com/ihhub/fheroes2/releases/tag/1.1.17"},{"label":"GitHub latest commit listed for default branch (2026-10-16, e397b1faa5; activity evidence only)","url":"https://github.com/ihhub/fheroes2/commit/e397b1faa52ccd10be2641ef435af8ce0e7b9080"}],"media":[{"kind":"image","label":"Screenshot of the world map","url":"https://raw.githubusercontent.com/ihhub/fheroes2/master/docs/images/screenshots/screenshot_world_map.webp","preview_url":"https://raw.githubusercontent.com/ihhub/fheroes2/master/docs/images/screenshots/screenshot_world_map.webp","source_url":"https://github.com/ihhub/fheroes2/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Screenshot of the battle screen","url":"https://raw.githubusercontent.com/ihhub/fheroes2/master/docs/images/screenshots/screenshot_battle.webp","preview_url":"https://raw.githubusercontent.com/ihhub/fheroes2/master/docs/images/screenshots/screenshot_battle.webp","source_url":"https://github.com/ihhub/fheroes2/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Screenshot of the castle screen","url":"https://raw.githubusercontent.com/ihhub/fheroes2/master/docs/images/screenshots/screenshot_castle.webp","preview_url":"https://raw.githubusercontent.com/ihhub/fheroes2/master/docs/images/screenshots/screenshot_castle.webp","source_url":"https://github.com/ihhub/fheroes2/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9188514,"Java":168234,"Shell":42756,"PowerShell":26731,"CMake":18444,"Makefile":16481,"Batchfile":13834,"HTML":9491,"Python":9181,"Inno Setup":8524,"C":5320,"Metal":1447,"Objective-C":1243,"Ruby":873},"source_url":"https://api.github.com/repos/ihhub/fheroes2/languages","evidence":"GitHub's official Languages API for https://github.com/ihhub/fheroes2 reports 9,188,514 bytes of C++, the largest category (96.6% of 9,511,073 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fifa-street-2012-xbox360-pc-restreet","title":"FIFA Street (2012) Recompiled PC Port (ReStreet)","game":"FIFA Street (2012)","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"Stable v1.3 release (2026-10-14); owner reports tested World Tour/Practice and improved VSync/frame pacing. Offline only; online play is not included.","summary":"The canonical owner repo is GitHub; its GitLab discovery mirror was deduplicated. Requires user’s own Xbox 360 ISO.","project_url":"https://github.com/samuelit0davila/fifa-street-pc-port","updated":"2026-10-15","strategy":"Xbox 360 PowerPC static recompilation via ReXGlue, packaged with a Windows installer/launcher and D3D12/Vulkan support.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Xbox 360 powerpc static recompilation via rexglue, packaged with a windows installer/launcher and d3","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/samuelit0davila/fifa-street-pc-port"},{"label":"Verified release or build","url":"https://github.com/samuelit0davila/fifa-street-pc-port/releases/tag/v1.3"},{"label":"Project owner releases","url":"https://github.com/samuelit0davila/fifa-street-pc-port/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/samuelit0davila/fifa-street-pc-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":182050,"PowerShell":37965,"Python":9146,"CMake":8450,"C++":7303},"source_url":"https://api.github.com/repos/samuelit0davila/fifa-street-pc-port/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C# is predominant with 182,050 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fifine-ampligame-d6-linux-driver","title":"Fifine AmpliGame D6 Driver","game":"Fifine AmpliGame D6 15-key LCD stream deck vendor software/protocol","platform":"Linux tested; Windows implementation untested; macOS unsupported","kind":"Reimplementation","status":"Small early project; Linux is tested, Windows code is explicitly untested, and macOS integration is absent. The maintainer reports the device degrades with repeated image writes: after a power cycle, successive draws rendered 15, then 4, then 0 keys in the documented test, so the repository advises one redraw per physical power cycle.","summary":"Reverse-engineered driver and key editor for the Fifine AmpliGame D6 stream deck, replacing its missing Linux vendor support. It uses the documented HID MOD 1/MOD 2 protocol to control 15 LCD keys and contains a clear hardware wear/refresh limitation that should be visible to users.","project_url":"https://github.com/akksmash/omarchy-fifine-deck","updated":"2026-10-15","strategy":"Reverse-engineered HID protocol and independent driver/editor","language":"English","source_available":"Public MIT source; the vendor application is not required.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Stream deck companion software reimplementation / HID driver","target_type":"Software","sources":[{"label":"Maintainer README: target, supported platforms, device-write degradation, and license","url":"https://github.com/akksmash/omarchy-fifine-deck"},{"label":"Maintainer HID protocol documentation","url":"https://github.com/akksmash/omarchy-fifine-deck/blob/master/docs/protocol.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":96636,"JavaScript":8908,"CSS":5295,"Shell":5100,"HTML":2939,"QML":2076},"source_url":"https://api.github.com/repos/akksmash/omarchy-fifine-deck/languages","evidence":"GitHub's official Languages API for https://github.com/akksmash/omarchy-fifine-deck reports 96,636 bytes of Python, the largest category (79.9% of 120,954 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"figcraft-figma","title":"FigCraft (Figma reimplementation)","game":"Figma","platform":"macOS, Windows, Linux, FreeBSD, and browser via WebAssembly","kind":"Reimplementation","status":"Early alpha; latest release v0.6.0 (2026-10-14). The README estimates incomplete parity and says .fig opening is best effort.","summary":"A clean-room Rust interface-design and prototyping app for Figma-style frames, auto layout, components, vectors, styles, variables, and prototypes. The README says it is based on public documentation and observed behavior.","project_url":"https://github.com/storytold/figcraft","updated":"2026-10-16","strategy":"Clean-room Rust reimplementation based on public documentation and observed behavior, as described by the project.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Interface design and prototyping application","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/figcraft"},{"label":"Project owner release v0.6.0","url":"https://github.com/storytold/figcraft/releases/tag/v0.6.0"}],"media":[{"kind":"image","label":"FigCraft dark theme editing the Ridgeline hiking app","url":"https://raw.githubusercontent.com/storytold/figcraft/main/docs/images/shot-1-hero.png","preview_url":"https://raw.githubusercontent.com/storytold/figcraft/main/docs/images/shot-1-hero.png","source_url":"https://github.com/storytold/figcraft/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":9891300,"Shell":69816,"PowerShell":16948,"HTML":1181,"Dockerfile":1150},"source_url":"https://api.github.com/repos/storytold/figcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 9,891,300 bytes of Rust, the largest language total (99.1% of 9,980,395 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fightcade2-zh-tw-helper","title":"Fightcade 2 Traditional Chinese UI Helper","game":"Fightcade 2","platform":"Windows software","kind":"Fan Localization","status":"Published binary; v0.2.1 shown as latest release","summary":"Unofficial Traditional Chinese UI helper for Fightcade 2, covering lobby, rules, notifications, account/settings menus, and FBNeo menus. The project repository distributes a binary helper and states that its source is not published.","project_url":"https://github.com/Terence0816/fightcade2-zh-tw-helper","updated":"2026-10-16","strategy":"Unofficial software UI localization helper","language":"Traditional Chinese","source_available":"Binary helper only; repository states source is not published","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Software UI localization","target_type":"Software","sources":[{"label":"Project README, tested versions and installation caveats","url":"https://github.com/Terence0816/fightcade2-zh-tw-helper"},{"label":"Binary release page","url":"https://github.com/Terence0816/fightcade2-zh-tw-helper/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Terence0816/fightcade2-zh-tw-helper/languages","evidence":"The exact GitHub Languages API response for the maintainer repository was {} on 2026-10-16; the project's implementation language remains unknown.","verified_at":"2026-10-16","reason_unknown":"GitHub's official Languages API returned an explicit empty {} byte map for the maintainer repository on 2026-10-16; no predominant implementation language can be assigned."}},{"id":"filmcraft-adobe-premiere-pro","title":"FilmCraft (Adobe Premiere Pro reimplementation)","game":"Adobe Premiere Pro","platform":"macOS, Windows, Linux, and browser via WebAssembly","kind":"Reimplementation","status":"The README describes the project as young and moving fast; latest release v0.8.0 (2026-10-14).","summary":"A clean-room Rust nonlinear video editor for Premiere-style editing, color, and sound workflows. The project documents limitations and work in progress in its README and status pages.","project_url":"https://github.com/storytold/filmcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Adobe Premiere Pro workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Nonlinear video editor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/filmcraft"},{"label":"Project owner release v0.8.0","url":"https://github.com/storytold/filmcraft/releases/tag/v0.8.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":17759731,"Python":59637,"WGSL":49863,"Shell":35090,"JavaScript":20901,"PowerShell":12120,"HTML":5069},"source_url":"https://api.github.com/repos/storytold/filmcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 17,759,731 bytes of Rust, the largest language total (99.0% of 17,942,411 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-crystal-chronicles-gamecube-wiicompiled-port","title":"Final Fantasy Crystal Chronicles (PAL) on WiiCompiled","game":"Final Fantasy Crystal Chronicles","platform":"GameCube PAL GCCP01 → Windows PC (WiiCompiled native static recompilation)","kind":"Recompilation","status":"Playable PAL port reports title, character creation, towns, world map, dungeons, combat and saves; one to four local players use the game’s own GBA client program in embedded mGBA. Visual issues and rare early exits remain. Requires own PAL disc; no game content is distributed.","summary":"WiiCompiled static PowerPC recompilation; embedded mGBA runs the original per-player GBA client for the Game Boy Advance link functionality.","project_url":"https://github.com/luiscota99/Wiicompiled","updated":"2026-10-16","strategy":"GameCube native PC port / static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/luiscota99/Wiicompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3900693,"C#":2929404,"C":279990,"PowerShell":122669,"Shell":110225,"CMake":102720,"Python":6049,"Assembly":1705,"Objective-C++":793},"source_url":"https://api.github.com/repos/luiscota99/Wiicompiled/languages","evidence":"GitHub's official Languages API reports 3,900,693 bytes of C++ out of 7,454,248 recognized language bytes for https://github.com/luiscota99/Wiicompiled; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-crystal-chronicles-gc-decomp","title":"Final Fantasy Crystal Chronicles Decompilation","game":"Final Fantasy Crystal Chronicles","platform":"GameCube","kind":"Decompilation","status":"Work in progress. PAL is the primary/more mature matching target; USA and Japan configurations are partial and may use retail fallback objects.","summary":"Matching decompilation project; README cautions that a checksum pass with fallback objects does not establish a full decompilation.","project_url":"https://github.com/zcanann/FFCC-Decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; assets are not bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/zcanann/FFCC-Decomp"},{"label":"Maintainer README and project status","url":"https://github.com/zcanann/FFCC-Decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13647016,"C++":6781111,"Python":1171859,"Assembly":91738,"NASL":19236,"Shell":11106,"PHP":430,"Linker Script":218},"source_url":"https://api.github.com/repos/zcanann/FFCC-Decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-crystal-bearers-wii-compiled","title":"Final Fantasy Crystal Chronicles: The Crystal Bearers on WiiCompiled","game":"Final Fantasy Crystal Chronicles: The Crystal Bearers","platform":"Wii → Windows PC","kind":"Recompilation","status":"Maintainer reports title, prologue and first areas at 30 fps with sound; mouse/keyboard provide pointer/Remote controls. Full playthrough not claimed.","summary":"Game-specific static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-finalfantasycrystalbearers","updated":"2026-10-16","strategy":"Game-specific Wii recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-finalfantasycrystalbearers#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-finalfantasycrystalbearers"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-finalfantasycrystalbearers/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-finalfantasycrystalbearers/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-finalfantasycrystalbearers/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":18158,"C++":797,"CMake":198},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-finalfantasycrystalbearers/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-iv-ii-snes-disassembly","title":"Final Fantasy IV / Final Fantasy II SNES Disassembly","game":"Final Fantasy IV (Japan) / Final Fantasy II (North America)","platform":"Super Nintendo Entertainment System / Super Famicom","kind":"Decompilation","status":"The public 65816 assembly disassembly documents builds for Japanese Final Fantasy IV 1.0/1.1 and North American Final Fantasy II 1.0/1.1. Users provide the original ROM data, run make rip, then assemble a selected version. The README demonstrates an identical rebuild for U.S. version 1.0; the Japanese Easy Version is unsupported.","summary":"A public assembly disassembly and reassembly project for four SNES/Super Famicom releases of Final Fantasy IV. It uses version-specific data extracted from a user-supplied ROM and does not distribute ROMs.","project_url":"https://github.com/everything8215/ff4","updated":"2026-10-16","strategy":"65816 assembly disassembly and version-specific ROM reassembly with ca65/ld65","language":"","source_available":"Public assembly source and tooling; users provide original Japanese and/or U.S. ROMs for data extraction. The README says the repository does not include copyrighted ROM data.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Japanese Final Fantasy IV 1.0/1.1 and North American Final Fantasy II 1.0/1.1; Japanese Easy Version unsupported","target_type":"Game","sources":[{"label":"Maintainer README: supported ROM revisions, extraction, assembly, and rebuild instructions","url":"https://github.com/everything8215/ff4/blob/main/README.md"},{"label":"Project repository and assembly source","url":"https://github.com/everything8215/ff4"},{"label":"Latest upstream commit: fftools updates (2022-08-02T18:02:40Z)","url":"https://github.com/everything8215/ff4/commit/a360e2ea7ddc0dc5223bea1db74ebd1a9967280b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4335606,"JavaScript":139981,"Makefile":7182,"Pascal":6584},"source_url":"https://api.github.com/repos/everything8215/ff4/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-nes-colecovision-reimplementation","title":"Final Fantasy NES-to-ColecoVision Reimplementation","game":"Final Fantasy","platform":"Nintendo Entertainment System (USA) → ColecoVision + Super Game Module / 512 KB MegaCart","kind":"Reimplementation","status":"Work in progress (slice78). The maintainer reports a playable opening arc from boot through the King’s bridge/title reveal, validated in MAME emulation only; it has not run on real hardware and no full unseeded playthrough is verified. Thirteen scripted MAME runs contain 560 RAM/VRAM checks passing at slice78, with one bridge test that failed once in seven executions and could not be reproduced. No release is listed; the documented build produces a ROM image from source.","summary":"A native C reimplementation of the NES game for ColecoVision’s Z80, written from a commented NES disassembly as behavioral reference rather than translating the NES 6502 code. It extracts game data at build time from the user’s own Final Fantasy USA ROM; no ROM or game data is included.","project_url":"https://github.com/vs-sr-dev/coleco-ff","updated":"2026-10-16","strategy":"Clean-room C reimplementation from the original game and commented disassembly; no 6502-to-Z80 code translation","language":"","source_available":"Public source; the README states MIT for original code and tools, while GitHub does not assign an SPDX license (NOASSERTION). The game and extracted data are not covered by that license or included. Building requires the user’s own USA NES ROM (PRG CRC32 CEBD2A31) and the separately obtained Disch Final Fantasy disassembly.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"ColecoVision homebrew (Super Game Module and 512 KB MegaCart required)","target_type":"Game","sources":[{"label":"Maintainer README: exact source/target, implementation method, status, build and test evidence, data requirements, and license scope","url":"https://github.com/vs-sr-dev/coleco-ff/blob/main/README.md"},{"label":"Maintainer roadmap: incomplete gameplay milestones","url":"https://github.com/vs-sr-dev/coleco-ff/blob/main/ROADMAP.md"},{"label":"Repository license file; README describes MIT scope for original code and tools","url":"https://github.com/vs-sr-dev/coleco-ff/blob/main/LICENSE"},{"label":"GitHub repository API: canonical identity and source/project activity dates; API reports no SPDX license","url":"https://api.github.com/repos/vs-sr-dev/coleco-ff"},{"label":"GitHub Languages API: byte-count evidence for predominant source language","url":"https://api.github.com/repos/vs-sr-dev/coleco-ff/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":618568,"PowerShell":464207,"Lua":357279,"Assembly":22480},"source_url":"https://api.github.com/repos/vs-sr-dev/coleco-ff/languages","evidence":"GitHub’s official Languages API reports 618,568 bytes of C, 464,207 bytes of PowerShell, 357,279 bytes of Lua, and 22,480 bytes of Assembly; C is the largest detected language total in the repository. This repository-wide breakdown includes tooling and does not claim all C files are game logic.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-tactics-advance-recomp","title":"Final Fantasy Tactics Advance Recomp","game":"Final Fantasy Tactics Advance","platform":"Game Boy Advance → Linux/Windows/Android","kind":"Recompilation","status":"Android status dated 2026-10-09 says playable on device; boot, input and 15/15 lifecycle gates passed on a Poco X3 Pro (Android 14/API 34). The README also records a Xiaomi Mi 11 Android 14/API 34 check. Android is built locally from source; a public distributable APK path is documented, but the app build is debug-signed.","summary":"Static GBA recompilation with an Android ARM64 build, touch pad, save support and on-device acceptance tests. Requires the supported USA ROM; the launch BIOS is a bundled clean-room emibios, not a retail BIOS. Physical test gates cover boot, input and lifecycle rather than a full-campaign completion claim.","project_url":"https://github.com/james2doyle/ffta-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Maintainer source repository","url":"https://github.com/james2doyle/ffta-recomp"},{"label":"Maintainer Android README and dated device acceptance log","url":"https://github.com/james2doyle/ffta-recomp/blob/main/android/README.md"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/james2doyle/ffta-recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/james2doyle/ffta-recomp/main/android/README.md"}],"media":[],"links":[{"kind":"release","label":"Final Fantasy Tactics Advance Recomp releases","url":"https://github.com/james2doyle/ffta-recomp/releases","source_url":"https://github.com/james2doyle/ffta-recomp","notes":"README links the release page."},{"kind":"docs","label":"Final Fantasy Tactics Advance Recomp documentation","url":"https://github.com/james2doyle/ffta-recomp/blob/main/docs/README.md","source_url":"https://github.com/james2doyle/ffta-recomp","notes":"README links the docs index."}],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":8010,"C++":1250,"Shell":540,"CMake":200},"source_url":"https://github.com/james2doyle/ffta-recomp","evidence":"GitHub Languages panel reported Python 80.1%, C++ 12.5%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"final-fantasy-tactics-advance-recomp-jorge262007","title":"Final Fantasy Tactics Advance — Native Recompilation (Jorge262007)","game":"Final Fantasy Tactics Advance","platform":"Game Boy Advance → Windows, Linux, and Steam Deck","kind":"Recompilation","status":"v2.0 released 2026-10-13; README calls the project WIP and lists rendering/visual issues.","summary":"Independent static recompilation from a user-provided U.S. ROM to native desktop; no BIOS or game data included.","project_url":"https://github.com/Jorge262007/FFTARecomp","updated":"2026-10-13","strategy":"Static recompilation to native code","language":"","source_available":"Public MIT-licensed source and release; user supplies U.S. game ROM; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Separate repository/implementation from the existing james2doyle/ffta-recomp catalog record.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Jorge262007/FFTARecomp#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/Jorge262007/FFTARecomp/releases/tag/v2.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1420018,"Python":36164,"Shell":30979,"WGSL":11357,"PowerShell":11210,"C":944},"source_url":"https://api.github.com/repos/Jorge262007/FFTARecomp/languages","evidence":"Official GitHub Languages API byte counts for Jorge262007/FFTARecomp: {\"C\": 944, \"PowerShell\": 11210, \"Python\": 36164, \"Rust\": 1420018, \"Shell\": 30979, \"WGSL\": 11357}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-tactics-ps1-decomp","title":"Final Fantasy Tactics PS1 Decompilation","game":"Final Fantasy Tactics (PlayStation USA SCUS-94221)","platform":"PlayStation USA → byte-identical C reconstruction","kind":"Decompilation","status":"The maintainer reports 100% byte-identical C for all game functions and a full disc image that rebuilds identically. Sony PsyQ SDK/library functions and hand-written game assembly remain assembly by design.","summary":"A matching decompilation of the North American PlayStation release, with reproducible byte-by-byte checks and no game files or proprietary Sony tools in the repository.","project_url":"https://github.com/adamrt/fft_decomp","updated":"2026-10-15","strategy":"Matching C decompilation and byte-identical disc rebuild","language":"","source_available":"Public source repository; no game data or proprietary Sony tools are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/adamrt/fft_decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/adamrt/fft_decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8694865,"Go":727788,"Makefile":8828,"Dockerfile":5722,"Assembly":640},"source_url":"https://api.github.com/repos/adamrt/fft_decomp/languages","evidence":"GitHub's official Languages API for https://github.com/adamrt/fft_decomp reports 8,694,865 bytes of C, the largest category (92.1% of 9,437,843 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"final-fantasy-tactics-ps1-native-lab","title":"Final Fantasy Tactics PS1 Native Port Lab","game":"Final Fantasy Tactics (PlayStation USA SCUS-94221)","platform":"Matching PlayStation C source → native Windows build and OpenGL renderer","kind":"Reimplementation","status":"Work in progress. The README reports the game running through the first battle, world map, and menus; deterministic runs matched the original machine code at each frame, and GPU output was compared across about 54,000 frames. The ending and further fidelity work remain open.","summary":"A native PC runtime based on the existing FFT matching decompilation, with PlayStation GPU/SPU/CD services and differential tests against user-supplied original machine code.","project_url":"https://github.com/GhostWriter42/fft-native-lab","updated":"2026-10-15","strategy":"Native platform-layer port from a matching decompilation with machine-code differential oracle","language":"","source_available":"Public source repository; no game data is included and the user supplies their own disc.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 native port/reimplementation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/GhostWriter42/fft-native-lab"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/GhostWriter42/fft-native-lab/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":561784,"Python":330293,"PowerShell":63223,"Shell":31144,"Awk":2220,"Batchfile":586},"source_url":"https://api.github.com/repos/GhostWriter42/fft-native-lab/languages","evidence":"GitHub's official Languages API for https://github.com/GhostWriter42/fft-native-lab reports 561,784 bytes of C, the largest category (56.8% of 989,250 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"final-fantasy-vi-snes-annotated-disassembly","title":"Final Fantasy VI / Final Fantasy III SNES Annotated Disassembly","game":"Final Fantasy VI (Final Fantasy III in North America)","platform":"Super Nintendo Entertainment System (SNES)","kind":"Decompilation","status":"Reassemblable 65816 disassembly. The README documents English FFIII 1.0/1.1 builds and the Japanese FFVI target; the Japanese rebuild does not reproduce unused stale data byte-for-byte.","summary":"Assembly disassembly and extracted-data project for the SNES releases of Final Fantasy VI/III. The source reconstructs game code and assets in assembly; this is not a C source decompilation, and the Japanese target has a documented unused-data matching limitation.","project_url":"https://github.com/everything8215/ff6","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/everything8215/ff6"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/everything8215/ff6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":15138283,"C++":207580,"Python":90593,"Pascal":76404,"BitBake":22571,"Makefile":10394,"Pawn":756},"source_url":"https://api.github.com/repos/everything8215/ff6/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 15,138,283 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"final-soldier-turbografx-16-portuguese","title":"Final Soldier Portuguese Translation","game":"Final Soldier","platform":"TurboGrafx-16","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Final Soldier on TurboGrafx-16. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/final-soldier-portuguese-translation-turbografx-16","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/final-soldier-portuguese-translation-turbografx-16"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/final-soldier-portuguese-translation-turbografx-16","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Final Soldier Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Final Soldier Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"finalburn-neo","title":"FinalBurn Neo (FBNeo)","game":"Arcade systems (multiple) and selected consoles","platform":"Windows, macOS, SDL builds on Linux; Libretro ports support additional hosts","kind":"Emulator","status":"Active; the upstream rolling release was updated 2026-10-15.","summary":"A multi-system emulator focused on arcade games, with board families including Capcom CPS, Neo Geo, and Sega System 16; it also supports selected console systems.","project_url":"https://github.com/finalburnneo/FBNeo","updated":"2026-10-16","strategy":"Per-system arcade and console hardware emulation, with separate CPU, device, sound, and game-driver code.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system arcade emulator","target_type":"Software","sources":[{"label":"Official FBNeo repository, supported systems, ports, and source tree","url":"https://github.com/finalburnneo/FBNeo"},{"label":"Official FBNeo system coverage","url":"https://github.com/finalburnneo/FBNeo/wiki/"},{"label":"Official upstream release history","url":"https://github.com/finalburnneo/FBNeo/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":66763113,"C":13800226,"Assembly":2299521,"HTML":474015,"Objective-C":134332,"Meson":126936,"QMake":85299,"Objective-C++":66111,"Pawn":49795,"Perl":33158,"HLSL":19739,"CSS":12873,"Batchfile":7632,"Python":6712,"Makefile":3081},"source_url":"https://api.github.com/repos/finalburnneo/FBNeo/languages","evidence":"GitHub's official Languages API for https://github.com/finalburnneo/FBNeo reports 66,763,113 bytes of C++, the largest category (79.6% of 83,882,543 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fire-emblem-if-english-fan-translation","title":"Fire Emblem If English Fan Translation","game":"Fire Emblem If","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Incomplete content-restoration translation; latest verified ready-to-use patch is v4.3 (2023-04-24). The README describes ongoing work but was last updated April 2023, so present-day activity is unclear.","summary":"English fan patch for the Japanese Fire Emblem If release, restoring and translating content omitted or rewritten in the official English Fire Emblem Fates release. Team If reports coverage of all three routes, all Skinship lines, most NPC dialogue, and part of support conversations.","project_url":"https://github.com/TeamIf/FireEmblemIf-FanTranslation","updated":"2026-10-16","strategy":"Japanese-to-English fan translation and content-restoration patch","language":"English","source_available":"Public source repository and downloadable ready-to-use patch release.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization and content-restoration patch","target_type":"Game","sources":[{"label":"Team If README: scope, coverage, original-Japanese content, and last-updated month","url":"https://github.com/TeamIf/FireEmblemIf-FanTranslation"},{"label":"Latest verified ready-to-use patch release","url":"https://github.com/TeamIf/FireEmblemIf-FanTranslation/releases/tag/v4.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/TeamIf/FireEmblemIf-FanTranslation/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"fire-emblem-warriors-3ds-ko","title":"Fire Emblem Warriors Korean Translation Patch","game":"Fire Emblem Warriors","platform":"New Nintendo 3DS","kind":"Fan Localization","status":"v0.2.3 patch available; maintainer reports testing on real New 3DS hardware","summary":"Korean patch for the Japan-only New 3DS release, covering game dialogue and UI assets. The maintainer provides a builder for a CIA patch from the user's Japanese game dump.","project_url":"https://github.com/arqhive/fire-emblem-warriors-korean-translation","updated":"2026-10-11","strategy":"Fan translation patch","language":"Korean","source_available":"Patch builder and patch files","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text and UI localization","target_type":"Game","sources":[{"label":"Maintainer README; target game, scope, version and hardware notes","url":"https://github.com/arqhive/fire-emblem-warriors-korean-translation"},{"label":"Maintainer patch deployment instructions","url":"https://github.com/arqhive/fire-emblem-warriors-korean-translation#deployment"},{"label":"Latest maintainer patch release, v0.2.3","url":"https://github.com/arqhive/fire-emblem-warriors-korean-translation/releases/tag/v0.2.3"},{"label":"GitHub Languages API — Python: 263,997 bytes (99.96% of 264,114 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/arqhive/fire-emblem-warriors-korean-translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Batchfile":117,"Python":263997},"source_url":"https://api.github.com/repos/arqhive/fire-emblem-warriors-korean-translation/languages","evidence":"Python: 263,997 bytes (99.96% of 264,114 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fire-emblem-rekka-no-ken-japan-gba-decomp","title":"Fire Emblem: Rekka no Ken — Japanese GBA Matching Decompilation","game":"Fire Emblem: Rekka no Ken (Japan)","platform":"Game Boy Advance","kind":"Decompilation","status":"README documents a matching compare build for the Japanese ROM; no progress percentage is reported.","summary":"Matching source decompilation targeting the Japanese GBA release; requires user-provided matching ROM.","project_url":"https://github.com/MokhaLeee/FireEmblem7J","updated":"2026-09-29T01:52:10Z","strategy":"Matching source decompilation","language":"","source_available":"Public source repository; user-provided Japanese ROM required; no ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Japanese release, commonly localized in the West as Fire Emblem: The Blazing Blade.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/MokhaLeee/FireEmblem7J#readme"},{"label":"Latest upstream commit","url":"https://github.com/MokhaLeee/FireEmblem7J/commit/f27a0295d855229f3fad01412d855f4ae7a1c8f0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":6119320,"C":1319054,"Python":105450,"Linker Script":18823,"Makefile":4775,"Shell":1636},"source_url":"https://api.github.com/repos/MokhaLeee/FireEmblem7J/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository MokhaLeee/FireEmblem7J (repository API id 648166877, https://github.com/MokhaLeee/FireEmblem7J). The exact response reported 6,119,320 bytes of Assembly, the largest category, out of 7,569,058 recognized-language bytes (80.8%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fire-emblem-binding-blade-japan-gba-decomp","title":"Fire Emblem: The Binding Blade — Japanese GBA Matching Decompilation","game":"Fire Emblem: The Binding Blade","platform":"Game Boy Advance","kind":"Decompilation","status":"README documents a matching compare build for the Japanese ROM; no progress percentage is reported.","summary":"Matching source decompilation targeting Japanese GBA release; requires a user-provided matching ROM.","project_url":"https://github.com/FireEmblemUniverse/fireemblem6j","updated":"2026-10-16T03:56:47Z","strategy":"Matching source decompilation","language":"","source_available":"Public source repository; user-provided Japanese ROM required; no ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Japanese ROM target SHA-1 a57095da867de4d585c33d4394712986245fe6ca.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/FireEmblemUniverse/fireemblem6j#readme"},{"label":"Latest upstream commit","url":"https://github.com/FireEmblemUniverse/fireemblem6j/commit/52f699548f18b25f7d31a5f4b59d78ab3cbc6129"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":12801232,"C":5549475,"Python":341032,"Linker Script":41431,"Makefile":9459,"Perl":5295,"Shell":4872,"Dockerfile":1156},"source_url":"https://api.github.com/repos/FireEmblemUniverse/fireemblem6j/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository FireEmblemUniverse/fireemblem6j (repository API id 836006796, https://github.com/FireEmblemUniverse/fireemblem6j). The exact response reported 12,801,232 bytes of Assembly, the largest category, out of 18,753,952 recognized-language bytes (68.3%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fire-emblem-sacred-stones-us-gba-decomp","title":"Fire Emblem: The Sacred Stones — U.S. GBA Matching Decompilation","game":"Fire Emblem: The Sacred Stones","platform":"Game Boy Advance","kind":"Decompilation","status":"README documents a compare build against the U.S. ROM; no progress percentage is reported.","summary":"Matching source decompilation targeting the U.S. GBA release; a user-provided matching ROM is required to build/compare.","project_url":"https://github.com/FireEmblemUniverse/fireemblem8u","updated":"2026-10-12T11:40:15Z","strategy":"Matching source decompilation","language":"","source_available":"Public source repository; user-provided target ROM required; repository contains no game ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"U.S. revision; distinct decompilation target from the existing Sacred Stones Android recompilation.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/FireEmblemUniverse/fireemblem8u#readme"},{"label":"Latest upstream commit","url":"https://github.com/FireEmblemUniverse/fireemblem8u/commit/f2e1f060dbe5b0cc35285df5a0f6659860644a04"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":14303994,"C":10352645,"C++":946677,"Pawn":635762,"Python":445134,"Makefile":82748,"C#":41962,"Pascal":32424,"Shell":11985,"Perl":5323,"PHP":3503,"HTML":252,"BitBake":106,"sed":57},"source_url":"https://api.github.com/repos/FireEmblemUniverse/fireemblem8u/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository FireEmblemUniverse/fireemblem8u (repository API id 121802075, https://github.com/FireEmblemUniverse/fireemblem8u). The exact response reported 14,303,994 bytes of Assembly, the largest category, out of 26,862,572 recognized-language bytes (53.2%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"firebird-ti-nspire","title":"Firebird Emu","game":"TI-Nspire calculator software","platform":"TI-Nspire Touchpad, CX, and CX II families","kind":"Emulator","status":"Public source repository last pushed 2026-06-25; latest numbered release is v1.6 (2023-03-16). The README lists TI-Nspire Touchpad, CX, and CX II families on Android, iOS, Linux, macOS, and Windows.","summary":"Open-source, multi-platform TI-Nspire calculator emulator. The project supports desktop and mobile hosts, but a compatible calculator boot ROM is required and current CX II dumping tools may not provide all data needed to boot.","project_url":"https://github.com/nspire-emus/firebird","updated":"2026-06-25","strategy":"TI-Nspire hardware and calculator OS emulation","language":"","source_available":"Yes; public GPL-3.0 source repository; KDE icons retain their terms","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Calculator emulator with Android, iOS, desktop, and web-related builds","target_type":"Software","sources":[{"label":"Maintainer README: calculator models, host platforms, and ROM details","url":"https://github.com/nspire-emus/firebird/blob/master/README.md"},{"label":"Maintainer release history","url":"https://github.com/nspire-emus/firebird/releases"},{"label":"Maintainer source repository and GPL-3.0 license","url":"https://github.com/nspire-emus/firebird"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":415596,"C":351593,"QML":84673,"Assembly":33383,"QMake":8237,"Makefile":3864,"JavaScript":1494,"Shell":1210,"HTML":1034},"source_url":"https://api.github.com/repos/nspire-emus/firebird/languages","evidence":"Official GitHub REST Languages API breakdown for nspire-emus/firebird: source-code byte counts are {\"Assembly\": 33383, \"C\": 351593, \"C++\": 415596, \"HTML\": 1034, \"JavaScript\": 1494, \"Makefile\": 3864, \"QML\": 84673, \"QMake\": 8237, \"Shell\": 1210}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"firstlight-hpe-ilo-dell-idrac-remote-console","title":"Firstlight (HPE iLO and Dell iDRAC remote-console client)","game":"HPE iLO Integrated Remote Console V1/V2+ and Dell iDRAC9 remote-console behavior","platform":"Windows desktop only, according to the README.","kind":"Reimplementation","status":"Latest release v1.4.2 was published 2026-09-17; the repository's last source push was also 2026-09-17 and it is not archived. Upstream says HPE legacy V1 (used by iLO 4) and V2-or-newer paths are implemented, with firmware-revision variation. Dell console behavior was verified on iDRAC9, including PowerEdge R750 firmware 7.10.30.00 and 7.30.30.51; iDRAC7/iDRAC8 are untested. Dell Virtual Console/Media also requires an Enterprise or Datacenter controller license.","summary":"An independently written Windows remote-console application for HPE iLO and Dell iDRAC, with KVM, virtual media and management actions. The README says protocol details were derived from observable wire behavior; the Dell transport also uses published RFB and WebSocket standards. It does not use vendor client code or resources, and the README does not explicitly label the project clean-room.","project_url":"https://github.com/ThatIsCraZy/Firstlight","updated":"2026-10-16","strategy":"Independent client and protocol implementation based on observable network behavior and published standards; no explicit clean-room label found in the reviewed README.","language":"","source_available":"Public source and documentation under Apache License 2.0.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Remote KVM and virtual-media client for server management controllers","target_type":"Software","sources":[{"label":"Maintainer README: target protocol generations, platform, tested controller/firmware combinations, provenance, and license","url":"https://github.com/ThatIsCraZy/Firstlight"},{"label":"Latest release v1.4.2 (published 2026-09-17)","url":"https://github.com/ThatIsCraZy/Firstlight/releases/tag/v1.4.2"},{"label":"Apache License 2.0","url":"https://github.com/ThatIsCraZy/Firstlight/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ThatIsCraZy/Firstlight"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":692377,"PowerShell":478},"source_url":"https://api.github.com/repos/ThatIsCraZy/Firstlight/languages","evidence":"GitHub's official repository Languages endpoint reports Go as predominant (692,377 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fission-binary-source-reconstruction","title":"Fission","game":"Native machine-code binaries (multi-format analysis and source-recovery tool)","platform":"The current strongest documented evaluation path is Windows x86-64 PE. The loader and committed Sleigh specifications provide other binary-format and instruction coverage, but the README cautions against broad architecture-parity claims.","kind":"Decompilation","status":"Active; latest tagged release found is v0.2.3 (2026-08-28), with source commits through 2026-10-15. The README says its long-term rebuildable-source target is not reached: one tested binary’s 68 decompiled functions currently produce 20 missing/duplicate declaration errors when compiled together.","summary":"Rust-native binary-analysis workspace that loads executable images, lifts instruction semantics through committed Ghidra-style Sleigh specifications to p-code, then applies its own intermediate representations, control-flow structuring, type recovery, and source rendering. Its execution differential checks reconstructed behavior; current source output is an early prototype and has not yet rebuilt the tested binary as a unit.","project_url":"https://github.com/fission-systems/Fission","updated":"2026-10-15","strategy":"Sleigh-based instruction decoding and semantic lifting through p-code into NIR/HIR, followed by CFG structuring, type recovery, and source emission; validates function behavior by executing the emitted body and comparing it with machine code.","language":"","source_available":"Public Apache-2.0 Rust source. Analysts supply binaries for examination; the project keeps its Sleigh specifications and signature data in the repository and does not include proprietary target applications.","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Semantics-first binary analysis and experimental rebuildable source reconstruction","target_type":"Software","sources":[{"label":"Maintainer README: analysis pipeline, execution-differential method, current reconstruction boundary, and license","url":"https://github.com/fission-systems/Fission#readme"},{"label":"Maintainer evaluation guide: supported binary workflow and strongest Windows x64 evidence","url":"https://github.com/fission-systems/Fission/blob/main/docs/EVALUATION.md"},{"label":"Latest tagged release found: v0.2.3 (2026-08-28)","url":"https://github.com/fission-systems/Fission/releases/tag/v0.2.3"},{"label":"GitHub repository metadata: Apache-2.0 license and source activity checked 2026-10-15","url":"https://api.github.com/repos/fission-systems/Fission"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/fission-systems/Fission/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":16319975,"Python":243550,"Shell":20837,"Java":5215,"C":3551,"Rhai":378},"source_url":"https://api.github.com/repos/fission-systems/Fission/languages","evidence":"GitHub's official Languages API for https://github.com/fission-systems/Fission reports 16,319,975 bytes of Rust, the largest category (98.4% of 16,593,506 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"flare-engine-android","title":"FLARE Engine Android port","game":"FLARE: Free Libre Action Roleplaying Engine","platform":"Windows/Linux/macOS PC → Android","kind":"Reimplementation","status":"The official wiki lists a version 1.15 Android APK and describes the port as functional. Android OS floor, ABI support, and tested device models are not specified in that guide.","summary":"Android build of the open-source FLARE isometric action RPG engine. The mobile app needs the game data copied manually from the 613 MB Windows 1.15 bundle; this is a project data transfer, not a commercial PC game requirement. The wiki notes that storage access may need a user-created Flare folder on newer Android versions.","project_url":"https://github.com/flareteam/flare-engine","updated":"2026-10-15","strategy":"Cross-platform game-engine source port","language":"","source_available":"Public C++ source repository and Android APK link; game data is distributed separately in the Windows release bundle","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android runtime for FLARE game data","target_type":"Software","sources":[{"label":"Official Android port guide, APK, and manual game-data installation","url":"https://github.com/flareteam/flare-engine/wiki/Android-port"},{"label":"FLARE engine source repository","url":"https://github.com/flareteam/flare-engine"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/flareteam/flare-engine/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2319001,"Java":208192,"CMake":27627,"Shell":10365,"NSIS":7423,"Python":6656,"Makefile":5643,"HTML":4403,"XSLT":3373,"Roff":1767,"C":47},"source_url":"https://api.github.com/repos/flareteam/flare-engine/languages","evidence":"Official GitHub REST Languages API breakdown for flareteam/flare-engine: source-code byte counts are {\"C\": 47, \"C++\": 2319001, \"CMake\": 27627, \"HTML\": 4403, \"Java\": 208192, \"Makefile\": 5643, \"NSIS\": 7423, \"Python\": 6656, \"Roff\": 1767, \"Shell\": 10365, \"XSLT\": 3373}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"flatout-2-original-xbox-switch-recomp","title":"FlatOut 2 Original Xbox to Nintendo Switch Recompilation","game":"FlatOut 2","platform":"Original Xbox (USA / Europe) → Nintendo Switch","kind":"Recompilation","status":"The README reports Switch-hardware races at 20–30 FPS and says the target is being tuned. Quick Race, Career, menus, video backgrounds, audio and profiles are listed as working.","summary":"Static recompilation lifts the original Xbox XBE into C and builds a native Switch Vulkan NRO. The user supplies an extracted USA or Europe Xbox disc; no game data is included.","project_url":"https://github.com/antoxa2584x/flatout2-sw","updated":"2026-10-16","strategy":"Static recompilation of the original Xbox XBE for native Switch homebrew","language":"","source_available":"Public source and Switch build instructions; requires the user’s original Xbox disc data.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Original Xbox static recompilation port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: USA/Europe Xbox source, Switch build, and current hardware status","url":"https://github.com/antoxa2584x/flatout2-sw#readme"},{"label":"Current primary README","url":"https://github.com/antoxa2584x/flatout2-sw/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/antoxa2584x/flatout2-sw"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/antoxa2584x/flatout2-sw/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/antoxa2584x/flatout2-sw/releases/tag/v0.1.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3655111,"Python":1666141,"CMake":41412,"Shell":39693,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/antoxa2584x/flatout2-sw/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"flatout-original-xbox-recomp-research","title":"FlatOut Original Xbox Recompilation Research","game":"FlatOut (Original Xbox)","platform":"Original Xbox → host target not yet specified","kind":"Recompilation","status":"Early XBE and asset-pipeline work only. The README says current milestones are diagnostic executables and a D3D8-to-Vulkan probe; the retail game code has not yet been statically recompiled.","summary":"A title-specific research project built on MANXFramework, with XBE/kernel initialization, BFS asset inspection, and graphics diagnostics. It requires user-supplied game files; no playable native port is claimed.","project_url":"https://github.com/RetroRecompilations/MANXFlatOut1","updated":"2026-10-15","strategy":"Early static-recompilation and asset-pipeline research; game code recompilation not yet started","language":"","source_available":"Public source and analysis tools; user supplies extracted XBE and BFS content; no game files included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox recompilation research; host target not stated","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/RetroRecompilations/MANXFlatOut1/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/RetroRecompilations/MANXFlatOut1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":127800,"Python":50660,"CMake":2152},"source_url":"https://api.github.com/repos/RetroRecompilations/MANXFlatOut1/languages","evidence":"GitHub's official Languages API for https://github.com/RetroRecompilations/MANXFlatOut1 reports 127,800 bytes of C, the largest category (70.8% of 180,612 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"flipendo-hp1-android-port","title":"Flipendo Droid: Harry Potter and the Philosopher's Stone Android Port","game":"Harry Potter and the Philosopher's Stone / Sorcerer's Stone (2001 PC game)","platform":"Windows PC game data → Android 10+ (64-bit ARM / arm64-v8a)","kind":"Reimplementation","status":"Active but prerelease: the newest published build is android-v0.2.5b from 2026-10-13. The maintainer reports all levels playable and documents tests on five Android phones (Poco X6 Pro, Redmi Note 13 Pro, Redmi 13C, Galaxy S23 and S25). Touch controls and gamepad work; combat spell casting is not yet fully adapted to touch, and the keyboard-options screen retains empty key-binding bars. The app requires the user's PC game files and includes no game data. The Android repository is a fork of kroplabeskidu/flipendo and adds the Android port.","summary":"An Android port of the open-source Flipendo / SurrealEngine implementation of the 2001 PC Harry Potter game. It builds the game's engine for Android and adapts SDL3 input/windowing and Vulkan rendering, adding an on-screen control overlay; it does not run the Windows executable. Players copy their own compatible PC installation to the phone, and the APK contains no game data.","project_url":"https://github.com/Ihor-Ihorevych/flipendo-droid","updated":"2026-10-16","strategy":"Native Android port of a game-specific Unreal Engine 1 reimplementation with Vulkan and touch adaptations","language":"","source_available":"Public GPL-3.0 fork and Android build scripts/APK prereleases; game data is not included and must come from the player's own PC copy.","first_found":"2026-10-16","project_started":"2026-10-09","programming_language":"C++","subtype":"Game-specific Android ARM64 source-engine port with touch controls","target_type":"Game","sources":[{"label":"Maintainer repository: PC-game target, engine lineage and source availability","url":"https://github.com/Ihor-Ihorevych/flipendo-droid"},{"label":"Maintainer Android guide: arm64 target, device tests, controls, build and known problems","url":"https://github.com/Ihor-Ihorevych/flipendo-droid/blob/master/docs/android.md"},{"label":"Latest android-v0.2.5b prerelease","url":"https://github.com/Ihor-Ihorevych/flipendo-droid/releases/tag/android-v0.2.5b"},{"label":"Upstream game-specific Flipendo engine repository","url":"https://github.com/kroplabeskidu/flipendo"},{"label":"GitHub repository metadata, fork lineage, and source activity","url":"https://api.github.com/repos/Ihor-Ihorevych/flipendo-droid"},{"label":"Current primary README","url":"https://github.com/Ihor-Ihorevych/flipendo-droid/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Ihor-Ihorevych/flipendo-droid/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":621087,"Java":214750,"Python":38894,"Shell":30913,"C#":6139,"PowerShell":2619,"CMake":2444},"source_url":"https://api.github.com/repos/Ihor-Ihorevych/flipendo-droid/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"flow-ps3-recomp","title":"flOw Native PC Recompilation","game":"flOw","platform":"PlayStation 3 → Windows x64","kind":"Recompilation","status":"Active work in progress. The maintainer reports 102,056 functions lifted to C++, all 140 imported functions resolved, a continuous frame loop and a D3D12-rendered Level 3 scene; the title-state machine remains stuck before full gameplay, seven of twelve HLE bridges are real, and roughly 10,000 TODOs remain. Windows x64 is the current target; Linux is planned.","summary":"Native PC static recompilation of PS3 PPC64 executable using ps3recomp; gameplay/rendering progress, incomplete input/audio.","project_url":"https://github.com/sp00nznet/flow","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: current status, phase progress, rendering and gameplay boundary","url":"https://github.com/sp00nznet/flow"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":240424,"Python":107072,"C":22659,"CMake":7676,"PowerShell":2326},"source_url":"https://api.github.com/repos/sp00nznet/flow/languages","evidence":"GitHub REST repository Languages endpoint reports 240,424 bytes of C++ out of 380,157 measured source bytes (63.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"flycast","title":"Flycast","game":"Dreamcast; Naomi; Naomi 2; Atomiswave","platform":"32-bit home console and related arcade systems","kind":"Emulator","status":"Active; v2.7 released 2026-08-19; master/nightly builds and source updates continued through 2026-10-14.","summary":"Open-source multiplatform emulator for Sega Dreamcast and Dreamcast-derived Naomi, Naomi 2, and Atomiswave arcade hardware. It is a substantial continuation of the Reicast codebase and has its own active standalone builds.","project_url":"https://github.com/flyinghead/flycast","updated":"2026-10-16","strategy":"Native software emulation with standalone builds and an optional libretro interface.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast and Naomi-family arcade emulator","target_type":"Software","sources":[{"label":"Maintainer repository and supported systems","url":"https://github.com/flyinghead/flycast"},{"label":"Maintainer releases","url":"https://github.com/flyinghead/flycast/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":24049351,"C":15610262,"HTML":13007186,"Roff":725255,"CMake":333482,"JavaScript":218381,"Java":155547,"Python":116914,"Objective-C++":75015,"Makefile":66190,"Assembly":60288,"Objective-C":56455,"CSS":31558,"Swift":31206,"Shell":28113,"Batchfile":6028,"Ruby":4894,"Dockerfile":3467,"VBScript":3131,"Lua":1585,"Perl":1416},"source_url":"https://api.github.com/repos/flyinghead/flycast/languages","evidence":"GitHub's official Languages API for https://github.com/flyinghead/flycast reports 24,049,351 bytes of C++, the largest category (44.1% of 54,585,724 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"flying-shark-atari-st-decomp","title":"Flying Shark Atari ST Decompilation","game":"Flying Shark (Atari ST)","platform":"Atari ST/STE Motorola 68000 → reconstructed C and ST/STE program","kind":"Decompilation","status":"The README reports 254 functions named, ten verified subsystems, and 277 verified rows across 3,553 differential tests. A reconstructed program and bootable floppy match sampled attract frames; real joystick/hardware testing remains open.","summary":"Reconstructs shipped Atari ST 68000 code as readable C, verifies it against the original binary, and compiles it back for Atari ST/STE.","project_url":"https://github.com/geogeo28/atari_reverse","updated":"2026-10-15","strategy":"Byte-matching 68000 source reconstruction in C","language":"","source_available":"Public source/tooling repository; the README says game executables, disk images, game data, and TOS ROM are not included; users bring their own copies.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari ST executable reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/geogeo28/atari_reverse"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/geogeo28/atari_reverse/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":13389017,"C":8516505,"Assembly":823506,"Shell":400119,"HTML":123208,"Java":71845,"Makefile":56536,"Linker Script":28995},"source_url":"https://api.github.com/repos/geogeo28/atari_reverse/languages","evidence":"GitHub's official Languages API for https://github.com/geogeo28/atari_reverse reports 13,389,017 bytes of Python, the largest category (57.2% of 23,409,731 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fm1-transporter-firmware-dump-and-recovery-tool","title":"FM-1 Transporter (FM-1 flash dump and recovery utility)","game":"M-VAVE FM-1 bootloader and firmware update protocol","platform":"macOS host tool plus Seeed XIAO RP2040 connected to FM-1 USB data lines","kind":"Reimplementation","status":"Current maintainer README documents flash-info, full 1 MiB readout, sector-verified writes, and RAM loading. Latest repository push checked 2026-10-01; no GitHub release entry was found. Only the Seeed XIAO RP2040 setup is recommended; other RP2040 boards are marked untested.","summary":"An MIT-licensed tool for reading and writing M-VAVE FM-1 flash through a Seeed XIAO RP2040 bridge. It can back up the device, write changed 4 KiB sectors with verification, and load code into RAM for research; the README warns users to keep a dump and identifies the address range that its writer touches.","project_url":"https://github.com/kurogedelic/FM-1-transporter","updated":"2026-10-16","strategy":"Independent implementation of the FM-1 bootloader/flash transport protocol using RP2040 PIO USB and host-side Python tools.","language":"","source_available":"Public source under MIT; README identifies the Pico-PIO-USB dependency and routines ported from jl-uboot-tool, also MIT. Required wl82loader.bin is not included and must be obtained separately.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded firmware backup and recovery utility","target_type":"Software","sources":[{"label":"Maintainer README: hardware setup, dump/write behavior, safeguards, and license","url":"https://github.com/kurogedelic/FM-1-transporter/blob/main/README.md"},{"label":"Architecture and protocol documentation","url":"https://github.com/kurogedelic/FM-1-transporter/blob/main/docs/ARCHITECTURE.md"},{"label":"MIT license","url":"https://github.com/kurogedelic/FM-1-transporter/blob/main/LICENSE"},{"label":"GitHub repository activity metadata (latest push date)","url":"https://api.github.com/repos/kurogedelic/FM-1-transporter"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/kurogedelic/FM-1-transporter/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":73191,"Python":16681,"CMake":4267},"source_url":"https://api.github.com/repos/kurogedelic/FM-1-transporter/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fnirsi-101xd-open-firmware-1014d-port","title":"FNIRSI 101xd open firmware (1013D/1014D port)","game":"FNIRSI 1013D tablet and 1014D benchtop oscilloscope firmware","platform":"Shared ARM-based scope firmware. README says the 1014D port is the default and hardware-tested; the 1013D build is not hardware-tested. Active branch: `atlan4-base`.","kind":"Reimplementation","status":"Experimental open firmware. The maintainer documents a hardware-tested 1014D build on branch `atlan4-base`; 1013D firmware builds are explicitly untested. No GitHub release was returned; latest source push was 2026-10-02. The repository is a fork and documents code lineage from the original 1013D reverse-engineering and later community firmware projects.","summary":"A forked open-firmware tree that extends community FNIRSI scope firmware across the 1013D and 1014D models. It packages a shared 101xd application and an 1014D-specific bootloader/SD image. The README attributes its upstream reverse-engineering and source lineage, and marks the 1013D target as untested in this branch.","project_url":"https://github.com/Donwulff/FNIRSI_1014D_Firmware","updated":"2026-10-16","strategy":"Continue and port community-written replacement firmware to the 1014D hardware, retaining explicit upstream lineage; this is not represented as a clean-room rewrite of the manufacturer’s firmware.","language":"","source_available":"Public source fork under GPL-3.0 according to GitHub metadata and the README. The README names the upstream reverse-engineering/source projects and gives model-specific hardware-test caveats.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Oscilloscope embedded open-firmware port and model compatibility","target_type":"Software","sources":[{"label":"Maintainer README: active branch, models, tested status, safe scope boundaries, and provenance","url":"https://github.com/Donwulff/FNIRSI_1014D_Firmware/tree/atlan4-base"},{"label":"Port history and limitations for the FNIRSI 1014D","url":"https://github.com/Donwulff/FNIRSI_1014D_Firmware/blob/atlan4-base/PORT_A.md"},{"label":"Official GitHub GPL-3.0 license file","url":"https://github.com/Donwulff/FNIRSI_1014D_Firmware/blob/atlan4-base/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Donwulff/FNIRSI_1014D_Firmware"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/Donwulff/FNIRSI_1014D_Firmware/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5413176,"Makefile":85732,"Assembly":82755,"Verilog":37754,"C++":37636,"Python":30940,"Shell":16093,"Tcl":1953,"Linker Script":1592,"Perl":954,"BitBake":163},"source_url":"https://api.github.com/repos/Donwulff/FNIRSI_1014D_Firmware/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C is the largest repository-wide tracked byte category (5,413,176 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-fomni-chord-harp-firmware","title":"FoMni (M-VAVE FM-1 Omnichord-inspired chord-harp firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; browser emulator and Chrome/Edge USB installer","kind":"Reimplementation","status":"Release 0.4 was published 2026-10-15. The README documents a browser emulator, USB installer, and source test/build workflow; no extent of physical-device testing is specified.","summary":"A Felucca-platform-derived chord harp for FM-1: white keys strum a sustained chord and black keys select chords, with rhythm accompaniment, MIDI I/O, a simple page-based interface, and browser emulation.","project_url":"https://github.com/charlesvestal/fm1-fomni","updated":"2026-10-16","strategy":"GPL-3.0 custom chord-harp instrument firmware using the Felucca platform and credited open-source sound/rhythm sources.","language":"","source_available":"Public source under GPL-3.0-only; README credits Felucca and Chordian/OM-84-derived materials.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded chord-harp firmware","target_type":"Software","sources":[{"label":"Maintainer README: instrument behavior, browser demo, and build/test workflow","url":"https://github.com/charlesvestal/fm1-fomni/blob/main/README.md"},{"label":"Release v0.4 (published 2026-10-15)","url":"https://github.com/charlesvestal/fm1-fomni/releases/tag/v0.4"},{"label":"GPL-3.0 license","url":"https://github.com/charlesvestal/fm1-fomni/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/charlesvestal/fm1-fomni"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/charlesvestal/fm1-fomni/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":474704,"Python":123754,"HTML":56066,"JavaScript":17980,"Shell":10524,"Assembly":2656,"Linker Script":2602},"source_url":"https://api.github.com/repos/charlesvestal/fm1-fomni/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (69.0% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"food-fight-7800-disassembly","title":"Food Fight (Atari 7800) Disassembly","game":"Food Fight","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"Partial analysis: 39.7% of cartridge bytes are traced as code; the reassembly is byte-identical.","summary":"A partial 7800 disassembly and memory-map investigation with a byte-identical reassembly check.","project_url":"https://github.com/Miasmark/food-fight-7800-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 disassembly with byte-identical reassembly and MAME probes","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Batchfile","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/food-fight-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":4164,"Shell":3311},"source_url":"https://api.github.com/repos/Miasmark/food-fight-7800-disassembly/languages","evidence":"GitHub's official Languages API for https://github.com/Miasmark/food-fight-7800-disassembly reports 4,164 bytes of Batchfile, the largest category (55.7% of 7,475 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"forsaken-3ds-port","title":"Forsaken 3DS Port","game":"Forsaken","platform":"Nintendo 64 / PlayStation / PC → Nintendo 3DS","kind":"Reimplementation","status":"Project reports the solo campaign playable and generally stable at 60 FPS on old and New 3DS.","summary":"Native 3DS port based on ForsakenX; source versions include multiple original platforms.","project_url":"https://github.com/colbyshores/forsaken-3ds","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/colbyshores/forsaken-3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/colbyshores/forsaken-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5290753,"Python":81365,"Lua":69673,"C++":42111,"Roff":30397,"Shell":20426,"Makefile":5636},"source_url":"https://api.github.com/repos/colbyshores/forsaken-3ds/languages","evidence":"GitHub's official Languages API for https://github.com/colbyshores/forsaken-3ds reports 5,290,753 bytes of C, the largest category (95.5% of 5,540,361 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"forza-horizon-2-recomp-android","title":"Forza Horizon 2 Recompiled Android","game":"Forza Horizon 2 (Xbox 360 version)","platform":"Xbox 360 → Android (ARM64, Android 8+, Vulkan 1.1), Linux x86-64","kind":"Recompilation","status":"Work in progress: the game boots and plays menus/races, but Android performance is below console speed and collisions can be missed. The README offers Android APK releases and a source build; no named Android device test is listed.","summary":"Xbox 360 PowerPC program statically recompiled to ARM64 for Android, with Vulkan-based GPU emulation and an experimental native Xenos renderer. Android includes touch controls and gamepad support; users provide a USA game copy and the app reads its ISO directly.","project_url":"https://github.com/Gabrick75/fh2-recompiled","updated":"2026-10-15T20:51:53Z","strategy":"Static recompilation to ARM64","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox 360 static recompilation with Android application","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, status and disc input","url":"https://github.com/Gabrick75/fh2-recompiled"},{"label":"Maintainer APK releases","url":"https://github.com/Gabrick75/fh2-recompiled/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Gabrick75/fh2-recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13574302,"C++":11996229,"Java":277392,"CMake":103756,"Python":89765,"Shell":22637,"GLSL":13662,"HLSL":6177,"Pawn":1111,"SourcePawn":967},"source_url":"https://api.github.com/repos/Gabrick75/fh2-recompiled/languages","evidence":"GitHub's official Languages API for https://github.com/Gabrick75/fh2-recompiled reports 13,574,302 bytes of C, the largest category (52.0% of 26,085,998 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"forza-horizon-2-xbox360-windows-recomp","title":"Forza Horizon 2 Xbox 360 Windows Static Recompilation","game":"Forza Horizon 2","platform":"Xbox 360 → Windows AMD64","kind":"Recompilation","status":"Early, unresolved work in progress; not playable. The maintainer reports the Windows AMD64 build reaches the loading screen then stalls on a kernel semaphore. Gameplay and progression have not been tested.","summary":"Experimental Xbox 360 static recompilation using the vendored ReXGlue SDK. The project requires the user’s extracted Xbox 360 game tree containing `default.xex`, `XMediaFacade_default.xex`, and `SpeechFacade_default.xex`; it publishes no game data, system files, or executables. The README does not identify a region, media ID, or executable hash. No repository license is declared; SDK license does not automatically apply to all project code. Distinct target from the catalogued Forza Horizon 2 Android port.","project_url":"https://github.com/fabioap-cpu/Forza-Horizon-2-Recomp","updated":"2026-10-15","strategy":"ReXGlue static Xbox 360 PPC-to-C++ recompilation with Windows AMD64 host runtime","language":"","source_available":"Public experimental source and build configuration; requires user-supplied game XEX/facade files; no game data included; repository does not declare a project-wide license.","first_found":"2026-10-16","project_started":"2026-09-03","programming_language":"C","subtype":"Experimental Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact required executable/facade files, current tested boundary, and blocker","url":"https://github.com/fabioap-cpu/Forza-Horizon-2-Recomp/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license declaration","url":"https://api.github.com/repos/fabioap-cpu/Forza-Horizon-2-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13410970,"C++":9530989,"Assembly":304693,"CMake":87673,"PowerShell":36741,"Python":27309,"HLSL":6177,"Shell":8615,"Pawn":1111,"SourcePawn":1064,"Batchfile":60},"source_url":"https://api.github.com/repos/fabioap-cpu/Forza-Horizon-2-Recomp/languages","evidence":"Official GitHub Repository.languages API byte counts: 13,410,970 bytes of C, the largest total. This is a repository-level count; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"forza-horizon-2-xbox-one-azimuth-api-translation","title":"Forza Horizon 2 Xbox One — Azimuth","game":"Forza Horizon 2","platform":"Xbox One → Windows 10/11; Linux through Proton","kind":"API Translation","status":"In development; v0.9.10 released 2026-10-15. Supports Forza Horizon 2 Xbox One v1.0.0.64 and Storm Island v1.0.0.36; Fast & Furious v1.0.0.6 is experimental. Offline only. City driving can stutter; Intel integrated graphics remain incompletely supported.","summary":"A Windows wrapper that runs the Xbox One edition of Forza Horizon 2 by translating Xbox WinRT calls to Win32 and Xbox DirectX 11.X to desktop DirectX 12. The developer provides a Windows binary download, requires users to supply their own game files, and documents Linux use through Proton.","project_url":"https://almost-there-games.itch.io/azimuth","updated":"2026-10-16","strategy":"WinRT → Win32 and Xbox DirectX 11.X → desktop DirectX 12 translation","language":"","source_available":"No public source repository linked; Windows binary ZIP download only","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"","subtype":"Xbox One game wrapper and API compatibility layer","target_type":"Game","sources":[{"label":"Official project page: method, supported game builds, Windows/Linux scope, requirements, limitations, and binary download","url":"https://almost-there-games.itch.io/azimuth"},{"label":"Maintainer update 0.9.10: current version, 2026-10-15 release, Linux/Steam Deck improvements, and remaining known issues","url":"https://almost-there-games.itch.io/azimuth/devlog/1709401/update-0910"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://almost-there-games.itch.io/azimuth","evidence":"The current project record points to https://almost-there-games.itch.io/azimuth; no linked public source-language map was identified in its catalog sources as of 2026-10-16.","verified_at":"2026-10-16","reason_unknown":"No linked public source repository or authoritative source-language map is available for this project record; the project page was checked on 2026-10-16 and implementation language remains unknown."}},{"id":"forza-horizon-6-indonesian-pc-localization","title":"Forza Horizon 6 Indonesian PC Localization","game":"Forza Horizon 6","platform":"Windows PC (Steam, Microsoft Store, or Xbox app installation)","kind":"Fan Localization","status":"Released; the Nexus listing shows version 1 and last updated 2026-06-14. Its embedded readme says it targets game version v364.xxx.","summary":"Unofficial Indonesian text localization for the PC game. It replaces the original EN.zip string table with an Indonesian replacement and does not change other core game files. The official Steam listing names 23 supported languages and does not include Indonesian, confirming this is an added fan localization rather than an existing native translation.","project_url":"https://www.nexusmods.com/forzahorizon6/mods/396?tab=description","updated":"2026-10-16","strategy":"Replacement string-table localization mod","language":"Indonesian","source_available":"The Nexus description links a v1.0 ZIP on Google Drive and Trakteer; its embedded README says the archive contains README.txt and replacement EN.zip. No translation table or source repository is linked.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Windows PC unofficial localization","target_type":"Game","sources":[{"label":"Author’s Nexus page: version, update date, v364.xxx target, replacement file, download links, and reuse permissions","url":"https://www.nexusmods.com/forzahorizon6/mods/396?tab=description"},{"label":"Author-linked v1.0 ZIP package","url":"https://drive.google.com/file/d/1hDEJ-pQjMBKniBX1urxe339wldDfIrEj/view?usp=drive_link"},{"label":"Official Steam listing: supported languages and Windows PC system requirements; Indonesian is not listed","url":"https://store.steampowered.com/app/2483190/Forza_Horizon_6/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.nexusmods.com/forzahorizon6/mods/396?tab=description","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Forza Horizon 6 Indonesian PC Localization. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Forza Horizon 6 Indonesian PC Localization do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"forza-horizon-xbox360-reimagined-recomp","title":"Forza Horizon Xbox 360 ReImagined","game":"Forza Horizon (2012)","platform":"Xbox 360 PowerPC → native Windows/Linux/Steam Deck","kind":"Recompilation","status":"Experimental early build; v0.1.5 launcher release is published, but the project remains an early work in progress.","summary":"An independent Xbox 360 static recompilation and PC project with modernized online and presentation features. The repository does not include game data. It is a separate codebase from Pinyon Shift, the existing Forza Horizon Xbox 360 recompilation.","project_url":"https://github.com/Dyotson/ForzaHorizon1-ReImagined","updated":"2026-10-16","strategy":"Static Xbox 360 PowerPC recompilation with ReXGlue","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Xbox 360 native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/Dyotson/ForzaHorizon1-ReImagined"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/Dyotson/ForzaHorizon1-ReImagined"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":918236,"C++":424647,"Shell":70059,"CMake":22324,"HTML":14265,"CSS":10581,"JavaScript":5091,"Java":4716,"PowerShell":3228,"C":3034,"Inno Setup":2700,"Dockerfile":442},"source_url":"https://api.github.com/repos/Dyotson/ForzaHorizon1-ReImagined/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 918,236 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"forza-horizon-xbox360-pinyon-shift","title":"Forza Horizon Xbox 360 Static Recompilation","game":"Forza Horizon (2012)","platform":"Xbox 360 → Windows, Linux, Steam Deck, macOS Apple silicon; Android alpha","kind":"Recompilation","status":"Playable preview; release v0.5.1 (2026-10-12). The owner warns of rendering bugs and slowdowns; Android is alpha.","summary":"Builds a native PC version from the user’s own Xbox 360 disc; includes a launcher and game-specific renderer.","project_url":"https://github.com/arcanite24/pinyon-shift","updated":"2026-10-15","strategy":"Ahead-of-time PowerPC-to-C++ recompilation with a project renderer using Vulkan; macOS uses MoltenVK.","language":"C++","source_available":"Public source repository (BSD-3-Clause license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Ahead-of-time powerpc-to-c++ recompilation with a project renderer using vulkan","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/arcanite24/pinyon-shift"},{"label":"Verified release or build","url":"https://github.com/arcanite24/pinyon-shift/releases/tag/v0.5.1"},{"label":"Owner documentation","url":"https://arcanite24.github.io/pinyon-shift/"},{"label":"Project owner releases","url":"https://github.com/arcanite24/pinyon-shift/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/arcanite24/pinyon-shift"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1575924,"C++":1189860,"PowerShell":259301,"C#":257278,"Java":52114,"CMake":37903,"CSS":18059,"C":13570,"JavaScript":2323,"HTML":2178},"source_url":"https://api.github.com/repos/arcanite24/pinyon-shift/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Python is predominant with 1,575,924 bytes; the manifest breakdown contains all 10 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"forza-motorsport-2-xbox360-recomp","title":"Forza Motorsport 2 Native Recompilation","game":"Forza Motorsport 2 (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Release v0.3.0 is playable but still a work in progress. The README reports menus and videos working and Exhibition races/Free Run at 60 FPS; career, split-screen, and DLC need more testing. Xbox Live is unavailable.","summary":"Static PowerPC-to-C++ recompilation with the ReXGlue SDK and a native Windows runtime. The release requires the user’s supported USA game files; no game data is included.","project_url":"https://github.com/0herculabs/hl360-Forza2","updated":"2026-10-15","strategy":"Static Xbox 360 PowerPC-to-C++ recompilation with ReXGlue","language":"","source_available":"Public source repository and Windows release; the user supplies the supported USA game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation; Windows x64 target","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/0herculabs/hl360-Forza2/blob/main/README.md"},{"label":"Release v0.3.0","url":"https://github.com/0herculabs/hl360-Forza2/releases/tag/v0.3.0"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/0herculabs/hl360-Forza2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":131972063,"C":3697016,"Python":19166,"CMake":17111,"PowerShell":10366,"Batchfile":2260,"Shell":310,"Makefile":180},"source_url":"https://api.github.com/repos/0herculabs/hl360-Forza2/languages","evidence":"GitHub's official Languages API for https://github.com/0herculabs/hl360-Forza2 reports 131,972,063 bytes of C++, the largest category (97.2% of 135,718,472 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"forza-motorsport-3-xbox360-recomp","title":"Forza Motorsport 3 Ultimate Collection Recompilation","game":"Forza Motorsport 3: Ultimate Collection (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Release 0.1.1 is a work in progress. The README reports menus, videos, Free Play, and races at 60 FPS; full Career, local multiplayer, and other modes need more testing. Xbox Live is unavailable. Only the specified USA Ultimate Collection dump is supported.","summary":"The PowerPC game code is statically translated to C++ with ReXGlue and built for native Windows. The project currently selects Direct3D 12 because its Vulkan backend does not yet render the game correctly.","project_url":"https://github.com/0herculabs/hl360-forza3","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using ReXGlue and Direct3D 12","language":"","source_available":"Public source repository and release; user-supplied USA Ultimate Collection disc files required; no game data bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation; Windows x64 target","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/0herculabs/hl360-forza3/blob/main/README.md"},{"label":"Release 0.1.1","url":"https://github.com/0herculabs/hl360-forza3/releases/tag/0.1.1"},{"label":"Supported game identity and build status","url":"https://github.com/0herculabs/hl360-forza3/blob/main/README.md#supported-version"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/0herculabs/hl360-forza3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":194705,"CMake":10368,"Python":7310,"Batchfile":2700,"Shell":572},"source_url":"https://api.github.com/repos/0herculabs/hl360-forza3/languages","evidence":"GitHub's official Languages API for https://github.com/0herculabs/hl360-forza3 reports 194,705 bytes of C++, the largest category (90.3% of 215,655 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"forza-motorsport-3-ultimate-collection-twilightysparkle-recomp","title":"Forza Motorsport 3 Ultimate Collection Recompilation (twilightysparkle)","game":"Forza Motorsport 3: Ultimate Collection (Xbox 360)","platform":"Xbox 360 (USA Ultimate Collection, Title ID 4D53084D; Disc 1 and Disc 2) → Windows 10/11 x64, Direct3D 12","kind":"Recompilation","status":"Early work in progress; v0.1.0 release. The game boots, menus work, Disc 2 content installs, and races are drivable. Only the opening race and a few exhibition laps have been played; most career content, tracks, cars, and replays remain untested.","summary":"An independent Forza Motorsport 3 implementation that statically recompiles Xbox 360 PowerPC code ahead of time to C++ with ReXGlue v0.10.0 and renders through Direct3D 12. The launcher verifies the user's own USA Ultimate Collection Disc 1 and Disc 2 against documented Redump file hashes; no copyrighted game files are distributed.","project_url":"https://github.com/twilightysparkle/forza3-recomp","updated":"2026-10-15","strategy":"Static Xbox 360 PowerPC-to-C++ recompilation with ReXGlue v0.10.0 and a Direct3D 12 renderer","language":"","source_available":"Public source and v0.1.0 release; requires the user's own USA Ultimate Collection Xbox 360 discs 1 and 2; game files are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Independent Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, exact edition, requirements, and tested play scope","url":"https://github.com/twilightysparkle/forza3-recomp#readme"},{"label":"Release v0.1.0","url":"https://github.com/twilightysparkle/forza3-recomp/releases/tag/v0.1.0"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/twilightysparkle/forza3-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":171065936,"C":7616379,"Python":39298,"CMake":19170,"PowerShell":11474,"Batchfile":2644,"Shell":310},"source_url":"https://api.github.com/repos/twilightysparkle/forza3-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for twilightysparkle/forza3-recomp: source-code byte counts are {\"Batchfile\": 2644, \"C\": 7616379, \"C++\": 171065936, \"CMake\": 19170, \"PowerShell\": 11474, \"Python\": 39298, \"Shell\": 310}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"forza-motorsport-4-xbox360-recomp","title":"Forza Motorsport 4 Static Recompilation","game":"Forza Motorsport 4 (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Experimental alpha v0.1.0-alpha.2. The maintainer reports booting, races, profile saves, and career progress through the Sportsman tier on the tested Windows AMD64 system; later campaign progress and performance remain unverified.","summary":"ReXGlue statically recompiles the Xbox 360 PowerPC code into a native Windows executable. The project validates the user’s Europe Game of the Year Disc 1 and requires additional game executables and media files from the user’s copy.","project_url":"https://github.com/Alexbeav/fm4-recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-native x86-64 recompilation with ReXGlue","language":"","source_available":"Public source repository and experimental Windows release; complete game files must come from the user’s supported disc","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Xbox 360 static recompilation; experimental Windows x64 release","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/Alexbeav/fm4-recomp/blob/main/README.md"},{"label":"Current tested boundary and known issues","url":"https://github.com/Alexbeav/fm4-recomp/blob/main/docs/STATUS.md"},{"label":"Release v0.1.0-alpha.2","url":"https://github.com/Alexbeav/fm4-recomp/releases/tag/v0.1.0-alpha.2"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/Alexbeav/fm4-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":30874,"C++":9094,"CMake":2113,"Batchfile":987},"source_url":"https://api.github.com/repos/Alexbeav/fm4-recomp/languages","evidence":"GitHub's official Languages API for https://github.com/Alexbeav/fm4-recomp reports 30,874 bytes of PowerShell, the largest category (71.7% of 43,068 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fossil-fighters-nds-decomp","title":"Fossil Fighters Nintendo DS Decompilation","game":"Fossil Fighters","platform":"Nintendo DS (USA, product code YKHE; SHA-1 8148a65040b5085337b76e6051601da1b1fc28ef)","kind":"Decompilation","status":"Work in progress; the README reports 7 matched functions / 3,864 bytes, 0.35% of the mapped game code, with a byte-checking build.","summary":"A Nintendo DS decompilation using hand-written C, symbol/address maps, and build scripts. The maintainer says the repository contains no game code or data; extraction requires the user’s own ROM.","project_url":"https://github.com/Sojews/fossil-fighters-decomp","updated":"2026-10-16","strategy":"Hand-reconstructed C checked for byte-identical ROM output","language":"","source_available":"Public C source, maps, and build scripts; no game assets or game code. Requires the user’s own legal ROM dump.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/Sojews/fossil-fighters-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/Sojews/fossil-fighters-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":38087,"Python":25895},"source_url":"https://api.github.com/repos/Sojews/fossil-fighters-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-fox-adventures-uwp-port","title":"Foxhollow: Star Fox Adventures UWP Port","game":"Star Fox Adventures (GameCube)","platform":"Nintendo GameCube → Windows UWP (x64 APPX)","kind":"Decompilation","status":"Release v0.5.8.18 was published on 2026-10-13. The README documents x64 APPX installation and USB-disc playback for USA GSAE01 revisions 0–1, PAL GSAP01 revisions 0–1, and Japan GSAJ01 revision 0.","summary":"A native Windows UWP port of Star Fox Adventures built on the SFA decompilation and Aurora. The app reads an ISO, RVZ, or GCM directly from USB. The README requires the user's own game copy and says discs, saves, and texture packs are not included.","project_url":"https://github.com/JYRS20/foxhollow-uwp","updated":"2026-10-16","strategy":"Decompilation-based native Windows UWP port built on the SFA decompilation and Aurora","language":"","source_available":"Public source repository and x64 APPX release. GitHub repository metadata reports CC0-1.0. README requires the user's own game copy and says discs, saves, and texture packs are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native UWP port (x64 APPX)","target_type":"Game","sources":[{"label":"Project README and supported GameCube revisions","url":"https://github.com/JYRS20/foxhollow-uwp/blob/main/README.md"},{"label":"Release v0.5.8.18","url":"https://github.com/JYRS20/foxhollow-uwp/releases/tag/v0.5.8.18"},{"label":"Repository CC0-1.0 license","url":"https://github.com/JYRS20/foxhollow-uwp/blob/main/LICENSE"},{"label":"GitHub repository metadata (license and activity)","url":"https://api.github.com/repos/JYRS20/foxhollow-uwp"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/JYRS20/foxhollow-uwp/languages"},{"label":"Foxhollow source project credited by this README","url":"https://github.com/JackPriceBurns/foxhollow"},{"label":"SFA decompilation credited by this README","url":"https://github.com/zcanann/SFA-Decomp"},{"label":"Aurora runtime credited by this README","url":"https://github.com/encounter/aurora"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14623695,"C++":146878,"CMake":21788},"source_url":"https://api.github.com/repos/JYRS20/foxhollow-uwp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pdp1-fpg1-mister-core","title":"FPG-1 / PDP-1 for MiSTer","game":"DEC PDP-1 computer system and paper-tape programs","platform":"MiSTer FPGA on Terasic DE10-Nano / Cyclone V","kind":"Emulator","status":"Public MIT-licensed FPGA core; last code push 2026-07-03 and no formal release is listed. README says instruction test tapes pass except unsupported extended memory/sequence-break features; paper-tape punch and some timing behaviors remain incomplete.","summary":"FPGA hardware recreation of a DEC PDP-1, including instruction set, console, paper-tape reader/RIM mode, teletype, and Type 30 CRT behavior. The maintainer explicitly distinguishes it from software emulation because there is no host CPU running the machine model. Spacewar! is preloaded; the separate rights basis for that bundled program is not stated.","project_url":"https://github.com/MiSTer-devel/PDP1_MiSTer","updated":"2026-07-03","strategy":"FPGA hardware recreation (not a software CPU emulator)","language":"","source_available":"Public MIT source. No external system firmware is documented as required; the core includes a preloaded Spacewar! image and ROM-based font/console assets whose separate rights are not specified. Other software is supplied as paper-tape images.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"PDP-1 / FPGA computer core","target_type":"Software","sources":[{"label":"Maintainer README with implementation method, status, requirements, and license","url":"https://github.com/MiSTer-devel/PDP1_MiSTer"},{"label":"Repository activity","url":"https://github.com/MiSTer-devel/PDP1_MiSTer/commits/master"},{"label":"MiSTer project page","url":"https://github.com/MiSTer-devel/Main_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":628605,"SystemVerilog":220041,"VHDL":213445,"Tcl":26958,"Assembly":4912,"Shell":751,"Wolfram Language":283},"source_url":"https://api.github.com/repos/MiSTer-devel/PDP1_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 628,605 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenfs-ext4-btrfs-userspace-filesystem-reimplementation","title":"FrankenFS (userspace filesystem implementations)","game":"ext4 and btrfs filesystems; companion tools for FAT16, FAT32, NTFS, and ZFS images","platform":"Linux userspace through FUSE plus offline filesystem-image tools","kind":"Reimplementation","status":"Active; v0.2.0 was released 2026-07-11 and source updates continued 2026-10-16. The project identifies ext4/btrfs as its established development base, with mounted writes, recovery, and release readiness still evidence-gated. FAT16/FAT32/NTFS/ZFS are companion-tool paths with different capability levels, not claims of equivalent mounted filesystems.","summary":"A Rust userspace filesystem project that reimplements native filesystem behavior through FUSE and offline image utilities. Its scope includes ext4 and btrfs, experimental block-level MVCC and repair work, plus more limited companion tools for other formats; project documentation distinguishes parsers, read profiles, writers, and mounted filesystems.","project_url":"https://github.com/Dicklesworthstone/frankenfs","updated":"2026-10-16","strategy":"Rust filesystem implementations operating over FUSE and offline filesystem images, with format-specific feature and evidence gates.","language":"","source_available":"Public Rust source; repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; inspect the custom terms before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Userspace filesystem and filesystem-image tools","target_type":"Software","sources":[{"label":"README with per-format capability boundaries","url":"https://github.com/Dicklesworthstone/frankenfs"},{"label":"Detailed ext4 and btrfs guide","url":"https://github.com/Dicklesworthstone/frankenfs/blob/main/README_EXT4_BTRFS.md"},{"label":"v0.2.0 release","url":"https://github.com/Dicklesworthstone/frankenfs/releases/tag/v0.2.0"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenfs/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":31766798,"Shell":3294885,"Python":578794,"C":132834},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenfs/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (31,766,798 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenjax-jax-transform-semantics-reimplementation","title":"FrankenJAX (JAX transformation semantics in Rust)","game":"JAX jit, grad, vmap, and JAXPR-like transformation semantics","platform":"Rust library and CLI; local CPU execution, with multi-device pmap work not yet available","kind":"Reimplementation","status":"Active pre-release development; no tagged GitHub release was listed at review time. The README reports forward- and reverse-mode automatic differentiation for its 157 V1 local primitives; pmap collectives are typed unsupported until a multi-device backend exists.","summary":"A clean-room Rust implementation of JAX transformation semantics, including a canonical JAXPR-like intermediate representation, jit/grad/vmap composition, and local automatic differentiation. Differential fixtures compare primitive behavior against the JAX oracle; this is not a replacement for JAX's full XLA/GPU stack.","project_url":"https://github.com/Dicklesworthstone/frankenjax","updated":"2026-10-16","strategy":"Reimplements JAX's transform composition and local primitive semantics in Rust, with differential oracle fixtures and explicit fail-closed gaps.","language":"","source_available":"Public Rust source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review the custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Automatic-differentiation and array-transform library","target_type":"Software","sources":[{"label":"README and current local-primitive scope","url":"https://github.com/Dicklesworthstone/frankenjax"},{"label":"Current status and compatibility limits","url":"https://github.com/Dicklesworthstone/frankenjax/blob/main/README.md#current-status"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenjax/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":16822256,"Python":275007,"Shell":121810},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenjax/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (16,822,256 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenlibc-glibc-linux-reimplementation","title":"FrankenLibC (glibc-shaped Rust interposition library)","game":"glibc Linux C library symbols and ABI behavior","platform":"Linux x86-64 and AArch64; loaded with LD_PRELOAD","kind":"Reimplementation","status":"Active early-stage project; README identifies version 0.1.0, with no GitHub release listed at review time. It produces a glibc-shaped shared library and classifies exports as Rust implementations, syscalls, host wrappers, call-throughs, or stubs; the safety membrane is explicitly not wired through every path, so this is not a universal libc replacement.","summary":"A clean-room Rust implementation of selected glibc interfaces packaged as an LD_PRELOAD-compatible shared library. It aims to interpose on existing Linux binaries and optionally add validation and audit behavior, while publishing a per-symbol support matrix rather than claiming complete glibc semantics.","project_url":"https://github.com/Dicklesworthstone/frankenlibc","updated":"2026-10-16","strategy":"Rust implementation of a glibc-shaped ABI, combining native Rust functions, direct syscalls, host wrappers, call-through paths, and explicit stubs under a preload interposition layer.","language":"","source_available":"Public Rust source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review the custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Linux C library and ABI compatibility layer","target_type":"Software","sources":[{"label":"README and per-symbol implementation categories","url":"https://github.com/Dicklesworthstone/frankenlibc"},{"label":"Published support matrix","url":"https://github.com/Dicklesworthstone/frankenlibc/blob/main/support_matrix.json"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenlibc/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":70450480,"Shell":10574994,"Python":2081706,"C":775552,"C++":35115,"Mermaid":25130,"Dockerfile":14033,"Perl":4797,"Assembly":4111,"Makefile":1780,"Ruby":776},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenlibc/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (70,450,480 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenmermaid-mermaid-compatible-diagram-engine","title":"FrankenMermaid (Mermaid-compatible diagram engine)","game":"Mermaid diagram syntax and rendering behavior","platform":"Rust CLI/library, WebAssembly, SVG, terminal, and Canvas2D renderers","kind":"Reimplementation","status":"Active; v0.4.0 was released 2026-10-08 and repository updates continued 2026-10-16. The README documents 32 diagram types and multiple rendering backends; it distinguishes end-to-end runtime support from parity with Mermaid.js and lists type-specific status separately.","summary":"A Rust-first, Mermaid-compatible parser and diagram engine built around a shared intermediate representation, with 18 layout algorithms and SVG, terminal, Canvas2D, and WebAssembly rendering. It targets deterministic rendering and large-graph workflows; its own documentation treats reference parity as separate from a feature merely rendering end to end.","project_url":"https://github.com/Dicklesworthstone/frankenmermaid","updated":"2026-10-16","strategy":"Independent Rust diagram parser/layout/render implementation with a shared IR, multiple layout algorithms, and per-type compatibility evidence.","language":"","source_available":"Public source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review the custom restriction before reuse. GitHub's language endpoint currently reports HTML as predominant because generated web assets dominate its repository byte count; the project describes its engine as Rust-first.","first_found":"2026-10-16","project_started":null,"programming_language":"HTML","subtype":"Diagram authoring and rendering library","target_type":"Software","sources":[{"label":"README with architecture, diagram types, and status distinctions","url":"https://github.com/Dicklesworthstone/frankenmermaid"},{"label":"v0.4.0 release","url":"https://github.com/Dicklesworthstone/frankenmermaid/releases/tag/v0.4.0"},{"label":"Feature parity matrix","url":"https://github.com/Dicklesworthstone/frankenmermaid/blob/main/docs/planning/FEATURE_PARITY.md"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenmermaid/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":431873730,"Rust":10845687,"JavaScript":2017877,"Python":933508,"Swift":202024,"Shell":84079,"Mermaid":19657},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenmermaid/languages","evidence":"GitHub's official Languages endpoint reports HTML as the largest byte total (431,873,730), ahead of Rust (10,845,687). The project describes its diagram engine as Rust-first; generated web assets dominate the repository's language count.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenpandas-pandas-api-reimplementation","title":"FrankenPandas (pandas-compatible Rust dataframe library)","game":"pandas DataFrame, Series, and Index APIs","platform":"Rust library with a PyO3 Python binding and maturin wheel builds","kind":"Reimplementation","status":"Active; v0.6.0 was released 2026-10-14. The project says it is not yet a drop-in pandas replacement: API coverage is counted by name, and behavioral parity is tested case by case against pandas 2.2.3; the README tracks active divergences.","summary":"A clean-room, safe-Rust reimplementation of pandas-style DataFrame, Series, Index, IO, and analytics functionality, exposed to Python through PyO3. The project uses strict/hardened modes and a differential pytest suite, but documents incomplete API and behavior parity.","project_url":"https://github.com/Dicklesworthstone/frankenpandas","updated":"2026-10-16","strategy":"Clean-room Rust implementation of pandas-named APIs with Python bindings and per-case differential testing against pandas 2.2.3.","language":"","source_available":"Public Rust/Python source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review the custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Dataframe and tabular-analysis library","target_type":"Software","sources":[{"label":"README and compatibility caveats","url":"https://github.com/Dicklesworthstone/frankenpandas"},{"label":"v0.6.0 release","url":"https://github.com/Dicklesworthstone/frankenpandas/releases/tag/v0.6.0"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenpandas/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":31476184,"Python":3971117,"Shell":34129},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenpandas/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (31,476,184 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenredis-redis-protocol-reimplementation","title":"FrankenRedis (Redis 7.2.4-compatible server)","game":"Redis 7.2.4 server and RESP protocol","platform":"Cross-platform Rust server; standard Redis clients and Redis 7.2.4 database files/protocols","kind":"Reimplementation","status":"Active pre-1.0; v0.1.2 was released 2026-10-13 and source updates continued 2026-10-14. The README reports all 242 Redis 7.2.4 top-level commands recognized and implemented, while identifying a small number of administrative no-op arms and documenting remaining protocol/runtime limits. It is not a claim of universal Redis-version parity.","summary":"A memory-safe Rust server that independently reimplements Redis 7.2.4 behavior and RESP2/RESP3 compatibility, including persistence, replication, Sentinel, and scripting surfaces. Its repository includes a differential corpus, live Redis-oracle gates, and the upstream Redis 7.2.4 Tcl tests.","project_url":"https://github.com/Dicklesworthstone/frankenredis","updated":"2026-10-16","strategy":"Clean-room Rust reimplementation targeting Redis 7.2.4 command and wire-protocol behavior, validated against pinned upstream tests and differential fixtures.","language":"","source_available":"Public Rust source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review that custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"In-memory database and RESP server","target_type":"Software","sources":[{"label":"README with command, persistence, and compatibility status","url":"https://github.com/Dicklesworthstone/frankenredis"},{"label":"v0.1.2 release","url":"https://github.com/Dicklesworthstone/frankenredis/releases/tag/v0.1.2"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenredis/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":22145578,"Python":3178391,"Roff":1530249,"Shell":339387,"Lua":501,"RenderScript":2},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenredis/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (22,145,578 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankenscipy-scipy-numerical-library-reimplementation","title":"FrankenSciPy (SciPy numerical-routines reimplementation)","game":"SciPy numerical, scientific-computing, and optimization APIs","platform":"Rust libraries and CLI; native Rust and WebAssembly use are project goals","kind":"Reimplementation","status":"Active; v0.4.0 Rust crates were published by 2026-10-14. The README counts 1,194 same-named equivalents across roughly 1,300 SciPy callables, but a 2026-09-24 audit found 237 names without differential-test references; behavioral parity is partial and coverage varies by routine.","summary":"A clean-room Rust reimplementation of core SciPy numerical routines spanning linear algebra, sparse methods, optimization, integration, interpolation, FFTs, statistics, and special functions. It adds an optional condition-aware solver portfolio and uses differential tests against SciPy, while its own coverage notes distinguish matching API names from verified behavior.","project_url":"https://github.com/Dicklesworthstone/frankenscipy","updated":"2026-10-16","strategy":"Clean-room implementation of SciPy-compatible numerical APIs in Rust with routine-specific differential tests and explicit compatibility accounting.","language":"","source_available":"Public Rust source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review the custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Scientific-computing and numerical library","target_type":"Software","sources":[{"label":"README and scope/coverage discussion","url":"https://github.com/Dicklesworthstone/frankenscipy"},{"label":"Public API surface and coverage report","url":"https://github.com/Dicklesworthstone/frankenscipy/blob/main/docs/planning/PARITY-COVERAGE.md"},{"label":"v0.4.0 release","url":"https://github.com/Dicklesworthstone/frankenscipy/releases/tag/v0.4.0"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankenscipy/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":39128997,"Python":851842,"Shell":21677},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankenscipy/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (39,128,997 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankensqlite-sqlite-engine-reimplementation","title":"FrankenSQLite (SQLite-compatible Rust database engine)","game":"SQLite database engine and file format","platform":"Rust library and CLI on supported Rust hosts; standard SQLite database, rollback-journal, and WAL files","kind":"Reimplementation","status":"Active pre-1.0 project; v0.4.12 was published 2026-10-13 and source updates continued through 2026-10-16. The current runtime is explicitly described as hybrid: compatibility mode over standard SQLite files is live, while native-mode durability and some write-merge work remain partial or gated. SQL parsing coverage exceeds execution parity.","summary":"A ground-up Rust implementation of SQLite designed to read and write standard SQLite database files while adding page-level MVCC for concurrent writers. The project maintains differential tests against SQLite and documents its compatibility limits; it is not yet a complete behavioral replacement for SQLite.","project_url":"https://github.com/Dicklesworthstone/frankensqlite","updated":"2026-10-16","strategy":"Independent Rust database engine implementing SQLite-compatible SQL, pager, and on-disk formats, with page-level MVCC and differential compatibility testing.","language":"","source_available":"Public Rust source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review that custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"SQLite-compatible database engine","target_type":"Software","sources":[{"label":"Current implementation status and compatibility limits","url":"https://github.com/Dicklesworthstone/frankensqlite"},{"label":"v0.4.12 release","url":"https://github.com/Dicklesworthstone/frankensqlite/releases/tag/v0.4.12"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankensqlite/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":73275796,"JavaScript":2289025,"Shell":1969207,"TypeScript":1145854,"Python":268708,"HTML":88149,"PowerShell":15969,"CSS":3491},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankensqlite/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (73,275,796 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frankentorch-pytorch-reimplementation","title":"FrankenTorch (PyTorch-compatible Rust tensor and autograd library)","game":"PyTorch tensor, autograd, optimizer, and serialization semantics","platform":"Rust workspace; CPU and in-progress Metal/GPU integrations","kind":"Reimplementation","status":"Active, early-stage development; no tagged GitHub release or published registry release was listed at review time. Its repository describes a long-term full drop-in compatibility target and includes release-preparation notes that explicitly say prepared crate versions are not yet published.","summary":"A clean-room Rust reimplementation of PyTorch semantics, built as a modular workspace for tensors, autograd, optimizers, and runtime/device support. Project docs describe staged compatibility work; no broad drop-in parity or published release is claimed.","project_url":"https://github.com/Dicklesworthstone/frankentorch","updated":"2026-10-16","strategy":"Independent Rust implementation targeting PyTorch-observable tensor, autograd, optimizer, serialization, and runtime semantics, with staged conformance gates.","language":"","source_available":"Public Rust source. Repository LICENSE is MIT text with an additional OpenAI/Anthropic rider; review the custom restriction before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Tensor and machine-learning framework","target_type":"Software","sources":[{"label":"README and release-preparation/current-scope notes","url":"https://github.com/Dicklesworthstone/frankentorch"},{"label":"Repository license terms","url":"https://github.com/Dicklesworthstone/frankentorch/blob/main/LICENSE"},{"label":"GitHub repository and source activity","url":"https://github.com/Dicklesworthstone/frankentorch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":20838257,"Shell":78408,"Python":53298,"C":11186},"source_url":"https://api.github.com/repos/Dicklesworthstone/frankentorch/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (20,838,257 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fray-shugyou-hen-sega-game-gear-portuguese","title":"Fray Shugyou Hen Portuguese Translation","game":"Fray Shugyou Hen","platform":"SEGA Game Gear","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Fray Shugyou Hen on SEGA Game Gear. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/fray-shugyou-hen-portuguese-translation-sega-game-gear","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/fray-shugyou-hen-portuguese-translation-sega-game-gear"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/fray-shugyou-hen-portuguese-translation-sega-game-gear","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Fray Shugyou Hen Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Fray Shugyou Hen Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"fray-shugyou-hen-sega-game-gear-spanish","title":"Fray Shugyou Hen Spanish Translation","game":"Fray Shugyou Hen","platform":"SEGA Game Gear","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"Spanish fan localization for Fray Shugyou Hen on SEGA Game Gear. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/fray-shugyou-hen-spanish-translation-sega-game-gear","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/fray-shugyou-hen-spanish-translation-sega-game-gear"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/fray-shugyou-hen-spanish-translation-sega-game-gear","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Fray Shugyou Hen Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Fray Shugyou Hen Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"free42-hp42s","title":"Free42","game":"HP-42S calculator behavior","platform":"HP-42S; Windows, macOS, Linux, iOS and Android","kind":"Emulator","status":"Mature maintained simulator; SwissMicros source repository last updated 2025-11-14. The official project history lists Free42 3.3.10 (2025-10-28); the GitHub repository has no tagged releases.","summary":"An open-source HP-42S calculator simulator, written from scratch rather than using HP firmware. Project history and builds are also available from the original maintainer site.","project_url":"https://github.com/swissmicros/free42","updated":"2026-10-16","strategy":"Behavioral simulator of HP-42S functions.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Calculator simulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/swissmicros/free42"},{"label":"Official project site and history","url":"https://thomasokken.com/free42/"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/swissmicros/free42"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1826602,"C":731922,"Objective-C++":400775,"Java":305417,"Objective-C":60854,"Shell":14055,"Makefile":12590,"Python":7067,"Batchfile":6504,"Vim Script":9},"source_url":"https://api.github.com/repos/swissmicros/free42/languages","evidence":"GitHub official repository language endpoint byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"freeciv-android","title":"Freeciv for Android","game":"Freeciv","platform":"Windows/Linux PC → Android","kind":"Reimplementation","status":"The public Android port repository contains Freeciv 2.6.0 and documents an APK build; its README points users to a downloadable APK. The stated Android SDK 26 requirement is for the build environment, not a confirmed runtime floor. No current Android minimum, ABI list, or device-test matrix is stated.","summary":"An Android port of the open-source Civilization-inspired strategy game, based on Freeciv 2.6.0. The source includes game code and data and does not require proprietary PC assets. The repository's build instructions require the old NDK r12b and Java 8.","project_url":"https://github.com/zielmicha/freeciv-android","updated":"2026-10-15","strategy":"Android source port","language":"","source_available":"Public C, Java, and Python source repository; APK download is linked from the README; no proprietary game data is required","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Legacy Android port bundling Freeciv 2.6.0","target_type":"Game","sources":[{"label":"Project README, included version, APK download, and Android build requirements","url":"https://github.com/zielmicha/freeciv-android"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/zielmicha/freeciv-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":312928,"C":231244,"Makefile":35632,"Shell":13996,"JavaScript":13023,"Java":12566,"HTML":248},"source_url":"https://api.github.com/repos/zielmicha/freeciv-android/languages","evidence":"Official GitHub REST Languages API breakdown for zielmicha/freeciv-android: source-code byte counts are {\"C\": 231244, \"HTML\": 248, \"Java\": 12566, \"JavaScript\": 13023, \"Makefile\": 35632, \"Python\": 312928, \"Shell\": 13996}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"freecnc-tiberian-dawn","title":"FreeCNC","game":"Command & Conquer: Tiberian Dawn","platform":"Original PC game → Linux and Windows","kind":"Reimplementation","status":"Alpha per SourceForge; the latest files listed there are old, and the page makes no current compatibility claim.","summary":"Free engine for Command & Conquer: Tiberian Dawn.","project_url":"https://sourceforge.net/projects/freecnc/","updated":"2026-10-16","strategy":"Independent game-engine reimplementation","language":"","source_available":"Public SourceForge project/source files; the project page does not specify game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Real-time strategy engine reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: Tiberian Dawn target, alpha status and project description","url":"https://sourceforge.net/projects/freecnc/"},{"label":"SourceForge files page: available source/package history","url":"https://sourceforge.net/projects/freecnc/files/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/freecnc/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"freedo-3do","title":"FreeDO","game":"All compatible 3DO Interactive Multiplayer software","platform":"3DO Interactive Multiplayer → Linux and Windows (archived SourceForge listing)","kind":"Emulator","status":"Historical archived SourceForge listing; last update 2013-03-12. Its notice says the project moved and that the then-current project was no longer open source, so current upstream status is unverified.","summary":"One of the earliest 3DO emulators and the codebase from which 4DO and later open-source projects descended. A partial source release appeared in 2010; the 2.x branch was closed source.","project_url":"https://sourceforge.net/projects/freedo/","updated":"2013-03-12","strategy":"Software emulation of 3DO hardware; public source is partial and does not represent every FreeDO branch.","language":"","source_available":"Source status is unresolved: the archived SourceForge listing labels GPL-2.0 but also states the moved project was no longer open source; do not infer the current upstream license from this listing.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Archived 3DO Interactive Multiplayer emulator listing","target_type":"Software","sources":[{"label":"FreeDO project files and news archive","url":"https://sourceforge.net/projects/freedo/files/"},{"label":"3DO emulation source/release history index","url":"https://3dodev.com/software/emulation"},{"label":"Official project source confirms emulator type and target","url":"https://sourceforge.net/projects/freedo/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/freedo/","evidence":"The official SourceForge project page is the available project source; this audit could not establish a repository language API endpoint from it.","verified_at":"2026-10-15","reason_unknown":"No reliably identified source repository language endpoint or authoritative per-language byte totals were available for the project."}},{"id":"freedoom-android-gzdoom-2026","title":"Freedoom for Android — 2026 Modernization","game":"Freedoom and compatible Doom-family IWADs","platform":"Freedoom/Doom-family IWAD data → Android (minSdk 23; arm64-v8a and armeabi-v7a)","kind":"Reimplementation","status":"The canonical repository was last pushed 2026-06-30 and has no tagged releases. Its README reports real-device testing on a Galaxy S24 and support for Android API 23+ on arm64-v8a and armeabi-v7a; the Android Emulator currently shows a black game framebuffer even though input/audio run. The README documents source builds and committed native libraries.","summary":"Android port of a GZDoom/UZDoom-lineage engine packaged with open Freedoom data, touch controls, an idgames WAD browser, and an on-device map editor. The project says Freedoom runs out of the box; users import commercial Doom-family IWADs themselves. Engine and app source are public; this repository is not a separate decompilation of Doom.","project_url":"https://github.com/manuelsiuro/GZDoom-Android-2026","updated":"2026-10-16","strategy":"Native Android source port of the UZDoom/GZDoom engine line with Kotlin/Compose launcher and OpenGL ES rendering","language":"","source_available":"Public C/C++ engine and Kotlin/Java application source, vendored native dependencies, build scripts, and prebuilt .so files; Freedoom data bundled; commercial IWADs user-supplied","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Freedoom bundle with compatible IWAD import; Android API 23+; arm64-v8a and armeabi-v7a","target_type":"Game","sources":[{"label":"Project README: supported Android targets, engine version, device tests, data policy, and build instructions","url":"https://github.com/manuelsiuro/GZDoom-Android-2026/blob/master/README.md"},{"label":"Canonical project releases page","url":"https://github.com/manuelsiuro/GZDoom-Android-2026/releases"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/manuelsiuro/GZDoom-Android-2026"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/manuelsiuro/GZDoom-Android-2026/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":43796941,"C++":39090933,"ZenScript":2172796,"Java":2142911,"Shell":1363223,"Kotlin":834115,"Makefile":760293,"CMake":679553,"M4":649830,"Objective-C":597881,"Assembly":596124,"Starlark":262691,"HTML":246822,"NASL":216475,"Yacc":183419,"Pawn":179506,"GLSL":157027,"Python":132470,"Objective-C++":105267,"Roff":73103,"SAS":28396,"WebAssembly":28004,"Go":27816,"Module Management System":27388,"Perl":22722,"JavaScript":20898,"Smalltalk":20184,"PowerShell":12820,"Batchfile":10447,"SWIG":4538,"Metal":3796,"Smarty":3582,"CSS":2583,"Linker Script":352},"source_url":"https://api.github.com/repos/manuelsiuro/GZDoom-Android-2026/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 43,796,941 bytes of C, the largest category (46.4% of 94,454,906 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"freedos-msdos-compatible-os","title":"FreeDOS","game":"MS-DOS/PC DOS-compatible operating system (FreeDOS 1.4 distribution)","platform":"MS-DOS-compatible software → IBM-compatible x86 PCs (BIOS or UEFI Legacy mode), PC emulators, or virtual machines","kind":"Reimplementation","status":"FreeDOS 1.4 is the current official distribution checked on 2026-10-15. The project also offers the T2610 test distribution dated October 2026; it is a preview, not the stable release. The FreeDOS kernel repository describes its own current kernel as 2.45 (2045), a component version distinct from the full distribution. FreeDOS aims at MS/PC-DOS compatibility and is not Microsoft's recovered DOS source.","summary":"A source-available DOS-compatible operating system with an independent kernel and a distribution of utilities, drivers, and applications. The kernel is derived from Pat Villani's DOS-C; package sources and licenses vary across the full distribution.","project_url":"https://www.freedos.org/","updated":"2026-10-15","strategy":"DOS-compatible operating-system reimplementation; the kernel derives from DOS-C and the system includes independently maintained utilities","language":"","source_available":"Public source across FreeDOS project repositories; the kernel is GPL-2.0-or-later and distribution components retain their own licenses","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Operating system / DOS application compatibility","target_type":"Software","sources":[{"label":"Official FreeDOS download page: current 1.4 stable distribution and T2610 October 2026 test distribution","url":"https://www.freedos.org/download/"},{"label":"FreeDOS kernel maintainer README: MS/PC-DOS compatibility, DOS-C lineage, kernel version, target hardware, and GPL terms","url":"https://github.com/FDOS/kernel"},{"label":"FreeDOS kernel source repository and license","url":"https://github.com/FDOS/kernel/blob/master/COPYING"},{"label":"FreeDOS kernel repository activity and language metadata checked 2026-10-15","url":"https://api.github.com/repos/FDOS/kernel"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.freedos.org/about/devel/","evidence":"The official FreeDOS developer page links to a source group and separate component repositories, but does not identify one repository representing the full distribution.","verified_at":"2026-10-15","reason_unknown":"A language breakdown for the whole FreeDOS distribution cannot be determined from a single authoritative repository endpoint; its source is split across components."}},{"id":"freej2me","title":"FreeJ2ME","game":"Java ME / J2ME MIDlets, including mobile games and applications","platform":"Java ME (J2ME)","kind":"Emulator","status":"Public source repository last pushed 2026-10-04; no GitHub releases are published. The README documents standalone AWT, SDL2, and Libretro frontends, but does not publish a complete compatibility list.","summary":"Open-source Java ME emulator for running MIDlet JAR files. It supports standalone desktop use and separate SDL2 and Libretro integrations; the Java runtime and native bindings are built from the public source.","project_url":"https://github.com/hex007/freej2me","updated":"2026-10-04","strategy":"Java ME virtual-device and MIDlet emulation","language":"","source_available":"Yes; public GPL-3.0 source repository; ObjectWeb ASM dependency has separate terms","first_found":"2026-10-15","project_started":"","programming_language":"Java","subtype":"Mobile software emulator; AWT, SDL2, and Libretro frontends","target_type":"Software","sources":[{"label":"Maintainer README: frontends, build steps, JAR loading, and compatibility roadmap","url":"https://github.com/hex007/freej2me/blob/master/README.md"},{"label":"Maintainer license: GPL-3.0 for FreeJ2ME; bundled ASM has separate terms","url":"https://github.com/hex007/freej2me/blob/master/LICENSE"},{"label":"Maintainer source repository and activity","url":"https://github.com/hex007/freej2me"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":1778752,"C":503970,"HTML":25926,"C++":11557,"Makefile":3537,"Objective-C":2474,"Perl":38},"source_url":"https://api.github.com/repos/hex007/freej2me/languages","evidence":"Official GitHub REST Languages API breakdown for hex007/freej2me: source-code byte counts are {\"C\": 503970, \"C++\": 11557, \"HTML\": 25926, \"Java\": 1778752, \"Makefile\": 3537, \"Objective-C\": 2474, \"Perl\": 38}. Predominant language is the largest byte-count language (Java); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"freera-red-alert","title":"FreeRA","game":"Command & Conquer: Red Alert (1996)","platform":"Original PC game → BSD, Linux and Windows","kind":"Reimplementation","status":"Alpha per SourceForge; last update shown is 2013-04-19.","summary":"Reimplementation of the Red Alert 1 game engine.","project_url":"https://sourceforge.net/projects/freera/","updated":"2026-10-16","strategy":"Independent game-engine reimplementation","language":"","source_available":"Public SourceForge project/source; requires original Westwood Red Alert 1 .mix data files.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Real-time strategy engine reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: target, alpha state, supported systems and .mix requirement","url":"https://sourceforge.net/projects/freera/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/freera/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"freerdp-rdp-protocol-reimplementation","title":"FreeRDP (Microsoft Remote Desktop Protocol implementation)","game":"Microsoft Remote Desktop Protocol (RDP) client/server behavior","platform":"RDP client/server library and applications for Windows, Linux, macOS, and FreeBSD; upstream CI also documents alternative CPU architectures.","kind":"Reimplementation","status":"Active; FreeRDP 3.32.2 was released on 2026-10-12 and the repository received source updates through 2026-10-15. This is the FreeRDP release number; upstream does not identify one single RDP wire-protocol version as its target.","summary":"A public client/server library implementing Microsoft's Remote Desktop Protocol for interoperability with RDP services. It is a protocol implementation, not a Windows operating-system reimplementation; the upstream README does not make a clean-room claim.","project_url":"https://github.com/FreeRDP/FreeRDP","updated":"2026-10-16","strategy":"Independent RDP protocol implementation; no clean-room statement found in the reviewed upstream README.","language":"","source_available":"Public source under Apache License 2.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Remote desktop protocol client/server library","target_type":"Software","sources":[{"label":"Maintainer README: free implementation claim, project scope, and build platforms","url":"https://github.com/FreeRDP/FreeRDP/blob/master/README.md"},{"label":"GitHub release 3.32.2 (2026-10-12)","url":"https://github.com/FreeRDP/FreeRDP/releases/tag/3.32.2"},{"label":"Apache License 2.0","url":"https://github.com/FreeRDP/FreeRDP/blob/master/LICENSE"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/FreeRDP/FreeRDP"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/FreeRDP/FreeRDP"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 00bade26ef; activity evidence only)","url":"https://github.com/FreeRDP/FreeRDP/commit/00bade26ef080e013d1ae35d0181260718dfc8e2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19739527,"C++":975670,"CMake":866785,"Objective-C":551492,"Java":434822,"Python":78670,"HTML":77331,"Roff":36728,"Lua":27393,"Shell":27094,"Perl":8044,"C#":5756,"CSS":5696,"Makefile":1506,"Rich Text Format":937},"source_url":"https://api.github.com/repos/FreeRDP/FreeRDP/languages","evidence":"GitHub's official repository Languages endpoint reports C as predominant (19,739,527 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"freesynd","title":"FreeSynd","game":"Syndicate (Bullfrog, DOS/PC)","platform":"Linux, macOS and Windows","kind":"Reimplementation","status":"Alpha per SourceForge; the project page lists commits in October 2026. No completion claim is made.","summary":"Cross-platform reimplementation of the Bullfrog Syndicate game; the SourceForge wiki documents C++20, SDL 2 and current target platforms.","project_url":"https://sourceforge.net/projects/freesynd/","updated":"2026-10-16","strategy":"Cross-platform native game-engine reimplementation","language":"","source_available":"Public SourceForge Git project/source; original game-data requirements are not explicitly stated on the reviewed page.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"DOS/PC game reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: target, alpha state, supported systems and recent project activity","url":"https://sourceforge.net/projects/freesynd/"},{"label":"Project wiki: target platforms, C++20 and SDL 2","url":"https://sourceforge.net/p/freesynd/wiki/Guiding%20principles%20and%20decisions/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/freesynd/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"frequency-ps2-source-reconstruction","title":"FreQuency PS2 Source Reconstruction","game":"FreQuency","platform":"PlayStation 2 (disc image supplied by user; region/revision not stated in README)","kind":"Decompilation","status":"Active reconstructed-source project. The README documents a ps2dev build that produces the game executable and EZMIDI.IRX; with the user’s disc image it can assemble a raw Mode 2 disc image. It says the Sony library routines called by the game are reconstructed, but publishes no function/byte coverage fraction and makes no runtime-playability claim. Repository created 2026-09-19 and last pushed 2026-10-15.","summary":"Reconstructed C/C++ source for the 2001 PlayStation 2 game FreQuency. The repository includes a build pipeline for the executable and IOP module, with optional image assembly from a user-provided disc; the README does not identify a particular region/revision or quantify source coverage.","project_url":"https://github.com/Tatsh/resonance","updated":"2026-10-16","strategy":"Source reconstruction","language":"","source_available":"Public source repository; no game data included","first_found":"2026-10-16","project_started":"2026-09-19","programming_language":"C++","subtype":"PS2 reconstructed game and system-library source","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/Tatsh/resonance"},{"label":"Maintainer build instructions and source reconstruction scope","url":"https://github.com/Tatsh/resonance/blob/master/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/Tatsh/resonance"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7688956,"C":943115,"CMake":59672,"Assembly":22642,"Jsonnet":3508,"Linker Script":2871},"source_url":"https://api.github.com/repos/Tatsh/resonance/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 7,688,956 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"freshtomato-arm","title":"FreshTomato ARM","game":"Proprietary router firmware","platform":"Broadcom ARM routers, only for model/revision targets enumerated in the project README and release notes.","kind":"Reimplementation","status":"Active; latest published release 2026.4 is dated 2026-09-13; source updated 2026-10-15.","summary":"A separate open-source replacement firmware distribution for supported Broadcom ARM routers. It produces flashable images for specific device configurations; a matching image and hardware revision are required.","project_url":"https://github.com/FreshTomato-Project/freshtomato-arm","updated":"2026-10-16","strategy":"Alternative router firmware distribution","language":"","source_available":"Public source; repository is GPL-3.0. The source tree contains upstream components with their own notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Broadcom ARM router firmware","target_type":"Software","sources":[{"label":"FreshTomato ARM repository and supported build targets","url":"https://github.com/FreshTomato-Project/freshtomato-arm"},{"label":"2026.4 release notes and downloads","url":"https://github.com/FreshTomato-Project/freshtomato-arm/releases/tag/2026.4"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/FreshTomato-Project/freshtomato-arm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1825286602,"C++":62620960,"PHP":57993863,"Assembly":47079219,"Makefile":34722394,"Shell":25547973,"Perl":23673743,"HTML":16110326,"Roff":15186789,"Python":12468147},"source_url":"https://api.github.com/repos/FreshTomato-Project/freshtomato-arm/languages","evidence":"Official GitHub REST language endpoint reports C as largest; this very large firmware tree also imports many upstream projects.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"frogger-adventures-temple-of-the-frog-gba-decomp","title":"Frogger's Adventures: Temple of the Frog GBA Decompilation","game":"Frogger's Adventures: Temple of the Frog","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress, but the current USA build is byte-identical: the README reports zero ROM-diff bytes and no nonmatching functions. Relocatable linking is separate future work because sections and raw pointers remain fixed at base-ROM addresses.","summary":"Matching source reconstruction of the GBA game with C source and ARM/Thumb assembly fallbacks. The project targets byte-identical output but is not yet suitable for relocating code to make ROM hacks.","project_url":"https://github.com/JRickey/frog-adv-temple-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; a user-supplied USA base ROM is required for build verification","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Byte-identical fixed-address USA GBA decompilation; relocatability is unfinished","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/JRickey/frog-adv-temple-decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/JRickey/frog-adv-temple-decomp/blob/fed8033013cb0e8c546008c83e04d2b80fc6f19b/README.md"},{"label":"Latest default-branch commit at check (fed8033)","url":"https://github.com/JRickey/frog-adv-temple-decomp/commit/fed8033013cb0e8c546008c83e04d2b80fc6f19b"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/JRickey/frog-adv-temple-decomp/languages"},{"label":"Project README","url":"https://github.com/JRickey/frog-adv-temple-decomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1693901,"C":1675083,"Python":618592,"JavaScript":439800,"TypeScript":110413,"Linker Script":96380,"C++":68892,"Shell":21909,"Makefile":10171,"Pascal":1183,"PHP":290},"source_url":"https://api.github.com/repos/JRickey/frog-adv-temple-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 1,693,901 bytes; the manifest breakdown contains all 11 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"front-mission-alternative-ps1-en","title":"Front Mission Alternative English Translation Studio","game":"Front Mission Alternative","platform":"PlayStation","kind":"Fan Localization","status":"Portable Translation Studio v1.0 released 2026-10-15. It ships with the current English translation loaded and lets users edit entries, validate limits and build a new xDelta patch from their own Japanese disc image. The repository does not provide a separate patch-only release.","summary":"Game-specific Windows translation editor and patch builder for the Japanese PlayStation game. It reads the user's own clean BIN/CUE image, builds an English image locally and can export an xDelta patch; the source game is not included.","project_url":"https://github.com/grubgamer-woah/FrontMissionAlternative","updated":"2026-10-16","strategy":"Studio builds xDelta from the user's Japanese BIN image; release is a portable Windows Translation Studio ZIP","language":"English","source_available":"Studio builds xDelta from the user's Japanese BIN image; release is a portable Windows Translation Studio ZIP; README says the game is not included and the Studio only reads the user's BIN/CUE file; it never changes or copies that original file.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, user-owned Japanese image, translation editing and xDelta build workflow","url":"https://github.com/grubgamer-woah/FrontMissionAlternative/blob/main/README.md"},{"label":"GitHub API v1.0 portable Studio release","url":"https://api.github.com/repos/grubgamer-woah/FrontMissionAlternative/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown (empty map)","url":"https://api.github.com/repos/grubgamer-woah/FrontMissionAlternative/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/grubgamer-woah/FrontMissionAlternative/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"frontier-atari-st-decomp-frontvm","title":"FrontVM (Tom Morton’s glfrontier)","game":"Frontier (Atari ST)","platform":"Atari ST → portable Win32 build","kind":"Decompilation","status":"Abandoned per SourceForge; the project page’s last update is 2020-01-28.","summary":"Decompilation of the Atari ST game Frontier intended to remove direct OS/hardware calls for portability; the project page lists Win32 binaries.","project_url":"https://sourceforge.net/projects/frontvm/","updated":"2026-10-16","strategy":"Atari ST decompilation with OS/hardware abstraction for portability","language":"","source_available":"Public SourceForge page and files; original game-data requirements are not stated.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Atari ST decompilation","target_type":"Game","sources":[{"label":"SourceForge project page: decompilation method, Win32 binaries and abandoned state","url":"https://sourceforge.net/projects/frontvm/"},{"label":"SourceForge files page","url":"https://sourceforge.net/projects/frontvm/files/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/frontvm/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"fs-uae","title":"FS-UAE","game":"Commodore Amiga computer models","platform":"Windows, macOS, and Linux","kind":"Emulator","status":"The latest stable release is 3.2.35 (2025-09-07); FS-UAE 5 alpha builds were announced 2025-09-05. The upstream source repository's latest commit checked is 2025-09-13, so current maintenance cadence is unclear.","summary":"Cross-platform Amiga emulator with a stable 3.x release line and a newer early-alpha 5.x line advertised by the project.","project_url":"https://fs-uae.net/","updated":"2026-10-16","strategy":"Emulates Amiga hardware and boots compatible Kickstart ROMs and software.","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Amiga hardware emulator and game-launcher frontend","target_type":"Software","sources":[{"label":"Official project news and release page","url":"https://fs-uae.net/"},{"label":"Upstream source repository","url":"https://github.com/FrodeSolheim/fs-uae"},{"label":"Upstream releases","url":"https://github.com/FrodeSolheim/fs-uae/releases"},{"label":"Project GPL-2.0 license","url":"https://github.com/FrodeSolheim/fs-uae/blob/master/COPYING"},{"label":"Latest upstream source commit","url":"https://github.com/FrodeSolheim/fs-uae/commit/f362278ccd4c60991caac3b4d240d4a3f751bea2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":69202458,"C":14430297,"Python":1165817,"Assembly":219032,"GLSL":177463,"M4":74488,"Makefile":71777,"Shell":24358,"Batchfile":5859,"Meson":4072,"HLSL":3610,"Smalltalk":1662},"source_url":"https://api.github.com/repos/FrodeSolheim/fs-uae/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/FrodeSolheim/fs-uae reports 69,202,458 bytes of C++, the largest language total (81.1% of 85,380,893 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yamaha-fsvr-fs1r-software-reconstruction","title":"FSVR Yamaha FS1R Software Reconstruction","game":"Yamaha FS1R formant synthesizer (1998)","platform":"Windows, macOS, and Linux plug-in/standalone hosts; CLAP, VST3, VST2, AU, and standalone builds as documented","kind":"Reimplementation","status":"The project began in September 2026. Its September 24 status says the CPU-side firmware logic, tables, and measured tone-generation behavior match the reference captures; the effects DSP is still modeled and differs measurably from hardware. The README documents demos and continuing Oct. 2026 development.","summary":"A GPL-3.0 C++ software reconstruction of the FS1R's sound engine and CPU firmware logic. The maintainers decompiled the SH-2 ROM with Ghidra and rewrote the logic; they model rather than emulate the undocumented custom Yamaha chips. The project reports extensive comparison against recordings and register captures from a real FS1R. The 2 MiB EPROM dump used for extraction is kept outside this repository; it is not needed for normal plug-in use.","project_url":"https://github.com/musicastudio/FSVR","updated":"2026-10-16","strategy":"Firmware-guided C++ reimplementation of the Yamaha sound engine with measured chip models and comparison against real-unit captures","language":"","source_available":"GPL-3.0 source. The source EPROM dump and Ghidra database are not bundled and are referenced as external analysis inputs. Factory preset data and some third-party resources are included separately; see NOTICE and their own terms.","first_found":"2026-10-16","project_started":"2026-09","programming_language":"C++","subtype":"Software synthesizer and firmware-derived instrument reconstruction","target_type":"Software","sources":[{"label":"Public README: implementation method, fidelity status, limits, and release platforms","url":"https://github.com/musicastudio/FSVR#readme"},{"label":"GPL-3.0 project license","url":"https://github.com/musicastudio/FSVR/blob/main/LICENSE"},{"label":"Background and FS1R firmware-analysis repository","url":"https://github.com/rgwan/fs1r_firmware_RE"}],"media":[{"kind":"image","label":"FSVR standalone interface screenshot","url":"https://raw.githubusercontent.com/musicastudio/FSVR/main/docs/fsvr_standalone.png","preview_url":null,"source_url":"https://github.com/musicastudio/FSVR#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1727140,"Python":727471,"C":44500,"CMake":32063,"Objective-C++":16171,"Batchfile":4477,"Shell":404},"source_url":"https://api.github.com/repos/musicastudio/FSVR/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository musicastudio/FSVR (repository API ID 1368589288, https://github.com/musicastudio/FSVR). The exact response reported 1,727,140 bytes of C++, the largest category, out of 2,552,226 recognized-language bytes (67.7%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fuel-pc-us-retail-decomp","title":"FUEL PC US Retail Decompilation","game":"FUEL (Windows PC, US retail)","platform":"Windows PC (US retail executable; matching installation and FUEL.exe required)","kind":"Decompilation","status":"The README describes a PC US-retail decompilation with a build/run workflow, but gives no quantified function or byte progress. It requires the matching retail FUEL.exe and legacy compiler/DirectX tools; game executable and assets are not included. No public release is listed.","summary":"PC US-retail decompilation project for FUEL. It builds and launches against a locally installed original game copy using project tooling and a pinned legacy compiler; the repository does not include the executable or game assets.","project_url":"https://github.com/widberg/FUELDecompilation","updated":"2026-10-16","strategy":"PC executable decompilation","language":"","source_available":"Public source repository; no retail executable or game assets are included; local matching game installation and required tools are necessary. No repository license detected at the reviewed commit.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC retail executable decompilation; matching status not quantified","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/widberg/FUELDecompilation/blob/bd6b69976602b2758ab8559a1557fde24861f193/README.md"},{"label":"Canonical public repository","url":"https://github.com/widberg/FUELDecompilation"},{"label":"GitHub repository metadata snapshot","url":"https://api.github.com/repos/widberg/FUELDecompilation"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/widberg/FUELDecompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1814019,"C":480895,"CMake":32706,"Python":9016},"source_url":"https://api.github.com/repos/widberg/FUELDecompilation/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-marty-mister","title":"Fujitsu FM Towns Marty console MiSTer FPGA Core","game":"Fujitsu FM Towns Marty console","platform":"Fujitsu FM Towns Marty console on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-29.","summary":"FPGA system-emulation core for Fujitsu FM Towns Marty console on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Marty_MiSTer","updated":"2026-09-29","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Marty_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Marty_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Marty_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Marty_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1579841,"Verilog":310202,"VHDL":107940,"Tcl":30261,"Assembly":1531,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Marty_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 1,579,841 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm7-mister-core","title":"Fujitsu FM-7 for MiSTer","game":"Fujitsu FM-7 and FM77AV computer software","platform":"MiSTer FPGA on DE10-Nano/Cyclone V","kind":"Emulator","status":"New MiSTer core; latest code push 2026-09-26. README reports 395/395 FM-7 disk images checked against a reference emulator; FM77AV support is younger and has a smaller, sampled compatibility sweep.","summary":"FPGA core for the Fujitsu FM-7 and FM77AV computers, including F-BASIC, disk/tape images, OS-9 boot, FM77AV graphics and sound. MiSTer updater supplies `boot.rom` and `boot1.rom`; the README explicitly says these ROM images are not covered by GPL and remain copyrighted by their owners.","project_url":"https://github.com/MiSTer-devel/FM-7_MiSTer","updated":"2026-09-26","strategy":"FPGA hardware recreation","language":"","source_available":"Public GPL-3.0 source, with third-party license notices. The repository/updater distributes `boot.rom` and `boot1.rom`; the maintainer explicitly says the ROM images are not GPL and remain the property of their owners. User supplies disk and cassette images.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FM-7 / FM77AV computer core","target_type":"Software","sources":[{"label":"Maintainer README, compatibility results, ROM requirements, and license statement","url":"https://github.com/MiSTer-devel/FM-7_MiSTer"},{"label":"Maintainer ROM-set format documentation","url":"https://github.com/MiSTer-devel/FM-7_MiSTer/blob/main/docs/ROMSETS.md"},{"label":"Repository activity","url":"https://github.com/MiSTer-devel/FM-7_MiSTer/commits/main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2880712,"Verilog":1070982,"SystemVerilog":338280,"C":372013,"Makefile":23041,"Python":15880,"Tcl":22648,"VHDL":107940,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/FM-7_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 2,880,712 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"full-spectrum-warrior-ten-hammers-ogxbox-recomp","title":"Full Spectrum Warrior: Ten Hammers Original Xbox Recompilation","game":"Full Spectrum Warrior: Ten Hammers (Original Xbox review build)","platform":"Original Xbox → Linux x86-64","kind":"Recompilation","status":"The Linux bring-up reaches the real shell, profile, main-menu, difficulty-selection, and first-mission code paths. It is not playable yet: the native world frame is mostly black while Xbox vertex-shader/NV2A rendering and audio remain incomplete. The current target is a symbol-rich 5 Dec 2005 review build, not the retail XBE.","summary":"The Original Xbox x86 executable is statically recompiled to C and runs in a Linux Vulkan host runtime. The project uses symbols from its review build for a source-like layout and says a retail build may be evaluated later; game files are not included.","project_url":"https://github.com/FridiNaTor1/FullSpectrumWarriorTHXBOX","updated":"2026-10-15","strategy":"Static Original Xbox x86-to-C recompilation with a Linux Vulkan runtime","language":"","source_available":"Public source repository; user supplies the project’s review-build game files; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation; Linux bring-up","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/FridiNaTor1/FullSpectrumWarriorTHXBOX/blob/main/README.md"},{"label":"Current status and gameplay/rendering boundary","url":"https://github.com/FridiNaTor1/FullSpectrumWarriorTHXBOX#current-status"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/FridiNaTor1/FullSpectrumWarriorTHXBOX"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":62061471,"CMake":9750,"GLSL":1684},"source_url":"https://api.github.com/repos/FridiNaTor1/FullSpectrumWarriorTHXBOX/languages","evidence":"GitHub's official Languages API for https://github.com/FridiNaTor1/FullSpectrumWarriorTHXBOX reports 62,061,471 bytes of C, the largest category (100.0% of 62,072,905 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fullmetal-alchemist-3-ps2-english","title":"Fullmetal Alchemist 3: The Girl Who Succeeds God English Patch","game":"Fullmetal Alchemist 3: The Girl Who Succeeds God","platform":"PlayStation 2","kind":"Fan Localization","status":"Complete; v1.1 update released 2026-09-01","summary":"English patch for the Japanese PS2 action RPG, including translated text, animated cutscene subtitles, and analogue-stick support. AGT provides xdelta and browser-based patching, plus public Python/assembly tools and translation data.","project_url":"https://agtteam.net/fma/","updated":"2026-09-01","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta patch, online patcher, and Python/assembly tool and data repositories","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text and cutscene subtitle localization","target_type":"Game","sources":[{"label":"Project page, features and installation options","url":"https://agtteam.net/fma/"},{"label":"Release announcement dated 2026-07-21","url":"https://agtteam.net/blog/2026-07-21-fma-patch-release/"},{"label":"PS2 setup and xdelta guide","url":"https://agtteam.net/fma/guide/ps2/"},{"label":"Public translation tool source","url":"https://github.com/AGTTeam/FmaKamiTranslation"},{"label":"Public translation data and assets","url":"https://github.com/AGTTeam/FMAKamiData"},{"label":"v1.1 update announcement dated 2026-09-01","url":"https://agtteam.net/blog/2026-09-01-july-august-progress-report/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":62760,"Assembly":24188,"Batchfile":1213,"Shell":563},"source_url":"https://api.github.com/repos/AGTTeam/FmaKamiTranslation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 62,760 bytes. Totals are repository-wide and can include translation tools or supporting files. The source is the maintainer-published translation-tool repository; a separate translation-data repository returned an empty map.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fuse-sinclair-emulator","title":"Fuse","game":"Sinclair ZX Spectrum variants and compatible clones","platform":"Linux, BSD, macOS, Solaris, and Windows","kind":"Emulator","status":"Active; SourceForge reports upstream commits on 2026-10-15","summary":"Free Unix Spectrum Emulator with support for multiple Sinclair ZX Spectrum models and compatible systems.","project_url":"https://fuse-emulator.sourceforge.net/","updated":"2026-10-15","strategy":"Emulates Sinclair Spectrum hardware, with model-specific behavior and peripherals.","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sinclair ZX Spectrum emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://fuse-emulator.sourceforge.net/"},{"label":"Upstream project page, supported systems, hosts, and license","url":"https://sourceforge.net/projects/fuse-emulator/"},{"label":"Upstream source repository","url":"https://sourceforge.net/p/fuse-emulator/code/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://sourceforge.net/projects/fuse-emulator/","evidence":"The official SourceForge project details identify the programming language as C. SourceForge does not expose a byte-count language breakdown for this project.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shiren-2-jp-matching-decomp","title":"Fushigi no Dungeon: Fūrai no Shiren 2 Decompilation","game":"Fushigi no Dungeon: Fūrai no Shiren 2 — Oni Shūrai! Shiren-jō! (Nintendo 64 Japan, NUS-NSIJ-JPN revision 0)","platform":"Nintendo 64 (Japan; NUS-NSIJ-JPN revision 0)","kind":"Decompilation","status":"Work in progress at accepted checkpoint omp-r6b. README reports 6,853 functions and 1,137,076 matching bytes (99.10% of the provisional mapped CPU catalogue); main-game code is 99.98%, both overlays 100%, and resident code 85.29%. The project requires two fresh full-ROM builds to match byte-for-byte before accepting a checkpoint. Latest push: 2026-10-15.","summary":"C/C++ decompilation using the game’s original compilers and full ROM reconstruction workflow. The accepted checkpoint reports two independent full-ROM builds byte-identical to Japanese revision 0; remaining gaps are tracked in a provisional mapped CPU catalogue.","project_url":"https://github.com/mschienbein/shiren2-decomp","updated":"2026-10-15","strategy":"Matching C/C++ decompilation with repeat-build full-ROM verification","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: exact Japanese revision and accepted matching checkpoint","url":"https://github.com/mschienbein/shiren2-decomp#readme"},{"label":"Live per-image matching progress and history","url":"https://bytematch.dev/mschienbein/shiren2-decomp"},{"label":"GitHub metadata: latest push and license status","url":"https://api.github.com/repos/mschienbein/shiren2-decomp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/mschienbein/shiren2-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8052666,"Python":2435856,"C++":461972,"Assembly":239994,"Linker Script":36899,"BitBake":2956,"Makefile":411},"source_url":"https://api.github.com/repos/mschienbein/shiren2-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 8,052,666 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fuzion-frenzy-original-xbox-openfrenzy-decomp-port","title":"Fuzion Frenzy Original Xbox Decompilation and Native Port (OpenFrenzy)","game":"Fuzion Frenzy","platform":"Original Xbox → native Apple Silicon macOS; WebAssembly/browser port also listed","kind":"Decompilation","status":"The maintainer's 2026-10-11 report lists 5,614 of 5,623 game/engine functions with real C bodies, passing build/toolchain checks and 13/13 gameplay tests. Tournament, minigames, attract mode, and options run around 60 FPS on an Apple Silicon M3 Max. Some physical-device, audio-listening, and broader host checks remain unverified; byte-identical reconstruction is not claimed.","summary":"A functional decompilation of the Original Xbox party game with a native Apple Silicon port; XDK/Direct3D 8 and DirectSound services are replaced with a host platform layer. The README also identifies a WebAssembly/browser port. Game data is supplied by the user and not stored in the repo.","project_url":"https://github.com/shawntabrizi/openfrenzy","updated":"2026-10-16","strategy":"C source decompilation plus a host XDK/HLE layer and native macOS runtime; no byte-match claim","language":"","source_available":"Public CC0 source and build scripts; requires the user's own Xbox image. README says no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox functional decompilation with macOS and WebAssembly ports","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/shawntabrizi/openfrenzy#readme"},{"label":"Dated test, gameplay, and decompilation-coverage report","url":"https://github.com/shawntabrizi/openfrenzy/blob/main/docs/STATUS.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/shawntabrizi/openfrenzy/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11288403,"Python":538753,"BlitzBasic":381357,"Shell":120497,"CMake":74635,"JavaScript":50212,"C++":33160,"Java":28377,"HTML":3916,"CSS":2852,"Pawn":1780,"Linker Script":861,"Assembly":289},"source_url":"https://api.github.com/repos/shawntabrizi/openfrenzy/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/shawntabrizi/openfrenzy reports 11,288,403 bytes of C, the largest language total (90.1% of 12,525,092 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nord-g1-emulator","title":"G1-Emu","game":"Nord Modular G1 rack-synth patches and OS 3.03","platform":"Nord Modular G1 rack synthesizer; Linux x86-64/ARM64, macOS Intel/Apple Silicon, and Windows x86-64 standalone or plugin builds","kind":"Emulator","status":"The latest prerelease found is v0.1.0-alpha.21 (2026-10-14); source was pushed 2026-10-16. The README top calls the project alpha, while its policy/FAQ calls it pre-alpha. The maintainer reports the OS boots and patches sound, but module-by-module hardware testing is still missing.","summary":"Emulator for the Nord Modular G1 rack instrument. It runs the instrument's OS 3.03 on emulated Motorola 68331 and four DSP56303 processors, and exposes a standalone UI plus VST3 and CLAP plugins.","project_url":"https://github.com/animatek/G1-Emu","updated":"2026-10-16","strategy":"Software emulation of the G1's CPU/DSP hardware and original instrument OS","language":"","source_available":"Public GPL-3.0 source repository and unsigned pre-release builds; releases do not include the instrument ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Digital synthesizer emulator","target_type":"Software","sources":[{"label":"Maintainer README: target, alpha status, host builds, and own-unit ROM requirement","url":"https://github.com/animatek/G1-Emu/blob/main/README.md"},{"label":"Latest prerelease v0.1.0-alpha.21","url":"https://github.com/animatek/G1-Emu/releases/tag/v0.1.0-alpha.21"},{"label":"Tracked GPL-3.0 license","url":"https://github.com/animatek/G1-Emu/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/animatek/G1-Emu"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/animatek/G1-Emu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1081058,"Python":72609,"CMake":39746,"Shell":7551,"Inno Setup":3851,"C":1715},"source_url":"https://api.github.com/repos/animatek/G1-Emu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gakuen-idolmaster-english-translation-data","title":"Gakuen iDOLM@STER English Translation Data","game":"Gakuen iDOLM@STER","platform":"Android; Windows PC (DMM Games)","kind":"Fan Localization","status":"Maintained English localization data; latest verified automated release 20261016.070514.main.02e5151 was published 2026-10-16.","summary":"English localization strings and resources for Gakuen iDOLM@STER, consumed by the separate gakuen-imas-localify mod. The project distributes translation data rather than a standalone game executable or API/compatibility layer.","project_url":"https://github.com/NatsumeLS/Gakumas-Translation-Data-EN","updated":"2026-10-16","strategy":"Game-specific localization data consumed by a game mod","language":"English","source_available":"Public GitHub repository and dated automated translation-data releases.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization data","target_type":"Game","sources":[{"label":"Repository README: English translation data, localization strings, and relationship to gakuen-imas-localify","url":"https://github.com/NatsumeLS/Gakumas-Translation-Data-EN"},{"label":"Official project documentation home","url":"https://gakumas.natsume.io/"},{"label":"Android setup instructions","url":"https://gakumas.natsume.io/localify/android.md"},{"label":"DMM Games (PC) instructions and translation-data setup","url":"https://gakumas.natsume.io/localify/dmm-games.md"},{"label":"Latest verified translation-data release","url":"https://github.com/NatsumeLS/Gakumas-Translation-Data-EN/releases/tag/20261016.070514.main.02e5151"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2614},"source_url":"https://api.github.com/repos/NatsumeLS/Gakumas-Translation-Data-EN/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"galaga-7800-disassembly","title":"Galaga (Atari 7800) Disassembly","game":"Galaga","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"The repository describes the ROM listing as full and byte-identical when reassembled; gameplay analysis is documented with probes.","summary":"A 7800-specific 6502 disassembly and game-mechanics investigation with a byte-identical assembly round trip.","project_url":"https://github.com/Miasmark/galaga-7800-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 disassembly with byte-identical reassembly and MAME probes","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Lua","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/galaga-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":43789,"Batchfile":4140,"Shell":3287},"source_url":"https://api.github.com/repos/Miasmark/galaga-7800-disassembly/languages","evidence":"GitHub's official Languages API for https://github.com/Miasmark/galaga-7800-disassembly reports 43,789 bytes of Lua, the largest category (85.5% of 51,216 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-galaksija-mister","title":"Galaksija home computer MiSTer FPGA Core","game":"Galaksija home computer","platform":"Galaksija home computer on MiSTer FPGA","kind":"Emulator","status":"README explicitly calls this work in progress and lists remaining issues. No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Galaksija home computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Galaksija_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Galaksija_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Galaksija_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Galaksija_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Galaksija_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":312621,"VHDL":229910,"SystemVerilog":157323,"Tcl":47299,"Shell":26204,"Mathematica":288,"Scheme":20},"source_url":"https://api.github.com/repos/MiSTer-devel/Galaksija_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 312,621 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"galaxian3-project-dragoon-ps1-matching-decomp","title":"Galaxian³: Project Dragoon PlayStation Matching Decompilation","game":"Galaxian³: Project Dragoon","platform":"PlayStation (Japan and Europe; eight executable targets)","kind":"Decompilation","status":"Early work in progress across the Japanese and European boot, menu, game and original-mode executables; each target has an exact checksum build gate.","summary":"A matching PlayStation decompilation that rebuilds and verifies the game’s eight regional executable targets against retail checksums.","project_url":"https://github.com/s-ilent/cannon-seed","updated":"2026-10-16","strategy":"PlayStation MIPS matching decompilation with checksum verification","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"PlayStation multi-executable decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/s-ilent/cannon-seed"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/s-ilent/cannon-seed"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":64299879,"Python":372619,"C":152976,"Shell":51838,"BitBake":11826,"Lua":6046,"Makefile":5589},"source_url":"https://api.github.com/repos/s-ilent/cannon-seed/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 64,299,879 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-galaxy-android-port","title":"Galaxy Android — Super Mario Galaxy Native Android Port","game":"Super Mario Galaxy","platform":"Nintendo Wii → Android ARM64 (arm64-v8a)","kind":"Reimplementation","status":"Experimental early release; the latest published GitHub release is v0.0.1cx (2026-10-16), with an Android APK. The release lists a unified installer and engine, touch controls, gamepad support, and Hor+ ultrawide. It requires a user-supplied Wii disc image; the project has not established full-game completion or broad device compatibility.","summary":"Native Android ARM64 port of Super Mario Galaxy built on the Petari Wii decompilation and GalaxyQuest mobile-port work. It adds Android rendering, touch/gyro/gamepad input, and a disc-import flow; the repository and APK exclude the game's assets and require the user's own disc dump.","project_url":"https://github.com/OpenPort-Labs/Galaxy-Android","updated":"2026-10-15","strategy":"Decompilation-based native ARM64 port; project documentation describes Vulkan 1.0 rendering with an OpenGL ES 3.2 backend.","language":"","source_available":"Public source repository and Android APK release; user-provided Super Mario Galaxy disc required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii decompilation-based Android port; early release and limited device validation","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, controls, rendering, and disc requirements","url":"https://github.com/OpenPort-Labs/Galaxy-Android/blob/main/README.md"},{"label":"Latest published release found: v0.0.1c APK and release notes","url":"https://github.com/OpenPort-Labs/Galaxy-Android/releases/tag/v0.0.1c"},{"label":"GitHub repository language breakdown (C++ primary language)","url":"https://api.github.com/repos/OpenPort-Labs/Galaxy-Android/languages"},{"label":"Maintainer published release v0.0.1cx (2026-10-16): Android APK and release notes","url":"https://github.com/OpenPort-Labs/Galaxy-Android/releases/tag/v0.0.1cx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":18051934,"C":5288679,"Python":354455,"Java":70564,"Shell":23292,"Assembly":22658,"CMake":9005,"Batchfile":4247},"source_url":"https://api.github.com/repos/OpenPort-Labs/Galaxy-Android/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/OpenPort-Labs/Galaxy-Android reports 18,051,934 bytes of C++, the largest language total (75.8% of 23,824,834 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"galaxy-fraulein-yuna-pce-english-translation","title":"Galaxy Fraulein Yuna (PC Engine CD) English Translation","game":"Galaxy Fraulein Yuna","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"Version 1.3 English patch is released; the maintainer says it translates all text, subtitles more than 60 minutes of animated scenes, and adds karaoke subtitles for songs.","summary":"A full English fan translation of the PC Engine visual novel, including subtitles for voice-only scenes and songs.","project_url":"https://github.com/suppertails66/yunatools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original disc image","language":"English","source_available":"Public source materials and patch release; original disc image must be supplied by the user.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/yunatools"},{"label":"Maintainer translation page, v1.3 patch and coverage","url":"https://stargood.org/trans/yuna.php"},{"label":"GitHub Languages API — C: 1,293,367 bytes (39.12% of 3,306,283 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/yunatools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":785904,"Batchfile":2502,"C":1293367,"C++":1096685,"CMake":15687,"HTML":36456,"Makefile":23669,"Python":10323,"Shell":41690},"source_url":"https://api.github.com/repos/suppertails66/yunatools/languages","evidence":"C: 1,293,367 bytes (39.12% of 3,306,283 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"galaxy-fraulein-yuna-2-pce-english-translation","title":"Galaxy Fraulein Yuna 2 (PC Engine CD) English Translation","game":"Galaxy Fraulein Yuna 2: The Eternal Princess","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"Version 1.1 English patch is released; the maintainer describes the game as fully translated and also provides a translated manual.","summary":"A full English fan translation of the PC Engine Super CD-ROM² sequel, with a separately translated instruction manual.","project_url":"https://github.com/suppertails66/yuna2tools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original disc image","language":"English","source_available":"Public source materials and patch release; original disc image must be supplied by the user.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/yuna2tools"},{"label":"Maintainer translation page, v1.1 patch","url":"https://stargood.org/trans/yuna2.php"},{"label":"GitHub Languages API — C: 1,293,367 bytes (43.64% of 2,963,441 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/yuna2tools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":432044,"Batchfile":2502,"C":1293367,"C++":1132728,"CMake":15687,"Makefile":23735,"Python":10323,"Shell":53055},"source_url":"https://api.github.com/repos/suppertails66/yuna2tools/languages","evidence":"C: 1,293,367 bytes (43.64% of 2,963,441 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"galaxy-on-fire-android-switch-port","title":"Galaxy on Fire — Nintendo Switch Port","game":"Galaxy on Fire 3D (Android release)","platform":"Android game libraries and assets → Nintendo Switch homebrew","kind":"Reimplementation","status":"Latest official release 1.0.4 was published 2026-10-03. The maintainer says the NRO now contains the APK-side assets and uses a Godot-based compatibility layer for the original Android game libraries. A community post documents importing original game content; that post is discovery evidence, while current packaging and requirements should be taken from the repository README.","summary":"An unofficial Nintendo Switch port of the Android version of Galaxy on Fire, running the original game libraries through a Godot/Switch compatibility layer. The repository provides Switch-specific controls, graphics and content loading.","project_url":"https://github.com/artslay/galaxian_nx","updated":"2026-10-16","strategy":"Godot-based compatibility layer and Switch port for the original Android libraries and game content.","language":"","source_available":"Public source repository and downloadable NRO release. The project’s README/community install instructions require original game assets; no proprietary game files should be assumed to be part of the source repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android game-library port for Nintendo Switch","target_type":"Game","sources":[{"label":"GBAtemp Galaxy on Fire Switch thread; discovery lead only","url":"https://gbatemp.net/threads/galaxy-on-fire-nintendo-switch-port.684562/"},{"label":"Maintainer README describing the Godot edition and Android library integration","url":"https://github.com/artslay/galaxian_nx#readme"},{"label":"https://github.com/artslay/galaxian_nx/releases","url":"https://github.com/artslay/galaxian_nx/releases"},{"label":"Current primary README","url":"https://github.com/artslay/galaxian_nx/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/artslay/galaxian_nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/artslay/galaxian_nx/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/artslay/galaxian_nx/releases/tag/1.0.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":376748,"Makefile":8430,"C++":6868},"source_url":"https://api.github.com/repos/artslay/galaxian_nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"galaxypad-super-mario-galaxy","title":"GalaxyPad: Super Mario Galaxy Native Port","game":"Super Mario Galaxy","platform":"Wii → iOS/iPadOS 16+, Apple silicon macOS 14+; native ARM64 game code with Metal","kind":"Recompilation","status":"Experimental release v0.2.2 (2026-10-15). The current engine compiles for Apple silicon and uses Metal; full-game completion is not verified, and the README does not provide a prebuilt IPA.","summary":"Native ARM64 game code and Metal renderer for Apple platforms; current releases require the user's game data and the README describes incomplete full-game validation.","project_url":"https://github.com/chrissotraidis/galaxypad","updated":"2026-10-16","strategy":"Native recompilation and source port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Wii native ARM64 recompilation and source port","target_type":"Game","sources":[{"label":"GalaxyPad README: target versions, native ARM64 engine and limits","url":"https://github.com/chrissotraidis/galaxypad"},{"label":"Project README or evidence page","url":"https://github.com/chrissotraidis/galaxypad/blob/main/README.md"},{"label":"GalaxyPad v0.2.2 release","url":"https://github.com/chrissotraidis/galaxypad/releases/tag/v0.2.2"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/galaxypad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1133041,"Objective-C++":444200,"C++":326679,"Shell":129503,"C":80256,"Objective-C":22362,"CMake":12632,"Swift":3316,"Pawn":176},"source_url":"https://api.github.com/repos/chrissotraidis/galaxypad/languages","evidence":"GitHub's official Languages API for https://github.com/chrissotraidis/galaxypad reports 1,133,041 bytes of Python, the largest category (52.6% of 2,152,165 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-galaxy-galaxyquest-vr-port","title":"GalaxyQuest — Super Mario Galaxy VR Native Port","game":"Super Mario Galaxy","platform":"Nintendo Wii → Meta Quest 2 and Quest 3 (native Android/OpenXR VR)","kind":"Reimplementation","status":"Release v0.1.8 was published 2026-10-03. The maintainer describes a native Quest 2/3 port with VR-diorama and virtual-screen modes, built from the Petari decompilation and requiring user-provided game files. The README states that this repository and its code, tools, and documentation were written entirely by AI.","summary":"A native OpenXR port of Super Mario Galaxy to Quest headsets, using game code from the Petari decompilation and a new platform layer for graphics, audio, controllers, and saves. The maintainer discloses full AI authorship of this repository; the upstream decompilation is credited to Petari.","project_url":"https://github.com/bigmak94/GalaxyQuest","updated":"2026-10-16","strategy":"Native Quest source port built from Petari decompiled code, with a new Wii-hardware replacement layer and OpenXR presentation.","language":"","source_available":"Public source and release packages; the user supplies and converts their own game files. No Nintendo game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii native VR port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/bigmak94/GalaxyQuest#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/bigmak94/GalaxyQuest"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/bigmak94/GalaxyQuest/releases"},{"label":"Upstream Petari Super Mario Galaxy decompilation credited by the maintainer","url":"https://github.com/SMGCommunity/Petari"},{"label":"Maintainer release v0.1.8","url":"https://github.com/bigmak94/GalaxyQuest/releases/tag/v0.1.8"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/bigmak94/GalaxyQuest/languages"},{"label":"Current primary README","url":"https://github.com/bigmak94/GalaxyQuest/blob/main/README.md"}],"media":[{"kind":"image","label":"Mario on a pirate ship in GalaxyQuest’s diorama view","url":"https://raw.githubusercontent.com/bigmak94/GalaxyQuest/main/docs/images/diorama.jpg","preview_url":"https://raw.githubusercontent.com/bigmak94/GalaxyQuest/main/docs/images/diorama.jpg","source_url":"https://github.com/bigmak94/GalaxyQuest/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":17653356,"C":5263792,"Python":233995,"Assembly":22658,"Shell":18343,"CMake":5813},"source_url":"https://api.github.com/repos/bigmak94/GalaxyQuest/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wine-nine-standalone","title":"Gallium Nine Standalone","game":"Direct3D 9 applications and games under Wine (multi-title)","platform":"Direct3D 9 → Mesa Gallium driver; Linux through Wine; requires a Gallium-based Mesa driver and Mesa Nine state tracker","kind":"API Translation","status":"Latest listed release is v0.10 (2024-10-06); current maintenance status is unclear. It implements the Wine side of Gallium Nine and relies on Mesa’s D3D9 frontend and a compatible Gallium driver.","summary":"A standalone Wine component that exposes the Mesa Gallium Nine Direct3D 9 implementation to stock Wine without patched Wine builds. It bypasses WineD3D’s traditional D3D9-to-OpenGL path; DRI3 is the preferred lower-overhead backend and DRI2 is documented as a fallback.","project_url":"https://github.com/iXit/wine-nine-standalone","updated":"2026-10-15","strategy":"Wine D3D9 interface connected directly to Mesa Gallium Nine","language":"","source_available":"Public source repository (LGPL-2.1)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wine D3D9 integration for Mesa Gallium Nine","target_type":"Software","sources":[{"label":"Maintainer README: integration model, requirements, and backends","url":"https://github.com/iXit/wine-nine-standalone/blob/main/README.rst"},{"label":"Maintainer v0.10 release (2024-10-06)","url":"https://github.com/iXit/wine-nine-standalone/releases/tag/v0.10"},{"label":"Mesa documentation for the Nine Direct3D 9 frontend","url":"https://idr.pages.freedesktop.org/mesa/gallium-nine.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":225540,"Meson":6613,"Shell":4211,"Python":495},"source_url":"https://api.github.com/repos/iXit/wine-nine-standalone/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/iXit/wine-nine-standalone reports 225,540 bytes of C, the largest language total (95.2% of 236,859 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gamate-emulator","title":"Gamate Emulator","game":"Bit Corporation Gamate software","platform":"Windows","kind":"Emulator","status":"Latest release v1.1.0 (2024-05-24); repository updated 2025-09-12. The repository describes a playable emulator; no BIOS requirement is documented in its README.","summary":"A Windows Gamate emulator using M65(C)02 and YM2149 emulation and a MAME-derived rendering path. ROMs are supplied separately. GitHub did not identify a standard repository license.","project_url":"https://github.com/xrip/gamate","updated":"2026-10-16","strategy":"Software emulation of Gamate CPU, sound, and video hardware.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Handheld console emulator","target_type":"Software","sources":[{"label":"Official repository","url":"https://github.com/xrip/gamate"},{"label":"Official releases","url":"https://github.com/xrip/gamate/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/xrip/gamate"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":85961,"C++":11843,"CMake":732},"source_url":"https://api.github.com/repos/xrip/gamate/languages","evidence":"GitHub repository language API byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-gamate","title":"Gamate MiSTer Core","game":"Bit Corporation Gamate software and games","platform":"Bit Corporation Gamate handheld on MiSTer FPGA","kind":"Emulator","status":"Maintained core; upstream source last pushed 2026-05-31 and the repository contains a release bitstream dated 2026-05-30. The README requires a 4 KiB user-supplied boot ROM and describes two known ROM revisions.","summary":"FPGA hardware emulator for Bit Corporation’s Gamate handheld. The core requires a 4 KiB boot ROM named `boot0.rom`; firmware and cartridge dumps are not included in the tracked tree.","project_url":"https://github.com/MiSTer-devel/Gamate_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of the Gamate; runs cartridge images with a user-provided boot ROM.","language":"","source_available":"Public GPL-2.0 source repository. Requires a 4 KiB Gamate boot ROM and user-supplied game dumps; no firmware or game image files were found in the tracked tree.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA handheld console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Gamate_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Gamate_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":301173,"VHDL":200337,"SystemVerilog":177400,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Gamate_MiSTer/languages","evidence":"Official GitHub Languages API reports 301,173 bytes of Verilog as the largest language count (42.9% of 701,810 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gambatte","title":"Gambatte (libretro core)","game":"Game Boy/Game Boy Color","platform":"Libretro-compatible platforms","kind":"Emulator","status":"Legacy emulator core maintained in the libretro repository; original standalone development is not the current delivery path.","summary":"Accuracy-focused GB/GBC emulator with a long-running libretro core used by multi-system frontends.","project_url":"https://github.com/libretro/gambatte-libretro","updated":"2026-08-21","strategy":"Libretro software-emulation core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game Boy and Game Boy Color emulator core","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/libretro/gambatte-libretro"},{"label":"Libretro Gambatte core documentation","url":"https://docs.libretro.com/library/gambatte/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/libretro/gambatte-libretro"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4507508,"C++":642292,"Python":50444,"Makefile":931,"Perl":39},"source_url":"https://api.github.com/repos/libretro/gambatte-libretro/languages","evidence":"GitHub's official Languages API for https://github.com/libretro/gambatte-libretro reports 4,507,508 bytes of C, the largest category (86.7% of 5,201,214 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gameandwatch-mister-core","title":"Game and Watch MiSTer Core","game":"Nintendo Game & Watch and related LCD handheld games","platform":"MiSTer FPGA","kind":"Emulator","status":"The repository was pushed 2026-08-20. Its README describes support for a 168-title set derived from MAME 0.289 plus two retained homebrew entries, but no formal GitHub release is listed.","summary":"FPGA core for LCD handhelds using the SM510/SM511/SM512/SM530, Tiger SM510/SM511 variants, and SM5a CPUs. The MiSTer fork publishes RTL, a ROM-generation tool, and generated game packages; support excludes titles requiring keyboard, keypad-matrix, or dial input.","project_url":"https://github.com/MiSTer-devel/GameAndWatch_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of LCD handheld CPU and display behavior.","language":"","source_available":"Public MiSTer RTL, ROM-generator source and generated game packages. The README lists component-specific terms: core RTL/docs MIT, MiSTer glue GPLv3, vendored SDRAM controller MIT, and framework files under their upstream notices; no tagged GitHub release is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"LCD handheld-game FPGA core","target_type":"Software","sources":[{"label":"Maintainer README: source/package availability and component-specific licensing table","url":"https://github.com/MiSTer-devel/GameAndWatch_MiSTer/blob/master/README.md"},{"label":"Maintainer repository and generated ROM package tree","url":"https://github.com/MiSTer-devel/GameAndWatch_MiSTer"},{"label":"GitHub repository metadata (repository-level license/release state)","url":"https://api.github.com/repos/MiSTer-devel/GameAndWatch_MiSTer"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/GameAndWatch_MiSTer/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":393691,"Verilog":332592,"Rust":211049,"VHDL":107520,"TypeScript":42840,"Tcl":35025,"Python":28958,"JavaScript":1218,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/GameAndWatch_MiSTer/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ocarina-of-time-gamecube-n64-emulator-decomp","title":"GameCube N64 Emulator Decompilation for Ocarina of Time","game":"Ocarina of Time (GameCube Master Quest / Collector’s Edition emulator)","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README lists Master Quest and Collector’s Edition configurations for Japan, North America, and Europe.","summary":"Source decompilation of the N64 emulator used in the GameCube Ocarina of Time releases.","project_url":"https://github.com/zeldaret/oot-gc","updated":"2026-10-15","strategy":"GameCube embedded N64 emulator decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube Ocarina of Time emulator code","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/zeldaret/oot-gc#readme"},{"label":"Project progress page","url":"https://decomp.dev/zeldaret/oot-gc"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/zeldaret/oot-gc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4080043,"Python":223991,"Assembly":20364,"Shell":1135},"source_url":"https://api.github.com/repos/zeldaret/oot-gc/languages","evidence":"GitHub's official language endpoint for https://github.com/zeldaret/oot-gc reports 4,080,043 bytes of C, the largest language total (94.3% of 4,325,533 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-gameking","title":"GameKing MiSTer Core","game":"Timetop GameKing I and GameKing II software and games","platform":"Timetop GameKing I / II handheld on MiSTer FPGA","kind":"Emulator","status":"Very early but runnable core; the repository was created and last pushed 2026-09-04, with a release bitstream dated 2026-09-03. The README targets GameKing I/II only, says most dumped games run, and identifies bad multi-game dumps and two undumped titles as exceptions; GameKing III is a different system and out of scope.","summary":"FPGA hardware emulator for the Timetop GameKing I and II, a rare monochrome handheld. The maintainer says the 65C02 path is heavily tested but notes missing or bad cartridge dumps. The source tree contains no BIOS or game ROM images, and the README documents no separate BIOS requirement.","project_url":"https://github.com/MiSTer-devel/GameKing_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of GameKing I/II, with compatibility bounded by the maintainer’s listed cartridge dumps and known missing/bad dumps.","language":"","source_available":"Public GPL-2.0 source repository. Cartridge dumps are not included; README reports two undumped games and bad multi-game dumps. No separate BIOS requirement is documented.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA handheld console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/GameKing_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/GameKing_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":438331,"Verilog":313304,"VHDL":107520,"Tcl":28057,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/GameKing_MiSTer/languages","evidence":"Official GitHub Languages API reports 438,331 bytes of SystemVerilog as the largest language count (49.4% of 887,920 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gamenative-android-pc-games","title":"GameNative","game":"Windows PC games (multi-title)","platform":"Windows PC games → Android 8.0+ (API 26; ARM64 and legacy ARM32 app variants)","kind":"API Translation","status":"The latest release found is v1.3.0 (2026-10-14), with a standard Android APK and a separate legacy XR APK. The maintainer says the project is early: not every game runs, and some titles need configuration changes. The Android build configuration lists arm64-v8a modern variants and arm64-v8a/armeabi-v7a legacy variants.","summary":"Android front end for running owned Windows PC games from Steam, Epic, GOG, and Amazon without streaming. The project's third-party notices identify Wine/Proton, Box64/FEX, and DXVK/VKD3D/Mesa components in its compatibility stack. Per-game compatibility varies. Users sign in to storefronts and install their own games; game content is not bundled as part of a port for each title.","project_url":"https://github.com/utkarshdalal/GameNative","updated":"2026-10-16","strategy":"Android storefront and launch front end orchestrating Wine/Proton, CPU translation, and Direct3D/Vulkan translation components; this is multi-game compatibility software rather than a game-specific port.","language":"","source_available":"Public Kotlin/Java application source and APK releases. The third-party notice identifies some source-withheld native/helper binaries. Users need storefront accounts, licenses, and their own installed games; the project does not include individual commercial game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Kotlin","subtype":"Multi-title Windows PC game compatibility front end for Android; per-title results vary","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/utkarshdalal/GameNative"},{"label":"GitHub release v1.3.0 (2026-10-14)","url":"https://github.com/utkarshdalal/GameNative/releases/tag/v1.3.0"},{"label":"Android build configuration: API and ARM ABI variants","url":"https://github.com/utkarshdalal/GameNative/blob/master/app/build.gradle.kts"},{"label":"Maintainer third-party notices for Wine/Proton, Box64/FEX, DXVK/VKD3D/Mesa and helper binaries","url":"https://github.com/utkarshdalal/GameNative/blob/master/THIRD_PARTY_NOTICES"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 358117b5e2; activity evidence only)","url":"https://github.com/utkarshdalal/GameNative/commit/358117b5e2b1cc3567831410042ee7d3b1fff70e"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/utkarshdalal/GameNative"}],"media":[{"kind":"video","label":"Steam Games on Android with GameNative IN 2 MINUTES!","url":"https://www.youtube.com/watch?v=QqIChmAu2_A&t=53","preview_url":"https://i.ytimg.com/vi/QqIChmAu2_A/hqdefault.jpg","source_url":"https://github.com/utkarshdalal/GameNative/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"GameNative Android gameplay demo","url":"https://gamenative.app/demo.mp4","preview_url":"https://gamenative.app/demo-poster.jpg","source_url":"https://gamenative.app/","discovered_on":"2026-10-16"},{"kind":"video","label":"Turn Your Android Phone Into A Steam Deck! Play Real PC Games","url":"https://www.youtube.com/watch?v=g-ygCXH5tFs","preview_url":"https://i.ytimg.com/vi/g-ygCXH5tFs/hqdefault.jpg","source_url":"https://gamenative.app","discovered_on":"2026-10-16"},{"kind":"video","label":"Steam games running natively on Android devices is a dream","url":"https://www.youtube.com/watch?v=5wIBqescugc","preview_url":"https://i.ytimg.com/vi/5wIBqescugc/hqdefault.jpg","source_url":"https://gamenative.app","discovered_on":"2026-10-16"},{"kind":"video","label":"GameNative Guide: PC Gaming Made Easy!","url":"https://www.youtube.com/watch?v=a9ZlYhgnI-g","preview_url":"https://i.ytimg.com/vi/a9ZlYhgnI-g/hqdefault.jpg","source_url":"https://gamenative.app","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":11837531,"C":3347118,"Java":1699924,"Rust":964791,"C++":644404,"GLSL":44785,"Shell":18224,"PowerShell":17184,"Python":16909,"CMake":16052,"Makefile":160},"source_url":"https://api.github.com/repos/utkarshdalal/GameNative/languages","evidence":"GitHub's official Languages API for https://github.com/utkarshdalal/GameNative reports 11,837,531 bytes of Kotlin, the largest category (63.6% of 18,607,082 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gamenative-x64-android-windows-games","title":"GameNative x64 — Android Windows Games Compatibility Fork","game":"Windows PC games (multi-title)","platform":"Windows PC x86/x86-64 games → Android x86_64 devices (API 26+; Intel/AMD tablets; ARM64 devices are unsupported by this fork)","kind":"API Translation","status":"Version v1.2.0-x64.24 was published on 2026-10-16 with signed release and debug APKs. The release labels the project experimental and reports Half-Life 2 verification on Intel UHD hardware; Mesa presentation still uses its software WSI path, so performance is below the hardware's potential. This is a separate x86_64 downstream fork of the catalogued ARM-focused GameNative app; compatibility is device-, driver-, and title-dependent.","summary":"A downstream x86_64 Android fork of GameNative for Intel/AMD tablets and Android-x86 devices. It uses native x86_64 execution with Wine/Proton for Windows APIs and bundles Mesa ANV/RADV Vulkan drivers with a lavapipe fallback; it does not use ARM CPU translation on its target devices. Users install their own Windows games. The fork is distinct from the existing ARM64 GameNative record because it targets x86_64 Android and has a different CPU and graphics path.","project_url":"https://github.com/Bliss-Bass/GameNative-x64","updated":"2026-10-16","strategy":"Wine/Proton Windows API compatibility on Android x86_64, native x86_64 CPU execution, and Mesa Vulkan driver integration.","language":"","source_available":"The application source is GPL-3.0. THIRD_PARTY_NOTICES records separately licensed bundled components and identifies source-withheld proprietary helper shims. Windows games are user supplied; the repository does not distribute individual commercial game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Kotlin","subtype":"Downstream GameNative x86_64 Android fork; API 26+; experimental Proton/Wine compatibility; not compatible with ARM64 Android devices","target_type":"Software","sources":[{"label":"Fork README: ARM64 upstream distinction, x86_64-only architecture, native execution, and presentation work in progress (checked 2026-10-16)","url":"https://github.com/Bliss-Bass/GameNative-x64/blob/bliss-x64/README.md"},{"label":"Latest v1.2.0-x64.24 release, published 2026-10-16: APKs, API 26+ requirement, experimental status, and Half-Life 2 evidence","url":"https://github.com/Bliss-Bass/GameNative-x64/releases/tag/v1.2.0-x64.24"},{"label":"Fork GPL-3.0 license","url":"https://github.com/Bliss-Bass/GameNative-x64/blob/bliss-x64/LICENSE"},{"label":"Third-party and proprietary-component licensing/source notices (checked 2026-10-16)","url":"https://github.com/Bliss-Bass/GameNative-x64/blob/bliss-x64/THIRD_PARTY_NOTICES"},{"label":"Upstream ARM-focused GameNative repository used to identify the downstream fork relationship (checked 2026-10-16)","url":"https://github.com/utkarshdalal/GameNative"},{"label":"GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/Bliss-Bass/GameNative-x64/languages"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Bliss-Bass/GameNative-x64"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":9268530,"C":2971336,"Java":2093340,"C++":517513,"Shell":100315,"GLSL":44785,"CMake":21740,"Python":16909,"PowerShell":16647,"AIDL":6804,"Makefile":160},"source_url":"https://api.github.com/repos/Bliss-Bass/GameNative-x64/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gameplay-android-windows-compatibility","title":"Gameplay: Windows Games on Android","game":"Windows PC games and applications (multi-title)","platform":"Windows x86/x86-64 applications and games on ARM64 Android; the README identifies Android 10+ as the recommended build and Android 8+ as the legacy build. Runtime paths use Wine/Proton with selectable Box64/WOWBox64 or FEX CPU translation and DXVK/VKD3D-Proton or Zink graphics translation.","kind":"API Translation","status":"The latest official release found is v0.2 (2026-08-15). The repository is unarchived; its README describes active development, while GitHub's latest source push is also 2026-08-15. The README says compatibility varies by device, GPU driver, runtime, and title; it does not claim universal game support.","summary":"An Android front end for installing, organizing, configuring, and running user-supplied Windows games through Wine/Proton containers. It integrates Box64/WOWBox64, FEX, and Box86/WoW64 for CPU translation, plus DXVK, VKD3D-Proton, and Zink graphics paths with selectable GPU drivers. Its own contribution is the Android launcher, container, installer, and per-game configuration workflow; the bundled translation components remain separately maintained projects.","project_url":"https://github.com/intercontinentalmassacre/Gameplay","updated":"2026-10-16","strategy":"Android runtime integration of Wine/Proton, x86/x86-64 CPU translation, and Direct3D-to-Vulkan/OpenGL graphics translation","language":"","source_available":"Public source repository; GitHub identifies GPL-3.0. Bundled Wine, Proton, DXVK, VKD3D-Proton, Mesa, Box64, FEX, and other components carry separate licenses and notices.","first_found":"2026-10-16","project_started":null,"programming_language":"Kotlin","subtype":"Android multi-title Windows compatibility runtime","target_type":"Software","sources":[{"label":"Primary repository and project description","url":"https://github.com/intercontinentalmassacre/Gameplay"},{"label":"README: Android target, Windows game workflows, runtime stack, and compatibility caveat","url":"https://github.com/intercontinentalmassacre/Gameplay/blob/working-builds/README.md"},{"label":"Latest listed release, v0.2 published 2026-08-15","url":"https://github.com/intercontinentalmassacre/Gameplay/releases/tag/v0.2"},{"label":"GitHub repository metadata checked 2026-10-16; GPL-3.0, not archived, latest source push 2026-08-15","url":"https://api.github.com/repos/intercontinentalmassacre/Gameplay"},{"label":"GitHub releases endpoint checked 2026-10-16","url":"https://api.github.com/repos/intercontinentalmassacre/Gameplay/releases"},{"label":"GitHub languages endpoint checked 2026-10-16","url":"https://api.github.com/repos/intercontinentalmassacre/Gameplay/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":8993084,"C":2642768,"Java":1484404,"C++":302233,"GLSL":44785,"Python":41499,"CMake":10936,"PowerShell":4801,"Shell":2135},"source_url":"https://api.github.com/repos/intercontinentalmassacre/Gameplay/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Kotlin is the largest bucket at 8,993,084 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gametank-emulator","title":"GameTank Emulator","game":"GameTank open-source 8-bit console software","platform":"GameTank 8-bit console; Windows, Linux, and macOS desktop builds","kind":"Emulator","status":"The latest tagged release found is prerelease 0.1 (2020-11-15); the unarchived source repository was pushed 2026-09-28. README documents the unimplemented VIA timer and an input-sampling difference from physical hardware, so this is not a complete hardware-compatibility claim.","summary":"C++/SDL2 emulator for the GameTank, an open-hardware 8-bit game console with dual 6502-family processors and custom graphics/audio hardware. The maintainer says it was built to speed cross-development and accepts the same `.gtr` cartridge images used by the real system.","project_url":"https://github.com/clydeshaffer/GameTankEmulator","updated":"2026-10-16","strategy":"Software emulation of the custom GameTank console hardware","language":"","source_available":"Public MIT-licensed source repository; the README links Windows nightly builds.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Open-hardware console emulator","target_type":"Software","sources":[{"label":"Maintainer README: target hardware, ROM format, host support, and incomplete hardware details","url":"https://github.com/clydeshaffer/GameTankEmulator/blob/main/README.md"},{"label":"Latest tagged release found, prerelease 0.1","url":"https://github.com/clydeshaffer/GameTankEmulator/releases/tag/0.1"},{"label":"GameTank project wiki: emulator source and role","url":"https://wiki.gametank.zone/doku.php?id=software:emulation:emulator_oem"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/clydeshaffer/GameTankEmulator"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/clydeshaffer/GameTankEmulator/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5385120,"C":1082637,"Assembly":71929,"HTML":31740,"Makefile":7653,"JavaScript":7017,"Pascal":3076},"source_url":"https://api.github.com/repos/clydeshaffer/GameTankEmulator/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ganbare-goemon-2-nintendo-entertainment-system-spanish","title":"Ganbare Goemon 2 Spanish Translation","game":"Ganbare Goemon 2","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v0.9b","summary":"Spanish fan localization for Ganbare Goemon 2 on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/ganbare-goemon-2-famicom-spanish-spanish-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/ganbare-goemon-2-famicom-spanish-spanish-translation-nintendo-entertainment-system"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/ganbare-goemon-2-famicom-spanish-spanish-translation-nintendo-entertainment-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Ganbare Goemon 2 Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Ganbare Goemon 2 Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"ganbare-daiku-no-gen-san-sfc-en","title":"Ganbare! Daiku no Gen-san English Translation","game":"Ganbare! Daiku no Gen-san","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Public v1.0 IPS patch released 2026-10-15. README reports emulator checks of the title, intro, storybook, six stages and all 50 dialogue pages; the epilogue and credits have not yet been seen on screen. The author says the translation used Claude Pro.","summary":"English IPS translation patch for the Japanese Super Famicom game, covering storybook pages, boss dialogue, title cards, ending text and HUD. The README identifies the required original ROM by MD5; the release offers an IPS patch, not a ROM.","project_url":"https://github.com/Retroplayingbcn/gen-san-sfc-english","updated":"2026-10-16","strategy":"IPS","language":"English","source_available":"IPS; Release contains an IPS patch and text instructions; README requires the user's Japanese ROM and reports no distributed ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, Japanese base-ROM checksum, translated scope and tests","url":"https://github.com/Retroplayingbcn/gen-san-sfc-english/blob/main/README.md"},{"label":"GitHub API v1.0 IPS release and date","url":"https://api.github.com/repos/Retroplayingbcn/gen-san-sfc-english/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown (empty map)","url":"https://api.github.com/repos/Retroplayingbcn/gen-san-sfc-english/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Retroplayingbcn/gen-san-sfc-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"gangstar-rio-ps-vita-api-port","title":"Gangstar Rio: City of Saints PS Vita Port","game":"Gangstar Rio: City of Saints","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.2.2b)","kind":"API Translation","status":"The README says the build is ready for its first real-hardware boot but has not yet been tested on a Vita.","summary":"A native loader and FalsoJNI layer adapt the original Android game library for Vita. The user supplies the APK and OBB data.","project_url":"https://github.com/MetalSyntax/Gangstar-Rio-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Gangstar-Rio-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Gangstar-Rio-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Gangstar-Rio-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Gangstar-Rio-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gangstar-miami-vindication-ps-vita-api-port","title":"Gangstar: Miami Vindication PS Vita Port","game":"Gangstar: Miami Vindication","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android HD build (exact version not stated in README))","kind":"API Translation","status":"Alpha test build, explicitly not playable. The README reports boot, rendering and entry into on-foot/driving scenes, with lifecycle and gameplay issues remaining.","summary":"A Vita loader runs the Android ARM library with an Android/JNI compatibility layer and Vita graphics/input. The source repository requires the original Android files.","project_url":"https://github.com/MetalSyntax/Gangstar-Miami-Vindication-Vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Gangstar-Miami-Vindication-Vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Gangstar-Miami-Vindication-Vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Gangstar-Miami-Vindication-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Gangstar-Miami-Vindication-Vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gangway-monsters-ps1-en","title":"Gangway Monsters PlayStation English Patch","game":"Gangway Monsters","platform":"PlayStation","kind":"Fan Localization","status":"README documents patch archive and instructions; no tagged release found. Repository created 2020-01-22, updated 2026-08-17.","summary":"English patch for the Japanese PS1 title. README describes a Google Translate-based text patch, externally hosted archive and patch command workflow.","project_url":"https://github.com/stephwag/gangway-monsters-english-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Repo and patch archive link; user supplies own .bin/.cue.","first_found":"2026-10-16","project_started":"2020-01-22","programming_language":"Python","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"README: patch, language, method and requirements","url":"https://github.com/stephwag/gangway-monsters-english-patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":null,"source_url":"https://github.com/stephwag/gangway-monsters-english-patch","evidence":"The official GitHub repository page's Languages panel displays Python 100%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gargoyle-router-firmware","title":"Gargoyle Router Firmware","game":"OpenWrt router firmware","platform":"Router targets for which Gargoyle provides a firmware image; exact device and revision should be checked against its current device pages and OpenWrt table of hardware.","kind":"Reimplementation","status":"Source repository is active and was updated 2026-09-19; no current tagged GitHub release was identified. Current image availability may lag its architecture/build target list.","summary":"An OpenWrt-derived third-party router firmware distribution with additional packages, kernel modules and a custom management interface. It cannot be installed as only a set of packages on an existing OpenWrt system; it is installed as separate firmware.","project_url":"https://github.com/ericpaulbishop/gargoyle","updated":"2026-10-16","strategy":"OpenWrt-derived replacement router firmware","language":"","source_available":"Public source; README specifies GPL-2.0 with a stated interface/configuration exception. GitHub repository has no single SPDX classification.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"OpenWrt-derived router firmware distribution","target_type":"Software","sources":[{"label":"Gargoyle README: separate firmware images, targets and license","url":"https://github.com/ericpaulbishop/gargoyle"},{"label":"Gargoyle router project website","url":"https://www.gargoyle-router.com/"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/ericpaulbishop/gargoyle/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":2088598,"C":2062650,"Shell":1067055,"Makefile":413705,"CSS":163726,"C++":140077,"Perl":77602,"Python":37063},"source_url":"https://api.github.com/repos/ericpaulbishop/gargoyle/languages","evidence":"Official GitHub REST language endpoint reports JavaScript narrowly above C; the repo-wide signal reflects the router interface plus firmware components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gauntlet-legends-n64-pc-recomp","title":"Gauntlet Legends Recompiled","game":"Gauntlet Legends","platform":"Nintendo 64 USA → Linux x86-64 PC","kind":"Recompilation","status":"Experimental spike: boots, starts game threads and submits display lists to RT64; audio is skipped and level overlays are untested.","summary":"Static native PC recompilation using N64Recomp, N64ModernRuntime and RT64; the author uses Drahsid’s decompilation for symbols and segment layout. Linux only because its TLB emulation uses memfd/mmap. Requires the user’s US ROM (SHA-1 0489dcce749c6a5102681d288ed0616a4b94e99d); no ROM data included.","project_url":"https://github.com/Auxnon/gauntlet-legends-recomp","updated":"2026-10-16","strategy":"N64 static recompilation (N64Recomp + N64ModernRuntime + RT64)","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/Auxnon/gauntlet-legends-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":43245,"Python":21146,"C":2844,"CMake":2731,"Shell":1560},"source_url":"https://api.github.com/repos/Auxnon/gauntlet-legends-recomp/languages","evidence":"GitHub's official Languages API reports 43,245 bytes of C++ out of 71,526 recognized language bytes for https://github.com/Auxnon/gauntlet-legends-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gauntlet-dark-legacy-gamecube-decomp","title":"Gauntlet: Dark Legacy GameCube Decompilation","game":"Gauntlet: Dark Legacy","platform":"GameCube","kind":"Decompilation","status":"Work in progress targeting USA Rev. 1 (`GUNE5D`); repository describes a decompilation project using decomp-toolkit/dtk-template and includes no assets or assembly.","summary":"Matching decompilation project for the GameCube release.","project_url":"https://github.com/sabishii-bit/Gauntlet-Dark-Legacy-Decompilation","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/sabishii-bit/Gauntlet-Dark-Legacy-Decompilation"},{"label":"Maintainer README and project status","url":"https://github.com/sabishii-bit/Gauntlet-Dark-Legacy-Decompilation/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7500079,"Python":6749296,"C++":316308,"Rust":214876,"Assembly":136314,"Dockerfile":1814,"Shell":1624,"PowerShell":1511,"Makefile":101},"source_url":"https://api.github.com/repos/sabishii-bit/Gauntlet-Dark-Legacy-Decompilation/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gb-recompiled-toolchain","title":"GB Recompiled","game":"Game Boy and Game Boy Color ROM software (multi-title toolchain)","platform":"Game Boy/Game Boy Color LR35902 ROM code → generated C with an SDL2 runtime and interpreter fallback","kind":"Recompilation","status":"Experimental; v0.1.0 was released 2026-08-03 and source changes continued through 2026-09-10. The README says a supported exact ROM is required and that generating code does not guarantee every game or scene works; verified compatibility is title-specific.","summary":"Static Game Boy/Game Boy Color recompilation toolchain that analyzes banked LR35902 code and emits portable C for a shared desktop runtime. It includes hardware emulation, an interpreter fallback, exact-ROM verification, differential testing, and tooling for native modifications.","project_url":"https://github.com/arcanite24/gb-recompiled","updated":"2026-10-15","strategy":"Static LR35902 code analysis and C emission with runtime fallback for unresolved behavior","language":"","source_available":"Public MIT-licensed source repository; ROM images are not included and must be lawfully supplied by users.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game Boy/Game Boy Color static recompilation framework","target_type":"Software","sources":[{"label":"Maintainer README: static code generation, runtime, and compatibility caveat","url":"https://github.com/arcanite24/gb-recompiled"},{"label":"Version 0.1.0 release (2026-08-03)","url":"https://github.com/arcanite24/gb-recompiled/releases/tag/v0.1.0"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/arcanite24/gb-recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1023408,"C":944389,"C++":923586,"CMake":28709,"Shell":4679,"Batchfile":2777,"C#":2626},"source_url":"https://api.github.com/repos/arcanite24/gb-recompiled/languages","evidence":"GitHub's official Languages API for https://github.com/arcanite24/gb-recompiled reports 1,023,408 bytes of Python, the largest category (34.9% of 2,930,174 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gb2swf-static-recompilation-tool","title":"gb2swf","game":"gb2swf","platform":"Game Boy / Game Boy Color ROM → SWF and offline HTML player (Ruffle)","kind":"Recompilation","status":"v1.0.0 release (2026-10-13); README reports seven open-licensed homebrew games tested in Ruffle.","summary":"Haxe tool profiles a user-supplied DMG/CGB ROM, translates observed basic blocks to SWF bytecode, and leaves unobserved or unsupported code to an interpreter fallback; generated offline HTML bundles a Ruffle player. The maintainer documents cartridge, timing, sound, and peripheral limitations. No game ROMs are included.","project_url":"https://github.com/Burg-Media/gb2swf","updated":"2026-10-16","strategy":"Static recompilation with interpreter fallback","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Haxe","subtype":"ROM-to-SWF recompiler and player","target_type":"Software","sources":[{"label":"Project repository","url":"https://github.com/Burg-Media/gb2swf"},{"label":"Maintainer README","url":"https://github.com/Burg-Media/gb2swf/blob/main/README.md"},{"label":"v1.0.0 release","url":"https://github.com/Burg-Media/gb2swf/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Haxe","breakdown":{"Haxe":232672,"JavaScript":39952,"CSS":3369,"HTML":3041},"source_url":"https://github.com/Burg-Media/gb2swf/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gba-recomp-toolkit","title":"GBA-Recomp","game":"GBA-Recomp","platform":"Game Boy Advance ROM → native Windows, macOS, Linux, and Android builds","kind":"Recompilation","status":"v0.4 release (2026-06-18); the ROM function-map database is a work in progress.","summary":"Rust static-recompilation tool and runtime translates user-supplied GBA ROMs to native executables, emitting C11 against a Rust ARM7TDMI hardware model. The maintainer reports 169,778 of an estimated 4.1 million functions mapped and one fully mapped game without identifying it. Android build dependencies are documented; no ROM, BIOS, or commercial game data is shipped.","project_url":"https://github.com/JRickey/gba-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Static recompiler and runtime","target_type":"Software","sources":[{"label":"Project repository","url":"https://github.com/JRickey/gba-recomp"},{"label":"Maintainer README","url":"https://github.com/JRickey/gba-recomp/blob/main/README.md"},{"label":"Releases","url":"https://github.com/JRickey/gba-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":988104,"Shell":29450,"Python":10152,"WGSL":7376},"source_url":"https://github.com/JRickey/gba-recomp/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gba-recomp-static-recompiler","title":"GBARecomp","game":"Game Boy Advance ARM7TDMI software (multi-title tool)","platform":"Game Boy Advance ARM/Thumb ROM code or ELF with function symbols → C# methods, linked with GBA Modern Runtime","kind":"Recompilation","status":"Active; latest source push checked 2026-09-26; no tagged release is listed. The README says function boundaries must be known from a decompilation/disassembly or supplied symbol/config data, and recompiled output is run with a separate runtime.","summary":"Static Game Boy Advance recompiler that emits C# methods from ROM/ELF code and symbol information. It is a code-generation tool rather than a complete console emulator; a separate GBA Modern Runtime provides execution and hardware services.","project_url":"https://github.com/Asphaltian/GBARecomp","updated":"2026-10-15","strategy":"Static ARM/Thumb-to-C# recompilation using configured or extracted function boundaries","language":"","source_available":"Public MIT-licensed source repository; original ROMs are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Game Boy Advance static recompiler tool","target_type":"Software","sources":[{"label":"Maintainer README: input requirements, function symbols, generated C#, and external runtime","url":"https://github.com/Asphaltian/GBARecomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/Asphaltian/GBARecomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/Asphaltian/GBARecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":182414,"Assembly":587,"Linker Script":75},"source_url":"https://api.github.com/repos/Asphaltian/GBARecomp/languages","evidence":"GitHub's official Languages API for https://github.com/Asphaltian/GBARecomp reports 182,414 bytes of C#, the largest category (99.6% of 183,076 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gba-recomp-static-toolkit","title":"GBARecomp Static Recompilation Toolkit","game":"Game Boy Advance ROMs (general-purpose recompiler/runtime)","platform":"Game Boy Advance → native host code","kind":"Recompilation","status":"Experimental developer framework; README documents ARM/Thumb-to-C++ translation and a shared GBA hardware runtime, while noting that generated code and a game-specific host integration are separate work.","summary":"General-purpose GBA static recompiler that translates ROM code ahead of time and provides a native runtime; public examples live in separate game repositories.","project_url":"https://github.com/mstan/gbarecomp","updated":"2026-10-15","strategy":"Static ARM/Thumb-to-C++ recompilation framework","language":"","source_available":"Public source repository and CLI releases; game ROMs, BIOS, and game data are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation toolchain","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/mstan/gbarecomp#readme"},{"label":"CLI releases","url":"https://github.com/mstan/gbarecomp/releases"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/mstan/gbarecomp"}],"media":[{"kind":"image","label":"WarioWare: Twisted! running through the GBARecomp toolkit, linked from its README","url":"https://raw.githubusercontent.com/mstan/gbarecomp/main/docs/assets/games/warioware-twisted.webp","preview_url":"https://raw.githubusercontent.com/mstan/gbarecomp/main/docs/assets/games/warioware-twisted.webp","source_url":"https://github.com/mstan/gbarecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2951778,"Python":469491,"C":392896,"JavaScript":137225,"CMake":88915,"Shell":55422,"PowerShell":53135,"Java":33360,"Assembly":12800,"HTML":6829},"source_url":"https://api.github.com/repos/mstan/gbarecomp/languages","evidence":"GitHub's official Languages API for https://github.com/mstan/gbarecomp reports 2,951,778 bytes of C++, the largest category (70.2% of 4,201,851 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-axl-91-gbe-rs","title":"gbe-rs Game Boy Emulator","game":"Nintendo Game Boy DMG","platform":"Rust desktop host application; OS support is not specified in README","kind":"Emulator","status":"Early development; README marks I/O register and some cartridge/PPU timing work incomplete; no published GitHub release was listed; source repository was last pushed 2026-10-16.","summary":"Rust Game Boy DMG emulator in active early development. README lists CPU, memory, cartridge, PPU and APU implementation progress and marks I/O, some mappers and display timing as unfinished.","project_url":"https://github.com/Axl-91/gbe-rs","updated":"2026-10-16","strategy":"Computer/console emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Computer/console emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/Axl-91/gbe-rs"},{"label":"GitHub release history","url":"https://github.com/Axl-91/gbe-rs/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/Axl-91/gbe-rs/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/Axl-91/gbe-rs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":529356,"Shell":9031,"Just":253},"source_url":"https://api.github.com/repos/Axl-91/gbe-rs/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 529,356 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gcompris-android","title":"GCompris Android port","game":"GCompris educational activity suite","platform":"Windows/Linux/macOS PC → Android","kind":"Reimplementation","status":"The official download page lists Android version 26.2 for Play Store, F-Droid, and direct APK installation, with 32-bit and 64-bit builds. Android 4.1–8.0 devices are limited to older version 4.3.1; the page does not state the minimum Android version for 26.2 or list tested device models.","summary":"Native Android build of the open-source educational activity suite. The current page offers 32-bit and 64-bit app packages and states that Android 4.1–8.0 devices must use version 4.3.1. Activities ship with the app, so no separate PC content is needed.","project_url":"https://github.com/KDE/gcompris","updated":"2026-10-15","strategy":"Cross-platform native source port with Android application build","language":"","source_available":"Public C++/QML source repository and official Android APK/store distributions; activity content is packaged with the app","first_found":"2026-10-15","project_started":null,"programming_language":"QML","subtype":"Native Android educational application","target_type":"Software","sources":[{"label":"GitHub project source","url":"https://github.com/KDE/gcompris"},{"label":"Official Android release/download channels, architecture, and old-device compatibility note","url":"https://gcompris.net/downloads-en"},{"label":"Project C++/Qt/QML build configuration","url":"https://github.com/KDE/gcompris/blob/master/src/core/CMakeLists.txt"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/KDE/gcompris/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"QML","breakdown":{"QML":5726896,"JavaScript":2878899,"C++":379589,"CMake":167672,"Python":62877,"Shell":26002,"PHP":9165,"Java":5247,"C":2127,"Perl":2073,"QMake":1675,"Awk":259},"source_url":"https://api.github.com/repos/KDE/gcompris/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; QML is the largest category (5726896 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gcrecomp-gamecube-recomp-toolkit","title":"gcrecomp GameCube Static Recompilation Toolkit","game":"Nintendo GameCube software (general-purpose toolkit)","platform":"Nintendo GameCube → native x86-64","kind":"Recompilation","status":"The README describes an experimental reusable toolkit with a PowerPC-to-C translator, GameCube OS/runtime replacements, and GX-to-Direct3D 11 translation; game compatibility is not established.","summary":"GameCube static recompilation toolkit with an ahead-of-time C/C++ recompiler and a host runtime for Dolphin OS, GX graphics, audio, and input.","project_url":"https://github.com/sp00nznet/gcrecomp","updated":"2026-10-15","strategy":"Static PowerPC recompilation with host runtime","language":"","source_available":"Public source repository; no game code or assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube Gekko/Flipper native PC toolkit","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/sp00nznet/gcrecomp#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/sp00nznet/gcrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":550491,"Python":16504,"CMake":4917},"source_url":"https://api.github.com/repos/sp00nznet/gcrecomp/languages","evidence":"GitHub's official Languages API for https://github.com/sp00nznet/gcrecomp reports 550,491 bytes of C++, the largest category (96.3% of 571,912 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ge-proton-linux-windows-compatibility","title":"GE-Proton","game":"Windows PC games and applications (multi-title)","platform":"Windows x86/x86-64 game and system APIs → Linux through Wine/Proton on x86-64 or ARM64; D3D8/9/10/11 → Vulkan via bundled DXVK, D3D12 → Vulkan via VKD3D-Proton, and legacy D3D7 support is an opt-in D7VK path. The ARM64 build is a Linux compatibility stack using FEX as documented by releases; it is not a Windows-on-ARM implementation.","kind":"API Translation","status":"Active; GE-Proton11-9 was released 2026-10-14. The maintainer publishes architecture-specific x86-64 and AArch64 builds. It is a community Proton/Wine build with independent patches and bundled components; the maintainer warns that launching non-Steam games outside Steam is supported only through umu.","summary":"A community-maintained Steam Play compatibility tool based on Wine/Proton, with its own patches, per-game fixes, and bundled graphics/runtime components. It translates Windows application interfaces to Linux and routes supported Direct3D workloads through Vulkan components; compatibility remains title- and driver-dependent.","project_url":"https://github.com/GloriousEggroll/proton-ge-custom","updated":"2026-10-16","strategy":"Wine/Proton Windows API compatibility with community patches and bundled Vulkan translation components","language":"","source_available":"Public source and releases. License terms vary by component; the repository includes Proton licensing notices and per-directory licenses, so no single SPDX license is asserted.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Community Proton compatibility-tool distribution","target_type":"Software","sources":[{"label":"Maintainer README: compatibility scope, installation, architecture support, and use limits","url":"https://github.com/GloriousEggroll/proton-ge-custom/blob/master/README.md"},{"label":"GitHub release GE-Proton11-9 (2026-10-14)","url":"https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-9"},{"label":"Top-level Proton licensing notice","url":"https://github.com/GloriousEggroll/proton-ge-custom/blob/master/LICENSE"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/GloriousEggroll/proton-ge-custom"},{"label":"Official repository language byte breakdown","url":"https://api.github.com/repos/GloriousEggroll/proton-ge-custom/languages"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/GloriousEggroll/proton-ge-custom"},{"label":"GitHub latest commit listed for default branch (2026-10-14, 01bfbf67b3; activity evidence only)","url":"https://github.com/GloriousEggroll/proton-ge-custom/commit/01bfbf67b35418fdd705f2be09e0bfb43eece24b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":61643160,"Scala":54030470,"KCL":27720915,"C":26052906,"SuperCollider":2805924,"C#":1093053,"Python":471821,"Makefile":152252,"Roff":90540,"Shell":48864,"IL Assembly":8657,"CMake":5959,"KFramework":962},"source_url":"https://api.github.com/repos/GloriousEggroll/proton-ge-custom/languages","evidence":"Official GitHub Languages endpoint byte counts; C++ is the largest category. The repository includes bundled/submodule content, so the breakdown describes the repository as GitHub reports it, not a hand-filtered source subset.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gears-of-war-2-xbox360-native-pc-recomp","title":"Gears of War 2 Xbox 360 Native PC Recompilation","game":"Gears of War 2 (Xbox 360 retail, Title ID 4D53082D)","platform":"Xbox 360 → Windows 10/11 x64 (Direct3D 12); Android 10+ ARM64 (experimental build)","kind":"Recompilation","status":"v0.1.1 release. Act 1 is the only campaign portion played; two-player LAN System Link has been tested PC-to-PC and PC-to-Android. Android gameplay on a Galaxy S25 Ultra is reported at 2.6–5.2 FPS (menus 30–50 FPS); Android internet play is untested, three/four-player co-op is early, and full campaign completion is not claimed.","summary":"Statically recompiles the player's retail Xbox 360 default.xex to native x64 with ReXGlue and a Direct3D 12 Windows host; the repository also includes an Android ARM64 build path with touch controls. The Windows release is v0.1.1. Users must supply their own title-ID 4D53082D copy; no game files are included.","project_url":"https://github.com/santiquiroz/gears-of-war-2-pc-port","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation to native x64 using ReXGlue; Windows Direct3D 12 host","language":"","source_available":"Public source and v0.1.1 release; requires the user's own retail Xbox 360 copy (Title ID 4D53082D); game files are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation and native Windows port","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/santiquiroz/gears-of-war-2-pc-port#readme"},{"label":"Latest release: Android build, performance, and tested co-op scope","url":"https://github.com/santiquiroz/gears-of-war-2-pc-port/releases/tag/v0.1.1"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/santiquiroz/gears-of-war-2-pc-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":362983,"Python":349642,"Java":287263,"PowerShell":178990,"CMake":18384,"C":4927,"Shell":3527},"source_url":"https://api.github.com/repos/santiquiroz/gears-of-war-2-pc-port/languages","evidence":"Official GitHub REST Languages API breakdown for santiquiroz/gears-of-war-2-pc-port: source-code byte counts are {\"C\": 4927, \"C++\": 362983, \"CMake\": 18384, \"Java\": 287263, \"PowerShell\": 178990, \"Python\": 349642, \"Shell\": 3527}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gears-of-war-3-xbox360-windows-recomp","title":"Gears of War 3 PC Port","game":"Gears of War 3 (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"v0.2.1 released 2026-10-15. Status tracker reports the prologue through Raven’s Nest, offline Horde/Beast/Versus, and multiplayer tests; Acts 2–5 have only first-minute testing, so there is no full-campaign verification.","summary":"Static recompilation with XenonRecomp; requires the user’s supported Xbox 360 disc ISO and local build. Windows 10/11 x64, Direct3D 12 GPU, Haswell/Zen-era or newer CPU, about 25 GB, and build tools/internet for initial setup are documented. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sega-genesis-recomp-framework","title":"Genesis 68K Static Recompiler","game":"Sega Genesis / Mega Drive software (multi-title toolkit)","platform":"Genesis / Mega Drive 68000 → native desktop code (Windows/macOS/Linux)","kind":"Recompilation","status":"Active shared toolkit. Its README describes an ahead-of-time 68000-to-C frontend, clean-room runtime, interpreter fallback, tests, and per-title verification; game-specific completion is documented separately.","summary":"A general-purpose 68K recompiler and clean-room Genesis runtime used by separate title-specific projects.","project_url":"https://github.com/mstan/segagenesisrecomp","updated":"2026-10-16","strategy":"Static 68000-to-C recompilation with clean-room runtime","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-title Sega Genesis/Mega Drive recompilation framework","target_type":"Software","sources":[{"label":"Maintainer README and project details","url":"https://github.com/mstan/segagenesisrecomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1442488,"Python":424310,"Shell":53446,"CMake":39011,"C++":19384,"PowerShell":4592,"Java":4408,"Batchfile":229},"source_url":"https://api.github.com/repos/mstan/segagenesisrecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"genesis-plus-gx","title":"Genesis Plus GX","game":"SG-1000; Mark III; Master System; Game Gear; Genesis / Mega Drive; Sega CD / Mega CD; preliminary Sega Pico","platform":"8-bit and 16-bit home consoles, handheld, and CD add-on","kind":"Emulator","status":"Actively maintained open-source project","summary":"Accuracy-focused Sega 8-bit and 16-bit emulator with Sega CD support and preliminary Pico emulation. Its official feature list does not claim 32X support.","project_url":"https://github.com/ekeeke/Genesis-Plus-GX","updated":"2026-10-06","strategy":"Native software emulation of Sega console and add-on hardware, including CPU/video/audio timing and cartridge hardware.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega 8-bit/16-bit console, handheld, and CD-system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/ekeeke/Genesis-Plus-GX"},{"label":"Maintainer feature list","url":"https://github.com/ekeeke/Genesis-Plus-GX/blob/master/wiki/Features.md"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ekeeke/Genesis-Plus-GX"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11394527,"C++":784814,"HTML":161157,"Assembly":109595,"Ada":89080,"Makefile":82118,"CMake":57579,"C#":55623,"Pascal":42411,"Meson":27905,"DIGITAL Command Language":27305,"Shell":23884,"Python":16965,"Roff":7799,"Batchfile":4510,"Starlark":4480,"Objective-C":2474,"SAS":1847,"Module Management System":1545,"Swift":1264,"M4":786,"Dockerfile":413,"Perl":76},"source_url":"https://api.github.com/repos/ekeeke/Genesis-Plus-GX/languages","evidence":"GitHub's official Languages API for https://github.com/ekeeke/Genesis-Plus-GX reports 11,394,527 bytes of C, the largest category (88.3% of 12,898,157 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"geolith-neo-geo-aes","title":"Geolith","game":"All compatible Neo Geo AES/MVS/CD/CDZ software","platform":"SNK Neo Geo AES home console, MVS, Neo Geo CD, and CDZ","kind":"Emulator","status":"Active; the upstream repository's latest commit (2026-10-11) changes BSD/Darwin signal-mask handling in the bus-error trap. No current release date was verified.","summary":"Open-source Neo Geo emulator written in C, explicitly designed around a home-console AES experience while also supporting MVS arcade and CD systems.","project_url":"https://gitlab.com/jgemu/geolith","updated":"2026-10-16","strategy":"Hardware emulation of Neo Geo cartridge and CD systems, with an AES-first home-console mode.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Neo Geo AES/MVS/CD system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://gitlab.com/jgemu/geolith"},{"label":"Libretro system, language, license, and AES-mode documentation","url":"https://docs.libretro.com/library/geolith/"},{"label":"Libretro source port","url":"https://github.com/libretro/geolith-libretro"},{"label":"Upstream GitLab commit","url":"https://gitlab.com/jgemu/geolith/-/commit/05ddef568212e7225ceec22f3ecb20b5a9b640e6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":97.21,"Shell":1.63,"Makefile":1.16},"source_url":"https://gitlab.com/api/v4/projects/jgemu%2Fgeolith/languages","evidence":"The official GitLab Languages API returned percentage shares: C 97.21%, Shell 1.63%, Makefile 1.16%. These shares identify C as predominant; the API does not provide byte totals.","verified_at":"2026-10-15","reason_unknown":"The official GitLab Languages API reports percentage shares rather than source-byte totals, so a byte breakdown is unavailable."}},{"id":"geometry-wars-3-xbla-crownpark","title":"Geometry Wars 3: Dimensions XBLA Recompilation (CrownPark Native Ports)","game":"Geometry Wars 3: Dimensions (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release geometrywars3-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release geometrywars3-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/geometrywars3-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/xbla/geometrywars3-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official Languages API for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest category (98.0% of 2,256,996,438 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"geometry-wars-retro-evolved-2-xbox360-recomp","title":"Geometry Wars: Retro Evolved 2 Static Recompilation","game":"Geometry Wars: Retro Evolved 2","platform":"Xbox 360 → Windows; experimental Linux/Steam Deck","kind":"Recompilation","status":"Windows v0.3.1 release published 2026-10-16. README also documents a native Linux/Steam Deck AppImage as experimental; real-hardware Linux testing so far is a single Steam Machine report.","summary":"Windows release available; Linux runtime reported to have limited hardware testing.","project_url":"https://github.com/saulob/geometry-wars-retro-evolved-2-recompiled","updated":"2026-10-16","strategy":"Xbox 360 game code statically recompiled to native PC code with ReXGlue; launcher, local achievements and settings included.","language":"C++","source_available":"Public source repository (GPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 game code statically recompiled to native pc code with rexglue","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/saulob/geometry-wars-retro-evolved-2-recompiled"},{"label":"v0.3.1 release","url":"https://github.com/saulob/geometry-wars-retro-evolved-2-recompiled/releases/tag/v0.3.1"},{"label":"Project owner releases","url":"https://github.com/saulob/geometry-wars-retro-evolved-2-recompiled/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/saulob/geometry-wars-retro-evolved-2-recompiled"},{"label":"Maintainer README: Windows and experimental Linux status","url":"https://github.com/saulob/geometry-wars-retro-evolved-2-recompiled/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":430063,"PowerShell":53778,"Shell":47593,"Python":42295,"CMake":13128,"C#":5522},"source_url":"https://api.github.com/repos/saulob/geometry-wars-retro-evolved-2-recompiled/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 430,063 bytes; the manifest breakdown contains all 6 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"geometry-wars-2-xbla-crownpark","title":"Geometry Wars: Retro Evolved 2 XBLA Recompilation (CrownPark Native Ports)","game":"Geometry Wars: Retro Evolved 2 (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release geometrywars2-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release geometrywars2-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/geometrywars2-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/xbla/geometrywars2-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official Languages API for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest category (98.0% of 2,256,996,438 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"geometry-wars-xbla-crownpark","title":"Geometry Wars: Retro Evolved XBLA Recompilation (CrownPark Native Ports)","game":"Geometry Wars: Retro Evolved (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release geometrywars-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release geometrywars-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/geometrywars-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/xbla/geometrywars-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official Languages API for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest category (98.0% of 2,256,996,438 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"george-of-the-jungle-ps2-decomp","title":"George of the Jungle PS2 Decompilation","game":"George of the Jungle and the Search for the Secret (PS2 USA SLUS_216.68)","platform":"PlayStation 2 USA → byte-matching C/C++ reconstruction","kind":"Decompilation","status":"Early research, not a complete source build or PC port. The full main CPU .text reassembles byte-for-byte; the README reports 24,396 / 3,083,712 game-code bytes matched as C/C++ (0.791124%) across reviewed sources.","summary":"A matching decompilation project for the USA PS2 release, with the original assembly baseline and selected reviewed C/C++ functions.","project_url":"https://github.com/2gifts/george-decomp","updated":"2026-10-15","strategy":"Matching decompilation with original assembly baseline and verified C/C++ functions","language":"","source_available":"Public source repository; own USA game copy required; no game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 game matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/2gifts/george-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/2gifts/george-decomp/languages"},{"label":"Generated project progress report","url":"https://github.com/2gifts/george-decomp/blob/main/reports/progress.json"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":253856624,"Python":2088006,"C++":445341,"Shell":22289,"Assembly":13143,"BitBake":327},"source_url":"https://api.github.com/repos/2gifts/george-decomp/languages","evidence":"GitHub's official Languages API for https://github.com/2gifts/george-decomp reports 253,856,624 bytes of C, the largest category (99.0% of 256,425,730 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"germs-nerawareta-machi-playstation-english","title":"Germs Nerawareta Machi English Translation","game":"Germs Nerawareta Machi","platform":"PlayStation","kind":"Fan Localization","status":"Released; RHP reports v1.8","summary":"English fan localization for Germs Nerawareta Machi on PlayStation. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/germs-nerawareta-machi-english-translation-playstation","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/germs-nerawareta-machi-english-translation-playstation"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/germs-nerawareta-machi-english-translation-playstation","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Germs Nerawareta Machi English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Germs Nerawareta Machi English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"ghost-lion-nintendo-entertainment-system-spanish","title":"Ghost Lion Spanish Translation","game":"Ghost Lion","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"Spanish fan localization for Ghost Lion on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/ghost-lion-spanish-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/ghost-lion-spanish-translation-nintendo-entertainment-system"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/ghost-lion-spanish-translation-nintendo-entertainment-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Ghost Lion Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Ghost Lion Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"ghost-sweeper-mikami-super-nintendo-english","title":"Ghost Sweeper Mikami English Translation","game":"Ghost Sweeper Mikami","platform":"Super Nintendo","kind":"Fan Localization","status":"Released; RHP reports v1.00","summary":"English fan localization for Ghost Sweeper Mikami on Super Nintendo. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/ghost-sweeper-mikami-the-excorcist-with-a-nice-body-english-translation-super-nintendo","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/ghost-sweeper-mikami-the-excorcist-with-a-nice-body-english-translation-super-nintendo"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/ghost-sweeper-mikami-the-excorcist-with-a-nice-body-english-translation-super-nintendo","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Ghost Sweeper Mikami English Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Ghost Sweeper Mikami English Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"givenergy-gen3-lv-inverter-firmware-decompilation","title":"GivEnergy Hybrid Gen3 LV Inverter Firmware Matching Decompilation","game":"GivEnergy Hybrid Gen3 LV inverter firmware (ARM A316 and DSP D316 images)","platform":"GivEnergy Hybrid Gen3 LV inverter: STM32F105/107 ARM A316 and TMS320F2806x DSP D316. Matching builds were verified on macOS Apple Silicon with Wine and the native macOS TI object tools; the maintainer says Linux with Wine should work but has not tried it.","kind":"Decompilation","status":"The public v1.0.0 release was published 2026-10-16. The README reports byte-identical rebuilds of both images: 99.0% of A316 image bytes and 74.1% of D316 words come from recovered source; the remaining image content is vendor libraries, a region table, and linker padding. The maintainer says the work has only been tested as a rebuild, not as firmware to flash.","summary":"Matching C and assembly decompilation of the ARM and DSP firmware in GivEnergy Hybrid Gen3 LV inverters. Build gates use the original Keil and TI toolchains and compare complete output images against the matching retail files. The repository contains no firmware images. Its MIT license covers the author’s tools and documentation; reproduced GivEnergy firmware and third-party code remain under their original rights.","project_url":"https://github.com/abedegno/forgiv","updated":"2026-10-16","strategy":"Matching C/assembly decompilation rebuilt with the original vendor compiler and linker toolchains, then compared byte-for-byte with the target images.","language":"","source_available":"Public C/assembly source, analysis notes, build tools, and comparison gates; no original firmware images are included. The repository MIT license covers the author’s tooling, documentation, configuration, and annotations, while reproduced GivEnergy and third-party code retain their original rights.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Power-converter firmware","target_type":"Software","sources":[{"label":"Maintainer README: exact targets, matching percentages, status, build hosts, and license boundary","url":"https://github.com/abedegno/forgiv/blob/main/README.md"},{"label":"Maintainer method notes: byte-matching decompilation process","url":"https://github.com/abedegno/forgiv/blob/main/docs/development/method.md"},{"label":"Public v1.0.0 release","url":"https://github.com/abedegno/forgiv/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1940588,"Python":949522,"Assembly":36602,"Java":14437,"Shell":365},"source_url":"https://api.github.com/repos/abedegno/forgiv/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C is the largest repository-wide tracked byte category (1,940,588 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gl4es","title":"GL4ES","game":"OpenGL applications and games targeting embedded/mobile graphics (multi-title)","platform":"OpenGL 2.1/1.5 → OpenGL ES 2.0/1.1; Linux, Android, Emscripten, AmigaOS 4 and listed ARM single-board systems","kind":"API Translation","status":"Active; the maintainer describes it as a desktop OpenGL-to-OpenGL ES translation library; repository updated 2026-10-14.","summary":"Translates legacy desktop OpenGL calls to OpenGL ES for systems whose drivers expose OpenGL ES rather than desktop OpenGL. It is used by applications and ports, not a game emulator.","project_url":"https://github.com/ptitSeb/gl4es","updated":"2026-10-15","strategy":"Desktop OpenGL API translation to OpenGL ES","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Graphics API compatibility library","target_type":"Software","sources":[{"label":"Maintainer repository and README: API direction, platform support, and project status","url":"https://github.com/ptitSeb/gl4es"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4184583,"CMake":22868,"C++":22359,"Jinja":8992,"Python":7694,"Shell":5739,"Makefile":2200},"source_url":"https://api.github.com/repos/ptitSeb/gl4es/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ptitSeb/gl4es reports 4,184,583 bytes of C, the largest language total (98.4% of 4,254,435 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gladius-original-xbox-macos-recomp","title":"Gladius Original Xbox Static Recompilation for Apple Silicon","game":"Gladius","platform":"Original Xbox PAL disc → macOS Apple Silicon arm64","kind":"Recompilation","status":"The maintainer reports a native Apple Silicon build that reaches the menus, intro movie, in-engine intro, and first tutorial battle at 60 FPS with sound. A prompt/input issue after the intro is documented; full gameplay is not claimed.","summary":"An Original Xbox static recompilation using the xboxrecomp toolkit, replacing Xbox Direct3D 8 and DirectSound at the API boundary. It targets a PAL Gladius disc and native macOS Apple Silicon; user game files stay outside the repository.","project_url":"https://github.com/phobos665/gladius-recomp","updated":"2026-10-16","strategy":"Original Xbox x86 XBE static recompilation to C with xboxrecomp and native Apple Silicon host APIs","language":"","source_available":"Public source and build scripts; requires the user's PAL Xbox disc. README says no game code or data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native macOS recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/phobos665/gladius-recomp#readme"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/phobos665/gladius-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":59984,"CMake":8557,"Shell":1071},"source_url":"https://api.github.com/repos/phobos665/gladius-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/phobos665/gladius-recomp reports 59,984 bytes of C, the largest language total (86.2% of 69,612 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gloria-union-android-en","title":"Gloria Union Android English Fan Translation","game":"Gloria Union","platform":"Android game build; Windows patcher","kind":"Fan Localization","status":"Story-playable English v0.25 patch released 2026-09-01. The README calls this an early public release; late-game material and some art/UI areas have less coverage or testing.","summary":"English fan translation for the Android version of Gloria Union. The maintainer says the main story dialogue is readable in English and most essential menus, battle instructions, cards, requirements, items, equipment information, and result screens are localized. The patcher verifies the input APK by SHA-256 and outputs a translated APK.","project_url":"https://github.com/vw5hwbngy4-debug/gloria-union-english","updated":"2026-09-01","strategy":"Fan translation patch","language":"English","source_available":"Public patcher source and v0.25 patch ZIP; exact original APK required; no complete modified APK is distributed.","first_found":"2026-10-15","project_started":"2026-09-01","programming_language":"Python","subtype":"Android game fan translation","target_type":"Game","sources":[{"label":"Maintainer README: scope, patch-only distribution, and source availability","url":"https://github.com/vw5hwbngy4-debug/gloria-union-english#readme"},{"label":"v0.25 release: playable coverage, patch instructions, and exact APK fingerprint","url":"https://github.com/vw5hwbngy4-debug/gloria-union-english/releases/tag/v0.25"},{"label":"Patch format documentation","url":"https://github.com/vw5hwbngy4-debug/gloria-union-english/blob/main/docs/PATCH_FORMAT.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":17719,"Batchfile":348},"source_url":"https://api.github.com/repos/vw5hwbngy4-debug/gloria-union-english/languages","evidence":"GitHub's official Languages API for https://github.com/vw5hwbngy4-debug/gloria-union-english reports 17,719 bytes of Python, the largest category (98.1% of 18,067 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"glover-r-static-recomp","title":"Glover R Recompilation","game":"Glover","platform":"Nintendo 64 → Windows x64, Linux x64, Steam Deck","kind":"Recompilation","status":"Release v1.0.1 is available for Windows x64 and Linux x64, with Steam Deck listed as supported. The project targets the North American revision 0 ROM.","summary":"Static recompilation of the Nintendo 64 version of Glover for native desktop and Steam Deck use.","project_url":"https://github.com/ThatGuyMcd/Glover-R","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and release repository; requires the user's own supported ROM.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/ThatGuyMcd/Glover-R"},{"label":"Published releases","url":"https://github.com/ThatGuyMcd/Glover-R/releases"},{"label":"Reddit project announcement in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1wz2hik/glover_recompilation/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":462425,"C++":438377,"PowerShell":25441,"C":23021,"CMake":13408,"Shell":1390,"Batchfile":1325,"Linker Script":171},"source_url":"https://api.github.com/repos/ThatGuyMcd/Glover-R/languages","evidence":"Official GitHub REST Languages API breakdown for ThatGuyMcd/Glover-R: source-code byte counts are {\"Batchfile\": 1325, \"C\": 23021, \"C++\": 438377, \"CMake\": 13408, \"Linker Script\": 171, \"PowerShell\": 25441, \"Python\": 462425, \"Shell\": 1390}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gta-v-wasm-glue5-ios-android","title":"Glue 5: GTA V WebAssembly Build on iOS and Android","game":"Grand Theft Auto V (the supported WebAssembly build only)","platform":"Supported GTA V WebAssembly build → iOS/iPadOS and macOS; Android ARM64/Vulkan app target (not device-validated)","kind":"Recompilation","status":"The maintainer says story mode runs on iOS devices with sound and touch controls. An Android app build using Vulkan is available in the source tree, but the README says it has not run on an Android device. No packaged release is listed.","summary":"A game-specific AOT toolchain converts the supported WebAssembly build to C using wasm2c, then links it into a Rust host that supplies graphics, audio, storage, threading, and touch input. The project does not accept ordinary PC or console game files; users must provide the supported WASM build and prepared assets.","project_url":"https://github.com/mempage4k/glue5","updated":"2026-10-16","strategy":"WebAssembly-to-C recompilation with wasm2c, linked into a native Rust compatibility host for Apple and Android platforms.","language":"","source_available":"Public toolchain and platform source; no GTA V WebAssembly binary or game assets are included. A supported WASM build is required at build time and prepared assets/shaders are required at runtime; a regular PC or console installation alone is insufficient.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Game-specific WASM recompilation; iOS-device story-mode claim, Android build target without device run","target_type":"Game","sources":[{"label":"Maintainer README: exact supported game build, platform state, and game-data boundary","url":"https://github.com/mempage4k/glue5"},{"label":"Architecture and known limitations","url":"https://github.com/mempage4k/glue5/blob/main/docs/design.md"},{"label":"Game-specific WASM build script","url":"https://github.com/mempage4k/glue5/blob/main/crates/glue5-game/build.rs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1064799,"Shell":24491,"C":9420,"Java":1244,"WGSL":1081},"source_url":"https://api.github.com/repos/mempage4k/glue5/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 1,064,799 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gluk-the-thunder-warrior-nintendo-entertainment-system-portuguese","title":"Gluk the Thunder Warrior Portuguese Translation","game":"Gluk the Thunder Warrior","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Gluk the Thunder Warrior on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/gluk-the-thunder-warrior-portuguese-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/index.php/translations/gluk-the-thunder-warrior-portuguese-translation-nintendo-entertainment-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/gluk-the-thunder-warrior-portuguese-translation-nintendo-entertainment-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Gluk the Thunder Warrior Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Gluk the Thunder Warrior Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"gmrecomp-gamemaker-static-recompiler","title":"gmrecomp","game":"GameMaker Studio 1.4 bytecode titles (multi-title framework)","platform":"GameMaker Studio 1.4 data.win bytecode version 15 → native C with an SDL2-based runtime","kind":"Recompilation","status":"Alpha (README version v0.1.0); latest source push checked 2026-10-01 and no GitHub release is listed. The maintainer reports one title, Urban Pirate, running from boot through gameplay; support is currently limited to bytecode version 15 and implemented built-ins.","summary":"Static GameMaker decompiler/recompiler toolkit that lifts GML bytecode entries from data.win into C and supplies a small runtime for instances, events, rooms, graphics, audio, and input. It does not use the YoYo runner at runtime; title-specific generated code is not distributed.","project_url":"https://github.com/sp00nznet/gmrecomp","updated":"2026-10-15","strategy":"Ahead-of-time GameMaker bytecode-to-C lifting with a native SDL2 runtime","language":"","source_available":"Public MIT-licensed source repository; original game files and generated code are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameMaker Studio 1.4 static recompilation framework","target_type":"Software","sources":[{"label":"Maintainer README: bytecode version, C/runtime method, alpha status, and Urban Pirate milestone","url":"https://github.com/sp00nznet/gmrecomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/gmrecomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/sp00nznet/gmrecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":77933,"Python":41404,"C++":26282,"PowerShell":3408},"source_url":"https://api.github.com/repos/sp00nznet/gmrecomp/languages","evidence":"GitHub's official Languages API for https://github.com/sp00nznet/gmrecomp reports 77,933 bytes of C, the largest category (52.3% of 149,027 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gnu-octave-matlab-compatibility","title":"GNU Octave","game":"MATLAB-like numerical computing language and environment","platform":"MATLAB-style numerical scripts → GNU Octave 11.3.0 on Windows, GNU/Linux, macOS, and BSD","kind":"Reimplementation","status":"The official download page lists GNU Octave 11.3.0 as the latest stable release and links source code and platform packages. The project says its language is similar to MATLAB and most programs are portable; it does not claim complete MATLAB release or toolbox parity.","summary":"Free open-source high-level numerical computing language and environment with MATLAB-like syntax and script compatibility. This is an independent implementation, not a binary compatibility layer for MATLAB applications.","project_url":"https://octave.org/","updated":"2026-10-15","strategy":"Independent numerical-computing language and environment with MATLAB-compatible syntax for portable scripts","language":"","source_available":"Public source repository and release archives (GPL-3.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Numerical computing software","target_type":"Software","sources":[{"label":"Official project README: Octave language scope, MATLAB similarity, GUI/CLI, and source","url":"https://github.com/gnu-octave/octave/blob/default/README"},{"label":"Official download page: 11.3.0 stable release and Windows, GNU/Linux, macOS, BSD, and source distribution","url":"https://octave.org/download"},{"label":"Official source-code mirror and project site","url":"https://github.com/gnu-octave/octave"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16834934,"MATLAB":6947513,"C":740468,"Scilab":671609,"Jupyter Notebook":418938,"M4":336308,"Makefile":216769,"Shell":203906,"Yacc":195954,"LLVM":123828,"Awk":54532,"Java":48054,"Perl":44109,"M":11493,"Fortran":5579,"Forth":3240,"HTML":2189,"Go Template":1184,"CSS":872,"QMake":221,"Emacs Lisp":189},"source_url":"https://api.github.com/repos/gnu-octave/octave/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository gnu-octave/octave (repository API ID 295937092, https://github.com/gnu-octave/octave). The exact response reported 16,834,934 bytes of C++, the largest category, out of 26,861,889 recognized-language bytes (62.7%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gnustep-gui-appkit-compatibility","title":"GNUstep GUI Library","game":"OpenStep AppKit / Apple Cocoa GUI API for cross-platform Objective-C applications","platform":"OpenStep AppKit and a subset of Apple Cocoa GUI APIs → GNUstep graphical backends, including X11/Xlib, Cairo, and Win32","kind":"API Translation","status":"Maintained. GNUstep's downloads page lists GUI and Backend 0.32.0; the repository had a source push on 2026-10-13. The official API documentation describes general compatibility with OpenStep and recent Cocoa developments, with differences where newer macOS APIs diverge from OpenStep; this is not complete Cocoa equivalence.","summary":"GNUstep's Objective-C GUI library implements the OpenStep Application Kit (AppKit) API and provides Cocoa-oriented graphical classes such as windows, controls, events, fonts, and images. Its separate backend package supplies platform rendering backends, including X11 and Win32.","project_url":"https://github.com/gnustep/libs-gui","updated":"2026-10-16","strategy":"Independent Objective-C implementation of the OpenStep AppKit API with platform-specific GNUstep rendering backends","language":"","source_available":"Public source. The project README identifies library code as LGPL-covered and tools/tests as GPL-covered; consult per-file and package notices.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C","subtype":"AppKit/Cocoa-compatible GUI library","target_type":"Software","sources":[{"label":"GNUstep GUI repository README: Cocoa basis, GUI classes, and component license notes","url":"https://github.com/gnustep/libs-gui#readme"},{"label":"Official API documentation: AppKit implementation and Cocoa/OpenStep compatibility scope","url":"https://www.gnustep.org/resources/documentation/Developer/Gui/Reference/index.html"},{"label":"Official downloads page: current GUI release and available X11, Cairo, and Win32 backends","url":"https://www.gnustep.org/resources/downloads.html"},{"label":"GitHub repository metadata: archive state, license detection, and latest push date","url":"https://api.github.com/repos/gnustep/libs-gui"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/gnustep/libs-gui/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":10436142,"Makefile":67751,"C":42555,"M4":41204,"Yacc":20097,"Shell":2359,"PostScript":221},"source_url":"https://api.github.com/repos/gnustep/libs-gui/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Objective-C is the largest bucket at 10,436,142 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"go-go-ackman-super-nintendo-spanish","title":"Go Go Ackman Spanish Translation","game":"Go Go Ackman","platform":"Super Nintendo","kind":"Fan Localization","status":"Released; RHP reports v0.9","summary":"Spanish fan localization for Go Go Ackman on Super Nintendo. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/go-go-ackman-s-spanish-translation-super-nintendo","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/go-go-ackman-s-spanish-translation-super-nintendo"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/go-go-ackman-s-spanish-translation-super-nintendo","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Go Go Ackman Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Go Go Ackman Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"go-go-ackman-snes-recomp","title":"Go Go Ackman Super Nintendo Recompilation","game":"Go Go Ackman (Super Famicom Japan)","platform":"Super Nintendo Entertainment System Japan → Windows and Linux","kind":"Recompilation","status":"A v1.0 desktop release is available. The README documents the supported Japanese ROM and interactive desktop features; it makes no full-game compatibility claim.","summary":"A desktop port of Go Go Ackman built with SNESRecomp, SDL3, and Dear ImGui. The supported Japanese ROM is supplied separately by the user; optional English and Brazilian Portuguese translation patches are documented.","project_url":"https://github.com/catmidori/gogoackman1recomp","updated":"2026-10-15","strategy":"SNES static recompilation through the SNESRecomp framework","language":"","source_available":"Public source and v1.0 release; requires the supported Japanese ROM (1,310,720 bytes, SHA-256 e8a33b6c8e15cf0aa60e9694471a51926fb97ad895d4714384c6abff28a33a1f). No ROM is embedded.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Japanese Super Famicom ROM; Windows and Linux builds, including Flatpak","target_type":"Game","sources":[{"label":"Maintainer README: method, host platforms, supported ROM, and features","url":"https://github.com/catmidori/gogoackman1recomp#readme"},{"label":"Maintainer release v1.0","url":"https://github.com/catmidori/gogoackman1recomp/releases/tag/v1.0"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/catmidori/gogoackman1recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2218428,"C++":182290,"Python":80131,"CMake":29765,"PowerShell":7262,"Shell":4564},"source_url":"https://api.github.com/repos/catmidori/gogoackman1recomp/languages","evidence":"GitHub's official Languages API for https://github.com/catmidori/gogoackman1recomp reports 2,218,428 bytes of C, the largest category (87.9% of 2,522,440 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-hand-decomp","title":"God Hand Decompilation","game":"God Hand","platform":"PlayStation 2 NTSC-U (SLUS-21503)","kind":"Decompilation","status":"In progress; US build is the primary matching target","summary":"PS2 matching-decompilation project targeting the US disc and documenting the original toolchain and user-supplied ISO workflow.","project_url":"https://github.com/LucasPicoli/god-hand-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/LucasPicoli/god-hand-decomp"},{"label":"Project README or evidence page","url":"https://github.com/LucasPicoli/god-hand-decomp/blob/main/README.md"},{"label":"Project README: primary retail target","url":"https://github.com/LucasPicoli/god-hand-decomp#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/LucasPicoli/god-hand-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/LucasPicoli/god-hand-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7333611,"C++":4783249,"Python":1015054,"Shell":86735,"Nix":12713,"Assembly":6007,"BitBake":2817,"Linker Script":92},"source_url":"https://api.github.com/repos/LucasPicoli/god-hand-decomp/languages","evidence":"GitHub's official Languages API for https://github.com/LucasPicoli/god-hand-decomp reports 7,333,611 bytes of C, the largest category (55.4% of 13,240,278 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-ii-hd-ps3-windows-static-recomp","title":"God of War II HD PS3 Windows Static Recompilation","game":"God of War II HD (PS3, US PSN NPUA80491 v01.00)","platform":"PlayStation 3 (NPUA80491 v01.00) → Windows x64 / Direct3D 12","kind":"Recompilation","status":"Windows x64 release v0.1.0 was published 2026-10-12 and supports only the US PSN NPUA80491 v01.00 build. The README reports working saves, checkpoints, and all 45 prerendered movies with picture/audio sync; it does not claim a full campaign playthrough. Known limitations include real-time cutscenes, an indexed-draw QTE desync, and some reported later-session music loss. The README explicitly calls this the Windows continuation of the cataloged Mac/Apple-Silicon port.","summary":"A Windows continuation of the existing God of War II HD PS3 recompilation, translating PPU/SPU code ahead of time to C/C++ and using a Direct3D 12 host runtime. The Windows repository has its own v0.1.0 release and host-specific implementation; users provide their own licensed game and no game code/data is included.","project_url":"https://github.com/sethlikepie/Gow2HD-Windows","updated":"2026-10-16","strategy":"Static Cell PPU/SPU recompilation to C/C++ with a native PS3-system runtime","language":"","source_available":"Public source and Windows v0.1.0 release; no game code or data is included. Building requires the user’s own legally obtained NPUA80491 v01.00 game and license (or a decrypted ELF).","first_found":"2026-10-16","project_started":"","programming_language":"Python","subtype":"Windows continuation of andrebrumdev/gow2-recomp; v0.1.0","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sethlikepie/Gow2HD-Windows"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/sethlikepie/Gow2HD-Windows/blob/main/README.md"},{"label":"Published project release","url":"https://github.com/sethlikepie/Gow2HD-Windows/releases/tag/v0.1.0"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/sethlikepie/Gow2HD-Windows"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/sethlikepie/Gow2HD-Windows/languages"},{"label":"Maintainer Windows v0.1.0 release","url":"https://github.com/sethlikepie/Gow2HD-Windows/releases/tag/v0.1.0"},{"label":"Existing macOS / Apple Silicon continuation point","url":"https://github.com/andrebrumdev/gow2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":6992682,"C":6024383,"C++":1299795,"Objective-C":919259,"Shell":723406,"JavaScript":137533,"Swift":100370,"CMake":66310,"Java":33572,"PowerShell":18436,"Batchfile":7532,"Perl":994,"GDB":418},"source_url":"https://api.github.com/repos/sethlikepie/Gow2HD-Windows/languages","evidence":"GitHub’s official Languages API reports Python: 6,992,682 bytes, C: 6,024,383 bytes, C++: 1,299,795 bytes, Objective-C: 919,259 bytes, Shell: 723,406 bytes, JavaScript: 137,533 bytes, Swift: 100,370 bytes, CMake: 66,310 bytes, Java: 33,572 bytes, PowerShell: 18,436 bytes, Batchfile: 7,532 bytes, Perl: 994 bytes, GDB: 418 bytes. Python is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"god-of-war-ii-hd-ps3-recomp","title":"God of War II HD Recompilation","game":"God of War II HD","platform":"PlayStation 3 HD version (PowerPC PPU and Cell SPU) → Apple silicon macOS arm64 with Metal","kind":"Recompilation","status":"Latest setup-kit release kit-macos-20260930 (2026-09-30). The README reports Rhodes gameplay, saves and 45–60 fps on Apple silicon, while full-campaign completion is not claimed and a Colossus fight rendering issue remains.","summary":"Static PPU/SPU recompile of the PS3 HD release with native macOS/Metal-oriented launcher/runtime.","project_url":"https://github.com/andrebrumdev/gow2-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"God of War II HD README: source version, ARM64 recompilation and test status","url":"https://github.com/andrebrumdev/gow2-recomp"},{"label":"Latest God of War II setup-kit release","url":"https://github.com/andrebrumdev/gow2-recomp/releases/tag/kit-macos-20260930"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2098607,"Shell":776485,"Swift":393382,"C":272256,"C++":193489,"Objective-C":26230,"Java":6068,"Batchfile":1925,"Perl":994,"GDB":418},"source_url":"https://api.github.com/repos/andrebrumdev/gow2-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 2,098,607 bytes of Python out of 3,769,854 measured source bytes (55.7%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-ii-ps2-web-recomp","title":"God of War II PS2 Web Recompilation","game":"God of War II (original PS2 version)","platform":"PlayStation 2 → WebAssembly/WebGPU browser (also native test runner)","kind":"Recompilation","status":"Menus, cutscenes and combat are reported working in measured scenes; the README does not claim a complete campaign playthrough.","summary":"Second title brought up through the same generic path as GT4; its bring-up exposed PS2 runtime/recompiler gaps.","project_url":"https://github.com/snuri00/ps2-web-recomp","updated":"2026-10-16","strategy":"Static recompilation of PS2 Emotion Engine code to C++/WebAssembly using the shared PS2 Web Recomp runtime.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation of ps2 emotion engine code to c++/webassembly using the shared ps2 web recomp r","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/snuri00/ps2-web-recomp"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/snuri00/ps2-web-recomp"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/snuri00/ps2-web-recomp/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-15, c628ae8432; activity evidence only)","url":"https://github.com/snuri00/ps2-web-recomp/commit/c628ae843209f6e4cef34ec04efb6267a1618882"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":858589,"WGSL":34973,"HTML":30528,"Python":15183,"Shell":9489,"CMake":5862},"source_url":"https://api.github.com/repos/snuri00/ps2-web-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 858,589 bytes; the manifest breakdown contains all 6 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-iii-remastered-ps4-api-translation","title":"God of War III Remastered PS4 PC API-Translation Port","game":"God of War III Remastered (PS4 CUSA01623/CUSA01715)","platform":"PlayStation 4 → Windows 10/11; experimental Linux AppImage","kind":"API Translation","status":"The Windows v2.4.0 release was published 2026-10-16 and includes beta ultrawide resolutions; the release also provides a Linux AppImage, which the README labels experimental. The README reports one completed playthrough on a specific test setup and documents issues on other setups, so compatibility remains hardware-specific.","summary":"Game-specific PS4-to-PC runtime: the original x86-64 game code executes on the host CPU, custom code replaces PS4 system APIs, and shadPS4 translates GPU commands and shaders to Vulkan. This is API translation/runtime replacement, not static recompilation.","project_url":"https://github.com/FelipePrado0/gow3_pc","updated":"2026-10-16","strategy":"Executes the original PS4 x86-64 game code directly on a compatible PC CPU, replaces PS4 system libraries with a game-specific runtime, and translates graphics through shadPS4’s Vulkan video core.","language":"C++","source_available":"Source and Windows release are available; no game files are included and users supply their own PS4 dump.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS4 game-specific runtime and Vulkan API translation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/FelipePrado0/gow3_pc"},{"label":"Latest stable published Windows release, v2.3.0","url":"https://github.com/FelipePrado0/gow3_pc/releases/tag/windows-v2.3.0"},{"label":"Community release lead in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1x58mv7/god_of_war_iii_remastered_pc_port_out_now_and_its/"},{"label":"Maintainer README: latest source feature and tested-playthrough caveats","url":"https://github.com/FelipePrado0/gow3_pc/blob/main/README.md"},{"label":"2026-10-16 main commit: development version bump to 2.4.0","url":"https://github.com/FelipePrado0/gow3_pc/commit/7180a7bafa"},{"label":"2026-10-16 feature commit: built-in ultrawide resolutions and Brazilian Portuguese launcher translation","url":"https://github.com/FelipePrado0/gow3_pc/commit/bd497bb9b2"},{"label":"GitHub release windows-v2.4.0 (2026-10-16)","url":"https://github.com/FelipePrado0/gow3_pc/releases/tag/windows-v2.4.0"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 7180a7bafa; activity evidence only)","url":"https://github.com/FelipePrado0/gow3_pc/commit/7180a7bafa51afbe991523f6392f69ea1cf03e1e"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/FelipePrado0/gow3_pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4424300,"C":835045,"Python":710615,"Shell":43086,"CMake":32436,"Nix":6630,"Perl":4933,"GLSL":4556,"PowerShell":3597},"source_url":"https://api.github.com/repos/FelipePrado0/gow3_pc/languages","evidence":"GitHub's official Languages API for https://github.com/FelipePrado0/gow3_pc reports 4,424,300 bytes of C++, the largest category (72.9% of 6,065,198 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-ps2-recomp","title":"God of War PS2 Static Recompilation","game":"God of War","platform":"PlayStation 2 → Windows","kind":"Recompilation","status":"Experimental Windows x64 build; the current README reports boot, menus, new game, the ship fight, native VU1 and native IOP. The 60-fps target, save/load, movies with sound and full playthrough remain in progress or pending. The README now identifies Waffle565’s separate native port as the base runtime; the two repositories share code and project lineage and should not be treated as independent ports without that caveat.","summary":"Windows x64 static recompilation of the PS2 NTSC-U SCUS-97399 executable to C++ using PS2Recomp. Since October 2026, this repository has based its native hardware runtime on Waffle565’s God of War Native Port while maintaining its own God of War function map, recompilation configuration, patches, overrides, scripts and status checks. It does not include game files or generated code; build requires the user’s own legal copy.","project_url":"https://github.com/KIexster/god-of-war-recomp","updated":"2026-10-16","strategy":"Static EE/VU1 recompilation with a native PS2 host runtime","language":"","source_available":"Public source repository; user-supplied NTSC-U disc files required; game data is not included. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/KIexster/god-of-war-recomp"},{"label":"Current maintainer README: runtime relationship, exact target and status table","url":"https://github.com/KIexster/god-of-war-recomp/blob/main/README.md"},{"label":"GitHub repository API: current canonical identity and activity date","url":"https://api.github.com/repos/KIexster/god-of-war-recomp"},{"label":"Related Waffle565 native runtime/port README and status","url":"https://github.com/Waffle565/God-Of-War-Native-Port/blob/main/README.md"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/KIexster/god-of-war-recomp/main/README.md"}],"media":[{"kind":"image","label":"Main menu","url":"https://raw.githubusercontent.com/KIexster/god-of-war-recomp/HEAD/docs/capturas/menu.jpg","preview_url":"https://raw.githubusercontent.com/KIexster/god-of-war-recomp/HEAD/docs/capturas/menu.jpg","source_url":"https://github.com/KIexster/god-of-war-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Gameplay","url":"https://raw.githubusercontent.com/KIexster/god-of-war-recomp/HEAD/docs/capturas/partida.jpg","preview_url":"https://raw.githubusercontent.com/KIexster/god-of-war-recomp/HEAD/docs/capturas/partida.jpg","source_url":"https://github.com/KIexster/god-of-war-recomp","discovered_on":"2026-10-15"}],"links":[{"kind":"docs","label":"God of War Recomp architecture notes","url":"https://github.com/KIexster/god-of-war-recomp/blob/main/docs/ARQUITECTURA.md","source_url":"https://github.com/KIexster/god-of-war-recomp","notes":"README links the architecture documentation."},{"kind":"docs","label":"God of War Recomp performance notes","url":"https://github.com/KIexster/god-of-war-recomp/blob/main/docs/RENDIMIENTO.md","source_url":"https://github.com/KIexster/god-of-war-recomp","notes":"README links the performance documentation."},{"kind":"docs","label":"God of War Recomp controls guide","url":"https://github.com/KIexster/god-of-war-recomp/blob/main/docs/CONTROLES.md","source_url":"https://github.com/KIexster/god-of-war-recomp","notes":"README links the controls guide."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5790,"Python":2920,"PowerShell":780,"Batchfile":280,"CMake":170,"C":60},"source_url":"https://github.com/KIexster/god-of-war-recomp","evidence":"GitHub Languages panel reported C++ 57.9%, Python 29.2%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-ascension-ps3-linux-static-recomp","title":"God of War: Ascension PS3 Linux Static Recompilation","game":"God of War: Ascension (PlayStation 3, `BCUS98232`; version 1.00 ISO with 1.12 update PKG)","platform":"PlayStation 3 → Linux x86-64 with Vulkan (SPU build defaults to AVX2/FMA)","kind":"Recompilation","status":"Work in progress and explicitly not playable. The README reports booting through menus and beginning a new game to tutorial input, but about 3 FPS in the first level; controller support and reliable saving remain unverified. No GitHub release was listed in the reviewed release endpoint.","summary":"A Linux native port of the PS3 game using ahead-of-time PPU/SPU code translation and a project-specific PS3 HLE runtime.","project_url":"https://github.com/richardfontoura/gowa-pc","updated":"2026-10-15","strategy":"Static PPU/SPU recompilation through the game-specific ps3recomp `gowa-fixes` branch and PS3 HLE runtime","language":"","source_available":"Public source repository; no game executable, assets or keys are included. Requires the user’s version 1.00 ISO, 1.12 PKG, keys and an external SELF/NPDRM decrypter. Repository code is GPL-2.0-or-later; third-party components retain their own terms.","first_found":"2026-10-16","project_started":"2026-10-15","programming_language":"Python","subtype":"PlayStation 3","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status; Requirements, target disc/update and required ps3recomp fork","url":"https://github.com/richardfontoura/gowa-pc/blob/main/README.md"},{"label":"Project license","url":"https://github.com/richardfontoura/gowa-pc/blob/main/LICENSE"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/richardfontoura/gowa-pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":230534,"C++":132677,"Shell":28864,"C":21707,"CMake":13813},"source_url":"https://api.github.com/repos/richardfontoura/gowa-pc/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 230,534 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"god-of-war-chains-of-olympus-android-recomp","title":"God of War: Chains of Olympus Android Recompilation (Olympus)","game":"God of War: Chains of Olympus (PSP, European UCES-00842 v1.00)","platform":"PlayStation Portable (Europe UCES-00842 v1.00) → Android 10+ ARM64/Vulkan; macOS Apple silicon","kind":"Recompilation","status":"Release v0.1.0 with an Android ARM64 APK was published 2026-10-15. The maintainer reports the title menu and opening at 60 FPS on a Moto g84 (Snapdragon 695); only the opening has been played, so full-game progress is not established.","summary":"Native Android build of a PSP static recompilation. The installer validates a user-supplied European UMD ISO, the project translates the PSP MIPS code to C++ ahead of time, and a PortableKit runtime supplies PSP services and Vulkan rendering. The APK contains no game data.","project_url":"https://github.com/arnaldolima1/gow-chains-of-olympus-pc","updated":"2026-10-16","strategy":"Static recompilation of the PSP MIPS executable to C++, linked with a PSP-system runtime and a native Android Vulkan host.","language":"","source_available":"Public source and Android APK release; game files and generated game code are not included. The player supplies the European UCES-00842 ISO and generates code locally.","first_found":"2026-10-16","project_started":null,"programming_language":"Shell","subtype":"PSP-to-Android ARM64 recompilation; opening-only, named-phone report","target_type":"Game","sources":[{"label":"Maintainer README: supported PSP revision, Android requirements, recompilation method, and Moto g84 result","url":"https://github.com/arnaldolima1/gow-chains-of-olympus-pc"},{"label":"v0.1.0 release with Android ARM64 APK","url":"https://github.com/arnaldolima1/gow-chains-of-olympus-pc/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":21921,"PowerShell":13957,"Python":13271,"C++":6733,"CMake":624},"source_url":"https://api.github.com/repos/arnaldolima1/gow-chains-of-olympus-pc/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Shell is the largest bucket at 21,921 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"god-of-war-chains-of-olympus-psp-web-recomp","title":"God of War: Chains of Olympus PSP Web Recompilation","game":"God of War: Chains of Olympus","platform":"PlayStation Portable → WebAssembly/WebGL2 browser","kind":"Recompilation","status":"Playable from boot through menus, cutscenes and combat; measured scenes reach 60 FPS in Chrome and Firefox on a laptop at up to 4× internal resolution.","summary":"A PSP static recompilation port running in a browser from a user-supplied disc image.","project_url":"https://github.com/snuri00/psp-web-recomp","updated":"2026-10-15","strategy":"Ahead-of-time MIPS-to-C++ recompilation to WebAssembly with a PSP OS/graphics runtime.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Ahead-of-time mips-to-c++ recompilation to webassembly with a psp os/graphics runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/snuri00/psp-web-recomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/snuri00/psp-web-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":501738,"HTML":41021,"Python":12346,"Shell":9477,"CMake":4405},"source_url":"https://api.github.com/repos/snuri00/psp-web-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 501,738 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-ghost-of-sparta-pc-recomp","title":"God of War: Ghost of Sparta Native Static Recompilation (Sparta)","game":"God of War: Ghost of Sparta","platform":"PlayStation Portable → Windows x64, macOS Apple silicon, Android (arm64, Android 10+)","kind":"Recompilation","status":"Alpha static recompilation; only the game's beginning has been played. Android APK releases are available, the README names a Moto g84 (Snapdragon 695) test at 2× resolution, and it warns about bugs, graphics glitches and crashes.","summary":"PSP code is statically recompiled to C++ and run on a PSP system-software reimplementation with Vulkan rendering. Android 10+ ARM64 builds have touch/gamepad input; users provide the European UCES-01401 ISO and the app imports it on first launch.","project_url":"https://github.com/arnaldolima1/gow-ghost-of-sparta-pc","updated":"2026-10-15","strategy":"PSP game code statically translated to C++ and run on a PSP system-software reimplementation with Vulkan.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"Psp game code statically translated to c++ and run on a psp system-software reimplementation with vu","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, test device and maturity","url":"https://github.com/arnaldolima1/gow-ghost-of-sparta-pc"},{"label":"Verified release or build","url":"https://github.com/arnaldolima1/gow-ghost-of-sparta-pc/releases/tag/v0.1.8"},{"label":"Maintainer Android releases","url":"https://github.com/arnaldolima1/gow-ghost-of-sparta-pc/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/arnaldolima1/gow-ghost-of-sparta-pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":26257,"PowerShell":13927,"Python":12877,"C++":8729,"CMake":1034},"source_url":"https://api.github.com/repos/arnaldolima1/gow-ghost-of-sparta-pc/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Shell is predominant with 26,257 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"god-of-war-ghost-of-sparta-psp-web-recomp","title":"God of War: Ghost of Sparta PSP Web Recompilation","game":"God of War: Ghost of Sparta","platform":"PlayStation Portable → WebAssembly/WebGL2 browser","kind":"Recompilation","status":"Brought up using the shared scripts; owner reports 55–60 FPS at 3× internal resolution in measured scenes. No complete campaign claim is made.","summary":"Second game supported by PSP Web Recomp; the same browser runtime handles the game from a user-supplied disc image.","project_url":"https://github.com/snuri00/psp-web-recomp","updated":"2026-10-15","strategy":"Ahead-of-time MIPS-to-C++ recompilation to WebAssembly with a PSP OS/graphics runtime.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Ahead-of-time mips-to-c++ recompilation to webassembly with a psp os/graphics runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/snuri00/psp-web-recomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/snuri00/psp-web-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":501738,"HTML":41021,"Python":12346,"Shell":9477,"CMake":4405},"source_url":"https://api.github.com/repos/snuri00/psp-web-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 501,738 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"godot-android-editor","title":"Godot Android Editor","game":"Godot game engine/editor","platform":"Windows/Linux/macOS PC → Android editor","kind":"Reimplementation","status":"The Android editor is early access, with current system requirements listing Android 7.0+ for the Compatibility renderer and Android 9.0+ for Forward+/Mobile. Supported CPU families include 32-bit/64-bit ARM and x86; the minimum editor RAM is 3 GB. C#/Mono is unsupported in the Android editor. The project recommends a keyboard and mouse and does not publish a device-model test matrix.","summary":"Native Android build of the Godot game editor, available as an experimental store app/APK. Current platform docs distinguish OS/rendering floors and specify ARM/x86 CPU families; performance varies by renderer. The Android editor can create and export projects but does not support C# scripts.","project_url":"https://github.com/godotengine/godot","updated":"2026-10-15","strategy":"Native Android source port of the desktop game-engine editor","language":"","source_available":"Public C++ source repository and official Android editor app/APK; user project files are imported locally","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Android editor application","target_type":"Software","sources":[{"label":"Godot source repository","url":"https://github.com/godotengine/godot"},{"label":"Official Android editor downloads","url":"https://godotengine.org/download/android/"},{"label":"Official Android editor feature, support, and limitation guide","url":"https://github.com/godotengine/godot-docs/blob/master/tutorials/editor/using_the_android_editor.rst"},{"label":"Project Android build script","url":"https://github.com/godotengine/godot-build-scripts/blob/main/build-android/build.sh"},{"label":"Current mobile device OS, CPU, GPU, and RAM requirements","url":"https://github.com/godotengine/godot-docs/blob/master/about/system_requirements.rst"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":63872147,"C#":2425915,"Java":1663271,"C":1460832,"GLSL":1337162,"Objective-C++":902391,"Python":723950,"Kotlin":490990,"GDScript":334560,"JavaScript":317040,"Swift":17385,"Shell":7934,"CMake":1116,"GAP":66},"source_url":"https://api.github.com/repos/godotengine/godot/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (63872147 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"godzilla-save-the-earth-xbox-recomp","title":"Godzilla: Save the Earth (Original Xbox) Recompilation","game":"Godzilla: Save the Earth","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"Work-in-progress development preview; the README verifies the authentic startup and animated main menu, while gameplay is not ready.","summary":"Statically recompiles the Xbox executable to native C and uses an Xbox replacement runtime for system and graphics services.","project_url":"https://github.com/Zippingrocks/Godzilla-Save-The-Earth-2004-Static-Recompilation","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Zippingrocks/Godzilla-Save-The-Earth-2004-Static-Recompilation#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Zippingrocks/Godzilla-Save-The-Earth-2004-Static-Recompilation/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Zippingrocks/Godzilla-Save-The-Earth-2004-Static-Recompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":52328325,"Python":74416,"JavaScript":48255,"PowerShell":17911,"CMake":2371,"Shell":1156,"Batchfile":306},"source_url":"https://api.github.com/repos/Zippingrocks/Godzilla-Save-The-Earth-2004-Static-Recompilation/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goemon64-recomp-android","title":"Goemon 64 Recompiled Android","game":"Mystical Ninja Starring Goemon","platform":"Nintendo 64 → Android","kind":"Recompilation","status":"Android v1.0.8 is released. The project specifies Android 9+, arm64-v8a and Vulkan, and reports primary testing on Retroid Pocket 5 and AYN Thor devices; phone touch controls are available as of v1.0.8.","summary":"Android package of the Mystical Ninja Starring Goemon N64 static recompilation with RT64/Vulkan, ROM import and on-screen N64 controls. Requires the user's own ROM; the APK includes no game content.","project_url":"https://github.com/ogdanimal/Goemon64Recomp-Android","updated":"2026-10-12T23:13:01Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port/package for N64 recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Android compatibility, device tests, ROM import and touch controls","url":"https://github.com/ogdanimal/Goemon64Recomp-Android"},{"label":"Maintainer Android releases","url":"https://github.com/ogdanimal/Goemon64Recomp-Android/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ogdanimal/Goemon64Recomp-Android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2825678,"C++":1072064,"Java":392119,"SCSS":58578,"Assembly":29564,"CMake":27192,"CSS":13847,"Makefile":3167,"BitBake":2956,"Linker Script":2791,"Objective-C++":2417,"HLSL":784},"source_url":"https://api.github.com/repos/ogdanimal/Goemon64Recomp-Android/languages","evidence":"GitHub's official Languages API for https://github.com/ogdanimal/Goemon64Recomp-Android reports 2,825,678 bytes of C, the largest category (63.8% of 4,431,157 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"diddy-kong-racing-golden-balloon-nx","title":"Golden Balloon NX (Diddy Kong Racing Switch Port)","game":"Diddy Kong Racing","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Decompilation","status":"Switch NRO releases are available; v1.2.1-nx documents Switch save/configuration fixes and ongoing optimization. Supported input is the US v1.1 (`us.v80`) ROM; the README does not establish whole-game completion on Switch.","summary":"Native Switch port of Golden Balloon, a decompilation-based source port of Diddy Kong Racing. It compiles game code for ARM64 rather than emulating the N64; no game data is included.","project_url":"https://github.com/boraeskicioglu/goldenballoon_nx","updated":"2026-10-15","strategy":"Decompilation-based native Switch port of the Golden Balloon source port","language":"","source_available":"Public source and Switch NRO releases; requires the user's supported US v1.1 ROM","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Maintainer README: Switch target, user ROM, and platform-specific caveats","url":"https://github.com/boraeskicioglu/goldenballoon_nx#readme"},{"label":"Switch release 1.2.1-nx: NRO, save support, performance changes, and active-development caveat","url":"https://github.com/boraeskicioglu/goldenballoon_nx/releases/tag/1.2.1-nx"},{"label":"Upstream Golden Balloon source port","url":"https://github.com/akratch/goldenballoon"},{"label":"Maintainer Switch releases","url":"https://github.com/boraeskicioglu/goldenballoon_nx/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3327130,"C":2928028,"Python":424729,"Shell":234241,"CMake":151612,"Batchfile":1429},"source_url":"https://api.github.com/repos/boraeskicioglu/goldenballoon_nx/languages","evidence":"GitHub's official Languages REST endpoint reports 3,327,130 bytes of C++ as the largest total (47.1% of 7,067,169 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"golden-sun-recompiled-android","title":"Golden Sun Recompiled for Android","game":"Golden Sun","platform":"Game Boy Advance → Android (phone and handheld devices)","kind":"Recompilation","status":"Android v0.2 was released on 2026-10-10. The maintainer describes the project as super-beta and reports testing on a Retroid Pocket 6 and a phone identified as ‘4 gen 1’; no full-game completion claim is made.","summary":"Android port based on Golden Sun Recompiled and the Descore framework. On first launch it translates and compiles game code from a supported USA/Europe GBA ROM on-device, then adds touch and controller input. The app includes no game code, ROM, or assets.","project_url":"https://github.com/wootbeer/gsrandroid","updated":"2026-10-16","strategy":"Android port of the Golden Sun static recompilation; the supported ROM is processed and compiled on-device.","language":"","source_available":"Public source repository and Android APK release; user supplies a legally obtained supported ROM. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Single-game Android target with on-device recompilation","target_type":"Game","sources":[{"label":"Maintainer README: upstream base, supported ROMs, on-device build, controls, and beta/device status","url":"https://github.com/wootbeer/gsrandroid"},{"label":"v0.2 Android release and change log","url":"https://github.com/wootbeer/gsrandroid/releases"},{"label":"Upstream Golden Sun Recompiled project","url":"https://github.com/Shmargus/GSRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5387495,"C":1952608,"Java":96097,"CMake":9423,"Python":1005},"source_url":"https://api.github.com/repos/wootbeer/gsrandroid/languages","evidence":"GitHub's official Languages REST endpoint reports 5,387,495 bytes of C++ as the largest total (72.3% of 7,446,628 recognized language bytes) for the repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"golden-sun-gba-decomp-coaltergeist","title":"Golden Sun — Matching Decompilation (Coaltergeist)","game":"Golden Sun","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress; maintainer identifies the U.S. ROM target and provides a compare build checking the ROM and 96 code overlays. No numeric progress is claimed in the README.","summary":"Independent matching-decompilation repository for the U.S. GBA release, built with patched GCC 2.96; a user-provided ROM is required for comparison.","project_url":"https://github.com/Coaltergeist/goldensun-decomp","updated":"2026-10-14T15:15:13Z","strategy":"Matching source decompilation","language":"","source_available":"Public source repository; user must provide the target USA ROM; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"USA revision; target SHA-1 5c4695205413df7db52b9a184815a07783999971.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Coaltergeist/goldensun-decomp#readme"},{"label":"Primary project progress/status page","url":"https://decomp.dev/Coaltergeist/goldensun-decomp"},{"label":"Latest upstream commit","url":"https://github.com/Coaltergeist/goldensun-decomp/commit/2e5c504c7d0af54c28830917aec78fbb8bdda01a"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":6431830,"C":3575535,"Linker Script":101268,"Python":14177,"Makefile":9951,"Shell":502,"PHP":314},"source_url":"https://api.github.com/repos/Coaltergeist/goldensun-decomp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Coaltergeist/goldensun-decomp (repository API id 1246225279, https://github.com/Coaltergeist/goldensun-decomp). The exact response reported 6,431,830 bytes of Assembly, the largest category, out of 10,133,577 recognized-language bytes (63.5%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"golden-sun-broken-seal-decomp-alchemy","title":"Golden Sun: The Broken Seal — Alchemy Decompilation","game":"Golden Sun: The Broken Seal","platform":"Game Boy Advance","kind":"Decompilation","status":"Maintainer reports the game as 100% rebuilt; all six regional language builds are byte-identical. README says The Lost Age is the next title.","summary":"Source rebuild of the GBA game with six supported versions: Japanese, English, German, Spanish, French, and Italian. No game ROM is distributed.","project_url":"https://github.com/PascalPixel/alchemy","updated":"2026-10-16T05:37:46Z","strategy":"Matching source decompilation and data reconstruction","language":"","source_available":"Public source repository; README says Broken Seal builds from repository sources without a ROM; no game ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Japanese, English, German, Spanish, French, and Italian versions; same repository also covers The Lost Age.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/PascalPixel/alchemy#readme"},{"label":"Latest upstream commit","url":"https://github.com/PascalPixel/alchemy/commit/bacb48c639dc9fc6bdb32306563e11f9c82ae80e"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17754315,"Assembly":15334660,"Linker Script":1629449,"Rust":1198741,"Makefile":18098,"NASL":1118,"C++":607,"Shell":148},"source_url":"https://api.github.com/repos/PascalPixel/alchemy/languages","evidence":"Official GitHub Languages API byte counts for PascalPixel/alchemy: {\"Assembly\": 15334660, \"C\": 17754315, \"C++\": 607, \"Linker Script\": 1629449, \"Makefile\": 18098, \"NASL\": 1118, \"Rust\": 1198741, \"Shell\": 148}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"golden-sun-broken-seal-recomp","title":"Golden Sun: The Broken Seal — Native Recompilation","game":"Golden Sun: The Broken Seal","platform":"Game Boy Advance → Windows x64","kind":"Recompilation","status":"Preview v0.1.0 published 2026-10-14. README reports boot/title, prologue, first battle, and save smoke tests; it does not claim a complete campaign.","summary":"Static ARM/Thumb recompilation to native x64 using a GBA hardware runtime. Matching user ROM and GBA BIOS are required; no game data is included.","project_url":"https://github.com/Zaxaerith/GoldenSunTheBrokenSealRecomp","updated":"2026-10-14","strategy":"Static recompilation to native x64","language":"","source_available":"Public source and preview release; user supplies matching ROM and required/optional BIOS as described; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"U.S./European AGSE revision 0; README states a noncommercial-use caveat.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Zaxaerith/GoldenSunTheBrokenSealRecomp#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/Zaxaerith/GoldenSunTheBrokenSealRecomp/releases/tag/v0.1.0-preview"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":156201999,"C":2639234,"Python":19277,"PowerShell":16615,"CMake":6487},"source_url":"https://api.github.com/repos/Zaxaerith/GoldenSunTheBrokenSealRecomp/languages","evidence":"Official GitHub Languages API byte counts for Zaxaerith/GoldenSunTheBrokenSealRecomp: {\"C\": 2639234, \"C++\": 156201999, \"CMake\": 6487, \"PowerShell\": 16615, \"Python\": 19277}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"golden-sun-lost-age-decomp-alchemy","title":"Golden Sun: The Lost Age — Alchemy Decompilation","game":"Golden Sun: The Lost Age","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress; README identifies this as the next game after The Broken Seal. No completion or percentage claim is made here.","summary":"Source decompilation and data-reconstruction track for the GBA sequel; no game ROM is distributed.","project_url":"https://github.com/PascalPixel/alchemy","updated":"2026-10-16","strategy":"Matching source decompilation and data reconstruction","language":"","source_available":"Public source repository; no game ROM or copyrighted assets are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Japanese, English, German, Spanish, French, and Italian are documented build targets; project remains WIP.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/PascalPixel/alchemy#readme"},{"label":"Latest decompilation report release","url":"https://github.com/PascalPixel/alchemy/releases/tag/decomp-reports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17754315,"Assembly":15334660,"Linker Script":1629449,"Rust":1198741,"Makefile":18098,"NASL":1118,"C++":607,"Shell":148},"source_url":"https://api.github.com/repos/PascalPixel/alchemy/languages","evidence":"Official GitHub Languages API byte counts for PascalPixel/alchemy: {\"Assembly\": 15334660, \"C\": 17754315, \"C++\": 607, \"Linker Script\": 1629449, \"Makefile\": 18098, \"NASL\": 1118, \"Rust\": 1198741, \"Shell\": 148}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"golden-sun-lost-age-recomp","title":"Golden Sun: The Lost Age — Native Recompilation","game":"Golden Sun: The Lost Age","platform":"Game Boy Advance → Windows x64","kind":"Recompilation","status":"Preview v0.1.0 published 2026-10-15. README describes title/story/dungeon/battle/save/audio smoke tests; later campaign coverage remains open.","summary":"Static ARM/Thumb recompilation to native x64 using a GBA hardware runtime. Matching user ROM and BIOS are required; no game data is included.","project_url":"https://github.com/Zaxaerith/GoldenSunTheLostAgeRecomp","updated":"2026-10-15","strategy":"Static recompilation to native x64","language":"","source_available":"Public source and preview release; user supplies matching ROM and BIOS; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"U.S./European AGFE revision 0; project README states a noncommercial-use caveat.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Zaxaerith/GoldenSunTheLostAgeRecomp#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/Zaxaerith/GoldenSunTheLostAgeRecomp/releases/tag/v0.1.0-preview"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":92954715,"C":1292339,"PowerShell":24551,"Python":10006,"CMake":9539},"source_url":"https://api.github.com/repos/Zaxaerith/GoldenSunTheLostAgeRecomp/languages","evidence":"Official GitHub Languages API byte counts for Zaxaerith/GoldenSunTheLostAgeRecomp: {\"C\": 1292339, \"C++\": 92954715, \"CMake\": 9539, \"PowerShell\": 24551, \"Python\": 10006}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"goldeneye-007-xbox360-recomp","title":"GoldenEye 007 (Xbox 360/XBLA) Recompilation","game":"GoldenEye 007 (Xbox 360/XBLA version)","platform":"Xbox 360 / XBLA → Windows","kind":"Recompilation","status":"Work in progress; latest release is Goldeneye1.2.4. This targets the Xbox 360 remaster and is separate from N64 GoldenEye projects.","summary":"Native PC static recompilation of the Xbox 360 version’s game code.","project_url":"https://github.com/SunJaycy/GoldenEye-Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (Unlicense license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/SunJaycy/GoldenEye-Recomp#readme"},{"label":"GitHub release Goldeneye1.2.4 (2026-06-18)","url":"https://github.com/SunJaycy/GoldenEye-Recomp/releases/tag/Goldeneye1.2.4"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/SunJaycy/GoldenEye-Recomp/languages"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/SunJaycy/GoldenEye-Recomp"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/SunJaycy/GoldenEye-Recomp"},{"label":"GitHub latest commit listed for default branch (2026-06-18, fdee4d1f75; activity evidence only)","url":"https://github.com/SunJaycy/GoldenEye-Recomp/commit/fdee4d1f750aff4c3b5c6ba3d60f20281c21447d"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3710970,"C++":153109,"CMake":1117},"source_url":"https://api.github.com/repos/SunJaycy/GoldenEye-Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goldeneye-007-3ds-port","title":"GoldenEye 007 3DS Port","game":"GoldenEye 007","platform":"Nintendo 64 → Nintendo 3DS","kind":"Decompilation","status":"In-progress native 3DS bring-up; the maintainer reports that Dam runs in Azahar and 3DS-targeted builds and lists original movement, collision, guards, weapons, mission state, HUD, menus, and audio among the systems under integration. The project explicitly says it is not a finished or fully playable release.","summary":"Native Nintendo 3DS port built on the GoldenEye 007 N64 decompilation, with platform adapters for rendering, input, audio, storage, and timing. Dam is the current bring-up milestone; no ROM, extracted proprietary assets, generated asset pack, or compiled game binary is included.","project_url":"https://github.com/kylebrussell/goldeneye-3ds","updated":"2026-10-16","strategy":"Decompilation-based native port","language":"","source_available":"Public source and 3DS build/porting notes; requires the user's legally obtained NTSC-U ROM to generate local assets; no ROM, extracted game assets, generated asset pack, or compiled game binary is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/kylebrussell/goldeneye-3ds"},{"label":"GitHub repository metadata: repository identity, activity, and primary language","url":"https://api.github.com/repos/kylebrussell/goldeneye-3ds"},{"label":"Maintainer README: current Dam milestone, non-playable status, and source-data requirements","url":"https://github.com/kylebrussell/goldeneye-3ds#readme"},{"label":"Maintainer's Nintendo 3DS port notes and current build/test boundaries","url":"https://github.com/kylebrussell/goldeneye-3ds/blob/master/docs/Porting3DS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":44037570,"Python":1554185,"C++":1123102,"Shell":400660,"Assembly":225408,"HTML":161306,"Makefile":115912,"Linker Script":10963,"Pawn":7444,"Stan":1296,"Dockerfile":710,"PHP":262},"source_url":"https://api.github.com/repos/kylebrussell/goldeneye-3ds/languages","evidence":"GitHub's official Languages API for https://github.com/kylebrussell/goldeneye-3ds reports 44,037,570 bytes of C, the largest category (92.4% of 47,638,818 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goldeneye-decomp","title":"GoldenEye 007 Decompilation","game":"GoldenEye 007","platform":"Nintendo 64","kind":"Decompilation","status":"The maintainer announced that all files had been decompiled and said the progress tracker was not updating. The primary GitLab README and GitHub mirror still label the project a work in progress, so completion applies only to the maintainer-reported decompilation coverage; matching/build status remains unclear and no native PC port is implied.","summary":"Nintendo 64 matching decompilation project. In 2026 the maintainer reported that all files were decompiled, while the primary repository and GitHub mirror still label the project WIP; the tracker was said to be out of date.","project_url":"https://gitlab.com/kholdfuzion/goldeneye_src","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (GitLab)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project organization","url":"https://github.com/GoldenEyeDecomp"},{"label":"Primary maintainer repository","url":"https://gitlab.com/kholdfuzion/goldeneye_src"},{"label":"GitHub project mirror","url":"https://github.com/n64decomp/007"},{"label":"Maintainer status comment in r/GoldenEye","url":"https://www.reddit.com/r/GoldenEye/comments/1vqoegq/no_for_me/"},{"label":"GitLab project API (public visibility verified)","url":"https://gitlab.com/api/v4/projects/kholdfuzion%2Fgoldeneye_src"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9530,"C++":270,"Python":80,"Assembly":60,"HTML":40,"Makefile":10,"Other":10},"source_url":"https://github.com/n64decomp/007","evidence":"The repo identifies itself as a mirror of the GoldenEye source project; its GitHub Languages panel reported C 95.3%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goldeneye-007-n64-sightline-native-port","title":"GoldenEye 007 N64 Sightline Native Port","game":"GoldenEye 007","platform":"Nintendo 64 source → native Windows","kind":"Decompilation","status":"The Windows native build plays the full single-player campaign; v0.3.0 adds presentation options, and all 20 campaign levels pass ten consecutive byte-identical trace replays.","summary":"A native Windows engine port forked directly from the GoldenEye 007 N64 matching decompilation. It preserves original gameplay behavior by default and offers presentation options from user-provided assets.","project_url":"https://github.com/mscrnt/Sightline","updated":"2026-10-16","strategy":"Native build from the GoldenEye 007 matching decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"N64 decompilation-based native port","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/mscrnt/Sightline"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/mscrnt/Sightline"},{"label":"Maintainer current-status and release documentation","url":"https://github.com/mscrnt/Sightline#current-status"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":42979083,"Python":2495253,"C++":1090252,"PowerShell":295789,"Assembly":227601,"HTML":161306,"Shell":98526,"Makefile":69999,"Linker Script":10963,"Pawn":4683,"Batchfile":3645,"Dockerfile":2790,"Stan":1296,"sed":397,"PHP":262},"source_url":"https://api.github.com/repos/mscrnt/Sightline/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 42,979,083 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"goldeneye-native-decomp-port","title":"GoldenEye 007 Native Port (community continuation)","game":"GoldenEye 007","platform":"Nintendo 64 → macOS (Apple silicon), Linux, Windows","kind":"Decompilation","status":"Community continuation of the upstream repository deleted 2026-08-29; the fork says there was no official handoff. GitHub reports its latest push on 2026-09-15. The README says macOS builds and plays, Linux builds (Debian 12 arm64 verified), and Windows builds with self-test 16/16, though Windows is unplayed and the no-code installer remains a release candidate. tvOS, iOS, and Android are bring-up targets, not products.","summary":"A native host port built from the GoldenEye N64 decompilation, with OpenGL and a native Metal renderer on Apple platforms. It requires the user's own supported US retail ROM and bundles no game data.","project_url":"https://github.com/seb-patron/goldeneye-native","updated":"2026-10-15","strategy":"Decompilation-based native port with OpenGL and native Metal backends","language":"","source_available":"Archived or community source","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Community continuation of a cross-platform native port","target_type":"Game","sources":[{"label":"Community-maintained repository README and maintenance status","url":"https://github.com/seb-patron/goldeneye-native"},{"label":"Community patch queue and maintenance workflow","url":"https://github.com/seb-patron/goldeneye-native/blob/main/PATCH_QUEUE.md"},{"label":"Upstream GoldenEye matching decompilation","url":"https://github.com/n64decomp/007"},{"label":"Original maintainer’s Reddit announcement; the original repository was later deleted, and this row describes the separately verified community continuation","url":"https://www.reddit.com/r/GoldenEye/comments/1vvqeoh/goldeneye_native_opengl_port_complete_60fps_4k/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2650040,"Python":1052652,"Shell":339942,"C++":264230,"PowerShell":139495,"Objective-C++":99722,"Swift":80335,"HTML":27131,"Lua":23848,"CSS":15420,"Objective-C":14118,"JavaScript":3063,"Batchfile":407},"source_url":"https://api.github.com/repos/seb-patron/goldeneye-native/languages","evidence":"The github.com repository languages endpoint reports C as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goldeneye-007-vita-port","title":"GoldenEye 007 Vita Port","game":"GoldenEye 007","platform":"Nintendo 64 → PlayStation Vita","kind":"Decompilation","status":"Project reports all 20 single-player missions completed through credits on Vita hardware.","summary":"Native Vita port built from GoldenEye 007 decompilation source.","project_url":"https://github.com/kaziema/gevita","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/kaziema/gevita"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/kaziema/gevita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":39873576,"C++":1330241,"Python":655231,"Assembly":319198,"HTML":161306,"Shell":84267,"Makefile":43555,"CMake":33291,"PowerShell":28784,"Linker Script":10963,"Pawn":4683,"Batchfile":2464,"Stan":1296,"Dockerfile":697,"PHP":262},"source_url":"https://api.github.com/repos/kaziema/gevita/languages","evidence":"GitHub's official Languages API for https://github.com/kaziema/gevita reports 39,873,576 bytes of C, the largest category (93.7% of 42,549,814 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goldeneye-007-xbla-remaster-recomp","title":"GoldenEye 007 Xbox Live Arcade Remaster Recompilation (BeanRecomp)","game":"GoldenEye 007 Remastered (Xbox 360 / XBLA; codename Bean)","platform":"Xbox 360 → x86 native PC recompilation project","kind":"Recompilation","status":"README says development is still focused on basic recompilation infrastructure, PPC register/memory handling and compiler issues. The repository targets the XBLA remaster, not the original Nintendo 64 GoldenEye. No release is listed.","summary":"A source project for the Xbox 360/XBLA remaster code path. It does not distribute game assets; the README says users need lawful access to required game files.","project_url":"https://github.com/Fable2Recomp/beanRecomp","updated":"2025-03-19","strategy":"XenonRecomp-based PowerPC-to-x86 static recompilation project; README describes conversion and register/memory runtime work","language":"","source_available":"Public MIT-licensed source repository. The maintainer README says the project contains no GoldenEye game assets or other copyrighted game material and users must have legal access to required game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Early scaffolding; no working build or playable game is claimed","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Fable2Recomp/beanRecomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/Fable2Recomp/beanRecomp/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/Fable2Recomp/beanRecomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/Fable2Recomp/beanRecomp/languages"},{"label":"Repository MIT license file","url":"https://github.com/Fable2Recomp/beanRecomp/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9441011,"C":9238936,"CMake":846114,"PowerShell":183821,"Python":41555,"Shell":31340,"Objective-C":11505,"Dockerfile":3434,"Batchfile":1780,"Qt Script":1661,"Nix":924},"source_url":"https://api.github.com/repos/Fable2Recomp/beanRecomp/languages","evidence":"GitHub's official Languages API reports C++: 9,441,011 bytes, C: 9,238,936 bytes, CMake: 846,114 bytes, PowerShell: 183,821 bytes, Python: 41,555 bytes, Shell: 31,340 bytes, Objective-C: 11,505 bytes, Dockerfile: 3,434 bytes, Batchfile: 1,780 bytes, Qt Script: 1,661 bytes, Nix: 924 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"goldeneye-007-reloaded-xbox360-recomp","title":"GoldenEye 007: Reloaded Xbox 360 Recompilation","game":"GoldenEye 007: Reloaded (Xbox 360, 2011)","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"Release 1.0. README reports boot to the main menu with video, audio, and controller input; single-player training and the first mission load and play. A full playthrough has not been tested, and multiplayer is not implemented.","summary":"A ReXGlue-based static recompilation of the 2011 Xbox 360 GoldenEye 007: Reloaded release (Title ID 415608AF), targeting native PC. Requires the matching user-owned game files; the repository says it contains no game files.","project_url":"https://github.com/nikolaygorb/GoldenEye007ReloadedRecomp","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation using ReXGlue to a native Windows x64 build","language":"","source_available":"Public MIT source and release 1.0; requires the matching user's Xbox 360 disc. README says no game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"CMake","subtype":"Xbox 360 native PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/nikolaygorb/GoldenEye007ReloadedRecomp#readme"},{"label":"Maintainer release 1.0","url":"https://github.com/nikolaygorb/GoldenEye007ReloadedRecomp/releases/tag/1.0"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/nikolaygorb/GoldenEye007ReloadedRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":13283,"C++":11915,"C":100},"source_url":"https://api.github.com/repos/nikolaygorb/GoldenEye007ReloadedRecomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/nikolaygorb/GoldenEye007ReloadedRecomp reports 13,283 bytes of CMake, the largest language total (52.5% of 25,298 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"goldeneye-metal-xbox360-macos","title":"GoldenEye Metal: Xbox 360 Recompilation for Mac","game":"GoldenEye 007 (Xbox 360 XBLA version)","platform":"Xbox 360 XBLA → Apple Silicon macOS","kind":"Recompilation","status":"Latest macOS release v0.5.1; requires Apple Silicon and macOS 14 or newer. The README reports playable single-player campaign and two-to-four-player local split-screen, while performance, rendering accuracy, and broader Mac/mission coverage remain in development. The importer verifies a supported game revision, but the README does not publish its exact identifier.","summary":"Ahead-of-time recompiles the Xbox 360 game code to ARM64 and translates Xenos shader commands to Metal, with a compatibility runtime for Xbox 360 APIs and GPU behavior. The user supplies a compatible local game backup; no game data is included.","project_url":"https://github.com/ysrdevs/goldeneye-metal","updated":"2026-10-15","strategy":"Static recompilation with Xbox 360 API and Xenos-to-Metal compatibility runtime","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Apple Silicon macOS recompilation","target_type":"Game","sources":[{"label":"Project README: method, platforms, game-data requirements and supported behavior","url":"https://github.com/ysrdevs/goldeneye-metal"},{"label":"Latest project release v0.5.1","url":"https://github.com/ysrdevs/goldeneye-metal/releases/tag/v0.5.1"},{"label":"Maintainer’s original macOS gameplay announcement; early-preview claims are historical, current release status is from the README","url":"https://www.reddit.com/r/macgaming/comments/1uvwan5/goldeneye_007_now_reaches_native_apple_silicon/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ysrdevs/goldeneye-metal"}],"media":[{"kind":"video","label":"GoldenEye Metal gameplay demonstration on macOS","url":"https://youtu.be/VkbwbXw2tPw","preview_url":"https://img.youtube.com/vi/VkbwbXw2tPw/maxresdefault.jpg","source_url":"https://github.com/ysrdevs/goldeneye-metal/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13249796,"C++":11446977,"Objective-C++":1267262,"Python":730026,"Assembly":304693,"CMake":87059,"Shell":39944,"PowerShell":20545,"Metal":8955,"HLSL":8369,"GLSL":7119,"Objective-C":4949,"Pawn":1111,"SourcePawn":967,"Batchfile":60},"source_url":"https://api.github.com/repos/ysrdevs/goldeneye-metal/languages","evidence":"The github.com repository languages endpoint reports C as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"goldenpad-goldeneye-apple","title":"GoldenPad: GoldenEye 007 Apple Port","game":"GoldenEye 007","platform":"Nintendo 64 → iOS/iPadOS; Apple Silicon macOS (alpha)","kind":"Recompilation","status":"Latest recipe release v0.2.2 (build 15). The maintainer documents accepted single-player gameplay on physical iPhone and iPad in earlier previews, but explicitly says those hardware records are not acceptance of the newest release. macOS is a separate alpha with mouse, rendering, and performance gaps. Releases publish no IPA; no App Store or TestFlight release is announced.","summary":"A game-specific static recompilation of the original US Nintendo 64 release, using Apple ARM64 code and RT64 Metal rendering. Users build a personal app from their own supported retail ROM; game data is not bundled.","project_url":"https://github.com/chrissotraidis/goldenpad","updated":"2026-10-15","strategy":"Static recompilation with N64ModernRuntime and RT64 Metal rendering","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"iOS/iPadOS port; native macOS alpha","target_type":"Game","sources":[{"label":"Project README: method, target platforms, current status and limitations","url":"https://github.com/chrissotraidis/goldenpad"},{"label":"Latest mobile recipe release v0.2.2","url":"https://github.com/chrissotraidis/goldenpad/releases/tag/v0.2.2"},{"label":"Reddit community reply linking GoldenPad as an iOS project; discovery lead only, current status is from the project README","url":"https://www.reddit.com/r/GoldenEye/comments/1w0629m/goldeneye_omniport_pc_android_vr_currently/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/goldenpad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":492078,"C++":155792,"C":121078,"Shell":116294,"CMake":46336,"Python":42866,"Objective-C++":15397},"source_url":"https://api.github.com/repos/chrissotraidis/goldenpad/languages","evidence":"The github.com repository languages endpoint reports Swift as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"antigravity-2-jp-ui","title":"Google Antigravity Japanese UI Localization","game":"Google Antigravity","platform":"Windows and macOS","kind":"Fan Localization","status":"Public v1.0.1 release dated 2026-09-18 targets Antigravity 2.0. It modifies the local app.asar and can be rerun after an official app update. The maintainer reports testing on macOS and Windows 10; Windows 11 is untested.","summary":"Japanese UI localization package for Google Antigravity, translating the English interface. The public release includes a ZIP and source; Node.js/npm tooling applies the localization to a locally installed app.asar and supports restoration. It does not include the official application. The project repository is Apache-2.0 licensed.","project_url":"https://github.com/workkkkkkez00m/antigravity2.0-ja-jp","updated":"2026-10-16","strategy":"Application UI localization patcher","language":"Japanese","source_available":"Public source and release ZIP under Apache-2.0; requires a locally installed Antigravity application and patches local app.asar.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Desktop application UI localization","target_type":"Software","sources":[{"label":"Maintainer repository, target version and installation notes","url":"https://github.com/workkkkkkez00m/antigravity2.0-ja-jp"},{"label":"v1.0.1 release and release date","url":"https://github.com/workkkkkkez00m/antigravity2.0-ja-jp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":38909,"Batchfile":3411,"Shell":3288},"source_url":"https://api.github.com/repos/workkkkkkez00m/antigravity2.0-ja-jp/languages","evidence":"Exact byte counts from GitHub Languages API for workkkkkkez00m/antigravity2.0-ja-jp; totals describe the full repository. These bytes can include build scripts, tools, generated files, or other projects and do not isolate the localization target.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gopher64","title":"Gopher64","game":"Nintendo 64","platform":"Windows x86_64, macOS Apple Silicon, Linux x86_64, Android","kind":"Emulator","status":"Active; v1.1.42 released 2026-10-15; repository updated the same day.","summary":"Rust Nintendo 64 emulator with modern rendering, netplay, homebrew, overclocking, saves, and RetroAchievements. The maintainer describes a mix of original research and components from Mupen64Plus/ares and parallel-rdp.","project_url":"https://github.com/gopher64/gopher64","updated":"2026-10-15","strategy":"Nintendo 64 system emulation with a compatibility focus; the project description does not state a cycle-accuracy or HLE/LLE design.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Nintendo 64","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/gopher64/gopher64"},{"label":"Maintainer releases; latest v1.1.42 dated 2026-10-15","url":"https://github.com/gopher64/gopher64/releases"},{"label":"Maintainer discussion of original work and upstream code components","url":"https://github.com/gopher64/gopher64/discussions/386"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/gopher64/gopher64"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":878536,"C++":68093,"Slint":67829,"C":20079,"Kotlin":17803,"GLSL":4730,"Shell":450,"CMake":194},"source_url":"https://api.github.com/repos/gopher64/gopher64/languages","evidence":"GitHub's official Languages API for https://github.com/gopher64/gopher64 reports 878,536 bytes of Rust, the largest category (83.1% of 1,057,714 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gp32emu","title":"GP32emu","game":"Game Park GP32 software","platform":"Windows x64, Linux, WebAssembly/browser, and SDL-based hosts documented by the project","kind":"Emulator","status":"Public beta release 1.0 was published 2026-06-08; the repository was pushed 2026-06-09. README documents a real-BIOS path and a limited HLE/direct-load path; no compatibility matrix is published.","summary":"C11 GP32 emulator with an ARM920T interpreter, optional x86-64 dynamic recompiler, SmartMedia loading, SDL and Qt frontends, and a WebAssembly build. No BIOS, game, or commercial assets are bundled.","project_url":"https://github.com/gameblabla/gp32emu","updated":"2026-10-16","strategy":"Software emulation with an ARM920T interpreter and optional x86-64 dynamic recompiler.","language":"","source_available":"Public C/C++/JavaScript source and beta release 1.0. The maintainer README says BIOS, game and commercial assets are not bundled; no repository-wide license was identified in the README or GitHub license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game Park GP32 handheld emulator","target_type":"Software","sources":[{"label":"Maintainer README: source builds, frontends and bundled-asset policy","url":"https://github.com/gameblabla/gp32emu/blob/main/README.md"},{"label":"Maintainer beta release 1.0 (2026-06-08)","url":"https://github.com/gameblabla/gp32emu/releases/tag/1.0"},{"label":"GitHub repository metadata (no recognized repository license)","url":"https://api.github.com/repos/gameblabla/gp32emu"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/gameblabla/gp32emu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":843736,"JavaScript":68325,"C++":57733,"CSS":11243,"HTML":7320,"Shell":6881,"CMake":5330,"QMake":2795},"source_url":"https://api.github.com/repos/gameblabla/gp32emu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gran-turismo-2-ps1-hybrid-recomp-samiul","title":"Gran Turismo 2 Hybrid Recompilation","game":"Gran Turismo 2 (USA Simulation Mode v1.2; SCUS_944.88)","platform":"PlayStation → native PC","kind":"Recompilation","status":"Work in progress. The README reports a stable garage menu over 26,000+ frames, cursor navigation, and rendered races; end-to-end saving is not proven. The latest repository push recorded by GitHub was 2026-09-11. Requires the user’s own NTSC-U v1.2 disc; game data and generated files are excluded.","summary":"Combines static PS1 recompilation with incremental clean-room decompilation for native host code, overlays, and enhancements.","project_url":"https://github.com/SamiulH25/gt2-recomp","updated":"2026-09-11","strategy":"Hybrid static recompilation and incremental decompilation","language":"","source_available":"Public source and tools; the required legally obtained disc image and generated code are local, ignored inputs/outputs, not repository downloads.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS1 hybrid recompilation/decompilation","target_type":"Game","sources":[{"label":"Canonical repository and current README status","url":"https://github.com/SamiulH25/gt2-recomp"},{"label":"Save-status caveats","url":"https://github.com/SamiulH25/gt2-recomp/blob/main/docs/SAVE_STATUS.md"},{"label":"Boot and runtime milestones","url":"https://github.com/SamiulH25/gt2-recomp/blob/main/docs/BOOT_ATTEMPT.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":54231717,"Python":151838,"CMake":9883},"source_url":"https://api.github.com/repos/SamiulH25/gt2-recomp/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; C is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gran-turismo-3-ps2-matching-decomp","title":"Gran Turismo 3: A-Spec PS2 Matching Decompilation","game":"Gran Turismo 3: A-Spec (PS2 NTSC-U SCUS-97102 v1.00)","platform":"PlayStation 2 NTSC-U (SCUS-97102 v1.00)","kind":"Decompilation","status":"The October 2026 README reports 3,557/11,407 functions matching (31.2%), 6.3% of code bytes, and 8.5% of function sources clean of decompiler scaffolding. The full loaded executable rebuilds byte-identically, but most code and all 2,245,743 data bytes still come from the user’s retail executable; no native GT3 port is claimed.","summary":"A matching decompilation of Gran Turismo 3’s NTSC-U PS2 executable. The build compares reconstructed source with the original binary; the repository does not include game data.","project_url":"https://github.com/gustavocanepa/gt3-decomp","updated":"2026-10-16","strategy":"Matching C/C++ reconstruction built with the original compiler and checked against retail executables","language":"","source_available":"Public source and build tooling; requires the user’s own NTSC-U SCUS-97102 v1.00 executable/disc image. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/gustavocanepa/gt3-decomp"},{"label":"Maintainer README: objective version and measured matching progress","url":"https://github.com/gustavocanepa/gt3-decomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"BitBake":2625,"C":8228166,"C++":787996,"Java":2190,"Python":1084699,"Shell":9670},"source_url":"https://api.github.com/repos/gustavocanepa/gt3-decomp/languages","evidence":"GitHub’s official Languages API reports BitBake: 2,625 bytes, C: 8,228,166 bytes, C++: 787,996 bytes, Java: 2,190 bytes, Python: 1,084,699 bytes, Shell: 9,670 bytes. C is the largest repository-wide total; the README separately reports matching progress and warns that most linked game code still comes from the user’s binary.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gran-turismo-4-ps2-matching-decomp","title":"Gran Turismo 4 PS2 Matching Decompilation","game":"Gran Turismo 4","platform":"PlayStation 2 (NTSC-U, SCUS-97328 v1.01; CORE.GT4)","kind":"Decompilation","status":"Work in progress; the maintainer README reports 28,442/30,962 functions matching (91.9%), 75.3% of code bytes, and a complete executable rebuild from the user’s own game image. Checked October 2026.","summary":"Reconstructs the Gran Turismo 4 engine in C++ that compiles to the same instructions as the NTSC-U v1.01 executable. The README describes a future native port as a goal; Adhoc game scripts are handled by a separate OpenAdhoc project.","project_url":"https://github.com/gustavocanepa/gt4-decomp","updated":"2026-10-16","strategy":"Matching decompilation using Sony ee-gcc 2.96 build 001003-1 (-O2 -G0)","language":"","source_available":"Public decompilation source and build tools; no game data. Requires the user’s own copy of the specified PS2 release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/gustavocanepa/gt4-decomp/blob/master/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/gustavocanepa/gt4-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":43786606,"C++":23245139,"Python":1811055,"Shell":12581,"BitBake":2625,"Java":2190},"source_url":"https://api.github.com/repos/gustavocanepa/gt4-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gran-turismo-4-ps2-v200-windows-recomp","title":"Gran Turismo 4 PS2 v2.00 Windows Static Recompilation","game":"Gran Turismo 4 (PS2 NTSC-U, SCUS_973.28 v2.00)","platform":"PlayStation 2 (NTSC-U SCUS_973.28 v2.00) → Windows x64","kind":"Recompilation","status":"Experimental Windows project targeting NTSC-U v2.00, distinct from the cataloged v1.01 matching decompilation. Its README reports GPU-rendered races at locked 60 game fps on an RTX 5070 Ti, with optional frame interpolation to 162 display fps, and describes track/GT Mode coverage. Audio uses the game’s IOP modules on an emulated IOP with PCSX2 SPU2; the status page says options, Photo Travel, missions, championships and other menus remain incomplete. No release is listed.","summary":"A separate Windows static recompilation of Gran Turismo 4’s US v2.00 PS2 build. Game code is generated as C++ for a host runtime; this is not the cataloged v1.01 matching-decompilation project, and the README documents partial track and GT Mode coverage rather than a finished campaign.","project_url":"https://github.com/nateo91/gt4-recompiled","updated":"2026-10-16","strategy":"Static MIPS recompilation to C++ with a native Windows runtime; IOP/audio still use an emulated subsystem","language":"","source_available":"Public GPL-3.0 source and build tools; no game files are included. Requires the user’s own matching NTSC-U v2.00 disc image.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Experimental game-specific port; distinct build from the cataloged v1.01 decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/nateo91/gt4-recompiled"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/nateo91/gt4-recompiled/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/nateo91/gt4-recompiled"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/nateo91/gt4-recompiled/languages"},{"label":"Maintainer game-coverage ledger (2026-10-11)","url":"https://github.com/nateo91/gt4-recompiled/blob/main/docs/GAME_COVERAGE_20261011.md"},{"label":"Maintainer audio/IOP status","url":"https://github.com/nateo91/gt4-recompiled/blob/main/docs/AUDIO_IOP_20261005.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8562325,"PowerShell":3447842,"Python":1013455,"C":46422,"HLSL":40413,"NASL":37439,"C#":27564,"GDScript":25654,"CMake":14105,"Shell":9529},"source_url":"https://api.github.com/repos/nateo91/gt4-recompiled/languages","evidence":"GitHub’s official Languages API reports C++: 8,562,325 bytes, PowerShell: 3,447,842 bytes, Python: 1,013,455 bytes, C: 46,422 bytes, HLSL: 40,413 bytes, NASL: 37,439 bytes, C#: 27,564 bytes, GDScript: 25,654 bytes, CMake: 14,105 bytes, Shell: 9,529 bytes. C++ is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gran-turismo-4-ps2-web-recomp","title":"Gran Turismo 4 PS2 Web Recompilation","game":"Gran Turismo 4","platform":"PlayStation 2 → WebAssembly/WebGPU browser (also native test runner)","kind":"Recompilation","status":"The first title brought up by the project: playable from boot through races; owner’s README documents browser performance and tuning, with game data supplied locally from a user-owned disc image.","summary":"Runs Gran Turismo 4 in a browser from a locally supplied PS2 disc image; no game data is included.","project_url":"https://github.com/snuri00/ps2-web-recomp","updated":"2026-10-15","strategy":"Static recompilation of PS2 Emotion Engine code to C++/WebAssembly, with a browser-side PS2 runtime and WebGPU renderer.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation of ps2 emotion engine code to c++/webassembly, with a browser-side ps2 runtime ","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/snuri00/ps2-web-recomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/snuri00/ps2-web-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":858589,"WGSL":34973,"HTML":30528,"Python":15183,"Shell":9489,"CMake":5862},"source_url":"https://api.github.com/repos/snuri00/ps2-web-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 858,589 bytes; the manifest breakdown contains all 6 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gran-turismo-5-prologue-ps3-recomp","title":"Gran Turismo 5 Prologue PS3 Static Recompilation","game":"Gran Turismo 5 Prologue","platform":"PlayStation 3 PSN (NPUA80075) → Windows x64","kind":"Recompilation","status":"Pre-alpha; 42,316 PPU functions and 12 SPU images are processed and 116 content assets load, but the D3D12 window does not yet present a frame.","summary":"Static recompilation of the PS3/PSN build to native Windows using ps3recomp.","project_url":"https://github.com/sp00nznet/GT5P","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied NPUA80075 package and content required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/GT5P#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":244362,"Python":69502,"C":8717,"CMake":4482,"Shell":967,"Batchfile":835},"source_url":"https://api.github.com/repos/sp00nznet/GT5P/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 244,362 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grand-prix-4-function-verified-decompilation","title":"Grand Prix 4 Function-Verified Decompilation","game":"Grand Prix 4 (Windows PC, 2002)","platform":"Original Windows PC executable (GP4.exe) → C++ reconstruction; Windows hook DLL built but not yet tested in-game","kind":"Decompilation","status":"The maintainer README dated 2026-10-02 reports 33 accepted functions and 45 passing tests; each accepted function passes an emulator-oracle regression set. The README says the in-game hook DLL has been built but not yet tested in-game. No GitHub releases are listed.","summary":"A function-by-function C++ reconstruction of Grand Prix 4’s Windows executable, checked against an emulator oracle. The project documents an optional Visual C++ 6 byte-match track, while warning that function coverage and runtime verification remain incomplete.","project_url":"https://github.com/leighrobertabbott/decomp-grandprix4","updated":"2026-10-16","strategy":"Function-level C++ semantic reconstruction with emulator-oracle checks; optional byte-matching build path","language":"","source_available":"Public source under MIT; requires a user-owned GP4.exe for analysis/runtime work. No original game executable or other game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC matching-oriented decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, progress, verification counts, limitations, and build strategy","url":"https://github.com/leighrobertabbott/decomp-grandprix4#readme"},{"label":"MIT license","url":"https://github.com/leighrobertabbott/decomp-grandprix4/blob/main/LICENSE"},{"label":"GitHub releases page; no releases were listed when checked 2026-10-16","url":"https://github.com/leighrobertabbott/decomp-grandprix4/releases"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/leighrobertabbott/decomp-grandprix4"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/leighrobertabbott/decomp-grandprix4/languages"},{"label":"Current primary README","url":"https://github.com/leighrobertabbott/decomp-grandprix4/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":430427,"Python":217367,"Java":4362,"PowerShell":2108,"C":349},"source_url":"https://api.github.com/repos/leighrobertabbott/decomp-grandprix4/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grand-theft-auto-2-pc105-reimplementation","title":"Grand Theft Auto 2 PC 10.5 Reconstruction","game":"Grand Theft Auto 2 (PC version 10.5)","platform":"Windows PC version 10.5; repository documents Windows and Linux build workflows","kind":"Reimplementation","status":"Active repository with current code changes. Its README documents data setup and Visual C++ 6 build workflows for Windows and Linux, plus standalone or patched-executable modes; it does not publish a completion percentage or release status.","summary":"An open-source reimplementation of the PC 10.5 version of GTA2. The project requires an installed game path for its data setup and does not include game assets.","project_url":"https://github.com/CriminalRETeam/gta2_re","updated":"2026-10-16","strategy":"Native C++ reimplementation and build/recovery tooling for the PC 10.5 target.","language":"","source_available":"Public source repository; the original GTA2 installation is required for data setup.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC game reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/CriminalRETeam/gta2_re#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/CriminalRETeam/gta2_re/commit/ced2901279809077717e7f7e233dbfff477f07e8"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/CriminalRETeam/gta2_re/languages"},{"label":"Current primary README","url":"https://github.com/CriminalRETeam/gta2_re/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/CriminalRETeam/gta2_re"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5806667,"Python":341219,"Shell":25478,"CMake":12378,"C":8578,"Assembly":1816,"Batchfile":108},"source_url":"https://api.github.com/repos/CriminalRETeam/gta2_re/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grand-theft-auto-iii-dreamcast-port","title":"Grand Theft Auto III Dreamcast Port (dca3)","game":"Grand Theft Auto III","platform":"Windows PC → Sega Dreamcast","kind":"Decompilation","status":"The maintainer’s April 2025 beta release describes both GTA III and Vice City/GTA III as fully playable. A prebuilt Dreamcast ELF is documented; users package it with their own PC game data. The README warns that some game-data versions may not work and documents emulator setup, but does not claim real-hardware validation.","summary":"Native Dreamcast port of Grand Theft Auto III based on the reverse-engineered re3 source and KallistiOS. Users supply a legally obtained PC installation and package its data with the maintainer-provided beta ELF into a Dreamcast CDI; some data versions may fail.","project_url":"https://gitlab.com/skmp/dca3-game","updated":"2026-10-15","strategy":"Decompilation-based native Dreamcast port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and GTA III Dreamcast build instructions","url":"https://gitlab.com/skmp/dca3-game"},{"label":"Beta release with both GTA III and Vice City support and prebuilt ELF assets","url":"https://gitlab.com/skmp/dca3-game/-/releases/beta"},{"label":"Upstream re3 README describing the reverse-engineered source","url":"https://github.com/mrxenginner/re3"},{"label":"GitLab language breakdown checked 2026-10-15","url":"https://gitlab.com/api/v4/projects/skmp%2Fdca3-game/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":88.58,"C":7.58,"Makefile":3.08,"Motorola 68K Assembly":0.37,"HLSL":0.12},"source_url":"https://gitlab.com/api/v4/projects/skmp%2Fdca3-game/languages","evidence":"GitLab's official Languages API reports the full repository language breakdown as percentages; C++ is the largest share (88.58%). This is repository-wide source evidence, not a target-module-only measurement.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"grand-theft-auto-iii-regta-3ds-port","title":"Grand Theft Auto III New Nintendo 3DS Port (REGTA)","game":"Grand Theft Auto III","platform":"Windows PC → New Nintendo 3DS family","kind":"Decompilation","status":"The maintainer documents physical New Nintendo 3DS testing; busy scenes can still drop frames. The port uses PC GTA III data and supports New 3DS, New 3DS XL, and New 2DS XL; old models are unsupported.","summary":"REGTA builds the re3 reconstructed game code as a native New 3DS homebrew port with a lower-screen interface and touch controls. It requires the user’s PC game data and does not include it.","project_url":"https://github.com/Epic0522/REGTA-3DSPort-Complete","updated":"2026-10-16","strategy":"Native New Nintendo 3DS port built from the re3 game-code reconstruction","language":"","source_available":"Public source and build scripts; user supplies PC GTA III data; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"New Nintendo 3DS decompilation-based port","target_type":"Game","sources":[{"label":"Maintainer README: source project, PC data, New 3DS hardware support, and physical-console status","url":"https://github.com/Epic0522/REGTA-3DSPort-Complete/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Epic0522/REGTA-3DSPort-Complete"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Epic0522/REGTA-3DSPort-Complete/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":29821534,"C":6763810,"Assembly":570963,"Makefile":399335,"CMake":180053,"Pawn":179506,"Python":170949,"M4":85537,"Lua":60276,"HLSL":54916,"GLSL":44856,"Roff":40053,"Shell":33392,"C#":32871,"Batchfile":6662,"Perl":4623,"Dockerfile":3656,"HTML":1374,"GDB":56},"source_url":"https://api.github.com/repos/Epic0522/REGTA-3DSPort-Complete/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grand-theft-auto-iii-re3-vita-port","title":"Grand Theft Auto III re3 Vita Port","game":"Grand Theft Auto III","platform":"Windows PC Grand Theft Auto III game data → PlayStation Vita / PlayStation TV native homebrew","kind":"Decompilation","status":"The native Vita / PSTV port was released as re3-vita v1.4 by 2021-07-12. The release announcement says v1.4 fixed sniper-rifle damage and pedestrian-collision bugs, updated re3 and vitaGL, and added intro-video playback; v1.1 coverage warns that uncapped rates above 30 FPS can break game physics. Installation requires a HENkaku-enabled Vita or PSTV, the user's PC GTA III files, converted audio, and about 2.3 GB plus 50 MB for generated textures. PSX-Place later marked the application removed, VitaDB is unavailable, and the public GitHub repository has no releases; its last source push was 2020-10-21. The root README currently contains stale Switch-port instructions, but the Vita-specific Makefile uses arm-vita-eabi and packages a .vpk.","summary":"A native PlayStation Vita / PlayStation TV port of the re3 reverse-engineered Grand Theft Auto III game code, built for Vita homebrew and using the PC game's data. The repository's Vita Makefile targets an ARM Vita executable and VPK; no game data is included.","project_url":"https://github.com/re3fork/re3-vita","updated":"2026-10-16","strategy":"Compiles the re3 reversed game code to ARMv7-A for PlayStation Vita with VitaSDK (arm-vita-eabi), vitaGL, vita2d, SDL2, OpenAL, and a Vita librw submodule; the Makefile generates GTA3.vpk. The user installs data from a PC copy of GTA III and converts the PC audio files for the handheld.","language":"","source_available":"Public source repository. GitHub detects no root-level repository license; the only license-named file in the tree is vendored OpenAL-Soft COPYING. The project distributes no PC game data. A Vita-specific Makefile builds the .vpk, although the current root README contains stale instructions for the separate Switch build. The release package was later marked removed from the linked Vita distribution page.","first_found":"2026-10-16","project_started":"2020-10-07","programming_language":"C++","subtype":"PlayStation Vita / PlayStation TV decompilation-based native port","target_type":"Game","sources":[{"label":"Maintainer repository and Vita-specific Makefile: ARM Vita toolchain, linked Vita libraries, and VPK packaging","url":"https://github.com/re3fork/re3-vita/blob/main/Makefile"},{"label":"Maintainer repository: project identification, PC game-data requirement, and current README/build-document mismatch","url":"https://github.com/re3fork/re3-vita"},{"label":"GitHub repository API: last source push, root license metadata, and repository state","url":"https://api.github.com/repos/re3fork/re3-vita"},{"label":"GitHub commit history: first and latest source commits","url":"https://github.com/re3fork/re3-vita/commits/main/"},{"label":"Vita release instructions: HENkaku, user-provided PC GTA III files, storage, texture-generation, and converted-audio requirements","url":"https://www.biteyourconsole.net/2020/10/28/scena-ps-vita-rilasciato-re3-vita-v1-0/"},{"label":"re3-vita v1.4 announcement and changelog: release date, gameplay bug fixes, intro-video support, and subsequent application removal","url":"https://www.psx-place.com/threads/re3-vita-grand-theft-auto-iii-port-updated-to-v1-4.34564/"},{"label":"re3-vita v1.1 performance and frame-physics behavior","url":"https://wololo.net/2020/11/25/psvita-re3-vita-1-1-released-with-40-better-performance-freecam-feature-and-various-fixes-you-can-now-enjoy-gta-iii-without-ever-worrying-about-performance/"},{"label":"GitHub Languages API: exact repository-wide language byte totals","url":"https://api.github.com/repos/re3fork/re3-vita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6497724,"C":434082,"Assembly":40702,"Objective-C":11047,"HLSL":10289,"Lua":8755,"GLSL":7934,"Makefile":4453,"Batchfile":777,"Shell":94},"source_url":"https://api.github.com/repos/re3fork/re3-vita/languages","evidence":"GitHub Languages API returned 10 language byte totals. C++ is largest at 6,497,724 bytes. These are repository-wide totals and include code and vendored dependencies, not just Vita-specific port code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grand-theft-auto-iii-wii-port","title":"Grand Theft Auto III Wii Port","game":"Grand Theft Auto III","platform":"Windows PC → Nintendo Wii","kind":"Decompilation","status":"The project documents a Wii boot.dol release and Homebrew Channel installation. It requires PC game assets; the README does not report a real-Wii hardware or end-to-end gameplay test.","summary":"Native Wii port based on the reversed re3 codebase and GaryOderNichts' Wii U port. The Wii build is launched through Homebrew Channel and reads user-provided PC game data.","project_url":"https://github.com/elmasas/re3-wii","updated":"2026-10-15","strategy":"Decompilation-based native Wii port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii","target_type":"Game","sources":[{"label":"Project README, release, and Wii installation instructions","url":"https://github.com/elmasas/re3-wii"},{"label":"Project releases","url":"https://github.com/elmasas/re3-wii/releases"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/elmasas/re3-wii/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6821674,"C":415621,"Assembly":40702,"CMake":26720,"Lua":24049,"HLSL":10655,"GLSL":7954,"Makefile":6288,"Python":5380,"Shell":1969,"Batchfile":1889},"source_url":"https://api.github.com/repos/elmasas/re3-wii/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (6821674 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"grand-theft-auto-iv-xbox360-windows-recomp","title":"Grand Theft Auto IV Xbox 360 Windows Recompilation (luisxl15)","game":"Grand Theft Auto IV","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Early/experimental. The README says 35,888 functions recompile and the game boots, renders the opening scene, and reaches interactive play, but the player falls through the world because static world collision does not load. Saves are also rejected and XMA warnings remain.","summary":"Independent Windows ReXGlue static recompilation of the Xbox 360 GTA IV retail image, source image version `3.0.0.0`, with Title Update 8 applied at runtime. The required TU8 Media ID is `6AC07221` and must match the disc. No game assets or executable are included; build requires the user’s own game data and Windows toolchain. No project license is declared. 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A prebuilt Dreamcast ELF is documented; users package it with their own PC game data. The README warns that some game-data versions may not work and documents emulator setup, but does not claim real-hardware validation.","summary":"Native Dreamcast port of Grand Theft Auto: Vice City based on the reverse-engineered re3 source and KallistiOS. 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The project site offers the patch and walkthroughs keyed to the release translation.","project_url":"https://gametranslate.us/translations/granhistoria-english-patch/","updated":"2026-10-06","strategy":"Fan translation patch","language":"English","source_available":"Maintainer site provides a BPS patch only; the matching Japanese SFC ROM must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Game Translate maintainer entry: v1.3 dates, complete scope and patch","url":"https://gametranslate.us/translations/granhistoria-english-patch/"},{"label":"Maintainer patch catalog lists the v1.3 BPS build","url":"https://gametranslate.us/playground/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/translations/granhistoria-english-patch/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"emulator-mister-devel-multicomp-mister","title":"Grant Searle MultiComp configurable computer MiSTer FPGA Core","game":"Grant Searle MultiComp configurable computer","platform":"Grant Searle MultiComp configurable computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-08-12.","summary":"FPGA system-emulation core for Grant Searle MultiComp configurable computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/MultiComp_MiSTer","updated":"2026-08-12","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/MultiComp_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/MultiComp_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/MultiComp_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/MultiComp_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1487012,"VHDL":762038,"Verilog":312390,"SystemVerilog":164614,"Python":147958,"Tcl":22644,"Perl":1415,"Batchfile":1057,"Wolfram Language":301,"Fortran":15},"source_url":"https://api.github.com/repos/MiSTer-devel/MultiComp_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 1,487,012 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grapheneos","title":"GrapheneOS","game":"Android-derived phone OS / Google Pixel stock OS","platform":"Official production builds for Pixel 6 series through Pixel 10 series and Pixel 10a at the 2026-10-16 check; exact model/codename and bootloader-unlock status matter.","kind":"Reimplementation","status":"Active; official source manifest updated 2026-10-07. Official FAQ lists current production-supported devices and distinguishes them from devices that can only be built at source level.","summary":"A privacy- and security-hardened Android OS replacement built from public source repositories. Device support is deliberately limited; platform source can build for some additional hardware, but that does not mean official production support. Some vendor firmware and device components remain proprietary.","project_url":"https://github.com/GrapheneOS/platform_manifest","updated":"2026-10-16","strategy":"Android OS distribution with device-specific reimplementation/hardening","language":"","source_available":"Public source across a multi-repository manifest; components have varied licenses and official installs rely on some device vendor firmware. The manifest repository itself has no language breakdown.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Hardened Android OS replacement","target_type":"Software","sources":[{"label":"GrapheneOS source overview and build guidance","url":"https://grapheneos.org/source"},{"label":"Official FAQ: production device support and device caveats","url":"https://grapheneos.org/faq"},{"label":"Official build guide","url":"https://grapheneos.org/build"},{"label":"GrapheneOS source manifest","url":"https://github.com/GrapheneOS/platform_manifest"},{"label":"Manifest repository language endpoint (empty because it is a manifest)","url":"https://api.github.com/repos/GrapheneOS/platform_manifest/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/GrapheneOS/platform_manifest/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"gravitar-atari-arcade-disassembly-c-port","title":"Gravitar (Atari Arcade) Disassembly and C Port","game":"Gravitar","platform":"Atari arcade (6502, vector hardware; 1982)","kind":"Decompilation","status":"Complete playable 1:1 C port; the README reports 100% of 38,912 program-ROM bytes attributed to source lines and byte-exact listing checks.","summary":"A byte-exact Gravitar disassembly and a C11 port that translates the 6502 program routine by routine while modeling AVG, POKEY, and EAROM devices.","project_url":"https://github.com/tcottrill/Gravitar-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Byte-exact assembly recovery, Atari source matching, and routine-by-routine C translation.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Gravitar-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3946907,"Assembly":570002,"Python":392251,"HTML":255329,"Batchfile":10121},"source_url":"https://api.github.com/repos/tcottrill/Gravitar-Full-Disassembly-and-C-Port/languages","evidence":"GitHub's official Languages API for https://github.com/tcottrill/Gravitar-Full-Disassembly-and-C-Port reports 3,946,907 bytes of C, the largest category (76.3% of 5,174,610 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gravity-rush-2-ps4-pc","title":"Gravity Rush 2 Native PC Port","game":"Gravity Rush 2","platform":"PlayStation 4 (CUSA03694, update 01.11) → Linux x86-64 and Windows 10/11 x86-64","kind":"API Translation","status":"Latest release checked: v2026.10.15-3159679 (2026-10-15). The README reports the opening, title, menu, and gameplay working at 30 FPS and native 1080p, with Linux tested on Nobara/Fedora 44. Windows builds are available but not yet tested in-game; saves and open-world progression remain under testing; Apple Silicon is planned.","summary":"Native PC port of the PS4 version of Gravity Rush 2. It runs the original x86-64 game code directly, reimplements PS4 system services, and translates Gnm graphics commands and GCN shaders to Vulkan. The user must provide the game dump and optional PS4 firmware audio library; neither is distributed.","project_url":"https://github.com/HayatoG/gr2_pc","updated":"2026-10-16","strategy":"Run the original PS4 x86-64 code natively, reimplement required PS4 libraries and services, and translate Gnm commands and GCN shaders to Vulkan.","language":"","source_available":"Public GPL-2.0 source repository. The user must supply a legally obtained CUSA03694 game dump and, for audio, a PS4 firmware library; the project distributes neither.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS4-to-PC native game port","target_type":"Game","sources":[{"label":"Maintainer README: target version, implementation method, tested platforms, progress, and user-supplied files","url":"https://github.com/HayatoG/gr2_pc"},{"label":"Latest release: v2026.10.15-3159679 and platform downloads","url":"https://github.com/HayatoG/gr2_pc/releases/tag/v2026.10.15-3159679"},{"label":"Project GPL-2.0 license","url":"https://github.com/HayatoG/gr2_pc/blob/main/LICENSE"}],"media":[{"kind":"image","label":"Gravity Rush 2 PC port title screen","url":"https://raw.githubusercontent.com/HayatoG/gr2_pc/main/docs/screenshots/01-titulo.jpg","preview_url":"https://raw.githubusercontent.com/HayatoG/gr2_pc/main/docs/screenshots/01-titulo.jpg","source_url":"https://github.com/HayatoG/gr2_pc","discovered_on":"2026-10-16"},{"kind":"image","label":"Gravity Rush 2 PC port gameplay with Portuguese subtitles","url":"https://raw.githubusercontent.com/HayatoG/gr2_pc/main/docs/screenshots/04-gameplay.jpg","preview_url":"https://raw.githubusercontent.com/HayatoG/gr2_pc/main/docs/screenshots/04-gameplay.jpg","source_url":"https://github.com/HayatoG/gr2_pc","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://github.com/HayatoG?tab=repositories&page=1","evidence":"GitHub's repository-list card for HayatoG/gr2_pc displays C++ as the repository's primary language. The Languages API returned a rate-limit error during this audit, so no byte totals are recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-sega-vic-z80","title":"Gremlin / Sega VIC Z80 Arcade MiSTer Core","game":"Gremlin/Sega VIC Z80 arcade hardware games including Carnival, Pulsar, Invinco, Head On, Borderline, Digger, N-Sub, and related sets","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-01-12, with archived=false and fork=false. A work-in-progress MiSTer FPGA implementation of Gremlin/Sega Z80-based VIC arcade hardware. README status reports Carnival and Pulsar working, Invinco with a later-stage hang, and many other games playable without sound. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository. README labels the core WIP; many listed games lack sound or full testing.","summary":"A work-in-progress MiSTer FPGA implementation of Gremlin/Sega Z80-based VIC arcade hardware. README status reports Carnival and Pulsar working, Invinco with a later-stage hang, and many other games playable without sound.","project_url":"https://github.com/MiSTer-devel/Arcade-SegaVICZ80_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Gremlin/Sega VIC Z80 arcade hardware games including Carnival, Pulsar, Invinco, Head On, Borderline, Digger, N-Sub, and related sets; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2024-01-21","programming_language":"C++","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-SegaVICZ80_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SegaVICZ80_MiSTer/main/README.MD"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SegaVICZ80_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-SegaVICZ80_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SegaVICZ80_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4513805,"Verilog":2085474,"C":1159831,"SystemVerilog":175076,"VHDL":102703,"Tcl":22152,"Makefile":15683,"C#":5117,"Batchfile":754,"Shell":492},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-SegaVICZ80_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is C++.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gridcase-1520-bios-assembly-reconstruction","title":"GRiDCase 1520 BIOS Assembly Reconstruction","game":"GRiDCase 1520 BIOS ROM","platform":"GRiDCase 1520 x86 BIOS ROM (two documented revisions)","kind":"Decompilation","status":"Work in progress. The maintainer documents bit-perfect builds for the 1989-03-11 and 1988-09-12 BIOS revisions as of commits dated 2025-06-01 and 2025-07-29; two earlier dumped revisions remain future work.","summary":"A documented x86 assembly listing that reassembles to matching GRiDCase BIOS ROM images for two revisions. This is a source-level assembly reconstruction, not a high-level C decompilation; the repository has no declared license.","project_url":"https://github.com/philip-searle/gridcase-bios","updated":"2026-10-16","strategy":"Documented x86 assembly disassembly with bit-perfect ROM rebuilds","language":"","source_available":"Public assembly source; no repository license is declared. The upstream tree includes original ROM files; no ROMs are copied into this catalog.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"PC BIOS firmware source reconstruction","target_type":"Software","sources":[{"label":"GRiDCase 1520 BIOS project README and exact-build revision dates","url":"https://github.com/philip-searle/gridcase-bios/blob/main/README.txt"},{"label":"Second BIOS revision README","url":"https://github.com/philip-searle/gridcase-bios/blob/main/README-19880912.txt"},{"label":"Project build instructions","url":"https://github.com/philip-searle/gridcase-bios/blob/main/BUILDING.txt"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/philip-searle/gridcase-bios/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":706063,"Makefile":2702,"Perl":52213,"Shell":167},"source_url":"https://api.github.com/repos/philip-searle/gridcase-bios/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":706063,\"Makefile\":2702,\"Perl\":52213,\"Shell\":167}; Assembly is the unique largest byte-count entry (706063 of 761145 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gridcraft-microsoft-excel","title":"GridCraft (Microsoft Excel reimplementation)","game":"Microsoft Excel","platform":"macOS, Windows, Linux, BSD, and browser via WebAssembly","kind":"Reimplementation","status":"Alpha; latest release v0.7.0 (2026-10-14). The README says the core workflow works end to end, while feature depth, fidelity, and file compatibility remain rough.","summary":"A clean-room Rust spreadsheet application for Microsoft Excel-style workbook workflows, including XLSX and formula features.","project_url":"https://github.com/storytold/gridcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Microsoft Excel-style spreadsheet workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Spreadsheet application","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/gridcraft"},{"label":"Project owner release v0.7.0","url":"https://github.com/storytold/gridcraft/releases/tag/v0.7.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":5827431,"PowerShell":29352,"Shell":29073,"Python":6155,"HTML":928},"source_url":"https://api.github.com/repos/storytold/gridcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 5,827,431 bytes of Rust, the largest language total (98.9% of 5,892,939 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grit-git-engine-reimplementation","title":"Grit (Git Engine and Client Reimplementation in Rust)","game":"Git version-control semantics and repository formats","platform":"Native CLI builds for macOS, Linux, and Windows. Git-compatible on-disk repositories and wire behavior are maintained for implemented features; the README does not claim full Git command-line parity.","kind":"Reimplementation","status":"Active; release v0.5.10 was published 2026-10-16. The project now focuses on a linkable Git engine and a modern CLI for common workflows. Its earlier Git-identical CLI and ported Git test harness were removed; the current CLI has a smaller command set.","summary":"A Rust reimplementation of core Git semantics, including repository objects, diffing, refs, revision walking, merge, configuration, and smart HTTP serving. The shipped client is workflow-oriented and keeps repository and protocol compatibility for the features it implements. The source is MIT-licensed.","project_url":"https://github.com/gitbutlerapp/grit","updated":"2026-10-16","strategy":"Reimplement Git core behavior in a linkable Rust library and a modern client, validating implemented behavior against the system Git binary and maintaining on-disk and wire compatibility.","language":"","source_available":"Public Rust source and v0.5.10 release under MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Version-control engine and client","target_type":"Software","sources":[{"label":"Maintainer README: current engine scope, client behavior, host platforms, and license","url":"https://github.com/gitbutlerapp/grit/blob/main/README.md"},{"label":"Grit v0.5.10 release","url":"https://github.com/gitbutlerapp/grit/releases/tag/v0.5.10"},{"label":"Repository MIT license","url":"https://github.com/gitbutlerapp/grit/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":13104674,"HTML":510110,"TypeScript":136860,"Python":114391,"CSS":21735,"C++":21539,"Shell":13285,"PowerShell":3738,"Makefile":3605,"C":783},"source_url":"https://api.github.com/repos/gitbutlerapp/grit/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Rust is the largest repository-wide tracked byte category (13,104,674 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"groovymame","title":"GroovyMAME","game":"Raster-based arcade systems supported by MAME","platform":"MAME-supported arcade systems; PC output to CRT displays","kind":"Emulator","status":"Active; release gm0289sr222f was published 2026-08-27, with source updates through 2026-10-13.","summary":"MAME fork for arcade cabinets and CRT displays, adding custom video timings and low-latency audio/video synchronization while aiming to preserve the upstream emulation layer.","project_url":"https://github.com/antonioginer/GroovyMAME","updated":"2026-10-13","strategy":"MAME hardware emulation with CRT-specific timing generation and low-latency video and audio output paths.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Arcade / CRT video","target_type":"Software","sources":[{"label":"Maintainer README on CRT timing, latency, and emulation-layer policy","url":"https://github.com/antonioginer/GroovyMAME"},{"label":"Maintainer releases","url":"https://github.com/antonioginer/GroovyMAME/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":304574759,"C":2304320,"Lua":1363646,"Python":685657,"Scala":526309,"Java":197945,"Objective-C++":162628,"JavaScript":110974,"HLSL":77871,"Makefile":76540,"Objective-C":20939,"XSLT":17395,"Shell":12317,"GLSL":11425,"Roff":8867,"CSS":8610,"Assembly":6165,"Batchfile":5902,"HTML":4050,"SuperCollider":1528,"TeX":109},"source_url":"https://api.github.com/repos/antonioginer/GroovyMAME/languages","evidence":"GitHub's official Languages API for https://github.com/antonioginer/GroovyMAME reports 304,574,759 bytes of C++, the largest category (98.2% of 310,177,956 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"growlanser-vi-ps2-en","title":"Growlanser VI English Translation","game":"Growlanser VI: Precarious World","platform":"PlayStation 2","kind":"Fan Localization","status":"Work in progress. Public v0.2.3 xDelta patch released 2026-04-19; the repository includes translated scripts, graphics, movies, build material and translation tools. The maintainer credits a contributor for translating almost the whole Japanese script; full-game playtesting is not reported.","summary":"Japanese-to-English fan translation patch for the PS2 game. The user applies the xDelta patch to an original game image; no game image is distributed. The README identifies translated game files and tools in the repository.","project_url":"https://github.com/Risae/Growlanser-6-English-Translation","updated":"2026-10-16","strategy":"xDelta patch in ZIP release","language":"English","source_available":"xDelta patch in ZIP release; No original game image; the README says to patch the user's original game. The repository contains translated/modified files and tools.","first_found":"2026-10-16","project_started":null,"programming_language":"Perl","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, patch workflow and project scope","url":"https://github.com/Risae/Growlanser-6-English-Translation/blob/main/README.md"},{"label":"GitHub API release version/date and xDelta asset","url":"https://api.github.com/repos/Risae/Growlanser-6-English-Translation/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/Risae/Growlanser-6-English-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":150438,"Assembly":77628,"C#":49555,"Python":33969,"C":22451,"Shell":610,"Batchfile":284},"source_url":"https://api.github.com/repos/Risae/Growlanser-6-English-Translation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Perl is the largest bucket at 150,438 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"grvk-mantle-to-vulkan","title":"GRVK (Mantle-to-Vulkan Translation Layer)","game":"Mantle applications and games, including Battlefield 4 and Star Swarm demonstrations","platform":"AMD Mantle applications → Vulkan on Windows or Linux through Wine/Proton; maintainer documents an AMD-tested path and a Vulkan 1.3-compatible GPU requirement","kind":"API Translation","status":"Experimental. The latest GitHub release is v0.5.0 (2021-12-06), and the maintainer's compatibility wiki was last edited in 2021–2022. The repository is not archived and GitHub reports a push on 2025-05-03, while the latest default-branch commit checked is dated 2023-07-04. The maintainer reports Battlefield 4 running with known rendering/feature limits and Star Swarm tested; NVIDIA is explicitly unsupported, Intel is largely untested, and AMD is the documented path.","summary":"A C-based runtime layer that replaces Mantle DLLs and forwards Mantle graphics calls to Vulkan. The game loads the replacement library; a Vulkan driver is required. Maintainer documentation identifies Battlefield 4 and Star Swarm tests, but describes the implementation as experimental and lists substantial GPU/vendor and feature limitations.","project_url":"https://github.com/libcg/grvk","updated":"2026-10-16","strategy":"Runtime Mantle API and AXL extension translation to Vulkan; the replacement Mantle DLLs are loaded by the game under Windows or Wine.","language":"","source_available":"Public source repository under the Zlib license.","first_found":"2026-10-16","project_started":"2020-06-26","programming_language":"C","subtype":"Mantle-to-Vulkan graphics API translation layer","target_type":"Software","sources":[{"label":"Maintainer README: translation direction, runtime loading, requirements, limitations and license","url":"https://github.com/libcg/grvk"},{"label":"Maintainer game-support matrix and tested results","url":"https://github.com/libcg/grvk/wiki/Game-Support"},{"label":"Maintainer driver-support matrix and operating-system requirements","url":"https://github.com/libcg/grvk/wiki/Driver-Support"},{"label":"Latest GitHub release v0.5.0 (2021-12-06)","url":"https://github.com/libcg/grvk/releases"},{"label":"GitHub repository metadata: creation, push and license classifier","url":"https://api.github.com/repos/libcg/grvk"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/libcg/grvk/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1651022,"Meson":4959,"Python":704},"source_url":"https://api.github.com/repos/libcg/grvk/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,651,022 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gsplus-apple-iigs","title":"GSplus","game":"Apple IIgs","platform":"Windows, macOS, and Linux","kind":"Emulator","status":"Maintained; v1.38.0 released 2026-07-19; the current SDL3 reboot is described by its README as early and rough-edged","summary":"Cross-platform Apple IIgs emulator based on KEGS and SDL, with a current upstream release and builds for major desktop operating systems.","project_url":"https://apple2.gs/plus/","updated":"2026-07-19","strategy":"Emulates Apple IIgs hardware and boots compatible firmware and system software.","language":"","source_available":"Public source repository (GPL-3.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Apple IIgs computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://apple2.gs/plus/"},{"label":"Current source repository, supported hosts, and project status","url":"https://github.com/digarok/gsplus"},{"label":"Latest release","url":"https://github.com/digarok/gsplus/releases/latest"},{"label":"Project license","url":"https://github.com/digarok/gsplus/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2596067,"Swift":47595,"CMake":20856,"Perl":10460,"Makefile":6647,"Python":3834,"Objective-C":2529,"Shell":932},"source_url":"https://api.github.com/repos/digarok/gsplus/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/digarok/gsplus reports 2,596,067 bytes of C, the largest language total (96.5% of 2,688,920 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"golden-sun-gba-desktop-recomp","title":"GSRecomp (Golden Sun Recompiled)","game":"Golden Sun (Game Boy Advance USA/Europe)","platform":"Game Boy Advance → Windows x64 / Linux x86-64","kind":"Recompilation","status":"Latest release v0.4.4 is a prerelease published 2026-10-10; the README status line still names v0.4.2. The README says the game is playable through the ending credits; an unpacker crash remains unresolved (the current build catches it and retries safely), and the Mars Star visual bug remains.","summary":"Statically recompiles the GBA game to C++ and builds native Windows/Linux executables. Requires the user’s supported USA or Europe ROM; first launch generates game code from it. The compiler is bundled; Linux requires system SDL2 and OpenGL. This is the desktop target; a separate Android target based on this upstream repository is already in a work manifest.","project_url":"https://github.com/Shmargus/GSRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game Boy Advance","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/Shmargus/GSRecomp#readme"},{"label":"Latest GitHub release (0.4.4, published 2026-10-10 (prerelease))","url":"https://github.com/Shmargus/GSRecomp/releases/tag/0.4.4"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/Shmargus/GSRecomp/languages"},{"label":"Current primary README","url":"https://github.com/Shmargus/GSRecomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/Shmargus/GSRecomp"},{"label":"Maintainer repository","url":"https://github.com/Shmargus/GSRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5637127,"Python":269422,"CMake":113769,"C":106399,"PowerShell":67049,"Shell":25589,"Batchfile":1927},"source_url":"https://api.github.com/repos/Shmargus/GSRecomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gt-racing-hyundai-edition-ps-vita-api-port","title":"GT Racing: Hyundai Edition PS Vita Port","game":"GT Racing: Hyundai Edition","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.0)","kind":"API Translation","status":"Early public beta; the README reports working menus and the ability to start and drive the first license test/tutorial.","summary":"The port runs the original Android ARM library through a Vita loader and API bridge, with VitaGL graphics and native Vita audio/input services.","project_url":"https://github.com/MetalSyntax/GT-Racing-Hyundai-Edition-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/GT-Racing-Hyundai-Edition-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/GT-Racing-Hyundai-Edition-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/GT-Racing-Hyundai-Edition-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/GT-Racing-Hyundai-Edition-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gt-racing-motor-academy-hd-ps-vita-api-port","title":"GT Racing: Motor Academy HD PS Vita Port","game":"GT Racing: Motor Academy HD","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v3.2.8)","kind":"API Translation","status":"Playable beta; the README reports career licenses, arcade races and championships, with audio and video-decoding caveats.","summary":"A Vita loader runs the original Android ARM library with Android lifecycle shims, vitaGL graphics and Vita-native audio/input services.","project_url":"https://github.com/MetalSyntax/GT-Racing-Motor-Academy-HD-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/GT-Racing-Motor-Academy-HD-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/GT-Racing-Motor-Academy-HD-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/GT-Racing-Motor-Academy-HD-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/GT-Racing-Motor-Academy-HD-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gta-v-five-star-port-ios","title":"GTA V on iPhone (5★ Port)","game":"Grand Theft Auto V WebAssembly build 8b0b5899ed","platform":"iOS 16+ on ARM64 iPhones; maintainer lists iPhone 12 Pro, iPhone 13 Pro, and iPhone 14 or newer with at least 6 GB RAM; native Metal rendering","kind":"Recompilation","status":"The latest release, v1.3.4, was published 2026-10-15. The README describes Story and Sandbox play and names iPhone 12 Pro/13 Pro/14+ with 6 GB of RAM and iOS 16+ as supported; it reports about 25-31 FPS on an iPhone 13 Pro Max with the normal free-account memory limit. The release notes include fixes for Story mode, but the maintainer makes no full-playthrough claim.","summary":"An iPhone port built from the user's copy of a specific GTA V WebAssembly build. At build time it translates game.wasm to C with wasm2c and compiles it to native ARM64; a project-authored Metal renderer consumes the game's Direct3D 11-style command stream, and Tint-based tooling converts the supplied shaders to Metal ahead of play. Game files and data are not in the public repository. The app can be built locally on an Apple Silicon Mac or through the maintainer's GitHub Actions workflow.","project_url":"https://github.com/kevinerikjs/gta5-ios-port","updated":"2026-10-15","strategy":"Build-time WebAssembly-to-C translation and ARM64 compilation with a native Metal renderer and shader conversion; game content remains user supplied.","language":"","source_available":"The maintainer licenses project-authored code under MIT. The supported game.wasm, shaders, and game data are external inputs, not covered by that MIT license and not included in the repository. The maintainer disclaims affiliation with Rockstar Games and Take-Two Interactive.","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"Swift","subtype":"Build-time WebAssembly recompilation to native iOS ARM64","target_type":"Game","sources":[{"label":"Maintainer README: required WebAssembly build, iOS devices/OS, runtime method, gameplay modes, and limitations","url":"https://github.com/kevinerikjs/gta5-ios-port"},{"label":"Maintainer release v1.3.4 (2026-10-15)","url":"https://github.com/kevinerikjs/gta5-ios-port/releases/tag/v1.3.4"},{"label":"Maintainer project license and separate game/dependency licensing statement","url":"https://github.com/kevinerikjs/gta5-ios-port/blob/main/LICENSE"},{"label":"GitHub repository metadata: creation date, latest source push, and machine-readable license state","url":"https://api.github.com/repos/kevinerikjs/gta5-ios-port"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/kevinerikjs/gta5-ios-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":486425,"Objective-C++":201691,"C":189687,"Python":97069,"Objective-C":78284,"C++":24764,"Shell":10241,"NASL":2756,"WebAssembly":608},"source_url":"https://api.github.com/repos/kevinerikjs/gta5-ios-port/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Swift is the largest bucket at 486,425 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"guevara-multilingual-patchclan","title":"Guevara (Guerrilla War) — Patch Clan Multilingual Translation","game":"Guevara","platform":"Famicom / Nintendo Entertainment System","kind":"Fan Localization","status":"Beta v2.0; one IPS patch provides English, Portuguese, and Spanish language choices and was updated 2026-09-09.","summary":"Patch Clan's multilingual fan localization of the Japanese Famicom release known in the West as Guerrilla War. One IPS patch contains English, Portuguese, and Spanish options selected in the game menu.","project_url":"https://www.patchclan.com/#/jogo/guevara","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English, Portuguese, Spanish","source_available":"The first-party page lists a single IPS patch for all three languages and the exact Japanese ROM name and MD5. The Patreon post provides the patch, not the game ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: beta v2.0, three language choices, IPS patch, and source ROM checksum","url":"https://www.patchclan.com/#/jogo/guevara"},{"label":"Patch Clan Patreon post for the v2.0 multilingual patch","url":"https://www.patreon.com/patchclan/posts/guevara-cuban-in-169101467"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/guevara","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Guevara (Guerrilla War) — Patch Clan Multilingual Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Guevara (Guerrilla War) — Patch Clan Multilingual Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"guitar-hero-iii-ps3-windows-static-recomp","title":"Guitar Hero III PS3 Windows Static Recompilation","game":"Guitar Hero III: Legends of Rock (PS3, BLUS30074)","platform":"PlayStation 3 (BLUS30074) → Windows x64","kind":"Recompilation","status":"The README reports boot through intro movies, menus, save loading and gameplay. A 2026-09-28 unattended Easy-difficulty Quickplay run completed all 45 songs with none failed; the project reports about 30–40 fps in songs and 50–60 in menus on the tested setup. Career, co-op, multiplayer, latency calibration, and guitar-device input remain unfinished. No release is listed.","summary":"A Windows native static recompilation of the PS3 disc release of Guitar Hero III. It currently demonstrates the full 45-song Quickplay setlist under automated controller input, but that does not establish completion of Career or compatibility with PS3 guitar peripherals.","project_url":"https://github.com/sp00nznet/gh3","updated":"2026-10-16","strategy":"Static Cell PPU/SPU recompilation using ps3recomp","language":"","source_available":"Public source and build configuration; no game code, assets, or keys are included. Building requires a legally dumped copy of the PS3 disc.","first_found":"2026-10-16","project_started":"","programming_language":"Shell","subtype":"Quickplay gameplay demo; gamepad support is not equivalent to guitar support","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/gh3"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/sp00nznet/gh3/blob/master/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/sp00nznet/gh3"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/sp00nznet/gh3/languages"},{"label":"Maintainer 2026-09-28 Quickplay run and status","url":"https://github.com/sp00nznet/gh3/blob/master/README.md#status"}],"media":[{"kind":"image","label":"Guitar Hero III running natively on Windows: Slow Ride in the Backyard","url":"https://raw.githubusercontent.com/sp00nznet/gh3/master/docs/media/hero.gif","preview_url":"https://raw.githubusercontent.com/sp00nznet/gh3/master/docs/media/hero.gif","source_url":"https://github.com/sp00nznet/gh3/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":16225,"C":8723,"Python":7625,"CMake":3835,"PowerShell":1721},"source_url":"https://api.github.com/repos/sp00nznet/gh3/languages","evidence":"GitHub’s official Languages API reports Shell: 16,225 bytes, C: 8,723 bytes, Python: 7,625 bytes, CMake: 3,835 bytes, PowerShell: 1,721 bytes. Shell is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"guitar-hero-iii-ps2-matching-decomp","title":"Guitar Hero III: Legends of Rock PS2 Matching Decompilation","game":"Guitar Hero III: Legends of Rock","platform":"PlayStation 2 USA (SLUS-21672)","kind":"Decompilation","status":"The README reports 5,884 of 9,002 functions represented in matching C++, equal to 23.72% of game-code bytes, with 3,118 functions still in assembly. It says the rebuilt executable is byte-identical. Last pushed 2026-10-15; no GitHub release is listed.","summary":"Work-in-progress matching decompilation of the USA PlayStation 2 executable. The source includes C++ for matched functions and preserves the remaining functions as assembly in a byte-identical rebuild.","project_url":"https://github.com/Ketbome/gh3-decomp","updated":"2026-10-16","strategy":"Matching C++ decompilation using the original compiler and executable comparison","language":"","source_available":"Public CC0-1.0 source repository; no game data is included; requires the user’s own supported USA disc image; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS2 matching decompilation; code build still uses assembly for unmatched functions","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/Ketbome/gh3-decomp"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/Ketbome/gh3-decomp"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/Ketbome/gh3-decomp/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/Ketbome/gh3-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3602814,"Python":88194,"C":44963,"Shell":2632,"BitBake":2625,"Assembly":2440,"JavaScript":1141,"Linker Script":92},"source_url":"https://api.github.com/repos/Ketbome/gh3-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 3,602,814 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gun-frontier-saturn-en","title":"Gun Frontier Arcade Gears Vol. 2 English Patch","game":"Gun Frontier Arcade Gears Vol. 2","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0 released 2026-10-01","summary":"English patch for the Japanese Saturn port, adapting the official arcade English text to the intro and both endings, translating five sound-test track titles, and correcting two spelling errors. It also fixes display clipping in the retail game.","project_url":"https://segaxtreme.net/resources/arcade-gears-vol-2-gun-frontier-japan-english.579/","updated":"2026-10-01","strategy":"Fan localization and improvement patch","language":"English","source_available":"Public patch kit on SegaXtreme; maintainer requires a Redump-compatible Japanese image","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text and interface localization","target_type":"Game","sources":[{"label":"Maintainer resource: target disc, release version, patch instructions, and translation changes","url":"https://segaxtreme.net/resources/arcade-gears-vol-2-gun-frontier-japan-english.579/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/arcade-gears-vol-2-gun-frontier-japan-english.579/","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Gun Frontier Arcade Gears Vol. 2 English Patch. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Gun Frontier Arcade Gears Vol. 2 English Patch do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"gun-smoke-family-computer-disk-system-ukrainian","title":"Gun.Smoke Ukrainian Translation","game":"Gun.Smoke","platform":"Family Computer Disk System","kind":"Fan Localization","status":"Complete; RHP reports v1.0","summary":"Ukrainian fan localization for Gun.Smoke on Family Computer Disk System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/gunsmoke-ukrayinskii-pereklad-ukrainian-translation-family-computer-disk-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Ukrainian","source_available":"RHP listing links to the author’s UAPLayer announcement/download page; verify exact patch asset there.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP release/listing: target language, platform, version/date, source checksum","url":"https://romhackplaza.org/index.php/translations/gunsmoke-ukrayinskii-pereklad-ukrainian-translation-family-computer-disk-system"},{"label":"Author-hosted UAPLayer patch page","url":"https://www.uaplayer.net/2026/10/06/fds-gun-smoke-ukrainskyj-pereklad/"},{"label":"RHP Voodoo author index","url":"https://romhackplaza.org/database?authors%5B0%5D=1363"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/gunsmoke-ukrayinskii-pereklad-ukrainian-translation-family-computer-disk-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Gun.Smoke Ukrainian Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Gun.Smoke Ukrainian Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"gun-smoke-nintendo-entertainment-system-ukrainian","title":"Gun.Smoke Ukrainian Translation","game":"Gun.Smoke","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1.0","summary":"Ukrainian fan localization for Gun.Smoke on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/gunsmoke-ukrayinskii-pereklad-ukrainian-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Ukrainian","source_available":"RHP listing links to the author’s UAPLayer announcement/download page; verify exact patch asset there.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP release/listing: target language, platform, version/date, source checksum","url":"https://romhackplaza.org/index.php/translations/gunsmoke-ukrayinskii-pereklad-ukrainian-translation-nintendo-entertainment-system"},{"label":"Author-hosted UAPLayer patch page","url":"https://www.uaplayer.net/2026/10/03/nes-gun-smoke-ukrainskyj-pereklad/"},{"label":"RHP Voodoo author index","url":"https://romhackplaza.org/database?authors%5B0%5D=1363"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/gunsmoke-ukrayinskii-pereklad-ukrainian-translation-nintendo-entertainment-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Gun.Smoke Ukrainian Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Gun.Smoke Ukrainian Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"gundam-assault-survive-psp-en","title":"Gundam Assault Survive English Translation Patch","game":"Gundam Assault Survive","platform":"PlayStation Portable","kind":"Fan Localization","status":"Public V1 xDelta patch published 2026-10-16. README lists translated menus, shop, item and character descriptions, mission text, 95 help pages and system messages. It describes story/description text as English summaries rather than word-for-word; PPSSPP is supported and real PSP use requires custom firmware.","summary":"English patch for the Japanese PSP game, distributed as a VCDIFF/xDelta file to apply to the user's own ISO. The author labels the scope 100%, but the README identifies the summarized story/description text and hardware requirements.","project_url":"https://github.com/Llamapixels/Gundam-Assault-Survive-100-English-Translation-Patch--PSP","updated":"2026-10-16","strategy":"VCDIFF/xDelta patch","language":"English","source_available":"VCDIFF/xDelta patch; README explicitly says the patch does not contain the game; users need their own Japanese ISO.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, Japanese base ISO, patch format, translated scope, license and platform notes","url":"https://github.com/Llamapixels/Gundam-Assault-Survive-100-English-Translation-Patch--PSP/blob/main/README.md"},{"label":"GitHub API V1 release and date","url":"https://api.github.com/repos/Llamapixels/Gundam-Assault-Survive-100-English-Translation-Patch--PSP/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown (empty map)","url":"https://api.github.com/repos/Llamapixels/Gundam-Assault-Survive-100-English-Translation-Patch--PSP/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Llamapixels/Gundam-Assault-Survive-100-English-Translation-Patch--PSP/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"guns-n-goblins-demo-steam-zh-cn","title":"Guns ’n Goblins Demo Simplified Chinese Patch","game":"Guns ’n Goblins Demo","platform":"Windows PC / Steam Demo (AppID 4671750)","kind":"Fan Localization","status":"Public v1.0.0 installer release dated 2026-08-15; README says cached strings and uncached strings may be served by a remote translation endpoint.","summary":"Simplified Chinese patch/installer for a specific Steam demo version; handles menus, settings, prompts and cached strings, with font fixes and backup behavior.","project_url":"https://github.com/similarsoul/GunsNGoblinsDemo-ChinesePatch","updated":"2026-10-16","strategy":"Unity runtime patch / installer","language":"Simplified Chinese","source_available":"Public Windows installer asset; game demo remains separate.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Windows demo fan localization mod","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/similarsoul/GunsNGoblinsDemo-ChinesePatch"},{"label":"Patch download/release page","url":"https://github.com/similarsoul/GunsNGoblinsDemo-ChinesePatch/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":23011,"PowerShell":4750},"source_url":"https://api.github.com/repos/similarsoul/GunsNGoblinsDemo-ChinesePatch/languages","evidence":"Exact GitHub Languages API map: {\"C#\": 23011, \"PowerShell\": 4750}. Staged value C# identifies the project's measured source/tooling language and is distinct from translation direction English plus some Spanish source strings → Simplified Chinese.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gxruntime-gamecube-recomp-runtime","title":"GXRuntime","game":"GXRuntime","platform":"GameCube static recompilation modules → macOS/Linux host runtime (macOS tested host)","kind":"Recompilation","status":"Work in progress; with StrikersRecomp, README reports Dolphin-verified CPU semantics, 16/16 headless tests, devices and graphics through menus/full match; in-match performance is about 11 FPS. Windows support is pending.","summary":"Standalone native runtime for DolRecomp-generated GameCube code; shared CPU/module ABI with RecompCore; GX renderer and host-device services.","project_url":"https://github.com/aharonahdoot/GXRuntime","updated":"2026-10-16","strategy":"GameCube static-recompilation runtime","language":"","source_available":"Public source repository (GPL-3.0-or-later); game code and disc supplied separately.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Software","target_type":"Software","sources":[{"label":"Project README and primary repository","url":"https://github.com/aharonahdoot/GXRuntime"},{"label":"Project release: v0.1.0","url":"https://github.com/aharonahdoot/GXRuntime/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2756697,"C":776816,"Python":231392,"CMake":73712,"Shell":39039,"Objective-C++":6106},"source_url":"https://api.github.com/repos/aharonahdoot/GXRuntime/languages","evidence":"GitHub's official Languages API reports 2,756,697 bytes of C++ out of 3,883,762 recognized language bytes for https://github.com/aharonahdoot/GXRuntime; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gyakuten-saiban-2-gba-en","title":"Gyakuten Saiban 2 Game Boy Advance English Localization Port","game":"Gyakuten Saiban 2","platform":"Game Boy Advance","kind":"Fan Localization","status":"A current English patch was released 2026-10-15; the maintainer says remaining work is limited to bug fixes. Recent changes include a variable-width font and three-line dialogue option; an online patcher is known to corrupt the output, so a local BPS/IPS patcher is recommended.","summary":"Back-port of Capcom’s official DS English localization and graphics into the Japanese GBA version of Gyakuten Saiban 2. It provides BPS and IPS patches for the same translated build and documents input/output ROM checksums.","project_url":"https://github.com/Acer-2006/Gyakuten-Saiban-2-English-GBA-","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"GitHub release provides BPS and IPS patches only. Requires the user’s original Japanese GBA ROM; no game ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"HTML","subtype":"Game Boy Advance localization port","target_type":"Game","sources":[{"label":"Maintainer README: current English patch, official DS-script reuse, exact ROM checksums and patcher warning","url":"https://github.com/Acer-2006/Gyakuten-Saiban-2-English-GBA-"},{"label":"Current patch release dated 2026-10-15","url":"https://github.com/Acer-2006/Gyakuten-Saiban-2-English-GBA-/releases/tag/GS2_English"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":426757},"source_url":"https://api.github.com/repos/Acer-2006/Gyakuten-Saiban-2-English-GBA-/languages","evidence":"Official GitHub REST Languages API returned {\"HTML\":426757}; HTML is the unique largest byte-count entry (426757 of 426757 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-lumirth-hachistep","title":"hachistep Pokéwalker Emulator Core","game":"Nintendo Pokéwalker","platform":"Rust emulator core/library; no frontend yet","kind":"Emulator","status":"Alpha emulator core; README says a frontend is in progress. Latest GitHub release v0.2.0-alpha.1 was published 2026-10-16.","summary":"Alpha Rust emulator core for the Pokéwalker, intended for hardware-accurate retail and custom-firmware development; README says a frontend is in progress.","project_url":"https://github.com/lumirth/hachistep","updated":"2026-10-16","strategy":"Handheld device emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Handheld device emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/lumirth/hachistep"},{"label":"GitHub release history","url":"https://github.com/lumirth/hachistep/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/lumirth/hachistep/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/lumirth/hachistep"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":812435,"Python":14010},"source_url":"https://api.github.com/repos/lumirth/hachistep/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 812,435 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hadron-windows-games-macos","title":"Hadron","game":"Windows games through Steam (multi-title)","platform":"Windows x86/x86-64 → Apple Silicon macOS arm64 (macOS 27+); Direct3D, Vulkan and OpenGL → Metal","kind":"API Translation","status":"Early development; v0.3.0 was published 2026-10-14. The README says a handful of games play well and many do not start. Requires Apple silicon and macOS 27; the project says it uses native arm64 Wine and FEX rather than Rosetta.","summary":"Open-source Steam Play compatibility stack for Windows games on Apple silicon. Wine is built for arm64, FEX translates x86/x86-64 game instructions, and graphics APIs are translated to Metal. Compatibility remains early and title-specific.","project_url":"https://github.com/Broyojo/hadron","updated":"2026-10-15","strategy":"Native arm64 Wine with FEX CPU translation and graphics API-to-Metal compatibility","language":"","source_available":"Public source repository; components retain their own licenses","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C","subtype":"Apple silicon Windows-game compatibility stack","target_type":"Software","sources":[{"label":"Project README: architecture, macOS requirement and compatibility status","url":"https://github.com/Broyojo/hadron"},{"label":"Latest Hadron release","url":"https://github.com/Broyojo/hadron/releases/tag/v0.3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":238868,"C":233118,"Shell":188326,"Python":40599,"Swift":26265,"Metal":20481,"GLSL":2787,"C++":1216,"Ruby":1187},"source_url":"https://api.github.com/repos/Broyojo/hadron/languages","evidence":"GitHub's official Languages API for https://github.com/Broyojo/hadron reports 238,868 bytes of Objective-C, the largest category (31.7% of 752,847 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hagi-sm3das-sunshine-v1-decomp","title":"Hagi (Super Mario 3D All-Stars) Emulator Decompilation","game":"Hagi GameCube/Wii Emulator (Super Mario 3D All-Stars version)","platform":"Nintendo Switch — Hagi executable bundled with Super Mario 3D All-Stars: Super Mario Sunshine v1.0.0","kind":"Decompilation","status":"The README identifies the target as the Hagi executable from Super Mario 3D All-Stars v1.0.0. No release is listed, and the repository does not document a standalone emulator release or tested game compatibility.","summary":"A decompilation project for Nintendo’s Hagi GameCube/Wii emulator executable bundled with the Switch collection’s Super Mario Sunshine. It targets the specific Hagi build identified in the README, rather than proposing a general-purpose emulator frontend.","project_url":"https://github.com/GRAnimated/Hagi","updated":"2026-10-16","strategy":"Decompilation of a specific emulator executable","language":"","source_available":"Public project source and build instructions; no standalone release is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch software decompilation","target_type":"Software","sources":[{"label":"Maintainer README: software target and exact Super Mario 3D All-Stars version","url":"https://github.com/GRAnimated/Hagi#readme"},{"label":"Maintainer build instructions","url":"https://github.com/GRAnimated/Hagi/blob/main/docs/BUILDING.md"},{"label":"Official GitHub repository metadata and activity","url":"https://api.github.com/repos/GRAnimated/Hagi"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/GRAnimated/Hagi/releases"},{"label":"Current primary README","url":"https://github.com/GRAnimated/Hagi/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/GRAnimated/Hagi/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1423275,"C++":508731,"Awk":42984,"Python":24919,"CMake":17530,"Makefile":9688,"Assembly":8339,"DIGITAL Command Language":4818,"Roff":4477,"Perl":3895,"Module Management System":2074,"Shell":388},"source_url":"https://api.github.com/repos/GRAnimated/Hagi/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"haiku-beos-compatible-os","title":"Haiku","game":"BeOS R5-compatible desktop operating environment","platform":"Native x86 and x86-64; BeOS R5 binary compatibility on x86 32-bit Hybrid builds","kind":"Reimplementation","status":"R1/beta6 was released on 2026-08-26. BeOS R5 binary compatibility is limited to 32-bit x86 Hybrid builds; the 64-bit build does not provide that compatibility.","summary":"Open-source desktop operating system inspired by BeOS. It is an independent implementation; project materials reviewed do not claim recovery of original BeOS source.","project_url":"https://github.com/haiku/haiku","updated":"2026-10-15","strategy":"Independent BeOS-inspired OS implementation with a bounded legacy binary-compatibility target","language":"","source_available":"Public source repository and official release images","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Operating system","target_type":"Software","sources":[{"label":"Maintainer source repository and project description","url":"https://github.com/haiku/haiku"},{"label":"Official R1/beta6 release notes and compatibility limits","url":"https://github.com/haiku/website/blob/master/content/get-haiku/r1beta6/release-notes.md"},{"label":"Official downloads, release images, and build variants","url":"https://download.haiku-os.org/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":74936215,"C":58205429,"Assembly":531899,"HTML":165643,"Python":125680,"Shell":102925,"Yacc":92073,"Linker Script":62332,"JavaScript":56855,"Mustache":47496,"Roff":32086,"Makefile":27946,"Awk":25967,"Lex":18000,"Objective-C":6989,"Scheme":6192,"GLSL":1891,"Pawn":1174,"Module Management System":316},"source_url":"https://api.github.com/repos/haiku/haiku/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/haiku/haiku reports 74,936,215 bytes of C++, the largest language total (55.7% of 134,447,108 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"half-life-dreamcast-prototype-source-restoration","title":"Half-Life Dreamcast Prototype Source Restoration","game":"Half-Life","platform":"Sega Dreamcast cancelled prototype (engine build 1659)","kind":"Decompilation","status":"The repository restores source for the cancelled Dreamcast engine build 1659 (compiled 2001-05-10). A release tagged `HLDC_MP` was published 2026-09-15 for optional multiplayer work; the README documents rebuilding the engine and overlaying it onto user-owned prototype data, but does not claim a complete playable campaign.","summary":"Reverse-engineered source restoration for the unreleased Dreamcast/Windows CE port of Half-Life. The default build aims to reproduce the prototype binary; multiplayer support is optional and disabled by default to preserve that baseline. A matching prototype GDI/data set is not included.","project_url":"https://github.com/maximqaxd/halflife_dc","updated":"2026-10-16","strategy":"Reverse-engineered source restoration of the cancelled Dreamcast engine build","language":"","source_available":"Public C/C++ source restoration and build tools; users supply the unreleased prototype GDI/data. No license is declared.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Dreamcast prototype decompilation/source restoration","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/maximqaxd/halflife_dc#readme"},{"label":"Maintainer release HLDC_MP","url":"https://github.com/maximqaxd/halflife_dc/releases/tag/HLDC_MP"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/maximqaxd/halflife_dc"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/maximqaxd/halflife_dc/languages"},{"label":"Current primary README","url":"https://github.com/maximqaxd/halflife_dc/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9354347,"C++":6372868,"Python":275203,"HTML":26991,"Batchfile":9530,"Shell":5581,"BitBake":2994},"source_url":"https://api.github.com/repos/maximqaxd/halflife_dc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"half-life-wiiu-native-port","title":"Half-Life Native Wii U Port","game":"Half-Life (including Blue Shift and Opposing Force)","platform":"Windows PC Steam files → Wii U Aroma","kind":"Reimplementation","status":"Release v1.0.1 (2026-10-16); maintainer reports real Wii U playability, generally near 60 fps with drops into the 50s in large fights. User supplies PC files.","summary":"Wii U source port based on Xash3D FWGS and hlsdk-portable; direct Wii U GPU rendering.","project_url":"https://github.com/NanoBunTV/Wii-U-Half-Life","updated":"2026-10-16","strategy":"Native source port using Xash3D and hlsdk-portable","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PC-to-Wii U port","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/NanoBunTV/Wii-U-Half-Life#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/NanoBunTV/Wii-U-Half-Life"},{"label":"Release v1.0.1 (2026-10-16)","url":"https://github.com/NanoBunTV/Wii-U-Half-Life/releases/tag/v1.0.1"},{"label":"Current primary README","url":"https://github.com/NanoBunTV/Wii-U-Half-Life/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/NanoBunTV/Wii-U-Half-Life/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":125351,"PowerShell":32301,"CMake":30951,"GLSL":3074},"source_url":"https://api.github.com/repos/NanoBunTV/Wii-U-Half-Life/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"halo-2-original-xbox-matching-decomp","title":"Halo 2 Original Xbox Matching Decompilation","game":"Halo 2","platform":"Original Xbox → Original Xbox executable rebuild","kind":"Decompilation","status":"Work in progress. The latest README snapshot reports 8,860 retail functions matching byte for byte: 8,860/11,321 game functions and 1,205,994/2,784,283 game bytes (43.31%); against the wider 17,219-function scope, 1,205,994/3,739,273 bytes match (32.25%). No runnable port is claimed.","summary":"Research/preservation project for the retail original-Xbox executable; no proprietary game files included.","project_url":"https://github.com/kirklandsig/halo2-decompiled","updated":"2026-10-16","strategy":"Matching C/C++ source reconstruction verified with period-correct XDK compiler and per-function byte comparisons.","language":"C/C++","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching c/c++ source reconstruction verified with period-correct xdk compiler and per-function byte","target_type":"Game","sources":[{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/kirklandsig/halo2-decompiled/blob/70fad3dc341bc6e9489220eb03c7b3c2fa4fa88e/README.md"},{"label":"Latest default-branch commit at check (70fad3d)","url":"https://github.com/kirklandsig/halo2-decompiled/commit/70fad3dc341bc6e9489220eb03c7b3c2fa4fa88e"},{"label":"Current progress notes","url":"https://github.com/kirklandsig/halo2-decompiled/blob/70fad3dc341bc6e9489220eb03c7b3c2fa4fa88e/docs/PROGRESS.md"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/kirklandsig/halo2-decompiled/languages"},{"label":"Maintainer project repository and README","url":"https://github.com/kirklandsig/halo2-decompiled"},{"label":"GitHub repository metadata: latest push date","url":"https://api.github.com/repos/kirklandsig/halo2-decompiled"},{"label":"Maintainer README status and byte-count denominators","url":"https://github.com/kirklandsig/halo2-decompiled#status"},{"label":"Detailed progress snapshot linked by the README","url":"https://github.com/kirklandsig/halo2-decompiled/blob/main/docs/PROGRESS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13494569,"Python":493441,"C":290671},"source_url":"https://api.github.com/repos/kirklandsig/halo2-decompiled/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 13,494,569 bytes; the manifest breakdown contains all 3 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-3-delta-cache-release-recomp","title":"Halo 3 March 2007 Delta Release-Cache Recompilation","game":"Halo 3 (pre-release delta build 08172.07.03.08.2240; release-cache XEX)","platform":"Xbox 360 2007 delta cache → native recompilation project (host target not clearly stated)","kind":"Recompilation","status":"The maintainer identifies the target as the release-cache executable from a March 2007 delta build and posts dated run screenshots/video. No stable release or retail-game playability is claimed. README links a separate debug-cache repo that returned 404 when checked.","summary":"A public technical recompilation project for an unreleased Halo 3 delta build. Treat it as a prototype target rather than a retail Halo 3 PC port; no game content should be inferred as included.","project_url":"https://github.com/twist84/halo3_cache_release_recomp","updated":"2026-06-22","strategy":"Repository describes a recompiled Xbox 360 `halo3_cache_release.xex`; README does not establish the exact code-generation tool or a retail-game-compatible output","language":"","source_available":"Public project source; the target is a pre-release cache XEX. README does not establish that a playable retail-compatible build is available.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Technical pre-release-build target; distinct from the retail Halo 3 release","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/twist84/halo3_cache_release_recomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/twist84/halo3_cache_release_recomp/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/twist84/halo3_cache_release_recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/twist84/halo3_cache_release_recomp/languages"},{"label":"Maintainer demonstration video linked from README","url":"https://www.youtube.com/watch?v=FAMNq_gqCmI"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":215915,"C":155880,"CMake":3087,"Batchfile":167},"source_url":"https://api.github.com/repos/twist84/halo3_cache_release_recomp/languages","evidence":"GitHub's official Languages API reports C++: 215,915 bytes, C: 155,880 bytes, CMake: 3,087 bytes, Batchfile: 167 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"halo-3-xbox360-native-linux-zerotier-recomp","title":"Halo 3 Xbox 360 Linux Native Recompilation with System Link","game":"Halo 3","platform":"Xbox 360 → Linux x86-64 with Vulkan","kind":"Recompilation","status":"The maintainer documents a native Linux build pipeline and System Link LAN multiplayer, including ZeroTier networks. `--native` renderer is experimental; README gives setup and play instructions but does not document a full campaign completion test.","summary":"A ReXGlue-based static recompilation of the user's Xbox 360 Halo 3 ISO, with a containerized ISO-to-native pipeline, Linux launcher, and runtime changes for System Link discovery over ZeroTier. Game files are not included.","project_url":"https://github.com/summers-aaron/xenon-pc-comp","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation using ReXGlue, with Linux Vulkan host and System Link/ZeroTier networking changes","language":"","source_available":"Public source, build scripts, and patches; requires the user's own Halo 3 disc image. No game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 native Linux port and LAN multiplayer","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/summers-aaron/xenon-pc-comp#readme"},{"label":"System Link and ZeroTier build/play instructions","url":"https://github.com/summers-aaron/xenon-pc-comp/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/summers-aaron/xenon-pc-comp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":362121,"Python":118430,"C":88369,"Shell":23856,"CMake":1658,"Dockerfile":636},"source_url":"https://api.github.com/repos/summers-aaron/xenon-pc-comp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/summers-aaron/xenon-pc-comp reports 362,121 bytes of C++, the largest language total (60.9% of 595,070 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"halo-ce-android","title":"Halo: Combat Evolved Android port","game":"Halo: Combat Evolved","platform":"Original Xbox → Android/Windows/Linux/Web","kind":"Decompilation","status":"The README lists Android release and debug builds generated by GitHub Actions; physical-device coverage is not specified.","summary":"Native port based on the Xbox build 2342 decompilation, with Android builds alongside desktop and web targets. The game data is not distributed by the project.","project_url":"https://github.com/FulGerNet/halo-ce-android","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android build of the Xbox decompilation","target_type":"Game","sources":[{"label":"Android project README and build artifacts","url":"https://github.com/FulGerNet/halo-ce-android"},{"label":"Upstream Halo CE decompilation","url":"https://github.com/bnunu/halo-1"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/FulGerNet/halo-ce-android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18436324,"Python":894023,"Java":147616,"JavaScript":122210,"C++":93274,"Assembly":33501,"Pascal":21509,"Makefile":19359,"CSS":7540,"Shell":7259,"HTML":5863,"DIGITAL Command Language":3784,"Roff":3280,"SAS":1817,"Module Management System":1548,"CMake":961,"Linker Script":731,"Batchfile":58},"source_url":"https://api.github.com/repos/FulGerNet/halo-ce-android/languages","evidence":"GitHub's official Languages API for https://github.com/FulGerNet/halo-ce-android reports 18,436,324 bytes of C, the largest category (93.1% of 19,800,657 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-combat-evolved-anniversary-xbox360-symbol-corpus","title":"Halo: Combat Evolved Anniversary Xbox 360 Prototype Decompilation Corpus","game":"Halo: Combat Evolved Anniversary (Xbox 360 prototype)","platform":"Xbox 360 (symbol-rich HCEA prototype) → research source corpus; not a playable port","kind":"Decompilation","status":"Research/decompilation corpus only; the maintainer says it is not playable and is not a retail-build matching decompilation. It reconstructs information from the symbol-rich June 2011 HCEA prototype; retail binaries are a separate, more optimized target.","summary":"A best-effort source reconstruction and symbol/type corpus for the Xbox 360 HCEA prototype HCEX_Release.xex (HCEA 0.0.83147 / Blam 01.00.01.0563). It is intended for engine and decompilation research; the repository says it contains no game binaries or assets and cannot run Halo.","project_url":"https://github.com/surreptitiousresearch/halocea","updated":"2026-10-16","strategy":"Symbol-assisted source reconstruction from a symbol-rich Xbox 360 prototype; no byte-match or playable build is claimed","language":"","source_available":"Public C/C++ research corpus; README says no game files, assets, or original game source are included and the corpus is not playable.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox 360 prototype source/decompilation research corpus","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/surreptitiousresearch/halocea#readme"},{"label":"README's linked Hidden Palace source-prototype reference","url":"https://hiddenpalace.org/Halo:_Combat_Evolved_Anniversary_(Jun_24,_2011_prototype)"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/surreptitiousresearch/halocea/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":21851403,"C++":6769083},"source_url":"https://api.github.com/repos/surreptitiousresearch/halocea/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/surreptitiousresearch/halocea reports 21,851,403 bytes of C, the largest language total (76.3% of 28,620,486 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"halo-ce-chupathingy-decomp-port","title":"Halo: Combat Evolved Chupathingy Native Port","game":"Halo: Combat Evolved","platform":"Original Xbox → Windows, macOS, Linux/Steam Deck, Android","kind":"Decompilation","status":"v0.7.5d security update (2026-10-16 UTC): private or password-protected multiplayer sessions are no longer listed in the game browser, and an invite listed before the host changes visibility/password stops working. Release also publishes Windows, macOS, Linux, Android, and dedicated-server builds; update before hosting private/password games.","summary":"Supports user-provided game data and current cross-platform play; not the browser build of OpenCE.","project_url":"https://github.com/ChupathingyCE/chupathingyce","updated":"2026-10-16","strategy":"Native port built from the Halo CE decompilation, with platform-specific builds and community networking.","language":"C/C++","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Decompilation-based multi-platform native port","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/ChupathingyCE/chupathingyce"},{"label":"Verified release or build","url":"https://github.com/ChupathingyCE/chupathingyce/releases/tag/v0.7.5c"},{"label":"Current showcase test build (pre-release; not the stable release)","url":"https://github.com/ChupathingyCE/chupathingyce/releases/tag/v0.7.6-showcase-testing"},{"label":"Owner project website","url":"https://chupathingy.org"},{"label":"Project owner releases","url":"https://github.com/ChupathingyCE/chupathingyce/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ChupathingyCE/chupathingyce"},{"label":"Maintainer README and project repository","url":"https://github.com/ChupathingyCE/chupathingyce#readme"},{"label":"Release notes: invite/privacy security fix and build platforms","url":"https://github.com/ChupathingyCE/chupathingyce/releases/tag/v0.7.5d"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19419137,"Python":967415,"Java":124013,"C++":64303,"JavaScript":48771,"Assembly":33501,"Pascal":21509,"Makefile":19359,"HTML":16564,"Shell":9373,"CSS":8779,"DIGITAL Command Language":3784,"Roff":3280,"CMake":2471,"SAS":1817,"Dockerfile":1677,"Module Management System":1548,"Linker Script":731,"Batchfile":58},"source_url":"https://api.github.com/repos/ChupathingyCE/chupathingyce/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 19,419,137 bytes; the manifest breakdown contains all 19 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-ce-anbernic-h700-native-port","title":"Halo: Combat Evolved Native Port for Anbernic H700 Handhelds","game":"Halo: Combat Evolved (Original Xbox build 01.01.14.2342)","platform":"Original Xbox → ARM64 Allwinner H700 handhelds (Anbernic RG35XX H; Knulli)","kind":"Decompilation","status":"The maintainer reports 60 FPS menus and roughly 40–55 FPS in tested campaign levels on the RG35XX H. Release v2026.10.15 is available. The port also documents offline bot matches and online multiplayer; performance work continues.","summary":"OpenCE’s decompiled C game code is compiled natively for ARM64 and adapted to the H700/Mali-G31 device, using Knulli’s SDL2 and OpenGL ES. The README explicitly says there is no emulation and requires the user’s Original Xbox game copy.","project_url":"https://github.com/kirklandsig/halo-ce-anbernic-rg35xx","updated":"2026-10-15","strategy":"Native ARM64 source port of decompiled Halo CE using OpenCE","language":"","source_available":"Public source repository and installable release; user supplies the original Xbox game; no game data is included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"OpenCE decompilation port to H700 ARM64 Linux handhelds","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/kirklandsig/halo-ce-anbernic-rg35xx/blob/main/README.md"},{"label":"Install and supported handheld details","url":"https://github.com/kirklandsig/halo-ce-anbernic-rg35xx/blob/main/docs/INSTALL.md"},{"label":"Release v2026.10.15","url":"https://github.com/kirklandsig/halo-ce-anbernic-rg35xx/releases/tag/v2026.10.15"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/kirklandsig/halo-ce-anbernic-rg35xx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":169842,"Python":70024,"Shell":43448,"Assembly":1428},"source_url":"https://api.github.com/repos/kirklandsig/halo-ce-anbernic-rg35xx/languages","evidence":"GitHub's official Languages API for https://github.com/kirklandsig/halo-ce-anbernic-rg35xx reports 169,842 bytes of C, the largest category (59.6% of 284,742 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-combat-evolved-xbox-incremental-reimplementation","title":"Halo: Combat Evolved Original Xbox Incremental Reimplementation","game":"Halo: Combat Evolved (Original Xbox)","platform":"Original Xbox XBE → Original Xbox / xemu","kind":"Reimplementation","status":"Status is unclear and the evidence conflicts: the README says the main loop and several functions are reimplemented but calls the project a long way from finished; its linked progress report currently shows 0.00% and no functions, and GitHub reports no push since 2023-10-09.","summary":"C functions are incrementally reimplemented, compiled, and patched into the original XBE so selected functions replace the original implementations. The build requires a specific user-owned retail executable and game files; this is source reimplementation, not matching decompilation.","project_url":"https://github.com/halo-re/halo","updated":"2026-10-15","strategy":"Incremental C reimplementation patched into the original Xbox executable","language":"","source_available":"Public C/Python source; user supplies retail game files and executable version 01.10.12.2276; no game assets included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox incremental source reimplementation","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/halo-re/halo/blob/main/README.md"},{"label":"Project progress report","url":"https://blam.info/progress/"},{"label":"GitHub repository metadata and last-push date","url":"https://api.github.com/repos/halo-re/halo"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/halo-re/halo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":82337,"Python":35195,"CMake":4401,"Dockerfile":305},"source_url":"https://api.github.com/repos/halo-re/halo/languages","evidence":"GitHub's official Languages API for https://github.com/halo-re/halo reports 82,337 bytes of C, the largest category (67.4% of 122,238 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-combat-evolved-switch-port","title":"Halo: Combat Evolved Switch Port","game":"Halo: Combat Evolved","platform":"Xbox → Nintendo Switch","kind":"Decompilation","status":"Native Switch build from the original Xbox build 2342; README documents campaign, saves, checkpoints, and cinematics, with some video features skipped.","summary":"Switch port of the Xbox decompilation with D3D8 calls translated to deko3d. Requires user-owned game data.","project_url":"https://github.com/thelinkin3000/halo-ce-universal","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/thelinkin3000/halo-ce-universal"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/thelinkin3000/halo-ce-universal"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20391268,"Python":986667,"Java":148477,"C++":137156,"JavaScript":122210,"Assembly":38556,"GLSL":31413,"Makefile":28344,"Pascal":21509,"CSS":7664,"Shell":7259,"HTML":6226,"DIGITAL Command Language":3784,"Roff":3280,"CMake":2227,"SAS":1817,"Module Management System":1548,"Linker Script":731,"Batchfile":58},"source_url":"https://api.github.com/repos/thelinkin3000/halo-ce-universal/languages","evidence":"GitHub's official Languages API for https://github.com/thelinkin3000/halo-ce-universal reports 20,391,268 bytes of C, the largest category (92.9% of 21,940,194 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-ce-vision-pro-port","title":"Halo: Combat Evolved Vision Pro Port","game":"Halo: Combat Evolved (Xbox original)","platform":"Original Xbox game → Apple Vision Pro / visionOS (Metal)","kind":"Reimplementation","status":"The maintainer describes a native Metal port with 2D and stereo-VR modes. It requires an original Xbox XISO; the README does not establish a public release or full-game completion.","summary":"A decompilation-based native port of Halo: Combat Evolved for Apple Vision Pro, with user-supplied Xbox game data and a Metal rendering path.","project_url":"https://github.com/steverice/visr","updated":"2026-10-15","strategy":"Native Metal port based on decompilation and original Xbox game data","language":"","source_available":"Public source repository; requires the user’s own original Xbox XISO; game files are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox-to-visionOS native port","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/steverice/visr"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/steverice/visr/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19835375,"Python":1118883,"Objective-C":790984,"C++":93274,"Assembly":34199,"CMake":25427,"Pascal":21509,"Makefile":19359,"JavaScript":8368,"Swift":4648,"DIGITAL Command Language":3784,"Roff":3280,"SAS":1817,"Module Management System":1548,"Shell":1082,"Linker Script":697,"Batchfile":58},"source_url":"https://api.github.com/repos/steverice/visr/languages","evidence":"GitHub's official Languages API for https://github.com/steverice/visr reports 19,835,375 bytes of C, the largest category (90.3% of 21,964,292 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-combat-evolved-vita-port","title":"Halo: Combat Evolved Vita Port","game":"Halo: Combat Evolved","platform":"Xbox → PlayStation Vita","kind":"Decompilation","status":"Version 1.1.0 is the maintainer's current release; screenshots and feature documentation are from PS Vita. The game code is compiled for the Vita ARM processor, and the README identifies official repository downloads and the required user-owned Xbox game.","summary":"Native Vita port from the original Xbox decompilation, not an emulator: Xbox game code is compiled for ARM and Direct3D rendering is translated to the Vita GPU. The release adds online, co-op, ad hoc, and bot features; multiplayer needs specified PC files.","project_url":"https://github.com/BirchWoodGod/halo-ce-vita","updated":"2026-10-15","strategy":"Decompilation-based native Vita port with Direct3D-to-Vita-GPU translation","language":"","source_available":"Public source and official VPK releases; requires the user's Xbox copy, with extra PC files for online play. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/BirchWoodGod/halo-ce-vita"},{"label":"Maintainer README: method, current 1.1.0 release, download policy, and data requirements","url":"https://github.com/BirchWoodGod/halo-ce-vita#readme"},{"label":"Maintainer 1.1.0 release","url":"https://github.com/BirchWoodGod/halo-ce-vita/releases/tag/1.1.0"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/BirchWoodGod/halo-ce-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":25359049,"Python":4188877,"Shell":624102,"C++":566775,"Assembly":43381,"Java":42872,"Pascal":21509,"Makefile":20016,"Pawn":5145,"DIGITAL Command Language":3784,"Roff":3280,"SAS":1817,"Module Management System":1548,"Linker Script":731,"Batchfile":263},"source_url":"https://api.github.com/repos/BirchWoodGod/halo-ce-vita/languages","evidence":"GitHub's official Languages API for https://github.com/BirchWoodGod/halo-ce-vita reports 25,359,049 bytes of C, the largest category (82.1% of 30,883,149 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-64-n64-reimplementation","title":"Halo: Combat Evolved — Nintendo 64 Port (Halo 64)","game":"Halo: Combat Evolved","platform":"Original Xbox game data → Nintendo 64 (Expansion Pak) or N64 emulator; Windows ROM builder","kind":"Reimplementation","status":"ROM Builder v0.2.0. Multiplayer cartridge includes all 13 maps, up to four players, bots, and Firefight; the campaign cartridge currently contains only the level Halo, without its cutscenes/scripts or second half. The build requires the user's Xbox game data and about 20–40 minutes for first-time sound conversion.","summary":"A Nintendo 64 adaptation built from the Halo CE Xbox decompilation, with a Windows tool that converts the user's Xbox maps into N64 ROMs. It is a cross-console reimplementation/port, not a recompilation of Xbox machine code; the ROMs contain converted user-owned game data and are not distributed.","project_url":"https://github.com/JackTulli/halo-64","updated":"2026-10-16","strategy":"N64 native reimplementation/port built from the Halo CE decompilation, with converted assets supplied by the player","language":"","source_available":"Public CC0 source and Windows ROM Builder v0.2.0; requires the user's original Xbox Halo game. Project-generated ROMs contain converted game data and are not distributed by the release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox-to-Nintendo 64 fan port and ROM builder","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/JackTulli/halo-64#readme"},{"label":"Current ROM Builder release and N64 content limits","url":"https://github.com/JackTulli/halo-64/releases/tag/v0.2.0"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/JackTulli/halo-64/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14224109,"Python":505398,"C++":64303,"Assembly":33501,"Pascal":21509,"Makefile":19359,"Shell":12755,"DIGITAL Command Language":3784,"Roff":3280,"SAS":1817,"Module Management System":1548,"Batchfile":58},"source_url":"https://api.github.com/repos/JackTulli/halo-64/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/JackTulli/halo-64 reports 14,224,109 bytes of C, the largest language total (95.5% of 14,891,421 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"halo-reach-xbox360-native-linux-recomp","title":"Halo: Reach Xbox 360 Native Recompilation (RecompiledHaloReach)","game":"Halo: Reach","platform":"Xbox 360 → Linux x86-64 native; Windows x64 cross-build tested only through Proton","kind":"Recompilation","status":"Work in progress and playable on Linux according to the maintainer. README reports campaign, Firefight, Forge, Theater, custom games, offline progression features, and self-hosted Reach Live online services; Windows is cross-compiled and only tried under Proton. No campaign-completion or broad-hardware claim is made.","summary":"A ReXGlue static recompilation of the Xbox 360 Halo: Reach executable and required audio modules into native PC code, with a Linux runtime and self-hostable replacement services for Xbox Live/Bungie features. The repository contains no game code or data; users provide their own copy.","project_url":"https://github.com/Dyotson/RecompiledHaloReach","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation to native Linux with a self-hosted replacement for online services","language":"","source_available":"Public MIT source and project documentation; requires the user's own game copy. README says game code and assets are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 native Linux port with Windows-via-Proton testing","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/Dyotson/RecompiledHaloReach#readme"},{"label":"Current modes, online-service replacement, and Windows test caveat","url":"https://github.com/Dyotson/RecompiledHaloReach/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/Dyotson/RecompiledHaloReach/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":401632,"Python":190471,"Shell":47772,"CMake":17626,"Java":9037,"C":677,"Dockerfile":418},"source_url":"https://api.github.com/repos/Dyotson/RecompiledHaloReach/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Dyotson/RecompiledHaloReach reports 401,632 bytes of C++, the largest language total (60.2% of 667,633 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"projectreach-halo-xbox-ios","title":"HaloPad: Halo Combat Evolved iOS Port","game":"Halo: Combat Evolved (Original Xbox edition)","platform":"Original Xbox → iOS/iPadOS 17.4+ and Apple Silicon macOS 14.4+","kind":"Decompilation","status":"HaloPad 0.3.9 preview; maintainer reports Halo CE Xbox-edition gameplay on a 12.9-inch iPad Pro and local games on iPhone 14. Touch and controller support are documented.","summary":"Apple mobile app for the original Xbox edition of Halo: Combat Evolved, built on OpenCE, the Xbox decompilation port. The project reports real-hardware gameplay on iPad and iPhone and documents touch and controller input; the separate PC Custom Edition mode is outside this record.","project_url":"https://github.com/chrissotraidis/projectreach","updated":"2026-10-15","strategy":"Decompilation-based native port with Apple mobile app and input layer","language":"","source_available":"Public source repository and build instructions; there is no app download. Users supply their own supported Xbox disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"OpenCE/Original Xbox Halo decompilation port","target_type":"Game","sources":[{"label":"Project README: Xbox edition and iOS/iPadOS status","url":"https://github.com/chrissotraidis/projectreach"},{"label":"HaloPad preview releases","url":"https://github.com/chrissotraidis/projectreach/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/projectreach"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/chrissotraidis/projectreach/blob/main/README.md"},{"label":"GitHub Languages API — C: 1,514,022 bytes (46.60% of 3,248,848 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/projectreach/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":1013,"C":1514022,"CMake":4225,"Objective-C":617253,"Objective-C++":9621,"Python":1002007,"Ruby":10631,"Scilab":6801,"Shell":80859,"Wolfram Language":2416},"source_url":"https://api.github.com/repos/chrissotraidis/projectreach/languages","evidence":"C: 1,514,022 bytes (46.60% of 3,248,848 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"handy-atari-lynx","title":"Handy (libretro)","game":"All compatible Atari Lynx software","platform":"Atari Lynx (1989)","kind":"Emulator","status":"Maintained port of a historically important emulator","summary":"Libretro port of K. Wilkins' original Handy emulator, the long-standing open-source Lynx implementation. The port supports Lynx cartridge images and requires the Lynx boot image.","project_url":"https://github.com/libretro/libretro-handy","updated":"2026-04-20","strategy":"Software emulation of Lynx hardware through the Handy core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari Lynx emulator core for Libretro","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/libretro/libretro-handy"},{"label":"Libretro system documentation and authorship/license","url":"https://docs.libretro.com/library/handy/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/libretro/libretro-handy"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":655815,"C++":441208,"Python":75473,"Makefile":25014,"Perl":39},"source_url":"https://api.github.com/repos/libretro/libretro-handy/languages","evidence":"GitHub's official Languages API for https://github.com/libretro/libretro-handy reports 655,815 bytes of C, the largest category (54.8% of 1,197,549 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hang-on-master-system-disassembly","title":"Hang-On Sega Master System Disassembly","game":"Hang-On","platform":"Sega Master System (Europe, 32 KiB)","kind":"Decompilation","status":"The project reconstructs the ROM into Z80 mnemonics plus identified data/assets, builds the image with a two-pass assembler, and compares checksums against a user ROM. README documents 4,559 instructions across 36 code ranges.","summary":"Annotated/reassemblable Z80 disassembly with separately mapped ROM data and checksum verification; not a claim of recovered original high-level source.","project_url":"https://github.com/xrip/hangon","updated":"2026-10-16","strategy":"Annotated/reassemblable Z80 disassembly with separately mapped ROM data and checksum verification; not a claim of recovered original high-level source.","language":"","source_available":"Public source/build script; repository contains reconstructed binary data blocks; verify rights before redistribution.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Master System annotated disassembly and ROM reconstruction","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/xrip/hangon"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":301688,"Python":48463,"Makefile":168},"source_url":"https://api.github.com/repos/xrip/hangon/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hangover-arm64-linux-wine","title":"Hangover","game":"Windows x86/x86-64 applications on ARM64 Linux (multi-title)","platform":"Windows x86-32/x86-64 applications → ARM64 Linux using ARM64 Wine; ARM32 Windows applications can also run on x86-64 Linux","kind":"API Translation","status":"Active; hangover-11.16 was released 2026-08-30. The upstream README lists Debian 11–13 and Ubuntu 20.04–25.10 packages. The project documents app-level x86 translation through FEX and/or Box64; its README does not claim a general game compatibility rate.","summary":"Wine-based Windows compatibility layer for ARM64 Linux. Hangover keeps Wine native on ARM64 and uses per-application emulator DLLs to translate x86/x86-64 instructions with FEX and/or Box64, rather than emulating an entire machine or running an x86 Wine installation. Wine handles Windows APIs; optional graphics components such as DXVK remain separate and require a suitable Vulkan driver.","project_url":"https://github.com/AndreRH/hangover","updated":"2026-10-15","strategy":"Native ARM64 Wine API compatibility plus per-process x86/x86-64 ISA translation through FEX or Box64","language":"","source_available":"Public source repository under LGPL-2.1; submodules and bundled components retain their own licenses","first_found":"2026-10-15","project_started":null,"programming_language":"Dockerfile","subtype":"ARM64 Linux Windows-application compatibility layer","target_type":"Software","sources":[{"label":"Hangover README: supported guest and host architectures, components, packaging, and status","url":"https://github.com/AndreRH/hangover"},{"label":"Latest Hangover release 11.16","url":"https://github.com/AndreRH/hangover/releases/tag/hangover-11.16"},{"label":"Hangover build documentation: FEX and Box64 integration","url":"https://github.com/AndreRH/hangover/blob/master/docs/COMPILE.md"},{"label":"GitHub Languages API — Dockerfile: 19,957 bytes (75.56% of 26,413 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/AndreRH/hangover/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Dockerfile","breakdown":{"Dockerfile":19957,"Makefile":6456},"source_url":"https://api.github.com/repos/AndreRH/hangover/languages","evidence":"Dockerfile: 19,957 bytes (75.56% of 26,413 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"haou-taikei-ryuu-knight-sfc-en","title":"Haou Taikei Ryuu Knight: Lord of Paladin English Translation","game":"Haou Taikei Ryuu Knight: Lord of Paladin","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Complete v1.0 English patch released 2026-10-11. The maintainer describes the full script, menus and item descriptions as translated and provides a guide.","summary":"English patch for the Japan-only Super Famicom action RPG. The maintainer says the full story, menu system and item descriptions are translated and the patch adds a bold font.","project_url":"https://gametranslate.us/translations/haou-taikei-ryuu-knight-english-patch/","updated":"2026-10-11","strategy":"Fan translation patch","language":"English","source_available":"The maintainer site offers the translation patch; the player supplies the matching Japanese SFC game image. The project’s browser patcher applies a patch to a local user ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Game Translate maintainer entry: v1.0, full coverage, platform and patch download","url":"https://gametranslate.us/translations/haou-taikei-ryuu-knight-english-patch/"},{"label":"Current maintainer patch catalog lists the v1.0 BPS build","url":"https://gametranslate.us/playground/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/translations/haou-taikei-ryuu-knight-english-patch/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"hard-corps-uprising-xbox360-recomp","title":"Hard Corps: Uprising Xbox 360 Recompilation","game":"Hard Corps: Uprising","platform":"Xbox 360/XBLA → Windows; experimental Linux/Steam Deck","kind":"Recompilation","status":"v0.5.3 release (2026-10-15 UTC/EDT); Windows native build is available, while Linux/Steam Deck builds are experimental with limited testing.","summary":"Requires user’s own XBLA package with title ID 58410A18, content type 000D0000, game version 0.0.0.3.","project_url":"https://github.com/saulob/hard-corps-uprising-recompiled","updated":"2026-10-15","strategy":"Xbox 360 static recompilation via ReXGlue; native GPU/runtime improvements and launcher.","language":"C++","source_available":"Public source repository (GPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation via rexglue","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/saulob/hard-corps-uprising-recompiled"},{"label":"Verified release or build","url":"https://github.com/saulob/hard-corps-uprising-recompiled/releases/tag/v0.5.3"},{"label":"Project owner releases","url":"https://github.com/saulob/hard-corps-uprising-recompiled/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/saulob/hard-corps-uprising-recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":476469,"PowerShell":46422,"Shell":36446,"Python":32733,"CMake":14937},"source_url":"https://api.github.com/repos/saulob/hard-corps-uprising-recompiled/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 476,469 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hardrpg-rpgmaker-ps-vita-runtime","title":"HardRPG / mkxp-z Vita Runtime","game":"RPG Maker XP, VX, VX Ace, 2000 and 2003 games (multi-title runtime)","platform":"Windows RPG Maker game folders → native PlayStation Vita homebrew runtime","kind":"Reimplementation","status":"The maintainer’s v0.3.0-alpha release supports XP, VX, VX Ace, 2000 and 2003 games through the listed runtime components. The README labels the project alpha and links a per-title compatibility guide; support varies by game and plugin.","summary":"HardRPG is a PS Vita launcher and native RPG Maker runtime, combining a Vita port of mkxp-z with EasyRPG Player. Users supply their own game folders and any required RTP files.","project_url":"https://github.com/Asukate/mkxp-z-vita","updated":"2026-10-16","strategy":"Vita port of mkxp-z for XP/VX/VX Ace with EasyRPG Player for RPG Maker 2000/2003 and a native game launcher","language":"","source_available":"Public GPL-2.0 source and v0.3.0-alpha VPK; the README says game content is not included and users must provide their own game folders and official RTP files when required.","first_found":"2026-10-16","project_started":"2026-10-01","programming_language":"C++","subtype":"Multi-title game-engine/runtime port","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/Asukate/mkxp-z-vita"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/Asukate/mkxp-z-vita#readme"},{"label":"Official GitHub repository metadata (created 2026-10-01, last pushed 2026-10-14)","url":"https://api.github.com/repos/Asukate/mkxp-z-vita"},{"label":"Maintainer per-game compatibility list","url":"https://github.com/Asukate/mkxp-z-vita/blob/main/docs/COMPATIBILITY.md"},{"label":"Official v0.3.0-alpha release","url":"https://github.com/Asukate/mkxp-z-vita/releases/tag/v0.3.0-alpha"},{"label":"Current primary README","url":"https://github.com/Asukate/mkxp-z-vita/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Asukate/mkxp-z-vita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2448451,"Python":201440,"C":179128,"Ruby":133488,"Shell":54873,"GLSL":37707,"Meson":17587,"CMake":1022,"Dockerfile":235},"source_url":"https://api.github.com/repos/Asukate/mkxp-z-vita/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"harkinianpad-oot-ios","title":"HarkinianPad: Ocarina of Time for iOS","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → iOS/iPadOS","kind":"Decompilation","status":"Latest recipe release v0.2.1. Earlier development builds were exercised on a physical iPad Pro, including ROM import, archive loading, touch gameplay, saves, settings, and audio. Preview 6 mod-pack changes have Simulator startup checks only; physical-device gameplay for that preview is unverified. No App Store or TestFlight release is announced.","summary":"Packages the Ship of Harkinian source port as a native iOS/iPadOS app with Metal rendering, touch controls and local ROM import. It is specific to Ocarina of Time and is not a general Nintendo 64 emulator.","project_url":"https://github.com/chrissotraidis/harkinianpad","updated":"2026-10-15","strategy":"Decompilation-based native port using Ship of Harkinian","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"iOS/iPadOS native source-port integration","target_type":"Game","sources":[{"label":"Project README: supported game, native app and build route","url":"https://github.com/chrissotraidis/harkinianpad"},{"label":"Maintainer physical-device evidence and remaining work","url":"https://github.com/chrissotraidis/harkinianpad/blob/main/docs/remaining-work.md"},{"label":"Latest project release v0.2.1","url":"https://github.com/chrissotraidis/harkinianpad/releases/tag/v0.2.1"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/harkinianpad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":40518,"Shell":19355,"C++":9816},"source_url":"https://api.github.com/repos/chrissotraidis/harkinianpad/languages","evidence":"The github.com repository languages endpoint reports Python as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"harry-potter-chamber-secrets-gamecube-pc-recomp","title":"Harry Potter and the Chamber of Secrets — GameCube Recompilation","game":"Harry Potter and the Chamber of Secrets","platform":"GameCube North America GHSE69 → native PC (Vulkan; Windows/Linux builds documented)","kind":"Recompilation","status":"Work in progress; README reports title/menu, levels/gameplay, audio, controller and save/runtime state. Game completion is not claimed. Optional remaster/HD texture support requires user-provided content.","summary":"DolRecomp static PowerPC recompilation with ModernGekko runtime.","project_url":"https://github.com/ant0-blase/HPCOS-GC-RECOMP","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/ant0-blase/HPCOS-GC-RECOMP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":124671273,"C++":587072,"CMake":394654,"GLSL":225651,"Shell":44317,"PowerShell":24675,"Python":4221,"Assembly":3991,"Tcl":2740,"Makefile":618},"source_url":"https://api.github.com/repos/ant0-blase/HPCOS-GC-RECOMP/languages","evidence":"GitHub's official Languages API reports 124,671,273 bytes of C out of 125,959,212 recognized language bytes for https://github.com/ant0-blase/HPCOS-GC-RECOMP; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"harry-potter-prisoner-azkaban-gba-decomp-experiment","title":"Harry Potter and the Prisoner of Azkaban — GBA Decompilation Experiment","game":"Harry Potter and the Prisoner of Azkaban","platform":"Game Boy Advance","kind":"Decompilation","status":"Partial experiment, explicitly not intended as a full decompilation; README says human-reviewed code is concentrated in src/ and include/, while much documentation/tooling is AI-generated.","summary":"Exploratory source reconstruction and reverse engineering; U.S./Japanese ROMs are needed for build workflows. No ROM/art is included.","project_url":"https://github.com/holly-hacker/hp3-gba-decomp","updated":"2026-10-15T21:54:47Z","strategy":"Partial source reconstruction experiment","language":"","source_available":"Public source repository; user provides ROMs for builds; no ROM or raw art included; repository license not identified.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"AI-assisted project; README references third-party newlib and Pucrunch licensing.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/holly-hacker/hp3-gba-decomp#readme"},{"label":"Latest upstream commit","url":"https://github.com/holly-hacker/hp3-gba-decomp/commit/6e0942d23b5cfcc6c7a2bfe554db922ab68a9eb1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2908131,"Assembly":687532,"Python":405646,"Pawn":30290,"C++":21898,"Just":8780,"Pascal":7515,"Nix":5845,"CSS":135,"Linker Script":58},"source_url":"https://api.github.com/repos/holly-hacker/hp3-gba-decomp/languages","evidence":"Official GitHub Languages API byte counts for holly-hacker/hp3-gba-decomp: {\"Assembly\": 687532, \"C\": 2908131, \"C++\": 21898, \"CSS\": 135, \"Just\": 8780, \"Linker Script\": 58, \"Nix\": 5845, \"Pascal\": 7515, \"Pawn\": 30290, \"Python\": 405646}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"harvest-moon-64-android-recomp","title":"Harvest Moon 64 Android Recompilation","game":"Harvest Moon 64","platform":"Nintendo 64 → Android 9+ (arm64-v8a; Vulkan 1.1)","kind":"Recompilation","status":"APK releases are available; the README specifies Android 9/API 28+, arm64-v8a and Vulkan 1.1. It documents touch controls and dual-screen companion UI, but does not name a physical test device.","summary":"Android build of the Harvest Moon 64 static recompilation with an N64 touch overlay and optional second-screen dashboard for dual-display handhelds. It requires the user's NTSC-U ROM; game assets are not distributed.","project_url":"https://github.com/igawa6/HarvestMoon64Recomp","updated":"2026-10-15","strategy":"Static recompilation to native ARM64 with Android application integration","language":"","source_available":"Public GPL-3.0 source repository and Android APK releases; game assets are not included and users must supply an NTSC-U ROM.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android frontend for N64: Recompiled output","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, ROM import and touch/dual-screen UI","url":"https://github.com/igawa6/HarvestMoon64Recomp"},{"label":"Maintainer Android releases","url":"https://github.com/igawa6/HarvestMoon64Recomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/igawa6/HarvestMoon64Recomp"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/igawa6/HarvestMoon64Recomp/blob/main/README.md"},{"label":"GitHub Languages API — C++: 1,308,535 bytes (69.08% of 1,894,205 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/igawa6/HarvestMoon64Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C":191010,"C++":1308535,"CMake":17046,"Java":302987,"Linker Script":4129,"Makefile":1321,"Python":45317,"Shell":23860},"source_url":"https://api.github.com/repos/igawa6/HarvestMoon64Recomp/languages","evidence":"C++: 1,308,535 bytes (69.08% of 1,894,205 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"harvest-moon-64-pc-recomp","title":"Harvest Moon 64 Recompiled","game":"Harvest Moon 64","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"v1.2.2 release; the project lists desktop and Steam Deck support, without a quantified completion claim.","summary":"Title-specific N64 static recompilation for native desktop play.","project_url":"https://github.com/HarvestMoon64Recomp/HarvestMoon64Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/HarvestMoon64Recomp/HarvestMoon64Recomp#readme"},{"label":"Latest project release (v1.2.2)","url":"https://github.com/HarvestMoon64Recomp/HarvestMoon64Recomp/releases/tag/v1.2.2"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/HarvestMoon64Recomp/HarvestMoon64Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/HarvestMoon64Recomp/HarvestMoon64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":150070,"C":118304,"CMake":13925,"Linker Script":3671,"Makefile":1321},"source_url":"https://api.github.com/repos/HarvestMoon64Recomp/HarvestMoon64Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"harvest-moon-ds-nds-decomp","title":"Harvest Moon DS (Nintendo DS USA) Decompilation","game":"Harvest Moon DS (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code ABCE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2520/5134 functions matched (8.71% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Harvest Moon DS (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/harvest-moon-ds-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/harvest-moon-ds-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/harvest-moon-ds-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1124673,"Python":326135},"source_url":"https://api.github.com/repos/liolu/harvest-moon-ds-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"harvest-moon-awl-gc-decomp","title":"Harvest Moon: A Wonderful Life GameCube Decompilation","game":"Harvest Moon: A Wonderful Life","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README says the U.S. main.dol and two RELs can be shifted, while the rebuilt RELs do not yet fully match the original.","summary":"GameCube DOL/REL source reconstruction for the U.S. version; the repository documents build hashes and identifies which modules are currently shiftable.","project_url":"https://github.com/ChrisNonyminus/hmawl","updated":"2026-10-15","strategy":"DOL/REL disassembly and source reconstruction","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"U.S. version; main.dol and REL targets","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/ChrisNonyminus/hmawl#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/ChrisNonyminus/hmawl"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":44467568,"C":78652,"Python":50738,"Makefile":7549,"C++":4923,"Shell":3803},"source_url":"https://api.github.com/repos/ChrisNonyminus/hmawl/languages","evidence":"GitHub's official Languages API for https://github.com/ChrisNonyminus/hmawl reports 44,467,568 bytes of Assembly, the largest category (99.7% of 44,613,233 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"harvest-moon-back-to-nature-ps1-ptbr","title":"Harvest Moon: Back to Nature Brazilian Portuguese Translation","game":"Harvest Moon: Back to Nature","platform":"PlayStation (USA / NTSC-U, SLUS-01115)","kind":"Fan Localization","status":"Active work in progress; latest maintainer commit checked 2026-10-15. README reports 5,873 of 6,011 dialogue texts translated, 10 shop strings pending among 387 fixed executable strings, and all 16 minigame texts translated. Text graphics, full-game testing, and release remain pending; no patch has been released.","summary":"English → Brazilian Portuguese translation in progress for the US PlayStation release. The public repository contains Python extraction/build tooling, translation data, tests, and format documentation; the author says the original game data is not distributed and the patch has not yet been released.","project_url":"https://github.com/GabriPires/traducao-hm-btn-ptbr","updated":"2026-10-16","strategy":"Custom extraction and disc-rebuild tooling; patch release pending","language":"Brazilian Portuguese","source_available":"Public Python tools, translation data, documentation, and tests; no patch release yet; user must supply the exact compatible US game image.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PS1 fan localization project (WIP)","target_type":"Game","sources":[{"label":"Maintainer README: English source, supported US disc, translation counts, no-release status","url":"https://github.com/GabriPires/traducao-hm-btn-ptbr/blob/main/README.md"},{"label":"Latest maintainer commit: translation progress recorded 2026-10-15","url":"https://github.com/GabriPires/traducao-hm-btn-ptbr/commit/d2b0d3a430c7787313c16ba3e9aacd771e58e0b7"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/GabriPires/traducao-hm-btn-ptbr/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":88308},"source_url":"https://api.github.com/repos/GabriPires/traducao-hm-btn-ptbr/languages","evidence":"Exact API byte map contains Python: 88308 bytes. Python is the only detected programming-language category. Translation direction is English → Brazilian Portuguese and does not establish the code-language result.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"harvest-massive-encounter-pc-matching-decomp","title":"Harvest: Massive Encounter PC Matching Decompilation","game":"Harvest: Massive Encounter","platform":"PC Linux x86-64 final patch 1.18 (GCC 4.4.3 build)","kind":"Decompilation","status":"Active matching-decompilation and port repository. Maintainer targets the final 1.18 Linux amd64 executable and documents function-by-function matching using the original GCC 4.4.3. The committed initial matching snapshot reports 35 unique exact functions and 995/1,998,094 executable bytes (0.04980%); its documentation cautions that CI validates recorded evidence consistency but does not recompile against the proprietary original. Repository last pushed 2026-10-15.","summary":"Matching source reconstruction of the final PC patch 1.18 alongside a separate modern source port. The target is the Linux amd64 executable; the published exact-match snapshot is early (35 functions, 995 bytes), so the port must not be mistaken for decompilation completion.","project_url":"https://github.com/banteg/harvest","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; original game data not included","first_found":"2026-10-16","project_started":"2026-09-28","programming_language":"C++","subtype":"Linux x86-64 final-patch matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/banteg/harvest"},{"label":"Maintainer progress methodology and initial matching snapshot","url":"https://github.com/banteg/harvest/blob/master/docs/progress.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/banteg/harvest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3408771,"Python":324530,"Shell":29431,"Zig":28528,"GLSL":19156,"HTML":17265,"Just":7474,"Dockerfile":5066,"C":3572,"JavaScript":1462},"source_url":"https://api.github.com/repos/banteg/harvest/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 3,408,771 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hatari","title":"Hatari","game":"Atari ST, STE, TT, and Falcon computers","platform":"Linux, BSD, macOS, Windows, and other SDL-supported hosts","kind":"Emulator","status":"Maintained; Hatari 2.6.0 was released 2025-06-22. The upstream repository continued through 2026-10-13 with new EmuTOS compatibility notes; TT/Falcon support remains experimental.","summary":"An emulator for the Atari ST family, supporting the ST/STE/TT/Falcon range and their software, including the large Atari ST games catalog.","project_url":"https://www.hatari-emu.org/","updated":"2026-10-16","strategy":"System-level Atari hardware emulation, including the ST-family CPU, video, sound, and peripherals.","language":"","source_available":"Project page","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari ST/STE/TT/Falcon computer emulator","target_type":"Software","sources":[{"label":"Official project page; TT/Falcon support note","url":"https://www.hatari-emu.org/"},{"label":"Official Hatari downloads and release information","url":"https://www.hatari-emu.org/download.html"},{"label":"Official development repository","url":"https://framagit.org/hatari/hatari"},{"label":"Upstream Framagit commit (2026-10-13 UTC)","url":"https://framagit.org/hatari/hatari/-/commit/32cf7d1a8267b87bbb19b173945d632d3ab4934e"},{"label":"Framagit project metadata API","url":"https://framagit.org/api/v4/projects/112159"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":54.07,"C++":41.21,"Python":2.36,"Objective-C":0.63,"Shell":0.54},"source_url":"https://framagit.org/api/v4/projects/hatari%2Fhatari/languages","evidence":"The official GitLab Languages API returned percentage shares: C 54.07%, C++ 41.21%, Python 2.36%, Objective-C 0.63%, Shell 0.54%. These shares identify C as predominant; the API does not provide byte totals.","verified_at":"2026-10-15","reason_unknown":"The official GitLab Languages API reports percentage shares rather than source-byte totals, so a byte breakdown is unavailable."}},{"id":"haunted-house-atari-2600-disassembly","title":"Haunted House (Atari 2600) Commented Disassembly","game":"Haunted House","platform":"Atari 2600 VCS","kind":"Decompilation","status":"Work in progress; commented assembly is in haunted.asm and the repository documents a DASM build.","summary":"A work-in-progress commented 6502 disassembly of the Atari 2600 game, with a Makefile for rebuilding a playable ROM.","project_url":"https://github.com/brandonrobertz/haunted_house_disassembly","updated":"2026-10-15","strategy":"Commented 6502 assembly reconstruction with DASM build","language":"","source_available":"Public assembly source and build instructions; original game data is not separately documented as included.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Atari 2600 disassembly","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/brandonrobertz/haunted_house_disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":72595,"Makefile":49},"source_url":"https://api.github.com/repos/brandonrobertz/haunted_house_disassembly/languages","evidence":"GitHub's official Languages API for https://github.com/brandonrobertz/haunted_house_disassembly reports 72,595 bytes of Assembly, the largest category (99.9% of 72,644 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"haunting-ground-ps2-openhuey","title":"Haunting Ground Decompilation and Native PC Port (OpenHuey)","game":"Haunting Ground","platform":"PlayStation 2 → PC","kind":"Decompilation","status":"The README reports a working title, rooms, cutscenes, gameplay, saving/loading, and endings. About 20 story-script commands and the Hewie-play mode remain unfinished.","summary":"The project functionally decompiles Haunting Ground's PS2 code to C and runs it natively on PC with a PC renderer. An actor-oriented Forth rewrite is also under development. The build requires the US executable SLUS_210.75 and user-supplied game data; neither is included.","project_url":"https://github.com/ArnautDaniel/OpenHuey","updated":"2026-10-15","strategy":"Functional decompilation with a native PC runtime","language":"","source_available":"Public source repository; original executable and game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 decompilation-based native PC port","target_type":"Game","sources":[{"label":"OpenHuey README: method, supported game build, and current status","url":"https://github.com/ArnautDaniel/OpenHuey#readme"},{"label":"Decompilation build and workflow guide","url":"https://github.com/ArnautDaniel/OpenHuey/blob/main/docs/decomp.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7447798,"Forth":3952648,"Python":428436,"C++":26052,"Shell":17338,"CMake":10493,"BitBake":2626,"Linker Script":1142},"source_url":"https://api.github.com/repos/ArnautDaniel/OpenHuey/languages","evidence":"GitHub's official Languages API for https://github.com/ArnautDaniel/OpenHuey reports 7,447,798 bytes of C, the largest category (62.7% of 11,886,533 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"haze-ps3-windows-recomp","title":"Haze PS3 Windows Static Recompilation","game":"Haze (PS3 USA BLUS30094, disc 01.02 / application 01.00)","platform":"PlayStation 3 (BLUS30094) → Windows x64","kind":"Recompilation","status":"The README reports tested menus, opening-scene gameplay, audio output, checkpoint saves and native PAMF movies with synchronized audio/video. Experimental invite-code co-op passed two-instance local gameplay and rejoin tests; separate-machine and home-router validation is pending. Performance, rendering and campaign compatibility remain in development; a full campaign is not validated.","summary":"A Windows port of the USA PS3 release built on ps3recomp. The project translates game and firmware code and supplies an installer/launcher; users provide their own exact, decrypted disc image and PS3 firmware. No game data is included in the repository or releases.","project_url":"https://github.com/zdiemer/haze-recomp","updated":"2026-10-16","strategy":"Static PPU/SPU and firmware-code translation with a Windows runtime","language":"","source_available":"Public source and Windows release installer; requires the user’s own tested BLUS30094 disc image and PS3 firmware. Game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific PS3 native port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/zdiemer/haze-recomp"},{"label":"Maintainer README: exact image, features and campaign caveats","url":"https://github.com/zdiemer/haze-recomp#readme"}],"media":[{"kind":"image","label":"Haze Recomp installer: select ISO and install folder","url":"https://raw.githubusercontent.com/zdiemer/haze-recomp/main/docs/images/installer.png","preview_url":"https://raw.githubusercontent.com/zdiemer/haze-recomp/main/docs/images/installer.png","source_url":"https://github.com/zdiemer/haze-recomp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Haze Recomp installer: completion screen with Play Haze","url":"https://raw.githubusercontent.com/zdiemer/haze-recomp/main/docs/images/installer-complete.png","preview_url":"https://raw.githubusercontent.com/zdiemer/haze-recomp/main/docs/images/installer-complete.png","source_url":"https://github.com/zdiemer/haze-recomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1015681,"Python":919128,"PowerShell":136507,"C":131828,"CMake":63095,"JavaScript":17123,"C#":12774,"HTML":2297,"Shell":1056,"Batchfile":116},"source_url":"https://api.github.com/repos/zdiemer/haze-recomp/languages","evidence":"GitHub’s official Languages API reports C++: 1,015,681 bytes, Python: 919,128 bytes, PowerShell: 136,507 bytes, C: 131,828 bytes, CMake: 63,095 bytes, JavaScript: 17,123 bytes, C#: 12,774 bytes, HTML: 2,297 bytes, Shell: 1,056 bytes, Batchfile: 116 bytes. C++ is the largest repository-wide total; the map also includes substantial Python and PowerShell build/launcher tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hbmame","title":"HBMAME","game":"Arcade homebrew games, hacks, and modified sets","platform":"Arcade hardware and arcade emulators supported by the MAME-derived codebase","kind":"Emulator","status":"Active; the maintainer's change log includes 2026 additions, and the repository was updated on 2026-10-15.","summary":"MAME-derived emulator focused on preserving homebrew arcade games and selected hacks or modified game sets.","project_url":"https://github.com/Robbbert/hbmame","updated":"2026-10-15","strategy":"MAME-based software emulation with separate drivers and sets for arcade homebrew and hacks.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Arcade","target_type":"Software","sources":[{"label":"Maintainer repository and README describing preservation scope","url":"https://github.com/Robbbert/hbmame"},{"label":"Maintainer change log with 2026 additions","url":"https://github.com/Robbbert/hbmame/blob/master/docs/release/docs/hbnew.txt"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Robbbert/hbmame"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":333373121,"C":2178686,"Lua":1921399,"Python":737015,"Scala":609797,"HTML":419350,"GLSL":353949,"Java":227429,"Objective-C++":194619,"HLSL":75655,"Makefile":74587,"JavaScript":54590,"Shell":21797,"Objective-C":20763,"Roff":11037,"XSLT":6860,"Batchfile":5902,"SuperCollider":1920,"Assembly":1818,"CSS":697},"source_url":"https://api.github.com/repos/Robbbert/hbmame/languages","evidence":"GitHub's official Languages API for https://github.com/Robbbert/hbmame reports 333,373,121 bytes of C++, the largest category (98.0% of 340,290,991 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hc-hypercard-native-reimplementation","title":"HC (HyperCard-compatible macOS reimplementation)","game":"Apple HyperCard behavior and original binary stack format (1987–1998; behavior comparison includes HyperCard 2.4.1)","platform":"Original HyperCard stacks and HyperTalk scripts → native universal macOS app (macOS 10.13+, x86-64 and arm64); the C99 kernel and interpreter test harnesses also run on Linux","kind":"Reimplementation","status":"The maintainer's latest GitHub release is 0.8.3 (2026-10-13). The README says HC opens original HyperCard stacks without conversion and accepts 99.7% of scripts in a corpus of real stacks, including two Apple stacks. Release notes document known differences and unsupported features; this is partial compatibility, not a full HyperCard-equivalence claim.","summary":"A native macOS reconstruction of HyperCard's stack authoring and execution environment. Its C99 kernel and HyperTalk interpreter read original binary stacks and run their scripts; the Cocoa application adds color features beyond classic HyperCard. The project does not claim recovery of Apple's source or an explicit clean-room process.","project_url":"https://github.com/cleobuline/hc","updated":"2026-10-16","strategy":"Independent C99 implementation of HyperCard stack and HyperTalk behavior with a native macOS application front end","language":"","source_available":"Public MIT-licensed source. The repository credits Patricia Benedetto and Claude (Anthropic); its demo pinball stack ships with the app.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Classic Macintosh application reconstruction / HyperCard stack environment","target_type":"Software","sources":[{"label":"Maintainer README: target stack formats, script compatibility measurement, platforms, build method, and license","url":"https://github.com/cleobuline/hc/blob/main/README.en.md"},{"label":"Latest maintainer release, HC 0.8.3 (2026-10-13), with current known differences and unsupported behavior","url":"https://github.com/cleobuline/hc/releases/tag/HC-0.8.3"},{"label":"MIT license and author attribution","url":"https://github.com/cleobuline/hc/blob/main/LICENSE"},{"label":"Official GitHub language byte totals retrieved 2026-10-16","url":"https://api.github.com/repos/cleobuline/hc/languages"},{"label":"Current primary README","url":"https://github.com/cleobuline/hc/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/cleobuline/hc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3107033,"Objective-C":1144782,"Shell":38990,"Python":12885,"Makefile":7196},"source_url":"https://api.github.com/repos/cleobuline/hc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-rupertavery-et3400","title":"Heathkit ET-3400 Microprocessor Trainer Emulator (C++)","game":"Heathkit ET-3400 microprocessor training computer","platform":"Windows and Linux desktop; the maintainer says macOS may work but is untested. CMake/Qt build requirements are documented.","kind":"Emulator","status":"Public BSD-3-Clause C++ source; the latest commit feed is 2026-10-01 and no GitHub release is listed. This is the maintainer’s C++ port of a separate C# implementation, intended to improve performance and speed accuracy and to provide Windows/Linux portability. It emulates the 6800 at 471 kHz, 512 B RAM, a built-in 1 KB monitor ROM, keypad, LED/DIP I/O, interrupts, and an integrated debugger. The included monitor ROM is sufficient to start; users can load a replacement 1 KB ROM, and no additional firmware or BIOS is required.","summary":"Desktop emulator for the Heathkit ET-3400 educational 6800 trainer, including its keypad, six seven-segment displays, monitor ROM, memory, interrupt inputs, LED/DIP I/O and a hardware-level debugger. It can load and save Motorola S-record and Intel HEX programs.","project_url":"https://github.com/RupertAvery/et3400","updated":"2026-10-16","strategy":"Cross-platform software emulation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Microprocessor trainer emulator","target_type":"Software","sources":[{"label":"Primary README: system devices, host support, ROM behavior and C++ port history","url":"https://github.com/RupertAvery/et3400/blob/master/README.md"},{"label":"Project BSD-3-Clause license","url":"https://github.com/RupertAvery/et3400/blob/master/LICENSE"},{"label":"GitHub commit activity feed","url":"https://github.com/RupertAvery/et3400/commits/master.atom"},{"label":"Maintainer’s earlier C# implementation (related project, not included as a separate candidate)","url":"https://github.com/RupertAvery/ET-3400-emu"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/RupertAvery/et3400/languages"}],"media":[{"kind":"image","label":"ET-3400 emulator main screen","url":"https://github.com/user-attachments/assets/acf8accc-402a-432c-8053-54c7b466c3fe","preview_url":"https://github.com/user-attachments/assets/acf8accc-402a-432c-8053-54c7b466c3fe","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"debugger","url":"https://raw.githubusercontent.com/RupertAvery/et3400/master/documentation/debugger.png","preview_url":"https://raw.githubusercontent.com/RupertAvery/et3400/master/documentation/debugger.png","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Disassembly breakpoint indicator","url":"https://github.com/user-attachments/assets/fdbd20bd-87d1-40d7-b7df-72c119d5d4a2","preview_url":"https://github.com/user-attachments/assets/fdbd20bd-87d1-40d7-b7df-72c119d5d4a2","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Breakpoint set in ET-3400 disassembly","url":"https://github.com/user-attachments/assets/9f69236c-5d10-4c56-99d1-7534d80a2c8c","preview_url":"https://github.com/user-attachments/assets/9f69236c-5d10-4c56-99d1-7534d80a2c8c","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"ET-3400 emulator paused at breakpoint","url":"https://github.com/user-attachments/assets/b5fa37c9-e53c-41ac-a976-545754f6ceee","preview_url":"https://github.com/user-attachments/assets/b5fa37c9-e53c-41ac-a976-545754f6ceee","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"et3400 labels","url":"https://raw.githubusercontent.com/RupertAvery/et3400/master/documentation/et3400-labels.png","preview_url":"https://raw.githubusercontent.com/RupertAvery/et3400/master/documentation/et3400-labels.png","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Add a memory label type selection","url":"https://github.com/user-attachments/assets/de78fb0d-3617-4b67-b7f3-144beaa01530","preview_url":"https://github.com/user-attachments/assets/de78fb0d-3617-4b67-b7f3-144beaa01530","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"ET-3400 data label applied to memory","url":"https://github.com/user-attachments/assets/71a626c5-8c9c-4918-bd41-fe08327cfad3","preview_url":"https://github.com/user-attachments/assets/71a626c5-8c9c-4918-bd41-fe08327cfad3","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Editing a labeled ET-3400 memory range","url":"https://github.com/user-attachments/assets/a22ba124-099a-4eb6-b172-2490e59c5c9d","preview_url":"https://github.com/user-attachments/assets/a22ba124-099a-4eb6-b172-2490e59c5c9d","source_url":"https://github.com/RupertAvery/et3400/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":448911,"HTML":42849,"C":28109,"CSS":3559,"CMake":3358,"Batchfile":1379},"source_url":"https://api.github.com/repos/RupertAvery/et3400/languages","evidence":"Exact GitHub Languages API byte map: {\"Batchfile\": 1379, \"C\": 28109, \"C++\": 448911, \"CMake\": 3358, \"CSS\": 3559, \"HTML\": 42849}.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"heaven-burns-red-indonesian-wip","title":"Heaven Burns Red Indonesian Fan Translation (WIP)","game":"Heaven Burns Red","platform":"PC (Windows Steam)","kind":"Fan Localization","status":"Active work in progress; latest repository activity is 2026-10-12. The README states translation and patch development are ongoing; no versioned public patch release was found during this review.","summary":"Indonesian translation project for the Japanese PC version of Heaven Burns Red. The repo describes replacing translated game bundles and lists incomplete coverage, including home UI and skill descriptions. It is included as a tracked active project, not as a currently downloadable release.","project_url":"https://github.com/Echwaz/surga-membara-merah","updated":"2026-10-12","strategy":"Fan translation patch","language":"Indonesian","source_available":"Public source/README and WIP installation notes only; no downloadable release asset or versioned patch was found on 2026-10-16. User would need their own Steam install.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC fan localization (WIP)","target_type":"Game","sources":[{"label":"Maintainer README: Indonesian target, incomplete work status, bundle patch concept and install instructions","url":"https://github.com/Echwaz/surga-membara-merah"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Echwaz/surga-membara-merah/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"heavy-weapon-deluxe-pc-vita-native-port","title":"Heavy Weapon Deluxe PS Vita Native Port","game":"Heavy Weapon Deluxe (Windows PC release)","platform":"Windows PC game data → PlayStation Vita / PlayStation TV","kind":"Reimplementation","status":"The current README documents the campaign’s 19 missions, enemy/boss sets, survival mode, Vita controls, save data, VitaGL rendering and sound effects. It says in-mission music is silent because AtomicTank.mo3 is not yet decoded. The README does not claim a complete campaign playthrough or publish a release milestone.","summary":"A native Vita/PS TV source port of PopCap’s Heavy Weapon Deluxe. It requires the user’s legally owned PC data pack; no game assets are included in the repository.","project_url":"https://github.com/Chillaxhson/heavy-weapon-deluxe-vita","updated":"2026-10-16","strategy":"Native Vita source port with VitaGL/SDL2 rendering, native controls and audio; game assets are loaded from a user-supplied PC copy","language":"","source_available":"Public C/C++ source repository; the README says users provide game data from their PC copy. No project-wide license is stated in GitHub metadata or the README examined.","first_found":"2026-10-16","project_started":"2026-10-02","programming_language":"C++","subtype":"PC-to-Vita native source port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Chillaxhson/heavy-weapon-deluxe-vita"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/Chillaxhson/heavy-weapon-deluxe-vita#readme"},{"label":"Official GitHub repository metadata (created 2026-10-02, last pushed 2026-10-03)","url":"https://api.github.com/repos/Chillaxhson/heavy-weapon-deluxe-vita"},{"label":"Current primary README","url":"https://github.com/Chillaxhson/heavy-weapon-deluxe-vita/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Chillaxhson/heavy-weapon-deluxe-vita/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/Chillaxhson/heavy-weapon-deluxe-vita/releases/tag/v1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":383784,"CMake":3641,"Shell":3297,"Dockerfile":473,"C":360},"source_url":"https://api.github.com/repos/Chillaxhson/heavy-weapon-deluxe-vita/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hell-fighter-nintendo-entertainment-system-portuguese","title":"Hell Fighter Portuguese Translation","game":"Hell Fighter","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Hell Fighter on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/hell-fighter-portuguese-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/index.php/translations/hell-fighter-portuguese-translation-nintendo-entertainment-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/hell-fighter-portuguese-translation-nintendo-entertainment-system","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for Hell Fighter Portuguese Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for Hell Fighter Portuguese Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"helltaker-examtaker-psp-fan-port","title":"Helltaker PSP Fan Port (includes Examtaker bonus chapter)","game":"Helltaker","platform":"Windows/macOS/Linux PC game content → PlayStation Portable homebrew (PSP-1000/2000/3000/Street/Go; compatible custom firmware required)","kind":"Reimplementation","status":"Release 2.1 was published 2026-10-15; the maintainer describes the port as complete and lists all Helltaker chapters, both endings, the Judgement boss, and the full Examtaker bonus chapter as playable. The whole game was playtested on a real PSP-3004 through version 2.0; version 2.1 was tested in PPSSPP, including PSP-1000 memory layout. Music can stutter on slow or damaged storage, and unsigned homebrew firmware is required. A ready-to-install EBOOT and data packs are released. The repository contains the C game/engine source but omits generated game data and its converter, so the released build cannot be reproduced from the repository alone. Last source push: 2026-10-15.","summary":"A complete PSP fan demake of Helltaker, including its Examtaker bonus chapter. The project implements the game in a new C engine for PSP GU graphics and includes gameplay, menus, animations, bosses, saves, and audio. It is a native reimplementation rather than a recompilation of the PC executable; generated game data comes from the PC game content.","project_url":"https://github.com/surelynotvain/helltaker-psp","updated":"2026-10-16","strategy":"Written from scratch in C for PSP homebrew using the shared C Portable Engine. Game logic, animation, rendering, sound, menus, bosses, and save handling are implemented natively; generated game data is a separate input.","language":"","source_available":"Public C game and engine source. The repository omits game assets, converted data, and the converter that generates required data, so the complete build is not reproducible from the repository alone. The repository has no GitHub-detected license; releases provide a ready-to-install EBOOT and packed game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native PSP fan reimplementation/demake with Examtaker bonus chapter","target_type":"Game","sources":[{"label":"Maintainer README: method, complete gameplay claim, firmware and hardware support, known storage limitation, data/source boundaries","url":"https://github.com/surelynotvain/helltaker-psp"},{"label":"Engine README: native C implementation and why the source tree alone cannot build the game","url":"https://github.com/surelynotvain/helltaker-psp/blob/main/engine/README.md"},{"label":"Maintainer release 2.1 and test coverage for version 2.0 versus PPSSPP coverage for 2.1","url":"https://github.com/surelynotvain/helltaker-psp/releases/tag/full-game-2.1"},{"label":"Official PC Steam listing and supported desktop systems","url":"https://store.steampowered.com/app/1289310/Helltaker/"},{"label":"GitHub repository metadata, including no detected license and last push date","url":"https://api.github.com/repos/surelynotvain/helltaker-psp"},{"label":"GitHub Languages API repository-wide byte totals","url":"https://api.github.com/repos/surelynotvain/helltaker-psp/languages"}],"media":[{"kind":"image","label":"Main menu","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/main_menu_2.1.png","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/main_menu_2.1.png","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Helltaker PSP in the XMB of a real PSP-3004","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/real_psp_3004.jpg","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/real_psp_3004.jpg","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Chapter VII","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/chapter_7_2.1.png","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/chapter_7_2.1.png","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Judgement boss fight","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/judgement_boss_2.1.png","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/judgement_boss_2.1.png","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Examtaker lab","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/examtaker_lab_2.1.png","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/examtaker_lab_2.1.png","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"The Arch Mecha Demon defeated","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/examtaker_boss_2.1.png","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/examtaker_boss_2.1.png","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Loremaster","url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/examtaker_dialogue_2.1.png","preview_url":"https://raw.githubusercontent.com/surelynotvain/helltaker-psp/main/screenshots/examtaker_dialogue_2.1.png","source_url":"https://github.com/surelynotvain/helltaker-psp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":304937,"Python":25212},"source_url":"https://api.github.com/repos/surelynotvain/helltaker-psp/languages","evidence":"GitHub Languages API returned 2 language byte totals; C is largest at 304,937 bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hemulator-multisystem","title":"Hemulator","game":"Multiple console, handheld, and CHIP-8 systems","platform":"Windows, macOS, Linux; Rust application","kind":"Emulator","status":"Active; GitHub repository updated 2026-10-13. README calls NES, Game Boy, GBA, CHIP-8, Master System, Game Gear, and SNES functional; several other listed systems remain work in progress.","summary":"A Rust multi-system emulator with implemented cores at differing maturity. The README distinguishes functional cores from work-in-progress systems, so support should be checked per system rather than inferred from the project name.","project_url":"https://github.com/Hexagon/hemulator","updated":"2026-10-16","strategy":"Software emulation; multiple independent console/handheld cores with varied completion status.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Multi-system console/handheld emulator","target_type":"Software","sources":[{"label":"Official repository and system status","url":"https://github.com/Hexagon/hemulator"},{"label":"Official releases","url":"https://github.com/Hexagon/hemulator/releases"},{"label":"MIT license","url":"https://github.com/Hexagon/hemulator/blob/main/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/Hexagon/hemulator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8070738,"Python":101886,"Assembly":99631,"GLSL":12627,"Shell":11887,"PowerShell":9100,"C":1105},"source_url":"https://api.github.com/repos/Hexagon/hemulator/languages","evidence":"GitHub repository language API byte counts; Rust has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hercules-mainframe-emulator","title":"Hercules System/370, ESA/390, and z/Architecture Emulator","game":"IBM System/370, ESA/390, and z/Architecture operating systems and applications","platform":"IBM System/370, ESA/390, and 64-bit z/Architecture mainframes","kind":"Emulator","status":"The production-quality 3.xx Spinhawk branch remains maintained; the latest upstream commit checked was 2026-07-16. The separate Hyperion development repository has substantially older source activity, so this entry points to the 3.xx release stream.","summary":"Hercules is an open-source software implementation of IBM System/370, ESA/390, and 64-bit z/Architecture mainframe systems. It models a mainframe CPU and channel-attached devices so compatible operating systems and software can run on a modern host.","project_url":"https://github.com/rbowler/spinhawk","updated":"2026-07-16","strategy":"Full system emulation of IBM mainframe architectures and emulated I/O devices.","language":"","source_available":"Public C source repository; the official project site identifies the Q Public Licence (QPL).","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Mainframe system emulator","target_type":"Software","sources":[{"label":"Production 3.xx source repository and project description","url":"https://github.com/rbowler/spinhawk"},{"label":"Official Hercules site: architecture, releases, QPL, and source branches","url":"https://www.hercules-390.eu/"},{"label":"Project README","url":"https://github.com/rbowler/spinhawk/blob/master/README.COMMADPT"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9719862,"HTML":731096,"Shell":247541,"M4":207993,"Rich Text Format":48981,"JCL":40189,"Makefile":32200,"Perl":6145,"CSS":2944,"Batchfile":1475},"source_url":"https://api.github.com/repos/rbowler/spinhawk/languages","evidence":"GitHub's official Languages API for https://github.com/rbowler/spinhawk reports 9,719,862 bytes of C, the largest category (88.1% of 11,038,426 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hero-of-sparta-ps-vita-api-port","title":"Hero of Sparta PS Vita Port","game":"Hero of Sparta","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.1.4)","kind":"API Translation","status":"The README reports the game boots through menus and reaches gameplay on real hardware.","summary":"The Vita port runs the original Android native library through a loader and FalsoJNI-style API bridge, with graphics and input adapted to Vita.","project_url":"https://github.com/MetalSyntax/Hero-of-Sparta-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Hero-of-Sparta-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Hero-of-Sparta-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Hero-of-Sparta-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Hero-of-Sparta-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"heroes-of-mana-nds-decomp","title":"Heroes of Mana (Nintendo DS Europe) Decompilation","game":"Heroes of Mana (Nintendo DS Europe)","platform":"Nintendo DS (European build, product code AHEP)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 959/9265 functions matched (4.44% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Heroes of Mana (Nintendo DS Europe), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/heroes-of-mana-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/heroes-of-mana-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/heroes-of-mana-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2724417,"Python":334940},"source_url":"https://api.github.com/repos/liolu/heroes-of-mana-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"heroes2-fheroes2-vita","title":"Heroes of Might and Magic II PlayStation Vita Port (fheroes2)","game":"Heroes of Might and Magic II","platform":"DOS/Windows PC → PlayStation Vita homebrew","kind":"Reimplementation","status":"The upstream fheroes2 1.1.17 release (2026-06-30) includes a PlayStation Vita package; the Vita-specific repository says Vita support was merged upstream. Installation requires the user's original Heroes II data files (HEROES2.AGG and MAPS); Price of Loyalty expansion data is optional, and the README specifies GOG OGG music files. The supported original data edition is not pinned, and no Vita hardware playthrough claim is documented. Suspend/resume support requires either rePatch reDux0 or FdFix.","summary":"PlayStation Vita build of fheroes2, a from-scratch reimplementation of the Heroes II engine. The VPK does not include the original game's data; the source project is GPL-2.0 and says original game rights belong to Ubisoft.","project_url":"https://github.com/Northfear/fheroes2-vita","updated":"2026-10-16","strategy":"Native port of the fheroes2 game-engine reimplementation","language":"","source_available":"The Vita source/playground is public under GPL-2.0; Vita support was merged into upstream fheroes2, where current Vita packages are published. Players supply original Heroes II data (HEROES2.AGG and MAPS); expansion and music files are optional. No original game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita homebrew VPK","target_type":"Game","sources":[{"label":"Vita maintainer README: upstream merge, build and required game data","url":"https://github.com/Northfear/fheroes2-vita/blob/master/README.md"},{"label":"Upstream fheroes2 release containing the Vita package","url":"https://github.com/ihhub/fheroes2/releases/tag/1.1.17"},{"label":"Upstream source and GPL-2.0 license","url":"https://github.com/ihhub/fheroes2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5755441,"CMake":49845,"PowerShell":26161,"Makefile":25466,"Shell":22155,"Java":17503,"Python":15342,"Batchfile":11409,"Inno Setup":8493,"C":7361},"source_url":"https://api.github.com/repos/Northfear/fheroes2-vita/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Northfear/fheroes2-vita reports 5,755,441 bytes of C++, the largest language total (96.9% of 5,939,176 recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"heroes3-complete-windows-exe-decomp","title":"Heroes of Might and Magic III Complete Windows Decompilation","game":"Heroes of Might and Magic III Complete (Windows PC)","platform":"Windows PC HEROES3.EXE; the repository also tracks Complete map and campaign editors and a Classic Mac reference","kind":"Decompilation","status":"Work in progress. The README reports the Windows HEROES3.EXE at 98.93% weighted MAX match, with 4,543/4,785 functions exact over 1,999,585 code bytes; the Complete map editor is also at 95.63% weighted MAX. User-supplied executables are authoritative.","summary":"C++ source reconstruction of the Complete edition built with the original Visual C++ 6.0 SP3 toolchain. The repository separately tracks matching for the main executable, editors, and Mac reference build.","project_url":"https://github.com/sushi-shi/homm3-decomp","updated":"2026-10-16","strategy":"Matching C++ decompilation using VC6 SP3 with byte and relocation comparisons.","language":"","source_available":"Public source repository and toolchain instructions; original executables are user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/sushi-shi/homm3-decomp#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/sushi-shi/homm3-decomp/commit/56d6b987b5cc8d51344966608b571f41ba4eb78a"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/sushi-shi/homm3-decomp/languages"},{"label":"Current primary README","url":"https://github.com/sushi-shi/homm3-decomp/blob/decomp-complete-4.0/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/sushi-shi/homm3-decomp"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/sushi-shi/homm3-decomp/releases/tag/toolchain-vc6-sp3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12587101,"Python":5514181,"Rust":1566412,"C":234866,"Nix":10217,"Shell":2871},"source_url":"https://api.github.com/repos/sushi-shi/homm3-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"heroes-might-magic-iii-vcmi-it","title":"Heroes of Might and Magic III Italian Translation Mod (VCMI)","game":"Heroes of Might and Magic III Complete Edition","platform":"PC (VCMI)","kind":"Fan Localization","status":"Available as VCMI mod; completeness not independently verified","summary":"An Italian language mod for VCMI that targets Heroes of Might and Magic III Complete Edition and is installed through the VCMI mod workflow.","project_url":"https://github.com/vcmi-mods/italian-translation","updated":"2026-10-11","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"VCMI mod repository","url":"https://github.com/vcmi-mods/italian-translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/vcmi-mods/italian-translation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/vcmi-mods/italian-translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"wiixen-hexen-wii-port","title":"Hexen: Beyond Heretic Wii Port (Wiixen)","game":"Hexen: Beyond Heretic (PC/Chocolate Hexen 3.1.1; exact WAD edition unspecified)","platform":"PC / Chocolate Hexen 3.1.1 → Nintendo Wii","kind":"Reimplementation","status":"Released as Wiixen v0.2 on 2026-08-19. The maintainer documents a Wii homebrew build/install path and says Wii-specific video, input, audio and startup fixes were identified by on-hardware bisection. It requires the user’s own commercial hexen.wad; the repository distributes no game data.","summary":"A GPLv2 Nintendo Wii port of Chocolate Hexen with Wii Remote IR aiming and Nunchuk movement. Gameplay is intended to remain faithful to vanilla Hexen; the port adds the Wii platform layer, controls and hardware-specific fixes.","project_url":"https://github.com/GeorgeCottrell/Wiixen","updated":"2026-10-16","strategy":"Native Wii source port based on the Chocolate Doom/Hexen codebase, with a Wii-specific platform layer and controller mapping. Requires a user-supplied Hexen WAD.","language":"","source_available":"GPL-2.0 source; the maintainer says source for each released binary is published. Commercial Hexen game data is not included and must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Wii native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: Wii port, hardware-specific implementation and installation","url":"https://github.com/GeorgeCottrell/Wiixen#readme"},{"label":"Maintainer release v0.2 (2026-08-19)","url":"https://github.com/GeorgeCottrell/Wiixen/releases/tag/v0.2"},{"label":"GPL-2.0 licence","url":"https://github.com/GeorgeCottrell/Wiixen/blob/main/COPYING"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/GeorgeCottrell/Wiixen/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9473944,"CMake":51820,"Makefile":37050,"Objective-C":34411,"Python":11135,"M4":9334,"Shell":3171,"AppleScript":2108,"Dockerfile":1344,"HTML":746},"source_url":"https://api.github.com/repos/GeorgeCottrell/Wiixen/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 9,473,944 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hey-you-pikachu-n64-matching-decomp","title":"Hey You, Pikachu! N64 Decompilation","game":"Hey You, Pikachu!","platform":"Nintendo 64 (USA)","kind":"Decompilation","status":"Work in progress; the maintainer tested a laptop build, and the build system verifies the output ROM SHA-1 against the user-supplied original.","summary":"A C and assembly decompilation of the USA N64 game. The repository contains no game assets or ROM.","project_url":"https://github.com/ornata/hey-you-pikachu-decomp","updated":"2026-10-16","strategy":"N64 MIPS decompilation with ROM checksum verification","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"N64 decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/ornata/hey-you-pikachu-decomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/ornata/hey-you-pikachu-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3534908,"Python":739603,"Rust":100148,"Makefile":12197,"Shell":8881,"BitBake":4729,"Nix":4344,"Linker Script":4287,"OpenEdge ABL":1365,"Assembly":939},"source_url":"https://api.github.com/repos/ornata/hey-you-pikachu-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,534,908 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"high-seas-havoc-sega-genesis-spanish","title":"High Seas Havoc Spanish Translation","game":"High Seas Havoc","platform":"SEGA Genesis","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"Spanish fan localization for High Seas Havoc on SEGA Genesis. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/high-seas-havoc-spanish-translation-sega-genesis","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/high-seas-havoc-spanish-translation-sega-genesis"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/high-seas-havoc-spanish-translation-sega-genesis","evidence":"Reviewed the cataloged project page and recorded project source links; they do not provide a primary maintainer source-code repository or source-language breakdown for High Seas Havoc Spanish Translation. No implementation language is assigned.","verified_at":"2026-10-16","reason_unknown":"The cataloged project page and recorded project sources for High Seas Havoc Spanish Translation do not link to a primary maintainer source-code repository or source-language breakdown as of 2026-10-16; its implementation language remains unknown."}},{"id":"highball-macos-wine-compatibility-manager","title":"Highball — Apple Silicon Windows-Game Compatibility Manager","game":"Windows PC games and applications (multi-title compatibility manager)","platform":"Windows x86/x86-64 software → Apple Silicon macOS 14+ through selected Wine and graphics backends; Apple Silicon required.","kind":"API Translation","status":"Beta; release v0.10.16 was published 2026-10-14 and repository activity continued through 2026-10-15. The maintainer describes end-to-end setup, Steam login, and game launches, and distinguishes verified compatibility runs from community reports and predictions in its database.","summary":"A native macOS app and CLI that assembles pinned Wine runtimes and selects external compatibility components such as DXMT, Apple D3DMetal, DXVK, and WineD3D per game. Highball itself is a wrapper/runtime manager, not a CPU translator or graphics/API translator. Its distinctive contribution is a public CC0 compatibility dataset with per-game renderer verdicts and provenance.","project_url":"https://github.com/gauthierpiarrette/highball","updated":"2026-10-16","strategy":"Native launcher/runtime manager orchestrating Wine and existing graphics translation layers; publishes a reusable per-game compatibility database","language":"","source_available":"Highball app/CLI source is GPL-3.0. The separate highball-db recipes and compatibility data are CC0-1.0. Proprietary Apple D3DMetal is not redistributed and requires explicit acceptance of Apple GPTK terms; Wine and other dependencies retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"Apple Silicon macOS wrapper / runtime manager (not itself an ISA or graphics API translation implementation)","target_type":"Software","sources":[{"label":"Highball README: Apple Silicon requirements, runtime composition, beta status, and licensing","url":"https://github.com/gauthierpiarrette/highball"},{"label":"Latest release v0.10.16 (2026-10-14)","url":"https://github.com/gauthierpiarrette/highball/releases/tag/v0.10.16"},{"label":"Standalone CC0 game compatibility database","url":"https://github.com/gauthierpiarrette/highball-db"},{"label":"Browsable game compatibility database with per-game provenance","url":"https://gethighball.com/database/"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/gauthierpiarrette/highball/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":1780818,"Shell":157668,"C":112549,"Python":460},"source_url":"https://api.github.com/repos/gauthierpiarrette/highball/languages","evidence":"Official GitHub REST Languages API reports source-code byte counts {\"C\": 112549, \"Python\": 460, \"Shell\": 157668, \"Swift\": 1780818} for gauthierpiarrette/highball. Swift is the largest category in the official GitHub Languages endpoint; this records the app repository, not its separate CC0 database.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"higurashi-hou-switch-zh-cn","title":"Higurashi no Naku Koro ni Hou Switch Simplified Chinese Patch","game":"Higurashi no Naku Koro ni Hou","platform":"Nintendo Switch; supported Nintendo Switch emulators","kind":"Fan Localization","status":"Public V2.2 released 2026-10-08 for game versions 2.0.0 / 2.0.2; separate V1.1 line covers 1.0.0 / 1.2.0","summary":"A Simplified Chinese Switch localization loaded as a LayeredFS mod. The project publishes two version tracks that must not be mixed; the current V2.2 line includes the base game and Origin/DLC content.","project_url":"https://github.com/daheiai/higurashi-hou-switch-cn","updated":"2026-10-08","strategy":"Fan translation patch","language":"Simplified Chinese","source_available":"LayeredFS / mod package from maintainer download page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer README; supported versions, title ID, format, platforms and language","url":"https://github.com/daheiai/higurashi-hou-switch-cn"},{"label":"Maintainer official download and update page","url":"https://hanchan.daheiai.com/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/daheiai/higurashi-hou-switch-cn/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"hipify-cuda-to-hip","title":"HIPIFY (CUDA-to-HIP source translator)","game":"CUDA software and GPU kernels","platform":"CUDA C++ source → HIP C++ for HIP-supported hosts and accelerators; the generated program must be built with a compatible HIP/ROCm toolchain and target device.","kind":"API Translation","status":"Active; the official GitHub releases list tag `therock-10.1`, published 2026-10-05. AMD documents automatic conversion for many CUDA runtime calls, kernel-launch syntax, keywords, and library calls with HIP equivalents; the mapping is not complete.","summary":"AMD's HIPIFY tools (`hipify-clang` and `hipify-perl`) translate CUDA source into portable HIP C++ so a codebase can be adapted to the HIP programming model. This is source-to-source migration, not a runtime that executes unmodified CUDA binaries; review unmapped APIs and build and validate the converted program on its intended HIP platform.","project_url":"https://github.com/ROCm/HIPIFY","updated":"2026-10-05","strategy":"CUDA-to-HIP source/API migration","language":"","source_available":"Public source; LICENSE.txt states Apache-2.0 with LLVM Exceptions. GitHub's repository license detector reports NOASSERTION.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GPU compute source migration tool","target_type":"Software","sources":[{"label":"Project README: tool purpose, source build, and HIPIFY commands","url":"https://github.com/ROCm/HIPIFY/blob/amd-develop/README.md"},{"label":"AMD HIPIFY documentation: supported CUDA constructs and conversion behavior","url":"https://rocm.docs.amd.com/projects/HIPIFY/en/latest/index.html"},{"label":"Official release tag therock-10.1 (published 2026-10-05)","url":"https://github.com/ROCm/HIPIFY/releases/tag/therock-10.1"},{"label":"Project license text","url":"https://github.com/ROCm/HIPIFY/blob/amd-develop/LICENSE.txt"},{"label":"GitHub Languages API: official byte totals for the source repository","url":"https://api.github.com/repos/ROCm/HIPIFY/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4687360,"Cuda":4160841,"Perl":987098,"CMake":19287,"Python":15954,"Shell":8770,"C":4842,"Batchfile":2249,"Ruby":1325},"source_url":"https://api.github.com/repos/ROCm/HIPIFY/languages","evidence":"GitHub's official language endpoint returns 4,687,360 bytes of C++ (47.4% of the 9,887,726 recognized bytes), the largest category; CUDA is 4,160,841 bytes (42.1%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hissatsu-saturn-en","title":"Hissatsu! English Translation Patch","game":"Hissatsu!","platform":"Sega Saturn","kind":"Fan Localization","status":"English translation patch v1.0 is released. The maintainer says dialogue scenes, opening/ending voiceover subtitles, and selected graphics are translated and that the game is entirely playable in English; the README lists tests in Ymir, Kronos, Yaba Sanshiro, Mednafen, and on real Saturn hardware with Satiator.","summary":"Patch translates dialogue, graphics, and voiced-scene subtitles.","project_url":"https://github.com/ExxistanceDC/Hissatsu-English-Translation","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Sega Saturn English fan localization patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/ExxistanceDC/Hissatsu-English-Translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ExxistanceDC/Hissatsu-English-Translation"},{"label":"Maintainer README: translation coverage, patch format, and named emulator/hardware tests","url":"https://github.com/ExxistanceDC/Hissatsu-English-Translation/blob/main/README.md"},{"label":"Maintainer v1.0 patch release","url":"https://github.com/ExxistanceDC/Hissatsu-English-Translation/releases/tag/v1.0"}],"media":[{"kind":"image","label":"Hissatsu! 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English patch dialogue scene","url":"https://github.com/user-attachments/assets/22a3d63c-9513-4bf4-9769-a3523948f61a","preview_url":"https://github.com/user-attachments/assets/22a3d63c-9513-4bf4-9769-a3523948f61a","source_url":"https://github.com/ExxistanceDC/Hissatsu-English-Translation/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Hissatsu-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"heart-of-darkness-android-reborn","title":"HoD Reborn Android Port","game":"Heart of Darkness (1998)","platform":"Windows PC / PlayStation → Android (arm64-v8a, armeabi-v7a, x86_64)","kind":"Reimplementation","status":"Latest public release v1.0.0 (2026-06-14). The README describes Android 7.0 minimum, Android 15 target SDK, support for the full nine-level campaign, PC and PlayStation game data, touch controls and gamepads; no named device test matrix is provided.","summary":"Android port of Gregory Montoir's reverse-engineered hode engine for Heart of Darkness. The project compiles the C++17 engine into a native SDL2 library and adds a Kotlin interface, touch overlay, gamepad support and import for user-owned PC or PlayStation data. Game files are not included.","project_url":"https://github.com/RealTommyGreen/HoD-Reborn","updated":"2026-10-16","strategy":"Native SDL2 Android port of the hode reverse-engineered engine, with Android-specific Kotlin UI, storage and input integration.","language":"","source_available":"Public source repository. The README says the upstream engine has no known license and Android additions may be studied and modified for non-commercial use. Game data is excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native Android source port","target_type":"Game","sources":[{"label":"Project README, campaign, Android target and license note","url":"https://github.com/RealTommyGreen/HoD-Reborn/blob/reborn/README.md"},{"label":"Android release v1.0.0","url":"https://github.com/RealTommyGreen/HoD-Reborn/releases/tag/v1.0.0"},{"label":"Project license terms","url":"https://github.com/RealTommyGreen/HoD-Reborn/blob/reborn/LICENSE.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":892617,"Java":203963,"Kotlin":143631,"C":54840,"CMake":3040,"Makefile":776},"source_url":"https://api.github.com/repos/RealTommyGreen/HoD-Reborn/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total; the complete repository-wide byte map is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ipod-click-wheel-holdem-recomp","title":"HoldEm iPod Click Wheel Recompilation","game":"HoldEm","platform":"Apple iPod Click Wheel → Windows, macOS, Linux","kind":"Recompilation","status":"Playable on the listed host platforms; v1.0.1 (2026-09-06). Mini Golf is furthest along and is the only title with no machine-translated code remaining; the other five still use generated translations.","summary":"One of six recovered iPod Click Wheel games translated from iPod ARM code into C++ for modern platforms. Each game requires its own decrypted user-owned files.","project_url":"https://github.com/DogParty/iPodClickWheelRecomps","updated":"2026-10-15","strategy":"ARM binary translation and recompilation into C++ with a shared native runtime.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Arm binary translation and recompilation into c++ with a shared native runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/DogParty/iPodClickWheelRecomps"},{"label":"Verified release or build","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases/tag/v1.0.1"},{"label":"Project owner releases","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8188243,"C++":3129094,"Python":383662,"Shell":165212,"Objective-C++":151711,"CMake":147684,"HTML":26147,"Java":2078},"source_url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 8,188,243 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hollow-knight-silksong-android","title":"Hollow Knight: Silksong Android","game":"Hollow Knight: Silksong (Linux Steam depot)","platform":"Linux PC (Steam) → Android ARM64; minimum Android version not stated","kind":"Recompilation","status":"The latest release, v2.0.0, was published 2026-09-25. The maintainer says the APK builds the user's Linux Steam game files on-device through Unity IL2CPP; the README names tests on an AYN Thor and Retroid Pocket Flip 2. It does not state a minimum Android version or report a complete-game playthrough. Mod support is marked beta, and touch controls are not documented.","summary":"Android build pipeline for Hollow Knight: Silksong that turns the user's Linux Steam depot into an ARM64 Unity player on-device. Game files remain user-supplied and are not bundled in the APK. The README documents dual-screen support for in-game menus and optional Steam sign-in for game files and cloud saves.","project_url":"https://github.com/jakobkhansen/SilksongAndroid","updated":"2026-10-16","strategy":"On-device Unity IL2CPP compilation of user-supplied Silksong managed assemblies, packaged with the Unity Android player.","language":"","source_available":"Public MIT source and v2.0.0 Android APK release. The user supplies Linux Steam game files; game content and Unity player files are not bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Android ARM64 on-device IL2CPP build; dual-screen support; Android OS floor not stated","target_type":"Game","sources":[{"label":"Maintainer README: on-device IL2CPP build, source depot, device tests, and data requirements","url":"https://github.com/jakobkhansen/SilksongAndroid"},{"label":"Latest maintainer release","url":"https://github.com/jakobkhansen/SilksongAndroid/releases/tag/v2.0.0"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/jakobkhansen/SilksongAndroid/languages"},{"label":"Maintainer README","url":"https://github.com/jakobkhansen/SilksongAndroid#readme"},{"label":"GitHub REST repository metadata: public repository and MIT license (checked 2026-10-16)","url":"https://api.github.com/repos/jakobkhansen/SilksongAndroid"},{"label":"Maintainer MIT license file for the Android project","url":"https://github.com/jakobkhansen/SilksongAndroid/blob/master/LICENSE"},{"label":"Maintainer README: Linux Steam files and on-device build workflow","url":"https://github.com/jakobkhansen/SilksongAndroid/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C":16108,"C#":1405888,"CMake":1193,"Dockerfile":6705,"Java":63100,"Kotlin":614732,"Makefile":7997,"PowerShell":23284,"Shell":83415},"source_url":"https://api.github.com/repos/jakobkhansen/SilksongAndroid/languages","evidence":"GitHub's official Languages REST endpoint reports 1,405,888 bytes of C# as the largest total (63.3% of 2,222,422 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-homelab-mister","title":"Homelab Hungarian home-computer family MiSTer FPGA Core","game":"Homelab Hungarian home-computer family","platform":"Homelab Hungarian home-computer family on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Homelab Hungarian home-computer family on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Homelab-MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Homelab-MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Homelab-MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Homelab-MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Homelab-MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4020628,"C":766912,"Verilog":501831,"VHDL":294010,"SystemVerilog":142093,"Tcl":22228,"Makefile":13776,"Batchfile":672,"Shell":426},"source_url":"https://api.github.com/repos/MiSTer-devel/Homelab-MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,020,628 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"homeland-gc-decomp","title":"Homeland GameCube Decompilation","game":"Homeland","platform":"Nintendo GameCube","kind":"Decompilation","status":"The README lists a buildable hash for main.dol; netcfg.dol and three REL modules are marked not currently buildable.","summary":"GameCube source reconstruction repository for Homeland; the README records the current build state of the executable and module files.","project_url":"https://github.com/bttrdrgn/homeland","updated":"2026-10-15","strategy":"DOL/REL source reconstruction","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GameCube DOL and REL targets","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/bttrdrgn/homeland#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/bttrdrgn/homeland"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":69375409,"C":85932,"Python":56019,"Makefile":8754,"NASL":5901,"Lua":1536,"C++":619},"source_url":"https://api.github.com/repos/bttrdrgn/homeland/languages","evidence":"GitHub's official Languages API for https://github.com/bttrdrgn/homeland reports 69,375,409 bytes of Assembly, the largest category (99.8% of 69,534,170 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"honeydew-fl-studio-mobile-reimplementation","title":"Honeydew (FL Studio Mobile reimplementation)","game":"FL Studio Mobile behavior and .flm song/project format (the original app build is not specified)","platform":"FL Studio Mobile workflows and .flm files → Rust-native app for Windows, Linux, macOS, Android (ARM64, Android 8+) and Web; Android currently has narrower import/export and device support","kind":"Reimplementation","status":"Version 0.1.6 was released 2026-10-15. The README documents desktop, browser, and Android targets; the first Android port supports playback and songs saved inside the app, while microphone recording, MIDI devices, and Android file import/export are not yet available. The project does not identify the exact FL Studio Mobile build used as its target.","summary":"A Rust music-production application that reimplements FL Studio Mobile's workflows and reads .flm projects. Its README describes a clean-room specification-based process and says no FL Studio Mobile code, samples, presets, or artwork are included. The repository separately bundles sound assets credited to third-party packs under their individual licenses.","project_url":"https://github.com/daijro/honeydew","updated":"2026-10-15","strategy":"Specification-led behavioral and .flm-format reimplementation written in Rust; the author says behavior, file formats, and look were documented before implementation and that FL Studio Mobile code and assets were not used.","language":"","source_available":"Public GPL-3.0 source. Bundled sound-library items have separate licenses and attributions (including CC0 and CC BY 3.0); the project license does not replace those terms. The README says original FL Studio Mobile code, sample content, presets, and artwork are absent.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Digital audio workstation and mobile music-production application","target_type":"Software","sources":[{"label":"Project README, platforms, clean-room statement, and bundled sound credits","url":"https://github.com/daijro/honeydew#readme"},{"label":"Honeydew 0.1.6 release","url":"https://github.com/daijro/honeydew/releases/tag/v0.1.6"},{"label":"GPL-3.0 license","url":"https://github.com/daijro/honeydew/blob/main/LICENSE"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/daijro/honeydew"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/daijro/honeydew/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12479935,"Shell":14887,"Python":12374,"JavaScript":6173,"HTML":3863,"Java":3645},"source_url":"https://api.github.com/repos/daijro/honeydew/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 12,479,935 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"horizon-minecraft-java-reimplementation","title":"Horizon: Minecraft Java Edition 26.3 Reimplementation","game":"Minecraft: Java Edition 26.3","platform":"Minecraft: Java Edition 26.3 → Windows x86-64, Linux x86-64, Apple Silicon macOS","kind":"Reimplementation","status":"The owner reports a playable native client on Windows, Linux and Apple Silicon macOS. The README reports all 281 differential parity harnesses passing on Linux and macOS, last audited 2026-10-13; this is parity for the compared harnesses. GitHub lists v2026.10.16.03 (published 2026-10-16 05:11 UTC, commit f188dfe) as the latest release; its notes cover chat camera input and trial chamber, vault, and trial spawner fixes. The README still labels v2026.10.13.1 as the latest release, so its release-summary section is stale. The new release notes also mention a sprint-jumping report the maintainers could not reproduce.","summary":"A from-scratch Rust implementation of the Minecraft Java 26.3 client and game logic, checked against vanilla through differential tests. It contains no Minecraft code, assets or data; the user needs their own official Java Edition 26.3 installation and prepares resources locally.","project_url":"https://github.com/ludovic111/horizon","updated":"2026-10-16","strategy":"From-scratch behavior reimplementation in Rust with differential parity testing against vanilla","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Native game client and dedicated server reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: playable client platforms, 281-harness parity claim and 2026-10-13 audit date, stale “latest release” section, and own-copy/game-data caveat","url":"https://github.com/ludovic111/horizon/blob/main/README.md"},{"label":"Latest GitHub release v2026.10.16","url":"https://github.com/ludovic111/horizon/releases/tag/v2026.10.16"},{"label":"Native client support and requirements","url":"https://github.com/ludovic111/horizon/blob/main/docs/native-client.md"},{"label":"Project website and launcher","url":"https://playhorizon.dev"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ludovic111/horizon"},{"label":"Exact latest release v2026.10.16.03: patch notes, known issue, publication time and supported release assets","url":"https://github.com/ludovic111/horizon/releases/tag/v2026.10.16.03"},{"label":"GitHub Releases API: current latest release ordering and exact published_at timestamp","url":"https://api.github.com/repos/ludovic111/horizon/releases?per_page=100"},{"label":"GitHub Release API: exact v2026.10.16.03 release body and asset metadata","url":"https://api.github.com/repos/ludovic111/horizon/releases/tags/v2026.10.16.03"},{"label":"GitHub README API: exact default-branch README snapshot used for the caveat comparison","url":"https://api.github.com/repos/ludovic111/horizon/readme"}],"media":[{"kind":"image","label":"Horizon title screen over a snowy landscape","url":"https://raw.githubusercontent.com/ludovic111/horizon/main/docs/media/menu-title.webp","preview_url":"https://raw.githubusercontent.com/ludovic111/horizon/main/docs/media/menu-title.webp","source_url":"https://github.com/ludovic111/horizon/blob/main/README.md","discovered_on":"2026-10-15"},{"kind":"image","label":"Sunset over a savanna river valley and plains village in Horizon","url":"https://raw.githubusercontent.com/ludovic111/horizon/main/docs/media/sunset.webp","preview_url":"https://raw.githubusercontent.com/ludovic111/horizon/main/docs/media/sunset.webp","source_url":"https://github.com/ludovic111/horizon/blob/main/README.md","discovered_on":"2026-10-15"},{"kind":"image","label":"Plains village rendered by Horizon","url":"https://raw.githubusercontent.com/ludovic111/horizon/main/docs/media/village.webp","preview_url":"https://raw.githubusercontent.com/ludovic111/horizon/main/docs/media/village.webp","source_url":"https://github.com/ludovic111/horizon/blob/main/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":19085901,"Python":3799666,"Java":3074284,"HTML":67149,"JavaScript":43222,"WGSL":32426,"CSS":28348,"Shell":13509,"Dockerfile":2003,"Nix":554},"source_url":"https://api.github.com/repos/ludovic111/horizon/languages","evidence":"Official GitHub REST Languages API response checked 2026-10-16 reports Rust as the largest measured language bucket (19,085,901 bytes). Compared with the prior 2026-10-15 map (18,485,916 Rust; 3,751,922 Python; 3,057,834 Java), the measured byte counts changed after further repository activity; Rust remains predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hotel-mario-cdi-static-recomp","title":"Hotel Mario (CD-i) Static Recompilation","game":"Hotel Mario","platform":"Philips CD-i → Windows / Linux","kind":"Recompilation","status":"Preview/alpha: CD-RTOS boots its player shell and Hotel Mario reaches gameplay; the maintainer reports clearing Hotel 1 stages 1–3 in indexed testing. Full-game certification, current windowed reliability, and compatibility with other titles remain open.","summary":"A static recompilation runtime that converts CD-i OS-9 code to native C and models CD-i devices; Hotel Mario is the current game bring-up target.","project_url":"https://github.com/mstan/cdirecomp","updated":"2026-10-15","strategy":"Static recompilation of CD-i OS-9 modules with native device models","language":"","source_available":"Public runtime and recompiler source; user-supplied CD-RTOS ROM and game disc are required; generated game code is not published.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"CD-i static recompilation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/mstan/cdirecomp"},{"label":"Current status and test checkpoint","url":"https://github.com/mstan/cdirecomp#current-status"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":653811,"Python":340689,"C++":49797,"CMake":16572},"source_url":"https://api.github.com/repos/mstan/cdirecomp/languages","evidence":"GitHub's official Languages API for https://github.com/mstan/cdirecomp reports 653,811 bytes of C, the largest category (61.6% of 1,060,869 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"house-of-tarot-game-gear-en","title":"House of Tarot English Translation","game":"House of Tarot","platform":"Game Gear","kind":"Fan Localization","status":"Public v1.0 BPS/IPS release dated 2026-09-27; release calls it the first complete English translation, a maintainer claim not independently verified here.","summary":"Game Gear English patch with BPS/IPS formats, English font and text-engine changes; original Japanese ROM required.","project_url":"https://github.com/LegendaryDoors/house-of-tarot-english","updated":"2026-10-16","strategy":"ROM patch / font and text engine modification","language":"English","source_available":"Public BPS and IPS patch assets; no ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Game Gear ROM fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/LegendaryDoors/house-of-tarot-english"},{"label":"Patch download/release page","url":"https://github.com/LegendaryDoors/house-of-tarot-english/releases/tag/v1.0"}],"media":[{"kind":"image","label":"The house","url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/house.png","preview_url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/house.png","source_url":"https://github.com/LegendaryDoors/house-of-tarot-english/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Choosing a fortune teller","url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/tellers.png","preview_url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/tellers.png","source_url":"https://github.com/LegendaryDoors/house-of-tarot-english/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"A card","url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/card.png","preview_url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/card.png","source_url":"https://github.com/LegendaryDoors/house-of-tarot-english/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Its reading","url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/reading.png","preview_url":"https://raw.githubusercontent.com/LegendaryDoors/house-of-tarot-english/main/screenshots/reading.png","source_url":"https://github.com/LegendaryDoors/house-of-tarot-english/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":35033},"source_url":"https://api.github.com/repos/LegendaryDoors/house-of-tarot-english/languages","evidence":"Exact GitHub Languages API map: {\"Python\": 35033}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction Japanese → English.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hp41-calculator-emulator","title":"HP-41 Calculator Emulator","game":"HP-41C/CV/CX calculator behavior","platform":"HP-41C/CV/CX; desktop GUI, CLI and terminal interface","kind":"Emulator","status":"Active; latest release v4.3 (2026-06-10); source updated 2026-10-15. The maintainer describes it as behavioral emulation and documents known divergences from physical model limits.","summary":"A Rust implementation of HP-41C/CV/CX calculator behavior, with a desktop GUI, terminal interface and command-line tool. It implements calculator functions in software rather than shipping HP ROM code.","project_url":"https://github.com/talent-factory/hp41-calculator-emulator","updated":"2026-10-16","strategy":"Behavioral calculator emulation implemented from scratch.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Calculator behavioral emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/talent-factory/hp41-calculator-emulator"},{"label":"Official GitHub releases","url":"https://github.com/talent-factory/hp41-calculator-emulator/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/talent-factory/hp41-calculator-emulator"}],"media":[{"kind":"image","label":"HP-41C/CV/CX calculator interface on macOS","url":"https://raw.githubusercontent.com/talent-factory/hp41-calculator-emulator/develop/docs/screenshots/hp41-gui-v3.x.png","preview_url":"https://raw.githubusercontent.com/talent-factory/hp41-calculator-emulator/develop/docs/screenshots/hp41-gui-v3.x.png","source_url":"https://github.com/talent-factory/hp41-calculator-emulator/blob/develop/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":4672922,"TypeScript":489757,"CSS":39130,"JavaScript":31108,"Just":17941,"Shell":9530,"HTML":860,"Ruby":585,"Objective-C++":100,"C++":82},"source_url":"https://api.github.com/repos/talent-factory/hp41-calculator-emulator/languages","evidence":"GitHub official repository language endpoint byte counts; Rust has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hp-hstns-pd44-psu-firmware-decompilation","title":"HSTNS-PD44 server power-supply firmware decompilation","game":"HP HSTNS-PD44 800 W server power-supply digital controller firmware","platform":"HP HSTNS-PD44 board; Microchip dsPIC33FJ64GS606 controller with on-board AT45DB021E SPI flash; MPLAB X project.","kind":"Decompilation","status":"Core control-algorithm decompilation and C refactoring are reported complete. Configurable OCP/OVP shutdown, fan control, PMBus, calibration storage, and boot-integrity work remain listed as in progress or planned. No GitHub release was returned; latest source push was 2026-04-05.","summary":"A hardware-extracted HSTNS-PD44 firmware image is analyzed and reconstructed as readable, named C source with assembly cross-references in an MPLAB X project. The maintainer documents the 2P2Z voltage loop, current foldback, sampling, and peripheral setup; the repository also lists multiple unimplemented controller and protection features.","project_url":"https://github.com/darwinbeing/hstns-pd44-firmware","updated":"2026-10-16","strategy":"Read device flash, disassemble the dsPIC firmware, reconstruct readable C function-by-function, and cross-reference the source against assembly.","language":"","source_available":"Public repository. GitHub identifies the repository license as MIT; the repository includes decompiled/reconstructed controller code. The record does not infer that the MIT classifier resolves rights in any material derived from the original device firmware.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Embedded power-supply control firmware decompilation and source reconstruction","target_type":"Software","sources":[{"label":"Maintainer README: hardware target, extraction/decompilation method, progress, and TODOs","url":"https://github.com/darwinbeing/hstns-pd44-firmware"},{"label":"Official repository MIT license file","url":"https://github.com/darwinbeing/hstns-pd44-firmware/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/darwinbeing/hstns-pd44-firmware"},{"label":"Official GitHub release list; no releases returned at review time","url":"https://api.github.com/repos/darwinbeing/hstns-pd44-firmware/releases"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/darwinbeing/hstns-pd44-firmware/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2497801,"C":1053454,"Python":78387,"Makefile":73452,"Shell":31756,"Java":24610},"source_url":"https://api.github.com/repos/darwinbeing/hstns-pd44-firmware/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Assembly is the largest repository-wide tracked byte category (2,497,801 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"huion-note-x10-linux-ble-reimplementation","title":"Huion Note X10 Linux BLE Driver and Note Extractor","game":"Huion Note X10 (internal HUION_T218) BLE driver and offline-note protocol","platform":"Linux with BlueZ 5.x plus a documented BlueZ patch","kind":"Reimplementation","status":"The maintainer reports end-to-end hardware validation on NixOS for pen pressure/tilt and extraction of stored notes. It requires a small patch for a Huion firmware BLE quirk. By default, successfully exported pages are deleted from the tablet unless the user passes --keep.","summary":"Reverse-engineers the Huion Note X10 BLE protocol from vendor drivers and Android captures, then supplies a Linux tablet driver and local note exporter. The driver sends pen events through uinput; the exporter converts stored strokes into SVG/PNG/JSON without the Huion app or cloud.","project_url":"https://github.com/Reginleif86/huion-note-x10-ble","updated":"2026-10-15","strategy":"Vendor driver/APK analysis and BLE capture-based protocol reimplementation","language":"English","source_available":"Public MIT source, including protocol notes and an optional BlueZ patch. Decompilation artifacts and personal captures are gitignored.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Pen tablet and offline notes app reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: exact device, Linux functionality, BLE patch, note retention behavior, and license","url":"https://github.com/Reginleif86/huion-note-x10-ble"},{"label":"Maintainer reverse-engineering log for the offline note protocol","url":"https://github.com/Reginleif86/huion-note-x10-ble/blob/main/docs/notes/journey.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":100019,"Kotlin":93025,"Shell":4949,"Nix":909},"source_url":"https://api.github.com/repos/Reginleif86/huion-note-x10-ble/languages","evidence":"GitHub's official Languages API for https://github.com/Reginleif86/huion-note-x10-ble reports 100,019 bytes of Python, the largest category (50.3% of 198,902 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"huniepop-steam-pt-br","title":"HuniePop Brazilian Portuguese Text Patch","game":"HuniePop","platform":"PC (Steam; Windows)","kind":"Fan Localization","status":"Early alpha v0.0.1 released 2026-09-22. The maintainer labels this text-only and fan-made; the build is an initial release rather than a mature, broadly tested localization.","summary":"Brazilian Portuguese translation patch for the English-language Steam game. It replaces Unity text/UI asset files while leaving audio in English; the user must own HuniePop on Steam.","project_url":"https://github.com/VictorCabral99/HuniePop-PT-BR","updated":"2026-09-22","strategy":"Fan translation patch","language":"Brazilian Portuguese","source_available":"GitHub v0.0.1 ZIP contains modified translation assets only; game must be purchased on Steam and supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC fan localization (early alpha)","target_type":"Game","sources":[{"label":"Maintainer README: PT-BR scope, text-only status and Steam ownership/install requirement","url":"https://github.com/VictorCabral99/HuniePop-PT-BR"},{"label":"v0.0.1 patch release","url":"https://github.com/VictorCabral99/HuniePop-PT-BR/releases/tag/v0.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Batchfile":939,"PowerShell":446,"Python":125233},"source_url":"https://api.github.com/repos/VictorCabral99/HuniePop-PT-BR/languages","evidence":"Official GitHub REST Languages API returned {\"Batchfile\":939,\"PowerShell\":446,\"Python\":125233}; Python is the unique largest byte-count entry (125233 of 126618 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hybrid-heaven-recomp","title":"Hybrid Heaven Recomp","game":"Hybrid Heaven","platform":"Nintendo 64 → Windows x64, Linux x86-64, Android arm64","kind":"Recompilation","status":"Latest release v1.0.1 (2026-10-04). The current README release matrix lists Windows, Linux and Android; it does not document macOS support. The Android APK is reported tested on a Retroid Pocket 5 (Android 13, Snapdragon 865). Users provide the USA ROM, and no full-game completion claim is made.","summary":"N64 static recompilation with an Android ARM64/Vulkan build, touch overlay and physical/Bluetooth gamepad support. On first launch the app verifies and imports the user's USA ROM; no game data is bundled.","project_url":"https://github.com/ogdanimal/HybridHeaven-Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Hybrid Heaven Recomp README: method and release platform matrix / Maintainer README: Android requirements, controls, test device and ROM setup","url":"https://github.com/ogdanimal/HybridHeaven-Recomp"},{"label":"Latest Hybrid Heaven Recomp release","url":"https://github.com/ogdanimal/HybridHeaven-Recomp/releases/tag/v1.0.1"},{"label":"Maintainer releases","url":"https://github.com/ogdanimal/HybridHeaven-Recomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ogdanimal/HybridHeaven-Recomp"}],"media":[],"links":[{"kind":"release","label":"Hybrid Heaven Recomp releases","url":"https://github.com/ogdanimal/HybridHeaven-Recomp/releases","source_url":"https://github.com/ogdanimal/HybridHeaven-Recomp","notes":"README links the release page."},{"kind":"docs","label":"Hybrid Heaven Recomp development notes","url":"https://github.com/ogdanimal/HybridHeaven-Recomp/blob/main/docs/development-notes.md","source_url":"https://github.com/ogdanimal/HybridHeaven-Recomp","notes":"README links these project development notes."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5980,"Java":2170,"C":970,"SCSS":320,"CMake":300,"Python":90,"Other":170},"source_url":"https://github.com/ogdanimal/HybridHeaven-Recomp","evidence":"GitHub Languages panel reported C++ 59.8%, Java 21.7%, C 9.7%.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hydro-thunder-hurricane-xbla-crownpark","title":"Hydro Thunder Hurricane XBLA Recompilation (CrownPark Native Ports)","game":"Hydro Thunder Hurricane (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release hydrothunder-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release hydrothunder-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/hydrothunder-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/xbla/hydrothunder-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official Languages API for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest category (98.0% of 2,256,996,438 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hyperblade-1996-windows-decomp","title":"HyperBlade Windows Matching Decompilation","game":"HyperBlade (1996, HYPERX.EXE v1.0.0.1)","platform":"Windows x86 (v1.0.0.1; Visual C++ 6.0 SP3)","kind":"Decompilation","status":"Active matching decompilation. The README reports 2,791/3,054 game functions matching exactly, covering 75.34% of game-code bytes. A basic Windows bring-up shim runs the game in a simplest-form test build; the project directs modern-system play to a separate port.","summary":"Rebuilds HyperBlade's 1996 Windows executable from source with Visual C++ 6.0 SP3 and scores functions using reccmp. Only the patched v1.0.0.1 executable matches the documented reference. The repository contains source and a basic bring-up build, not the game binary or data; the player must provide a copy.","project_url":"https://github.com/zach2good/hyperblade-decomp","updated":"2026-10-16","strategy":"Matching decompilation measured against the original executable and compiler; the separately maintained hyperblade-20XX project is the modern portable port.","language":"","source_available":"Public source; the user supplies the original patched HYPERX.EXE v1.0.0.1 and game data. No game binary is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Matching Windows executable decompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact supported binary, matching progress, and bring-up scope","url":"https://github.com/zach2good/hyperblade-decomp/blob/main/README.md"},{"label":"Maintainer's modernized and portable follow-on project","url":"https://github.com/zach2good/hyperblade-20XX"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/zach2good/hyperblade-decomp"}],"media":[{"kind":"image","label":"HyperBlade software bring-up gameplay screenshot","url":"https://raw.githubusercontent.com/zach2good/hyperblade-decomp/main/docs/gameplay_soft.png","preview_url":"https://raw.githubusercontent.com/zach2good/hyperblade-decomp/main/docs/gameplay_soft.png","source_url":"https://github.com/zach2good/hyperblade-decomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3560473,"Python":1207222,"C":202833,"CMake":27716},"source_url":"https://api.github.com/repos/zach2good/hyperblade-decomp/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C++ is largest (3,560,473 of 4,998,244 recognized bytes, 71.2%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hypercard-122-static-recompilation","title":"HyperCard 1.2.2 Static Recompilation","game":"HyperCard 1.2.2 (1988)","platform":"Classic 68k Macintosh application → SDL2 host application (host OS matrix not stated)","kind":"Recompilation","status":"The macrecomp README reports that HyperCard boots, opens a stack from disc, compiles and runs HyperTalk, renders the card artwork, and follows a click. Full sound and menu/dialog interaction remain unfinished.","summary":"A target application for the macrecomp static-recompilation toolkit. The maintainer reports 97–100% instruction coverage across the 21 executable CODE segments and a working rendered card. The toolkit requires user-supplied original software and stack data; it distributes no Apple ROM, System software, or copyrighted application data.","project_url":"https://github.com/sp00nznet/macrecomp","updated":"2026-10-16","strategy":"Static 68k-to-C recompilation with a System 6/7 Toolbox runtime over SDL2","language":"","source_available":"MIT-licensed recompilation toolkit; requires user-supplied HyperCard and stack data, which are not distributed by the project.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Classic Macintosh productivity and hypermedia application","target_type":"Software","sources":[{"label":"macrecomp status and HyperCard runtime evidence","url":"https://github.com/sp00nznet/macrecomp#status"},{"label":"Measured HyperCard target scope and coverage","url":"https://github.com/sp00nznet/macrecomp#measured-scope"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/macrecomp/languages"}],"media":[{"kind":"image","label":"Whole Earth Catalog WHOLE SYSTEMS card drawn by HyperCard 1.2.2 recompiled to C","url":"https://raw.githubusercontent.com/sp00nznet/macrecomp/main/docs/img/hypercard-card.png","preview_url":"https://raw.githubusercontent.com/sp00nznet/macrecomp/main/docs/img/hypercard-card.png","source_url":"https://github.com/sp00nznet/macrecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":242364,"CMake":2825,"Java":5200,"Python":125675},"source_url":"https://api.github.com/repos/sp00nznet/macrecomp/languages","evidence":"Official GitHub REST Languages API returned {\"C\":242364,\"CMake\":2825,\"Java\":5200,\"Python\":125675}; C is the unique largest byte-count entry (242364 of 376064 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hypseus-singe","title":"Hypseus Singe","game":"Laserdisc arcade games and Singe interactive-video games","platform":"Windows, macOS, Linux, Raspberry Pi","kind":"Emulator","status":"Active; v3.0.2 was released 2026-08-30.","summary":"A maintained Daphne-derived emulator for arcade games that used laserdisc video, with Singe support for Lua-authored interactive-video games.","project_url":"https://github.com/DirtBagXon/hypseus-singe","updated":"2026-10-16","strategy":"Emulates laserdisc-game control and timing while decoding the associated video; Singe adds scriptable game support.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Laserdisc arcade-game emulator","target_type":"Software","sources":[{"label":"Hypseus Singe project description, supported hosts, and source","url":"https://github.com/DirtBagXon/hypseus-singe"},{"label":"Official upstream release history","url":"https://github.com/DirtBagXon/hypseus-singe/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/DirtBagXon/hypseus-singe/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3342222,"C++":2866400,"CMake":38359,"Assembly":10864,"Shell":7922},"source_url":"https://api.github.com/repos/DirtBagXon/hypseus-singe/languages","evidence":"GitHub's official Languages API for https://github.com/DirtBagXon/hypseus-singe reports 3,342,222 bytes of C, the largest category (53.3% of 6,265,767 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"hyrule-warriors-definitive-edition-switch-matching-decomp","title":"Hyrule Warriors: Definitive Edition Switch Matching Decompilation (Selected Subset)","game":"Hyrule Warriors: Definitive Edition","platform":"Nintendo Switch update 1.0.1 (main executable; selected matching subset)","kind":"Decompilation","status":"Active partial matching work on update 1.0.1 main. The README reports 8,236/8,426 attempted functions matching exactly: 8,226 of 17,276 baseline inventory functions (989,172 bytes) plus 10 functions outside the baseline. The remaining 190 attempts are near matches. This is a selected attempted subset, not whole-game completion. Repository created 2026-10-14 and last pushed 2026-10-15.","summary":"Selected matching C++ decompilation work for Hyrule Warriors: Definitive Edition Switch update 1.0.1 main executable. Its checker compares compiler output at original addresses and resolves documented AArch64 relocations; the README distinguishes the 8,426 attempted functions from the 17,276-function baseline inventory.","project_url":"https://github.com/MusohSlop/HWDE-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; no game files or keys included","first_found":"2026-10-16","project_started":"2026-10-14","programming_language":"C++","subtype":"Switch update 1.0.1 main executable matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/MusohSlop/HWDE-decomp"},{"label":"Maintainer matching inventory, results, and selected-scope caveat","url":"https://github.com/MusohSlop/HWDE-decomp/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/MusohSlop/HWDE-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8217382,"Python":673638,"C":8203},"source_url":"https://api.github.com/repos/MusohSlop/HWDE-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 8,217,382 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ibm-pc110-mister-core","title":"IBM Palm Top PC 110 MiSTer Core","game":"IBM Palm Top PC 110 software","platform":"MiSTer FPGA","kind":"Emulator","status":"The maintainer reports BIOS POST, Easy-Setup, and PC DOS/PersonaWare boot, while marking the core a work in progress. The README says the then-current stable MiSTer Main binary lacks PC110 identity support and that its public v2026.08.08 package requires a later Main build; it also says the core is not in the official update database.","summary":"MiSTer core for IBM's Japan-only 1995 PC 110 pocket computer, combining shared x86 PC devices with a PC110-specific chipset and memory map. The maintainer documents BIOS POST, Easy-Setup, and a PC DOS/PersonaWare boot, while noting that not every planar chip is modeled cycle-for-cycle.","project_url":"https://github.com/ahmadexp/PC110_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of an IBM 486-class palmtop computer.","language":"","source_available":"Public GPL-3.0-or-later source for PC110-specific code and downloadable MiSTer-ready release packages; shared CPU/platform RTL keeps its upstream per-file licenses. The README says the public v2026.08.08 package needs a later MiSTer Main build and is not in the official update database; IBM firmware is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"Pocket-computer FPGA core","target_type":"Software","sources":[{"label":"Maintainer README: source licensing, public package and MiSTer Main prerequisite","url":"https://github.com/ahmadexp/PC110_MiSTer/blob/main/README.md"},{"label":"Maintainer status and verification checklist","url":"https://github.com/ahmadexp/PC110_MiSTer/blob/main/docs/STATUS.md"},{"label":"Maintainer releases; README identifies the v2026.08.08 MiSTer-ready package","url":"https://github.com/ahmadexp/PC110_MiSTer/releases"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ahmadexp/PC110_MiSTer"},{"label":"Maintainer third-party notices: upstream licenses and firmware exclusions","url":"https://github.com/ahmadexp/PC110_MiSTer/blob/main/THIRD_PARTY_NOTICES.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ahmadexp/PC110_MiSTer/languages"},{"label":"Maintainer release 2026-08-25 package","url":"https://github.com/ahmadexp/PC110_MiSTer/releases/tag/de25-platform-v2-20260825"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":2032344,"C":776453,"C++":319249,"SystemVerilog":309168,"VHDL":226723,"Shell":33391,"Tcl":23862,"Lua":14294,"Makefile":10883,"Assembly":9900,"Python":4307,"Batchfile":3282},"source_url":"https://api.github.com/repos/ahmadexp/PC110_MiSTer/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-ao486-mister","title":"IBM PC-compatible 486SX33 computer MiSTer FPGA Core","game":"IBM PC-compatible 486SX33 computer","platform":"IBM PC-compatible 486SX33 computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-06.","summary":"FPGA system-emulation core for IBM PC-compatible 486SX33 computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/ao486_MiSTer","updated":"2026-10-06","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/ao486_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/ao486_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/ao486_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/ao486_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":2098016,"C":738688,"SystemVerilog":344164,"C++":319249,"VHDL":226723,"Tcl":23874,"Lua":14294,"Makefile":10883,"Assembly":9900,"Batchfile":3213,"Shell":1108},"source_url":"https://api.github.com/repos/MiSTer-devel/ao486_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 2,098,016 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-pcxt-mister","title":"IBM PC/XT 5160-compatible computer MiSTer FPGA Core","game":"IBM PC/XT 5160-compatible computer","platform":"IBM PC/XT 5160-compatible computer on MiSTer FPGA","kind":"Emulator","status":"README says the core pauses with a notice if its required PC/XT BIOS is absent. No published GitHub release was listed at review time; source repository was last pushed 2026-10-12.","summary":"FPGA system-emulation core for IBM PC/XT 5160-compatible computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/PCXT_MiSTer","updated":"2026-10-12","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/PCXT_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/PCXT_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/PCXT_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/PCXT_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1348455,"Verilog":852651,"Assembly":515729,"VHDL":218894,"C++":136557,"C":100258,"Tcl":40248,"Python":26889,"Shell":18427,"Makefile":6143,"CMake":3722,"PowerShell":3651,"Batchfile":1438,"Go Template":1140,"Scilab":122},"source_url":"https://api.github.com/repos/MiSTer-devel/PCXT_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 1,348,455 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-ibm-pcjr","title":"IBM PCjr MiSTer Core","game":"IBM PCjr DOS software and games","platform":"IBM PCjr personal computer on MiSTer FPGA","kind":"Emulator","status":"Experimental but has release bitstreams; source last pushed 2026-03-14, with RBF artifacts through 2026-03-13. README documents PCjr BIOS boot flow, configurable 128–640 KiB RAM, BIOS-compatible disk images, keyboard and joystick support.","summary":"MiSTer FPGA port of an IBM PCjr-compatible system built around the MCL86 and KFPC-XT CPU core work. The README requires users to provide the PCjr BIOS; IBM firmware is not included as a licensed core asset.","project_url":"https://github.com/MiSTer-devel/PCjr_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of IBM PCjr, reusing the documented MCL86/KFPC-XT CPU core lineage and adding the PCjr memory, BIOS, disk, keyboard and joystick paths.","language":"","source_available":"Public GPL-3.0 core source; the repository also contains other legacy BIOS binaries under `SW`. The README requires a user-provided PCjr BIOS, and original IBM ROMs are copyrighted and not covered by the core license.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA IBM PC-compatible hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/PCjr_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/PCjr_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":765450,"Verilog":704314,"Assembly":464392,"VHDL":224518,"C":98622,"C++":65510,"Tcl":33567,"Shell":8344,"Python":5375,"Makefile":2989,"CMake":2020,"Batchfile":1438,"Go Template":1140,"Scilab":122},"source_url":"https://api.github.com/repos/MiSTer-devel/PCjr_MiSTer/languages","evidence":"Official GitHub Languages API reports 765,450 bytes of SystemVerilog as the largest language count (32.2% of 2,377,801 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ibm-z-emu","title":"IBM System/370 emulator","game":"IBM System/370 software and MVS 3.8j/TK5","platform":"Browser/WebAssembly; local companion relay for Windows, macOS and Linux","kind":"Emulator","status":"First tagged release v0.1.0 (2026-10-16); source updated 2026-10-16. README reports comparison against Hercules on 21,000 random processor instructions. The GitHub repo contains HTML/JavaScript and compiled WebAssembly but no Rust source files, although the README says the emulator is written in Rust.","summary":"A Rust/WebAssembly IBM System/370 emulator that runs MVS 3.8j in the TK5 distribution in a browser. README credits MVS 3.8j as public domain and TK5 to its contributors; these guest-system assets have separate provenance from the Apache-2.0 emulator code.","project_url":"https://github.com/ve2cuy/ibm-z-emu","updated":"2026-10-16","strategy":"Browser/WebAssembly full-system mainframe emulation.","language":"","source_available":"Public JavaScript/UI source and compiled WebAssembly; the README describes a Rust emulator, but the repository does not publish Rust source.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Browser-based mainframe emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/ve2cuy/ibm-z-emu"},{"label":"Official GitHub releases","url":"https://github.com/ve2cuy/ibm-z-emu/releases"},{"label":"Official browser demo","url":"https://ve2cuy.github.io/ibm-z-emu/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":106939,"CSS":63473,"HTML":21157},"source_url":"https://api.github.com/repos/ve2cuy/ibm-z-emu/languages","evidence":"GitHub official repository language endpoint byte counts; JavaScript has the largest reported share. Checked 2026-10-16. This repository has no Rust files in its tree; the README says the emulator core is Rust compiled to WASM, while the tracked web package is JavaScript-predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ico-ps2-phone-port","title":"ICO decompilation native port","game":"ICO","platform":"PlayStation 2 → Android; iOS via LiveContainer; Windows/Linux/macOS","kind":"Decompilation","status":"Android supported; iPhone builds are available through LiveContainer but are explicitly untested by the maintainer.","summary":"Cross-platform native port built on the PS2 ICO decompilation. Android APKs are supported; iPhone builds use LiveContainer and are not device-tested by the maintainer. Requires the PAL disc; no game data is included.","project_url":"https://github.com/nathanialf/ico-pc","updated":"2026-10-15T10:51:25Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Decompilation-based port","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/nathanialf/ico-pc"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/nathanialf/ico-pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16136806,"Python":586514,"CMake":288934,"HLSL":239537,"C++":158965,"Shell":154923,"Assembly":35742,"HTML":30703,"Java":7295,"Batchfile":4129,"Linker Script":3794,"PowerShell":2371},"source_url":"https://api.github.com/repos/nathanialf/ico-pc/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (16,136,806 bytes; 17,649,713 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ico-ps2-matching-decomp","title":"ICO PS2 Matching Decompilation","game":"ICO (PS2 PAL SCES-50760 and Japan SCPS-11003)","platform":"PlayStation 2 PAL (SCES-50760) and Japanese retail (SCPS-11003)","kind":"Decompilation","status":"The main branch builds the PAL and Japanese boot ELFs byte-identically and reports 100% section matches for both. The progress badges distinguish compiled/assembled source from data regenerated using the user’s disc, so exact output does not mean every data/rodata byte is handwritten source. USA and prototype targets exist on separate branches and are not part of the main-branch targets recorded here.","summary":"A two-version matching decompilation of ICO’s PS2 PAL and Japanese releases. One C source tree builds both boot ELFs with the original toolchain; the project distributes no disc data. This is distinct from the existing nathanialf/ico-pc native-port repository.","project_url":"https://github.com/nathanialf/ico","updated":"2026-10-16","strategy":"Shared C source tree and original-toolchain rebuild of two retail boot ELFs","language":"","source_available":"Public source; requires the user’s own PAL or Japanese retail disc. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/nathanialf/ico"},{"label":"Maintainer README: target branches and section matching caveat","url":"https://github.com/nathanialf/ico#readme"},{"label":"Maintainer progress dashboard","url":"https://nathanialf.github.io/ico/#pal"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":35742,"C":6096200,"C++":158675,"Linker Script":7835,"Python":340852,"Shell":66857},"source_url":"https://api.github.com/repos/nathanialf/ico/languages","evidence":"GitHub’s official Languages API reports Assembly: 35,742 bytes, C: 6,096,200 bytes, C++: 158,675 bytes, Linker Script: 7,835 bytes, Python: 340,852 bytes, Shell: 66,857 bytes. C is the largest repository-wide total; GitHub’s map includes build and analysis code and is not a matching-progress metric.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shiny-colors-song-for-prism-en","title":"IDOLM@STER: Shiny Colors Song for Prism English Fan Translation","game":"IDOLM@STER: Shiny Colors Song for Prism","platform":"PC (DMM version)","kind":"Fan Localization","status":"In progress; README documents broad coverage and remaining work","summary":"Fan translation modifies localization files and Unity assets in the DMM PC version; project covers stories and UI and tracks remaining untranslated content.","project_url":"https://github.com/gspbeetle/shinysong-translate","updated":"2026-04-05","strategy":"Runtime/in-place localization mod","language":"English","source_available":"Public fan localization repository","first_found":"2026-10-15","project_started":null,"programming_language":"Batchfile","subtype":"In-place fan localization mod","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/gspbeetle/shinysong-translate"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/gspbeetle/shinysong-translate"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":1155},"source_url":"https://api.github.com/repos/gspbeetle/shinysong-translate/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Batchfile (1,155 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"idtech4a-android-pc-games","title":"idTech4A++: PC idTech Games for Android","game":"DOOM 3, Quake 4, Prey (2006), Enemy Territory: QUAKE Wars, and additional PC idTech games","platform":"Windows/Linux PC games → Android 4.4+ (ARMv7 and ARM64; F-Droid build floor is Android 7.0)","kind":"Reimplementation","status":"The latest GitHub release found is v1.1.0harmattan73 (published 2026-09-30); the README identifies Android 4.4+ and ARMv7/ARM64 builds, while its F-Droid comparison lists Android 7.0+ for that distribution. The README lists many PC idTech games and GLES 2.0/3.0 paths, with Vulkan available for some game/runtime combinations. Individual game and device compatibility is not guaranteed.","summary":"Android-native engine/runtime collection for PC idTech titles, including DOOM 3, Quake 4, Prey (2006), and Enemy Territory: QUAKE Wars. It ports multiple open-source engine branches and supplies Android launchers/frontends; most complete commercial game data must be copied from the user's PC installation. The repository includes some pak/resource files, whose terms are separate from the app's GPL-3.0 source license.","project_url":"https://github.com/glKarin/com.n0n3m4.diii4a","updated":"2026-10-16","strategy":"Native Android source ports of idTech engine branches with OpenGL ES and selected Vulkan render paths.","language":"","source_available":"Public GPL-3.0 source and Android releases. Commercial PC game data is generally user supplied; some repository pak/resources and bundled upstream components have distinct licensing/provenance.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android 4.4+ from GitHub builds; ARMv7 and ARM64; multi-engine and multi-title runtime","target_type":"Game","sources":[{"label":"Maintainer README: target titles, supported rendering paths, Android versions/ABIs, and resource/license caveats (checked 2026-10-16)","url":"https://github.com/glKarin/com.n0n3m4.diii4a"},{"label":"Latest release v1.1.0harmattan73 (published 2026-09-30)","url":"https://github.com/glKarin/com.n0n3m4.diii4a/releases/tag/v1.1.0harmattan73"},{"label":"F-Droid package listing and Android distribution minimum (checked 2026-10-16)","url":"https://f-droid.org/packages/com.karin.idTech4Amm/"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/glKarin/com.n0n3m4.diii4a/languages"},{"label":"Current primary README","url":"https://github.com/glKarin/com.n0n3m4.diii4a/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/glKarin/com.n0n3m4.diii4a"}],"media":[{"kind":"image","label":"Prey (2006) screenshot embedded in the idTech4A++ README","url":"https://github.com/glKarin/com.n0n3m4.diii4a/raw/package/screenshot/Screenshot_prey.png","preview_url":null,"source_url":"https://github.com/glKarin/com.n0n3m4.diii4a","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":368648885,"C":355553743,"Shell":7334459,"Makefile":5346391,"Perl":5290545,"CMake":2721584,"QuakeC":2395451,"M4":2306569,"Java":2092917,"Python":1688853,"GLSL":1490234,"Objective-C":1045388,"Assembly":954344,"HTML":782443,"Objective-C++":720090,"HLSL":559474,"Roff":466694,"DIGITAL Command Language":320096,"Yacc":302850,"Batchfile":138453,"Go Template":135669,"Jinja":115076,"Meson":75338,"JavaScript":64342,"Awk":48535,"C#":32958,"Module Management System":29861,"SAS":28753,"WebAssembly":28401,"Smalltalk":20251,"BitBake":19115,"XC":15647,"Lua":15032,"Lex":12778,"Ruby":11965,"Dockerfile":11162,"CSS":10321,"Emacs Lisp":7518,"MATLAB":6242,"eC":5155,"Smarty":4445,"NSIS":3832,"Metal":3691,"Scilab":3154,"Tcl":2840,"PowerShell":2223,"PLSQL":1666,"Pascal":1480,"MAXScript":1081,"sed":763,"GDB":555,"SmPL":354,"Swift":342},"source_url":"https://api.github.com/repos/glKarin/com.n0n3m4.diii4a/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ignition-pc-vita-native-port","title":"Ignition PC-to-PS Vita Port","game":"Ignition (1997 PC 3dfx/Glide release, Ign_3dfx.exe)","platform":"Windows x86 (Ign_3dfx.exe) → PlayStation Vita / PlayStation TV","kind":"API Translation","status":"The v1.0.0 release README reports the full game loop tested on real PS Vita hardware: menus, car selection, races and results, with sound, HUD, effects, language selection and saves. Race scenes averaged about 25–27 fps on the maintainer’s Vita; the port is not a locked 30 fps. PS TV hardware is untested.","summary":"A Vita/PS TV port of the original PC arcade racer that dynamically translates the original Windows x86 executable to ARMv7 and maps its expected Windows/Glide services to Vita APIs.","project_url":"https://github.com/Zeusthenen/Ignition-Vita","updated":"2026-10-16","strategy":"Dynamic x86-to-ARMv7 translation with Win32, DirectInput, DirectSound, MCI CD-audio and Glide API implementations on Vita/vitaGL","language":"","source_available":"Public source and v1.0.0 VPK; game executable/assets are not included and users must provide the supported PC release. README lists MIT original code, LGPL third-party components and GPL-3.0 terms for the linked VPK.","first_found":"2026-10-16","project_started":"2026-10-01","programming_language":"C++","subtype":"PC-to-Vita dynamic translation and API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Zeusthenen/Ignition-Vita"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/Zeusthenen/Ignition-Vita#readme"},{"label":"Official GitHub repository metadata (created 2026-10-01, last pushed 2026-10-13)","url":"https://api.github.com/repos/Zeusthenen/Ignition-Vita"},{"label":"Official v1.0.0 release","url":"https://github.com/Zeusthenen/Ignition-Vita/releases/tag/v1.0.0"},{"label":"Current primary README","url":"https://github.com/Zeusthenen/Ignition-Vita/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Zeusthenen/Ignition-Vita/languages"}],"media":[{"kind":"image","label":"Ignition running in the PS Vita LiveArea, photographed on a real console","url":"https://raw.githubusercontent.com/Zeusthenen/Ignition-Vita/main/docs/images/livearea.jpg","preview_url":"https://raw.githubusercontent.com/Zeusthenen/Ignition-Vita/main/docs/images/livearea.jpg","source_url":"https://github.com/Zeusthenen/Ignition-Vita/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2653881,"CMake":46737,"Python":2877,"Shell":2598,"C":1268},"source_url":"https://api.github.com/repos/Zeusthenen/Ignition-Vita/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-igs-pgm","title":"IGS PolyGame Master MiSTer Core","game":"Software for supported IGS PolyGame Master arcade cartridges","platform":"IGS PolyGame Master (PGM) arcade system on MiSTer FPGA","kind":"Emulator","status":"Beta and actively tested; upstream source last pushed 2026-09-10 and the repository includes release bitstreams. The README says most games work but the platform’s many variants and bootlegs still need testing, and lists supported and not-yet-working sets individually.","summary":"MiSTer FPGA core for IGS’s cartridge-based PolyGame Master arcade platform. It models PGM-specific CPUs, sprite/video, sound, protection and battery-backed state; the user must provide MAME-compatible game and parent BIOS dumps.","project_url":"https://github.com/MiSTer-devel/Arcade-IGSPGM_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of the IGS PGM board, with per-game support and protection work documented in the upstream README.","language":"","source_available":"Public GPL-2.0 source repository. BIOS and cartridge dumps are not included; user-provided MAME-compatible files are required. README labels the core beta and says multiple variants/bootlegs remain untested.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"MiSTer FPGA arcade hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Arcade-IGSPGM_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-IGSPGM_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4550952,"SystemVerilog":1544332,"C":1119642,"Verilog":486715,"Python":292753,"Scala":140323,"Objective-C++":104765,"VHDL":103129,"Makefile":38550,"HTML":27885,"Tcl":24790,"Objective-C":19855,"Batchfile":16267,"Assembly":16248,"CMake":8570,"Forth":2220,"Linker Script":1535,"Shell":1523,"Kotlin":1513,"Fortran":1392,"GLSL":1384,"GDB":555,"Lua":218,"Filebench WML":66},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-IGSPGM_MiSTer/languages","evidence":"Official GitHub Languages API reports 4,550,952 bytes of C++ as the largest language count (53.5% of 8,505,182 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ikaruga-gc-static-recomp","title":"Ikaruga GameCube Static Recompilation","game":"Ikaruga","platform":"GameCube GIKE70 → Windows PC","kind":"Recompilation","status":"Very early; 5,138 functions in 26 files compile and startup reaches __OSReadROM. No gameplay claim or release.","summary":"Title-specific static recompilation using the separate gcrecomp toolkit; user supplies game data.","project_url":"https://github.com/sp00nznet/ikaruga","updated":"2026-10-16","strategy":"Static recompilation using gcrecomp","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/sp00nznet/ikaruga#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/sp00nznet/ikaruga"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/sp00nznet/ikaruga/releases"},{"label":"Current primary README","url":"https://github.com/sp00nznet/ikaruga/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/sp00nznet/ikaruga/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":48501,"CMake":3512},"source_url":"https://api.github.com/repos/sp00nznet/ikaruga/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"illbleed-dreamcast-japan-decomp","title":"Illbleed Dreamcast Japan Decompilation","game":"Illbleed (Dreamcast, Japan T45601M V1.003)","platform":"Sega Dreamcast (Japan release, T45601M V1.003) — original disc required for local extraction/build","kind":"Decompilation","status":"In progress. The maintainer documents a byte-exact assembly baseline and 2,049 of 4,245 functions named. Equivalent C is behavior-tested; matching C is a separate higher tier. The repository has no game code or data, and setup requires the user’s disc plus a Katana SDK. No public release is listed.","summary":"Function-level Dreamcast executable decompilation for Illbleed Japan T45601M V1.003. Its build checks an assembly baseline byte-for-byte while C functions advance through behavior-equivalent and matching tiers; generated game-derived files remain local.","project_url":"https://github.com/consolesplayingconsoles/illbleed-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game code/data are not included; user supplies the original disc and required SDK.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Dreamcast executable matching decompilation; Japanese retail build T45601M V1.003","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/consolesplayingconsoles/illbleed-decomp/blob/cae485ca3c913e74d5e4dd86ed285c61068f38e2/README.md"},{"label":"Canonical public repository","url":"https://github.com/consolesplayingconsoles/illbleed-decomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/consolesplayingconsoles/illbleed-decomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/consolesplayingconsoles/illbleed-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":302185,"Shell":12059,"Dockerfile":1128},"source_url":"https://api.github.com/repos/consolesplayingconsoles/illbleed-decomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"illusia-2-ps-vita-api-port","title":"ILLUSIA 2 PS Vita Port","game":"ILLUSIA 2","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.3)","kind":"API Translation","status":"Work in progress; the README notes that menus and stage rendering may be incomplete and textures can disappear during transitions.","summary":"The port wraps the Android ARM library with a Vita loader and Android API bridge, using VitaGL. The user supplies the supported Android package and data.","project_url":"https://github.com/MetalSyntax/ILLUSIA-2-Vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/ILLUSIA-2-Vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/ILLUSIA-2-Vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/ILLUSIA-2-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/ILLUSIA-2-Vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"illusia-ps-vita-api-port","title":"ILLUSIA PS Vita Port","game":"ILLUSIA","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android build (see upstream setup guide))","kind":"API Translation","status":"The README marks the game playable start to finish on real hardware, including story, combat and menus.","summary":"A Vita loader runs the Android game binary with FalsoJNI and Vita-native GLES/audio/input support. The original Android game data is supplied by the player.","project_url":"https://github.com/MetalSyntax/ILLUSIA-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/ILLUSIA-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/ILLUSIA-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/ILLUSIA-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/ILLUSIA-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mumble-illusion-of-gaia-it","title":"Illusion of Gaia Italian Retranslation","game":"Illusion of Gaia","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; v1.00 released 2025-09-05","summary":"Italian translation patch based on a Japanese-to-Italian retranslation, distributed for the US SNES ROM revision.","project_url":"https://www.mumble.romhacking.it/gaia.html","updated":"2025-09-05","strategy":"Fan translation patch","language":"Italian","source_available":"IPS patch","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Project page; translation and release details","url":"https://www.mumble.romhacking.it/gaia.html"},{"label":"Patch readme; target ROM checksum and patch instructions","url":"https://www.mumble.romhacking.it/readmes/gaia-readme.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.mumble.romhacking.it/gaia.html","evidence":"The maintainer page identifies an Italian SNES translation and offers an IPS patch with a readme; it does not publish a code repository or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes a ROM patch rather than a code repository with language totals; no predominant programming language can be assigned."}},{"id":"ilspy-dotnet-decompiler","title":"ILSpy","game":".NET assemblies and managed applications","platform":".NET assemblies; cross-platform desktop UI for Windows, Linux, and macOS","kind":"Decompilation","status":"Active; v11.1 was released 2026-09-23 and source changes continued through 2026-10-14.","summary":"Open-source .NET assembly browser and decompiler with a cross-platform desktop application, command-line tools, Visual Studio integration, and a reusable C# decompiler library. It reconstructs readable C# from managed assemblies and can emit debugging information.","project_url":"https://github.com/icsharpcode/ILSpy","updated":"2026-10-16","strategy":"Managed .NET metadata and IL decompilation into C#","language":"","source_available":"Public MIT-licensed source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Managed .NET decompiler and assembly browser","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/icsharpcode/ILSpy"},{"label":"GitHub release v11.1 (2026-09-23)","url":"https://github.com/icsharpcode/ILSpy/releases/tag/v11.1"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/icsharpcode/ILSpy"},{"label":"GitHub latest commit listed for default branch (2026-10-14, dad8a25ed2; activity evidence only)","url":"https://github.com/icsharpcode/ILSpy/commit/dad8a25ed2b742c64b7e22b5db6cc13c69f3e9b2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":13873838,"IL Assembly":505348,"JavaScript":55657,"PowerShell":49535,"Visual Basic .NET":34528,"HTML":11908,"Less":9904,"CSS":8261,"Shell":1773,"F#":1571,"XSLT":664,"Ruby":607,"Dockerfile":272},"source_url":"https://api.github.com/repos/icsharpcode/ILSpy/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C# has the largest listed count (13,873,838 bytes; 14,553,866 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"imabikiso-ps3-windows-static-recomp","title":"Imabikisō PS3 Windows Static Recompilation","game":"Imabikisō / 忌火起草 (PS3 Japan BLJM60042 v01.00)","platform":"PlayStation 3 Japan (BLJM60042 v01.00) → Windows x64 / Direct3D 12","kind":"Recompilation","status":"The 2026-10-15 README says the prototype boots, renders the opening and reaches the first classroom narration; an English text preview covers a small opening portion. Its 51% figure is an engineering-planning score, not story compatibility. Full-game testing remains largely untested, occasional audio gaps remain and there is no release date.","summary":"An experimental Windows recompilation of the Japanese PS3 visual novel, with a separate early machine-translated English preview. The source repository contains no game dump, generated code or game media.","project_url":"https://github.com/yasindevs/imabikisou-pc","updated":"2026-10-16","strategy":"Static PS3 PPU/SPU recompilation using ps3recomp with a native Windows renderer and game-specific host code","language":"","source_available":"Public MIT-licensed source and tooling; the README explicitly says no executable, generated game code, disc image, fonts, audio or video are included.","first_found":"2026-10-16","project_started":"2026-10-14","programming_language":"C++","subtype":"Game-specific PS3-to-PC recompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/yasindevs/imabikisou-pc"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/yasindevs/imabikisou-pc#readme"},{"label":"Official GitHub repository metadata (created 2026-10-14, last pushed 2026-10-15)","url":"https://api.github.com/repos/yasindevs/imabikisou-pc"},{"label":"Maintainer dated progress data","url":"https://github.com/yasindevs/imabikisou-pc/blob/main/docs/progress.json"},{"label":"Current primary README","url":"https://github.com/yasindevs/imabikisou-pc/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/yasindevs/imabikisou-pc/languages"}],"media":[{"kind":"image","label":"Imabikisō English title screen with New Game and Continue","url":"https://raw.githubusercontent.com/yasindevs/imabikisou-pc/main/docs/screenshots/01-english-menu.png","preview_url":"https://raw.githubusercontent.com/yasindevs/imabikisou-pc/main/docs/screenshots/01-english-menu.png","source_url":"https://github.com/yasindevs/imabikisou-pc/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":208721,"C":36422,"Python":18962,"CMake":15660},"source_url":"https://api.github.com/repos/yasindevs/imabikisou-pc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"immortal-dusk-ps-vita-api-port","title":"Immortal Dusk PS Vita Port","game":"Immortal Dusk","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.2)","kind":"API Translation","status":"The README labels this as a playable Vita port and requires assets extracted from a legally purchased Android copy.","summary":"A native ARM loader and Android compatibility layer adapt the original Android RPG for Vita. The upstream README says proprietary game assets are not included.","project_url":"https://github.com/MetalSyntax/Inmortal-Dusk-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Inmortal-Dusk-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Inmortal-Dusk-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Inmortal-Dusk-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Inmortal-Dusk-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"import-tuner-challenge-xbox360-linux-rexglue-recomp","title":"Import Tuner Challenge Xbox 360 Linux Recompilation (ReXGlue)","game":"Import Tuner Challenge (Xbox 360, 2006)","platform":"Xbox 360 → Linux x86-64 (native Vulkan renderer)","kind":"Recompilation","status":"Work in progress. Latest release v0.4.0 was published 2026-10-16 and adds higher-resolution and fullscreen rendering. The README reports Linux desktop and Steam Deck testing. Known limits include missing in-game movies, 30 Hz menus/HUD, and interpolation only during races.","summary":"A native Linux port that statically recompiles the game's PowerPC code to x86-64 with ReXGlue and provides a Vulkan renderer. No game data is included; the user must supply and extract their own game backup.","project_url":"https://github.com/Spooky098529/ITC-Recomp","updated":"2026-10-16","strategy":"Static recompilation of Xbox 360 PowerPC code to x86-64 using ReXGlue","language":"","source_available":"Public source and v0.4.0 release. No project license is declared in the repository page/files inspected. No game data is included; the user supplies and extracts their own game backup.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation to native Linux","target_type":"Game","sources":[{"label":"Maintainer README: method, platforms, game-data requirement, tested status, and limitations","url":"https://github.com/Spooky098529/ITC-Recomp#readme"},{"label":"Maintainer release v0.4.0","url":"https://github.com/Spooky098529/ITC-Recomp/releases/tag/v0.4.0"},{"label":"GitHub official language breakdown","url":"https://api.github.com/repos/Spooky098529/ITC-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":98301748,"C":1658797,"CMake":15302,"Python":9873,"Shell":7575,"GLSL":1486},"source_url":"https://api.github.com/repos/Spooky098529/ITC-Recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 98,301,748 bytes of C++ as the largest total (98.3% of 99,994,781 recognized language bytes) for the complete repository. The project contains generated/recompiled code, so repository-wide totals should not be read as a language share of hand-written runtime code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"in-falsus-steam-ko","title":"In Falsus Korean Fan Translation Patch","game":"In Falsus","platform":"Windows PC / Steam","kind":"Fan Localization","status":"Released; v0.7.0 published 2026-10-16. The release notes report mistranslation fixes and manual review of awkward lines; the README describes continuing in-game review and gives no full-game completion or coverage percentage.","summary":"Korean fan localization for the Steam game In Falsus, with story, UI, game-text and font changes. The maintainer provides Python extraction/repacking tools and distributes replacement resource files; the game continues to run in its English locale because its Korean locale switch is inactive.","project_url":"https://github.com/meldavy/infalsus-kr-patch","updated":"2026-10-16","strategy":"English-locale carry resource patch with Python extraction/repacking tools","language":"Korean","source_available":"Public v0.7.0 patch ZIP and source tooling; the maintainer says the repository contains no original game scripts, images, fonts or binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text, UI and font localization","target_type":"Game","sources":[{"label":"Maintainer README: target, source text, English-locale carry, tooling, and game-data/licensing caveats","url":"https://github.com/meldavy/infalsus-kr-patch/blob/main/README.md"},{"label":"Maintainer v0.7.0 release notes, patch asset and release date","url":"https://github.com/meldavy/infalsus-kr-patch/releases/tag/v0.7.0"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/meldavy/infalsus-kr-patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":106043,"Shell":947},"source_url":"https://api.github.com/repos/meldavy/infalsus-kr-patch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 106,043 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"in-search-of-dr-riptide-dos-source-reconstruction","title":"In Search of Dr. Riptide DOS Source Reconstruction","game":"In Search of Dr. Riptide (DOS, 1994)","platform":"DOS PC (Borland C++ large-model executable)","kind":"Decompilation","status":"The repository provides scripts to compile, link and compare a rebuilt RIPTIDE.EXE. Reconstructed functions carry original segment:offset annotations and are checked with differential tests and compiler-output comparisons; the README does not state an overall completion percentage.","summary":"C++ source reconstruction of the DOS submarine shooter, linked with identified original runtime/data segments and verified against the shipped executable.","project_url":"https://github.com/xor2003/riptide-re","updated":"2026-10-16","strategy":"Borland C++ 3.1 source reconstruction with binary-segment reuse, differential testing and code-generation comparisons.","language":"","source_available":"Public source and verification tools; the README lists a shareware release and does not include the original commercial binaries or local analysis databases.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"DOS source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/xor2003/riptide-re#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/xor2003/riptide-re/commit/e0a44c0af02b7a9901a0dbe291157d0c7ac47a73"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/xor2003/riptide-re/languages"},{"label":"Current primary README","url":"https://github.com/xor2003/riptide-re/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/xor2003/riptide-re"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1005540,"C++":376600,"Python":158845,"Shell":11367},"source_url":"https://api.github.com/repos/xor2003/riptide-re/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"inazuma-eleven-3-ogre-nds-decomp","title":"Inazuma Eleven 3: The Ogre Decompilation","game":"Inazuma Eleven 3: Sekai e no Chousen: The Ogre!!","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; README identifies the Japanese ROM output and its SHA-1.","summary":"Nintendo DS decompilation targeting the Japanese `ie3ogre.jp.nds` release.","project_url":"https://github.com/CacaBueno64/ie3ogres","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game dump required as build input.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/CacaBueno64/ie3ogres"},{"label":"Maintainer README and project status","url":"https://github.com/CacaBueno64/ie3ogres/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":19070714,"C++":1567205,"C":1172627,"Meson":185389,"Python":163913,"Yacc":25663,"Lex":23198,"Shell":8152,"Makefile":6916,"CMake":870},"source_url":"https://api.github.com/repos/CacaBueno64/ie3ogres/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"inazuma-eleven-go-galaxy-it","title":"Inazuma Eleven GO Galaxy Italian Patch","game":"Inazuma Eleven GO Galaxy: Supernova / Big Bang","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Latest listed Italian patch is v1.4.0build4 for Inazuma Eleven GO Galaxy: Supernova and Big Bang, released 2022-04-06; the release labels it a major NPC update. No later GitHub release is listed. Patch completeness is not stated in the maintainer README.","summary":"An Italian patch project for both Inazuma Eleven GO Galaxy editions maintained by Game Patching Team.","project_url":"https://github.com/GamePatchingTeam/IE6-Release","updated":"2022-04-06","strategy":"Fan translation patch","language":"Italian","source_available":"Public GitHub v1.4.0build4 Italian patch release with exefs/romfs RAR assets for the Supernova and Big Bang editions. The repository README identifies the project as an Italian patch release.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Team project repository","url":"https://github.com/GamePatchingTeam/IE6-Release"},{"label":"Team project index","url":"https://github.com/GamePatchingTeam"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/GamePatchingTeam/IE6-Release"},{"label":"GitHub API: latest published release metadata","url":"https://api.github.com/repos/GamePatchingTeam/IE6-Release/releases?per_page=1"},{"label":"Maintainer README: Italian patch for Supernova and Big Bang","url":"https://github.com/GamePatchingTeam/IE6-Release/blob/master/README.md"},{"label":"Latest published patch release v1.4.0build4 (2022-04-06) and exefs/romfs assets","url":"https://github.com/GamePatchingTeam/IE6-Release/releases/tag/1.4.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/GamePatchingTeam/IE6-Release/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"inazuma-eleven-go-strikers-2013-wii-decomp","title":"Inazuma Eleven GO Strikers 2013 Wii Decompilation","game":"Inazuma Eleven GO Strikers 2013","platform":"Nintendo Wii","kind":"Decompilation","status":"The repository has build instructions for the Wii DOL and identifies the game as Inazuma Eleven GO Strikers 2013. The README says constructors (ctors) and extab currently do not work; no release is listed, and the latest reported push is 2024-06-13.","summary":"A Wii DOL decompilation project for Inazuma Eleven GO Strikers 2013. The README instructs users to extract their own main.dol and describes the current build limitations; it does not claim a finished or playable port.","project_url":"https://github.com/SwareJonge/IEStrikers","updated":"2026-10-16","strategy":"Wii DOL decompilation; matching status is not stated in the README","language":"","source_available":"Public source and build instructions; requires a user-extracted main.dol and compiler tools.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii decompilation","target_type":"Game","sources":[{"label":"Maintainer README: game target, Wii DOL build steps, and current bugs","url":"https://github.com/SwareJonge/IEStrikers#readme"},{"label":"Official GitHub repository metadata and latest push date","url":"https://api.github.com/repos/SwareJonge/IEStrikers"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/SwareJonge/IEStrikers/releases"},{"label":"Current primary README","url":"https://github.com/SwareJonge/IEStrikers/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/SwareJonge/IEStrikers/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1507515,"C++":179332,"Python":37010,"Assembly":21887},"source_url":"https://api.github.com/repos/SwareJonge/IEStrikers/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"indiana-jones-desktop-adventures-webfun","title":"Indiana Jones and His Desktop Adventures WebFun Reimplementation","game":"Indiana Jones and His Desktop Adventures","platform":"Windows 1996 game engine/data → modern browser and mobile web view","kind":"Reimplementation","status":"Browser engine reimplementation for Indiana Jones and His Desktop Adventures; the project links a live WebFun demo and requires the user to provide game data. The README gives no completion percentage.","summary":"Browser/mobile implementation of the engine powering Indiana Jones and His Desktop Adventures and Yoda Stories.","project_url":"https://codeberg.org/cyco/WebFun","updated":"2026-10-15","strategy":"Reimplementation of the shared game engine; loads original game data supplied by the user.","language":"JavaScript/TypeScript","source_available":"Public Codeberg source repository with maintainer-linked live browser demo and documentation. The repository tree has no license file or declared license, so public availability does not establish reuse permissions.","first_found":"2026-10-15","project_started":null,"programming_language":"TypeScript","subtype":"Browser engine reimplementation","target_type":"Game","sources":[{"label":"Project README for both supported game engines","url":"https://codeberg.org/cyco/WebFun"},{"label":"Maintainer-linked live WebFun demo","url":"https://www.webfun.io/"},{"label":"Maintainer README: shared engine scope, live demo and documentation","url":"https://codeberg.org/cyco/WebFun/src/branch/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":1626871,"JavaScript":117854,"SCSS":71440,"HTML":13119,"Shell":1068},"source_url":"https://codeberg.org/api/v1/repos/cyco/WebFun/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. TypeScript is predominant with 1,626,871 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"indiana-jones-desktop-adventures-yodecomp-android","title":"Indiana Jones’ Desktop Adventures — Yodecomp Android Port","game":"Indiana Jones’ Desktop Adventures","platform":"Windows PC → SDL3 Android (arm64-v8a and x86_64)","kind":"Decompilation","status":"The main branch documents an `android-indy` CMake preset and a touch-enabled Android build. No prebuilt GitHub release or physical-device test is documented. Retail game data and executables must be supplied locally and are not committed.","summary":"Separate Indiana Jones Desktop Adventures target in Yodecomp’s partially byte-matched LucasArts engine decompilation. The Android port uses the SDL3 runtime and packages locally supplied game data into the build output.","project_url":"https://github.com/shinyquagsire23/Yodecomp","updated":"2026-10-16","strategy":"Byte-matching Win32/MFC decompilation plus SDL3 cross-platform port","language":"","source_available":"Public source repository; original game data is supplied locally","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Separate Indiana Jones build variant; SDL3 Android APK","target_type":"Game","sources":[{"label":"Maintainer README: supported game variants","url":"https://github.com/shinyquagsire23/Yodecomp"},{"label":"Indiana Jones Android build preset and data-staging instructions","url":"https://github.com/shinyquagsire23/Yodecomp/blob/main/BUILDING.md"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/shinyquagsire23/Yodecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1760017,"Python":390396,"C":99574,"Java":51835,"CMake":51217,"Shell":28784,"HTML":12178,"JavaScript":9727},"source_url":"https://api.github.com/repos/shinyquagsire23/Yodecomp/languages","evidence":"Official GitHub Languages API returned 8 language byte totals (2,403,728 bytes); C++ is largest at 1,760,017 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"infamous-second-son-ps4-pc","title":"inFAMOUS: Second Son PS4-to-PC Native Port","game":"inFAMOUS: Second Son","platform":"PlayStation 4 → Linux and Windows x86-64","kind":"API Translation","status":"Playable but in development; game starts and reaches gameplay/early chapters, with typical 20–30 FPS on an RTX 2060 and known image issues.","summary":"A game-specific native PC port/compatibility runtime for inFAMOUS: Second Son. It runs the PS4 x86-64 game code on Windows/Linux hosts, replaces selected PS4 services, and translates GPU work to Vulkan; compatibility claims apply only to the documented game build and tested hardware.","project_url":"https://github.com/HayatoG/iss_pc","updated":"2026-10-15","strategy":"PS4 x86-64 game code runs natively on the host CPU; system services are reimplemented and GPU operations translated to Vulkan.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Ps4 x86-64 game code runs natively on the host cpu","target_type":"Game","sources":[{"label":"Maintainer repository: method and exact game build requirements","url":"https://github.com/HayatoG/iss_pc"},{"label":"Verified release or build","url":"https://github.com/HayatoG/iss_pc/releases/tag/v2026.10.16-e7b467e"},{"label":"Maintainer releases","url":"https://github.com/HayatoG/iss_pc/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/HayatoG/iss_pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4771163,"C":1196197,"Python":808020,"QML":116047,"Shell":72407,"CMake":36855,"Nix":6590,"Perl":4899,"GLSL":4311},"source_url":"https://api.github.com/repos/HayatoG/iss_pc/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 4,771,163 bytes; the manifest breakdown contains all 9 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"infinite-undiscovery-xbox360-windows-recomp","title":"Infinite Undiscovery Xbox 360 Windows Recompilation","game":"Infinite Undiscovery","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Release candidate v1.0.0-rc1 (2026-10-07). Disc 1/2 transitions and supported DLC voucher paths have been exercised; late-game progression is not fully verified.","summary":"Native Windows static recompilation. The project supports the USA, USA-UNDUB, Europe, Japan, and Asia versions of both discs, from XDVDFS ISO or extracted folders, plus A Voucher/B Voucher DLC. Game files are user-supplied and are not distributed. Source is BSD-3-Clause. The README does not identify one exact media ID/hash, so supported region/release families are the strongest published build identifiers.","project_url":"https://github.com/doc-haz/infinite-undiscovery-recomp","updated":"2026-10-14","strategy":"Xbox 360 PowerPC static recompilation to native C++ with a Windows runtime","language":"","source_available":"Public source, release-candidate build, and setup instructions; users provide their supported disc/DLC files; no game data included; BSD-3-Clause.","first_found":"2026-10-16","project_started":"2026-10-01","programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported regions/discs/DLC, data requirements, method, and tested boundary","url":"https://github.com/doc-haz/infinite-undiscovery-recomp/blob/main/README.md"},{"label":"Maintainer v1.0.0-rc1 release","url":"https://github.com/doc-haz/infinite-undiscovery-recomp/releases/tag/v1.0.0-rc1"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/doc-haz/infinite-undiscovery-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"CMake":5069,"PowerShell":8366,"C++":372026,"C":4150},"source_url":"https://api.github.com/repos/doc-haz/infinite-undiscovery-recomp/languages","evidence":"Official GitHub Repository.languages API byte counts: 372,026 bytes of C++, the largest total (95.5% of 389,611 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"innocent-tears-ogxbox-en","title":"Innocent Tears Original Xbox English Translation Patch","game":"Innocent Tears","platform":"Original Xbox","kind":"Fan Localization","status":"Patch v1.0 was published 2026-08-01. The maintainer reports a complete start-to-finish test on a softmodded Original Xbox and Xbox 360; XEMU requires a development build at or above 0.8.136 for the documented audio fix. The repository says the translation was made without AI.","summary":"An English patch for the Japan-only Original Xbox RPG Innocent Tears. The project provides an XDelta patch and requires a user-owned original game image.","project_url":"https://github.com/Eight-Mansions/InnocentTears","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/Eight-Mansions/InnocentTears#readme"},{"label":"Maintainer release 1.0","url":"https://github.com/Eight-Mansions/InnocentTears/releases/tag/1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Eight-Mansions/InnocentTears"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/Eight-Mansions/InnocentTears/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Eight-Mansions/InnocentTears/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"innocent-tour-pc-98-english","title":"Innocent Tour English Translation","game":"Innocent Tour","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v1.2","summary":"English fan localization for Innocent Tour on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/innocent-tour-english-translation-pc-98","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/innocent-tour-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Svipur/Innocent-Tour-English/languages","evidence":"GitHub's official repository Languages API for Svipur/Innocent-Tour-English returned an empty JSON object ({}) on 2026-10-16; no language byte totals were available to identify a predominant programming language.","verified_at":"2026-10-16","reason_unknown":"The official GitHub Languages API returned no language byte totals for this repository."}},{"id":"inotia-2-ps-vita-api-port","title":"Inotia 2: A Wanderer of Luone PS Vita Port","game":"Inotia 2: A Wanderer of Luone","platform":"iOS ARMv6 → PlayStation Vita (iOS v1.1.41 ARMv6 executable)","kind":"API Translation","status":"Playable on physical Vita hardware; the README reports boot, asset loading, menus, character slots, audio and controls. Intro/outro videos are skipped.","summary":"A custom Mach-O loader runs the original iOS ARMv6 executable and replaces Apple frameworks (UIKit, CoreGraphics, CoreAudio, OpenGL ES) with Vita-native implementations.","project_url":"https://github.com/MetalSyntax/Inotia2-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. 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This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"inotia-3-ps-vita-api-port","title":"Inotia 3: Children of Carnia PS Vita Port","game":"Inotia 3: Children of Carnia","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.3.2)","kind":"API Translation","status":"The README labels the offline campaign fully playable, including progression, party management, skills, combat and map transitions; it says users provide their own APK.","summary":"The port uses an Android library loader and Vita compatibility layer to run the original game on Vita. The original APK and assets are not included.","project_url":"https://github.com/MetalSyntax/Inotia3-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. 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This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"inputfusion-gamepad-api-translation","title":"InputFusion","game":"Windows gamepad applications using supported controller APIs (multi-title)","platform":"Windows controller APIs (XInput, DirectInput 1–8, WinMM, and developing GameInput support) → SDL3 gamepad backend; can also be loaded in Wine/Proton","kind":"API Translation","status":"Active development; release 0.4.1 was published 2026-06-12 and upstream source was pushed 2026-09-07. The README marks XInput and WinMM as working, DirectInput 1–8 as work in progress, and GameInput as under development.","summary":"An input API compatibility library that reimplements selected Windows gamepad interfaces over SDL3, allowing games that call XInput, DirectInput, or WinMM joystick functions to use controllers SDL supports. It is a controller API shim, not a Windows API compatibility layer or controller emulator; supported interfaces have different maturity levels.","project_url":"https://github.com/xan105/InputFusion","updated":"2026-09-07","strategy":"Windows gamepad API calls forwarded through SDL3 controller support","language":"","source_available":"Public source repository under LGPL-3.0; Windows builds are published as releases","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows gamepad API compatibility shim","target_type":"Software","sources":[{"label":"Upstream README: API directions, supported APIs, usage, and limitations","url":"https://github.com/xan105/InputFusion"},{"label":"Latest reviewed release 0.4.1 (2026-06-12)","url":"https://github.com/xan105/InputFusion/releases/tag/0.4.1"},{"label":"GitHub repository metadata: last push, license, and source language","url":"https://api.github.com/repos/xan105/InputFusion"},{"label":"GitHub language statistics (C++ is predominant)","url":"https://api.github.com/repos/xan105/InputFusion/languages"}],"media":[{"kind":"image","label":"Steam Input to XInput translation diagram from the InputFusion README","url":"https://github.com/xan105/InputFusion/raw/main/screenshot/SteamInput_to_XInput.png","preview_url":"https://github.com/xan105/InputFusion/raw/main/screenshot/SteamInput_to_XInput.png","source_url":"https://github.com/xan105/InputFusion/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C":3537,"C++":322850},"source_url":"https://api.github.com/repos/xan105/InputFusion/languages","evidence":"Official GitHub REST Languages API byte counts; predominant language is the entry with the greatest byte count across the repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"insaniquarium-deluxe-vita-api-port","title":"Insaniquarium! 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No license is declared for this repository.","project_url":"https://github.com/KartingSackboy06/insaniquarium-vita","updated":"2026-10-16","strategy":"Android ARM ELF loading with Vita-side API shims","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android-to-Vita binary/API port","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/KartingSackboy06/insaniquarium-vita"},{"label":"Maintainer README","url":"https://github.com/KartingSackboy06/insaniquarium-vita/blob/main/README.md"},{"label":"v1.00a release","url":"https://github.com/KartingSackboy06/insaniquarium-vita/releases/tag/v1.00a"},{"label":"Canonical game facts (article covers Deluxe edition)","url":"https://en.wikipedia.org/wiki/Insaniquarium"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":176515,"Python":3316,"CMake":2858,"Shell":758},"source_url":"https://github.com/KartingSackboy06/insaniquarium-vita/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-interact","title":"Interact Home Computer MiSTer Core","game":"Interact Home Computer software, cassette programs and compatible BASIC applications","platform":"Interact Home Computer (1978) on MiSTer FPGA","kind":"Emulator","status":"Runnable core with intermittent maintenance; upstream last pushed 2025-12-09 and the latest checked-in RBF is dated 2025-10-05. The README documents `.K7`/`.CIN` cassette support and requires a user-supplied Interact ROM renamed `boot.rom`.","summary":"FPGA recreation of the 1978 Interact Home Computer. The MiSTer core supports its cassette formats and keyboard mapping; the system ROM is not included in the tracked tree.","project_url":"https://github.com/MiSTer-devel/Interact_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of the Interact computer, adapted from its earlier FPGA core.","language":"","source_available":"Public GPL-2.0 source repository. The README requires the user’s Interact ROM; no ROM image was found in the tracked tree, and firmware rights remain separate.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA vintage-computer hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Interact_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Interact_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":350676,"SystemVerilog":165235,"VHDL":107520,"Tcl":22522,"Assembly":2568,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Interact_MiSTer/languages","evidence":"Official GitHub Languages API reports 350,676 bytes of Verilog as the largest language count (54.0% of 649,193 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"international-rally-championship-x86-static-recomp","title":"International Rally Championship Native Recompilation","game":"International Rally Championship","platform":"Original PC CD release: RAL.EXE 4.81 (1998-12-09), hand-written x86 assembly → Windows 10/11 x64 native executable; maintainer reports Windows 11 testing. Linux and macOS are untested.","kind":"Recompilation","status":"Version 1.0.0 was published 2026-10-08. The maintainer reports that opening videos, menus, races, championship, replays, and two-player split-screen work. Network multiplayer does not connect; Windows 11 was tested, while Linux/macOS remain untested.","summary":"The static recompiler translates every function in the CD’s hand-written x86 RAL.EXE into portable C and links it with a runtime that reimplements selected Windows 98 and DirectX 5 APIs over SDL3. The release executable contains no game code; users provide their own CD image.","project_url":"https://github.com/ericodeoliveira/international-rally-championship-recomp","updated":"2026-10-16","strategy":"Static x86-to-C recompilation of RAL.EXE v4.81 with a native 64-bit Windows runtime that implements selected Win32/DirectX 5 behavior over SDL3.","language":"","source_available":"Public MIT-licensed source. The maintainer says the game code is generated locally from a user-owned CD and is not distributed; the released recompilation launcher contains no game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"32-bit x86 PC game recompilation to Windows x64","target_type":"Game","sources":[{"label":"Maintainer README: exact RAL.EXE version, x86-to-C method, supported Windows versions, functionality, unsupported network play, and source/data policy","url":"https://github.com/ericodeoliveira/international-rally-championship-recomp#english"},{"label":"Version 1.0.0 release and Windows executable asset, published 2026-10-08","url":"https://github.com/ericodeoliveira/international-rally-championship-recomp/releases/tag/v1.0.0"},{"label":"Repository MIT license","url":"https://github.com/ericodeoliveira/international-rally-championship-recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ericodeoliveira/international-rally-championship-recomp"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/ericodeoliveira/international-rally-championship-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":242371,"Python":228663,"Batchfile":11758,"CMake":2823,"Shell":1210},"source_url":"https://api.github.com/repos/ericodeoliveira/international-rally-championship-recomp/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-vc4000-mister","title":"Interton VC 4000 and compatible Signetics 2650 consoles MiSTer FPGA Core","game":"Interton VC 4000 and compatible Signetics 2650 consoles","platform":"Interton VC 4000 and compatible Signetics 2650 consoles on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-09-15.","summary":"FPGA system-emulation core for Interton VC 4000 and compatible Signetics 2650 consoles on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/VC4000_MiSTer","updated":"2025-09-15","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/VC4000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/VC4000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/VC4000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/VC4000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":309115,"VHDL":238335,"SystemVerilog":139400,"Tcl":22720,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/VC4000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 309,115 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"into-the-eagle-s-nest-zx-spectrum-spanish","title":"Into the Eagle's Nest Spanish Translation","game":"Into the Eagle's Nest","platform":"ZX Spectrum","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"Spanish fan localization for Into the Eagle's Nest on ZX Spectrum. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/into-the-eagles-nest-spanish-translation-zx-spectrum","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"Batchfile","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/into-the-eagles-nest-spanish-translation-zx-spectrum"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":3510820,"Python":117924,"Assembly":32955,"HTML":30803,"NewLisp":13},"source_url":"https://api.github.com/repos/sewave/translations/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for sewave/translations on 2026-10-16; Batchfile is the largest bucket at 3,510,820 bytes. Counts cover the full repository and do not isolate code for this catalog entry. This repository contains multiple translation projects, so its totals are not project-specific.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ioquake3-wii-u","title":"ioQuake3-U","game":"Quake III Arena and compatible id Tech 3 games","platform":"Windows/Linux id Tech 3 source and game data → Nintendo Wii U","kind":"Reimplementation","status":"The maintainer reports that it boots, loads maps, and plays with bots using native GX2 rendering. The Wii U build tree produces separate Quake III Arena, Team Arena, OpenArena, Quake3Classic, and Elite Force flavors. Original game data is required; no full-campaign result is claimed.","summary":"Native Wii U port of ioQuake3 with a GX2 graphics backend, Wii U controller support, and five id Tech 3-compatible build flavors.","project_url":"https://github.com/Mayo1970/ioQuake3-U","updated":"2026-10-15","strategy":"Port ioQuake3 to Wii U using devkitPPC/wut and a native GX2 renderer, retaining the shared engine/game code","language":"","source_available":"Public source repository; user-supplied data for a compatible id Tech 3 game is required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii U native homebrew; multi-title engine port","target_type":"Game","sources":[{"label":"Maintainer README: tested status, target flavors, controller support, and build commands","url":"https://github.com/Mayo1970/ioQuake3-U"},{"label":"Wii U port installation and game-data requirements","url":"https://github.com/Mayo1970/ioQuake3-U/blob/master/INSTALLATION.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11409935,"HTML":69263,"GLSL":68986,"Assembly":26369,"Roff":21060,"Yacc":4613,"C++":1690,"Linker Script":389},"source_url":"https://api.github.com/repos/Mayo1970/ioQuake3-U/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (11,409,935 bytes; 11,602,305 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-irem-m107","title":"Irem M107 MiSTer core","game":"Irem M107 arcade software","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Runnable FPGA core; repository includes 2024-05-13 and 2024-05-19 bitstreams and was updated 2026-01-12. No per-title compatibility matrix is supplied in the README.","summary":"An FPGA recreation of Irem M107 arcade hardware, derived largely from the M92 core with M107 tile and sprite differences added. The repository includes game MRAs; users supply MAME-compatible game ROMs.","project_url":"https://github.com/MiSTer-devel/Arcade-IremM107_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation based on M92 with M107-specific video hardware support.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository and implementation notes","url":"https://github.com/MiSTer-devel/Arcade-IremM107_MiSTer"},{"label":"GPL-2.0 license","url":"https://github.com/MiSTer-devel/Arcade-IremM107_MiSTer/blob/main/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM107_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":514648,"Verilog":508717,"SystemVerilog":474926,"Tcl":22228,"Python":20921,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM107_MiSTer/languages","evidence":"GitHub repository language API byte counts; VHDL has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-arcade-iremm72-mister","title":"Irem M72 / M84 MiSTer Arcade FPGA Core","game":"Irem M72 and M84 arcade boards, including R-Type, Ninja Spirit, Image Fight, Gallop, Hammerin’ Harry and other listed supported sets","platform":"MiSTer FPGA arcade core for DE10-Nano/Cyclone V class hardware; the README does not document other FPGA hosts.","kind":"Emulator","status":"Public GPL-2.0 source; repository activity feed shows the latest commit on 2026-09-20, following a commit titled Release 20260824 on 2026-08-27. The README lists 12 supported game sets across M72/M84, including two sets with emulated MCUs. No separate BIOS is identified in the README; the MiSTer arcade workflow requires the corresponding MRA file and user-supplied MAME ROM ZIPs. Game data is not included in the source repository.","summary":"MiSTer FPGA implementation of Irem M72/M84 arcade hardware. The maintainer lists 12 supported game sets, refresh-rate options and pause support; MAME ROM sets are supplied separately through MiSTer MRA definitions.","project_url":"https://github.com/MiSTer-devel/Arcade-IremM72_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation of an arcade board family","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA arcade board core","target_type":"Software","sources":[{"label":"Primary project README: M72/M84 support and game list","url":"https://github.com/MiSTer-devel/Arcade-IremM72_MiSTer/blob/main/Readme.md"},{"label":"Project GPL-2.0 license file","url":"https://github.com/MiSTer-devel/Arcade-IremM72_MiSTer/blob/main/LICENSE"},{"label":"GitHub commit activity feed","url":"https://github.com/MiSTer-devel/Arcade-IremM72_MiSTer/commits/main.atom"},{"label":"MiSTer maintainer wiki: MRA files and arcade ROM workflow","url":"https://github.com/MiSTer-devel/Main_MiSTer/wiki/Arcade-Roms"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM72_MiSTer/languages"}],"media":[{"kind":"image","label":"header small","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-IremM72_MiSTer/main/docs/header_small.png","preview_url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-IremM72_MiSTer/main/docs/header_small.png","source_url":"https://github.com/MiSTer-devel/Arcade-IremM72_MiSTer/blob/main/Readme.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3456327,"SystemVerilog":1704457,"Verilog":731707,"C":367002,"Jupyter Notebook":154245,"VHDL":107520,"Python":82030,"Tcl":25808,"Makefile":8941,"Shell":3120,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM72_MiSTer/languages","evidence":"Exact GitHub Languages API byte map: {\"Batchfile\": 672, \"C\": 367002, \"C++\": 3456327, \"Jupyter Notebook\": 154245, \"Makefile\": 8941, \"Python\": 82030, \"Shell\": 3120, \"SystemVerilog\": 1704457, \"Tcl\": 25808, \"VHDL\": 107520, \"Verilog\": 731707}.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-irem-m92","title":"Irem M92 Arcade MiSTer Core","game":"Irem M92 arcade titles including In the Hunt, Gunforce, R-Type Leo, Hook, Blade Master, Mystic Riders, Undercover Cops, and Ninja Baseball Batman","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-01-12, with archived=false and fork=false. A MiSTer FPGA core for the Irem M92 arcade system; its README lists multiple supported games and four-player input for some titles. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for the Irem M92 arcade system; its README lists multiple supported games and four-player input for some titles.","project_url":"https://github.com/MiSTer-devel/Arcade-IremM92_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Irem M92 arcade titles including In the Hunt, Gunforce, R-Type Leo, Hook, Blade Master, Mystic Riders, Undercover Cops, and Ninja Baseball Batman; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 2.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2023-04-14","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-IremM92_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-IremM92_MiSTer/main/Readme.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM92_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-IremM92_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM92_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-IremM92_MiSTer/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":514598,"Verilog":508717,"SystemVerilog":474024,"Tcl":22228,"Python":20911,"Makefile":1114,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-IremM92_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"iris-ps2-emulator","title":"Iris","game":"Sony PlayStation 2 software","platform":"PlayStation 2; Windows, Linux, and macOS hosts","kind":"Emulator","status":"Experimental; latest tagged release is 0.20-alpha (2026-03-01) and the repository was pushed 2026-10-15. The README says a fairly large number of games boot, but playability varies widely and most games currently run at very low or unplayable frame rates.","summary":"A public-source PlayStation 2 emulator with a Vulkan GS renderer, debugger, and support for disc images and ELF executables. Its own progress notes say EE/VU JIT work remains outstanding, so booting should not be read as playable compatibility.","project_url":"https://github.com/allkern/iris","updated":"2026-10-15","strategy":"Full-system PlayStation 2 emulation with a hardware-accelerated Vulkan GS renderer","language":"","source_available":"Public MIT-licensed source repository; PS2 BIOS and other firmware are user-supplied","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Console system emulator (PlayStation 2)","target_type":"Software","sources":[{"label":"Maintainer README: target systems, host platforms, feature and compatibility status","url":"https://github.com/allkern/iris"},{"label":"Latest tagged release, Iris 0.20-alpha (2026-03-01)","url":"https://github.com/allkern/iris/releases/tag/0.20-alpha"},{"label":"GitHub repository metadata and latest push date","url":"https://api.github.com/repos/allkern/iris"},{"label":"GitHub language-byte breakdown","url":"https://api.github.com/repos/allkern/iris/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1415400,"C++":1031474,"CMake":12894,"GLSL":10010},"source_url":"https://api.github.com/repos/allkern/iris/languages","evidence":"GitHub official language endpoint reports C as the largest repository byte count (57.3% of 2,469,778 recognized bytes). C++ is 41.8% of repository bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"iris-sgi-indy","title":"IRIS","game":"SGI workstation operating systems and software","platform":"SGI Indy IP24 and Indigo2 IP22/IP28; Windows, macOS and Linux","kind":"Emulator","status":"Active; latest release v2026-10-13-15-59 (2026-10-13); repository updated 2026-10-16. README reports IRIX 6.5 and 5.3 booting; exact support differs by modeled machine.","summary":"A Rust emulator for SGI Indy and Indigo2 workstations with selectable R4400/R5000/R10000 CPUs, graphics models and networking. Some Indigo2 models use embedded PROM fallbacks; IRIX software images and their rights are separate from the emulator source.","project_url":"https://github.com/techomancer/iris","updated":"2026-10-16","strategy":"Full workstation hardware emulation, including CPU, PROM, graphics, SCSI and network devices.","language":"","source_available":"Public source repository; GitHub's repository API reports BSD-3-Clause license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"SGI workstation emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/techomancer/iris"},{"label":"Official GitHub releases","url":"https://github.com/techomancer/iris/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/techomancer/iris"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":21389153,"C":986730,"Python":231900,"Shell":53020,"Makefile":17453,"Assembly":13018,"PowerShell":12751,"Inno Setup":8060,"Linker Script":4630,"Batchfile":3320},"source_url":"https://api.github.com/repos/techomancer/iris/languages","evidence":"GitHub official repository language endpoint byte counts; Rust has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"issd-native-android","title":"ISSD Native: International Superstar Soccer Deluxe Android Port","game":"International Superstar Soccer Deluxe (USA)","platform":"Super Nintendo → Android (also Windows/Linux)","kind":"Recompilation","status":"The v0.5.0-beta.3 prerelease (2026-10-11) includes Android 8.0+ and improved touch controls. The README says full tournament progression and physical-device playtesting, including Android handhelds, remain on the path to 1.0.","summary":"Native recompilation of the USA SNES game. The original 65816 code is translated into C, with native replacements for asset decompression, memory streaming, and audio-command handling; a game-specific runner retains SNES hardware models for video, audio, and peripherals. Android builds include touch input. The player supplies their own cartridge dump.","project_url":"https://github.com/sergiomanzur/issd-native","updated":"2026-10-16","strategy":"Static recompilation of SNES 65816 game code to C with a game-specific native runner.","language":"","source_available":"Public source repository and Android prerelease; a supported USA ROM dump is not included and must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android target with touch controls","target_type":"Game","sources":[{"label":"Maintainer README: recompilation method, Android target, touch input, and remaining validation","url":"https://github.com/sergiomanzur/issd-native"},{"label":"v0.5.0-beta.3 release notes: Android 8.0+ prerelease and touch-control changes","url":"https://github.com/sergiomanzur/issd-native/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":64059430,"Python":954421,"C++":193990,"CMake":31649,"Java":24846,"Shell":15321,"PowerShell":3846},"source_url":"https://api.github.com/repos/sergiomanzur/issd-native/languages","evidence":"GitHub's official Languages REST endpoint reports 64,059,430 bytes of C as the largest total (98.1% of 65,283,503 recognized language bytes) for the repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"isseki-hatchou-gba-zh-hant","title":"Isseki Hatchou Traditional Chinese Localization Preview","game":"Isseki Hatchou: Kore 1ppon de 8shurui!","platform":"Game Boy Advance","kind":"Fan Localization","status":"Partial Traditional Chinese preview; the README reports 293 processed text regions and explicitly says the full game is not translated. The repository provides an IPS preview and macOS-oriented build tools, with targeted checks but no full-game playthrough.","summary":"Traditional Chinese localization preview for the Japanese GBA game. The project translates selected menus and in-game text and includes translation/build tools. The README says to use the user's Japanese ROM and identifies a locally generated ROM as a build artifact rather than a distributed file.","project_url":"https://github.com/yuleshow/isseki-hatchou-gba-zh","updated":"2026-10-16","strategy":"IPS preview patch at dist/isseki-hatchou-zh-hant-preview.ips; no GitHub Release tag found","language":"Traditional Chinese","source_available":"IPS preview patch at dist/isseki-hatchou-zh-hant-preview.ips; no GitHub Release tag found; README requires the user's Japanese ROM and says generated ROM output is local build output; no original game ROM is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, Traditional Chinese scope, Japanese base ROM, patch path and testing limits","url":"https://github.com/yuleshow/isseki-hatchou-gba-zh/blob/main/README.md"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/yuleshow/isseki-hatchou-gba-zh/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":137842,"C":5356},"source_url":"https://api.github.com/repos/yuleshow/isseki-hatchou-gba-zh/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; JavaScript is the largest bucket at 137,842 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"itadaki-street-3-ps2-en-mtl","title":"Itadaki Street 3 English Machine-Translation Patch","game":"Itadaki Street 3: Okuman Chouja ni Shite Ageru! Katei Kyoushi Tsuki!","platform":"PlayStation 2","kind":"Fan Localization","status":"Public v0.9.1 patch (2026-10-07; listing modified 2026-10-08). Marked fully playable, but this is explicitly an MTL/Claude-assisted beta: endings/credits and casino text are not yet surveyed and some text/layout QA remains.","summary":"English patch for the Japan-only PS2 board game. Menus, setup, board UI, opponent/tutor dialogue, all 33 boards, shop names and help text are translated; a proportional font was added. The submitter explicitly labels the release machine-translated and identifies the Japanese SLPM-62112 disc as its base.","project_url":"https://www.romhacking.net/translations/7815/","updated":"2026-10-08","strategy":"Fan translation patch","language":"English","source_available":"Romhacking.net hosts two xdelta patches for matching Japanese BIN/CUE or 2048-byte ISO dumps; the patch includes no game data. User must supply the original disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation 2 fan localization (machine-assisted)","target_type":"Game","sources":[{"label":"Romhacking.net project entry: v0.9.1, dates, MTL disclosure, translated content, known omissions, xdelta patch choices and exact Japanese disc hashes","url":"https://www.romhacking.net/translations/7815/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhacking.net/translations/7815/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"iw4-pocket-modern-warfare-2-ios","title":"IW4 Pocket: Modern Warfare 2 Native iOS Port","game":"Call of Duty: Modern Warfare 2 (2009 PC/Steam game data)","platform":"Windows PC game files → native iOS/iPadOS ARM64 (iOS 15+ declared; testing documented on iPhone 13 Pro Max and iPhone 17 Pro Max)","kind":"Reimplementation","status":"Release v0.3.6 was published 2026-10-15 and includes an IPA. The README links a tester clip of full bot matches on an iPhone 17 Pro Max; the maintainer says an iPhone 13 Pro Max with about 3 GB granted to the app reaches a match but is then killed by iOS memory pressure. A controller is needed for gameplay; touch input is currently for menus.","summary":"Native Rust/Bevy/WGPU-to-Metal iOS port of the open-source IW4L runtime for Modern Warfare 2. It reads the user’s own PC game files and does not ship the original game data. This is a source/runtime port, not a recompilation of the original retail game executable.","project_url":"https://github.com/MarkusSela/IW4-Pocket","updated":"2026-10-15","strategy":"Port the IW4L game runtime to iOS with a Metal graphics path and iOS input/memory handling; load user-owned PC game data.","language":"","source_available":"Public Apache-2.0 source and iOS IPA release; no game files are included and the user must supply a legitimate PC copy.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native iOS port of a PC-origin game runtime","target_type":"Game","sources":[{"label":"Maintainer README: PC game-data requirement, iOS method, tested devices, memory and input limitations","url":"https://github.com/MarkusSela/IW4-Pocket"},{"label":"Official iOS release v0.3.6 (2026-10-15)","url":"https://github.com/MarkusSela/IW4-Pocket/releases/tag/v0.3.6"},{"label":"Apache-2.0 license and third-party notices","url":"https://github.com/MarkusSela/IW4-Pocket/blob/main/LICENSE"},{"label":"Upstream IW4L runtime","url":"https://github.com/vladtrc/iw4L"},{"label":"GitHub metadata: creation, latest push, and license classifier","url":"https://api.github.com/repos/MarkusSela/IW4-Pocket"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/MarkusSela/IW4-Pocket/languages"}],"media":[{"kind":"image","label":"IW4 Pocket demo running on an iPhone 13 Pro Max","url":"https://raw.githubusercontent.com/MarkusSela/IW4-Pocket/main/media/demo.gif","preview_url":"https://raw.githubusercontent.com/MarkusSela/IW4-Pocket/main/media/demo.gif","source_url":"https://github.com/MarkusSela/IW4-Pocket/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":14290972,"Common Lisp":74278,"Python":23031,"Makefile":22421,"WGSL":11129,"Shell":2343,"Handlebars":751,"RenderScript":2},"source_url":"https://api.github.com/repos/MarkusSela/IW4-Pocket/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 14,290,972 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"izapple2","title":"izapple2","game":"Apple ][+, //e, Base64A, and Basis 108 software","platform":"Apple ][+ / //e and documented Base64A / Basis 108 clones; Linux, Windows, macOS, terminal, libretro, and browser/WebAssembly frontends","kind":"Emulator","status":"Maintained; v2.5.0 was published 2026-10-06 and the repository was pushed 2026-10-06. Some listed frontends are explicitly experimental or unfinished; SDL2 is the complete frontend distributed in releases.","summary":"A portable Go Apple II emulator whose library powers separate desktop, terminal, libretro, and browser frontends. The maintainer documents Apple ][+ and //e machines, including enhanced //e, and Base64A and Basis 108 clones.","project_url":"https://github.com/ivanizag/izapple2","updated":"2026-10-06","strategy":"Apple II family system emulation exposed through multiple frontends","language":"","source_available":"Public GPL-3.0 source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Apple II family computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: emulated machines, Go implementation, and frontend matrix","url":"https://github.com/ivanizag/izapple2"},{"label":"Latest tagged release, v2.5.0 (2026-10-06)","url":"https://github.com/ivanizag/izapple2/releases/tag/v2.5.0"},{"label":"Maintainer frontend guide: SDL2, SDL3, libretro, browser/WASM, and other frontends","url":"https://github.com/ivanizag/izapple2#frontends"},{"label":"GitHub repository metadata and latest push date","url":"https://api.github.com/repos/ivanizag/izapple2"},{"label":"GitHub language-byte breakdown","url":"https://api.github.com/repos/ivanizag/izapple2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":695759,"C":319251,"TypeScript":22571,"Shell":2299,"Makefile":1631,"HTML":961},"source_url":"https://api.github.com/repos/ivanizag/izapple2/languages","evidence":"GitHub official language endpoint reports Go as the largest repository byte count (66.7% of 1,042,472 recognized bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"j2me-loader-android","title":"J2ME Loader","game":"Java ME / J2ME MIDlet games and applications","platform":"Java ME / J2ME software on Android 4.0 and later","kind":"Emulator","status":"Mature Android emulator; the README reports support for most 2D and 3D games and maintains tested-game and known-bug lists. The latest tagged release remains 1.8.2 (2024-08-07); the latest repository commit (2026-02-06) only adds a 4PDA link, while issue activity continued in 2026.","summary":"Open-source Android J2ME emulator with per-application settings, virtual keyboard, scaling, and support for many 2D and 3D games including Mascot Capsule 3D titles. This is a distinct Android implementation from the separately staged desktop-oriented FreeJ2ME project.","project_url":"https://github.com/nikita36078/J2ME-Loader","updated":"2026-10-16","strategy":"Java ME virtual-device and MIDlet emulation on Android","language":"","source_available":"Public source repository (Apache-2.0)","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Mobile software emulator","target_type":"Software","sources":[{"label":"Maintainer README: Android requirements, supported MIDlets, and compatibility lists","url":"https://github.com/nikita36078/J2ME-Loader"},{"label":"Latest maintainer release","url":"https://github.com/nikita36078/J2ME-Loader/releases/tag/1.8.2"},{"label":"Maintainer issue tracker, with 2026 issue activity","url":"https://github.com/nikita36078/J2ME-Loader/issues"},{"label":"Latest upstream commit","url":"https://github.com/nikita36078/J2ME-Loader/commit/9b0fa48a0a0d1e61376c0b9af28b3d2caec0a4cc"},{"label":"GitHub issue activity example, issue #956 updated 2026-10-14","url":"https://github.com/nikita36078/J2ME-Loader/issues/956"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":4534720,"C":1300517,"C++":18134,"GLSL":4901,"HTML":4431,"Makefile":1041},"source_url":"https://api.github.com/repos/nikita36078/J2ME-Loader/languages","evidence":"GitHub's official Languages REST endpoint reports 4,534,720 bytes of Java as the largest total (77.3% of 5,863,744 recognized language bytes). The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"j2me-recomp-universal-toolchain","title":"J2ME Recomp Universal","game":"Java ME MIDlet JAR applications (multi-title framework)","platform":"Java ME MIDlet JAR/class bytecode → native C++ executables with an SDL-based application runtime","kind":"Recompilation","status":"Experimental, with no tagged release listed; latest source push checked 2026-06-07. The README describes a JAR parser, JVM-bytecode lifter, C++ emitter, and MIDlet runtime but does not publish a verified device/game compatibility matrix.","summary":"Open toolchain that parses Java ME JAR/class files, lifts Java bytecode into an intermediate form, emits C++ and links a native runtime for MIDlet lifecycle, graphics, audio, timers, and record storage. The repository is an early framework rather than a verified library of compatible applications.","project_url":"https://github.com/denisfox3554/J2me-recomp-universial","updated":"2026-10-15","strategy":"Java ME bytecode lifting and ahead-of-time C++ emission with a native MIDlet runtime","language":"","source_available":"Public MIT-licensed source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Java ME application static recompilation toolchain","target_type":"Software","sources":[{"label":"Maintainer README: JAR-to-C++ pipeline and runtime components","url":"https://github.com/denisfox3554/J2me-recomp-universial"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/denisfox3554/J2me-recomp-universial"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/denisfox3554/J2me-recomp-universial/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":179985,"C":13528,"CMake":11297,"Makefile":3041},"source_url":"https://api.github.com/repos/denisfox3554/J2me-recomp-universial/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C++ has the largest listed count (179,985 bytes; 207,851 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ja2-stracciatella-android-port","title":"JA2 Stracciatella Android Port","game":"Jagged Alliance 2 (classic 1999 PC release; original data files required; multiple localizations supported)","platform":"Original Windows PC game data → Android 5.0+ (API 21; armeabi-v7a, arm64-v8a, x86, and x86_64 build ABIs)","kind":"Reimplementation","status":"The latest GitHub release found is v0.22.1 (2025-10-05), which includes an Android APK. The maintainer's Android build documentation lists four supported ABIs and the Gradle configuration sets minSdkVersion 21. The source repository remained active through 2026-10-16. No Android device-test matrix is stated in the README.","summary":"Long-running community continuation and portable source port of the original Jagged Alliance 2 codebase. The Android application uses Gradle and CMake for the native code, with Rust targets also required by the build. The app does not include the original game data; users install JA2 separately and point Stracciatella to that data directory. The README supports English, Dutch, French, German, Italian, Polish, Russian, and Russian Gold data variants.","project_url":"https://github.com/ja2-stracciatella/ja2-stracciatella","updated":"2026-10-16","strategy":"Cross-platform source port of the original JA2 engine, packaged for Android through Gradle/CMake with native code and Rust components.","language":"","source_available":"Public source repository and Android APK. Original Jagged Alliance 2 data files are not included. The repository does not declare a single SPDX license; its README describes the original source-code license agreement and later public-domain changes.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multiplatform continuation/source port with Android APK and four documented Android ABIs","target_type":"Game","sources":[{"label":"Maintainer README: original PC target, user-supplied game data, supported data localizations, and project history","url":"https://github.com/ja2-stracciatella/ja2-stracciatella#readme"},{"label":"Latest GitHub release found: v0.22.1 Android APK","url":"https://github.com/ja2-stracciatella/ja2-stracciatella/releases/tag/v0.22.1"},{"label":"Maintainer Android build instructions and supported ABIs","url":"https://github.com/ja2-stracciatella/ja2-stracciatella/blob/master/COMPILATION.md#build-for-android"},{"label":"Android Gradle configuration: minimum SDK 21 and target SDK 26","url":"https://github.com/ja2-stracciatella/ja2-stracciatella/blob/master/android/app/build.gradle"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10681153,"C":644429,"Rust":418541,"Java":225591,"CMake":88577,"Lua":40270,"Kotlin":34548,"Shell":14299,"Roff":2104,"Python":1422},"source_url":"https://api.github.com/repos/ja2-stracciatella/ja2-stracciatella/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 10,681,153 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jadx-android-bytecode-decompiler","title":"JADX","game":"Android applications and Java/JVM bytecode packages","platform":"APK, DEX, AAB, APKS, APKM, XAPK, ZIP, JAR, CLASS, AAR, and smali inputs","kind":"Decompilation","status":"Active; v1.5.6 was released 2026-07-10 and source changes continued through 2026-10-14. The maintainers warn that decompilation can be incomplete and produce errors.","summary":"Java-based Android and JVM bytecode decompiler with command-line and GUI front ends. It converts Dalvik bytecode and Java class files to Java source, decodes manifests and resources, and includes search, navigation, and deobfuscation features.","project_url":"https://github.com/skylot/jadx","updated":"2026-10-16","strategy":"Dalvik and JVM bytecode decompilation with resource and manifest decoding","language":"","source_available":"Public Apache-2.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Android APK/DEX and Java bytecode decompiler","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/skylot/jadx"},{"label":"GitHub release v1.5.6 (2026-07-10)","url":"https://github.com/skylot/jadx/releases/tag/v1.5.6"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/skylot/jadx"},{"label":"GitHub latest commit listed for default branch (2026-10-14, c4c45fde27; activity evidence only)","url":"https://github.com/skylot/jadx/commit/c4c45fde27b4f3386dc2ff016ff187229a60a716"}],"media":[{"kind":"image","label":"jadx-gui screenshot","url":"https://user-images.githubusercontent.com/118523/142730720-839f017e-38db-423e-b53f-39f5f0a0316f.png","preview_url":"https://user-images.githubusercontent.com/118523/142730720-839f017e-38db-423e-b53f-39f5f0a0316f.png","source_url":"https://github.com/skylot/jadx/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":5185707,"Smali":360751,"Kotlin":60089,"Lex":15154,"Go Template":2398},"source_url":"https://api.github.com/repos/skylot/jadx/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Java has the largest listed count (5,185,707 bytes; 5,624,099 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jak-3-switch-port","title":"Jak 3 Nintendo Switch Port","game":"Jak 3","platform":"PlayStation 2 → Nintendo Switch homebrew","kind":"Reimplementation","status":"v1.1.1-Beta includes a Jak 3 NRO, with release notes mentioning a fix for a crash during the Precursor robot fight. The project documents the ARM64 build/package path but does not report a full-game completion result. Requires homebrew setup and user-supplied PS2 game data.","summary":"Nintendo Switch adaptation of OpenGOAL for the original PS2 Jak trilogy. The release includes a separate Jak 3 executable; no game assets are bundled.","project_url":"https://github.com/fildicio/jak-project-switch","updated":"2026-10-15","strategy":"OpenGOAL-based native platform port","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"Common Lisp","subtype":"Nintendo Switch ARM64/GLES homebrew","target_type":"Game","sources":[{"label":"Switch setup and supported PS2 editions","url":"https://github.com/fildicio/jak-project-switch/blob/main/docs/setup/system/switch.md"},{"label":"v1.1.1-Beta release with Jak 3 NRO and crash fix","url":"https://github.com/fildicio/jak-project-switch/releases/tag/v1.1.1-Beta"},{"label":"Project README","url":"https://github.com/fildicio/jak-project-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Common Lisp","breakdown":{"Common Lisp":104637880,"C++":20878694,"Python":287755,"Scheme":176474,"GLSL":88180,"CMake":59501,"C":33679,"Assembly":21973,"Shell":11535,"Emacs Lisp":8391,"Batchfile":4159,"Dockerfile":795,"PowerShell":397,"JavaScript":306},"source_url":"https://api.github.com/repos/fildicio/jak-project-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository fildicio/jak-project-switch (repository API ID 1370647451, https://github.com/fildicio/jak-project-switch). The exact response reported 104,637,880 bytes of Common Lisp, the largest category, out of 126,209,719 recognized-language bytes (82.9%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jak-and-daxter-precursor-legacy-switch-port","title":"Jak and Daxter: The Precursor Legacy Nintendo Switch Port","game":"Jak and Daxter: The Precursor Legacy","platform":"PlayStation 2 → Nintendo Switch homebrew","kind":"Reimplementation","status":"v1.1.1-Beta includes a Jak 1 NRO; the Switch documentation reports that it boots and is playable on real hardware, while warning that the port is experimental, with frame drops and crashes. Requires a homebrew Switch with Atmosphère, a user-supplied supported PS2 disc image, and full-memory title takeover.","summary":"Nintendo Switch ARM64/GLES port of OpenGOAL for the original PS2 Jak trilogy. The Switch setup documentation lists PAL, NTSC, and NTSC-J PS2 editions and does not support later PS3/PS4/PS5 releases.","project_url":"https://github.com/fildicio/jak-project-switch","updated":"2026-10-15","strategy":"OpenGOAL-based native platform port","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"Common Lisp","subtype":"Nintendo Switch ARM64/GLES homebrew","target_type":"Game","sources":[{"label":"Switch setup and supported PS2 editions","url":"https://github.com/fildicio/jak-project-switch/blob/main/docs/setup/system/switch.md"},{"label":"v1.1.1-Beta release with Jak 1 NRO","url":"https://github.com/fildicio/jak-project-switch/releases/tag/v1.1.1-Beta"},{"label":"Project README","url":"https://github.com/fildicio/jak-project-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Common Lisp","breakdown":{"Common Lisp":104637880,"C++":20878694,"Python":287755,"Scheme":176474,"GLSL":88180,"CMake":59501,"C":33679,"Assembly":21973,"Shell":11535,"Emacs Lisp":8391,"Batchfile":4159,"Dockerfile":795,"PowerShell":397,"JavaScript":306},"source_url":"https://api.github.com/repos/fildicio/jak-project-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository fildicio/jak-project-switch (repository API ID 1370647451, https://github.com/fildicio/jak-project-switch). The exact response reported 104,637,880 bytes of Common Lisp, the largest category, out of 126,209,719 recognized-language bytes (82.9%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jak-ii-switch-port","title":"Jak II Nintendo Switch Port","game":"Jak II","platform":"PlayStation 2 → Nintendo Switch homebrew","kind":"Reimplementation","status":"v1.1.1-Beta includes a Jak II NRO. The project documents the ARM64 build/package path, but does not report a Jak II-specific Switch compatibility or playability result. Requires homebrew setup and user-supplied PS2 game data.","summary":"Nintendo Switch adaptation of OpenGOAL for the original PS2 Jak trilogy. The release includes a separate Jak II executable; no game assets are bundled.","project_url":"https://github.com/fildicio/jak-project-switch","updated":"2026-10-15","strategy":"OpenGOAL-based native platform port","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"Common Lisp","subtype":"Nintendo Switch ARM64/GLES homebrew","target_type":"Game","sources":[{"label":"Switch setup and supported PS2 editions","url":"https://github.com/fildicio/jak-project-switch/blob/main/docs/setup/system/switch.md"},{"label":"v1.1.1-Beta release with Jak II NRO","url":"https://github.com/fildicio/jak-project-switch/releases/tag/v1.1.1-Beta"},{"label":"Project README","url":"https://github.com/fildicio/jak-project-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Common Lisp","breakdown":{"Common Lisp":104637880,"C++":20878694,"Python":287755,"Scheme":176474,"GLSL":88180,"CMake":59501,"C":33679,"Assembly":21973,"Shell":11535,"Emacs Lisp":8391,"Batchfile":4159,"Dockerfile":795,"PowerShell":397,"JavaScript":306},"source_url":"https://api.github.com/repos/fildicio/jak-project-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository fildicio/jak-project-switch (repository API ID 1370647451, https://github.com/fildicio/jak-project-switch). The exact response reported 104,637,880 bytes of Common Lisp, the largest category, out of 126,209,719 recognized-language bytes (82.9%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-jangada-industrial-brazilian-firmware","title":"Jangada (M-VAVE FM-1 alternative firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; WebAssembly browser studio and USB installer","kind":"Reimplementation","status":"Release 1.0 was published 2026-10-13; repository pushed 2026-10-16. The maintainer identifies it as a Felucca fork with a distinct industrial/Brazilian sound direction, four tracks, 13 engines, and a browser studio running the firmware DSP as WebAssembly.","summary":"A Felucca-derived firmware variant focused on evolving drones, industrial sound design, and Brazilian rhythms, with 13 synthesis engines, four tracks, modulation, live effects, and a browser studio that runs the firmware DSP.","project_url":"https://github.com/zednaked/jangada","updated":"2026-10-16","strategy":"GPL-3.0 Felucca fork with independently developed instrument design, DSP features, and WebAssembly studio.","language":"","source_available":"Public source under GPL-3.0; README credits Felucca and other incorporated community work.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded synthesizer firmware","target_type":"Software","sources":[{"label":"Maintainer README: project scope, distinct sound direction, browser studio, and lineage","url":"https://github.com/zednaked/jangada/blob/main/README.md"},{"label":"Release v1.0","url":"https://github.com/zednaked/jangada/releases/tag/v1.0"},{"label":"GPL-3.0 license","url":"https://github.com/zednaked/jangada/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/zednaked/jangada"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/zednaked/jangada/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1724211,"HTML":342283,"Python":263443,"JavaScript":114676,"Shell":19539,"Assembly":3761,"Linker Script":3240},"source_url":"https://api.github.com/repos/zednaked/jangada/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (69.8% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jarlyme-j2me","title":"JarlyME","game":"Java ME / J2ME MIDlet games and applications","platform":"Java ME / J2ME software; Android downloads and iOS TestFlight build","kind":"Emulator","status":"In development and experimental; the 0.5.5 update was posted 2026-08-13. The developer describes 2D compatibility as a work in progress and M3G support as very early.","summary":"A separate J2ME emulator distributed for Android and iOS testing. The project documents 2D games, sound, gamepad and touch controls, and early M3G support; compatibility is still developing.","project_url":"https://jillionbits.itch.io/jarlyme","updated":"2026-08-13","strategy":"Java ME / J2ME MIDlet emulation","language":"","source_available":"No public source repository is linked by the project; downloadable builds are provided","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Mobile software emulator","target_type":"Software","sources":[{"label":"Developer project page: current feature set, alpha status, and Android/iOS availability","url":"https://jillionbits.itch.io/jarlyme"},{"label":"Developer 0.5.5 update: M3G, touch, controls, and distribution links","url":"https://jillionbits.itch.io/jarlyme/devlog/1626878/055-m3g-3d-touch-simple-control-settings"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://jillionbits.itch.io/jarlyme","evidence":"The developer's project page and linked update provide downloadable builds and Android/iOS distribution links but do not link to a public source repository. No official GitHub, GitLab, or Codeberg language endpoint is available for the emulator implementation.","verified_at":"2026-10-16","reason_unknown":"No public source repository or authoritative language endpoint is linked by the project; do not infer the implementation language from downloadable binaries."}},{"id":"jazz2-resurrection","title":"Jazz² Resurrection","game":"Jazz Jackrabbit 2","platform":"Original Jazz Jackrabbit 2 files → Windows, Linux, macOS, Android, iOS, WebAssembly and Nintendo Switch; additional console targets documented","kind":"Reimplementation","status":"The current repository describes a fully rewritten native C++ game and provides run instructions for desktop/mobile/web targets; experimental low-resource console ports carry separate limitations.","summary":"Native C++ reimplementation of Jazz Jackrabbit 2 supporting several commercial releases and the shareware demo.","project_url":"https://github.com/deathkiller/jazz2-native","updated":"2026-10-16","strategy":"Native C++ game reimplementation","language":"","source_available":"Public source and releases; original Jazz Jackrabbit 2 game files are required and are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Platform-independent game reimplementation","target_type":"Game","sources":[{"label":"Current project README: game versions, native rewrite, supported platforms and original-data requirements","url":"https://github.com/deathkiller/jazz2-native"},{"label":"Legacy repository README: directs builders to the current jazz2-native repository","url":"https://github.com/deathkiller/jazz2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":25664211,"C":1157569,"CMake":548498,"JavaScript":202741,"GLSL":161037,"C#":128211,"ReScript":120554,"PowerShell":105856,"AGS Script":28405,"HTML":15019,"Linker Script":7571,"Assembly":7511,"Python":6505,"Dockerfile":6048,"Objective-C++":2491,"Shell":1404,"ShaderLab":404},"source_url":"https://api.github.com/repos/deathkiller/jazz2-native/languages","evidence":"The official repository language endpoint reports 25,664,211 bytes of C++ as the largest language total (91.1% of 28,164,035 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jeanne-darc-psp-fr","title":"Jeanne d’Arc PSP French Translation Patch","game":"Jeanne d’Arc","platform":"PlayStation Portable","kind":"Fan Localization","status":"Complete fan localization; v1.0.1 released 2026-10-12 fixes a button label. The maintainer reports dialogue, menus, items, textures and help screens translated; some help-page images remain English.","summary":"French patch based on the US PSP release, not a Japanese-to-French translation. An xdelta patch applies to the user’s own ULUS-10261 ISO and has been tested with PPSSPP and custom-firmware PSP hardware.","project_url":"https://github.com/Gabin-CC/jeanne-darc-psp-fr","updated":"2026-10-12","strategy":"Fan translation patch","language":"French","source_available":"GitHub release provides an xdelta patch only; user must supply their own US PSP ISO, serial ULUS-10261.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PSP French fan localization","target_type":"Game","sources":[{"label":"Maintainer README: complete French scope, US source revision, v1.0.1, xdelta patch instructions and user-owned ISO requirement","url":"https://github.com/Gabin-CC/jeanne-darc-psp-fr"},{"label":"v1.0.1 patch release","url":"https://github.com/Gabin-CC/jeanne-darc-psp-fr/releases/tag/v1.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":78288},"source_url":"https://api.github.com/repos/Gabin-CC/jeanne-darc-psp-fr/languages","evidence":"Official GitHub REST Languages API returned {\"Python\":78288}; Python is the unique largest byte-count entry (78288 of 78288 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jedi-knight-dark-forces-ii-3ds","title":"Jedi Knight: Dark Forces II 3DS Port","game":"Star Wars: Jedi Knight: Dark Forces II","platform":"Windows PC → New Nintendo 3DS","kind":"Reimplementation","status":"Release v1.0.0 (2026-08-16) includes a standalone Dark Forces II build and a combined chooser. The README reports development and final validation on New Nintendo 3DS.","summary":"Nintendo 3DS port based on OpenJKDF2, with native controls, Citro3D rendering, mono/stereo presentation, lower-screen HUD, saves, and cutscenes. This record covers the Dark Forces II target; commercial game data is not included.","project_url":"https://github.com/benny04131985-lab/JediKnightCollection3DS","updated":"2026-10-16","strategy":"Native Nintendo 3DS source port based on OpenJKDF2","language":"","source_available":"Public source and v1.0.0 release; the user supplies legally obtained Dark Forces II game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"One of two game targets in JediKnightCollection3DS; standalone JK3DS.3dsx and combined chooser","target_type":"Game","sources":[{"label":"Maintainer README: title-specific builds, tested hardware, features, and data requirements","url":"https://github.com/benny04131985-lab/JediKnightCollection3DS#readme"},{"label":"Release v1.0.0","url":"https://github.com/benny04131985-lab/JediKnightCollection3DS/releases/tag/v1.0.0"},{"label":"OpenJKDF2 source project","url":"https://github.com/shinyquagsire23/OpenJKDF2"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/JediKnightCollection3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/JediKnightCollection3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/JediKnightCollection3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":56052718,"C++":17667366,"C#":6403947,"Java":5209724,"Objective-C":3893181,"Python":1895794,"CMake":1201828,"Shell":1048796,"PHP":538464,"HTML":535931,"NASL":491279,"Makefile":447229,"Perl":431153,"Roff":367244,"Ruby":259937,"Starlark":198286,"Kotlin":151442,"M4":116644,"Ada":89098,"SmPL":66339,"Awk":43771,"Pascal":42415,"HLSL":40701,"DIGITAL Command Language":38027,"Dockerfile":28661,"Yacc":26975,"GLSL":24182,"Assembly":23703,"Swift":20385,"Batchfile":17556,"Go":16636,"Metal":16404,"Lex":14731,"JavaScript":14478,"CSS":10889,"Linker Script":8733,"Emacs Lisp":7882,"Nix":7385,"Lua":6648,"Pawn":5435,"PowerShell":4543,"Vim Script":3805,"Module Management System":3628,"Dart":3170,"Objective-C++":2898,"SAS":1847,"Meson":894,"Gnuplot":424},"source_url":"https://api.github.com/repos/benny04131985-lab/JediKnightCollection3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jedi-knight-mysteries-of-the-sith-3ds","title":"Jedi Knight: Mysteries of the Sith 3DS Port","game":"Star Wars: Jedi Knight: Mysteries of the Sith","platform":"Windows PC → New Nintendo 3DS","kind":"Reimplementation","status":"Release v1.0.0 (2026-08-16) includes a standalone Mysteries of the Sith build and a combined chooser. The README reports development and final validation on New Nintendo 3DS.","summary":"Nintendo 3DS port based on OpenJKDF2, with native controls, Citro3D rendering, mono/stereo presentation, lower-screen HUD, saves, and cutscenes. This record covers the Mysteries of the Sith target; commercial game data is not included.","project_url":"https://github.com/benny04131985-lab/JediKnightCollection3DS","updated":"2026-10-16","strategy":"Native Nintendo 3DS source port based on OpenJKDF2","language":"","source_available":"Public source and v1.0.0 release; the user supplies legally obtained Mysteries of the Sith game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"One of two game targets in JediKnightCollection3DS; standalone MotS3DS.3dsx and combined chooser","target_type":"Game","sources":[{"label":"Maintainer README: title-specific builds, tested hardware, features, and data requirements","url":"https://github.com/benny04131985-lab/JediKnightCollection3DS#readme"},{"label":"Release v1.0.0","url":"https://github.com/benny04131985-lab/JediKnightCollection3DS/releases/tag/v1.0.0"},{"label":"OpenJKDF2 source project","url":"https://github.com/shinyquagsire23/OpenJKDF2"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/JediKnightCollection3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/JediKnightCollection3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/JediKnightCollection3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":56052718,"C++":17667366,"C#":6403947,"Java":5209724,"Objective-C":3893181,"Python":1895794,"CMake":1201828,"Shell":1048796,"PHP":538464,"HTML":535931,"NASL":491279,"Makefile":447229,"Perl":431153,"Roff":367244,"Ruby":259937,"Starlark":198286,"Kotlin":151442,"M4":116644,"Ada":89098,"SmPL":66339,"Awk":43771,"Pascal":42415,"HLSL":40701,"DIGITAL Command Language":38027,"Dockerfile":28661,"Yacc":26975,"GLSL":24182,"Assembly":23703,"Swift":20385,"Batchfile":17556,"Go":16636,"Metal":16404,"Lex":14731,"JavaScript":14478,"CSS":10889,"Linker Script":8733,"Emacs Lisp":7882,"Nix":7385,"Lua":6648,"Pawn":5435,"PowerShell":4543,"Vim Script":3805,"Module Management System":3628,"Dart":3170,"Objective-C++":2898,"SAS":1847,"Meson":894,"Gnuplot":424},"source_url":"https://api.github.com/repos/benny04131985-lab/JediKnightCollection3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jet-force-gemini-n64-yeehahboogie-recomp","title":"Jet Force Gemini N64 Static Recompilation","game":"Jet Force Gemini","platform":"Nintendo 64 → native Linux","kind":"Recompilation","status":"Early playable progress; the maintainer reports every level loading and combat tested, while full-game completion is not claimed.","summary":"A separate N64 static recompilation codebase using N64Recomp to build a native Linux version. Requires a user-supplied game ROM.","project_url":"https://github.com/yeehahboogie/jfg-recomp","updated":"2026-10-16","strategy":"Nintendo 64 static recompilation with N64Recomp","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"N64 native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/yeehahboogie/jfg-recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/yeehahboogie/jfg-recomp"},{"label":"Maintainer release and progress notes","url":"https://github.com/yeehahboogie/jfg-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":999764,"Python":118365,"SCSS":57171,"C":37355,"Shell":26621,"CMake":15044,"CSS":13847,"Objective-C++":2415,"HLSL":784},"source_url":"https://api.github.com/repos/yeehahboogie/jfg-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 999,764 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jet-force-gemini-n64-recomp","title":"Jet Force Gemini Recompilation","game":"Jet Force Gemini","platform":"Nintendo 64 → Windows x64","kind":"Recompilation","status":"Release v1.1.0 is available for Windows x64 and targets the North American ROM. The maintainer reports a start-to-finish playable state, with remaining control and accuracy validation; the reported playtest used optional gameplay mods and a completed save.","summary":"Static recompilation of the Nintendo 64 game Jet Force Gemini to a native Windows x64 build.","project_url":"https://github.com/TK22-26/JetForceGemini-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and release repository; user-supplied supported ROM required.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/TK22-26/JetForceGemini-Recomp"},{"label":"Latest published release v1.1.0","url":"https://github.com/TK22-26/JetForceGemini-Recomp/releases"},{"label":"Reddit progress post in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1x066mm/jet_force_gemini_is_40_complete/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":5718911,"C++":2494942,"C#":625972,"CMake":120260,"Lua":107127,"C":62761,"PowerShell":50401,"Assembly":46116,"Shell":2786,"Batchfile":115},"source_url":"https://api.github.com/repos/TK22-26/JetForceGemini-Recomp/languages","evidence":"Official GitHub REST Languages API breakdown for TK22-26/JetForceGemini-Recomp: source-code byte counts are {\"Assembly\": 46116, \"Batchfile\": 115, \"C\": 62761, \"C#\": 625972, \"C++\": 2494942, \"CMake\": 120260, \"Lua\": 107127, \"PowerShell\": 50401, \"Python\": 5718911, \"Shell\": 2786}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jet-impulse-nds-en","title":"Jet Impulse English Translation","game":"Jet Impulse","platform":"Nintendo DS","kind":"Fan Localization","status":"Public v1.3 xdelta release dated 2026-01-18. The release notes describe text, font, punctuation and spacing corrections; some graphic labels may remain Japanese.","summary":"Japanese-to-English fan translation patch for the Nintendo DS game. A public xdelta release and project repository are available. The release identifies the source ROM by SHA-256 3f1612c82fb60ccb4908ff03554d6d95c816b03c13d309246d22ee89034d9e57.","project_url":"https://github.com/Megalith9/Jet-Impulse-Translation-Project","updated":"2026-10-16","strategy":"Fan translation and binary xdelta patch","language":"English","source_available":"Public GitHub repository and xdelta release; original game data is not included. No explicit licence was confirmed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository and release notes","url":"https://github.com/Megalith9/Jet-Impulse-Translation-Project"},{"label":"v1.3 release history and patch assets","url":"https://github.com/Megalith9/Jet-Impulse-Translation-Project/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Megalith9/Jet-Impulse-Translation-Project/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"jet-moto-2-ps1-recomp","title":"Jet Moto 2 Recompiled","game":"Jet Moto 2: Championship Edition","platform":"PlayStation → Windows x64","kind":"Recompilation","status":"Early Windows 11 x64 release. The README reports boot logos, menus, the attract demo, and one player-controlled race; sound, saves, other tracks, season modes, two-player play, and gamepads are untested.","summary":"The USA Championship Edition MIPS code is statically recompiled to C# with RecompOne into a native Windows program. The launcher rebuilds from the user's own disc; no game code or data is included.","project_url":"https://github.com/goodshepherd23/JetMoto2-Recomp","updated":"2026-10-15","strategy":"Static MIPS-to-C# recompilation via RecompOne","language":"","source_available":"Public source repository and early release; user-supplied USA disc required; game code and data are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"PlayStation static recompilation; Windows x64 target","target_type":"Game","sources":[{"label":"Project README, compatibility boundary, and disc identity","url":"https://github.com/goodshepherd23/JetMoto2-Recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/goodshepherd23/JetMoto2-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":26447,"Python":6758,"Shell":2234},"source_url":"https://api.github.com/repos/goodshepherd23/JetMoto2-Recomp/languages","evidence":"Official GitHub REST Languages API breakdown for goodshepherd23/JetMoto2-Recomp: source-code byte counts are {\"C#\": 26447, \"Python\": 6758, \"Shell\": 2234}. Predominant language is the largest byte-count language (C#); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jet-set-radio-future-macos-recomp","title":"Jet Set Radio Future Apple Silicon Recompilation","game":"Jet Set Radio Future","platform":"Original Xbox → macOS on Apple Silicon","kind":"Recompilation","status":"Work in progress; the maintainer reported play through chapter 2 at a steady 60 fps on Apple Silicon in a September 2026 README update. The project does not claim a complete-campaign test.","summary":"Static recompilation of the original Xbox game for native macOS on Apple Silicon. Its host runtime includes a Direct3D 8-to-Metal graphics lift; users must provide their own Xbox game data, which the repository does not distribute.","project_url":"https://github.com/andeecollard/jsrf-recomp","updated":"2026-10-15","strategy":"Static Xbox code recompilation to native Apple Silicon macOS","language":"","source_available":"Public source repository; user-supplied original Xbox game data required; game files are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation for Apple Silicon macOS","target_type":"Game","sources":[{"label":"Project README and macOS compatibility notes","url":"https://github.com/andeecollard/jsrf-recomp"},{"label":"GitHub repository language metadata","url":"https://api.github.com/repos/andeecollard/jsrf-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6131427,"Python":2621917,"Objective-C":627190,"Shell":285443,"CMake":142444,"Perl":6225,"C++":4522,"Java":2533,"Batchfile":479},"source_url":"https://api.github.com/repos/andeecollard/jsrf-recomp/languages","evidence":"GitHub's official repository Languages endpoint reports C as the largest language total for this repository.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jet-set-radio-future-xbox-recomp","title":"Jet Set Radio Future PC Recompilation","game":"Jet Set Radio Future","platform":"Original Xbox → Windows 10/11; Steam Deck via Proton 11","kind":"Recompilation","status":"The README documents Windows 10/11 and Steam Deck use through Proton 11; Proton 11 is the only tested Deck runtime. Its Deck profiles are reported at a steady 60 fps. Only the North American retail release is accepted; the README does not state a full-campaign playthrough.","summary":"The original Xbox game code is statically translated to C and compiled into a Windows executable; the runtime supplies Xbox graphics, sound, controller, and memory-card services. Steam Deck is supported through Proton rather than a native Linux build.","project_url":"https://github.com/Miggas/JSRF-Recomp","updated":"2026-10-15","strategy":"Static Xbox code-to-C recompilation with a native Windows runtime","language":"","source_available":"Public source repository; user-supplied NTSC North American Xbox game required; no game code or assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation; Steam Deck through Proton","target_type":"Game","sources":[{"label":"Project README, supported game revision, and Steam Deck notes","url":"https://github.com/Miggas/JSRF-Recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/Miggas/JSRF-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3341758,"Python":1702022,"CMake":38787,"Shell":33485,"Batchfile":13165,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/Miggas/JSRF-Recomp/languages","evidence":"Official GitHub REST Languages API breakdown for Miggas/JSRF-Recomp: source-code byte counts are {\"Batchfile\": 13165, \"C\": 3341758, \"C++\": 4522, \"CMake\": 38787, \"Java\": 5446, \"Perl\": 6225, \"Python\": 1702022, \"Shell\": 33485}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jsrf-unleashed-xbox-recomp","title":"Jet Set Radio Future Unleashed","game":"Jet Set Radio Future","platform":"Original Xbox USA (NTSC-U) → macOS 12+ on Apple silicon, Windows 10/11 x64, Linux x86_64, iOS 15+, and Android 10+","kind":"Recompilation","status":"Release v0.4.7 was published 2026-10-15. The maintainer describes the game as playable early, not completed end-to-end: the most-tested route reaches Dogenzaka Hill; later areas are little tested. macOS is the most-tested build; Linux, iOS/iPad, and Android are less tested.","summary":"Static recompilation of Jet Set Radio Future’s USA Xbox executable into C, packaged as native builds for desktop and mobile platforms. It is a single-game project, not an Xbox emulator; users provide their own supported game files.","project_url":"https://github.com/JuMatt/JetSetRadioFuture-Unleashed","updated":"2026-10-15","strategy":"Static recompilation of original Xbox x86 code into C with native platform/runtime ports","language":"","source_available":"Public source and release builds under MIT; requires the user’s own USA NTSC-U game data; no game files or media are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox static recompilation with desktop and mobile builds","target_type":"Game","sources":[{"label":"Maintainer repository and current status/build requirements","url":"https://github.com/JuMatt/JetSetRadioFuture-Unleashed"},{"label":"Latest release v0.4.7","url":"https://github.com/JuMatt/JetSetRadioFuture-Unleashed/releases/tag/v0.4.7"},{"label":"X discovery lead (Japanese-language post)","url":"https://x.com/yoshinokentarou/status/2110499711191048555"}],"media":[{"kind":"image","label":"Jet Set Radio Future Unleashed project banner","url":"https://raw.githubusercontent.com/JuMatt/JetSetRadioFuture-Unleashed/main/docs/images/banner.png","preview_url":"https://raw.githubusercontent.com/JuMatt/JetSetRadioFuture-Unleashed/main/docs/images/banner.png","source_url":"https://github.com/JuMatt/JetSetRadioFuture-Unleashed/blob/main/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3248272,"Python":1140054,"Objective-C":189972,"Shell":41293,"Java":40072,"CMake":36099,"Swift":18141},"source_url":"https://api.github.com/repos/JuMatt/JetSetRadioFuture-Unleashed/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (3,248,272 bytes; 4,713,903 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jet-set-radio-future-xbox-decomp","title":"Jet Set Radio Future Xbox Matching Decompilation","game":"Jet Set Radio Future (standalone North American Xbox release)","platform":"Original Xbox → Original Xbox XBE rebuild","kind":"Decompilation","status":"Work in progress; README reports 2.39% delinking progress and 62.59% fuzzy matching among delinked bytes (1.50% of the whole XBE). The target is the standalone North American Xbox release; this is not a Windows game port.","summary":"Matching decompilation of the standalone North American Jet Set Radio Future Xbox executable into C++ object files. The roadmap includes relinking and repackaging for Xbox; the README explicitly says the intermediate Windows executable is not a runnable Windows port.","project_url":"https://codeberg.org/KeybadeBlox/JSRF-Decompilation","updated":"2026-10-15","strategy":"Matching decompilation of the Xbox XBE into C++ objects, with eventual repackaging to an Xbox executable.","language":"C++","source_available":"Public source repository (Codeberg)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching Xbox executable decompilation","target_type":"Game","sources":[{"label":"Project README and verified matching progress","url":"https://codeberg.org/KeybadeBlox/JSRF-Decompilation/src/branch/main/readme.md"},{"label":"Project owner repository and README","url":"https://codeberg.org/KeybadeBlox/JSRF-Decompilation"},{"label":"Codeberg repository API (public visibility verified)","url":"https://codeberg.org/api/v1/repos/KeybadeBlox/JSRF-Decompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":163599,"Java":57737,"C":26858,"Shell":5708,"Awk":3117,"Makefile":1829},"source_url":"https://codeberg.org/api/v1/repos/KeybadeBlox/JSRF-Decompilation/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. C++ is predominant with 163,599 bytes; the manifest breakdown contains all 6 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jgenesis","title":"jgenesis","game":"Genesis / Mega Drive; Sega CD / Mega CD; 32X; SG-1000; Master System / Mark III; Game Gear","platform":"8-bit and 16-bit Sega home systems, handheld, and add-ons","kind":"Emulator","status":"Active; v0.14.1 released 2026-08-22, with source updates through 2026-10-15.","summary":"Cross-platform multi-console emulator with broad Sega coverage, including combined Genesis, Sega CD, and 32X operation (the Sega CD 32X configuration). It is written in Rust and publishes source and releases.","project_url":"https://github.com/jsgroth/jgenesis","updated":"2026-10-16","strategy":"Native software emulation with standalone desktop and web builds; supports combined Sega add-on configurations.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Sega multi-system emulator","target_type":"Software","sources":[{"label":"Maintainer README and supported systems","url":"https://github.com/jsgroth/jgenesis"},{"label":"Maintainer release notes","url":"https://github.com/jsgroth/jgenesis/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":6400532,"WGSL":58556,"GLSL":35971,"HTML":28517,"JavaScript":11650,"Python":6448,"Shell":721},"source_url":"https://api.github.com/repos/jsgroth/jgenesis/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Rust has the largest listed count (6,400,532 bytes; 6,542,395 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jet-grind-radio-psp-port","title":"JGR Portable: Jet Grind Radio for PSP","game":"Jet Grind Radio","platform":"Dreamcast (US MK-51058 V1.005) → PlayStation Portable (PSP-1000 / 2000 / 3000 / Go)","kind":"Decompilation","status":"Beta 1 v1.0.1 was released on 2026-10-15 with an EBOOT.PBP package. The maintainer reported that the main storyline was playable across 28 of 28 levels in an 2026-10-11 status post, with performance varying by scene; the project remains a work in progress.","summary":"Native PSP port derived from the maintainer's Dreamcast decompilation. The project includes a decompile workspace and tools to prepare assets locally from the supported US Dreamcast GDI; no original game assets are distributed.","project_url":"https://github.com/beckerd/psp_jgr_portable","updated":"2026-10-16","strategy":"Native PSP port derived from reverse engineering and decompilation of the Dreamcast game, with local asset conversion from a user-supplied disc image.","language":"","source_available":"Public source and Beta 1 EBOOT.PBP release; the player supplies a supported Dreamcast GDI and tracks, which are processed locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Maintainer README: native PSP target, supported Dreamcast revision, install flow, and WIP status","url":"https://github.com/beckerd/psp_jgr_portable"},{"label":"Beta 1 v1.0.1 EBOOT.PBP release and supported disc-image requirements","url":"https://github.com/beckerd/psp_jgr_portable/releases/tag/1.0.1"},{"label":"Maintainer's decompilation announcement and 2026-10-11 gameplay status","url":"https://www.reddit.com/r/PSP/comments/1wemoyy/jet_grind_radio_decompiled_ported_to_psp/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4125302,"Python":2207680,"C++":1435285,"JavaScript":91113,"Lua":67356,"CSS":13977,"HTML":8285,"Makefile":7965,"Assembly":6037},"source_url":"https://api.github.com/repos/beckerd/psp_jgr_portable/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jnext-spectrum-next","title":"JNEXT","game":"ZX Spectrum Next software","platform":"ZX Spectrum Next Issue 2; ZX Spectrum 48K, 128K, and +3 modes","kind":"Emulator","status":"Public source repository last pushed 2026-10-14; latest release v1.1.51 was published 2026-10-13. The maintainer describes the emulator as a development tool and explicitly notes known functionality gaps; cycle-exactness is not a goal.","summary":"Open-source ZX Spectrum Next emulator with a graphical debugger, headless/test automation, recording, and per-layer inspection. The project models the Issue 2 machine and boots NextZXOS from user-provided SD-card contents; known gaps remain documented.","project_url":"https://github.com/jorgegv/jnext","updated":"2026-10-14","strategy":"Hardware-focused software emulation cross-checked against the Spectrum Next FPGA reference sources","language":"","source_available":"Yes; public GPL-3.0-or-later source repository","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Home-computer emulator focused on software development and debugging","target_type":"Software","sources":[{"label":"Maintainer README: models, features, known gaps, and supported hosts","url":"https://github.com/jorgegv/jnext/blob/main/README.md"},{"label":"Maintainer release history","url":"https://github.com/jorgegv/jnext/releases"},{"label":"Official project homepage","url":"https://www.jnext.es/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":18763720,"Shell":1665349,"Python":575920,"Perl":467955,"CMake":201131,"Makefile":116153,"C#":30560,"C":12109,"Assembly":11339,"BitBake":9347,"HTML":8401,"CSS":2798,"BASIC":826},"source_url":"https://api.github.com/repos/jorgegv/jnext/languages","evidence":"Official GitHub REST Languages API breakdown for jorgegv/jnext: source-code byte counts are {\"Assembly\": 11339, \"BASIC\": 826, \"BitBake\": 9347, \"C\": 12109, \"C#\": 30560, \"C++\": 18763720, \"CMake\": 201131, \"CSS\": 2798, \"HTML\": 8401, \"Makefile\": 116153, \"Perl\": 467955, \"Python\": 575920, \"Shell\": 1665349}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"joiplay-android-game-interpreter","title":"JoiPlay: Multi-Engine Android Game Interpreter","game":"PC indie games made with supported RPG Maker, Ren’Py, TyranoBuilder, Construct, Godot GDScript, Flash, and HTML5 engines","platform":"Supported PC-engine game files/folders → Android APK runtime; plugin and device compatibility varies by engine, game version, and device","kind":"Emulator","status":"The official project site currently lists the Android core app v1.21.000 and engine plugins, with versions dated 2026-02-14; it directs users to Patreon for the latest available builds. Official instructions support installing APKs, copying owned PC game folders, and adding Game.exe or index.html for supported engines.","summary":"Android launcher and multi-engine interpreter for selected RPG Maker, Ren’Py, TyranoBuilder, Construct, Godot GDScript, Flash, and HTML5-based indie games. It is not a generic Windows x86 emulator: games need to use a supported engine and may require their corresponding plugin. The official GitHub organization publishes selected plugins and engine forks, but no source repository for the complete core app was found.","project_url":"https://www.joiplay.net/","updated":"2026-10-16","strategy":"Multi-engine Android runtime/compatibility launcher that delegates game execution to engine-specific plugins and interpreters; not generic Windows API translation.","language":"","source_available":"Official Android APK is distributed from the project site and Patreon. Public GitHub source exists for selected plugins/forks, but no public source repository for the full core launcher was identified; each engine/plugin retains its own license.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Proprietary/free Android multi-engine game interpreter with partially public plugin sources","target_type":"Software","sources":[{"label":"Official project site, supported scope, and install instructions","url":"https://www.joiplay.net/"},{"label":"Official JoiPlay GitHub organization and public plugin repositories","url":"https://github.com/joiplay"},{"label":"Official JoiPlay APK and plugin download/version/date list","url":"https://www.joiplay.net/assets/json/downloads.json"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://github.com/joiplay","evidence":"The official GitHub organization exposes selected engine plugin repositories but no canonical repository for the core JoiPlay app; a repo-wide language breakdown cannot be attributed to the full app.","verified_at":"2026-10-16","reason_unknown":"No public canonical source repository for the core app is listed by its official GitHub organization; language endpoints for selected plugin repositories would not represent the full application."}},{"id":"joust-atari-st-decomp","title":"Joust Atari ST Decompilation","game":"Joust (Atari ST)","platform":"Atari ST/STE Motorola 68000 → reconstructed C and ST/STE program","kind":"Decompilation","status":"The README reports all 75 functions verified, 4,368 differential tests, and a playable packed ST program tested under Hatari. It does not claim a separate remaster.","summary":"Reconstructs shipped Atari ST 68000 code as readable C, verifies it against the original binary, and compiles it back for Atari ST/STE.","project_url":"https://github.com/geogeo28/atari_reverse","updated":"2026-10-15","strategy":"Byte-matching 68000 source reconstruction in C","language":"","source_available":"Public source/tooling repository; the README says game executables, disk images, game data, and TOS ROM are not included; users bring their own copies.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari ST executable reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/geogeo28/atari_reverse"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/geogeo28/atari_reverse/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":13389017,"C":8516505,"Assembly":823506,"Shell":400119,"HTML":123208,"Java":71845,"Makefile":56536,"Linker Script":28995},"source_url":"https://api.github.com/repos/geogeo28/atari_reverse/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Python has the largest listed count (13,389,017 bytes; 23,409,731 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jpcsp","title":"JPCSP","game":"Games for supported systems","platform":"PlayStation Portable","kind":"Emulator","status":"Maintained intermittently; latest official update shown is 2024-12-01","summary":"A Java PSP emulator project that reports support for commercial PSP games and continues to publish occasional updates.","project_url":"https://github.com/jpcsp/jpcsp","updated":"2026-09-24","strategy":"PSP system emulation implemented in Java, including a dynamic-recompiler path.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"PlayStation Portable system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/jpcsp/jpcsp"},{"label":"Official downloads and update history","url":"https://www.jpcsp.org/index?p=downloads"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/jpcsp/jpcsp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":17181804,"Perl":5515569,"C":293679,"C++":146802,"GLSL":72861,"Assembly":22171,"HTML":8174,"Makefile":7701,"XSLT":5387,"Batchfile":5211,"JavaScript":1805,"Shell":1311},"source_url":"https://api.github.com/repos/jpcsp/jpcsp/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Java has the largest listed count (17,181,804 bytes; 23,262,475 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jspaint-classic-microsoft-paint-reimplementation","title":"JS Paint","game":"Classic Microsoft Paint interface and behavior, especially the Windows 95/98/XP-era application","platform":"Classic MS Paint-style editor → browser application, including mobile-friendly touch interaction, plus an Electron desktop application for Windows, macOS, and Linux","kind":"Reimplementation","status":"The maintainer describes JS Paint as a pixel-perfect remake of classic MS Paint and says it recreates its tools and menus to a high degree of fidelity. The README says some tools remain incomplete; full clipboard support in the web app requires a browser with the Async Clipboard API for images (the README's Chrome 76+ note is historical). The Electron build is cross-platform, but its README warns that Electron is out of date and automatic updates are not implemented. The repository's latest push checked on 2026-10-15 was 2026-07-19.","summary":"An open-source browser and Electron remake of classic Microsoft Paint, aimed at the Windows 95/98/XP-era interface and behavior. It adds modern features such as more undo steps, additional image formats, themes, accessibility options, and touch interaction; it is an application reimplementation rather than a binary-compatible Paint runtime.","project_url":"https://github.com/1j01/jspaint","updated":"2026-10-16","strategy":"Recreate classic MS Paint's user interface and editing behavior as a web application, with an Electron desktop build","language":"","source_available":"Public MIT-licensed source repository; maintainer links Electron releases from the README","first_found":"2026-10-15","project_started":null,"programming_language":"JavaScript","subtype":"Raster image editor / classic desktop application remake","target_type":"Software","sources":[{"label":"Maintainer README: Paint-era target, fidelity, features, web limitations, and Electron desktop support and caveats","url":"https://github.com/1j01/jspaint/blob/master/README.md"},{"label":"Maintainer about page: browser remake, MIT license, and Windows/macOS/Linux desktop app","url":"https://jspaint.app/about.html"},{"label":"Maintainer GitHub releases for the Electron desktop application","url":"https://github.com/1j01/jspaint/releases"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/1j01/jspaint"},{"label":"GitHub language breakdown for the source repository checked 2026-10-15","url":"https://api.github.com/repos/1j01/jspaint/languages"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/1j01/jspaint"},{"label":"GitHub release v1.1.0 (2026-04-10)","url":"https://github.com/1j01/jspaint/releases/tag/v1.1.0"},{"label":"GitHub latest commit listed for default branch (2026-04-10, 53be67ab8c; activity evidence only)","url":"https://github.com/1j01/jspaint/commit/53be67ab8c47cc0d2168899e7481bc04839c4c81"}],"media":[{"kind":"image","label":"Screenshot","url":"https://raw.githubusercontent.com/1j01/jspaint/master/images/meta/main-screenshot.png","preview_url":"https://raw.githubusercontent.com/1j01/jspaint/master/images/meta/main-screenshot.png","source_url":"https://github.com/1j01/jspaint/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"JS Paint running as a desktop app on macOS","url":"https://raw.githubusercontent.com/1j01/jspaint/master/images/meta/electron-app-screenshot-mac.png","preview_url":"https://raw.githubusercontent.com/1j01/jspaint/master/images/meta/electron-app-screenshot-mac.png","source_url":"https://github.com/1j01/jspaint/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":10305500,"CSS":231455,"HTML":224087,"Shell":17717,"TypeScript":5422,"AutoHotkey":1629},"source_url":"https://api.github.com/repos/1j01/jspaint/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; JavaScript has the largest listed count (10,305,500 bytes; 10,785,810 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"julius-caesar3-android","title":"Julius: Caesar III Android reimplementation","game":"Caesar III","platform":"Windows PC → Android","kind":"Reimplementation","status":"Android installation is available through Google Play, with a separate source-build guide. The game requires Caesar III files patched to 1.0.1.0; the Android guide documents full touch support, limited mouse support, and Samsung DeX compatibility. The project does not state a minimum Android API/CPU ABI or a device-model test matrix.","summary":"Public clean-room Caesar III reimplementation with an installable Android build. Users transfer the original patched Caesar III files to the phone; the Android guide confirms touch operation but says right-click mouse support is unreliable.","project_url":"https://github.com/bvschaik/julius","updated":"2026-10-16","strategy":"Clean-room game-engine reimplementation with an SDL2 Android build","language":"","source_available":"Public C source repository and Android build guide; Google Play installation is documented; user supplies original patched Caesar III data","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native Android port of a PC game reimplementation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/bvschaik/julius"},{"label":"Android source-build guide","url":"https://github.com/bvschaik/julius/wiki/Building-for-Android"},{"label":"Android installation and original-data instructions","url":"https://github.com/bvschaik/julius/wiki/Running-Julius-on-Android"},{"label":"GitHub release v1.8.0 (2025-07-31)","url":"https://github.com/bvschaik/julius/releases/tag/v1.8.0"},{"label":"GitHub latest commit listed for default branch (2026-09-12, 34d1ecd54b; activity evidence only)","url":"https://github.com/bvschaik/julius/commit/34d1ecd54befb845c0139b371fa8a0438210dac1"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/bvschaik/julius"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4262744,"CMake":57876,"Java":13731,"Shell":11183,"Objective-C":5046,"PowerShell":4524,"Makefile":59},"source_url":"https://api.github.com/repos/bvschaik/julius/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C is the largest category (4262744 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"july-dreamcast-en","title":"JULY Dreamcast English Translation Patch","game":"JULY","platform":"Dreamcast","kind":"Fan Localization","status":"Public v1.0 patch published 2026-10-02. The README says the full 15,125-line script across both routes and menus are translated, while some title graphics remain Japanese; only the opening chapters have been play-tested.","summary":"English Dreamcast patch for a Japan-only visual novel. The ZIP includes a Python patching script or a standard VCDIFF/xdelta patch for the user's original GDI image; the patch changes only track03.bin.","project_url":"https://github.com/itsbigcforme67/july-dreamcast-english","updated":"2026-10-16","strategy":"VCDIFF/xdelta patch for track03.bin; ZIP includes Python patch script","language":"English","source_available":"VCDIFF/xdelta patch for track03.bin; ZIP includes Python patch script; README says the repository contains a patch, not the game, and requires the user's original disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, patch-only distribution, coverage and playtest status","url":"https://github.com/itsbigcforme67/july-dreamcast-english/blob/main/README.md"},{"label":"GitHub API v1.0 release and date","url":"https://api.github.com/repos/itsbigcforme67/july-dreamcast-english/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/itsbigcforme67/july-dreamcast-english/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":26353,"C":1126},"source_url":"https://api.github.com/repos/itsbigcforme67/july-dreamcast-english/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 26,353 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jump-ultimate-stars-nds-native-recomp","title":"Jump Ultimate Stars — Native Nintendo DS Recompilation","game":"Jump Ultimate Stars","platform":"Nintendo DS → Windows and Linux","kind":"Recompilation","status":"README identifies v0.3.1 as full-game playable on Windows/Linux with listed visual, performance, and online-play caveats.","summary":"Native ARM9/ARM7 static recompilation through ndsrecomp with runtime scheduling, overlays, and melonDS-derived 3D/Wi-Fi components; user supplies verified Japanese ROM.","project_url":"https://github.com/piuzera/JUSDecomp","updated":"2026-10-16","strategy":"Static recompilation with emulator-derived runtime subsystems","language":"","source_available":"Public MIT-licensed source and Windows release; user supplies legally dumped Japanese ROM; no game assets/ROM distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Nintendo DS code AJUJ; English translation is a separate runtime mod, not a separate record.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/piuzera/JUSDecomp#readme"},{"label":"Latest published release","url":"https://github.com/piuzera/JUSDecomp/releases/tag/v0.3.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":17025211,"Python":486404,"C++":171744,"Batchfile":16933,"Shell":14851,"PowerShell":2813,"CMake":2399,"C":110},"source_url":"https://api.github.com/repos/piuzera/JUSDecomp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository piuzera/JUSDecomp (repository API id 1344898892, https://github.com/piuzera/JUSDecomp). The exact response reported 17,025,211 bytes of Assembly, the largest category, out of 17,720,465 recognized-language bytes (96.1%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jung-rhythm-saturn-en","title":"Jung Rhythm English Translation Patch","game":"Jung Rhythm","platform":"Sega Saturn","kind":"Fan Localization","status":"Released","summary":"Version 1.0 translates text, graphics, and cutscenes, including song lyrics.","project_url":"https://github.com/DerekPascarella/JungRhythm-EnglishPatchSaturn","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Perl","subtype":"Sega Saturn fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/JungRhythm-EnglishPatchSaturn"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/JungRhythm-EnglishPatchSaturn"}],"media":[{"kind":"image","label":"Image from Jung Rhythm English Translation Patch","url":"https://raw.githubusercontent.com/DerekPascarella/JungRhythm-EnglishPatchSaturn/main/images/screenshot_1.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/JungRhythm-EnglishPatchSaturn/main/images/screenshot_1.png","source_url":"https://github.com/DerekPascarella/JungRhythm-EnglishPatchSaturn","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Jung Rhythm English Translation Patch","url":"https://raw.githubusercontent.com/DerekPascarella/JungRhythm-EnglishPatchSaturn/main/images/screenshot_2.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/JungRhythm-EnglishPatchSaturn/main/images/screenshot_2.png","source_url":"https://github.com/DerekPascarella/JungRhythm-EnglishPatchSaturn","discovered_on":"2026-10-15"}],"links":[{"kind":"patch","label":"Jung Rhythm English v1.0 patch archive","url":"https://github.com/DerekPascarella/JungRhythm-EnglishPatchSaturn/releases/download/1.0/Jung.Rhythm.English.-.v1.0.zip","source_url":"https://github.com/DerekPascarella/JungRhythm-EnglishPatchSaturn","notes":"README links the v1.0 patch download."}],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":40267},"source_url":"https://api.github.com/repos/DerekPascarella/JungRhythm-EnglishPatchSaturn/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Perl (40,267 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-juno-first","title":"Juno First MiSTer FPGA Core","game":"Juno First (Konami, 1983)","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-10-11, with archived=false and fork=false. A MiSTer FPGA hardware implementation for Juno First with gameplay, video timing, sound, MRA metadata, and checksummed ROM definitions documented in the README. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA hardware implementation for Juno First with gameplay, video timing, sound, MRA metadata, and checksummed ROM definitions documented in the README.","project_url":"https://github.com/MiSTer-devel/Arcade-JunoFirst_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Juno First (Konami, 1983); target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2026-02-24","programming_language":"Verilog","subtype":"MiSTer FPGA game-specific arcade core","target_type":"Game","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-JunoFirst_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-JunoFirst_MiSTer/main/README.MD"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-JunoFirst_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-JunoFirst_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-JunoFirst_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":801215,"VHDL":528358,"SystemVerilog":240846,"Tcl":49912,"C++":19769,"Assembly":6121,"Wolfram Language":295},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-JunoFirst_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-jupiter-mister","title":"Jupiter Ace MiSTer FPGA Core","game":"Jupiter Ace","platform":"Jupiter Ace on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Jupiter Ace on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Jupiter_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Jupiter_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Jupiter_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Jupiter_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Jupiter_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":316992,"VHDL":225733,"SystemVerilog":153757,"Tcl":22648,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/Jupiter_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 316,992 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jzintv-intellivision","title":"jzIntv (FujiNet fork)","game":"All compatible Mattel Intellivision software","platform":"Mattel Intellivision (1979)","kind":"Emulator","status":"Maintained fork with recent peripheral additions","summary":"Open-source continuation of Joe Zbiciak's historically important Intellivision emulator, adding FujiNet mailbox/network-storage support and current build workflows.","project_url":"https://github.com/FujiNetWIFI/jzintv","updated":"2026-09-18","strategy":"Software emulation of the Intellivision's CPU, graphics, sound, and optional expansion/peripheral hardware.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Mattel Intellivision console emulator with FujiNet peripheral support","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/FujiNetWIFI/jzintv"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/FujiNetWIFI/jzintv"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5667178,"C++":417228,"Yacc":166391,"Assembly":117541,"Pawn":38590,"Shell":19135,"Lex":16740,"Objective-C":13405,"Makefile":9791,"Python":4168,"Vim Script":30},"source_url":"https://api.github.com/repos/FujiNetWIFI/jzintv/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (5,667,178 bytes; 6,470,197 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kairo98-android","title":"Kairo98","game":"NEC PC-9801 / PC-98 games and software","platform":"NEC PC-9801 / PC-98; Android ARM64 devices running Android 8.0 or later","kind":"Emulator","status":"Active; GitHub release v1.1.1 was published on 2026-10-15 (local date), and the repository was updated the same day. 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Kotlin has the largest listed count (351,058 bytes; 707,572 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kamaitachi-no-yoru-sfc-en","title":"Kamaitachi no Yoru Super Famicom English Translation","game":"Kamaitachi no Yoru","platform":"Super Famicom","kind":"Fan Localization","status":"Released; patch and build instructions documented","summary":"Fan English translation project for the Super Famicom sound novel, with source scripts and patch build tooling.","project_url":"https://github.com/ButThouMust/kamaitachi-sfc-english","updated":"2026-09-24","strategy":"Fan translation patch","language":"English","source_available":"Public fan localization repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/ButThouMust/kamaitachi-sfc-english"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ButThouMust/kamaitachi-sfc-english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1231009,"Java":787929,"Batchfile":12680,"PowerShell":666},"source_url":"https://api.github.com/repos/ButThouMust/kamaitachi-sfc-english/languages","evidence":"GitHub REST repository Languages endpoint reports 1,231,009 bytes of Assembly out of 2,032,284 measured source bytes (60.6%); 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the largest category is Perl (660,916 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"karaclone-karakeep-bookmark-api-reimplementation","title":"KaraClone (Karakeep-Compatible Bookmark Server)","game":"Karakeep bookmark-server API and pinned mobile/browser-extension client behavior","platform":"Cloudflare Workers with D1, R2, Queues, and Workers AI","kind":"Reimplementation","status":"An early single-user server; the README pins a Karakeep server commit and Karakeep mobile 1.11.0/browser extension 1.2.11. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"karateka-7800-disassembly","title":"Karateka (Atari 7800) Disassembly and Patches","game":"Karateka","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"Partial analysis: the README reports 18.3% of the ROM traced as executable code. It includes 50 BPS patch artifacts and 43 MAME probes; broad game-source reconstruction is not claimed.","summary":"Reverse engineering of the 7800 port’s threaded Forth image, with disassembly tooling, gameplay probes, and documented BPS patches; it is not a complete source reconstruction.","project_url":"https://github.com/Miasmark/Karateka-7800-Disassembly","updated":"2026-10-15","strategy":"Forth-image analysis, partial 6502 disassembly, MAME probes, and user-applied BPS patches","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/Karateka-7800-Disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1118685,"Lua":95451,"Batchfile":28722},"source_url":"https://api.github.com/repos/Miasmark/Karateka-7800-Disassembly/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Python has the largest listed count (1,118,685 bytes; 1,242,858 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kartpad-mario-kart-wii","title":"KartPad: Mario Kart Wii Native Port","game":"Mario Kart Wii","platform":"Wii → iOS, iPadOS, macOS, tvOS, Android","kind":"Recompilation","status":"Latest release v0.8.1 (2026-10-13) publishes an Android APK; Android requires ARM64, Vulkan, and Android 9+. iPhone/iPad and Apple Silicon Mac builds are produced locally through PadMint from the user’s disc; tvOS is only an experimental preview. Android Original gameplay with a Razer Kishi was accepted on Pixel 9 Pro XL; the current iPad release candidate has accepted controller/menu checks, not broad device coverage.","summary":"Mario Kart Wii static recompilation with Android and Apple-mobile integration. Touch, motion steering and controllers are supported; Android ships a ready-to-install APK, while current iPhone/iPad builds use PadMint. Users provide their own game data; a raw ISO/WBFS import needs a Wii common key, while an extracted game-data folder does not.","project_url":"https://github.com/chrissotraidis/kartpad","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific recompilation/native port","target_type":"Game","sources":[{"label":"Maintainer README: current release, platform requirements and setup","url":"https://github.com/chrissotraidis/kartpad"},{"label":"Primary-source evidence","url":"https://github.com/chrissotraidis/kartpad/blob/main/docs/PRD.md"},{"label":"Primary-source evidence","url":"https://github.com/chrissotraidis/kartpad/blob/main/docs/INSTALL_IPA.md"},{"label":"Maintainer status: current device acceptance and open checks","url":"https://github.com/chrissotraidis/kartpad/blob/main/docs/STATUS.md"},{"label":"Maintainer v0.8.1 release","url":"https://github.com/chrissotraidis/kartpad/releases/tag/v0.8.1"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/chrissotraidis/kartpad"},{"label":"Maintainer README: current host support, setup, and tvOS caveat","url":"https://github.com/chrissotraidis/kartpad/blob/main/README.md"}],"media":[{"kind":"image","label":"Mario Kart Wii race on DK Summit running in KartPad on iPad","url":"https://raw.githubusercontent.com/chrissotraidis/kartpad/main/docs/images/kartpad-dk-summit-ipad.png","preview_url":"https://raw.githubusercontent.com/chrissotraidis/kartpad/main/docs/images/kartpad-dk-summit-ipad.png","source_url":"https://github.com/chrissotraidis/kartpad/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1110103,"Objective-C++":630989,"C++":595156,"Kotlin":594294,"Shell":421259,"Java":193758,"CMake":40822,"Objective-C":24732,"C":9625,"NASL":9232,"C#":7329,"Assembly":2904},"source_url":"https://api.github.com/repos/chrissotraidis/kartpad/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 1,110,103 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"katana-zero-italian","title":"Katana ZERO Italian Translation Patch","game":"Katana ZERO","platform":"PC (Steam/Windows)","kind":"Fan Localization","status":"Released; version compatibility is limited/uncertain","summary":"An Italian text patch covering more than 2,000 dialogue entries, tested against the specified PC build.","project_url":"https://github.com/zWolfrost/Katana-ZERO-Traduzione-Italiana","updated":"2026-09-22","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zWolfrost/Katana-ZERO-Traduzione-Italiana"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zWolfrost/Katana-ZERO-Traduzione-Italiana"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":9545,"Shell":105,"Batchfile":41},"source_url":"https://api.github.com/repos/zWolfrost/Katana-ZERO-Traduzione-Italiana/languages","evidence":"GitHub REST repository Languages endpoint reports 9,545 bytes of Python out of 9,691 measured source bytes (98.5%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kb-rpcs3-playstation-3-ps5-emulator","title":"KB-RPCS3","game":"KB-RPCS3 (PlayStation 3 emulator port)","platform":"PlayStation 3 → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Early alpha; source release v0.1.0-alpha was published 2026-10-09. 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Firmware and games are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Source-only alpha PS3 emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit discovery lead announcing Alpha 0.1.0; not used as project-status authority","url":"https://www.reddit.com/r/PS5_Jailbreak/comments/1x1l20q/release_kbrpcs3_alpha_010_ps3_emulation_on/"},{"label":"Maintainer README documenting source-only status, license issue and qualified game tests","url":"https://github.com/kamb205/KB-RPCS3#readme"},{"label":"https://github.com/kamb205/KB-RPCS3/releases/tag/v0.1.0-alpha","url":"https://github.com/kamb205/KB-RPCS3/releases/tag/v0.1.0-alpha"},{"label":"Current primary README","url":"https://github.com/kamb205/KB-RPCS3/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/kamb205/KB-RPCS3"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/kamb205/KB-RPCS3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":680519,"C":143705,"Python":96570,"Shell":78376,"CMake":11572,"Linker Script":2587,"GLSL":1251},"source_url":"https://api.github.com/repos/kamb205/KB-RPCS3/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"keeperfx-dungeon-keeper-reimplementation","title":"KeeperFX","game":"Dungeon Keeper","platform":"Windows 7, Windows 10, and Windows 11 support is listed in the current README.","kind":"Reimplementation","status":"The latest GitHub release is v1.4.0 (2026-07-04); the repository was pushed on 2026-10-16 and is not archived. The README describes the current codebase as rewritten and identifies supported Windows versions.","summary":"KeeperFX is an open-source remake and fan expansion of Dungeon Keeper. The README says the project began as a decompilation but that the full codebase has since been remade and all code rewritten. KeeperFX is a standalone game that requires a copy of the original Dungeon Keeper files as proof of ownership.","project_url":"https://github.com/dkfans/keeperfx","updated":"2026-10-16","strategy":"Open-source remake and fan expansion; the maintainer README says all current Dungeon Keeper code has been rewritten after the project began as a decompilation.","language":"","source_available":"Public source under GPL-2.0. The game requires user-supplied original Dungeon Keeper files as proof of ownership.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Rewritten game remake and fan expansion","target_type":"Game","sources":[{"label":"Maintainer README: game target, decompilation history, current rewritten codebase, and original-data requirement","url":"https://github.com/dkfans/keeperfx#readme"},{"label":"Latest GitHub release checked 2026-10-16","url":"https://github.com/dkfans/keeperfx/releases/tag/v1.4.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/dkfans/keeperfx"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/dkfans/keeperfx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9783166,"C++":1597189,"Lua":155146,"Makefile":90624,"CMake":37634,"Python":16169,"Shell":10552,"Dockerfile":1748,"Batchfile":799},"source_url":"https://api.github.com/repos/dkfans/keeperfx/languages","evidence":"Exact byte totals returned by the repository's official GitHub Languages API on 2026-10-16. C is the largest reported category (9,783,166 of 11,693,027 recognized bytes). Repository-wide totals can include build files, utilities, generated files, dependencies, or vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kega-fusion","title":"Kega Fusion","game":"SG-1000; SC-3000; SF-7000; Master System; Game Gear; Genesis / Mega Drive; Sega CD; 32X; Sega Pico","platform":"8-bit and 16-bit Sega home systems, handheld, and add-ons","kind":"Emulator","status":"Legacy/inactive; historical distributor lists Fusion 3.64 for Windows and 3.63-series builds for macOS/Linux","summary":"Historically influential closed-source multi-system Sega emulator by Steve Snake, covering the 8-bit and 16-bit consoles and major add-ons. Current upstream development is not evidenced by its legacy release page.","project_url":"https://www.carpeludum.com/kega-fusion/","updated":"2026-10-16","strategy":"Closed-source software emulation; implementation details are unavailable.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Multi-system Sega console and handheld emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://www.carpeludum.com/kega-fusion/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.carpeludum.com/kega-fusion/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"kemono-teatime-italian","title":"Kemono Teatime Italian Translation Patch","game":"Kemono Teatime","platform":"PC (Steam; separate Steam Deck/Linux installer)","kind":"Fan Localization","status":"Released; v1.1 (2026-08-22) targets Steam build 19997225; human review reported complete","summary":"An unofficial English-to-Italian patch with 8,391 text strings and 88 redrawn text images reported in the v1.1 changelog. A reversible ZIP installer modifies the user's Steam copy; the project says human review is complete and AI was used only for review.","project_url":"https://traduzionegiochi.it/traduzioni/kemono-teatime","updated":"2026-08-22","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux installer; user supplies Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game text and graphics localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.1 release, exact Steam build, translation scope and reversible installer","url":"https://traduzionegiochi.it/traduzioni/kemono-teatime"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/kemono-teatime","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"ken-griffey-jr-slugfest-n64-linux-recomp","title":"Ken Griffey Jr.’s Slugfest: Recompiled","game":"Ken Griffey Jr.’s Slugfest (Nintendo 64 USA)","platform":"Nintendo 64 USA → Linux x86-64","kind":"Recompilation","status":"The current README calls it playable: intro, menus, create-a-player, attract mode, and Exhibition games work with sound, controller, and FlashRAM saves. Home Run Derby and season modes are still under test; Linux is the only supported host so far. No release is published.","summary":"Title-specific N64 static recompilation using N64Recomp, N64ModernRuntime, RT64, and RSPRecomp. Requires the user’s own USA ROM; the runtime rebuilds the cartridge overlay layout from it. Development build only, with no packaged release or verified Windows/macOS host.","project_url":"https://github.com/CalenCyr/SlugfestRecompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/CalenCyr/SlugfestRecompiled#readme"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/CalenCyr/SlugfestRecompiled/languages"},{"label":"Current primary README","url":"https://github.com/CalenCyr/SlugfestRecompiled/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: GPL-3.0)","url":"https://api.github.com/repos/CalenCyr/SlugfestRecompiled"},{"label":"Maintainer repository","url":"https://github.com/CalenCyr/SlugfestRecompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":42763,"CMake":9289,"Shell":5782,"Python":4967,"BitBake":2956,"C":1993},"source_url":"https://api.github.com/repos/CalenCyr/SlugfestRecompiled/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kenyuu-densetsu-yaiba-sfc-en","title":"Kenyuu Densetsu Yaiba English Translation","game":"Kenyuu Densetsu Yaiba","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Complete English v1.0 patch released 2026-10-02; the project page was updated 2026-10-06. The maintainer reports the complete story, English menus and a new area map.","summary":"English patch for the Japan-only Super Famicom action RPG based on Yaiba. A guide accompanies the translation and the patch catalog lists a free BPS build.","project_url":"https://gametranslate.us/translations/kenyuu-densetsu-yaiba-english-patch/","updated":"2026-10-06","strategy":"Fan translation patch","language":"English","source_available":"Maintainer site provides a BPS patch; user must supply the matching Japanese SFC game image.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Game Translate maintainer entry: v1.0 dates, full-story status and patch","url":"https://gametranslate.us/translations/kenyuu-densetsu-yaiba-english-patch/"},{"label":"Maintainer patch catalog lists the v1.0 BPS build","url":"https://gametranslate.us/playground/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/translations/kenyuu-densetsu-yaiba-english-patch/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"kettou-beast-wars-gbc-en","title":"Kettou Beast Wars: Beast Senshi Saikyou Ketteisen English Translation Draft","game":"Kettou Beast Wars: Beast Senshi Saikyou Ketteisen","platform":"Game Boy / Game Boy Color","kind":"Fan Localization","status":"Partial draft v0.31 released 2026-10-15. The maintainer explicitly says human language review and a complete human playthrough are pending; automated coverage is not a whole-game completion percentage. The English release is AI-assisted and non-commercial.","summary":"English patch draft for the Japanese Game Boy Color game, with dialogue, tutorial polish, title graphics and a player guide. The release includes IPS and xDelta options that require a clean user-owned Japanese ROM.","project_url":"https://github.com/blackhowling2020/kettou-beast-wars-gbc-english","updated":"2026-10-16","strategy":"IPS and xDelta patches in the v0.31 ZIP","language":"English","source_available":"IPS and xDelta patches in the v0.31 ZIP; Repository description and README say patches only and no ROM; the user supplies the checksum-matched Japanese image.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, patch formats, no-ROM status and human-review limits","url":"https://github.com/blackhowling2020/kettou-beast-wars-gbc-english/blob/main/README.md"},{"label":"GitHub API v0.31 release and assets","url":"https://api.github.com/repos/blackhowling2020/kettou-beast-wars-gbc-english/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown (empty map)","url":"https://api.github.com/repos/blackhowling2020/kettou-beast-wars-gbc-english/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/blackhowling2020/kettou-beast-wars-gbc-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"keydous-nj81-linux-driver","title":"Keydous NJ81 Linux Driver","game":"Keydous NJ81 wireless mechanical keyboard, firmware 0x0513","platform":"Linux via raw USB HID and optional BLE","kind":"Reimplementation","status":"A Python implementation reports full feature verification against a live NJ81 running firmware 0x0513. It documents key/Fn remapping, RGB, OLED uploads, profiles, and Bluetooth. The repository includes a factory-reset command; related NJ-series VID 0x3151 support should be verified per device.","summary":"Reverse-engineers the proprietary Keydous control software and implements direct Linux keyboard configuration without a Windows daemon. It includes an extensive device-protocol reference and a web GUI for key maps, lighting, display images, profiles, and power settings.","project_url":"https://github.com/alkaiyali/keydous-nj81-linux","updated":"2026-10-15","strategy":"Vendor application analysis followed by raw HID/BLE protocol reimplementation","language":"English","source_available":"Public MIT source and protocol documentation.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Mechanical keyboard companion application / firmware-protocol driver","target_type":"Software","sources":[{"label":"Maintainer README: exact firmware, verified features, platform, and MIT license","url":"https://github.com/alkaiyali/keydous-nj81-linux"},{"label":"Maintainer reverse-engineering documentation for the NJ81 firmware protocol","url":"https://github.com/alkaiyali/keydous-nj81-linux/blob/main/docs/REVERSE_ENGINEERING.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":123228,"HTML":73805,"Shell":14241},"source_url":"https://api.github.com/repos/alkaiyali/keydous-nj81-linux/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Python has the largest listed count (123,228 bytes; 211,274 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"khamrai-ps1-en","title":"Khamrai English Translation","game":"Khamrai","platform":"PlayStation","kind":"Fan Localization","status":"Maintainer describes the translation as complete and labels both repository patch files v1.0; no tagged GitHub release was identified. GitHub API reports the repository was last pushed 2026-10-06 (activity date, not a release date).","summary":"English fan translation for Namco's Japan-only 2000 PlayStation RPG. The maintainer says all dialogue, menus, items, kamui, enemies, battle messages, place names, and in-game images are translated. Two xdelta variants are provided: a standard patch and an optional StatFloor balance adjustment.","project_url":"https://github.com/chivien99999/khamrai-english","updated":"2026-10-06","strategy":"Fan translation patch","language":"English","source_available":"Repository contains standard and StatFloor xdelta patches and a README; no full game image or tagged GitHub release.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"Maintainer README: translation coverage, source disc fingerprint, patch variants, and distribution","url":"https://github.com/chivien99999/khamrai-english#readme"},{"label":"GitHub repository activity metadata (last push date only; not a release record)","url":"https://api.github.com/repos/chivien99999/khamrai-english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/chivien99999/khamrai-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"kingdom-hearts-chain-of-memories-recomp","title":"KHRecomp","game":"Kingdom Hearts: Chain of Memories","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Unclear; the project repository, README, and GitHub API currently return 404, so the latest build and compatibility status could not be verified.","summary":"This entry was previously documented as a Windows GBA static recompilation with a dynamic RAM-code bridge. The project page is currently unavailable, so its implementation method and test status could not be revalidated.","project_url":"https://github.com/azurejoga/kh-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Unclear; previously public GitHub repository currently returns 404 as of 2026-10-15","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/azurejoga/kh-recomp"},{"label":"Former project README (current URL returns 404)","url":"https://github.com/azurejoga/kh-recomp/blob/master/README.md"},{"label":"GitHub repository API (current request returns 404)","url":"https://api.github.com/repos/azurejoga/kh-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/azurejoga/kh-recomp/languages","evidence":"The official API request failed: gh: Not Found (HTTP 404). The catalog's separate website-repository link is not the emulator implementation repository.","verified_at":"2026-10-15","reason_unknown":"GitHub's official Languages REST endpoint for https://github.com/azurejoga/kh-recomp returned HTTP 404 on 2026-10-15; no public language breakdown was available to verify."}},{"id":"kid-chameleon-genesis-disasm","title":"Kid Chameleon Disassembly","game":"Kid Chameleon","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The README provides split and build steps and says the zero-offset option enables a bit-perfect ROM rebuild.","summary":"A split Motorola 68000 assembly disassembly, with game data separated into files and an AS assembler build workflow.","project_url":"https://github.com/sonicretro/kid-chameleon-disasm","updated":"2026-10-16","strategy":"Split 68000 assembly disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Annotated Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicretro/kid-chameleon-disasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1510224,"C++":92502,"Python":38395,"Batchfile":2615,"Shell":247},"source_url":"https://api.github.com/repos/sonicretro/kid-chameleon-disasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kid-niki-radical-ninja-nintendo-entertainment-system-portuguese","title":"Kid Niki - Radical Ninja Portuguese Translation","game":"Kid Niki - Radical Ninja","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"In progress; RHP reports v0.9","summary":"Portuguese fan localization for Kid Niki - Radical Ninja on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/kid-niki-radical-ninja-portuguese-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/index.php/translations/kid-niki-radical-ninja-portuguese-translation-nintendo-entertainment-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/kid-niki-radical-ninja-portuguese-translation-nintendo-entertainment-system","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"killzone-ps2-recomp","title":"Killzone (PS2) Recompilation","game":"Killzone","platform":"PlayStation 2 → Windows","kind":"Recompilation","status":"Test build; automated checks verify boot, menus, profile creation and first-mission gameplay. Longer play-throughs remain in progress.","summary":"Statically recompiles the PS2 game to C++ with PS2Recomp; PCSX2 hardware-rendering, microVU, IPU and SPU2 libraries supply hardware services.","project_url":"https://github.com/drakolordx7/KillzoneRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/drakolordx7/KillzoneRecomp#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/drakolordx7/KillzoneRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/drakolordx7/KillzoneRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":681998,"Python":78071,"HLSL":54475,"CMake":42141,"PowerShell":26188,"C":16417,"Java":4552,"Batchfile":890},"source_url":"https://api.github.com/repos/drakolordx7/KillzoneRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kimikiss-ps2-english-test-patch","title":"KimiKiss English Translation Patch (PS2 test release)","game":"KimiKiss (eb!Kore+ edition)","platform":"PlayStation 2","kind":"Fan Localization","status":"Test release; public xdelta patch is tracked in the maintainer repository, but no formal tagged release or patch version/date is stated. Not all routes and scenes have been checked.","summary":"English fan translation patch for the Japanese PS2 release of KimiKiss, covering the full script and most menus/help/image text. The maintainer distributes an xdelta patch for the user's own exact disc dump.","project_url":"https://github.com/BrokenMesh/KimiKiss_AI_Translation","updated":"2026-10-16","strategy":"Game-specific text and image-text fan localization patch","language":"English","source_available":"The repository tracks release/KimiKiss_EN.xdelta. No game data is included; the patch is only for the exact disc image identified in the README.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README with exact base disc, coverage, and test status","url":"https://github.com/BrokenMesh/KimiKiss_AI_Translation"},{"label":"Public KimiKiss_EN.xdelta patch","url":"https://github.com/BrokenMesh/KimiKiss_AI_Translation/blob/main/release/KimiKiss_EN.xdelta"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":453771,"Assembly":127993,"Shell":19412,"C":4391,"Batchfile":839},"source_url":"https://api.github.com/repos/BrokenMesh/KimiKiss_AI_Translation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for BrokenMesh/KimiKiss_AI_Translation on 2026-10-16; Python is the largest bucket at 453,771 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"king-kong-recompiled","title":"King Kong Recompiled","game":"Peter Jackson’s King Kong (Xbox 360 version)","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"Released; README links a release","summary":"Native Windows port using ReXGlue; this entry refers to the Xbox 360 version.","project_url":"https://github.com/TekRantGaming/king-kong-recompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/TekRantGaming/king-kong-recompiled"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/TekRantGaming/king-kong-recompiled"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/README.md"}],"media":[{"kind":"image","label":"Rowing to Skull Island in the storm","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/HEAD/docs/images/game-rowboat.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/HEAD/docs/images/game-rowboat.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"},{"kind":"image","label":"Ann and the crew on Skull Island","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/HEAD/docs/images/game-island.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/HEAD/docs/images/game-island.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"},{"kind":"image","label":"The V-Rex chapter with ambient occlusion","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/HEAD/docs/images/game-vrex.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/HEAD/docs/images/game-vrex.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"},{"kind":"image","label":"King Kong Recompiled launcher home screen","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/launcher-home.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/launcher-home.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"},{"kind":"image","label":"King Kong Recompiled game menu","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/game-menu.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/game-menu.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"},{"kind":"image","label":"King Kong Recompiled graphics settings","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/launcher-graphics.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/launcher-graphics.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"},{"kind":"image","label":"King Kong Recompiled achievement notification","url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/achievement-popup.jpg","preview_url":"https://raw.githubusercontent.com/TekRantGaming/king-kong-recompiled/main/docs/images/achievement-popup.jpg","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"King Kong Recompiled releases","url":"https://github.com/TekRantGaming/king-kong-recompiled/releases/latest","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","notes":"README links the latest release."},{"kind":"release","label":"King Kong Recompiled shader packs","url":"https://github.com/TekRantGaming/king-kong-recompiled/releases/tag/shader-packs","source_url":"https://github.com/TekRantGaming/king-kong-recompiled","notes":"README links the shader pack release."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":726472,"Python":28308,"PowerShell":26505,"C#":11079,"CMake":9974,"Shell":5629,"Batchfile":1385},"source_url":"https://api.github.com/repos/TekRantGaming/king-kong-recompiled/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (726,472 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kh-days-decomp","title":"Kingdom Hearts 358/2 Days Decompilation","game":"Kingdom Hearts 358/2 Days","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; the README reports 23,125 of about 23,233 functions (99.5%) decompiled to matching C and all 306 initialized modules byte-identical. Readability, naming, and source organization remain active work.","summary":"Repository reports game functions and initialized data reconstructed for the EU release; two functions remain in assembly.","project_url":"https://github.com/Yokimitsuro/khdays-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public matching-source repository; no ROM/assets or playable game binary are included or produced. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching C decompilation with byte-verified original assembly for exceptions","target_type":"Game","sources":[{"label":"Project repository and progress notes","url":"https://github.com/Yokimitsuro/khdays-decomp"},{"label":"Project README","url":"https://github.com/Yokimitsuro/khdays-decomp#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Yokimitsuro/khdays-decomp"}],"media":[],"links":[{"kind":"docs","label":"Kingdom Hearts 358/2 Days decompilation progress policy","url":"https://github.com/Yokimitsuro/khdays-decomp/blob/main/docs/PROGRESS_POLICY.md","source_url":"https://github.com/Yokimitsuro/khdays-decomp","notes":"README links the progress policy."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":38428035,"Python":1135382,"Assembly":398470,"C++":116670,"Lua":26283,"Shell":11803,"Java":8492,"SourcePawn":321},"source_url":"https://api.github.com/repos/Yokimitsuro/khdays-decomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (38,428,035 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kingdom-hearts-358-days-pc-port","title":"Kingdom Hearts 358/2 Days Native PC Port","game":"Kingdom Hearts 358/2 Days","platform":"Nintendo DS → Windows, Linux, and macOS","kind":"Reimplementation","status":"Early development. The front end runs natively through character select and an experimental Twilight Town gameplay harness is available; the README says the game does not yet have a reconstructed mission or combat loop.","summary":"A native C++ PC source port that adapts understood game code and behavior to a portable runtime. Its maintainer explicitly separates it from the project's matching Nintendo DS decompilation.","project_url":"https://github.com/Yokimitsuro/khdays-port","updated":"2026-10-15","strategy":"Native source port with a portable PC runtime, rendering, input, audio, and filesystem support","language":"","source_available":"Public source repository; users must provide their own game copy. The repository says it contains no ROM, game assets, or copyrighted binaries.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PC port; supported game region/revision is not specified in the reviewed README","target_type":"Game","sources":[{"label":"Maintainer README: project relationship, supported hosts, status, and game-file requirement","url":"https://github.com/Yokimitsuro/khdays-port#readme"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/Yokimitsuro/khdays-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":938370,"Python":258515,"HTML":26048,"CMake":18407,"GLSL":2315},"source_url":"https://api.github.com/repos/Yokimitsuro/khdays-port/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C++ has the largest listed count (938,370 bytes; 1,243,655 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kingdom-hearts-358-days-vita-port","title":"Kingdom Hearts 358/2 Days Vita Port","game":"Kingdom Hearts 358/2 Days","platform":"Nintendo DS → PlayStation Vita","kind":"Decompilation","status":"Native Vita port; only the European YKGP cartridge dump is supported (US YKGE and other regions do not work). The README documents save import/export and Vita build steps.","summary":"The DS decompilation is compiled for Vita; DS 2D/3D, sound, card, and touch behavior are reimplemented on VitaSDK/vitaGL. A Vita homebrew install uses the user's European game dump; no game data is included.","project_url":"https://github.com/ggdrn/KH-DAYS-VITA","updated":"2026-10-15","strategy":"Decompilation-based native Vita port with DS hardware behavior reimplemented on VitaSDK/vitaGL","language":"","source_available":"Public source and VPK/build instructions; requires user's European YKGP cartridge dump and Vita shader runtime","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/ggdrn/KH-DAYS-VITA"},{"label":"Maintainer README: technique, exact supported region/hash, saves, and build instructions","url":"https://github.com/ggdrn/KH-DAYS-VITA#readme"},{"label":"Maintainer architecture notes","url":"https://github.com/ggdrn/KH-DAYS-VITA/blob/main/ARCHITECTURE.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":711583,"C++":315656,"Python":107587,"Shell":11982},"source_url":"https://api.github.com/repos/ggdrn/KH-DAYS-VITA/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (711,583 bytes; 1,146,808 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kingdom-hearts-recoded-nds-decomp","title":"Kingdom Hearts Re:coded NDS Decompilation","game":"Kingdom Hearts Re:coded (Nintendo DS USA BK9E and Europe BK9P)","platform":"Nintendo DS USA and Europe → shared matching C source","kind":"Decompilation","status":"The README updated 2026-10-11 reports 9,960 / 10,359 USA functions (81.7% code bytes) and 10,064 / 10,423 Europe functions (88.6%). It says 108 EU modules link and check; ARM7 is not analyzed.","summary":"A multi-region matching decompilation of the USA and European DS releases. Shared functions are stored once; region-specific work remains in the EU tree.","project_url":"https://github.com/kh-recoded-decomp/kh-recoded-decomp","updated":"2026-10-15","strategy":"Multi-region matching C decompilation; byte-exact module linking","language":"","source_available":"Public MIT/CC0 source repository; user supplies the original ROM; no game content is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/kh-recoded-decomp/kh-recoded-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/kh-recoded-decomp/kh-recoded-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20501606,"Python":674137,"Java":27406,"C++":27232,"Assembly":18360,"Shell":3650,"Batchfile":47},"source_url":"https://api.github.com/repos/kh-recoded-decomp/kh-recoded-decomp/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (20,501,606 bytes; 21,252,438 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kingdom-hearts-chain-of-memories-gba-decomp","title":"Kingdom Hearts: Chain of Memories GBA Decompilation","game":"Kingdom Hearts: Chain of Memories","platform":"Game Boy Advance (U.S., Japanese, and European ROM targets) → matching source reconstruction","kind":"Decompilation","status":"Public in-progress matching decompilation. The README lists U.S., Japanese, and European ROM targets and links to a progress page; no completion percentage is asserted. It requires the user to supply a ROM.","summary":"Matching decompilation of the Game Boy Advance version of Kingdom Hearts: Chain of Memories. The project supports the U.S. (B8CE), Japanese (B8CJ), and European (B8CP) versions and does not include ROMs or game assets.","project_url":"https://github.com/Pheenoh/khcom","updated":"2026-10-16","strategy":"Matching Game Boy Advance C source decompilation and ROM reconstruction","language":"","source_available":"Public source; the user must provide a legally dumped U.S., Japanese, or European GBA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"U.S. B8CE, Japanese B8CJ, and European B8CP targets","target_type":"Game","sources":[{"label":"Maintainer README: matching decompilation, supported ROM versions, and build requirements","url":"https://github.com/Pheenoh/khcom#readme"},{"label":"Decompilation progress page linked by the README","url":"https://decomp.dev/pheenoh/khcom"},{"label":"Current primary README","url":"https://github.com/Pheenoh/khcom/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Pheenoh/khcom"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Pheenoh/khcom/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10394764,"C++":1191693,"Python":286155,"Assembly":110451,"NASL":3426,"Shell":1335},"source_url":"https://api.github.com/repos/Pheenoh/khcom/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kingdom-hearts-chain-of-memories-native-pc-port-rekhcom","title":"Kingdom Hearts: Chain of Memories Native PC Port (ReKHCoM)","game":"Kingdom Hearts: Chain of Memories","platform":"Game Boy Advance → Windows x86","kind":"Reimplementation","status":"Latest GitHub release is v1.8.2 (2026-10-16). The README describes a native Windows program based on the matching decompilation and supports European, U.S., and Japanese cartridges; the user supplies a ROM.","summary":"Native Windows port built on Pheenoh/khcom, the matching GBA decompilation. It compiles decompiled C units for x86 and supplies its own renderer, audio, and launcher, with original-speed play and optional widescreen and text enhancements.","project_url":"https://github.com/MatyMeatBoy/ReKHCom","updated":"2026-10-16","strategy":"Native Windows source port based on a matching GBA decompilation","language":"","source_available":"Public source and Windows release; the user supplies their own supported GBA cartridge dump. No ROM or game assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Supports U.S., European, and Japanese cartridges; based on Pheenoh/khcom","target_type":"Game","sources":[{"label":"Maintainer README: port basis, target platforms, ROM support, and implementation details","url":"https://github.com/MatyMeatBoy/ReKHCoM#readme"},{"label":"Latest release v1.8.2","url":"https://github.com/MatyMeatBoy/ReKHCoM/releases/tag/v1.8.2"},{"label":"Matching GBA decompilation used by the port","url":"https://github.com/Pheenoh/khcom"},{"label":"Current primary README","url":"https://github.com/MatyMeatBoy/ReKHCom/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/MatyMeatBoy/ReKHCom"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MatyMeatBoy/ReKHCom/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/MatyMeatBoy/ReKHCom/releases/tag/v1.8.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11010810,"C++":1265086,"Python":597065,"Assembly":110818,"Lua":3515,"NASL":3426,"Shell":2114},"source_url":"https://api.github.com/repos/MatyMeatBoy/ReKHCom/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kings-field-ancient-city-ps2-matching-decomp","title":"King’s Field: The Ancient City PS2 Matching Decompilation","game":"King’s Field: The Ancient City / King’s Field IV (PS2 USA SLUS-20318)","platform":"PlayStation 2 USA (SLUS-20318)","kind":"Decompilation","status":"The current README progress report shows 99.53% matching game code and 2,990/2,991 game functions, with 207/249 game units linked; the full retail image builds and verifies. Remaining unit/readability work is ongoing, and the project does not claim a native port.","summary":"A high-progress matching decompilation of the USA PS2 boot ELF for King’s Field IV. The project tracks game and Sony-library progress separately and requires the user’s own retail ELF.","project_url":"https://github.com/Voicedrew11/kfiv-decomp","updated":"2026-10-16","strategy":"Matching C source reconstruction and retail-image verification","language":"","source_available":"Public source and build tooling; requires the user’s own USA SLUS-20318 game files. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Voicedrew11/kfiv-decomp"},{"label":"Maintainer README: USA target and live code/function progress","url":"https://github.com/Voicedrew11/kfiv-decomp#readme"},{"label":"Progress dashboard and counting definitions","url":"https://github.com/Voicedrew11/kfiv-decomp/tree/main/docs/progress"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":35238,"BitBake":912,"C":7097298,"Python":210201,"Shell":22159},"source_url":"https://api.github.com/repos/Voicedrew11/kfiv-decomp/languages","evidence":"GitHub’s official Languages API reports Assembly: 35,238 bytes, BitBake: 912 bytes, C: 7,097,298 bytes, Python: 210,201 bytes, Shell: 22,159 bytes. C is the largest repository-wide total; the project’s live progress report separates game and Sony-library code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kirby-amazing-mirror-gba-recomp","title":"Kirby & The Amazing Mirror Static Recompilation","game":"Kirby & The Amazing Mirror","platform":"Game Boy Advance → Windows x64","kind":"Recompilation","status":"The experimental Windows build boots and runs more than 8,000 frames; the title, opening sequence, and first level render. Testing is concentrated in the first area, deep levels and bosses are unverified, and link-cable multiplayer is not implemented. Release v0.3.0 is marked prerelease.","summary":"The project statically translates the GBA ARM7TDMI ARM/Thumb instructions into C and models video, audio, DMA, timers, and interrupts in a host runtime. A built-in interpreter lets the game run while the compiled version is built; the repository and releases contain no ROM, BIOS, or game assets.","project_url":"https://github.com/Felipe-Gomes-Amorim/kirby-amazing-mirror-recomp","updated":"2026-10-15","strategy":"Static ARM/Thumb-to-C recompilation with a first-run interpreter bootstrap","language":"","source_available":"Public source repository and prerelease; user must supply the supported USA ROM and BIOS; no game data is included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GBA static recompilation; Windows x64 target","target_type":"Game","sources":[{"label":"Project README, status, and ROM requirements","url":"https://github.com/Felipe-Gomes-Amorim/kirby-amazing-mirror-recomp/blob/main/README.md"},{"label":"Project prereleases","url":"https://github.com/Felipe-Gomes-Amorim/kirby-amazing-mirror-recomp/releases"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/Felipe-Gomes-Amorim/kirby-amazing-mirror-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":355859,"Python":303094,"PowerShell":5151,"Lua":4607},"source_url":"https://api.github.com/repos/Felipe-Gomes-Amorim/kirby-amazing-mirror-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for Felipe-Gomes-Amorim/kirby-amazing-mirror-recomp: source-code byte counts are {\"C\": 355859, \"Lua\": 4607, \"PowerShell\": 5151, \"Python\": 303094}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kirby-air-ride-decomp","title":"Kirby Air Ride Decompilation","game":"Kirby Air Ride","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the U.S./Korean main.dol target and provides a build workflow, with no completion percentage stated.","summary":"A GameCube decompilation project for the U.S./Korean release of Kirby Air Ride. The README documents a main.dol build and requires a clean game DOL plus GameCube SDK/compiler files.","project_url":"https://github.com/doldecomp/kar","updated":"2026-10-15","strategy":"Source decompilation; matching status not stated","language":"","source_available":"Public source repository; a clean game DOL and GameCube SDK/compiler files are required for the documented build","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GameCube main.dol decompilation (U.S./Korean release)","target_type":"Game","sources":[{"label":"Project README (target, status, and build requirements)","url":"https://github.com/doldecomp/kar#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":68339080,"C":201952,"Python":39672,"Makefile":9422,"Shell":300,"Batchfile":51},"source_url":"https://api.github.com/repos/doldecomp/kar/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/doldecomp/kar reports 68,339,080 bytes of Assembly, the largest language total (99.6% of 68,590,477 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kirby-air-ride-gamecube-rust-bevy-recomp","title":"Kirby Air Ride Static Recompilation (Rust/Bevy)","game":"Kirby Air Ride","platform":"GameCube USA GKYE01 → Windows PC (Rust + Bevy)","kind":"Recompilation","status":"README calls this a static recompilation; generated game code/data are rebuilt from the user’s own disc. Missing rumble, card-unlock DSP and LAN are documented.","summary":"Ghidra p-code/sheets → generated Rust static recompilation with Bevy/GameCube runtime.","project_url":"https://github.com/LeftInWalmart/KirbyAR-Decomp-Public","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/LeftInWalmart/KirbyAR-Decomp-Public"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":390215,"Python":54093,"WGSL":19207,"Java":17119,"Batchfile":3102},"source_url":"https://api.github.com/repos/LeftInWalmart/KirbyAR-Decomp-Public/languages","evidence":"GitHub's official Languages API reports 390,215 bytes of Rust out of 483,736 recognized language bytes for https://github.com/LeftInWalmart/KirbyAR-Decomp-Public; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kirbys-epic-yarn-wii-decomp","title":"Kirby’s Epic Yarn Decompilation","game":"Kirby’s Epic Yarn","platform":"Wii","kind":"Decompilation","status":"Work in progress targeting USA Rev. 0 (`RK5E01`); README says no game assets or assembly are included.","summary":"Matching decompilation project for the Wii release.","project_url":"https://github.com/Swiftshine/key","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Swiftshine/key"},{"label":"Maintainer README and project status","url":"https://github.com/Swiftshine/key/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3635020,"C":2158124,"Python":123790,"Smarty":443},"source_url":"https://api.github.com/repos/Swiftshine/key/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kirpich-tetris-game-boy-native-reimplementation","title":"Kirpich — Game Boy Tetris Reimplementation","game":"Tetris (Game Boy DMG release)","platform":"Game Boy → Windows, macOS, and Linux desktop software","kind":"Reimplementation","status":"Version 0.10.1 was published on 2026-10-06. The release adds rebindable keyboard/controller controls and a settings flow; the maintainer publishes desktop builds for macOS, Windows, and Linux. The README documents complete A-Type and B-Type play, hidden endings, and optional C-Type.","summary":"An independent native C++ port of Game Boy DMG Tetris built on the Polyrhythm engine. The player supplies a World revision 1 cartridge image; Kirpich extracts graphics and runs the original sound driver on an emulated audio unit, without emulating the Game Boy game CPU or translating its assembly.","project_url":"https://github.com/etroimcasso/Kirpich","updated":"2026-10-16","strategy":"Native C++ reimplementation of Game Boy Tetris; cartridge graphics are extracted locally and original sound-driver code runs in an emulated audio unit.","language":"","source_available":"Public AGPL-3.0 source and desktop releases; the project distributes no ROM or extracted copyrighted assets and requires the player’s own Tetris (World, Rev 1) ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game Boy game native desktop reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: desktop targets, gameplay scope, ROM requirements, and distribution boundary","url":"https://github.com/etroimcasso/Kirpich#readme"},{"label":"Maintainer release v0.10.1 (published 2026-10-06)","url":"https://github.com/etroimcasso/Kirpich/releases/tag/v0.10.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/etroimcasso/Kirpich"},{"label":"Maintainer AGPL-3.0 license","url":"https://github.com/etroimcasso/Kirpich/blob/main/LICENSE"}],"media":[{"kind":"image","label":"Kirpich Tetris round in the hardware greyscale palette","url":"https://raw.githubusercontent.com/etroimcasso/Kirpich/main/docs/media/gameplay-pal-1.png","preview_url":"https://raw.githubusercontent.com/etroimcasso/Kirpich/main/docs/media/gameplay-pal-1.png","source_url":"https://github.com/etroimcasso/Kirpich/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Kirpich Tetris gameplay with the optional ghost piece","url":"https://raw.githubusercontent.com/etroimcasso/Kirpich/main/docs/media/gameplay-ghost-pal-2.png","preview_url":"https://raw.githubusercontent.com/etroimcasso/Kirpich/main/docs/media/gameplay-ghost-pal-2.png","source_url":"https://github.com/etroimcasso/Kirpich/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Kirpich Tetris statistics menu","url":"https://raw.githubusercontent.com/etroimcasso/Kirpich/main/docs/media/stats-pal-1.png","preview_url":"https://raw.githubusercontent.com/etroimcasso/Kirpich/main/docs/media/stats-pal-1.png","source_url":"https://github.com/etroimcasso/Kirpich/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2508235,"Python":623191,"Shell":17893,"CMake":19347,"Assembly":8957,"PowerShell":5237},"source_url":"https://api.github.com/repos/etroimcasso/Kirpich/languages","evidence":"Exact repository byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C++ is the largest category (2,508,235 of 3,182,860 recognized bytes). Repository-wide totals can include build and tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"klonoa-empire-of-dreams-gba-decomp","title":"Klonoa: Empire of Dreams GBA Decompilation","game":"Klonoa: Empire of Dreams","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress; the project documents a byte-identical ROM build and C source recovery with generated assembly fallbacks for unrecovered functions. No numerical completion percentage is stated in the README.","summary":"Matching source reconstruction of the GBA game using C and assembly fallbacks, with a build check against the original USA ROM. The source repository does not contain the ROM.","project_url":"https://github.com/Dream-Atelier/kl-eod-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Dream-Atelier/kl-eod-decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/Dream-Atelier/kl-eod-decomp/blob/45e66dd20f55b637656bc86129b9ba3bd49a01d6/README.md"},{"label":"Latest default-branch commit at check (45e66dd)","url":"https://github.com/Dream-Atelier/kl-eod-decomp/commit/45e66dd20f55b637656bc86129b9ba3bd49a01d6"},{"label":"Current progress report","url":"https://decomp.dev/Dream-Atelier/kl-eod-decomp"},{"label":"Latest published workflow release (2026-03-19)","url":"https://github.com/Dream-Atelier/kl-eod-decomp/releases/tag/mizuchi-run-VoiceLookupAndApply"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/Dream-Atelier/kl-eod-decomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Dream-Atelier/kl-eod-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":979128,"Python":251210,"Assembly":50372,"Makefile":13178,"Shell":7324,"C++":902,"PHP":493},"source_url":"https://api.github.com/repos/Dream-Atelier/kl-eod-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 979,128 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wwf-smackdown-2-know-your-role-playstation-static-recomp","title":"Know Your Role Recomp","game":"WWF SmackDown! 2: Know Your Role (USA, SLUS-01234)","platform":"PlayStation USA (SLUS-01234) → Windows 10/11 x64; Linux x86-64 AppImage is buildable from source","kind":"Recompilation","status":"First public release v0.2.0 was published 2026-09-30; repository last pushed 2026-10-01. The Windows release builds from the user's NTSC-U disc. Maintainer testing reached all 14 programs on the disc, exhibition match types, Season shows/scenes, creation modes, saves, and 1–4-player modes; loading a saved Season with Continue remains unconfirmed. Linux AppImage build instructions are published and the maintainer reports a Legion Go 2/Bazzite test, but GitHub Releases lists the Windows package only.","summary":"A native PC recompilation of the US PlayStation wrestling game WWF SmackDown! 2: Know Your Role. RecompOne statically translates the game's MIPS instructions into C#, then the custom runtime implements PlayStation graphics, sound, CD-ROM, controllers, and BIOS calls without an emulator core or BIOS file. The Windows launcher builds from the user's own SLUS-01234 disc; no game data is distributed. A source-built Linux AppImage path is documented.","project_url":"https://github.com/Comfubar/KnowYourRoleRecomp","updated":"2026-10-16","strategy":"Static MIPS-to-C# recompilation with RecompOne and a native runtime that reimplements the relevant PlayStation hardware interfaces; no emulator core is used.","language":"","source_available":"Public MIT-licensed project and RecompOne source. The release also contains third-party libraries with their own notices. The README says no game code, art, sound, video, or text is included; the user supplies an NTSC-U disc and builds locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"PlayStation 1 native PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, disc identity, features, host requirements, and legal scope","url":"https://github.com/Comfubar/KnowYourRoleRecomp"},{"label":"First public release v0.2.0","url":"https://github.com/Comfubar/KnowYourRoleRecomp/releases/tag/v0.2.0"},{"label":"Maintainer compatibility and test status","url":"https://github.com/Comfubar/KnowYourRoleRecomp/blob/main/docs/STATUS.md"},{"label":"Project MIT license and dependency notes","url":"https://github.com/Comfubar/KnowYourRoleRecomp/blob/main/LICENSE"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Comfubar/KnowYourRoleRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":116953,"PowerShell":8329,"Shell":4452,"Dockerfile":963},"source_url":"https://api.github.com/repos/Comfubar/KnowYourRoleRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C# is the largest bucket at 116,953 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"knuckles-chaotix-32x-disasm","title":"Knuckles' Chaotix Disassembly","game":"Knuckles' Chaotix","platform":"Sega 32X","kind":"Decompilation","status":"The author says the 68000/Z80 side is believed to be fully disassembled and builds bit-perfect, but stresses the project is very incomplete and the 32X graphics side is unfinished.","summary":"A disassembly and rebuild project for Knuckles' Chaotix; documented status distinguishes its rebuilt 68000/Z80 code from unfinished 32X graphics work.","project_url":"https://github.com/sonicretro/chaotix","updated":"2026-10-16","strategy":"68000/Z80 disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Partial 32X disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicretro/chaotix/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":15975604,"Batchfile":564},"source_url":"https://api.github.com/repos/sonicretro/chaotix/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"chaotix-recompiled-android","title":"Knuckles’ Chaotix Recompiled","game":"Knuckles’ Chaotix","platform":"Sega 32X → Android, Windows, Linux, macOS","kind":"Recompilation","status":"Android build tested in an API 36 emulator; README reports title/menu startup and playable levels with sound.","summary":"Static recompilation of the 32X game into native C++, with Android as a supported target. The README describes emulator testing and playable levels; a user-provided ROM is required.","project_url":"https://github.com/YuutaTsubasa/ChaotixRecompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public MIT-licensed source and Android build path; user-supplied Knuckles’ Chaotix ROM required (USA/Japan SHA-1 0c2fff7bc79ed26507c08ac47464c3af19f7ced7); no ROM or BIOS is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation to native C++","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/YuutaTsubasa/ChaotixRecompiled"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/YuutaTsubasa/ChaotixRecompiled"},{"label":"Project README: supported ROM and platform matrix","url":"https://github.com/YuutaTsubasa/ChaotixRecompiled#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":783192,"CMake":30483,"Python":9469,"Java":319},"source_url":"https://api.github.com/repos/YuutaTsubasa/ChaotixRecompiled/languages","evidence":"GitHub's official Languages REST endpoint reports 783,192 bytes of C++ as the largest total (95.1% of 823,463 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"king-of-fighters-95-neogeo-recomp","title":"KOF '95 Static Recompilation","game":"The King of Fighters '95","platform":"Neo Geo MVS/AES → Windows, Linux, macOS, PlayStation 5","kind":"Recompilation","status":"The README documents desktop builds and a native PS5 homebrew target, and claims locked 60 fps on PC and PS5. Commit f202354 (2026-10-15) adds input sampling immediately before simulation, removes one frame of display latency, enables a 1 ms Windows timer, and adds a toggleable VSync / Ultra-Low Latency mode. It does not add a full-playthrough claim.","summary":"The project translates the Neo Geo Motorola 68000 program ahead of time into native C, with a native raster renderer and YM2610 sound synthesis. Building requires the user's own MVS or AES ROMs and Neo Geo BIOS; no copyrighted game files are included.","project_url":"https://github.com/seba371375/kof95sr","updated":"2026-10-16","strategy":"Static 68000 recompilation to native C with a native Neo Geo renderer and sound path","language":"","source_available":"Public source repository; user-supplied MVS/AES ROMs and BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Neo Geo static recompilation with PS5 homebrew target","target_type":"Game","sources":[{"label":"Maintainer README and build/compatibility notes","url":"https://github.com/seba371375/kof95sr/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/seba371375/kof95sr"},{"label":"Maintainer commit adding low-latency input and VSync mode","url":"https://github.com/seba371375/kof95sr/commit/f202354c70973e0ab2fe5ae72749bcf4e0b322cf"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1180256,"Python":807631,"C++":602624,"Assembly":330757,"CMake":14412,"Makefile":4957,"Shell":2317},"source_url":"https://api.github.com/repos/seba371375/kof95sr/languages","evidence":"Official GitHub REST Languages API breakdown for seba371375/kof95sr: source-code byte counts are {\"Assembly\": 330757, \"C\": 1180256, \"C++\": 602624, \"CMake\": 14412, \"Makefile\": 4957, \"Python\": 807631, \"Shell\": 2317}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"konica-bizhub206-cups-filter-reimplementation","title":"Konica Minolta bizhub 206 CUPS Filter Reimplementation","game":"Konica Minolta bizhub 206 CUPS filter 245igdirf","platform":"Linux CUPS hosts using glibc or musl, including Alpine; output targets the Konica Minolta bizhub 206 printer. The filter is a C11 program with no third-party runtime dependencies.","kind":"Reimplementation","status":"No tagged GitHub release was listed. The README reports byte-exact output on 60 differential cases, tests through real pdftoraster input, glibc and Alpine/musl verification, and five physical print sheets through a temporary CUPS queue. GitHub metadata reports no detected license, and the repository README does not declare reuse terms.","summary":"A C reimplementation of the device-stream side of Konica Minolta’s 245igdirf CUPS filter for bizhub 206. It reconstructs raster framing, color conversion, halftoning, and JBIG1 encoding from disassembly and runtime captures; comparison against the vendor filter is byte-exact except for documented uninitialized padding bytes.","project_url":"https://github.com/vinod2807/konica-native-musl","updated":"2026-10-16","strategy":"Reverse engineer the proprietary CUPS filter from disassembly and runtime captures, then reproduce its raster-to-device-stream output in portable C.","language":"","source_available":"Public C source and detailed reverse-engineering notes; no repository-wide license was detected by GitHub and no reuse license was found in the README or root file listing.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Printer CUPS filter and device protocol","target_type":"Software","sources":[{"label":"Maintainer README: target filter, recovered behavior, verification, supported hosts, and license uncertainty","url":"https://github.com/vinod2807/konica-native-musl/blob/main/README.md"},{"label":"Maintainer reverse-engineering notes","url":"https://github.com/vinod2807/konica-native-musl/blob/main/docs/REVERSE-ENGINEERING.md"},{"label":"Maintainer handoff: tested status and recovered model","url":"https://github.com/vinod2807/konica-native-musl/blob/main/HANDOFF.md"},{"label":"Official GitHub release list; no releases were listed at review time","url":"https://api.github.com/repos/vinod2807/konica-native-musl/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":80196,"Shell":62189,"Python":31067,"Makefile":3868,"GDB":1757},"source_url":"https://api.github.com/repos/vinod2807/konica-native-musl/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C is the largest repository-wide tracked byte category (80,196 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mesa-kosmickrisp","title":"KosmicKrisp","game":"Vulkan applications on Apple Silicon Macs (multi-title)","platform":"Vulkan 1.4 → Metal 4; macOS 26 or newer on Apple Silicon","kind":"API Translation","status":"Khronos-conformant Vulkan 1.4 Mesa driver as of 2026-10-01; requires Apple Silicon, Metal 4, and macOS 26 or newer.","summary":"A Mesa Vulkan driver layered on Apple Metal for Apple Silicon Macs. Khronos reports that it passed Vulkan 1.4 conformance testing on 2026-10-01; the Vulkan SDK distributes a conformant build.","project_url":"https://gitlab.freedesktop.org/mesa/mesa","updated":"2026-10-15","strategy":"Vulkan driver implementation on top of Metal 4","language":"","source_available":"Public Mesa source repository (MIT/X11 and other component licenses)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Vulkan-on-Metal Mesa driver","target_type":"Software","sources":[{"label":"Mesa KosmicKrisp documentation: API, OS, and hardware requirements","url":"https://docs.mesa3d.org/drivers/kosmickrisp.html"},{"label":"Khronos conformance announcement: Vulkan 1.4 status and date","url":"https://www.khronos.org/news/permalink/kosmickrisp-achieves-vulkan-1.4-conformance-on-apple-silicon"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":71.49,"C++":20.88,"Python":2.7,"Rust":2.52,"Assembly":1.04},"source_url":"https://gitlab.freedesktop.org/api/v4/projects/mesa%2Fmesa/languages","evidence":"GitLab's official Languages API for https://gitlab.freedesktop.org/mesa/mesa reports C as the largest repository language share at 71.49%. These percentages cover the Mesa monorepository, not only the catalogued driver component.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gunparade-march-ps1-en","title":"Koukidou Gensou Gunparade March English Playtest Patch","game":"Koukidou Gensou Gunparade March","platform":"PlayStation","kind":"Fan Localization","status":"Active English playtest build EN61 (release 2026-10-06). Only the opening hours (about 1,600 lines) and menus are translated; the remaining story, small talk and item text are Japanese, so this build is not fully playable in English.","summary":"Human-edited English patch for the Japanese PS1 game. The public build is intentionally an early playtest slice; translation and editing continue.","project_url":"https://github.com/phukyes/Gunparade-March-English","updated":"2026-10-06","strategy":"Fan translation patch","language":"English","source_available":"GitHub release provides an xdelta patch only; requires the user’s own Japanese BIN image (CRC32 B867C065; SHA-1 1FD53D0FCDC2D9C8FA61E5640206B78A5E0ED).","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation fan translation (partial playtest)","target_type":"Game","sources":[{"label":"Maintainer README: EN61 coverage limits, human-translation disclosure, xdelta instructions and exact source-disc hashes","url":"https://github.com/phukyes/Gunparade-March-English"},{"label":"EN61 playtest patch release","url":"https://github.com/phukyes/Gunparade-March-English/releases/tag/GPM-EN61"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/phukyes/Gunparade-March-English/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"kowloons-gate-ps1-en","title":"Kowloon's Gate English Patch","game":"Kowloon's Gate","platform":"PlayStation","kind":"Fan Localization","status":"Released; Hilltop's release post says the patch became available on 2026-06-09 and version 1.1 was uploaded on 2026-07-05.","summary":"English fan patch for the Japanese PlayStation release. The maintainer's release post credits English script adaptation, Japanese translation, graphics editing, romhacking, and playtesting, and provides patching instructions plus an introductory guide.","project_url":"https://www.patreon.com/hilltopworks/posts/kowloons-gate-160555525?collection=18503","updated":"2026-10-16","strategy":"Fan-made text and graphics localization patch","language":"English","source_available":"Maintainer release post provides a ZIP patch package and instructions; no original disc image is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"Hilltop maintainer release post: patch download, v1.1 update, credits, and instructions","url":"https://www.patreon.com/hilltopworks/posts/kowloons-gate-160555525?collection=18503"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patreon.com/hilltopworks/posts/kowloons-gate-160555525?collection=18503","evidence":"The official project page is the source for the patch and its documentation, but it does not link a code-host repository exposing a language-statistics endpoint.","verified_at":"2026-10-16","reason_unknown":"The project is distributed through the maintainer's Patreon release post; no public GitHub, GitLab, or Codeberg source repository with a language endpoint is linked from the reviewed project material."}},{"id":"kowsi-kws-x1-standalone-firmware-reimplementation","title":"KOWSI KWS-X1 Standalone Firmware","game":"KOWSI KWS-X1 USB-C power meter firmware","platform":"KOWSI KWS-X1 USB-C power meter with an HC32F460 MCU and FUSB302B PD controller; the replacement is flashed over USB through the original bootloader. The README refers to OS-specific flasher releases without listing a host OS matrix.","kind":"Reimplementation","status":"Active; stable firmware v0.7.0 was released 2026-10-15 and prerelease v0.7.1-test.2 followed the same day. The README reports a working standalone meter and documents hardware-tested fixed 28 V EPR and selected Quick Charge 3.0 cases. EPR AVS, battery reporting, and additional Quick Charge cases remain untested.","summary":"A public Rust firmware replacement for the KWS-X1 meter application that retains the original bootloader. It adds USB Power Delivery and Quick Charge monitoring and triggering, energy tracking, cable inspection, and passthrough monitoring. The maintainer notes unverified protocol paths and says several sensor identities are inferred.","project_url":"https://github.com/kralonur/kws-x1-standalone-rs","updated":"2026-10-16","strategy":"Standalone Rust firmware replacement using Embassy, flashed through the device's retained USB bootloader.","language":"","source_available":"Public Rust source; GitHub reports Apache-2.0 and MIT licenses. The maintainer says no vendor firmware is required. Releases provide a firmware image and checksums, with separate OS-specific flasher downloads.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"KOWSI KWS-X1 USB-C power-meter firmware","target_type":"Software","sources":[{"label":"Maintainer README: target hardware, firmware behavior, limitations, and build/flashing workflow","url":"https://github.com/kralonur/kws-x1-standalone-rs#readme"},{"label":"Stable firmware v0.7.0 release","url":"https://github.com/kralonur/kws-x1-standalone-rs/releases/tag/firmware-v0.7.0"},{"label":"Latest prerelease found, v0.7.1-test.2","url":"https://github.com/kralonur/kws-x1-standalone-rs/releases/tag/firmware-v0.7.1-test.2"},{"label":"Project license files","url":"https://github.com/kralonur/kws-x1-standalone-rs"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/kralonur/kws-x1-standalone-rs"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/kralonur/kws-x1-standalone-rs/languages"}],"media":[{"kind":"image","label":"KOWSI KWS-X1 ripple screen beside a DSO Shell oscilloscope","url":"https://raw.githubusercontent.com/kralonur/kws-x1-standalone-rs/main/pictures/ripple_scope_comparison.webp","preview_url":"https://raw.githubusercontent.com/kralonur/kws-x1-standalone-rs/main/pictures/ripple_scope_comparison.webp","source_url":"https://github.com/kralonur/kws-x1-standalone-rs/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":762997,"Linker Script":3867},"source_url":"https://api.github.com/repos/kralonur/kws-x1-standalone-rs/languages","evidence":"Official GitHub REST Languages API byte counts; Rust is the largest category in this repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"krita-android","title":"Krita Android tablet port","game":"Krita digital painting application","platform":"Windows/Linux/macOS PC → Android tablets","kind":"Reimplementation","status":"Krita labels Android beta, intended for tablets and Chromebooks; phones and Apple iOS devices are unsupported. Current Android APK variants are listed for 64-bit Intel, 64-bit Arm, and 32-bit Arm. An older Android build guide uses API level 21 and armeabi-v7a as an example only, so it should not be treated as the current minimum. No current OS floor or device test matrix is published.","summary":"Native Android beta of the open-source digital painting application, intended for tablets and Chromebooks. The current download flow exposes three CPU package variants. The historical API 21 build example is not a current compatibility promise; users work with their own artwork and documents.","project_url":"https://invent.kde.org/graphics/krita","updated":"2026-10-15","strategy":"Native Android source port of a desktop painting application","language":"","source_available":"Public C++ source repository and Android APK builds; no proprietary PC data required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android tablet application","target_type":"Software","sources":[{"label":"Krita source repository","url":"https://github.com/KDE/krita"},{"label":"Current official download page and mobile support scope","url":"https://krita.org/en/download/"},{"label":"Historical Android build guide with API 21 example","url":"https://github.com/KDE/krita/blob/master/README.android.md"},{"label":"Project Android beta release note","url":"https://krita.org/en/posts/2026/krita-5.3.3-released/"},{"label":"Official Krita source repository","url":"https://invent.kde.org/graphics/krita"},{"label":"Android beta release and current APK architecture variants","url":"https://krita.org/en/posts/2026/krita-5.3.1.1-released/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":32909236,"Python":1099871,"C":730060,"CMake":577839,"QML":416107,"HTML":224991,"Rich Text Format":217394,"Java":132506,"Shell":58139,"SIP":57043,"NSIS":35120,"Perl":24870,"Objective-C++":16743,"Objective-C":12576,"Swift":11281,"GLSL":11104,"Scheme":6122,"JavaScript":1879,"MATLAB":1659,"Meson":1283},"source_url":"https://api.github.com/repos/KDE/krita/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (32909236 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kronos","title":"Kronos","game":"Sega Saturn","platform":"32-bit home console","kind":"Emulator","status":"Public upstream; v2.7.0 (2025-01-16) remains the latest release, with source changes through 2026-07-18.","summary":"Standalone Saturn emulator derived from Yabause. The project publishes source code and supports both a standalone application build and a libretro core build; this entry refers to the upstream emulator project.","project_url":"https://github.com/FCare/Kronos","updated":"2026-10-16","strategy":"Native software emulation of Saturn hardware; standalone and libretro build targets share the upstream source.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Saturn hardware emulator","target_type":"Software","sources":[{"label":"Maintainer repository and build targets","url":"https://github.com/FCare/Kronos"},{"label":"Maintainer releases","url":"https://github.com/FCare/Kronos/releases"},{"label":"Project page","url":"https://fcare.github.io/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17635031,"C++":17201845,"Makefile":1354528,"Shell":500418,"HTML":378736,"Assembly":227967,"C#":175606,"M4":106697,"Java":92279,"Ada":89079,"CMake":87286,"Roff":46276,"Pascal":42413,"DIGITAL Command Language":27303,"Python":16866,"Perl":9981,"CSS":3044,"Objective-C":2474,"SAS":1847,"Module Management System":1545,"Batchfile":308,"Faust":276},"source_url":"https://api.github.com/repos/FCare/Kronos/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (17,635,031 bytes; 38,001,805 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nodejs-kubernetes-v129-api-server-reimplementation","title":"Kubernetes in Node.js (v1.29 API Server Reimplementation)","game":"Kubernetes v1.29 core kube-apiserver and kubectl-facing behavior","platform":"Node.js service with MongoDB, an etcd-compatible store, and Docker-backed simulated pods","kind":"Reimplementation","status":"Experimental, explicitly non-production project. The README describes a reimplementation attempt targeting Kubernetes v1.29 and lists selected API-level behavior exercised with kubectl and kubetest2; pods run as Docker sibling containers while the scheduler works over a simulated node fleet. The latest source push found was 2026-08-21; no GitHub release was listed.","summary":"A JavaScript reimplementation of selected Kubernetes control-plane APIs for learning, operator/controller testing, and demos. It speaks the kube-apiserver HTTP/JSON/protobuf surface, models nodes and scheduling, and uses Docker for pod containers; its README explicitly says it is not a production Kubernetes replacement.","project_url":"https://github.com/Megapixel99/nodejs-k8s","updated":"2026-10-16","strategy":"Independent API-server and control-plane behavior reimplementation for a limited Kubernetes v1.29 feature set","language":"","source_available":"Public source under MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Kubernetes API server test/demo implementation","target_type":"Software","sources":[{"label":"Project README, intended use, API behavior, and limitations","url":"https://github.com/Megapixel99/nodejs-k8s"},{"label":"Author's implementation write-up","url":"https://sethwheeler.dev/blog/fooling-kubectl/"},{"label":"Repository license","url":"https://github.com/Megapixel99/nodejs-k8s/blob/main/LICENSE"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/Megapixel99/nodejs-k8s/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":722472,"Shell":6107,"Dockerfile":346},"source_url":"https://api.github.com/repos/Megapixel99/nodejs-k8s/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; JavaScript is the largest bucket at 722,472 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kula-world-pal-psx-static-recomp","title":"Kula World Recompiled","game":"Kula World","platform":"Sony PlayStation PAL SCES-01000 → Linux x86-64 (tested on Alpine/musl) and Apple silicon macOS; Windows is untested.","kind":"Recompilation","status":"Playable: the maintainer reports that all ten worlds start and run through Level Select; the ending FMV has not been verified. Linux x86-64 and Apple silicon macOS builds run; Windows is untested. Release packaging is still on the README roadmap and no GitHub release is listed.","summary":"Translates PlayStation MIPS code to C ahead of time and links it with the PSXRecomp runtime, with no emulator core running the game. The README reports all ten worlds start and run, with the ending FMV still unverified.","project_url":"https://github.com/zap0xfce2/Kula-World-Recompiled","updated":"2026-10-16","strategy":"Static PlayStation MIPS-to-C recompilation using PSXRecomp and its runtime; optional bundled MIT-licensed OpenBIOS replaces the need for a retail BIOS.","language":"","source_available":"Public source repository. The README says it contains no disc image, BIOS, extracted assets, original-byte disassembly, or recompiled game C; users must own the game. GitHub reports no repository license metadata and no LICENSE file was found.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PlayStation static recompilation to Linux x86-64 and macOS","target_type":"Game","sources":[{"label":"Maintainer README: PAL disc identity, static MIPS-to-C method, platform matrix, playability, roadmap, and legal/source notes","url":"https://github.com/zap0xfce2/Kula-World-Recompiled#readme"},{"label":"GitHub repository metadata checked 2026-10-16: push date, archived/fork state, and absent license classification","url":"https://api.github.com/repos/zap0xfce2/Kula-World-Recompiled"},{"label":"GitHub releases checked 2026-10-16; no release is listed","url":"https://api.github.com/repos/zap0xfce2/Kula-World-Recompiled/releases"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/zap0xfce2/Kula-World-Recompiled/languages"}],"media":[{"kind":"image","label":"Title screen at 16:9","url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/title.png","preview_url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/title.png","source_url":"https://github.com/zap0xfce2/Kula-World-Recompiled/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Level select submenu","url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/level-select.png","preview_url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/level-select.png","source_url":"https://github.com/zap0xfce2/Kula-World-Recompiled/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"World 3 in widescreen, HUD in the corners","url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/widescreen-world3.png","preview_url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/widescreen-world3.png","source_url":"https://github.com/zap0xfce2/Kula-World-Recompiled/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"World 9 in widescreen","url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/widescreen-world9.png","preview_url":"https://raw.githubusercontent.com/zap0xfce2/Kula-World-Recompiled/main/docs/images/widescreen-world9.png","source_url":"https://github.com/zap0xfce2/Kula-World-Recompiled/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":40528,"C":22548,"CMake":3726,"Shell":2295},"source_url":"https://api.github.com/repos/zap0xfce2/Kula-World-Recompiled/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kururin-paradise-gba-en","title":"Kururin Paradise GBA English Translation","game":"Kururin Paradise","platform":"Game Boy Advance","kind":"Fan Localization","status":"Released; public v1.1.1 BPS patch. Public v1.1.1 release published 2024-01-07 (exact GitHub release timestamp verified through API).","summary":"English fan translation with BPS patch and a source/build repository. Maintainer release notes describe a ROM-size optimization and an earlier save-file fix; the project README notes known timing/name issues, so no completeness claim is made.","project_url":"https://github.com/Dimedime-d/kptranslation","updated":"2026-10-16","strategy":"ROM translation/build scripts","language":"English","source_available":"Public BPS release; original ROM is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"GBA ROM fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/Dimedime-d/kptranslation"},{"label":"Patch download/release 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GitHub Languages API map: {\"Assembly\": 591501, \"Batchfile\": 1502, \"Haskell\": 4274, \"Makefile\": 47, \"Python\": 140261}. Staged value Assembly identifies the project's measured source/tooling language and is distinct from translation direction Japanese → English.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kyty","title":"Kyty","game":"Cursed Castilla","platform":"PlayStation 4","kind":"Emulator","status":"Dormant early-stage project; maintainer reported a PS4 commercial title reaching its main menu before crashing, while PS5 support was limited to homebrew","summary":"An open-source early PS4/PS5 emulator. Included here for PS4 game boot evidence; the maintainer's documented PS5 support was for homebrew, not commercial games.","project_url":"https://github.com/InoriRus/Kyty","updated":"2024-05-13","strategy":"Experimental PS4/PS5 system emulation; documented commercial-game evidence is limited to an early PS4 boot attempt.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Experimental PlayStation 4/PlayStation 5 system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/InoriRus/Kyty"},{"label":"Maintainer discussion documenting a PS4 game boot attempt","url":"https://github.com/InoriRus/Kyty/discussions/14"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/InoriRus/Kyty"}],"media":[{"kind":"image","label":"PS4 emulator screenshot 1","url":"https://user-images.githubusercontent.com/7149418/169674296-4185e2da-99f9-4073-8ca9-19dc124c7459.png","preview_url":"https://user-images.githubusercontent.com/7149418/169674296-4185e2da-99f9-4073-8ca9-19dc124c7459.png","source_url":"https://github.com/InoriRus/Kyty/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PS4 emulator screenshot 2","url":"https://user-images.githubusercontent.com/7149418/169674298-df817d95-7288-46fe-a040-3c0a40c29a6b.png","preview_url":"https://user-images.githubusercontent.com/7149418/169674298-df817d95-7288-46fe-a040-3c0a40c29a6b.png","source_url":"https://github.com/InoriRus/Kyty/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PS4 emulator screenshot 3","url":"https://user-images.githubusercontent.com/7149418/169674301-37a3f947-76cd-4a9b-8c81-adec3d5d9c59.png","preview_url":"https://user-images.githubusercontent.com/7149418/169674301-37a3f947-76cd-4a9b-8c81-adec3d5d9c59.png","source_url":"https://github.com/InoriRus/Kyty/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PS4 emulator screenshot 4","url":"https://user-images.githubusercontent.com/7149418/169674303-13edae7d-24d3-4ec6-ba94-586e13c69df5.png","preview_url":"https://user-images.githubusercontent.com/7149418/169674303-13edae7d-24d3-4ec6-ba94-586e13c69df5.png","source_url":"https://github.com/InoriRus/Kyty/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"PS5 emulator screenshot","url":"https://user-images.githubusercontent.com/7149418/185373811-3c12178d-d924-4da1-be7a-06ff6cb733b7.png","preview_url":"https://user-images.githubusercontent.com/7149418/185373811-3c12178d-d924-4da1-be7a-06ff6cb733b7.png","source_url":"https://github.com/InoriRus/Kyty/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6457954,"CMake":20872,"Batchfile":12294,"C":4720,"Lua":2574,"Shell":2530},"source_url":"https://api.github.com/repos/InoriRus/Kyty/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C++ has the largest listed count (6,457,954 bytes; 6,500,944 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kytyps5","title":"KytyPS5","game":"Multiple PlayStation 5 games","platform":"PlayStation 5 x86-64 software → Windows x64, Linux x64, and experimental macOS x86-64 under Rosetta 2 on Apple silicon; Vulkan 1.3 with MoltenVK on macOS","kind":"Emulator","status":"Active development; the latest release tag KytyPS5-2026-10-16-3ff6606 was published 2026-10-16 UTC (2026-10-15 EDT). The README reports title-dependent boot/rendering results and identifies Windows/Linux as primary; macOS is experimental under Rosetta 2 on Apple silicon, with only a small set of in-game tests. This does not establish broad gameplay compatibility.","summary":"Project says it is based on a heavily modified Kyty codebase, has no external low-level-emulation modules, and recompiles RDNA2 shaders through an instruction decoder/IR/control-flow/resource pipeline to SPIR-V, with a Vulkan host backend. However, repository also names its binary kyty_emulator and describes it as an emulator. Classify as hybrid/translation-oriented emulator until its execution and system layer are described more precisely by maintainers. Compatibility caveat: Maintainer says it boots 2D and 3D games, including UE4/UE5, Unity and custom engines, with active work focused on reliability and compatibility; results vary by build and platform. A community compatibility list has title/OS reports. This does not mean games are generally playable or complete.","project_url":"https://github.com/KytyPS5/KytyPS5","updated":"2026-10-16","strategy":"Hybrid console emulation with an RDNA2 shader recompiler that translates guest GPU programs to SPIR-V/Vulkan; system and CPU execution are part of the emulator, not a standalone graphics API layer.","language":"","source_available":"Public C++ source under GPL-2.0. The 2026-10-16 releases include Windows x64, Linux x86-64, and macOS x86-64 archives; macOS runs under Rosetta 2. The project does not distribute games or copyrighted system software and says to use only legally obtained game files.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Hybrid console compatibility/translation layer and emulator","target_type":"Game","sources":[{"label":"Maintainer project documentation and emulator description / KytyPS5 README: supported hosts, Rosetta and MoltenVK path","url":"https://github.com/KytyPS5/KytyPS5"},{"label":"Project documentation","url":"https://github.com/KytyPS5/KytyPS5/releases"},{"label":"Project documentation","url":"https://kytyps5.github.io/"},{"label":"Maintainer release build published 2026-10-15 (local date)","url":"https://github.com/KytyPS5/KytyPS5/releases/tag/KytyPS5-2026-10-16-83db2ef"},{"label":"Latest default-branch release KytyPS5-2026-10-16-3ff6606 (2026-10-16) and platform archives","url":"https://github.com/KytyPS5/KytyPS5/releases/tag/KytyPS5-2026-10-16-3ff6606"},{"label":"Maintainer README: GPL-2.0 notice, released host builds, experimental macOS support, and game-file boundary","url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md"},{"label":"Repository GPL-2.0 license file","url":"https://github.com/KytyPS5/KytyPS5/blob/main/LICENSE"},{"label":"GitHub API: current repository push timestamp, license classification, and default branch","url":"https://api.github.com/repos/KytyPS5/KytyPS5"}],"media":[{"kind":"image","label":"Astro Bot running in KytyPS5","url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-01.png","preview_url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-01.png","source_url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Saros running in KytyPS5","url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-03.png","preview_url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-03.png","source_url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Neptunia ReVerse running in KytyPS5","url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-04.png","preview_url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-04.png","source_url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SILENT HILL: The Short Message running in KytyPS5","url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-05.png","preview_url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-05.png","source_url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Demon","url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-02.png","preview_url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-02.png","source_url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"UFC 6 running in KytyPS5","url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-06.jpg","preview_url":"https://raw.githubusercontent.com/KytyPS5/KytyPS5/main/docs/screenshots/ps5-06.jpg","source_url":"https://github.com/KytyPS5/KytyPS5/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10735385,"CMake":51418,"C":8819,"Nix":2471,"GLSL":2360},"source_url":"https://api.github.com/repos/KytyPS5/KytyPS5/languages","evidence":"Official GitHub REST Languages API response checked 2026-10-16 reports C++ as the largest measured language bucket (10,735,385 bytes). The previous 2026-10-15 map reported 10,162,504 C++ bytes; the byte map changed after subsequent repository activity.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"kyuutenkai-saturn-en","title":"Kyuutenkai Sega Saturn English Translation","game":"Kyuutenkai","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0 Combined released 2026-04-08; all on-screen text translated","summary":"English patch for the Japanese Saturn game, translating all on-screen text. The combined release adds an xdelta option alongside the Sega Saturn Patcher format.","project_url":"https://segaxtreme.net/resources/kyuutenkai-english-translation.502/","updated":"2026-04-08","strategy":"Fan translation patch","language":"English","source_available":"Public SSP and xdelta patch options with detailed installation instructions","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer resource: translation coverage, supported disc, patch formats, and known issues","url":"https://segaxtreme.net/resources/kyuutenkai-english-translation.502/"},{"label":"Maintainer version history: v1.0 Combined released 2026-04-08","url":"https://segaxtreme.net/resources/kyuutenkai-english-translation.502/history"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/kyuutenkai-english-translation.502/","evidence":"The project page documents an included standalone Python patch-application script (`apply_ssp_kyuutenkai.py`) and Python 3.8+. This confirms a bundled utility’s language, but not a repository-wide predominant language.","verified_at":"2026-10-16","reason_unknown":"A project page documents one Python 3.8+ patch-application script, but does not establish the predominant implementation language for the project as a whole; preserve unknown."}},{"id":"la-rush-original-xbox-recomp-research","title":"L.A. Rush Original Xbox Recompilation Research","game":"L.A. Rush (Original Xbox)","platform":"Original Xbox → host target not yet specified","kind":"Recompilation","status":"Early analysis, not a playable port. The README reports XBE layout parsing, Midway k9 engine identification, and asset-container inventory; the compiled probe uses MANXFramework’s Xbox D3D8-to-Vulkan backend.","summary":"Title-specific XBE and asset analysis for an intended static recompilation of L.A. Rush. The project requires user-supplied game files and does not claim game-wide recompilation or playability.","project_url":"https://github.com/RetroRecompilations/MANXLARush","updated":"2026-10-15","strategy":"Early XBE analysis and static-recompilation research using MANXFramework","language":"","source_available":"Public source and analysis tools; requires a user-supplied extracted Original Xbox XBE and assets","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Original Xbox recompilation research; host target not stated","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/RetroRecompilations/MANXLARush/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/RetroRecompilations/MANXLARush"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":31411,"C++":4526,"CMake":866},"source_url":"https://api.github.com/repos/RetroRecompilations/MANXLARush/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; Python has the largest listed count (31,411 bytes; 36,803 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"langrisser-iii-saturn-en","title":"Langrisser III English Patch","game":"Langrisser III","platform":"Sega Saturn","kind":"Fan Localization","status":"Playable; polishing","summary":"Story and interface playable end to end; graphics and QA remain listed as future work.","project_url":"https://github.com/hexerkat/langrisser3-english","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Sega Saturn fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/hexerkat/langrisser3-english"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/hexerkat/langrisser3-english"}],"media":[],"links":[{"kind":"release","label":"Langrisser III English patch releases","url":"https://github.com/hexerkat/langrisser3-english/releases","source_url":"https://github.com/hexerkat/langrisser3-english","notes":"README links GitHub Releases."},{"kind":"docs","label":"Langrisser III translation strategy guide","url":"https://github.com/hexerkat/langrisser3-english/blob/main/strategy-guide/langrisser3-guide.html","source_url":"https://github.com/hexerkat/langrisser3-english","notes":"README links the HTML strategy guide."}],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1593433,"HTML":238806,"TypeScript":8533},"source_url":"https://api.github.com/repos/hexerkat/langrisser3-english/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (1,593,433 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"langrisser-v-ps1-saturn-en-ru","title":"Langrisser V English and Russian Translation Patches","game":"Langrisser V: The End of Legend","platform":"PlayStation and Sega Saturn","kind":"Fan Localization","status":"Released; v3 (2026-07-12) documents complete English builds for PS1 and Saturn and a complete Russian patch.","summary":"A Japanese-to-English and Japanese-to-Russian translation project with shared language packs and separate console build systems. The release includes a PPF3 patch for PS1 and a remastered BIN/CUE build for Saturn.","project_url":"https://github.com/nE0sIghT/langrisser-translation","updated":"2026-10-16","strategy":"Fan localization patches built from shared language packs and platform-specific tools","language":"English; Russian","source_available":"Public translation data and tooling; the source repo excludes original game assets. Releases provide patches/builds, not original game images.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Multi-console fan translation","target_type":"Game","sources":[{"label":"Project README: language packs, targets, exact releases, build formats, and source availability","url":"https://github.com/nE0sIghT/langrisser-translation"},{"label":"Project v3 release: complete Russian patch and English updates","url":"https://github.com/nE0sIghT/langrisser-translation/releases/tag/v3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1012739,"Shell":6450},"source_url":"https://api.github.com/repos/nE0sIghT/langrisser-translation/languages","evidence":"GitHub's official Languages REST endpoint reports the byte breakdown for the full public repository. Python is largest at 1012739 bytes (99.4% of 1019189 recognized-language bytes). The complete byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lefony-hp-prime-g2","title":"Lefony OS","game":"HP Prime G2 calculator firmware","platform":"HP Prime G2; HP Prime G1 is explicitly unsupported. The dual-boot path is tied to the compatible HP firmware build/revision documented by the maintainer.","kind":"Reimplementation","status":"Early development; the maintainer published a shared dual-boot build on 2026-09-27. README says SDK and physical support remain limited; do not treat a downloadable image as proof every G2 revision is validated.","summary":"Native community-developed firmware/OS for the HP Prime G2, based on Upsilon’s application suite and math engine. The project includes boot and installation components, but core firmware and tooling have separate licenses.","project_url":"https://github.com/maikopruett/Lefony-OS","updated":"2026-10-16","strategy":"Native calculator-firmware reimplementation","language":"","source_available":"Public source; core is CC BY-NC-SA 4.0 (noncommercial), while standalone tools are GPL-3.0-or-later and bundled boot components have their own terms.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"HP Prime G2 native firmware","target_type":"Software","sources":[{"label":"Lefony OS README: model support, build, boot and status","url":"https://github.com/maikopruett/Lefony-OS"},{"label":"Core/tool licensing details","url":"https://github.com/maikopruett/Lefony-OS/blob/main/LICENSE.md"},{"label":"2026-09-27 shared dual-boot release","url":"https://github.com/maikopruett/Lefony-OS/releases/tag/dual-boot-20260927-shared"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/maikopruett/Lefony-OS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":4160524,"C++":1465188,"C":685750,"Shell":129569,"Assembly":17394,"Linker Script":4551},"source_url":"https://api.github.com/repos/maikopruett/Lefony-OS/languages","evidence":"Official GitHub REST language endpoint reports Python largest because host-side installer/emulator/tooling dominate repository bytes; firmware components include C++ and C.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"legend-of-doom-3ds-port","title":"Legend of Doom Nintendo 3DS Port","game":"Legend of Doom","platform":"GZDoom 4.7.1 total conversion → New Nintendo 3DS family","kind":"Reimplementation","status":"Release v1.0 was published 2026-09-13 for New Nintendo 3DS, New Nintendo 3DS XL, and New Nintendo 2DS XL; the README explicitly excludes older 3DS/2DS models. The release packages include the game and engine data. The README does not give a frame-rate or complete-playthrough measurement.","summary":"A native 3DS source port of Legend of Doom, a GZDoom conversion of the original The Legend of Zelda created by DeTwelve Games. The port uses GZDoom 4.7.1 and Freedoom Phase 2; its release includes Legend of Doom and engine data, so it does not require a Zelda ROM or a commercial Doom IWAD.","project_url":"https://github.com/EstebanPdN/legend-of-doom-3ds","updated":"2026-10-16","strategy":"Native source port","language":"","source_available":"Public GPL-3.0 source repository and v1.0 CIA/3DSX packages","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GZDoom-based New 3DS port","target_type":"Game","sources":[{"label":"Maintainer README: game, platform support, and package contents","url":"https://github.com/EstebanPdN/legend-of-doom-3ds#readme"},{"label":"Maintainer release v1.0","url":"https://github.com/EstebanPdN/legend-of-doom-3ds/releases/tag/v1.0"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/EstebanPdN/legend-of-doom-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20875088,"C":3668863,"ZenScript":1851158,"Python":185548,"Yacc":157134,"M4":143911,"CMake":127521,"GLSL":117046,"Objective-C++":107727,"Shell":57315,"HTML":33449,"Objective-C":8456,"SWIG":4538,"Roff":4477,"Assembly":2837,"JavaScript":2183},"source_url":"https://api.github.com/repos/EstebanPdN/legend-of-doom-3ds/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C++ is the largest category (20,875,088 of 27,347,251 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"legend-of-mana-ps1-decomp","title":"Legend of Mana PS1 Matching Decompilation","game":"Legend of Mana","platform":"PlayStation","kind":"Decompilation","status":"Matching complete for both North American (SLUS_010.13) and Japanese (SLPS_021.70) releases: the main executable and all 17 overlays are fully linked byte-for-byte from the same C source. Cleanup and documentation continue; Psy-Q SDK libraries remain original assembly.","summary":"Matching C source reconstruction of the PlayStation game for North American and Japanese releases. The maintainer verifies all 18 binaries per region; the repository does not include the original executable, overlays, artwork, audio, or other game data.","project_url":"https://github.com/celophi/lom-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/celophi/lom-decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/celophi/lom-decomp/blob/ba973108c76bb6690de8ab1887f8b3cad6f788fb/README.md"},{"label":"Latest default-branch commit at check (ba97310)","url":"https://github.com/celophi/lom-decomp/commit/ba973108c76bb6690de8ab1887f8b3cad6f788fb"},{"label":"US progress report","url":"https://decomp.dev/celophi/lom-decomp/SLUS_010.13"},{"label":"JP progress report","url":"https://decomp.dev/celophi/lom-decomp/SLPS_021.70"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/celophi/lom-decomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/celophi/lom-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7646638,"Python":1313055,"Makefile":84478,"BitBake":11826,"Dockerfile":8426,"Shell":858},"source_url":"https://api.github.com/repos/celophi/lom-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 7,646,638 bytes; the manifest breakdown contains all 6 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"legend-of-oasis-story-of-thor-2-sega-saturn-spanish","title":"Legend of Oasis / Story of Thor 2 Spanish Translation","game":"Legend of Oasis / Story of Thor 2","platform":"SEGA Saturn","kind":"Fan Localization","status":"Released; RHP reports v0.9d","summary":"Spanish fan localization for Legend of Oasis / Story of Thor 2 on SEGA Saturn. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/legend-of-oasis-spanish-translation-sega-saturn","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/legend-of-oasis-spanish-translation-sega-saturn"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/legend-of-oasis-spanish-translation-sega-saturn","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"rayman-legends-android-recomp","title":"Legends Recomp (Rayman Legends Android)","game":"Rayman Legends (Xbox 360 release; game folder with .xex required)","platform":"Xbox 360 → Android with Vulkan; maintainer recommends Snapdragon 845 or newer","kind":"Recompilation","status":"The latest GitHub release found is 0.2.0 (2026-10-15), with a prebuilt Android APK. The maintainer reports 60 fps at 100% resolution on Snapdragon 845 and says compatibility has not been tested broadly across different GPUs or drivers. The repository publishes no source code files beyond its README and icon, so the implementation language and independent source-level review are unavailable.","summary":"A ReXGlue SDK-based native recompilation of the Xbox 360 game for Android. Users supply a legally obtained game folder containing the .xex file; no game files are included. The maintainer documents Vulkan and Snapdragon 845-or-newer requirements, with one named device-class performance report. The GitHub repository distributes a prebuilt APK but does not publish source code.","project_url":"https://github.com/edeegg/Legends-Recomp","updated":"2026-10-15","strategy":"ReXGlue SDK-based static recompilation of the Xbox 360 game to a native Android build.","language":"","source_available":"Maintainer repository and prebuilt Android APK are public; source code and original Xbox 360 game files are not included in the repository.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Xbox 360 static recompilation distributed as a prebuilt Android APK; source code not published","target_type":"Game","sources":[{"label":"Maintainer README: Xbox 360 target, .xex requirement, Vulkan/device requirement, and compatibility limits","url":"https://github.com/edeegg/Legends-Recomp#readme"},{"label":"Latest release found: 0.2.0 prebuilt Android APK","url":"https://github.com/edeegg/Legends-Recomp/releases/tag/0.2.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/edeegg/Legends-Recomp/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"lego-city-undercover-switch-decomp","title":"LEGO City Undercover Switch Decompilation","game":"LEGO City Undercover","platform":"Nintendo Switch","kind":"Decompilation","status":"Work in progress. README identifies EU v1.0.3 as the supported build; US v1.0.2 is untested and Japan is unsupported.","summary":"Switch decompilation with decomp.dev progress tracking; repository says it contains no game assets and cannot be used to play the game.","project_url":"https://github.com/Nintendocustom/Lego-City-Undercover-Decompilation","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; game executable required; no assets and not playable.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Nintendocustom/Lego-City-Undercover-Decompilation"},{"label":"Maintainer README and project status","url":"https://github.com/Nintendocustom/Lego-City-Undercover-Decompilation/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":689752,"Python":45159,"CMake":4706},"source_url":"https://api.github.com/repos/Nintendocustom/Lego-City-Undercover-Decompilation/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lego-dimensions-xbox360-recomp","title":"LEGO Dimensions Recompiled","game":"LEGO Dimensions","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"Public beta v0.1.35; README verifies boot, play, save/load, DLC and Toy Pad support, without claiming the full game is complete.","summary":"Native Windows build made by statically recompiling the Xbox 360 release.","project_url":"https://github.com/NeverCookFirst/DimensionsRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/NeverCookFirst/DimensionsRecomp#readme"},{"label":"Latest project release (v0.1.35)","url":"https://github.com/NeverCookFirst/DimensionsRecomp/releases/tag/v0.1.35"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/NeverCookFirst/DimensionsRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/NeverCookFirst/DimensionsRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":216973,"C#":186600,"PowerShell":28531,"Python":6671,"CMake":5206,"Shell":3235,"Lua":1149},"source_url":"https://api.github.com/repos/NeverCookFirst/DimensionsRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lego-island-automated-disassembly","title":"LEGO Island Compilable DLL Disassembly (LEGO1Disassemble)","game":"LEGO Island","platform":"Windows PC","kind":"Decompilation","status":"Archived 2024-12-31; README describes a fully functional, compilable replacement DLL, while noting this machine-generated disassembly is preparatory to the separate full C++ decompilation.","summary":"Machine-generated x86 assembly for LEGO1.DLL, wrapped in C++ and a Visual Studio solution to build a drop-in replacement DLL. The project README explicitly distinguishes it from a readable, full C++ decompilation.","project_url":"https://github.com/itsmattkc/LEGO1Disassemble","updated":"2026-10-15","strategy":"Machine-generated compilable disassembly","language":"","source_available":"Archived public repository; source available","first_found":"2026-10-15","project_started":"2019-09-25","programming_language":"C++","subtype":"Automated compilable DLL disassembly","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/itsmattkc/LEGO1Disassemble#readme"},{"label":"GitHub repository metadata (creation date, push date, and archived state)","url":"https://api.github.com/repos/itsmattkc/LEGO1Disassemble"},{"label":"Project README-listed build artifacts","url":"https://ci.appveyor.com/project/itsmattkc/lego1disassemble/build/artifacts"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12729226,"Objective-C":3943014,"C":478226},"source_url":"https://api.github.com/repos/itsmattkc/LEGO1Disassemble/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C++ has the largest listed count (12,729,226 bytes; 17,150,466 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lego-island-decomp","title":"LEGO Island Decompilation","game":"LEGO Island","platform":"Windows PC","kind":"Decompilation","status":"Complete decompilation for English version 1.1, per README","summary":"Project describes a complete decompilation targeting the 32-bit Windows English 1.1 release and provides binary accuracy reports.","project_url":"https://github.com/isledecomp/isle","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"C/C++ source decompilation","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/isledecomp/isle/blob/master/README.md"},{"label":"Project progress pages","url":"https://isledecomp.github.io/"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/isledecomp/isle"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/isledecomp/isle"},{"label":"GitHub release continuous (2026-09-18)","url":"https://github.com/isledecomp/isle/releases/tag/continuous"},{"label":"GitHub latest commit listed for default branch (2026-09-18, 8119bd0136; activity evidence only)","url":"https://github.com/isledecomp/isle/commit/8119bd013645972c72480e4de21529f1e91ce5c7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2959756,"Python":76977,"C":64025,"CMake":32922,"Dockerfile":832,"Shell":776},"source_url":"https://api.github.com/repos/isledecomp/isle/languages","evidence":"GitHub REST repository Languages endpoint reports 2,959,756 bytes of C++ out of 3,135,288 measured source bytes (94.4%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lego-racers-portable-api-port","title":"LEGO Racers Portable API Port","game":"LEGO Racers","platform":"Windows x64, macOS arm64, Linux x64, and Web (Warp)","kind":"API Translation","status":"Development status is unclear. The README lists Windows, macOS, Linux, and Web targets but leaves its per-platform status cells blank; it says work is ongoing and publishes no GitHub release. The README requires an existing copy of the game.","summary":"A portability project based on the LEGO Racers decompilation. It replaces Windows-only input, audio, DirectDraw/Direct3D, filesystem, and registry APIs with SDL3, miniaudio, and POSIX shims. Rendering options include SDL3 GPU backends (Vulkan, Metal, or Direct3D 12), OpenGL 3.3, and OpenGL ES/WebGL2. Original game data is user-supplied.","project_url":"https://github.com/isledecomp/racers-portable","updated":"2026-10-15","strategy":"Decompilation-based API/runtime portability port, mapping legacy Win32/DirectX services onto SDL3, miniaudio, POSIX, and cross-platform graphics backends","language":"","source_available":"Public source repository under LGPL-3.0; original LEGO Racers game data is required and not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific API and runtime portability layer","target_type":"Game","sources":[{"label":"Project README: API substitutions, rendering backends, and platform status","url":"https://github.com/isledecomp/racers-portable#readme"},{"label":"Owner-linked browser build","url":"https://warp.parts/"},{"label":"LGPL-3.0 license","url":"https://github.com/isledecomp/racers-portable/blob/master/LICENSE"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/isledecomp/racers-portable/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5377861,"C":253142,"Python":70182,"CMake":16625,"HTML":7356,"GLSL":3055},"source_url":"https://api.github.com/repos/isledecomp/racers-portable/languages","evidence":"GitHub repository Languages API reports C++ as the largest byte count.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lego-racers-win32-decomp","title":"LEGO Racers Win32 Decompilation","game":"LEGO Racers","platform":"Original Microsoft Windows 32-bit PC release; reconstructed LEGORacers.exe and GolDP.dll","kind":"Decompilation","status":"Work in progress. The README says LEGORacers.exe is almost fully decompiled and most of GolDP.dll is complete; a rebuilt game is playable, but the software renderer is not functional.","summary":"Source reconstruction of the 1999 Windows executable and GolDP.dll, with reccmp comparing rebuilt output against the retail binaries. The repository targets 32-bit Windows; Microsoft Visual C++ 6.0 is recommended for closest matching. The project is not the separate LEGO Racers Portable adaptation.","project_url":"https://github.com/isledecomp/racers","updated":"2026-10-15","strategy":"Reccmp-guided source decompilation and instruction matching against the original Windows binaries","language":"","source_available":"Public source repository under LGPL-3.0; retail binaries are required for local matching verification and are not distributed here","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"32-bit Windows executable and DLL reconstruction","target_type":"Game","sources":[{"label":"Project README: target binaries, status, and build requirements","url":"https://github.com/isledecomp/racers#readme"},{"label":"Continuous build release","url":"https://github.com/isledecomp/racers/releases/tag/continuous"},{"label":"LGPL-3.0 license","url":"https://github.com/isledecomp/racers/blob/master/LICENSE"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/isledecomp/racers/languages"},{"label":"LEGO official history and development transcript","url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf"}],"media":[{"kind":"image","label":"LEGORacers.exe decompilation progress report","url":"https://isledecomp.github.io/racers/LEGORACERSPROGRESS.SVG","preview_url":"https://isledecomp.github.io/racers/LEGORACERSPROGRESS.SVG","source_url":"https://github.com/isledecomp/racers#readme","discovered_on":"2026-10-15"},{"kind":"image","label":"GolDP.dll decompilation progress report","url":"https://isledecomp.github.io/racers/GOLDPPROGRESS.SVG","preview_url":"https://isledecomp.github.io/racers/GOLDPPROGRESS.SVG","source_url":"https://github.com/isledecomp/racers#readme","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5042272,"C":43839,"CMake":37396,"Python":37061,"Shell":1220,"Dockerfile":797},"source_url":"https://api.github.com/repos/isledecomp/racers/languages","evidence":"GitHub repository Languages API reports C++ as the largest byte count.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lego-star-wars-ii-nds-decomp","title":"LEGO Star Wars II: The Original Trilogy (Nintendo DS USA)","game":"LEGO Star Wars II: The Original Trilogy (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code AL7E)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2079/4764 functions matched (11.16% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of LEGO Star Wars II: The Original Trilogy (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/lego-star-wars-ii-the-original-trilogy-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/lego-star-wars-ii-the-original-trilogy-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/lego-star-wars-ii-the-original-trilogy-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1126612,"Python":326158},"source_url":"https://api.github.com/repos/liolu/lego-star-wars-ii-the-original-trilogy-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lego-star-wars-tcs-android-x86-matching-decomp","title":"LEGO Star Wars: The Complete Saga Android x86 Decompilation","game":"LEGO Star Wars: The Complete Saga","platform":"Android x86 release; experimental browser build using user-supplied game files","kind":"Decompilation","status":"The README progress badge reports 80.02% matching. It describes an experimental web build that uses user-supplied files and identifies saga64 as planned follow-on work. Last pushed 2026-10-16; no GitHub release is listed.","summary":"Matching decompilation of the Android x86 release of LEGO Star Wars: The Complete Saga, intended to reproduce the original machine code. The repository does not distribute copyrighted game assets.","project_url":"https://github.com/opensagadev/saga","updated":"2026-10-16","strategy":"Matching decompilation of the Android x86 release","language":"","source_available":"Public GPL-3.0 source repository; copyrighted game assets are not distributed; experimental browser build uses user-supplied files; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android x86 matching decompilation; portable saga64 project is planned separately","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/opensagadev/saga"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/opensagadev/saga"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/opensagadev/saga/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/opensagadev/saga/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13359312,"C":1753370,"Python":280777,"Starlark":70677,"HTML":20867,"Shell":1346},"source_url":"https://api.github.com/repos/opensagadev/saga/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 13,359,312 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lego-star-wars-complete-saga-switch-android-wrapper","title":"LEGO Star Wars: The Complete Saga Switch Port","game":"LEGO Star Wars: The Complete Saga (Android v2.0.2.02, build 20202)","platform":"Android v2.0.2.02 (build 20202) → Nintendo Switch homebrew","kind":"API Translation","status":"Switch NRO release 1.0.3 is available. The maintainer's changelog reports audio and controller fixes, and the README identifies the game's save location; it makes no whole-game completion claim. GitHub reports the repository is not archived and was last pushed 2026-08-09.","summary":"A Switch wrapper/port that loads and patches the original Android game binary inside a minimal Android-like environment. Users extract libTTapp.so and the game data files from their own v2.0.2.02 copy; original game code and assets are not distributed.","project_url":"https://github.com/NaGaa95/lswtcs_nx","updated":"2026-10-16","strategy":"Android native-binary loading, patching, and API compatibility wrapper for Nintendo Switch homebrew","language":"","source_available":"Public MIT source; vendored OpenSL ES code is Apache-2.0. The repository and release do not include original game code or assets; users must provide a legal v2.0.2.02 copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android binary compatibility port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: exact Android build, wrapper method, required user files, and save location","url":"https://github.com/NaGaa95/lswtcs_nx#readme"},{"label":"Switch NRO release 1.0.3 and changelog","url":"https://github.com/NaGaa95/lswtcs_nx/releases/tag/1.0.3"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/NaGaa95/lswtcs_nx"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/NaGaa95/lswtcs_nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1475723,"C++":6395,"Makefile":4554},"source_url":"https://api.github.com/repos/NaGaa95/lswtcs_nx/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lego-star-wars-gamecube-decomp","title":"LEGO Star Wars: The Video Game GameCube Decompilation","game":"LEGO Star Wars: The Video Game","platform":"Nintendo GameCube (USA / NTSC-U, GL5E4F)","kind":"Decompilation","status":"Work in progress. The maintainer reports 25.1% of .text functions named, 9.2% of .rodata, and 1.5% of .bss; most code remains in generated assembly stubs. No GitHub release is listed.","summary":"A GameCube decompilation project for the NTSC-U GL5E4F build of LEGO Star Wars: The Video Game. The README gives the target DOL SHA-1 and a build workflow; it reports active function naming and C-matching work. The user supplies the disc image.","project_url":"https://github.com/ellierocks/lsw1-decomp","updated":"2026-10-16","strategy":"GameCube decompilation targeting GL5E4F; matching C work is in progress.","language":"","source_available":"Public source, project configuration, and build tools; no game assets or original assembly are included. A clean NTSC-U disc image is required to build.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/ellierocks/lsw1-decomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ellierocks/lsw1-decomp"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/ellierocks/lsw1-decomp/releases"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/ellierocks/lsw1-decomp/languages"},{"label":"Current primary README","url":"https://github.com/ellierocks/lsw1-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":742650,"Assembly":105804,"C":45409,"Shell":25475,"Java":5785},"source_url":"https://api.github.com/repos/ellierocks/lsw1-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"legoland-windows-11-decomp-port","title":"LEGOLAND Matching Decompilation-Based Windows Port","game":"LEGOLAND (1999)","platform":"Original Windows PC → Windows 11 x86","kind":"Decompilation","status":"Port has been played start-to-finish; initial release is phase 7. Decomp is 94% by reccmp, with all pure-C functions decompiled and all 44 inline-assembly functions replaced by C.","summary":"User provides original CD game data; this repository is the native port, separate from its canonical decomp repo.","project_url":"https://github.com/facundosterzerforino/legoland-port","updated":"2026-10-15","strategy":"Native Windows 11 port based on matching source decompilation; replaces required Windows APIs with SDL3-backed layer.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching-decompilation-based Windows 11 port","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/facundosterzerforino/legoland-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/facundosterzerforino/legoland-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4524142,"Python":407861,"CMake":22534,"Shell":20667},"source_url":"https://api.github.com/repos/facundosterzerforino/legoland-port/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 4,524,142 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-arcade-leland","title":"Leland Arcade MiSTer Core","game":"Six listed Cinematronics / Leland System arcade games","platform":"Cinematronics / Leland arcade hardware on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2026-10-03; GitHub returned no tagged release. The README says six listed games are playable with sound, other Leland boards are unsupported, and the core has not been checked against original PCBs.","summary":"SystemVerilog MiSTer FPGA recreation of the Leland arcade system’s twin-Z80 game boards and 80186-based sound board. The README lists six playable game sets and says ROM data is not included; the implementation is based on MAME drivers and has not been compared with original PCBs.","project_url":"https://github.com/MiSTer-devel/Arcade-Leland_MiSTer","updated":"2026-10-03","strategy":"FPGA hardware emulation of the Cinematronics/Leland arcade board family.","language":"","source_available":"Public GPL-3.0 source repository. GPL-3.0 source. README says game ROM data is not included; users provide ROM sets separately and retain responsibility for their rights.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Arcade-Leland_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Arcade-Leland_MiSTer/blob/main/Readme.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Leland_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Arcade-Leland_MiSTer/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1510113,"Verilog":417990,"VHDL":107940,"Python":33405,"Tcl":22958,"templ":15822,"Shell":7837,"Lua":3613,"C":2805,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Leland_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,510,113 bytes of SystemVerilog as the largest language count (71.1% of 2,123,155 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sjcam-sj4000-air-v3-lelouch-reimplementation","title":"Lelouch (SJCAM SJ4000 Air Allwinner V3 interface replacement)","game":"The SJCAM SJ4000 Air camera application and firmware UI behavior on the researched Allwinner V3 board","platform":"Specific SJCAM SJ4000 Air board using Allwinner V3, Android 4.4-derived system, ST7789V display, and GC4653 sensor. README says older Novatek NT9665X SJ4000 models use a different firmware and are not covered by Lelouch compatibility.","kind":"Reimplementation","status":"Experimental source project; release v0.0.1 of the Lelouch replacement was published 2026-07-19. The README documents a replacement for the original `sdv` application and build instructions tested on x86-64 Linux. The project does not claim to replace the whole OS or support other SJ4000 board variants.","summary":"Reverse-engineering notes, firmware parsers and repackers, protocol research, and Lelouch, a replacement for the camera’s `sdv` user-interface application. Lelouch reuses proprietary libraries and services recovered from the target firmware, so it is a replacement application for one researched board rather than a clean standalone firmware distribution. The repository explicitly notes that some included firmware, recovered libraries, and other components are proprietary or third-party.","project_url":"https://github.com/keowu/sjcam","updated":"2026-10-16","strategy":"Reverse-engineer firmware containers and proprietary interfaces, then rebuild the `sdv` application interface against services and libraries already on the specific camera firmware.","language":"","source_available":"Public source repository and v0.0.1 release; no repository-wide license is declared in GitHub metadata. README says the tree contains recovered proprietary/third-party firmware material; it explicitly cautions that these components are not made open source by their presence.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Action-camera application and firmware reverse engineering","target_type":"Software","sources":[{"label":"Maintainer README: target board, `sdv` replacement, methods, build requirements, and proprietary-material caveat","url":"https://github.com/keowu/sjcam"},{"label":"Lelouch v0.0.1 release","url":"https://github.com/keowu/sjcam/releases/tag/v0.0.1"},{"label":"Maintainer research article linked by the README","url":"https://keowu.re/posts/Lelouch--Reverse-Engineering-of-an-SJCAM-Action-Camera-with-proprietary-Android--based-firmware-and-Rewriting-a-completely-OpenSource-CFW"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/keowu/sjcam"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/keowu/sjcam/languages"}],"media":[{"kind":"image","label":"Lelouch project banner","url":"https://raw.githubusercontent.com/keowu/sjcam/main/imgs/intro.png","preview_url":null,"source_url":"https://github.com/keowu/sjcam","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9539803,"C++":6765933,"Python":126864,"Makefile":53294,"Lua":16749,"Objective-C":10993,"Wolfram Language":10901,"Shell":6583,"NSIS":3383,"QMake":2385},"source_url":"https://api.github.com/repos/keowu/sjcam/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C is the largest repository-wide tracked byte category (9,539,803 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lemmings-paintball-pc-decomp","title":"Lemmings Paintball Windows Matching Decompilation","game":"Lemmings Paintball","platform":"Windows 95 PC","kind":"Decompilation","status":"Work in progress; function-level matching uses reccmp and the original MSVC 4.00 toolchain. The README links a progress report but does not state a percentage in its overview. The maintainer discloses AI-assisted research, tooling, and code reconstruction with manual review.","summary":"Matching C++ source reconstruction of the 1996 Windows 95 game. The project compares reconstructed functions with the original executable using reccmp and requires user-provided game data; its README discloses AI assistance and manual review.","project_url":"https://github.com/vonhoff/lemball-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (Unlicense license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/vonhoff/lemball-decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/vonhoff/lemball-decomp/blob/938122455844c62783b7d7822d5ff4e8fdc663ee/README.md"},{"label":"Latest default-branch commit at check (9381224)","url":"https://github.com/vonhoff/lemball-decomp/commit/938122455844c62783b7d7822d5ff4e8fdc663ee"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/vonhoff/lemball-decomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/vonhoff/lemball-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2364355,"C":223268,"Python":80033,"CMake":4082},"source_url":"https://api.github.com/repos/vonhoff/lemball-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 2,364,355 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lemon-android-switch-emulator","title":"Lemon","game":"Nintendo Switch games and homebrew","platform":"Android phones and handhelds. The README’s Scope section says Adreno GPUs only and marks Mali/PowerVR unsupported, while its About section and v1.1 changelog describe Mali support; this platform claim is internally inconsistent.","kind":"Emulator","status":"Maintained by Team Lemon; official stable release v1.2.0 was published 2026-10-13 and the latest main-branch commit is dated 2026-10-13. The README describes a small project that is not actively seeking external contributions. Its About/changelog sections claim Mali support, but the Scope section explicitly says Mali and PowerVR are unsupported; preserve this discrepancy.","summary":"An Android Nintendo Switch emulator and app derived from the yuzu/Eden emulation core, with Android-specific builds, UI, and project features such as frame generation and experimental same-session savestates. It is a distinct maintained Android product built on an existing emulator lineage, not a separate emulator core.","project_url":"https://git.lemon-emu.org/lemon/Lemon-Project","updated":"2026-10-16","strategy":"Android-specific emulator app and build over the yuzu/Eden-derived Switch core, with project-specific Android UI/features and kernel/service savestate changes.","language":"","source_available":"Public source repository under GPL-3.0-or-later per the upstream README and LICENSE.txt. The source also attributes inherited yuzu code as GPL-2.0-or-later and Eden code as GPL-3.0-or-later.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android Nintendo Switch emulator derived from yuzu/Eden","target_type":"Software","sources":[{"label":"Official maintainer README: system, Android scope, upstream lineage, features, firmware/key policy, and license","url":"https://git.lemon-emu.org/lemon/Lemon-Project/src/branch/main/README.md"},{"label":"Official v1.2.0 release published 2026-10-13","url":"https://git.lemon-emu.org/lemon/Lemon-Project/releases/tag/v1.2.0"},{"label":"Official GPL-3.0-or-later license and inherited SPDX attributions","url":"https://git.lemon-emu.org/lemon/Lemon-Project/src/branch/main/LICENSE.txt"},{"label":"Official Forgejo repository metadata","url":"https://git.lemon-emu.org/api/v1/repos/lemon/Lemon-Project"},{"label":"Official Forgejo Languages API byte totals","url":"https://git.lemon-emu.org/api/v1/repos/lemon/Lemon-Project/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":21552356,"cpp":8827150,"Kotlin":1816103,"POV-Ray SDL":1570196,"CMake":262140,"SourcePawn":189322,"GLSL":113004,"Shell":69892,"NASL":58631,"Python":39406,"Assembly":16576,"Makefile":6064,"Perl":5666,"JavaScript":5010,"PowerShell":3054,"C":2779,"Nix":820},"source_url":"https://git.lemon-emu.org/api/v1/repos/lemon/Lemon-Project/languages","evidence":"Official Forgejo Languages API byte totals fetched 2026-10-16. The endpoint reports separate C++ and cpp buckets; C++ is the largest single bucket. The project is an Android app derived from yuzu/Eden, so repository-wide bytes include substantial inherited and platform code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lemur-vb","title":"Lemur","game":"Nintendo Virtual Boy","platform":"Windows, macOS, and Linux","kind":"Emulator","status":"Active; project lists v0.15.1 dated 2026-09-07 and repository changes through 2026-09-06.","summary":"Rust Virtual Boy desktop emulator with a separate shrooms-vb core and winit, wgpu, and egui frontend.","project_url":"https://git.virtual-boy.com/PVB/lemur","updated":"2026-09-07","strategy":"Native Virtual Boy system emulation using the shrooms-vb core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Virtual Boy","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://git.virtual-boy.com/PVB/lemur"},{"label":"Lemur release history","url":"https://git.virtual-boy.com/PVB/lemur/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":466967,"Shell":3033,"Dockerfile":2920,"WGSL":1849},"source_url":"https://git.virtual-boy.com/api/v1/repos/PVB/lemur/languages","evidence":"The official repository languages endpoint returned per-language byte counts; Rust has the largest listed count (466,967 bytes; 474,769 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lets-go-jungle-lindbergh-recomp","title":"Let’s Go Jungle! Lindbergh Static Recompilation","game":"Let’s Go Jungle! Lost on the Island of Spice","platform":"Sega Lindbergh arcade (2006; revision unspecified) → Windows x86","kind":"Recompilation","status":"WIP; attract/tutorial/demo/ranking loops render with the game’s shaders, textures and HUD. JVS input and audio are absent, so gameplay cannot start.","summary":"Static x86 ELF recompilation to a native 32-bit Windows host via the Lindbergh recompiler.","project_url":"https://github.com/sp00nznet/letsgojungle-lindbergh-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied Lindbergh game files required; game files are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/letsgojungle-lindbergh-recomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1962,"CMake":1090},"source_url":"https://api.github.com/repos/sp00nznet/letsgojungle-lindbergh-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,962 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lezac-dos-software-decompilation","title":"Lezac DOS Software Decompilation and REA Study","game":"Larax & Zaco LEZAC.EXE v1.0 shareware software","platform":"16-bit DOS x86 software (LEZAC.EXE v1.0); native differential probes and DOSBox-X reference","kind":"Decompilation","status":"Active evidence-backed reverse engineering. The README reports 215 procedures exported, seven routines reconstructed in original-style Pascal and six portable C routines, plus differential tests against the original executable. It explicitly says this is not a playable or bit-identical rebuild and not recovered original source.","summary":"Reverse-engineers the LEZAC shareware executable with REA and Ghidra. Public artifacts include evidence-linked function dossiers, pseudocode and assembly listings, recovered Pascal/C routines, packed-layout measurements, and native-versus-original probes. The author carefully distinguishes these reconstructions from original source recovery and a complete playable rebuild.","project_url":"https://github.com/Hubert-Rybak/lezac-decompilation","updated":"2026-10-16","strategy":"Evidence-backed software reverse engineering, with selected routines reconstructed and differentially tested; full matching or a playable rebuild is not claimed.","language":"","source_available":"Public analysis, tests and reconstruction source; README identifies the original LEZAC.EXE as an external reference and does not claim to include the original executable or source.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"DOS application reverse engineering and partial routine reconstruction","target_type":"Software","sources":[{"label":"Maintainer README: software target, evidence methods, reconstruction counts and explicit limitations","url":"https://github.com/Hubert-Rybak/lezac-decompilation/blob/main/README.md"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Hubert-Rybak/lezac-decompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":164440,"Pascal":19877,"JavaScript":9782,"C":4738,"Makefile":1089},"source_url":"https://api.github.com/repos/Hubert-Rybak/lezac-decompilation/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: Python is largest (164,440 of 199,926 recognized bytes, 82.3%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"libcbus-clipsal-pci-serial-protocol-reimplementation","title":"libcbus (Clipsal C-Bus PCI protocol reimplementation)","game":"Clipsal C-Bus PCI serial protocol and PC-interface behavior","platform":"Python 3.7+ on Linux (ARM/x86) and macOS x86 according to README; serial 5500PC, USB 5500PCU, and Ethernet 5500CN PC interfaces are listed.","kind":"Reimplementation","status":"A published Python implementation with MQTT/Home Assistant bridge and PCI simulator. README reports the most recent user-facing update section as 2020-02-22 and says its Hass.io integration was still in progress; latest source commit captured from GitHub was 2021-10-24. No GitHub release was returned; repository is not marked archived.","summary":"A pure-Python implementation of the Clipsal C-Bus PCI serial protocol, written from scratch using public Open C-Bus documentation and reverse engineering to fill gaps. It also provides an MQTT bridge and a PCI simulator. The maintainer explicitly says it does not use the vendor libcbm or C-Gate implementation.","project_url":"https://github.com/micolous/cbus","updated":"2026-10-16","strategy":"Independent protocol reimplementation based on published Open C-Bus documents plus black-box reverse engineering for undocumented behavior.","language":"","source_available":"Public source repository under LGPL-3.0-or-later. The README states that the project is not certified or endorsed by Clipsal/Schneider Electric and describes support for named C-Bus PC interfaces.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Building-control bus protocol and interface reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: protocol method, supported PC interfaces, MQTT bridge, status, and license","url":"https://github.com/micolous/cbus"},{"label":"Project documentation site","url":"https://cbus.readthedocs.io/en/latest/"},{"label":"Official Open C-Bus protocol documentation page referenced in the README","url":"https://updates.clipsal.com/ClipsalSoftwareDownload/DL/downloads/OpenCBus/OpenCBusProtocolDownloads.html"},{"label":"Official repository LGPL license terms","url":"https://github.com/micolous/cbus/blob/master/COPYING.LESSER"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/micolous/cbus"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/micolous/cbus/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":244285,"Shell":6235,"Dockerfile":1158},"source_url":"https://api.github.com/repos/micolous/cbus/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Python is the largest repository-wide tracked byte category (244,285 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gta-iv-liberty-recomp-android","title":"Liberty Recompiled Android","game":"Grand Theft Auto IV (Xbox 360 version)","platform":"Xbox 360 → Android (arm64, Android 10+; Snapdragon/Adreno Vulkan target)","kind":"Recompilation","status":"Unofficial Android port with stable releases and prereleases; the maintainer says it is rough and tested mainly on a Retroid Pocket 5 (Snapdragon 865/Adreno 650). Requirements include ARMv8.2-A, Vulkan 1.2 and 8 GB recommended RAM; Android episodes, online play and newer touch controls are not broadly tested.","summary":"Android port of the Xbox 360 static recompilation with a Vulkan runtime and on-screen gamepad. Requires the user's own GTA IV files; the project documents setup and reports limited device coverage rather than general Android compatibility.","project_url":"https://github.com/vaduur/LibertyRecompAndroid","updated":"2026-10-14T08:04:34Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android fork of Liberty Recompiled","target_type":"Game","sources":[{"label":"Maintainer README: Android device, compatibility, storage and open testing","url":"https://github.com/vaduur/LibertyRecompAndroid"},{"label":"Maintainer releases and prereleases","url":"https://github.com/vaduur/LibertyRecompAndroid/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/vaduur/LibertyRecompAndroid"}],"media":[{"kind":"image","label":"GTA IV running on the Retroid Pocket 5 (project README screenshot)","url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/ingame.jpg","preview_url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/ingame.jpg","source_url":"https://github.com/vaduur/LibertyRecompAndroid/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LibertyRecompAndroid on-screen touch gamepad (project README screenshot)","url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/touch_gamepad.png","preview_url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/touch_gamepad.png","source_url":"https://github.com/vaduur/LibertyRecompAndroid/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LibertyRecompAndroid project banner, embedded by the maintainer README","url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/banner_android_v4.png","preview_url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/banner_android_v4.png","source_url":"https://github.com/vaduur/LibertyRecompAndroid/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LibertyRecompAndroid launcher install screen, linked by the maintainer README","url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/launcher_install_v2.png","preview_url":"https://raw.githubusercontent.com/vaduur/LibertyRecompAndroid/main/docs/android/images/launcher_install_v2.png","source_url":"https://github.com/vaduur/LibertyRecompAndroid/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":296592053,"C":26891562,"HLSL":16822744,"Python":10536677,"HTML":4408618,"Java":2497954,"Assembly":844129,"Objective-C++":829575,"CMake":403260,"JavaScript":278377,"Go":273136,"TypeScript":195791,"Pascal":146031,"Yacc":127584,"CSS":110800,"GLSL":97404,"Shell":96420,"Metal":66037,"Batchfile":59547,"TeX":58985,"PowerShell":43665,"Lua":39009,"Objective-C":38602,"Hack":31483,"Lex":22745,"C#":17467,"Makefile":16885,"NASL":14518,"Starlark":12589,"PostScript":5476,"Pawn":2222,"SourcePawn":1938,"Linker Script":897,"GDB":878,"Dockerfile":489},"source_url":"https://api.github.com/repos/vaduur/LibertyRecompAndroid/languages","evidence":"GitHub's official Languages API for https://github.com/vaduur/LibertyRecompAndroid reports 296,592,053 bytes of C++, the largest category (82.0% of 361,585,547 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"gta-iv-xbox360-pal-macos-metal-recomp","title":"Liberty Recompiled: Grand Theft Auto IV Xbox 360 PAL macOS Recompilation","game":"Grand Theft Auto IV (Xbox 360 PAL base version 7 with Title Update 5)","platform":"Xbox 360 PowerPC PAL release (media ID 0x7CF4679F) → Apple Silicon macOS 26 using native Metal","kind":"Recompilation","status":"Personal work-in-progress fork in early development; its README says it is not meant for public use. The maintainer reports that the PAL installer/build boots, plays the opening cutscene and enters free roam on the Metal renderer. Dense city traffic is reported around 30 FPS on the documented test Mac; the PAL port still lists address and hook gaps. This repository exercises only the macOS/Metal path and has no GitHub release. Latest GitHub source push: 2026-10-11.","summary":"A macOS Apple Silicon fork of OZORDI/LibertyRecomp that targets the separate Xbox 360 PAL compile of Grand Theft Auto IV (base version 7 plus Title Update 5). It uses ReXGlue to statically recompile PowerPC game code to C++ and translate Xenos shaders, with PAL-specific executable-address remapping and a native Metal renderer. It requires the user's own PAL game and update files; no game assets are included.","project_url":"https://github.com/hamishakl/LibertyRecomp","updated":"2026-10-11","strategy":"PowerPC-to-C++ static recompilation through ReXGlue, with PAL-version address remapping and a native Metal renderer","language":"","source_available":"Public GPL-3.0 source; requires the user's legally obtained Xbox 360 PAL game and Title Update 5","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Region-specific Xbox 360 static recompilation for Apple Silicon macOS","target_type":"Game","sources":[{"label":"Maintainer README: PAL version, macOS/Metal-only fork scope, tested status and performance notes","url":"https://github.com/hamishakl/LibertyRecomp"},{"label":"Maintainer PAL port notes: version mapping, address remapping and known gaps","url":"https://github.com/hamishakl/LibertyRecomp/blob/main/docs/PAL-PORT.md"},{"label":"Maintainer build guide: macOS 26 native build requirements","url":"https://github.com/hamishakl/LibertyRecomp/blob/main/docs/BUILDING.md"},{"label":"GitHub repository metadata: license, primary language and latest source push","url":"https://api.github.com/repos/hamishakl/LibertyRecomp"},{"label":"GitHub Languages API byte counts for the whole fork","url":"https://api.github.com/repos/hamishakl/LibertyRecomp/languages"},{"label":"GitHub releases page; no release listed on 2026-10-16","url":"https://github.com/hamishakl/LibertyRecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":287092450,"C":26891660,"HLSL":16822752,"Python":10560962,"HTML":4408618,"Java":2588849,"Objective-C++":880817,"Assembly":844129,"CMake":391944,"JavaScript":278377,"Go":273136,"TypeScript":195791,"Pascal":146031,"Yacc":127584,"CSS":110800,"GLSL":92141,"Metal":66037,"Shell":61400,"Batchfile":59547,"TeX":58985,"Objective-C":45810,"PowerShell":43665,"Lua":39009,"Hack":31483,"Lex":22745,"C#":17467,"Makefile":16885,"Starlark":12589,"NASL":9647,"PostScript":5476,"Pawn":2222,"SourcePawn":1938,"Linker Script":897,"GDB":878,"Dockerfile":489},"source_url":"https://api.github.com/repos/hamishakl/LibertyRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 287,092,450 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"libhybris-bionic-driver-abi-compatibility","title":"libhybris (Android Bionic Driver Compatibility Layer)","game":"Android Bionic-based hardware adaptation drivers and HAL components","platform":"Android Bionic-linked vendor driver libraries → glibc/musl Linux processes; used by Linux distributions adapting Android device hardware","kind":"API Translation","status":"The maintainer README documents loading Android vendor driver .so libraries linked against Bionic from regular Linux processes linked against glibc or musl. It describes Android-side patches and additional driver-specific wrappers as part of a working hardware adaptation. The upstream repository had a commit on 2026-06-24; no tagged GitHub release was listed at review time.","summary":"libhybris supplies compatibility and linking support for selected Android Bionic-based vendor drivers in non-Android Linux processes. It is used in hardware adaptation work for distributions such as SailfishOS and Halium. It does not provide general Android application compatibility; working graphics, audio, or other hardware paths require version- and device-specific setup and wrappers.","project_url":"https://github.com/libhybris/libhybris","updated":"2026-10-16","strategy":"Bionic compatibility libraries and wrappers load Android vendor driver binaries in glibc- or musl-based Linux processes","language":"","source_available":"Public source repository; repository includes multiple explicit license files. Android vendor driver binaries and device-specific adaptation patches are supplied separately.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android-to-Linux hardware driver ABI compatibility layer","target_type":"Software","sources":[{"label":"Maintainer README: Bionic-linked Android drivers in glibc/musl Linux processes and adaptation requirements","url":"https://github.com/libhybris/libhybris"},{"label":"GitHub repository metadata and commit history: latest upstream activity at review time","url":"https://api.github.com/repos/libhybris/libhybris"},{"label":"Repository license files: Apache, BSD, GPL, ISC, LGPL, and MIT texts","url":"https://github.com/libhybris/libhybris/tree/master"},{"label":"SailfishOS Hardware Adaptation Development Kit, linked by upstream as a distribution use case","url":"https://docs.sailfishos.org/Develop/HADK/"},{"label":"GitHub Languages API: exact repository byte totals","url":"https://api.github.com/repos/libhybris/libhybris/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3956122,"C++":2673733,"Python":127836,"Makefile":65855,"M4":15061,"Shell":14292,"Assembly":6487},"source_url":"https://api.github.com/repos/libhybris/libhybris/languages","evidence":"GitHub official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,956,122 bytes. Repository-wide totals include recognized source and tooling and are not limited to implementation files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"liblzraven-apple-lzraven-codec","title":"liblzraven (Apple LZRAVEN codec implementation)","game":"Apple LZRAVEN compression codec and pbzm OTA container","platform":"Apple LZRAVEN-compressed pbzm OTA payloads → portable C11 decoder/encoder library.","kind":"Reimplementation","status":"The owner says the AI-authored project is not intended to be maintained; no release is listed and the last repository push checked was 2026-07-30. README documents differential testing against Apple's reference library; reproducing those tests requires a user-supplied Apple binary, which is not included.","summary":"A C11 implementation of Apple's LZRAVEN compression format, intended to let non-Apple tools read OS 27 OTA payloads. The project README documents format notes and differential tests, but the owner disclaims ongoing maintenance.","project_url":"https://github.com/anat0m1a/liblzraven","updated":"2026-10-16","strategy":"Clean-room compression-format reimplementation","language":"","source_available":"Public Zero-Clause BSD source; no Apple binaries or OTA payloads are included. Its README says users must supply any proprietary reference binary used for oracle tests.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Compression codec and system-update parser","target_type":"Software","sources":[{"label":"Maintainer README: format scope, testing method, and maintenance disclaimer","url":"https://github.com/anat0m1a/liblzraven/blob/main/README.md"},{"label":"Project format specification","url":"https://github.com/anat0m1a/liblzraven/blob/main/SPEC.md"},{"label":"Project license","url":"https://github.com/anat0m1a/liblzraven/blob/main/LICENSE"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/anat0m1a/liblzraven/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":405378,"Python":293969,"Makefile":22817,"Shell":5718},"source_url":"https://api.github.com/repos/anat0m1a/liblzraven/languages","evidence":"Official GitHub Languages endpoint; C has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"libre99-ti-994a","title":"Libre99","game":"Texas Instruments TI-99/4A home-computer software","platform":"TI-99/4A (1979) home computer; native desktop application (README does not state a complete host-OS matrix)","kind":"Emulator","status":"Version 0.1.0 was released 2026-07-08; source was last pushed 2026-07-29. The maintainer describes a cycle-aware emulator with 500+ workspace tests and gameplay-tested original cartridges built with the project toolchain.","summary":"Rust TI-99/4A emulator modeling the TMS9900, TMS9918A, SN76489, GROM, keyboard/CRU, and disk-controller hardware. Its default boot uses the project's clean-room console firmware; authentic TI firmware is only needed for TI BASIC itself. User-provided cartridge and disk images load at runtime.","project_url":"https://github.com/joelodom/libre99","updated":"2026-10-16","strategy":"Cycle-aware software emulation of the TI-99/4A chip set","language":"","source_available":"Public source repository. LICENSE.md is a modified MIT license with the Commons Clause v1.0, which excludes the right to sell the software.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"TI-99/4A home-computer emulator and toolchain","target_type":"Software","sources":[{"label":"Maintainer README: systems modeled, test status, clean-room firmware, media, and host setup","url":"https://github.com/joelodom/libre99/blob/main/README.md"},{"label":"Version 0.1.0 release","url":"https://github.com/joelodom/libre99/releases/tag/v0.1.0"},{"label":"Tracked modified MIT / Commons Clause license","url":"https://github.com/joelodom/libre99/blob/main/LICENSE.md"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/joelodom/libre99"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/joelodom/libre99/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1908311,"Assembly":423575},"source_url":"https://api.github.com/repos/joelodom/libre99/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"libreboot-firmware","title":"Libreboot","game":"Proprietary computer BIOS/UEFI firmware","platform":"Supported x86/AMD64 and ARM64 systems, plus a PS1 target; exact systems and board revisions are listed in Libreboot installation documentation.","kind":"Reimplementation","status":"Active; release 26.10 was published 2026-10-15. The release adds source-build support for 233 MrChromebox-supported Chromebook boards, but states that only Baytrail (Kip) was tested and no binaries are provided for those new Chromebook targets.","summary":"A coreboot-based firmware distribution that replaces proprietary BIOS/UEFI on its supported systems. Libreboot packages and modifies boot firmware and payloads; the 26.10 release switches to EDK2/UEFI by default on most 64-bit-capable supported boards.","project_url":"https://codeberg.org/libreboot/lbmk","updated":"2026-10-16","strategy":"Coreboot-based BIOS/UEFI firmware distribution","language":"","source_available":"Public lbmk source; Libreboot says its tree is mostly GPL with multiple per-file and component licenses, not a single uniform repository license.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Coreboot distribution / BIOS-UEFI image builder","target_type":"Software","sources":[{"label":"Official Libreboot 26.10 release and hardware changes","url":"https://libreboot.org/news/libreboot2610.html"},{"label":"Official supported-systems and installation documentation","url":"https://libreboot.org/docs/install/"},{"label":"Official source checkout and licensing overview","url":"https://libreboot.org/git.html"},{"label":"Codeberg lbmk source","url":"https://codeberg.org/libreboot/lbmk"},{"label":"Codeberg repository language breakdown","url":"https://codeberg.org/api/v1/repos/libreboot/lbmk/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":493395,"Shell":90364,"Roff":89717,"Python":21619,"Awk":7613,"Makefile":5164},"source_url":"https://codeberg.org/api/v1/repos/libreboot/lbmk/languages","evidence":"The official Codeberg repository language endpoint reports C as the largest source-code category; the repo is a firmware build system containing shell and documentation as well.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"libredarwin-coregraphics-framework-clean-room-reimplementation","title":"LibreDarwin CoreGraphics.framework","game":"Apple CoreGraphics.framework API and behavior","platform":"Native macOS framework; Xcode project sets a macOS 26.5 deployment target. The repository does not claim other host platforms.","kind":"Reimplementation","status":"Source work was last pushed 2026-10-08; GitHub lists no releases. The repository contains C implementations for geometry, affine transforms, color spaces, data providers, and related headers. Its API-parity test compares probes against the Apple framework. Coverage is explicitly a subset; a complete framework/API compatibility claim is not supported.","summary":"A BSD-3-Clause clean-room C reimplementation of selected CoreGraphics.framework APIs for LibreDarwin. The project provides framework headers and implementations plus geometry, color-profile, and broader API parity tests against the host Apple framework. It links CoreFoundation and targets macOS.","project_url":"https://github.com/LibreDarwin/CoreGraphics","updated":"2026-10-16","strategy":"GitHub describes the repository as a clean-room reimplementation. The source tree provides a native framework implementation, and tests/api-parity.sh builds comparison probes against Apple CoreGraphics and the reimplementation. The test harness allows documented private divergences; passing parity for the covered probes does not establish full API coverage. No formal two-team clean-room protocol is described.","language":"C","source_available":"Public C/C++ source under BSD-3-Clause. The Xcode project links the host CoreFoundation framework; the implementation is scoped to a subset of Apple CoreGraphics.","first_found":"2026-10-16","project_started":"2026-09-27","programming_language":"C","subtype":"Graphics framework API reimplementation","target_type":"Software","sources":[{"label":"GitHub repository and clean-room description","url":"https://github.com/LibreDarwin/CoreGraphics"},{"label":"BSD 3-Clause license","url":"https://github.com/LibreDarwin/CoreGraphics/blob/master/LICENSE"},{"label":"Public framework API header","url":"https://github.com/LibreDarwin/CoreGraphics/blob/master/src/CoreGraphics.h"},{"label":"Apple-framework differential API parity harness","url":"https://github.com/LibreDarwin/CoreGraphics/blob/master/tests/api-parity.sh"},{"label":"Xcode target and macOS deployment settings","url":"https://github.com/LibreDarwin/CoreGraphics/blob/master/CoreGraphics.xcodeproj/project.pbxproj"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/LibreDarwin/CoreGraphics/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":956453,"C++":32801,"Shell":22422,"Makefile":7545},"source_url":"https://api.github.com/repos/LibreDarwin/CoreGraphics/languages","evidence":"GitHub's official Languages endpoint reports C as the largest tracked source total (956,453 bytes); the complete returned repository-wide byte breakdown is preserved. This is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"libredarwin-idetools-xcodebuild-clean-room-reimplementation","title":"LibreDarwin IDETools (xcodebuild and libxcodebuildLoader)","game":"Apple IDETools products: xcodebuild, libxcodebuildLoader, and xcindex-test","platform":"macOS; project documentation verifies against Xcode 26.4, build 2660. Support for other Xcode versions and non-macOS hosts is not claimed.","kind":"Reimplementation","status":"The latest source push is 2026-09-30; GitHub lists no releases. The project documents xcodebuild and libxcodebuildLoader as built, and xcindex-test as command-line built while the index service it drives remains out of reach. Its documented verification environment is macOS with Xcode 26.4/build 2660.","summary":"A BSD-3-Clause clean-room C reimplementation of products in Apple’s IDETools project: xcodebuild, libxcodebuildLoader, and xcindex-test. Its documented goal is behavioral parity with Apple’s tooling. The project reports that its xcodebuild can build its own project to a byte-identical result, while Apple’s original executable uses Objective-C and Swift and is not a byte-for-byte target.","project_url":"https://github.com/LibreDarwin/IDETools","updated":"2026-10-16","strategy":"The repository describes itself as a clean-room reimplementation and documents binary inspection, product identification, and behavior-parity work. The IDETools inventory identifies three Apple products and notes that the index service behind xcindex-test is not implemented. A self-build test demonstrates internal build consistency; byte-identity with Apple’s executable is explicitly out of reach.","language":"C","source_available":"Public C source under BSD-3-Clause; the repository includes Makefile/Xcode project build definitions, documentation, and test fixtures.","first_found":"2026-10-16","project_started":"2026-09-25","programming_language":"C","subtype":"Developer-tool and build-system tool reimplementation","target_type":"Software","sources":[{"label":"Repository description identifying the clean-room IDETools reimplementation","url":"https://github.com/LibreDarwin/IDETools"},{"label":"BSD 3-Clause license","url":"https://github.com/LibreDarwin/IDETools/blob/master/LICENSE"},{"label":"Product inventory, source methodology, status, and parity limitations","url":"https://github.com/LibreDarwin/IDETools/blob/master/docs/IDETools.md"},{"label":"Investigation findings and verified Xcode/macOS environment","url":"https://github.com/LibreDarwin/IDETools/blob/master/docs/DOCUMENTATION.md"},{"label":"C xcodebuild implementation","url":"https://github.com/LibreDarwin/IDETools/blob/master/src/xcodebuild/xcodebuild.c"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/LibreDarwin/IDETools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":526739,"Shell":110802,"Makefile":10818},"source_url":"https://api.github.com/repos/LibreDarwin/IDETools/languages","evidence":"GitHub's official Languages endpoint reports C as the largest tracked source total (526,739 bytes); the complete returned repository-wide byte breakdown is preserved. This is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"librelancer-freelancer","title":"Librelancer","game":"Freelancer (2003)","platform":"Original Freelancer installation → Windows and Linux; macOS pending maintainer","kind":"Reimplementation","status":"The official site says the engine is not yet capable of playing through Freelancer properly.","summary":"Cross-platform C#/OpenGL game-engine reimplementation of Freelancer, now maintained on Codeberg.","project_url":"https://codeberg.org/Librelancer/Librelancer","updated":"2026-10-16","strategy":"C#/OpenGL engine reimplementation","language":"","source_available":"Public source and compiled binaries; a Freelancer installation is required, with vanilla recommended.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Space-simulation game-engine reimplementation","target_type":"Game","sources":[{"label":"Current Codeberg README: target, implementation, supported platforms and data requirement","url":"https://codeberg.org/Librelancer/Librelancer"},{"label":"Maintainer’s migration announcement identifying Codeberg as the canonical repository","url":"https://librelancer.net/2026/10/10/moving-to-codeberg.html"},{"label":"Official project site: current play-through limitation","url":"https://librelancer.net/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":9261059,"C++":1886745,"C":747322,"HLSL":128344,"Lua":118802,"Python":28968,"CMake":11783,"PowerShell":3467,"Shell":3366,"HTML":562,"Nix":534,"Batchfile":91},"source_url":"https://codeberg.org/api/v1/repos/Librelancer/Librelancer/languages","evidence":"The official repository language endpoint reports 9,261,059 bytes of C# as the largest language total (76.0% of 12,191,043 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"librepods-windows-native-port","title":"LibrePods Windows Port","game":"LibrePods AirPods control software (Windows target)","platform":"LibrePods feature set → Windows 10 version 2004 or later / Windows 11 desktop; WPF app, Bluetooth LE, and experimental KMDF driver","kind":"Reimplementation","status":"The maintainer describes the Windows port as experimental. BLE scanning/parsing, AACP packet generation, native bridge probes, and loopback driver tests are documented; repeatable real-device AACP operation, a production-signed driver, and an installer remain unresolved. No GitHub releases are listed; latest source push was 2026-04-12.","summary":"A native Windows desktop implementation of LibrePods features, with a WPF application, C# packet logic, native Bluetooth bridge components, and an experimental Windows driver. The maintainer says real-device operation remains experimental.","project_url":"https://github.com/ivLis-Studio/librepods-windows","updated":"2026-10-16","strategy":"Windows-native WPF application and BLE/AACP implementation with native Bluetooth bridge and experimental KMDF driver","language":"","source_available":"Public source under GPL-3.0. The README documents an experimental test-signing driver; no release package or production-signed driver is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows desktop software port","target_type":"Software","sources":[{"label":"Maintainer README: scope, Windows requirements, implementation, current milestones, and remaining limitations","url":"https://github.com/ivLis-Studio/librepods-windows#readme"},{"label":"GPL-3.0 license","url":"https://github.com/ivLis-Studio/librepods-windows/blob/main/LICENSE"},{"label":"GitHub releases page; no releases were listed when checked 2026-10-16","url":"https://github.com/ivLis-Studio/librepods-windows/releases"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ivLis-Studio/librepods-windows"},{"label":"Official GitHub language byte totals (C++ is the largest repository-wide bucket; the README identifies C# packet logic)","url":"https://api.github.com/repos/ivLis-Studio/librepods-windows/languages"},{"label":"Current primary README","url":"https://github.com/ivLis-Studio/librepods-windows/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":65695,"C#":63450,"C":46369,"Batchfile":13190,"CMake":8388},"source_url":"https://api.github.com/repos/ivLis-Studio/librepods-windows/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"librespot-spotify-connect-protocol-implementation","title":"librespot (Spotify client library and Connect receiver)","game":"Spotify playback service and Spotify Connect client behavior","platform":"Linux, Windows, macOS, FreeBSD, and NetBSD builds; playback backends and packaging vary by platform.","kind":"Reimplementation","status":"Active; the latest tagged release is v0.8.0 (2025-11-10), and the repository received source updates through 2026-10-09. The project requires a Spotify Premium account and does not support Spotify's free-account limits or advertising behavior. The README does not pin a specific Spotify application or protocol version.","summary":"An open-source Spotify client library that can act as a Spotify Connect receiver and provide playback to different audio backends. The maintainers describe it as an alternative to Spotify's deprecated closed-source libspotify; this is a client/protocol implementation, not a reimplementation of Spotify's server or full graphical applications.","project_url":"https://github.com/librespot-org/librespot","updated":"2026-10-16","strategy":"Open client and Spotify Connect protocol implementation; no clean-room statement found in the reviewed upstream README.","language":"","source_available":"Public source under the MIT License.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Streaming-service client library and protocol receiver","target_type":"Software","sources":[{"label":"Maintainer README: Spotify Connect, target scope, Premium requirement, platforms, and license","url":"https://github.com/librespot-org/librespot/blob/dev/README.md"},{"label":"Latest tagged release v0.8.0 (published 2025-11-10)","url":"https://github.com/librespot-org/librespot/releases/tag/v0.8.0"},{"label":"MIT license","url":"https://github.com/librespot-org/librespot/blob/dev/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/librespot-org/librespot"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":984787,"Dockerfile":5440,"Python":3238,"Shell":2554},"source_url":"https://api.github.com/repos/librespot-org/librespot/languages","evidence":"GitHub's official repository Languages endpoint reports Rust as predominant (984,787 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emuscv-super-cassette-vision","title":"Libretro-EmuSCV","game":"Epoch/Yeno Super Cassette Vision emulation software","platform":"Epoch/Yeno Super Cassette Vision","kind":"Emulator","status":"Research branch V0, described by its maintainer as still under development and planned for a rewrite for V1. Changelog lists v0.15.20260921084155; GitLab activity is dated 2026-09-29.","summary":"A Libretro emulator core for the Epoch/Yeno Super Cassette Vision, including the Japanese Epoch, Epoch Lady, and French Yeno console variants.","project_url":"https://gitlab.com/MaaaX-EPOCH84/libretro-emuscv","updated":"2026-10-16","strategy":"Emulation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"System-specific Libretro emulator core; based on Takeda Toshiya's eSCV Win32 emulator.","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://gitlab.com/MaaaX-EPOCH84/libretro-emuscv/-/raw/master/readme.md"},{"label":"Maintainer changelog","url":"https://gitlab.com/MaaaX-EPOCH84/libretro-emuscv/-/raw/master/changelog.md"},{"label":"Core information metadata","url":"https://gitlab.com/MaaaX-EPOCH84/libretro-emuscv/-/raw/master/emuscv_libretro.info"},{"label":"Repository GPL license text","url":"https://gitlab.com/MaaaX-EPOCH84/libretro-emuscv/-/raw/master/licence.txt"},{"label":"GitLab repository metadata API","url":"https://gitlab.com/api/v4/projects/16943127"},{"label":"GitLab Languages API","url":"https://gitlab.com/api/v4/projects/16943127/languages"},{"label":"Libretro forum thread","url":"https://forums.libretro.com/t/emuscv-integration-to-libretro-ecosystem/39160"},{"label":"Maintainer source repository","url":"https://gitlab.com/MaaaX-EPOCH84/libretro-emuscv"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/16943127/languages","evidence":"GitLab Languages API exposes percentages, not byte totals; no exact GitHub Languages byte map. Language left blank.","verified_at":"2026-10-16","reason_unknown":"GitLab Languages API exposes percentages, not byte totals; no exact GitHub Languages byte map. Language left blank."}},{"id":"n64-libultra-matching-decomp","title":"libultra Nintendo 64 SDK Decompilation","game":"libultra (Nintendo 64 SDK system library)","platform":"Nintendo 64 SDK","kind":"Decompilation","status":"The repository description identifies a matching libultra decompilation; the public source tree has no README or declared completion state.","summary":"Public C source repository reconstructing libultra, the N64 system library.","project_url":"https://github.com/n64decomp/libreultra","updated":"2026-10-15","strategy":"Matching SDK library decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 libultra library","target_type":"Software","sources":[{"label":"Project repository description and public source tree (no README found)","url":"https://github.com/n64decomp/libreultra"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/n64decomp/libreultra"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1067357,"C++":96099,"Assembly":31309,"Makefile":9659,"Objective-C":7414},"source_url":"https://api.github.com/repos/n64decomp/libreultra/languages","evidence":"GitHub's official language endpoint for https://github.com/n64decomp/libreultra reports 1,067,357 bytes of C, the largest language total (88.1% of 1,211,838 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lifo-unix-like-browser-node-environment","title":"Lifo Unix-like browser and Node.js environment","game":"Unix-like shell, virtual filesystem and Node.js compatibility environment","platform":"Modern browsers: Chrome 110+, Firefox 110+, Safari 16.4+.; Also described for Node.js processes and serverless JavaScript runtimes.","kind":"Reimplementation","status":"The README describes a runnable terminal and package manager; the repository reports 424 commits and the API records a 2026-10-09 push. No GitHub release was listed. It is an OS-like browser/Node environment, not a replacement for a Linux kernel or host operating system.","summary":"A clean-room Unix-like environment written in TypeScript, where browser and JavaScript runtime APIs supply the kernel layer. It provides a bash-like shell, 60+ commands, a persistent virtual filesystem and a partial Node.js compatibility layer.","project_url":"https://github.com/lifo-sh/lifo","updated":"2026-10-16","strategy":"Operating-system reimplementation / compatibility environment","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Operating-system reimplementation / compatibility environment","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://github.com/lifo-sh/lifo/blob/main/README.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/lifo-sh/lifo"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/lifo-sh/lifo/languages"},{"label":"Repository license","url":"https://github.com/lifo-sh/lifo/blob/main/README.md#license"},{"label":"GitHub releases","url":"https://github.com/lifo-sh/lifo/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":2491381,"JavaScript":176758,"CSS":23187,"HTML":2330},"source_url":"https://api.github.com/repos/lifo-sh/lifo/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lightcraft-adobe-lightroom","title":"LightCraft (Adobe Lightroom reimplementation)","game":"Adobe Lightroom","platform":"macOS, Windows, Linux, and browser via WebAssembly","kind":"Reimplementation","status":"Alpha; the README describes the project as young and moving fast. Latest release v0.8.0 (2026-10-14).","summary":"A clean-room Rust photo library and RAW-development application for Lightroom-style photo-management and adjustment workflows.","project_url":"https://github.com/storytold/lightcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Adobe Lightroom photo-library and RAW-development workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Photo library and RAW developer","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/lightcraft"},{"label":"Project owner release v0.8.0","url":"https://github.com/storytold/lightcraft/releases/tag/v0.8.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":13486998,"WGSL":63171,"Shell":41896,"PowerShell":27303,"Python":15703,"Nix":12398,"HTML":2329,"JavaScript":649},"source_url":"https://api.github.com/repos/storytold/lightcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 13,486,998 bytes of Rust, the largest language total (98.8% of 13,650,447 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lightcraft-classic-adobe-lightroom-classic-fork","title":"LightCraft Classic (Adobe Lightroom Classic workflow fork)","game":"Adobe Lightroom Classic photo-library and RAW-development workflow","platform":"Native desktop applications for macOS, Windows, and Linux; the repository also builds a WebAssembly version for browsers, with WebGPU and Safari/Firefox testing still in progress.","kind":"Reimplementation","status":"Latest GitHub release found is v0.9.0, published 2026-10-16 and not marked as a prerelease; source activity continued through the same date. The README calls the application young and moving quickly, and its feature table marks many library, development, and output workflows as working while identifying raw-camera verification, HDR display coverage, and video as incomplete or in progress. The project is a fork of the already cataloged LightCraft app and should be understood as a distinct Lightroom Classic workflow product, not an independent clean-room effort.","summary":"A desktop photo library and RAW-development application that adapts the clean-room LightCraft engine to Adobe Lightroom Classic's one-catalog, seven-module workflow. The fork's README describes Library, Develop, Map, Book, Slideshow, Print, and Web modules, plus Classic-style panels and a filmstrip; it reports support for Lightroom Classic catalog import and separate local catalog persistence. It retains the upstream photo-processing core and adds fork-specific interface and workflow work, so it is a related implementation lineage rather than a separate reverse-engineering effort.","project_url":"https://github.com/emmertex/lightcraft-classic","updated":"2026-10-16","strategy":"Derivative fork of the clean-room LightCraft reimplementation; retains upstream core and extends it for Lightroom Classic workflows. The fork README documents regular upstream merges, so this is not an independent clean-room reverse-engineering project.","language":"","source_available":"Public source under MIT according to GitHub metadata and the repository README; the README says selected upstream crates retain Apache-2.0 notices and that upstream copyright notices are preserved.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Classic-style photo library, RAW developer, and print/publishing desktop application","target_type":"Software","sources":[{"label":"Official README: target workflow, fork relationship, feature scope, platform support, and current limits","url":"https://github.com/emmertex/lightcraft-classic"},{"label":"Latest GitHub release v0.9.0","url":"https://github.com/emmertex/lightcraft-classic/releases/tag/v0.9.0"},{"label":"Upstream LightCraft clean-room photo application","url":"https://github.com/storytold/lightcraft"},{"label":"Fork's MIT license and retained upstream notices","url":"https://github.com/emmertex/lightcraft-classic/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/emmertex/lightcraft-classic"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/emmertex/lightcraft-classic/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":19629137,"WGSL":68638,"Shell":47198,"PowerShell":29624,"Python":18984,"Nix":13436,"HTML":2204,"JavaScript":624},"source_url":"https://api.github.com/repos/emmertex/lightcraft-classic/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-namde-v-lighttouch-cross","title":"LightTouch Cross-Platform iOS Device Emulator","game":"Classic Apple mobile device firmware (iPhone 1–4, first iPad and iPod touch)","platform":"Linux and Windows desktop hosts; portable Swift core, UI port in progress","kind":"Emulator","status":"README explicitly labels the cross-platform port work in progress; portable core builds/tests on Linux and Windows CI; no published GitHub release was listed; source repository was last pushed 2026-10-16.","summary":"Cross-platform port of LightTouchMac that runs original Apple mobile-device firmware in an emulator. README reports that the portable core builds and tests on Linux and Windows CI; the desktop UI is still being rewritten.","project_url":"https://github.com/namde-v/lighttouch-cross","updated":"2026-10-16","strategy":"Mobile device firmware emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"Mobile device firmware emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/namde-v/lighttouch-cross"},{"label":"GitHub release history","url":"https://github.com/namde-v/lighttouch-cross/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/namde-v/lighttouch-cross/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/namde-v/lighttouch-cross"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":3905351,"C":73971},"source_url":"https://api.github.com/repos/namde-v/lighttouch-cross/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Swift is the largest bucket at 3,905,351 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"linea-mini-gicar-controller-firmware-reimplementation","title":"Linea Mini Controller (Replacement Touchscreen Firmware)","game":"La Marzocco Linea Mini stock control-panel behavior and GICAR serial protocol","platform":"ESP32-S3 deployed controller; an ESP32-C6 build environment is also defined","kind":"Reimplementation","status":"Release v0.55 was published 2026-10-04, and the README identifies the ESP32-S3 build as the maintained/deployed target. The project replaces the removable stock panel and communicates with the machine's GICAR control board. GitHub repository metadata reports no declared license; broader hardware compatibility is not established by the README.","summary":"An ESP32-S3 touchscreen controller and firmware that replaces the Linea Mini's stock control panel. It reimplements the GICAR serial protocol from captured factory-panel traffic and adds brew-by-weight, shot history, cleaning reminders, Home Assistant integration, and OTA updates. It does not replace the espresso machine's internal control-board firmware.","project_url":"https://github.com/Sc00bs110/linea-mini-controller","updated":"2026-10-16","strategy":"Independent controller firmware using a protocol reimplementation informed by captured factory-panel traffic","language":"","source_available":"Public repository source. No license is declared in GitHub repository metadata or the checked repository root; reuse terms are therefore unknown.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"ESP32 touchscreen appliance controller firmware","target_type":"Software","sources":[{"label":"Project README, hardware, GICAR protocol, and feature scope","url":"https://github.com/Sc00bs110/linea-mini-controller"},{"label":"v0.55 firmware release","url":"https://github.com/Sc00bs110/linea-mini-controller/releases/tag/v0.55"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/Sc00bs110/linea-mini-controller/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":320145,"C":122302,"HTML":20142,"OpenSCAD":13953,"Python":9622},"source_url":"https://api.github.com/repos/Sc00bs110/linea-mini-controller/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 320,145 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lineageos","title":"LineageOS","game":"Android-derived mobile OS","platform":"Phones and tablets with current device-specific LineageOS builds; exact model/codename, maintainer, Android version and support status are per device.","kind":"Reimplementation","status":"Active multi-repository Android distribution; the source manifest was updated 2026-10-14. There is no single global supported-device/version statement; support varies by device page and maintainer.","summary":"An open-source Android-based OS replacement for supported devices. Its source is spread across many repositories, while installation/build instructions and status are defined per device; some builds require proprietary vendor firmware or blobs.","project_url":"https://github.com/LineageOS/android","updated":"2026-10-16","strategy":"Android OS source reimplementation and device distribution","language":"","source_available":"Public multi-repository source; AOSP and component-specific licenses apply, and some devices require proprietary vendor binaries. The manifest repository is not itself a programming-language source tree.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Android device OS distribution","target_type":"Software","sources":[{"label":"LineageOS project source manifest","url":"https://github.com/LineageOS/android"},{"label":"Official device-support requirements","url":"https://github.com/LineageOS/charter/blob/main/device-support-requirements.md"},{"label":"Official LineageOS device wiki","url":"https://wiki.lineageos.org/devices/"},{"label":"Manifest repository language endpoint","url":"https://api.github.com/repos/LineageOS/android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/LineageOS/android/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"zelda-links-awakening-dx-disassembly","title":"Link's Awakening DX Disassembly","game":"The Legend of Zelda: Link's Awakening DX","platform":"Game Boy Color","kind":"Decompilation","status":"Complete byte-exact disassembly for listed revisions; ongoing documentation","summary":"ZLADX annotated disassembly supports ten build revisions according to its project progress report. Pure assembly disassembly.","project_url":"https://github.com/zladx/LADX-Disassembly","updated":"2026-09-25","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Assembly disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zladx/LADX-Disassembly"},{"label":"ZLADX progress report","url":"https://zladx.github.io/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zladx/LADX-Disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":11453325,"Python":237500,"Ruby":11216,"Makefile":7145,"Shell":3218},"source_url":"https://api.github.com/repos/zladx/LADX-Disassembly/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Assembly has the largest total (11,453,325 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"link-awakening-switch-recomp","title":"Link's Awakening Switch Recompilation","game":"The Legend of Zelda: Link's Awakening (Switch remake)","platform":"Nintendo Switch → macOS 15+ Apple Silicon (Metal/MetalFX); Windows 10+ x86-64 (AVX2, Vulkan 1.3); Linux x86-64 (Vulkan 1.3, AppImage); Linux aarch64 experimental, with the game untested on real hardware.","kind":"Recompilation","status":"Beta; latest release beta_4 was published 2026-10-15. The README still labels the project a beta and lists remaining gameplay and graphics issues; the release notes include current fixes and known limitations.","summary":"Static recompilation of the Nintendo Switch remake into native desktop applications. Setup generates and compiles the game locally from the user’s own legally obtained, extracted v1.0.0 game files; the repository and release builds include no Nintendo game files, game code, assets, or fonts. The project’s own code is MIT-licensed, while third-party components retain separate licenses. The README says the project was made almost exclusively with AI.","project_url":"https://github.com/peiikai/LASRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/peiikai/LASRecomp"},{"label":"Official project README: recompilation method, beta status, supported platforms, required game files, AI disclosure, and project license","url":"https://github.com/peiikai/LASRecomp/blob/main/README.md"},{"label":"Official beta_4 release notes (published 2026-10-15)","url":"https://github.com/peiikai/LASRecomp/releases/tag/beta_4"},{"label":"GitHub repository metadata API: push/archive state and license scanner field","url":"https://api.github.com/repos/peiikai/LASRecomp"},{"label":"GitHub latest commit listed for default branch (2026-10-15, 6244eb9d4d; activity evidence only)","url":"https://github.com/peiikai/LASRecomp/commit/6244eb9d4d3497094e21cac7dabe998ded1f2800"},{"label":"Official project code license (MIT text)","url":"https://github.com/peiikai/LASRecomp/blob/main/LICENSE"},{"label":"Official Linux README: Vulkan/AppImage and experimental aarch64 status","url":"https://github.com/peiikai/LASRecomp/blob/main/docs/linux.md"},{"label":"Official Windows build documentation: Windows requirements and Vulkan build","url":"https://github.com/peiikai/LASRecomp/blob/main/docs/BUILD-windows.md"},{"label":"GitHub Languages API: exact repository-wide byte counts rechecked 2026-10-16","url":"https://api.github.com/repos/peiikai/LASRecomp/languages"}],"media":[{"kind":"image","label":"Mabe Village in a 21:9 window; unlocked aspect ratio reveals more of the island","url":"https://raw.githubusercontent.com/peiikai/LASRecomp/main/docs/ultrawide.jpg","preview_url":"https://raw.githubusercontent.com/peiikai/LASRecomp/main/docs/ultrawide.jpg","source_url":"https://github.com/peiikai/LASRecomp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"LAS Recomp start screen for game-file setup, randomizer seed selection, and settings","url":"https://raw.githubusercontent.com/peiikai/LASRecomp/main/docs/start_screen.jpg","preview_url":"https://raw.githubusercontent.com/peiikai/LASRecomp/main/docs/start_screen.jpg","source_url":"https://github.com/peiikai/LASRecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1416361,"Python":629512,"Objective-C++":312503,"Objective-C":218347,"Shell":66454,"Makefile":18092,"C++":9258,"PowerShell":2398,"Dockerfile":1859},"source_url":"https://api.github.com/repos/peiikai/LASRecomp/languages","evidence":"GitHub’s official Languages API returned these exact repository-wide byte totals on 2026-10-16, after the repository's last push at 2026-10-16T02:14:04Z. C is the largest category (1,416,361 bytes) and the total across recognized languages is 2,674,784 bytes. The previous catalog map, verified 2026-10-15, has the same values; the fresh evidence date accounts for the subsequent repository push.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"linkle-liver-story-saturn-ru","title":"Linkle Liver Story Sega Saturn Russian Translation","game":"Linkle Liver Story","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s translation index lists Russian v1.0 dated 2019-01-20 as a completed release; no hardware test matrix is given on that index.","summary":"A Russian fan localization for the Sega Saturn RPG Linkle Liver Story, listed as a completed patch on the maintainer’s project index.","project_url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"Russian","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"links-awakening-dx-multiconsole-port","title":"Link’s Awakening DX Multi-console Port","game":"The Legend of Zelda: Link’s Awakening DX","platform":"Game Boy Color → Dreamcast, Wii, Nintendo 3DS, PlayStation 3, PlayStation 4, Xbox 360, Original Xbox","kind":"Recompilation","status":"The README reports PS3 title/gameplay in RPCS3, PS4 play on real hardware, 3DS gameplay in Azahar and on New 2DS XL, and Wii title/intro in Dolphin. Dreamcast boots the title on stock hardware but remains below full speed. The full-game Xbox 360 XEX builds but needs RGH/JTAG hardware validation; the Original Xbox XBE builds but currently hangs in xemu before rendering.","summary":"Static recompilation of Game Boy Color code to native C with console backends. The README documents playable PS4, PS3, 3DS and Wii builds, a below-full-speed Dreamcast title boot, an Xbox 360 build awaiting hardware validation, and an Original Xbox build that still hangs under xemu.","project_url":"https://github.com/sp00nznet/linksawakening-portable","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-console native builds","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/sp00nznet/linksawakening-portable"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sp00nznet/linksawakening-portable"},{"label":"Maintainer README: Xbox 360 XEX and Original Xbox XBE builds with target-specific validation status","url":"https://github.com/sp00nznet/linksawakening-portable#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":362719,"C++":283240,"Shell":46973,"CMake":20350,"Python":9674,"PowerShell":5211,"Makefile":1456,"HTML":1435},"source_url":"https://api.github.com/repos/sp00nznet/linksawakening-portable/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (362,719 bytes; 731,058 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"linux-atari-jaguar-port","title":"Linux on Atari Jaguar","game":"Linux kernel with BusyBox userspace","platform":"Linux kernel → Atari Jaguar (M68000, no MMU)","kind":"Reimplementation","status":"Maintainer’s 2026-07-05 report boots Linux 7.2.0-rc1+ on the Jaguar and reaches a basic BusyBox shell; the port includes serial boot output and a simple Tom graphics console, with severe memory and input constraints.","summary":"A uClinux/no-MMU, execute-in-place Linux port for Atari Jaguar hardware and emulation, with kernel and small userspace configuration.","project_url":"https://github.com/cakehonolulu/linux_ports/tree/atari/jaguar","updated":"2026-10-15","strategy":"Linux m68k board bring-up for Jaguar memory map, timers, console, and XIP boot","language":"","source_available":"Public kernel-port branch and maintainer boot notes; users need their own cross-toolchain/build setup.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Operating-system port","target_type":"Software","sources":[{"label":"Primary project page / README","url":"https://github.com/cakehonolulu/linux_ports/tree/atari/jaguar"},{"label":"Maintainer bring-up report and boot log","url":"https://cakehonolulu.github.io/linux-for-jaguar/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/cakehonolulu/linux_ports/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"linuxboot","title":"LinuxBoot","game":"Proprietary UEFI DXE firmware functions","platform":"Servers/platforms whose boot firmware can hand off to LinuxBoot; exact hardware and payload capabilities vary by platform integration.","kind":"Reimplementation","status":"Maintenance status unclear: repository is not archived, but the latest source update shown by GitHub is 2024-12-04 and no newer release was found.","summary":"A project to replace the UEFI DXE stage with Linux, reducing the traditional firmware stack while retaining earlier platform initialization. Compatibility depends on the server firmware and platform integration; the repository’s stated goal is not a guarantee for arbitrary hardware.","project_url":"https://github.com/linuxboot/linuxboot","updated":"2026-10-16","strategy":"Linux-based firmware-stage replacement","language":"","source_available":"Public GPL-2.0 source; project activity appears stale after 2024.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Linux-based UEFI DXE replacement","target_type":"Software","sources":[{"label":"LinuxBoot repository README and project goal","url":"https://github.com/linuxboot/linuxboot"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/linuxboot/linuxboot"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/linuxboot/linuxboot/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":144364,"Perl":35001,"Makefile":15315,"Shell":1074,"Go":783},"source_url":"https://api.github.com/repos/linuxboot/linuxboot/languages","evidence":"Official GitHub REST language endpoint reports C as largest.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lisa-the-painful-ps-vita-port","title":"LISA: The Painful PS Vita Port","game":"LISA: The Painful (Legacy Edition)","platform":"Windows RPG Maker VX Ace / RGSS3 → PlayStation Vita","kind":"Reimplementation","status":"Alpha 0.2 is reported playable from start to finish on real hardware. The maintainer has tested story progression, maps/events, battles, saves, audio, suspend/resume and long sessions; performance work continues.","summary":"A native PS Vita port of the Legacy Edition of LISA: The Painful, built around mkxp-z and RGSS3 with Vita-specific rendering, audio, memory and Ruby compatibility work. The Definitive Edition is not supported.","project_url":"https://github.com/Pinol0/LISA-Vita","updated":"2026-10-16","strategy":"Vita-specific native port of the mkxp-z/RGSS3 runtime; original game scripts run unchanged","language":"","source_available":"Public port source; the README excludes game assets and requires the user’s own Legacy Edition game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Alpha 0.2; Legacy Edition only","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Pinol0/LISA-Vita"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/Pinol0/LISA-Vita#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/Pinol0/LISA-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://api.github.com/repos/Pinol0/LISA-Vita","evidence":"The official GitHub repository metadata endpoint reports language='C++'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lisaem-apple-lisa","title":"LisaEm","game":"Apple Lisa Office System and other compatible Lisa software","platform":"Apple Lisa computer family","kind":"Emulator","status":"Public source project; current maintenance and compatibility status are unclear. The README identifies the source as LisaEm 1.2.7 RC4 dated 2022-04-01; the repository was last pushed 2024-07-24, and GitHub lists no formal releases as of 2026-10-15. Its build README includes Linux, Windows/Cygwin, and macOS instructions but no current host-support matrix.","summary":"wxWidgets-based Apple Lisa emulator with Lisa disk-image and filesystem tools. Public source is available, but LICENSE.txt conflicts between GPL V2 and GPL version 3 for author-written/program code; third-party components retain their own licenses. Current release cadence and supported host matrix are not documented.","project_url":"https://github.com/rayarachelian/lisaem","updated":"2024-07-24","strategy":"Apple Lisa hardware emulation with a wxWidgets desktop interface","language":"","source_available":"Public source repository. LICENSE.txt is internally inconsistent: it labels author-written code GNU GPL V2, then states that the program is under GPL version 3; it also says third-party code follows its own licenses. GitHub reports no SPDX-identified repository license, so one GPL version cannot be assigned confidently.","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Personal-computer/workstation emulator","target_type":"Software","sources":[{"label":"Maintainer README: emulator scope, source version, build notes, and GPL-3.0 terms","url":"https://github.com/rayarachelian/lisaem/blob/master/README.md"},{"label":"Maintainer change history","url":"https://github.com/rayarachelian/lisaem/blob/master/ChangeLog"},{"label":"GitHub repository metadata: last push and source language","url":"https://api.github.com/repos/rayarachelian/lisaem"},{"label":"GitHub releases endpoint; no formal releases listed when checked 2026-10-15","url":"https://api.github.com/repos/rayarachelian/lisaem/releases?per_page=1"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/rayarachelian/lisaem/languages"},{"label":"Maintainer LICENSE.txt: conflicting GPL V2 and GPL version 3 wording, plus separate third-party licenses","url":"https://github.com/rayarachelian/lisaem/blob/master/LICENSE.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4087015,"C++":1293076,"Shell":140877,"Makefile":7474,"Logos":5162,"Batchfile":3831,"Assembly":2285},"source_url":"https://api.github.com/repos/rayarachelian/lisaem/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (4,087,015 bytes; 5,539,720 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lba2-classic-android","title":"Little Big Adventure 2 Classic Community mobile port","game":"Little Big Adventure 2","platform":"Windows PC → Android/Android TV","kind":"Reimplementation","status":"Community-maintained source port with Android and Android TV packaging; v0.13.0 changelog and current build documentation are available. Players supply original game data.","summary":"Community-maintained C++ source port of the original Little Big Adventure 2 engine with Android builds. The project does not bundle the game's data files.","project_url":"https://github.com/LBALab/lba2-classic-community","updated":"2026-10-15","strategy":"Native source port","language":"","source_available":"Public source repository (GPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android and Android TV builds","target_type":"Game","sources":[{"label":"Project repository and Android packaging","url":"https://github.com/LBALab/lba2-classic-community"},{"label":"Project changelog","url":"https://github.com/LBALab/lba2-classic-community/blob/main/CHANGELOG.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/LBALab/lba2-classic-community"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6200977,"Assembly":1306098,"C":1202690,"Shell":662192,"Python":474994,"CMake":170742,"Pawn":6246,"Java":5724,"Makefile":5038},"source_url":"https://api.github.com/repos/LBALab/lba2-classic-community/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C++ has the largest listed count (6,200,977 bytes; 10,034,701 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"little-big-adventure-2-dreamcast-port","title":"Little Big Adventure 2 Dreamcast Port","game":"Little Big Adventure 2 / Twinsen’s Odyssey","platform":"Original PC game → Sega Dreamcast (KallistiOS)","kind":"Reimplementation","status":"V0.9 alpha. README-DC validates the opening and first-island transitions in Flycast; a real Dreamcast boot blocker remains under UART diagnosis. This is a source port of the community LBA2 Classic engine, not a decompilation of the Saturn/Dreamcast binary.","summary":"Port of the community-maintained LBA2 Classic engine to Dreamcast using KallistiOS.","project_url":"https://github.com/vs-sr-dev/dc-lba2","updated":"2026-10-16","strategy":"Port of the community-maintained LBA2 Classic engine to Dreamcast using KallistiOS.","language":"","source_available":"Public source; users provide a compatible original game installation/data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native Dreamcast source port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/vs-sr-dev/dc-lba2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4144025,"Assembly":1306098,"C":875354,"CMake":94522,"Shell":28083,"PowerShell":16146,"Makefile":1583,"Python":1525},"source_url":"https://api.github.com/repos/vs-sr-dev/dc-lba2/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"little-big-adventure-nintendo-ds-port","title":"Little Big Adventure Nintendo DS Port","game":"Little Big Adventure","platform":"DOS/Windows PC → Nintendo DS","kind":"Reimplementation","status":"The maintainer reports one complete playthrough in melonDS. Real-hardware testing on a 3DS in DS mode covered the opening hours at 50 FPS; original DS and DSi hardware are untested, and crashes remain possible.","summary":"Nintendo DS port of the GPL-released 1994 game engine. It supports original DOS game data, voices, streamed music, saves, five text languages, and a touch-screen panel; the repository includes a DS ROM build target.","project_url":"https://github.com/vs-sr-dev/ds-lba","updated":"2026-10-15","strategy":"Native source port from the GPL engine release","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS","target_type":"Game","sources":[{"label":"Project README with build, emulator, and hardware status","url":"https://github.com/vs-sr-dev/ds-lba"},{"label":"Maintainer development log","url":"https://github.com/vs-sr-dev/ds-lba/blob/master/DEVLOG.md"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/vs-sr-dev/ds-lba/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1144269,"Makefile":21546,"Shell":9379,"C++":1515},"source_url":"https://api.github.com/repos/vs-sr-dev/ds-lba/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C is the largest category (1144269 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-cd-mega-cd-static-recompilation-carlosrmz009","title":"Little Planet (Sonic CD Mega-CD Recompilation)","game":"Sonic CD (Japanese Mega-CD/Sega CD release G-6021)","platform":"Japanese Mega-CD/Sega CD → Windows x64, macOS, Linux x86-64 and Linux ARM64","kind":"Recompilation","status":"Release v1.0 was published 2026-10-11. The maintainer reports a byte-identical reassembly of all game code and a static recompiler that emits C used by the runtime, checked frame-by-frame against the interpreter. The Japanese G-6021 data track is the tested release; other supported-format disc images may boot but are not qualified. The user supplies the disc image.","summary":"A native multi-platform Sonic CD runtime and static recompilation of the Japanese Mega-CD/Sega CD release. It includes a custom console runtime, byte-matching disassembly, a C-emitting static recompiler, and presentation options; game data is not included.","project_url":"https://github.com/carlosrmz009/littleplanet","updated":"2026-10-16","strategy":"Static recompilation of the disassembled Mega-CD game code to C, with execution through a custom Mega-CD runtime and frame-by-frame interpreter comparison","language":"","source_available":"Public repository. MIT applies to project runtime/tools/installer; the disassembly is not covered by the MIT license and third-party code retains its own notices. User-provided Sonic CD disc image is required; no disc image is distributed.","first_found":"2026-10-16","project_started":"2026-10-11","programming_language":"Assembly","subtype":"Mega-CD static recompilation and native PC runtime","target_type":"Game","sources":[{"label":"Maintainer README: static recompilation method, tested G-6021 release, host platforms and disc requirement","url":"https://github.com/carlosrmz009/littleplanet/blob/master/README.md"},{"label":"Release v1.0 (2026-10-11)","url":"https://github.com/carlosrmz009/littleplanet/releases/tag/1.0"},{"label":"Maintainer license and game-content notice","url":"https://github.com/carlosrmz009/littleplanet/blob/master/LICENSE"}],"media":[{"kind":"image","label":"Stardust Speedway screenshot from Little Planet README","url":"https://raw.githubusercontent.com/carlosrmz009/littleplanet/master/res/screens/game.png","preview_url":"https://raw.githubusercontent.com/carlosrmz009/littleplanet/master/res/screens/game.png","source_url":"https://github.com/carlosrmz009/littleplanet/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":12537849,"C":410546,"Python":68073,"Shell":16660,"Batchfile":2906,"Objective-C":2348,"C++":2069},"source_url":"https://api.github.com/repos/carlosrmz009/littleplanet/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 12,537,849 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"livly-garden-nds-decomp","title":"Livly Garden (Nintendo DS Japan) Decompilation","game":"Livly Garden (Nintendo DS Japan)","platform":"Nintendo DS (Japan build, product code BLIJ)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 1024/9013 functions matched (3.48% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Livly Garden (Nintendo DS Japan), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/livly-garden-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/livly-garden-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/livly-garden-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":480117,"Python":326132},"source_url":"https://api.github.com/repos/liolu/livly-garden-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lock-n-chase-game-boy-portuguese","title":"Lock 'n' Chase Portuguese Translation","game":"Lock 'n' Chase","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Lock 'n' Chase on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/lock-n-chase-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/lock-n-chase-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/lock-n-chase-portuguese-translation-game-boy","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"locoroco-2-psp-purun-recomp","title":"LocoRoco 2 PSP Static Recompilation (Purun)","game":"LocoRoco 2 (European PSP release, UCES-01059)","platform":"PlayStation Portable (European UCES-01059) → native desktop application (macOS Apple Silicon tested; Linux and Windows builds not tested; Android startup/gameplay unverified)","kind":"Recompilation","status":"Work in progress. The maintainer reports that the recompiled game boots, plays through the first level, saves, and continues at the second level after restarting, at 60 fps on Apple Silicon macOS. Nothing beyond the start of level two has been played through. Linux and Windows have not been tried; Android device startup/gameplay is explicitly unverified.","summary":"A native C++ port of the PSP game's Allegrex code using static recompilation and the PortableKit PSP system/runtime reimplementation. The repository accepts only the European UCES-01059 disc image; the game image and original assets are not distributed.","project_url":"https://github.com/TeamGDB/Purun","updated":"2026-10-16","strategy":"Static PSP Allegrex recompilation to C++ with PortableKit's PSP system/runtime reimplementation and Vulkan rendering","language":"","source_available":"Public source; Purun's own code is MIT licensed. The generated game code, executable, disc image, and original assets are not included. Building or playing requires the user's own European UCES-01059 disc image; PortableKit and third-party components retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PSP static-recompilation native port","target_type":"Game","sources":[{"label":"Maintainer README: supported disc, implementation, gameplay status, and tested platforms","url":"https://github.com/TeamGDB/Purun#status"},{"label":"Maintainer README: legal and source-license scope","url":"https://github.com/TeamGDB/Purun#legal-disclaimer"},{"label":"Purun source license (MIT)","url":"https://github.com/TeamGDB/Purun/blob/main/LICENSE"},{"label":"GitHub repository metadata: creation and last-push timestamps","url":"https://api.github.com/repos/TeamGDB/Purun"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/TeamGDB/Purun/languages"},{"label":"Current primary README","url":"https://github.com/TeamGDB/Purun/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7510,"Shell":5861,"CMake":336},"source_url":"https://api.github.com/repos/TeamGDB/Purun/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"logitech-g102-g203-lightsync-clean-room-firmware","title":"Logitech G102/G203 LIGHTSYNC clean-room firmware","game":"Logitech G102/G203 LIGHTSYNC mouse firmware and peripheral behavior","platform":"Logitech G102/G203 LIGHTSYNC hardware with STM32F072CB MCU; PlatformIO build, ST-Link/OpenOCD for initial flash, USB DFU for updates","kind":"Reimplementation","status":"The README marks USB HID, wheel encoder, sensor motion/DPI, RGB lighting, and USB DFU as working; several features remain incomplete. GitHub reports the latest source push on 2026-04-18 and no GitHub releases. Initial replacement requires unlocking RDP, which the README warns mass-erases the stock firmware.","summary":"A from-scratch firmware and DFU bootloader replacement for the Logitech G102 LIGHTSYNC and G203, implementing USB mouse input, scroll-wheel decoding, the optical sensor, RGB lighting, and USB firmware updates on the STM32F072CB. The sensor protocol is empirically reconstructed; this is firmware reconstruction from hardware observation rather than a decompilation of the stock firmware.","project_url":"https://github.com/TheB1t/g102-custom-fw","updated":"2026-10-16","strategy":"The README says the implementation was written from scratch on libopencm3. The sensor register map and initialization sequence are based on logic-analyzer captures of stock sensor-bus traffic, Raspberry Pi SPI probing, and live register dumps. It explicitly says that no stock firmware binary was dumped, decompiled, or included; captured transactions and observed SROM payload are disclosed as such.","language":"C++","source_available":"Public source; the project identifies its original code as MIT-licensed. The README distinguishes captured sensor-bus traces/payload from stock firmware code and says no stock firmware binary is included. libopencm3 is a separately licensed dependency.","first_found":"2026-10-16","project_started":"2026-04-18","programming_language":"C++","subtype":"Mouse peripheral firmware replacement","target_type":"Software","sources":[{"label":"Project README: implementation status, hardware, build/flash method, one-way stock erase warning, and legal/source statement","url":"https://github.com/TheB1t/g102-custom-fw/blob/master/README.md"},{"label":"MIT license file","url":"https://github.com/TheB1t/g102-custom-fw/blob/master/LICENSE.md"},{"label":"Empirically reconstructed sensor register map and protocol","url":"https://github.com/TheB1t/g102-custom-fw/blob/master/docs/SENSOR_1855.md"},{"label":"Board and MCU reference","url":"https://github.com/TheB1t/g102-custom-fw/blob/master/docs/G102_BOARD.md"},{"label":"GitHub repository metadata, including latest push, fork state, and license classifier","url":"https://api.github.com/repos/TheB1t/g102-custom-fw"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/TheB1t/g102-custom-fw/languages"},{"label":"GitHub releases API (empty response)","url":"https://api.github.com/repos/TheB1t/g102-custom-fw/releases"}],"media":[{"kind":"image","label":"G102 PCB, top side","url":"https://raw.githubusercontent.com/TheB1t/g102-custom-fw/master/docs/images/pcb_top.jpg","preview_url":"https://raw.githubusercontent.com/TheB1t/g102-custom-fw/master/docs/images/pcb_top.jpg","source_url":"https://github.com/TheB1t/g102-custom-fw/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":51956,"C":41628,"Python":18677,"Linker Script":1639,"Shell":781},"source_url":"https://api.github.com/repos/TheB1t/g102-custom-fw/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total (51,956 bytes); the complete returned repository-wide byte breakdown is preserved. This is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lollipop-chainsaw-xbox360-recomp","title":"Lollipop Chainsaw Recompiled (Re-Cherry)","game":"Lollipop Chainsaw","platform":"Xbox 360 → Windows / Linux","kind":"Recompilation","status":"Release tag exists; README provides ReXGlue code-generation and Windows/Linux build instructions, but does not describe gameplay completion.","summary":"Title-specific static recompilation using ReXGlue SDK.","project_url":"https://github.com/MaxDeadBear/Re-Cherry","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/MaxDeadBear/Re-Cherry#readme"},{"label":"Latest project release (release)","url":"https://github.com/MaxDeadBear/Re-Cherry/releases/tag/release"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/MaxDeadBear/Re-Cherry/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/MaxDeadBear/Re-Cherry"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12555,"CMake":599,"C":108},"source_url":"https://api.github.com/repos/MaxDeadBear/Re-Cherry/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lombyte-ratchet-clank-ps2-decomp","title":"Lombyte — Ratchet & Clank PS2 Decompilation","game":"Ratchet & Clank","platform":"PlayStation 2 (NTSC-U, SCUS_971.99)","kind":"Decompilation","status":"Work in progress. The README identifies the NTSC-U SCUS_971.99 build and describes ongoing byte-matching decompilation; no playable native port or complete decompilation is claimed. The project lists a native Rust port as a long-term goal.","summary":"C source reconstruction of the original PS2 executable, with function and data matching checked against the USA retail build. The repository contains project source rather than the game executable or assets; users need their own game data.","project_url":"https://github.com/lombyte-project/Lombyte","updated":"2026-10-15","strategy":"Matching decompilation of the original PS2 executable","language":"","source_available":"Public source repository; user-supplied original PS2 game data required; game files are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 game decompilation; native Rust port is a stated long-term goal","target_type":"Game","sources":[{"label":"Project README and target-disc notes","url":"https://github.com/lombyte-project/Lombyte"},{"label":"GitHub repository language metadata","url":"https://api.github.com/repos/lombyte-project/Lombyte"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16176880,"Python":646791,"Shell":30930,"Makefile":2127,"PHP":258},"source_url":"https://api.github.com/repos/lombyte-project/Lombyte/languages","evidence":"GitHub's official repository Languages endpoint reports C as the largest language total for this repository.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"loom-arr-stack-media-management-reimplementation","title":"Loom (Radarr/Sonarr/Prowlarr-compatible media automation)","game":"Radarr, Sonarr, and Prowlarr self-hosted media-management workflows","platform":"Self-hosted Go service and multi-architecture containers","kind":"Reimplementation","status":"Alpha; latest GitHub release found is v0.2.4 (2026-07-24), with source changes through 2026-10-14. The project roadmap says the search-to-download-to-import pipeline and Radarr/Sonarr/Prowlarr compatibility shims have shipped, while plugin SDK, hardening, performance work, and 1.0 remain open.","summary":"A from-scratch, unified replacement for the Radarr/Sonarr/Prowlarr self-hosted media-management stack. Loom combines movie and series libraries, indexer search, download and import workflows in a Go service, and documents migration from existing arr databases and API compatibility for common client integrations.","project_url":"https://github.com/Ebenderooock/loom","updated":"2026-10-16","strategy":"Ground-up Go rewrite with documented wire-compatibility shims, SQLite/PostgreSQL storage, and migration tooling for existing Radarr/Sonarr/Prowlarr databases.","language":"","source_available":"Public AGPL-3.0 source repository and release artifacts.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Self-hosted media management and automation server","target_type":"Software","sources":[{"label":"README with architecture and alpha status","url":"https://github.com/Ebenderooock/loom"},{"label":"Roadmap and shipped compatibility/migration work","url":"https://github.com/Ebenderooock/loom/blob/main/ROADMAP.md"},{"label":"Latest v0.2.4 release","url":"https://github.com/Ebenderooock/loom/releases/tag/v0.2.4"},{"label":"Repository license","url":"https://github.com/Ebenderooock/loom/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":3761877,"TypeScript":1671219,"JavaScript":61915,"Shell":15112,"CSS":8048,"Makefile":6415,"Dockerfile":2078,"Go Template":1581,"HTML":408,"SuperCollider":86},"source_url":"https://api.github.com/repos/Ebenderooock/loom/languages","evidence":"GitHub's official Languages endpoint reports Go as the largest language total (3,761,877 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lord-monarch-sfc-en","title":"Lord Monarch Super Famicom English Translation","game":"Lord Monarch","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Complete English v1.0 released 2026-10-15. The entry says all text and graphics were translated by hand; the patch also clarifies a misleading menu label and fixes an original palette bug.","summary":"Complete fan localization of Epoch’s 1992 Super Famicom adaptation of Falcom’s real-time strategy game. The patch covers menus, scenarios and graphics, including the console-specific map editor and interface.","project_url":"https://www.romhacking.net/translations/7849/","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"Romhacking.net provides the translation patch; no full game image is included. Apply to the user-owned Japanese Super Famicom ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Romhacking.net project entry: v1.0, date, full coverage, handmade localization and exact source-ROM hash","url":"https://www.romhacking.net/translations/7849/"},{"label":"Release coverage confirming free patch and 1992 Super Famicom target","url":"https://pantspantsrevolution.com/falcom-s-lord-monarch-now-has-a-complete-snes-english-patch/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhacking.net/translations/7849/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"lord-of-mysteries-bilibili-en","title":"Lord of Mysteries Bilibili PC English Patch","game":"Lord of Mysteries","platform":"Windows PC / Bilibili client","kind":"Fan Localization","status":"Public latest v1.0.2 installer ZIP release dated 2026-08-23; package supports game build 1.2018737.2044036 per README/release.","summary":"English localization installer for a Bilibili PC build. The installer validates game version/checksums, backs up files and refuses unsupported builds; the README excludes image/video text and warns updates may require a new patch.","project_url":"https://github.com/quirinklr/Lord-Of-Mysteries-Translation","updated":"2026-10-16","strategy":"Version-checked file replacement / installer","language":"English","source_available":"Public ZIP installer release; no game data or full executable included.","first_found":"2026-10-16","project_started":null,"programming_language":"Lua","subtype":"Windows fan localization installer","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/quirinklr/Lord-Of-Mysteries-Translation"},{"label":"Patch download/release page","url":"https://github.com/quirinklr/Lord-Of-Mysteries-Translation/releases/tag/v1.0.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":15187435,"Python":65339,"PowerShell":36983,"C#":1927,"Batchfile":476},"source_url":"https://api.github.com/repos/quirinklr/Lord-Of-Mysteries-Translation/languages","evidence":"Exact GitHub Languages API map: {\"Batchfile\": 476, \"C#\": 1927, \"Lua\": 15187435, \"PowerShell\": 36983, \"Python\": 65339}. Staged value Lua identifies the project's measured source/tooling language and is distinct from translation direction Simplified Chinese → English.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ipod-click-wheel-lost-recomp","title":"Lost iPod Click Wheel Recompilation","game":"Lost","platform":"Apple iPod Click Wheel → Windows, macOS, Linux","kind":"Recompilation","status":"Playable on the listed host platforms; v1.0.1 (2026-09-06). Mini Golf is furthest along and is the only title with no machine-translated code remaining; the other five still use generated translations.","summary":"One of six recovered iPod Click Wheel games translated from iPod ARM code into C++ for modern platforms. Each game requires its own decrypted user-owned files.","project_url":"https://github.com/DogParty/iPodClickWheelRecomps","updated":"2026-10-15","strategy":"ARM binary translation and recompilation into C++ with a shared native runtime.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Arm binary translation and recompilation into c++ with a shared native runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/DogParty/iPodClickWheelRecomps"},{"label":"Verified release or build","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases/tag/v1.0.1"},{"label":"Project owner releases","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8188243,"C++":3129094,"Python":383662,"Shell":165212,"Objective-C++":151711,"CMake":147684,"HTML":26147,"Java":2078},"source_url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 8,188,243 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lost-judgment-steam-th","title":"Lost Judgment Steam Thai Translation Mod","game":"Lost Judgment","platform":"PC (Steam; Windows)","kind":"Fan Localization","status":"Thai v1.1.0 release published 2026-10-06. The repository restricts support to the Steam PC version; the mod replaces the in-game English text slot and includes Thai word segmentation via PyThaiNLP.","summary":"Thai fan-localization mod for the PC edition of Lost Judgment. The release is a ZIP installer with an install script that detects the Steam game; the user supplies the purchased game.","project_url":"https://github.com/bignutchanon/lost-judgment-thai","updated":"2026-10-06","strategy":"Fan translation patch","language":"Thai","source_available":"GitHub release provides a ZIP mod installer, not the game. Requires the user’s Steam copy; the mod replaces the English text language slot.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC fan localization mod","target_type":"Game","sources":[{"label":"Maintainer README (Thai/English): supported Steam build, v1.1.0 install instructions, English-slot replacement and Thai text handling","url":"https://github.com/bignutchanon/lost-judgment-thai"},{"label":"v1.1.0 mod release","url":"https://github.com/bignutchanon/lost-judgment-thai/releases/tag/v1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/bignutchanon/lost-judgment-thai/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"lost-odyssey-hd-remaster-recomp","title":"Lost Odyssey HD Remaster Recompilation (faligame)","game":"Lost Odyssey","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"v0.2.0 test build. README labels it playable with many known bugs and documents high-resolution rendering, 60 FPS, disc handling, texture packs, and language options; it does not claim a full completion run. This is a separate implementation from the existing freefrank/LostOdysseyRecomp entry.","summary":"An independent Lost Odyssey static recompilation/remaster project for native Windows, with D3D12/Vulkan rendering options and user-provided multi-disc game data. The repository describes a test build, not a completed or compatibility-certified remaster.","project_url":"https://github.com/faligame/lost-odyssey-hd-remaster","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation into a native Windows program with HD rendering/remaster features","language":"","source_available":"Public MIT source and v0.2.0 test release; requires the user's own four game discs. Game code/assets are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Independent Windows static recompilation/remaster project","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/faligame/lost-odyssey-hd-remaster#readme"},{"label":"Latest test build and maintainer status","url":"https://github.com/faligame/lost-odyssey-hd-remaster/releases/tag/v0.2.0"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/faligame/lost-odyssey-hd-remaster/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20441377,"C++":5409218,"Python":206805,"HLSL":45084,"CMake":17023,"PowerShell":13501,"GLSL":7119,"Batchfile":5887,"Standard ML":128},"source_url":"https://api.github.com/repos/faligame/lost-odyssey-hd-remaster/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/faligame/lost-odyssey-hd-remaster reports 20,441,377 bytes of C, the largest language total (78.2% of 26,146,142 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lost-odyssey-recomp","title":"Lost Odyssey Recomp","game":"Lost Odyssey","platform":"Xbox 360 → Windows, Linux, macOS, Android","kind":"Recompilation","status":"v0.9.65 was published on 2026-10-15 UTC. The README offers Windows x64, Linux x64 (AppImage/Flatpak), macOS arm64 and Android arm64 packages; Android requires Android 8+ with Vulkan and supports touch controls. Users import disc images or extracted folders for all four discs and DLC. No named Android device or full-campaign completion result is stated.","summary":"Xbox 360 static recompilation with a native Android app and four-disc/DLC importer. Users supply their own compatible game set (USA/Europe or Asian multilingual) and select/import discs; no game data ships in the APK.","project_url":"https://github.com/freefrank/LostOdysseyRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation with Android target","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, APK, controls and disc import / Project README and installation guide","url":"https://github.com/freefrank/LostOdysseyRecomp"},{"label":"v0.9.65 release notes","url":"https://github.com/freefrank/LostOdysseyRecomp/releases/tag/v0.9.65"},{"label":"Community release lead","url":"https://www.dsogaming.com/news/unofficial-pc-version-of-xbox-360-classic-lost-odyssey-released/"},{"label":"Maintainer releases","url":"https://github.com/freefrank/LostOdysseyRecomp/releases"},{"label":"Maintainer Android installation guide","url":"https://github.com/freefrank/LostOdysseyRecomp/blob/main/docs/INSTALLING.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/freefrank/LostOdysseyRecomp"}],"media":[{"kind":"image","label":"Kaim attacking with the Ring timing interface","url":"https://raw.githubusercontent.com/freefrank/LostOdysseyRecomp/HEAD/docs/images/ring-battle.png","preview_url":"https://raw.githubusercontent.com/freefrank/LostOdysseyRecomp/HEAD/docs/images/ring-battle.png","source_url":"https://github.com/freefrank/LostOdysseyRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Exploring the industrial city","url":"https://raw.githubusercontent.com/freefrank/LostOdysseyRecomp/HEAD/docs/images/city-exploration.png","preview_url":"https://raw.githubusercontent.com/freefrank/LostOdysseyRecomp/HEAD/docs/images/city-exploration.png","source_url":"https://github.com/freefrank/LostOdysseyRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Lost Odyssey title screen — Press START","url":"https://raw.githubusercontent.com/freefrank/LostOdysseyRecomp/HEAD/docs/images/title-screen.png","preview_url":"https://raw.githubusercontent.com/freefrank/LostOdysseyRecomp/HEAD/docs/images/title-screen.png","source_url":"https://github.com/freefrank/LostOdysseyRecomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Lost Odyssey Recomp releases","url":"https://github.com/freefrank/LostOdysseyRecomp/releases/latest","source_url":"https://github.com/freefrank/LostOdysseyRecomp","notes":"README links the latest release."},{"kind":"docs","label":"Lost Odyssey Recomp installation guide","url":"https://github.com/freefrank/LostOdysseyRecomp/blob/main/docs/INSTALLING.md","source_url":"https://github.com/freefrank/LostOdysseyRecomp","notes":"README links the installation guide."},{"kind":"docs","label":"Lost Odyssey Recomp modding guide","url":"https://github.com/freefrank/LostOdysseyRecomp/blob/main/docs/wiki/Modding.md","source_url":"https://github.com/freefrank/LostOdysseyRecomp","notes":"README links the modding guide."},{"kind":"tools","label":"Lost Odyssey Recomp developer tools","url":"https://github.com/freefrank/LostOdysseyRecomp/blob/main/tools/README.md","source_url":"https://github.com/freefrank/LostOdysseyRecomp","notes":"README links the developer tools overview."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":34816444,"Python":1411379,"Java":261668,"CMake":193516,"PowerShell":52816,"Shell":28652,"Objective-C++":16130,"JavaScript":13570,"HTML":11793,"Batchfile":10737,"C":1500,"HLSL":1126},"source_url":"https://api.github.com/repos/freefrank/LostOdysseyRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (34,816,444 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lotus-123elf-linux-port","title":"Lotus 1-2-3 for Linux (123elf)","game":"Lotus 1-2-3 Release 3 for UNIX","platform":"System V UNIX i386 COFF → Linux i386 ELF","kind":"Recompilation","status":"The maintainer describes the Linux port as usable. XTerm-compatible keyboard mapping is marked working, graphs are partially working, printing to a file works while printing to lpr is still in progress, and STEP-mode display/i18n limitations remain. The latest listed release is v1.0.0rc4 (2023-03-28); the maintainer recommends building from source for later fixes. Original Lotus 1-2-3 UNIX files are required.","summary":"Native Linux port of Lotus 1-2-3 Release 3 that converts the original System V COFF objects to ELF and supplies Linux ABI/system-call wrappers. This is binary-level portability work rather than recovery of high-level source; the original Lotus UNIX distribution is required for the build.","project_url":"https://github.com/taviso/123elf","updated":"2026-10-15","strategy":"COFF-to-ELF object conversion with Linux ABI and system-call wrappers","language":"","source_available":"Public porting tools and source repository; original application files required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Spreadsheet application binary port","target_type":"Software","sources":[{"label":"Maintainer README: Lotus Release 3 target, COFF-to-ELF approach, required original files, and current bug list","url":"https://github.com/taviso/123elf"},{"label":"Maintainer technical write-up: COFF-to-ELF conversion, relocations, and ABI work","url":"https://lock.cmpxchg8b.com/linux123.html"},{"label":"Maintainer release page: v1.0.0rc4 date and release notes","url":"https://github.com/taviso/123elf/releases"},{"label":"Latest listed release, v1.0.0rc4","url":"https://github.com/taviso/123elf/releases/tag/v1.0.0rc4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":277197,"Shell":34594,"Assembly":5585,"Makefile":5197},"source_url":"https://api.github.com/repos/taviso/123elf/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/taviso/123elf reports 277,197 bytes of C, the largest language total (85.9% of 322,573 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"love-quest-sfc-en","title":"Love Quest English Translation","game":"Love Quest","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Beta v1.1.3 (Romhacking.net release listing dated 2026-10-14; project description identifies the build as v1.1.3-beta). The full script is translated, but the maintainer lists remaining screen checks and proofreading gaps.","summary":"Japanese-to-English patch for Tokuma Shoten’s Japan-only comedy adventure. The project reports dialogue, narration, menus, shops, battle text, songs, location labels and signs translated, with new English pixel-art signage and typography fixes.","project_url":"https://www.romhacking.net/translations/7825/","updated":"2026-10-14","strategy":"Fan translation patch","language":"English","source_available":"Romhacking.net provides a BPS patch only; apply it to the user-owned, headerless Japanese Love Quest ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Romhacking.net project entry: beta version, release date, coverage, patch instructions, ROM checksum and test limitations","url":"https://www.romhacking.net/translations/7825/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhacking.net/translations/7825/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"lsd-dream-emulator-decomp","title":"LSD: Dream Emulator Decompilation","game":"LSD: Dream Emulator","platform":"PlayStation","kind":"Decompilation","status":"In progress; the README reports 194,212 of 199,912 game-function bytes matched in C (97.15%) and documents a helper for launching the matching build. SDK/startup code is outside that percentage.","summary":"Matching decompilation of the Japanese PS1 executable with a reproducible build and byte-comparison checks. The README reports 97.15% matched game-function bytes and a launch helper; the executable, extracted assets, and BIOS are user-supplied.","project_url":"https://github.com/BaileyPillon/lsd-dream-emulator-decompilation","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; requires user-supplied game executable","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Matching PS1 source decompilation","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/BaileyPillon/lsd-dream-emulator-decompilation"},{"label":"Project README: current matching progress and supported build workflow","url":"https://github.com/BaileyPillon/lsd-dream-emulator-decompilation#readme"},{"label":"Project status and roadmap","url":"https://github.com/BaileyPillon/lsd-dream-emulator-decompilation/blob/main/docs/ROADMAP.md"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/BaileyPillon/lsd-dream-emulator-decompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1296972,"C":1070926,"Lua":75773,"PowerShell":10286,"C#":9057,"Java":4223,"Assembly":2038,"BitBake":1034,"PHP":610},"source_url":"https://api.github.com/repos/BaileyPillon/lsd-dream-emulator-decompilation/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Python (1,296,972 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lsw-win32-linux-compatibility-layer","title":"LSW (Linux Subsystem for Windows)","game":"Windows command-line applications and utilities (multi-title)","platform":"Windows x86-64 PE console applications → Linux x86-64; translates selected Win32/NT API behavior and Windows paths to Linux/POSIX services. The README describes native x86-64 execution, not CPU instruction translation.","kind":"API Translation","status":"Archived on GitHub as checked 2026-10-16. Repository metadata reports the last source push on 2026-06-02; no tags or releases were listed. The README reports working Windows console utilities, 7-Zip, and .NET 8 console applications. It explicitly lists GUI rendering and DirectX/graphics translation as unsupported.","summary":"An x86-64 Linux runtime that loads Windows PE executables, patches imported functions to selected Win32/NT implementations, bridges the Windows x64 calling convention to Linux System V AMD64, and maps filesystem, registry, threading, and networking behavior to Linux/POSIX services. The maintainer reports successful tests with Windows system utilities, 7-Zip, and .NET 8 console applications. GUI rendering, graphics API translation, and Windows driver support are not implemented according to the README.","project_url":"https://github.com/barrersoftware/lsw","updated":"2026-10-16","strategy":"x86-64 PE loading and import patching, selected Win32/NT API reimplementation, Windows-to-POSIX path and service mappings, and Microsoft x64 ABI bridging","language":"","source_available":"Public source repository. The repository includes the custom Barrer Free Software License (BFSL) v1.2, which grants use, study, modification, and distribution while prohibiting commercialization; GitHub API metadata reports no SPDX license identifier (NOASSERTION).","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows user-mode API compatibility runtime","target_type":"Software","sources":[{"label":"Maintainer README: architecture, supported host/target, tested applications, and unsupported GUI/graphics paths","url":"https://github.com/barrersoftware/lsw"},{"label":"GitHub repository metadata checked 2026-10-16: archived state, creation date, last push, and license identifier","url":"https://api.github.com/repos/barrersoftware/lsw"},{"label":"Repository license text: Barrer Free Software License (BFSL) v1.2","url":"https://raw.githubusercontent.com/barrersoftware/lsw/main/LICENSE"},{"label":"GitHub releases endpoint checked 2026-10-16; no releases listed","url":"https://api.github.com/repos/barrersoftware/lsw/releases"},{"label":"GitHub tags endpoint checked 2026-10-16; no tags listed","url":"https://api.github.com/repos/barrersoftware/lsw/tags"},{"label":"Official GitHub Languages API checked 2026-10-16; exact repository byte totals","url":"https://api.github.com/repos/barrersoftware/lsw/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1852419,"Batchfile":526125,"Shell":17453,"Makefile":12103,"Python":2347,"C#":519,"Assembly":333},"source_url":"https://api.github.com/repos/barrersoftware/lsw/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"luanti-android","title":"Luanti Android client","game":"Luanti voxel game engine and platform","platform":"Windows/Linux/macOS PC → Android","kind":"Reimplementation","status":"Luanti documents Android 5.0/API 21+ and GLES2/OpenGL 2.0 compatibility. Its Android build guide produces armeabi-v7a, arm64-v8a, x86, and x86_64 APK variants. The official mobile page says there is no official iOS app; no representative device test matrix is listed.","summary":"Native Android client for the open-source Luanti voxel engine, formerly Minetest. The documented compatibility floor is API 21 with GLES2/OpenGL 2.0; source-build instructions list four CPU ABIs. Players install games/content from ContentDB rather than importing proprietary PC game data.","project_url":"https://github.com/luanti-org/luanti","updated":"2026-10-15","strategy":"Native Android source port of a cross-platform game engine","language":"","source_available":"Public C++ source repository and official Android app/build instructions; engine is open and mobile content is distributed via ContentDB","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Android application / game engine","target_type":"Software","sources":[{"label":"Project source repository","url":"https://github.com/luanti-org/luanti"},{"label":"Official downloads and Android app","url":"https://www.luanti.org/en/downloads/"},{"label":"Official mobile platform note about iOS","url":"https://docs.luanti.org/for-players/mobile/"},{"label":"Android ABI build and install documentation","url":"https://docs.luanti.org/for-engine-devs/compiling/android/"},{"label":"Official Android compatibility guidance","url":"https://github.com/luanti-org/luanti/blob/master/doc/developing/os-compatibility.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9446172,"Lua":1127832,"C":646553,"Java":239432,"CMake":110581,"GLSL":92092,"Shell":35413,"Python":17853,"NSIS":3163,"Dockerfile":2749,"Nix":454,"HTML":365},"source_url":"https://api.github.com/repos/luanti-org/luanti/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (9446172 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"luigis-mansion-gamecube-decomp","title":"Luigi’s Mansion GameCube Decompilation","game":"Luigi’s Mansion (GameCube; USA, Japan, and PAL revisions)","platform":"GameCube → matching C reconstruction","kind":"Decompilation","status":"Work in progress. The current repository supports USA, Japan, and two PAL revisions; it says game assets and assembly are not included and a copy is required.","summary":"A multi-region matching-decompilation project for Luigi’s Mansion. Older repository Moddimation/Yasiki labels itself outdated and points to this current project.","project_url":"https://github.com/SomeJakeGuy/lm-decomp","updated":"2026-10-15","strategy":"Multi-region matching decompilation","language":"","source_available":"Public source repository; no game assets are included and the user supplies a supported game copy.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/SomeJakeGuy/lm-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/SomeJakeGuy/lm-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1662443,"C++":1270536,"Python":127980,"Assembly":38201},"source_url":"https://api.github.com/repos/SomeJakeGuy/lm-decomp/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (1,662,443 bytes; 3,099,160 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"luigis-mansion-gamecube-windows-linux-recomp","title":"Luigi’s Mansion PC Port","game":"Luigi’s Mansion (Nintendo GameCube; USA `GLME01` rev. 0 and Europe `GLMP01`)","platform":"GameCube USA/PAL → Windows 10/11 x86-64 with Direct3D 12; Linux x86-64 with Vulkan","kind":"Recompilation","status":"A v1.0 release was published 2026-10-16. The release says first launch builds the game from the user’s USA and/or European disc; it lists Windows and Linux packages. It describes two-player mode as unfinished, with only Area 1, Chauncey and Boolossus tested in two-player mode. The GitHub README endpoint returned 404 during review; the primary evidence used here is the release, repository working notes, build metadata and NOTICE.","summary":"A native GameCube port that recompiles the user’s USA or PAL executable at first run and builds platform-specific game modules.","project_url":"https://github.com/rob646464/luigis-mansion-pc-port","updated":"2026-10-16","strategy":"Build-time GameCube DOL recompilation into native C++ modules","language":"","source_available":"Public source repository and v1.0 desktop release. User must provide the USA and/or PAL disc; the release and NOTICE state that no game data/assets are distributed. GitHub did not identify a repository-wide license; NOTICE identifies licenses for reused components, not the project as a whole.","first_found":"2026-10-16","project_started":"2026-10-14","programming_language":"C++","subtype":"Nintendo GameCube USA and PAL","target_type":"Game","sources":[{"label":"v1.0 release: supported discs, build-on-first-run packages and known limits","url":"https://github.com/rob646464/luigis-mansion-pc-port/releases/tag/v1.0"},{"label":"Repository working notes: recompiler architecture, title IDs and current bring-up status","url":"https://github.com/rob646464/luigis-mansion-pc-port/blob/main/CLAUDE.md"},{"label":"Third-party notices and component license boundaries","url":"https://github.com/rob646464/luigis-mansion-pc-port/blob/main/NOTICE.md"},{"label":"CMake project build definition","url":"https://github.com/rob646464/luigis-mansion-pc-port/blob/main/CMakeLists.txt"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/rob646464/luigis-mansion-pc-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5226008,"C":1731081,"Python":263330,"Assembly":38201,"CMake":16602,"Shell":10473,"PowerShell":4445},"source_url":"https://api.github.com/repos/rob646464/luigis-mansion-pc-port/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 5,226,008 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"luigis-mansion-gamecube-linux-recomp","title":"Luigi’s Mansion Recompiled (sp00nznet)","game":"Luigi’s Mansion","platform":"Nintendo GameCube USA GLME01 → Linux PC","kind":"Recompilation","status":"Experimental static recompilation; official repo README reports reaching initialization and then hanging while polling `RunQueueBits`. Not playable. Requires the user’s US GLME01 executable/ISO; no game data included.","summary":"DolRecomp-style GameCube PowerPC-to-native C++ static recompilation.","project_url":"https://github.com/sp00nznet/luigismansion","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user must provide original GameCube disc/executable.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/sp00nznet/luigismansion"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":68716,"CMake":4130},"source_url":"https://api.github.com/repos/sp00nznet/luigismansion/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository sp00nznet/luigismansion (repository API id 1187020540, https://github.com/sp00nznet/luigismansion). The exact response reported 68,716 bytes of C++, the largest category, out of 72,846 recognized-language bytes (94.3%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lunar-lander-atari-arcade-disassembly-c-port","title":"Lunar Lander (Atari Arcade) Disassembly and C Port","game":"Lunar Lander","platform":"Atari arcade (6502, vector hardware; 1979)","kind":"Decompilation","status":"Complete playable C port with byte-exact program/vector listings and a differential harness; the repository also has a Teensy 4.1 hardware target.","summary":"A full assembly reconstruction and routine-level C11 port of Lunar Lander, including the vector display model and an optional Teensy 4.1 monitor target.","project_url":"https://github.com/tcottrill/Lunar-Lander-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Byte-exact assembly recovery, routine-by-routine C translation, and differential tests.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Lunar-Lander-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3161877,"Assembly":259762,"Python":161806,"C++":18088,"Batchfile":9628},"source_url":"https://api.github.com/repos/tcottrill/Lunar-Lander-Full-Disassembly-and-C-Port/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (3,161,877 bytes; 3,611,161 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fm1-lunar-modulator-preview-firmware","title":"Lunar Modulator (M-VAVE FM-1 firmware preview)","game":"M-VAVE FM-1 synthesizer firmware","platform":"FM-1-targeted firmware prototype; playable browser simulator; hardware install is not yet supported","kind":"Reimplementation","status":"Active development; latest repository push checked 2026-10-16. The maintainer explicitly says the firmware has not run on an FM-1 and is not yet installable; current evidence is a playable browser simulator plus a limited unused-sector write/restore test, not a full device-flash test.","summary":"An MIT-licensed alternative firmware project for FM-1 with sound engines, sequencing, and a playable browser simulator built around the intended device UI. The README marks it as a preview and says the application still needs linking and testing on the actual chip.","project_url":"https://github.com/ip2k/lunar-modulator","updated":"2026-10-16","strategy":"Firmware reimplementation in development with a browser simulator; target hardware application is not yet linked or tested.","language":"","source_available":"Public source under MIT; the maintainer's README states that no FM-1 has run the firmware yet.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Embedded firmware preview","target_type":"Software","sources":[{"label":"Maintainer README: explicit not-yet-installable hardware status and simulator scope","url":"https://github.com/ip2k/lunar-modulator/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/ip2k/lunar-modulator/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/ip2k/lunar-modulator"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/ip2k/lunar-modulator/languages"}],"media":[{"kind":"image","label":"Lunar Modulator browser view of the to-scale FM-1 panel with a chord held","url":"https://raw.githubusercontent.com/ip2k/lunar-modulator/main/assets/screenshots/virtual-fm1.png","preview_url":"https://raw.githubusercontent.com/ip2k/lunar-modulator/main/assets/screenshots/virtual-fm1.png","source_url":"https://github.com/ip2k/lunar-modulator/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2781357,"C":2752727,"C++":1840940,"JavaScript":1414216,"CSS":181242,"HTML":106996,"Makefile":88507,"Shell":54701,"Rust":27309,"AMPL":4272,"Linker Script":2528,"CMake":848,"Assembly":554},"source_url":"https://api.github.com/repos/ip2k/lunar-modulator/languages","evidence":"GitHub's Languages REST endpoint reports Python as the largest language total (30.0% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lunaria-android-app-translation-desktop","title":"Lunaria — Android App Compatibility Layer for Desktop","game":"Android ARM32/ARM64 applications and games (multi-title)","platform":"Android ARM32/ARM64 APK/XAPK/APKS/AAB applications → desktop; the macOS build is Apple Silicon only. The README does not state a minimum macOS version.","kind":"Emulator","status":"Experimental and actively developed; release 2026.10.15 was published 2026-10-15. The README demonstrates selected Unity/Unreal/native apps, including Genshin Impact 7.1.0, Ni no Kuni: Cross Worlds, and Alchemia Story, while warning that compatibility varies and some apps fail or stop at menus.","summary":"A desktop Android-app compatibility layer that loads user-supplied Android packages without booting a full Android system image. It JIT-runs ARM32/ARM64 guest code with dynarmic, interprets app DEX bytecode, and implements or bridges Android services such as JNI, EGL/OpenGL ES, MediaCodec, files, and input. It has an Apple Silicon macOS build, but the current README documents Android guests only; do not infer iOS guest support from the repository description.","project_url":"https://github.com/yui0/lunaria","updated":"2026-10-16","strategy":"Android ARM user-mode instruction translation plus Android API/service compatibility; no guest Android system image","language":"","source_available":"Public MPL-2.0 source and releases; third-party components retain their own terms. No Android application packages are included; users supply their own app files and account data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android user-mode app compatibility layer with Apple Silicon macOS frontend; not a full Android system emulator","target_type":"Software","sources":[{"label":"Project README: architecture, Apple Silicon macOS support, compatibility matrix, and licensing","url":"https://github.com/yui0/lunaria"},{"label":"Latest release 2026.10.15 (2026-10-15)","url":"https://github.com/yui0/lunaria/releases/tag/2026.10.15"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/yui0/lunaria/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8515321,"C":7995953,"Makefile":131356,"JavaScript":106829,"Python":105116,"Shell":86104,"CMake":39028,"Assembly":5333,"HTML":2139},"source_url":"https://api.github.com/repos/yui0/lunaria/languages","evidence":"Official GitHub REST Languages API reports source-code byte counts {\"Assembly\": 5333, \"C\": 7995953, \"C++\": 8515321, \"CMake\": 39028, \"HTML\": 2139, \"JavaScript\": 106829, \"Makefile\": 131356, \"Python\": 105116, \"Shell\": 86104} for yui0/lunaria. C++ is the largest category in the official GitHub Languages endpoint; the repository also includes a substantial C core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"luxon-photon-load-balancing-server","title":"Luxon Server (Photon Realtime compatibility server)","game":"Photon Realtime server behavior (multi-title)","platform":"Photon Realtime server-side protocol → native server builds for Linux, Windows, macOS, and BSD; the README also documents Nintendo 3DS and WASI targets.","kind":"Reimplementation","status":"Active; v1.5 was released 2026-10-09. The README says standard matchmaking flows are supported, while chat opcodes are not implemented and the project intentionally does not target production-scale load balancing.","summary":"A clean-room server-side implementation of Photon Realtime, built on the Luxon ENet and serialization work. It aims to let unmodified clients connect to a self-hosted service; compatibility is not claimed for every game or plugin.","project_url":"https://github.com/niansa/LuxonServer","updated":"2026-10-16","strategy":"Clean-room black-box protocol and server reimplementation","language":"","source_available":"Public BSD-3-Clause source; README says no proprietary Photon code, binaries, or assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multiplayer backend and protocol-compatible server","target_type":"Software","sources":[{"label":"Maintainer README: protocol method, compatibility limits, build platforms, and project status","url":"https://github.com/niansa/LuxonServer/blob/master/README.md"},{"label":"Latest tagged release v1.5","url":"https://github.com/niansa/LuxonServer/releases/tag/v1.5"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/niansa/LuxonServer/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10230610,"C++":1624602,"CMake":59976,"Java":53866,"HTML":44642,"Pawn":12471,"CSS":3570,"Shell":324},"source_url":"https://api.github.com/repos/niansa/LuxonServer/languages","evidence":"Official GitHub Languages endpoint; C has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lxdream","title":"Lxdream","game":"Dreamcast","platform":"32-bit home console","kind":"Emulator","status":"Legacy/inactive; public source repository remains available, with no current releases verified","summary":"Open-source Dreamcast emulator for Linux and other desktop systems, historically including GTK-based and experimental builds. It is retained as a notable historical native emulator project.","project_url":"https://github.com/lxdream/lxdream","updated":"2021-03-10","strategy":"Native desktop software emulation of Dreamcast hardware.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Dreamcast hardware emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/lxdream/lxdream"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/lxdream/lxdream"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2603612,"Objective-C":177095,"Makefile":174597,"Assembly":96969,"C++":87522,"Shell":48939,"M4":32220,"Java":16327,"GLSL":5024,"Perl":4585},"source_url":"https://api.github.com/repos/lxdream/lxdream/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (2,603,612 bytes; 3,246,890 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fm1-firmware-reverse-engineering","title":"M-VAVE FM-1 firmware reverse engineering (FM-1-RE)","game":"M-VAVE FM-1 stock firmware and update protocol","platform":"M-VAVE FM-1 firmware images and Windows updater; static analysis, Ghidra, and protocol tooling","kind":"Decompilation","status":"The current main branch is an analysis/research project and intentionally contains no replacement firmware or custom image builder. README documents V13/V14 firmware packages, V13 disassembly and byte-identical reassembly, function maps, and updater/OTA-loader decompilation. Latest source push checked 2026-09-08; repository page updated 2026-10-14.","summary":"A reverse-engineering project for M-VAVE FM-1 stock firmware and update protocol, with static analysis, disassembly/reassembly, function databases, and analysis of the device OTA loader and Windows updater. It is not a custom firmware project; official vendor images are present in the repository.","project_url":"https://github.com/AL-255/FM-1-RE","updated":"2026-10-16","strategy":"Static firmware disassembly and decompiler-assisted updater/loader analysis, with a function map and byte-identical reassembly checks.","language":"","source_available":"Public repository metadata declares WTFPL for project files; it also contains official M-VAVE V13/V14 firmware packages, whose rights are not granted by that repository license.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Embedded firmware decompilation and protocol research","target_type":"Software","sources":[{"label":"Maintainer README: main-branch scope, analysis artifacts, and vendor firmware image caveat","url":"https://github.com/AL-255/FM-1-RE/blob/main/README.md"},{"label":"Safety status and unresolved recovery/update questions","url":"https://github.com/AL-255/FM-1-RE/blob/main/TODO_aug2.md"},{"label":"WTFPL project license","url":"https://github.com/AL-255/FM-1-RE/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/AL-255/FM-1-RE"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/AL-255/FM-1-RE/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":16920562,"Python":103902,"Java":20050,"Shell":11704,"C":6793,"JavaScript":4619},"source_url":"https://api.github.com/repos/AL-255/FM-1-RE/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"m2c-matching-decompiler","title":"m2c (Machine Code to C)","game":"32-bit MIPS, ARM, PowerPC, and SuperH assembly (matching-decompilation workflows)","platform":"32-bit MIPS, ARM32, PowerPC, and SuperH assembly in GNU as-style syntax","kind":"Decompilation","status":"Active; latest source push checked 2026-09-16. No tagged release is listed. The maintainer calls it functional and notes that generated code can be suboptimal, especially around loops.","summary":"Assembly-to-C decompiler built for source-matching projects that seek to compile back to a target binary. It supports several 32-bit RISC families and is commonly paired with symbol extraction, assembly comparison, and source-permutation tools.","project_url":"https://github.com/matt-kempster/m2c","updated":"2026-10-15","strategy":"Architecture-aware assembly analysis and C emission for matching builds","language":"","source_available":"Public GPL-3.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Matching-decompilation assembly-to-C tool","target_type":"Software","sources":[{"label":"Maintainer README: supported architectures, matching-build purpose, and limitations","url":"https://github.com/matt-kempster/m2c"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/matt-kempster/m2c"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/matt-kempster/m2c/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1805831,"Assembly":1096138,"C":356325,"JavaScript":13476,"Shell":4907,"HTML":4125,"Dockerfile":2267,"CSS":1145,"C++":674},"source_url":"https://api.github.com/repos/matt-kempster/m2c/languages","evidence":"GitHub's official language endpoint for https://github.com/matt-kempster/m2c reports 1,805,831 bytes of Python, the largest language total (55.0% of 3,284,888 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"m740recon-renesas-740-firmware-disassembler","title":"m740recon Renesas/Mitsubishi 740 Firmware Disassembler","game":"8-bit Renesas/Mitsubishi 740-family microcontroller firmware","platform":"Python 3.8+ command-line tool; target images for supported 740-family microcontrollers","kind":"Decompilation","status":"Public BSD-3-Clause tool with a test suite and optional end-to-end tests against as740/aslink. The README describes bit-for-bit reassembly and a pure-Python structural round-trip; tests using the external assembler are skipped if the toolchain is absent.","summary":"A static disassembler and analyzer that separates code/data, follows references from interrupt vectors, tracks values, resolves jump tables, cross-references routines, and emits as740-compatible assembly, call graphs, and JSON reports. It accepts a user-provided raw firmware image; its built-in tests use synthetic fixtures rather than proprietary ROMs.","project_url":"https://github.com/keithgh1/m740recon","updated":"2026-10-16","strategy":"Recursive-traversal disassembly and static analysis with assembler-compatible source output and round-trip verification","language":"","source_available":"BSD-3-Clause. It is a public fork of m740dasm and retains the upstream copyright notice; target firmware images are user supplied and not required for its synthetic-fixture tests.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Embedded firmware reverse-engineering and disassembly tool","target_type":"Software","sources":[{"label":"Public README: target CPUs, analysis method, input format, round-trip guarantee, and tests","url":"https://github.com/keithgh1/m740recon#readme"},{"label":"BSD-3-Clause license","url":"https://github.com/keithgh1/m740recon/blob/main/LICENSE.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":349373,"Assembly":17679,"Makefile":493},"source_url":"https://api.github.com/repos/keithgh1/m740recon/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 349,373 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mac-gaming-uncle","title":"Mac Gaming Uncle","game":"Windows games through Steam (multi-title)","platform":"Windows x86-64 games → Apple silicon macOS arm64 (macOS 15+); Rosetta 2 for x86-64 code, D3DMetal for Direct3D 11/12","kind":"API Translation","status":"Research preview v0.6.1 (2026-10-11) for Apple silicon and macOS 15+. The maintainer reports testing on an M3 Max/macOS 26.6.2 with Wine 11.0.2 and GPTK 4 beta 2; the README documents individual title tests and does not claim broad compatibility.","summary":"Open-source native macOS Steam shell that composes Wine, Rosetta 2, Apple's D3DMetal and a DXVK/MoltenVK fallback with per-game recipes. It does not include Windows, Steam, games, or D3DMetal binaries; those components are obtained separately under their own terms.","project_url":"https://github.com/enginefuture/mac-gaming-uncle","updated":"2026-10-15","strategy":"Wine and CPU/graphics translation stack orchestration for Windows games on Apple silicon","language":"","source_available":"Public source repository (Apache-2.0 app); third-party components retain their own terms","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"Apple silicon Windows-game compatibility frontend","target_type":"Software","sources":[{"label":"Project README: architecture, compatibility boundaries and research-preview status","url":"https://github.com/enginefuture/mac-gaming-uncle"},{"label":"Mac Gaming Uncle v0.6.1 release","url":"https://github.com/enginefuture/mac-gaming-uncle/releases/tag/v0.6.1"}],"media":[{"kind":"image","label":"Mac Gaming Uncle home screen from the project README","url":"https://raw.githubusercontent.com/enginefuture/mac-gaming-uncle/main/docs/screenshots/0.2.0/home.png","preview_url":"https://raw.githubusercontent.com/enginefuture/mac-gaming-uncle/main/docs/screenshots/0.2.0/home.png","source_url":"https://github.com/enginefuture/mac-gaming-uncle/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":787991,"Shell":26908,"Python":19212,"C":16944,"C++":12149,"JavaScript":11145},"source_url":"https://api.github.com/repos/enginefuture/mac-gaming-uncle/languages","evidence":"GitHub's official language endpoint for https://github.com/enginefuture/mac-gaming-uncle reports 787,991 bytes of Swift, the largest language total (90.1% of 874,349 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"maclc-mister-core","title":"Macintosh LC for MiSTer","game":"Apple Macintosh LC computer software and operating systems","platform":"MiSTer FPGA (DE10-Nano class hardware)","kind":"Emulator","status":"Work in progress; latest code push 2026-10-13. README reports boots of Mac OS 6.0.8, 7.1, and 7.5.5 to Finder with SCSI read/write, CD audio, color video, and read-only floppy support; floppy writes are not implemented.","summary":"FPGA emulation core for the Macintosh LC, implementing the 68020, V8 video/glue, Egret controller, and peripherals. Requires a user-supplied 512 KB Macintosh LC ROM and bootable SCSI image; the repository includes a blank disk image but does not declare a source license.","project_url":"https://github.com/MiSTer-devel/MacLC_MiSTer","updated":"2026-10-13","strategy":"FPGA hardware recreation","language":"","source_available":"Public repository, but no license declaration was found in repository metadata or README. Requires a user-supplied copyrighted 512 KB Mac LC ROM and bootable disk; a blank disk image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Macintosh LC / MiSTer core","target_type":"Software","sources":[{"label":"Maintainer README with status, ROM requirements, and known limitations","url":"https://github.com/MiSTer-devel/MacLC_MiSTer/blob/master/readme.md"},{"label":"Repository release artifacts","url":"https://github.com/MiSTer-devel/MacLC_MiSTer/tree/master/releases"},{"label":"Repository activity","url":"https://github.com/MiSTer-devel/MacLC_MiSTer/commits/master"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4199565,"Verilog":2927488,"SystemVerilog":885065,"C":956243,"Python":164232,"Tcl":119788,"Lua":56516,"Shell":44508,"VHDL":307922,"Makefile":7982,"Batchfile":721},"source_url":"https://api.github.com/repos/MiSTer-devel/MacLC_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,199,565 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"maclator-reverse-rosetta-arm64-x86_64","title":"Maclator — Reverse-Rosetta macOS Runtime","game":"ARM64 macOS applications (multi-application compatibility runtime)","platform":"ARM64 macOS Mach-O applications → Intel x86-64 macOS; tested on an Intel Core i5-4440 Mac running macOS 26.7. The README does not state a minimum Intel CPU or OS version.","kind":"Emulator","status":"Experimental research project; the public repository was created 2026-09-30 and has no GitHub release. The maintainer reports running arm64 command-line tools, a sample AppKit calculator, VS Code 1.139, Chromium 157 with GPU acceleration, and balenaEtcher startup on the tested Intel Mac. Audio, most IOKit services, sandboxed apps, Swift-heavy apps, and CAMetalLayer-based apps are documented gaps.","summary":"Reverse-Rosetta compatibility runtime for Intel Macs. It loads ARM64 Mach-O binaries with an Apple-supplied ARM64 macOS userland/dyld cache, interprets and JIT-translates ARM64 code to x86-64, forwards or emulates system calls, and can bridge Metal rendering to the Intel Mac GPU. It is research software with a narrow verified app set, not a general guarantee that Apple-silicon-only applications work.","project_url":"https://github.com/linuxkid473/maclator","updated":"2026-10-16","strategy":"ARM64-to-x86-64 process translation with interpreter/JIT, macOS syscall compatibility, and an optional Metal-to-host-GPU bridge","language":"","source_available":"Public MIT-licensed source. The repository contains no Apple binaries; users download the ARM64 macOS dyld cache/userland themselves from Apple update servers, keep it locally, and remain responsible for Apple software license terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Reverse-Rosetta CPU and macOS compatibility runtime for Intel Macs (experimental; not a source port)","target_type":"Software","sources":[{"label":"Project README: architecture, verified applications, hardware/OS test, limitations, and licensing","url":"https://github.com/linuxkid473/maclator"},{"label":"Setup requirements and user-supplied Apple ARM64 macOS userland","url":"https://github.com/linuxkid473/maclator/blob/main/docs/SETUP.md"},{"label":"Maintainer development status and remaining compatibility gaps","url":"https://github.com/linuxkid473/maclator/blob/main/docs/DEVELOPMENT.md"},{"label":"Official GitHub repository metadata and source-language evidence","url":"https://api.github.com/repos/linuxkid473/maclator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2363600,"Rust":544184,"C++":536106,"Objective-C":105971,"Assembly":40782,"Python":11844,"Shell":9087},"source_url":"https://api.github.com/repos/linuxkid473/maclator/languages","evidence":"Official GitHub REST Languages API reports source-code byte counts {\"Assembly\": 40782, \"C\": 2363600, \"C++\": 536106, \"Objective-C\": 105971, \"Python\": 11844, \"Rust\": 544184, \"Shell\": 9087} for linuxkid473/maclator. GitHub language breakdown is repository-wide; Maclator contains a substantial mixed C, Rust, and C++ codebase. C is the largest reported category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"macndcheese-apple-silicon-wine-manager","title":"MacNdCheese","game":"Windows PC games and applications (multi-title)","platform":"Windows PC games and applications → Apple Silicon macOS. The project supports Wine bottles and Steam/Epic launch flows; the README says Intel Macs are unsupported. Windows x86-64 execution normally uses Rosetta 2, with an optional experimental AArchX path.","kind":"API Translation","status":"Active Apple-Silicon launcher/runtime manager; source pushed 2026-10-14. GitHub lists nightly v11.4.9 (2026-10-14, prerelease) with a universal arm64+x86_64 DMG; the newest non-prerelease listing is v11.4.8 (2026-10-12).","summary":"A free macOS app and backend for setting up Wine bottles and launching Windows games from Steam and Epic. It installs and configures existing Wine and graphics backends including DXVK, DXMT, and Apple's GPTK/D3DMetal, with MoltenVK among its credited components. Those layers perform Windows and graphics API translation; MacNdCheese orchestrates and configures them rather than implementing those layers. Standard x86-64 game execution uses Rosetta 2; optional AArchX is a separately maintained experimental translator.","project_url":"https://github.com/mont127/MacNdCheese","updated":"2026-10-16","strategy":"SwiftUI frontend and Python backend manage Wine bottles, install existing translation backends, select graphics paths, and launch games. The app does not implement Wine, DXVK, DXMT, MoltenVK, or D3DMetal. Rosetta 2 is the default x86-64 CPU translation path; optional AArchX comes from a separate project.","language":"","source_available":"Public source repository under Apache-2.0 with universal macOS DMG releases. Wine, DXVK, DXMT, GPTK/D3DMetal, and MoltenVK are upstream components installed or supplied under their own terms. AArchX is separately sourced and pinned by the app; the launcher repository is not the source for those translation engines.","first_found":"2026-10-16","project_started":"2026-02-27","programming_language":"Python","subtype":"Apple Silicon Wine runtime manager and launcher","target_type":"Software","sources":[{"label":"Maintainer README: supported host, app purpose, Wine setup, graphics backends, and AArchX caveat","url":"https://github.com/mont127/MacNdCheese"},{"label":"Maintainer architecture: SwiftUI frontend and Python backend responsibilities","url":"https://github.com/mont127/MacNdCheese/blob/main/ARCHITECTURE.md"},{"label":"Latest nightly release and universal DMG asset","url":"https://github.com/mont127/MacNdCheese/releases/tag/nightly-v11.4.9-20261014-078a851"},{"label":"Apache-2.0 license","url":"https://github.com/mont127/MacNdCheese/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16: activity dates, archive state, primary language, and license classifier","url":"https://api.github.com/repos/mont127/MacNdCheese"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mont127/MacNdCheese/languages"}],"media":[{"kind":"image","label":"Steam library view from the MacNdCheese repository","url":"https://raw.githubusercontent.com/mont127/MacNdCheese/main/Steam.png","preview_url":"https://raw.githubusercontent.com/mont127/MacNdCheese/main/Steam.png","source_url":"https://github.com/mont127/MacNdCheese/blob/main/Steam.png","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":842401,"Swift":640244,"Shell":146361,"Tcl":2609,"Ruby":1310},"source_url":"https://api.github.com/repos/mont127/MacNdCheese/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 842,401 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"macrecomp-classic-mac-application-static-recompiler","title":"macrecomp (classic Macintosh application recompilation toolkit)","game":"Classic 68k Macintosh applications (multi-title toolkit)","platform":"Classic 68k Macintosh System 6/7 application binaries → C linked to an SDL2-based Toolbox runtime","kind":"Recompilation","status":"v0, tooling-first; latest main-branch commit’s author date checked is 2026-09-22, with no GitHub release listed. The README reports 97–100% instruction coverage for HyperCard 1.2.2, which can open and render a card from a stack; about 190 Toolbox traps are implemented, while sound and complete menu/dialog behavior remain unfinished.","summary":"Extracts classic Macintosh application resources, disassembles 68k CODE segments, lifts machine code to C, and supplies an SDL2-based runtime for System 6/7 Toolbox calls. HyperCard 1.2.2 is a documented working application target; support depends on the app’s Toolbox usage and runtime coverage.","project_url":"https://github.com/sp00nznet/macrecomp","updated":"2026-10-16","strategy":"Static 68k-to-C recompilation with a project-provided classic Macintosh Toolbox compatibility runtime over SDL2.","language":"","source_available":"Public source repository under the MIT license; the toolkit does not bundle Apple ROM/System software or target application data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Classic Macintosh application recompilation toolkit","target_type":"Software","sources":[{"label":"Project README: pipeline, current status, HyperCard result, and remaining runtime gaps","url":"https://github.com/sp00nznet/macrecomp/blob/main/README.md"},{"label":"Project license: MIT","url":"https://github.com/sp00nznet/macrecomp/blob/main/LICENSE"},{"label":"Latest checked source commit and HyperCard progress note","url":"https://github.com/sp00nznet/macrecomp/commit/708adac787c07f96a87002a0479d3e67a12464c2"},{"label":"GitHub Languages API (official language breakdown)","url":"https://api.github.com/repos/sp00nznet/macrecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":242364,"Python":125675,"Java":5200,"CMake":2825},"source_url":"https://api.github.com/repos/sp00nznet/macrecomp/languages","evidence":"GitHub’s official Languages REST endpoint reports C as the largest language by bytes; Python is the second-largest and is used for extraction, disassembly, and lifting tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"macromedia-director-dirapi-decompilation","title":"Macromedia Director dirapi.dll Decompilation","game":"Macromedia/Adobe Director dirapi.dll runtime engine","platform":"Windows x86 (32-bit DLL) → reconstructed C source","kind":"Decompilation","status":"Work in progress. The maintainer says the reconstructed source compiles but still needs cleanup and readability work; no releases were listed when checked.","summary":"Ghidra-based source recovery for dirapi.dll, the 32-bit Windows runtime behind Director movie playback. The repository does not claim byte matching or full behavioral equivalence and identifies the recovered code as proprietary Adobe code.","project_url":"https://github.com/Quackster/dirapi","updated":"2026-10-15","strategy":"Ghidra decompilation followed by C source reconstruction and compilation fixups","language":"","source_available":"Public source repository; reconstructed code identified by the maintainer as proprietary Adobe code","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multimedia authoring and playback runtime","target_type":"Software","sources":[{"label":"Maintainer README: target DLL, Ghidra method, build status, and code provenance","url":"https://github.com/Quackster/dirapi"},{"label":"Maintainer releases page; no releases listed when checked","url":"https://github.com/Quackster/dirapi/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20854373,"Java":8547,"Batchfile":2434,"CMake":2171},"source_url":"https://api.github.com/repos/Quackster/dirapi/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Quackster/dirapi reports 20,854,373 bytes of C, the largest language total (99.9% of 20,867,525 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"macross-ultimate-frontier-psp-en","title":"Macross Ultimate Frontier English Patch","game":"Macross Ultimate Frontier","platform":"PlayStation Portable","kind":"Fan Localization","status":"First public v0.7.1 xDelta release published 2026-10-16. It reports 3,525 UI strings, text for 216 missions and English subtitles for 12,489 of 14,215 in-mission radio clips. The maintainer calls this an early machine-translated build needing proofreading and full playtesting; PPSSPP checks cover menus, narration, briefing and the first Zero mission, with most missions unplayed and no real-hardware test.","summary":"English fan translation for the Japanese PSP game. The repository contains translation text, glossary, layout metadata and tools; the user applies an xDelta patch to their own Japanese disc image and can verify the output checksum.","project_url":"https://github.com/retro-trans/Macross-Ultimate-Frontier","updated":"2026-10-16","strategy":"xDelta/VCDIFF patch","language":"English","source_available":"xDelta/VCDIFF patch; README says disc images, extracted game data and Japanese working files are excluded; the release supplies the patch and validation metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, Japanese base image, xDelta patch, source-data exclusion and license scope","url":"https://github.com/retro-trans/Macross-Ultimate-Frontier/blob/main/README.md"},{"label":"GitHub API v0.7.1 release and validation assets","url":"https://api.github.com/repos/retro-trans/Macross-Ultimate-Frontier/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/retro-trans/Macross-Ultimate-Frontier/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":327179},"source_url":"https://api.github.com/repos/retro-trans/Macross-Ultimate-Frontier/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 327,179 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"madeira-windows-games-iphone","title":"Madeira Windows PC Game Compatibility Runtime for iPhone","game":"Windows PC games (multi-title)","platform":"Windows x86/x86-64 games → iPhone (iOS 26+; iOS 27 supports built-in device pairing)","kind":"API Translation","status":"Active research project; latest release v0.1.3 was published 2026-10-03. The README says many games start and some play well, while compatibility and performance vary by game. Requires an iPhone on iOS 26 or later, JIT enabled, and sideloading with an Apple ID; the built-in pairing flow requires iOS 27. This is not an App Store app because its JIT setup requires a debugger. The README does not claim a broad compatibility guarantee.","summary":"A single iOS app that runs unmodified Windows PC games through FEX-Emu x86/x86-64-to-ARM64 translation, Wine 11.4 built for ARM64EC (including WoW64 for 32-bit games), Direct3D 9/10/11 rendering through DXMT on Metal, and Madeira's own Direct3D 12-on-Metal implementation. Users provide their Windows game files or Steam library. Microsoft Visual C++ runtime DLLs are not bundled.","project_url":"https://github.com/willfaust/Madeira","updated":"2026-10-16","strategy":"Runtime CPU instruction translation (FEX-Emu) plus Wine ARM64EC/Win32 compatibility, Direct3D 9–11-to-Metal translation through DXMT, and a native Direct3D 12-on-Metal implementation.","language":"","source_available":"Public source under GPL-3.0-or-later with the Madeira Converter Exception. Submodule forks have component-specific licenses. The build guide requires external toolchains and setup inputs; this review did not independently reproduce a clean-checkout build. Microsoft's Visual C++ runtime DLLs are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows game compatibility runtime for jailed iOS","target_type":"Software","sources":[{"label":"Maintainer README: method, compatibility status, iOS/JIT requirements, install and build notes, and licensing","url":"https://github.com/willfaust/Madeira"},{"label":"Latest published release v0.1.3 (2026-10-03): game fixes and JIT/setup requirements","url":"https://github.com/willfaust/Madeira/releases/tag/v0.1.3"},{"label":"Maintainer build guide: component forks, toolchains, and build steps","url":"https://github.com/willfaust/Madeira/blob/main/docs/BUILDING.md"},{"label":"Project license","url":"https://github.com/willfaust/Madeira/blob/main/LICENSE"},{"label":"Madeira Converter Exception","url":"https://github.com/willfaust/Madeira/blob/main/LICENSE-EXCEPTION.md"},{"label":"Official GitHub repository language byte totals","url":"https://api.github.com/repos/willfaust/Madeira/languages"},{"label":"X discovery lead by @Ryrenz; not used as evidence for compatibility or project status","url":"https://x.com/Ryrenz/status/2105222376363274310"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":16959,"C":8730282,"C++":60211,"HLSL":19886,"JavaScript":28102,"Metal":22206,"Objective-C":491675,"Objective-C++":224497,"Python":2482307,"Rust":17724,"Shell":156958,"Swift":1972999},"source_url":"https://api.github.com/repos/willfaust/Madeira/languages","evidence":"GitHub's official Languages API returned 8,730,282 C bytes out of 14,223,806 classified bytes (61.38%), the largest category, followed by Python (2,482,307 bytes; 17.45%) and Swift (1,972,999 bytes; 13.87%). This is a repository-wide measure that includes component sources and build tooling; it does not mean the iOS front end itself is primarily C.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"madou-monogatari-saturn-en","title":"Madou Monogatari / Sorcery Saga Sega Saturn English Translation","game":"Madou Monogatari / Sorcery Saga","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer announced v1.0 on 2026-09-08 and posted v1.1 on 2026-10-04, correcting typos and translation inaccuracies. This is the newest dated status in the Sega Saturn translation set reviewed here.","summary":"An English patch for the Japan-only Sega Saturn RPG Madou Monogatari. The current project-site update is v1.1; the patch is distributed from the maintainer’s site.","project_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_madou_monogatari_sorcery_saga_sega_saturn/2026-09-08-57","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"English","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_madou_monogatari_sorcery_saga_sega_saturn/2026-09-08-57"},{"label":"Maintainer homepage update announcing v1.1 on 2026-10-04","url":"https://meduza-team.ucoz.net/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_madou_monogatari_sorcery_saga_sega_saturn/2026-09-08-57","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"madou-monogatari-a-game-gear-ko","title":"Madou Monogatari A Game Gear Korean Patch","game":"Madou Monogatari A: Dokidoki Vacation","platform":"Sega Game Gear","kind":"Fan Localization","status":"The series index lists v1.0.0 as a formal release dated 2026-09-06. The patch localizes scenario/event dialogue and the system UI for checksum-identified Japanese ROM input; the README credits QA but does not give a platform-specific hardware test matrix.","summary":"A Korean BPS patch for the Japanese Game Gear game Madou Monogatari A. The source ROM is excluded.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou-a","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou-a"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/gg-madoua-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"madou-monogatari-i-game-gear-ko","title":"Madou Monogatari I Game Gear Korean Patch","game":"Madou Monogatari I: 3 Tsu no Madoukyuu","platform":"Sega Game Gear","kind":"Fan Localization","status":"Version v1.1.1 was released 2026-09-11. Its README marks translation, system stability, play-testing, and final in-game review complete; this release fixes ending-dialogue ordering and a staff-roll image artifact.","summary":"A Korean BPS patch for the Japanese Game Gear release of Madou Monogatari I. The public package includes checksums and links to a patcher repository; it does not contain the ROM.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou1","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou1"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/gg-madou1-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"madou-monogatari-i-megadrive-ko","title":"Madou Monogatari I Mega Drive Korean Patch","game":"Madou Monogatari I","platform":"Sega Mega Drive / Genesis","kind":"Fan Localization","status":"The maintainer’s series index marks v2.0.0 as a formal release dated 2026-08-02. The game-specific README targets a clean Japanese ROM with a checksum-matched BPS patch and links the MD patcher source; no separate hardware-playtest result is stated.","summary":"A Japanese-to-Korean BPS patch for the Mega Drive version of Madou Monogatari I. The repository publishes a checksum-identified patch and links its open patcher code; no ROM is distributed.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/md-madou1","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/md-madou1"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/md-madou-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"madou-monogatari-i-pce-english-translation","title":"Madou Monogatari I: Honoo no Sotsuenji (PC Engine CD) English Translation","game":"Madou Monogatari I: Honoo no Sotsuenji","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"Version 1.0 English patch is released; the maintainer describes the game as fully translated.","summary":"A full English fan translation of the PC Engine remake, with public patch build materials and a downloadable patch.","project_url":"https://github.com/suppertails66/madou1pcetools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original disc image","language":"English","source_available":"Public source materials and patch release; user-supplied original disc image required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/madou1pcetools"},{"label":"Maintainer translation page, v1.0 patch","url":"https://stargood.org/trans/madou1pce.php"},{"label":"GitHub Languages API — C: 1,291,011 bytes (50.89% of 2,536,858 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/madou1pcetools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":366834,"Batchfile":2502,"C":1291011,"C++":733205,"CMake":27043,"Makefile":73717,"Objective-C":96,"Python":10323,"Shell":32127},"source_url":"https://api.github.com/repos/suppertails66/madou1pcetools/languages","evidence":"C: 1,291,011 bytes (50.89% of 2,536,858 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"madou-monogatari-ii-game-gear-ko","title":"Madou Monogatari II Game Gear Korean Patch","game":"Madou Monogatari II: Arle 16-sai","platform":"Sega Game Gear","kind":"Fan Localization","status":"The series index lists v1.0.0 as a formal release dated 2026-09-06. The README marks dialogue translation, font integration, system UI/stability, play-testing, and final in-game review complete for a checksum-identified Japanese ROM.","summary":"A Korean BPS patch for the Japanese Game Gear RPG Madou Monogatari II. Original ROM and complete game data are not distributed.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou2","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou2"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/gg-madou2-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"madou-monogatari-iii-game-gear-ko","title":"Madou Monogatari III Game Gear Korean Patch","game":"Madou Monogatari III: Kyuukyoku Joou-sama","platform":"Sega Game Gear","kind":"Fan Localization","status":"The series index lists v1.0.0 as a formal release dated 2026-09-06. The README marks dialogue translation, font integration, system UI/stability, play-testing, and final in-game review complete for a checksum-identified Japanese ROM.","summary":"A Korean BPS patch for the Japanese Game Gear RPG Madou Monogatari III. Original ROM and complete game data are not distributed.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou3","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/gg-madou3"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/gg-madou3-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"madou-monogatari-saturn-ko","title":"Madou Monogatari Sega Saturn Korean Patch","game":"Madou Monogatari","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s series index marks v2.0.0 as a formal release dated 2026-10-04. It supports separate checksum-matched Japanese and U.S. Saturn BINs and localizes scenario/event dialogue, system UI, and the title screen; the CUE/audio track arrangement must be preserved.","summary":"A Korean patch for both Japanese and U.S. versions of Madou Monogatari on Sega Saturn. The game-specific README publishes source/patch checksums and links the patcher repository; the patch files do not include a disc image.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/ss-madou","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/ss-madou"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/ss-madou-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"mafia-the-city-of-lost-heaven-pc12-decomp","title":"Mafia: The City of Lost Heaven PC 1.2 Decompilation","game":"Mafia: The City of Lost Heaven (Windows PC version 1.2)","platform":"Windows PC version 1.2; Steam 2010 setup binary is also tracked separately","kind":"Decompilation","status":"Work in progress. The README reports rw_data.dll fully decompiled and IJoy.dll fully decompiled apart from one function and import-table order; LS3DF.dll is started at 449/1,660 functions in the latest commit, Game.exe is not started, and setup.exe 1.2 is being redone against its own target.","summary":"A byte-exact source decompilation of the last official PC patch (version 1.2, also shipped by Steam), using the original compiler/linker toolchains and reccmp comparisons. Building does not require the game; comparison does.","project_url":"https://github.com/Marvisak/mafia-re","updated":"2026-10-16","strategy":"Matching source decompilation with original MSVC toolchains and reccmp verification.","language":"","source_available":"Public source repository; the original PC binaries are needed for comparison, not for building.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/Marvisak/mafia-re#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/Marvisak/mafia-re/commit/3ad539b4f1a6ae4b47e8614cc52c3569b4f4be9a"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/Marvisak/mafia-re/languages"},{"label":"Current primary README","url":"https://github.com/Marvisak/mafia-re/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Marvisak/mafia-re"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":711191,"Python":132579,"C":100958,"CMake":19498},"source_url":"https://api.github.com/repos/Marvisak/mafia-re/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"magevk","title":"MageVK","game":"Vulkan games and applications on Apple silicon (experimental, multi-title)","platform":"Vulkan → Metal on Apple silicon macOS","kind":"API Translation","status":"Experimental. The project README says it was built and tested on macOS 26+ against id Tech 8 / DOOM: The Dark Ages and explicitly says it is not a general-purpose MoltenVK replacement. Repository activity was last pushed 2026-08-05 when checked on 2026-10-15.","summary":"A game-focused MoltenVK-derived Vulkan-to-Metal project for Apple silicon. It adds Metal-backed ray tracing, sparse memory, GPU identity spoofing, and selected game compatibility behavior. Advanced shader translation uses the companion MageVK SPIRV-Cross fork; upstream MoltenVK remains the stated choice for general Vulkan workloads.","project_url":"https://github.com/dttdrv/magevk","updated":"2026-10-15","strategy":"Vulkan to Metal graphics API translation based on MoltenVK","language":"","source_available":"Public source repository (Apache-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C++","subtype":"Game-focused Apple silicon Vulkan runtime","target_type":"Software","sources":[{"label":"MageVK README and project status","url":"https://github.com/dttdrv/magevk"},{"label":"Companion shader translation fork required for advanced MageVK paths","url":"https://github.com/dttdrv/magevk-spirv-cross"},{"label":"Upstream MoltenVK README describing Vulkan-to-Metal behavior","url":"https://github.com/KhronosGroup/MoltenVK"},{"label":"MageVK GitHub language metadata","url":"https://api.github.com/repos/dttdrv/magevk/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/dttdrv/magevk"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":2035894,"Objective-C":738443,"C++":477181,"C":47175,"Shell":31459,"CMake":20823,"Makefile":5586,"Python":1459},"source_url":"https://api.github.com/repos/dttdrv/magevk/languages","evidence":"GitHub's official language endpoint for https://github.com/dttdrv/magevk reports 2,035,894 bytes of Objective-C++, the largest language total (60.6% of 3,358,020 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"magic-knight-rayearth-2-making-of-magic-knight-en","title":"Magic Knight Rayearth 2: Making of Magic Knight English Translation","game":"Magic Knight Rayearth 2: Making of Magic Knight","platform":"Game Gear","kind":"Fan Localization","status":"Complete; Patch Clan lists English v1.5, with its IPS file marked updated 2026-09-29. The maintainer's release listing records v1.4.4 on 2026-09-27; the official site is the newer version evidence.","summary":"Complete English patch for the Japan-only Game Gear game. The project translates about 2,600 script lines and all screens, adds a variable-width font, and reports review of the script and playthroughs of all 11 endings.","project_url":"https://www.patchclan.com/#/jogo/magic-knight-rayearth-2","updated":"2026-09-29","strategy":"Fan localization patch with a custom variable-width Latin font","language":"English","source_available":"Patch Clan serves the IPS patch; no game ROM is included. Direct patch URL: https://www.patchclan.com/patches/magic-knight-rayearth-2-en.ips","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Game Gear fan translation","target_type":"Game","sources":[{"label":"Patch Clan maintainer page: current v1.5 version, patch asset, and supported ROM","url":"https://www.patchclan.com/#/jogo/magic-knight-rayearth-2"},{"label":"Patch Clan release listing: translation coverage, testing, and source-ROM hashes","url":"https://romhackplaza.org/translations/magic-knight-rayearth-2-making-of-magic-knight-english-translation-sega-game-gear"},{"label":"Direct IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/magic-knight-rayearth-2-en.ips"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/magic-knight-rayearth-2","evidence":"Project page/source reviewed for repository availability: https://www.patchclan.com/#/jogo/magic-knight-rayearth-2. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"shandalar-magic-the-gathering-native-recomp","title":"Magic: The Gathering (Shandalar) Native Recompilation","game":"Magic: The Gathering (1997 Windows CD, Shandalar version 1.0)","platform":"Windows x86 code → C and SDL2 native runtime on Windows/macOS/Linux/Steam Deck","kind":"Recompilation","status":"The repository provides native packages for Windows, Linux, macOS, and Steam Deck. The maintainer says machine code is translated into C and run against a small Windows-call reimplementation; generated game C is created locally from the user’s CD and is not shipped.","summary":"Pentamoor statically translates Shandalar’s x86 code to C and supplies a native runtime for the Windows calls it uses.","project_url":"https://github.com/MadranFoyle/pentamoor","updated":"2026-10-15","strategy":"Static x86-to-C translation with native Windows-call compatibility layer","language":"","source_available":"Public source and releases; no game files or generated game code are included; user supplies retail CD.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC static recompilation and native port","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/MadranFoyle/pentamoor"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/MadranFoyle/pentamoor/languages"},{"label":"Release packages","url":"https://github.com/MadranFoyle/pentamoor/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1210679,"Python":1120980,"Shell":24901,"Makefile":18914,"Batchfile":4933},"source_url":"https://api.github.com/repos/MadranFoyle/pentamoor/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/MadranFoyle/pentamoor reports 1,210,679 bytes of C, the largest language total (50.9% of 2,380,407 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"magic-the-gathering-dreamcast-english","title":"Magic: The Gathering Dreamcast English Translation","game":"Magic: The Gathering (Dreamcast)","platform":"Dreamcast (Japan GDI v1.011; English patch target)","kind":"Fan Localization","status":"English translation patch version 1.2; latest public patch release tag patchrelease3 was published 2026-08-09. README calls the translation complete but notes residual hard-coded text limits, possible stray Japanese/mistranslated text, and possible card-state crashes.","summary":"Japanese → English text patch for the Japan-only Dreamcast release Magic - The Gathering v1.011. The maintainer instructs applying the patch to the user’s own GDI with Universal Dreamcast Patcher. The repository provides patch binaries and instructions but declares no license and contains no translation/build source code; the README notes that some English voice dialogue may not match the translated Japanese subtitles.","project_url":"https://github.com/AstraleAmalthea/MagicTheGatheringDreamcastENG","updated":"2026-10-16","strategy":"Fan translation patch (Dreamcast patch format)","language":"English","source_available":"Public patch releases; no source code or license is declared. The game image is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Dreamcast fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Japanese GDI target, current version, patch instructions, translation caveats","url":"https://github.com/AstraleAmalthea/MagicTheGatheringDreamcastENG/blob/main/README"},{"label":"Latest public patch release","url":"https://github.com/AstraleAmalthea/MagicTheGatheringDreamcastENG/releases/tag/patchrelease3"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/AstraleAmalthea/MagicTheGatheringDreamcastENG/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/AstraleAmalthea/MagicTheGatheringDreamcastENG/languages","evidence":"GitHub Languages API returned {}; repository has no measurable code-language bytes. Do not infer source language from the English patch.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an empty byte map; no predominant programming language is measurable."}},{"id":"magical-drop-dx-steam-en","title":"Magical Drop DX English Fan Patch","game":"Magical Drop DX","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"English patch v1.0 is linked from the maintainer's patch index; release date and completeness are unstated.","summary":"English fan patch for the Japanese Steam release of Magical Drop DX.","project_url":"https://github.com/MKCAMK/G-MODE-Archives-translations","updated":"2026-10-16","strategy":"Game-specific text fan localization patch","language":"English","source_available":"Public GitHub repository and a linked v1.0 patch download.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Steam-only scope and English patch v1.0","url":"https://github.com/MKCAMK/G-MODE-Archives-translations"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/MKCAMK/G-MODE-Archives-translations/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"emulator-mister-devel-odyssey2-mister","title":"Magnavox Odyssey² / Philips Videopac G7000 MiSTer FPGA Core","game":"Magnavox Odyssey² / Philips Videopac G7000","platform":"Magnavox Odyssey² / Philips Videopac G7000 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-07-20.","summary":"FPGA system-emulation core for Magnavox Odyssey² / Philips Videopac G7000 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Odyssey2_MiSTer","updated":"2025-07-20","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Odyssey2_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Odyssey2_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Odyssey2_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Odyssey2_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":704950,"Verilog":338959,"SystemVerilog":152179,"Tcl":22301,"Batchfile":627},"source_url":"https://api.github.com/repos/MiSTer-devel/Odyssey2_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 704,950 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"magpie-scrabble-genesis-port","title":"Magpie Scrabble AI Sega Genesis Port","game":"Scrabble (Magpie)","platform":"Magpie Scrabble AI → Sega Genesis / Mega Drive (68000)","kind":"Reimplementation","status":"The README provides Genesis ROM build commands and documents automated headless Genesis Plus GX tests that compare shadow and non-shadow move generation over 25-game sets. It describes AI-versus-AI play and an included NWL23 lexicon; no real Genesis hardware test or tagged release is reported.","summary":"A 68000 Sega Genesis/Mega Drive port of the Magpie Scrabble AI, with GADDAG move generation, evaluation, AI-versus-AI play, and an included NWL23 lexicon. The repository includes ROM build tooling and a headless Genesis Plus GX test harness.","project_url":"https://github.com/olaugh/magpie-retro","updated":"2026-10-16","strategy":"Port Magpie’s C Scrabble engine to a native 68000 Genesis ROM with VDP graphics and Genesis Plus GX automated tests","language":"","source_available":"Public source, ROM build scripts, test harness, and lexicon data; GitHub license metadata is not asserted.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Sega Genesis native software port; emulator test harness, hardware validation not reported","target_type":"Game","sources":[{"label":"Maintainer README and ROM build/test instructions","url":"https://github.com/olaugh/magpie-retro#readme"},{"label":"Genesis Plus GX correctness test source","url":"https://github.com/olaugh/magpie-retro/blob/main/tests/gxtest/scrabble_test.cpp"},{"label":"Current primary README","url":"https://github.com/olaugh/magpie-retro/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/olaugh/magpie-retro"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/olaugh/magpie-retro/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":278124,"C++":118890,"Python":90770,"Makefile":40479,"Starlark":28817,"Assembly":10007,"Linker Script":3287,"Shell":2051},"source_url":"https://api.github.com/repos/olaugh/magpie-retro/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mailcraft-outlook-classic-reimplementation","title":"MailCraft (classic Outlook workflow reimplementation)","game":"Microsoft Outlook classic desktop workflow (target build/version not specified)","platform":"Classic Outlook workflow → native Rust client for Linux, Windows, macOS, FreeBSD and WebAssembly; mail transport uses standard IMAP/SMTP and related open formats/protocols","kind":"Reimplementation","status":"MailCraft v0.1.1 was released 2026-10-11; the project explicitly labels itself pre-alpha. The README lists mail, compose, account sync, rules, calendar, people, tasks, notes, and file import/export, with a parity catalog and roadmap. The exact Outlook build used as a behavioral target is not named.","summary":"A Rust mail client that recreates the classic Outlook workflow, including a module rail, ribbon, folders, message list, reading pane, rules, quick steps, calendar, contacts, tasks, and notes. It uses standard mail protocols and file formats, with native and WebAssembly clients; Microsoft code and assets are not claimed as included.","project_url":"https://github.com/MonkeySaint/mailcraft","updated":"2026-10-11","strategy":"Black-box behavioral reimplementation of the classic desktop client workflow, implemented as a native Rust application and web build; project says behavior was learned by observation.","language":"","source_available":"Public source licensed MIT OR Apache-2.0. The README says MailCraft is independent and not affiliated with Microsoft; bundled fonts carry a separate SIL Open Font License notice. The target Outlook build is unspecified and the project calls itself pre-alpha.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Desktop and WebAssembly email/productivity client","target_type":"Software","sources":[{"label":"Project README, target behavior, supported systems, and pre-alpha status","url":"https://github.com/MonkeySaint/mailcraft#readme"},{"label":"Feature parity catalog","url":"https://github.com/MonkeySaint/mailcraft/blob/master/docs/parity.md"},{"label":"MailCraft v0.1.1 release","url":"https://github.com/MonkeySaint/mailcraft/releases/tag/v0.1.1"},{"label":"MIT license option","url":"https://github.com/MonkeySaint/mailcraft/blob/master/LICENSE-MIT"},{"label":"Apache-2.0 license option","url":"https://github.com/MonkeySaint/mailcraft/blob/master/LICENSE-APACHE"},{"label":"Bundled font and asset attribution notices","url":"https://github.com/MonkeySaint/mailcraft/blob/master/NOTICE"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/MonkeySaint/mailcraft"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/MonkeySaint/mailcraft/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8052827,"Shell":37406,"PowerShell":10282,"HTML":3367},"source_url":"https://api.github.com/repos/MonkeySaint/mailcraft/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 8,052,827 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"maison-ikkoku-famicom-en","title":"Maison Ikkoku Famicom English Translation","game":"Maison Ikkoku","platform":"Nintendo Entertainment System / Famicom","kind":"Fan Localization","status":"Complete English v1.0 released 2026-10-15; the RHDN category is Fully Playable.","summary":"English patch for Bothtec’s 1988 Japan-only Famicom graphical adventure. The release translates dialogue, narration, commands, items and locations, and includes English title art/signage, scrolling long menu labels, word wrapping and multi-page dialogue.","project_url":"https://www.romhacking.net/translations/7850/","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"Romhacking.net distributes a BPS patch only. It requires the user’s matching Japanese Maison Ikkoku ROM; no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Famicom fan translation","target_type":"Game","sources":[{"label":"Romhacking.net project entry: v1.0, release date, coverage, BPS patch, full-playable status and matching Japanese ROM hash","url":"https://www.romhacking.net/translations/7850/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhacking.net/translations/7850/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"mm-decomp","title":"Majora’s Mask Decompilation","game":"The Legend of Zelda: Majora’s Mask","platform":"Nintendo 64","kind":"Decompilation","status":"In progress","summary":"ZeldaRET project reconstructing the game's source through reverse engineering.","project_url":"https://github.com/zeldaret/mm","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/zeldaret/mm"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zeldaret/mm"}],"media":[],"links":[{"kind":"docs","label":"Majora’s Mask decompilation project site","url":"https://zelda.deco.mp/games/mm","source_url":"https://github.com/zeldaret/mm","notes":"README links the project website."},{"kind":"docs","label":"Majora’s Mask decompilation build for macOS","url":"https://github.com/zeldaret/mm/blob/main/docs/BUILDING_MACOS.md","source_url":"https://github.com/zeldaret/mm","notes":"README links the macOS build document."},{"kind":"docs","label":"Majora’s Mask decompilation build with Docker","url":"https://github.com/zeldaret/mm/blob/main/docs/BUILDING_DOCKER.md","source_url":"https://github.com/zeldaret/mm","notes":"README links the Docker build document."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":23631601,"Assembly":1490549,"Python":1043688,"C++":811769,"Makefile":50717,"Shell":18938,"Linker Script":1595,"OpenEdge ABL":1365,"Dockerfile":1068,"CSS":851},"source_url":"https://api.github.com/repos/zeldaret/mm/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (23,631,601 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"majoras-mask-ps4-port","title":"Majora’s Mask PS4 Port","game":"The Legend of Zelda: Majora’s Mask","platform":"Nintendo 64 → PlayStation 4","kind":"Decompilation","status":"PS4 package release; maintainer reports an early PS4 Pro play test through the intro and Clock Town.","summary":"PlayStation 4 port of 2Ship2Harkinian using OpenOrbis and Piglet.","project_url":"https://github.com/alechurri/2ship2harkinian-ps4","updated":"2026-10-15","strategy":"PlayStation 4 port of 2Ship2Harkinian, the native Majora’s Mask engine built from decompilation source.","language":"","source_available":"Public source repository and PS4 packages; user-supplied Majora’s Mask game data required. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"PlayStation 4 port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"PS4 port README: 2Ship2Harkinian dependency","url":"https://github.com/alechurri/2ship2harkinian-ps4"},{"label":"2Ship2Harkinian upstream repository","url":"https://github.com/HarbourMasters/2ship2harkinian"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/alechurri/2ship2harkinian-ps4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":8974,"CMake":7956,"Python":1635,"C":1313},"source_url":"https://api.github.com/repos/alechurri/2ship2harkinian-ps4/languages","evidence":"GitHub's official language endpoint for https://github.com/alechurri/2ship2harkinian-ps4 reports 8,974 bytes of Shell, the largest language total (45.1% of 19,878 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mame","title":"MAME","game":"Arcade systems, vintage computers, and supported home consoles (including Channel F, ColecoVision, Vectrex, FM Towns Marty, PC-FX, CD-i, and Apple Pippin)","platform":"Arcade, vintage computers, and home consoles; runs on Windows, Linux, FreeBSD, and macOS","kind":"Emulator","status":"Active; MAME 0.289 was released 2026-07-30.","summary":"A broad machine-emulation and preservation project whose original focus was coin-operated arcade games. It now documents and emulates many vintage computers, consoles, calculators, and other electronic systems as well. The same MAME project also includes drivers for home systems such as Channel F, ColecoVision, Vectrex, FM Towns Marty, PC-FX, CD-i, and Apple Pippin; driver completeness varies.","project_url":"https://github.com/mamedev/mame","updated":"2026-10-16","strategy":"Machine-specific hardware emulation organized as drivers; source code also serves as hardware documentation for preservation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system arcade and computer emulator","target_type":"Software","sources":[{"label":"Official project purpose, supported system types, and language","url":"https://docs.mamedev.org/initialsetup/mameintro.html"},{"label":"Official source repository","url":"https://github.com/mamedev/mame"},{"label":"Official Fairchild Channel F driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/fairchild/channelf.cpp"},{"label":"Official Arcadia 2001 driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/arcadia/arcadia.cpp"},{"label":"Official ColecoVision driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/coleco/coleco.cpp"},{"label":"Official FM Towns/Marty driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/fujitsu/fmtowns.cpp"},{"label":"Official PC-FX driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/nec/pcfx.cpp"},{"label":"Official CD-i driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/philips/cdi.cpp"},{"label":"Official Apple Pippin driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/apple/pippin.cpp"},{"label":"Naomi driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/sega/naomi.cpp"},{"label":"Saturn driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/sega/saturn.cpp"},{"label":"ST-V driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/sega/stv.cpp"},{"label":"Model 2 driver","url":"https://github.com/mamedev/mame/blob/master/src/mame/sega/model2.cpp"},{"label":"Model 3 driver status","url":"https://github.com/mamedev/mame/blob/master/src/mame/sega/model3.cpp"},{"label":"MAME development language and source repository","url":"https://docs.mamedev.org/_files/MAME.pdf"},{"label":"Official upstream release history","url":"https://github.com/mamedev/mame/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/mamedev/mame"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":309679916,"C":2122540,"Lua":1396564,"Python":691591,"Scala":609797,"Java":229637,"Objective-C++":194619,"JavaScript":110089,"Makefile":78021,"HLSL":75655,"Shell":21797,"Objective-C":20763,"XSLT":17395,"GLSL":11425,"Roff":8867,"CSS":8610,"Assembly":6165,"Batchfile":5902,"HTML":4050,"SuperCollider":1920,"TeX":109},"source_url":"https://api.github.com/repos/mamedev/mame/languages","evidence":"GitHub's official language endpoint for https://github.com/mamedev/mame reports 309,679,916 bytes of C++, the largest language total (98.2% of 315,295,432 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"maniac-mansion-famicom-multilingual","title":"Maniac Mansion (Jaleco Famicom Version) Multilingual Translation Patches","game":"Maniac Mansion (Jaleco Famicom adaptation)","platform":"Famicom / NES","kind":"Fan Localization","status":"PatchClan currently lists English v1.1 build 9 and Portuguese and Spanish v1.0 build 1. The site lists English patch asset date 2026-09-28 and Portuguese/Spanish asset dates 2026-10-03; these are file dates rather than a single project release date. English is also listed as complete by RomHackPlaza.","summary":"Three IPS patches translate the distinct Jaleco Japanese Famicom adaptation of Maniac Mansion into English, Portuguese and Spanish. The project also reports text/UI fixes and expanded save support. It targets the Japanese Famicom ROM (MD5 5835600abb0a8de98d905da545350160), not the North American NES release. Public patch files are available; no translation source repository or licence was found.","project_url":"https://www.patchclan.com/#/jogo/maniac-mansion","updated":"2026-10-16","strategy":"Fan translation patches (IPS)","language":"English; Portuguese; Spanish","source_available":"Public IPS patch files from PatchClan; no game ROM, source repository or translation licence identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Multilingual fan translation patch set","target_type":"Game","sources":[{"label":"PatchClan project page, versions and patch files","url":"https://www.patchclan.com/#/jogo/maniac-mansion"},{"label":"Direct English IPS patch asset","url":"https://www.patchclan.com/patches/maniac-mansion-en.ips"},{"label":"Direct Portuguese IPS patch asset","url":"https://www.patchclan.com/patches/maniac-mansion-pt.ips"},{"label":"Direct Spanish IPS patch asset","url":"https://www.patchclan.com/patches/maniac-mansion-es.ips"},{"label":"RomHackPlaza English translation listing","url":"https://romhackplaza.org/index.php/translations/maniac-mansion-famicon-japan-english-translation-nintendo-entertainment-system"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/maniac-mansion","evidence":"No GitHub source repository is identified by the candidate project URL (https://www.patchclan.com/#/jogo/maniac-mansion); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://www.patchclan.com/#/jogo/maniac-mansion); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"maniac-mansion-nintendo-entertainment-system-english","title":"Maniac Mansion English Translation","game":"Maniac Mansion","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v1.1 build 9","summary":"English fan localization for Maniac Mansion on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://www.romhackplaza.org/translations/maniac-mansion-famicon-japan-english-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://www.romhackplaza.org/translations/maniac-mansion-famicon-japan-english-translation-nintendo-entertainment-system"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/maniac-mansion-famicon-japan-english-translation-nintendo-entertainment-system","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"emulator-crownparkcomputing-manxarcade","title":"MANX Multiscreen Arcade Emulator","game":"Arcade games for Namco System 22 / Super System 22, System 246, Sega Model 1 and Model 2, Namco System 1, Sega System 16B, Galaga, Galaxian, and Phoenix hardware","platform":"Windows and Linux desktop; the README describes linked and multiscreen cabinet configurations","kind":"Emulator","status":"Public GPL-3.0 source; last pushed 2026-08-08, with no GitHub release listed. The README reports 26 working sets and requires a sibling MANXFramework checkout for source builds. It loads user-supplied ROM/CHD sets and optional media folders; the README does not separately enumerate a BIOS requirement. System 246 work is explicitly marked in progress.","summary":"Standalone multi-board arcade emulator and cabinet launcher with support for linked and multiscreen setups. The README lists 26 working sets across classic Namco, Sega, and other arcade hardware; System 246 is still in progress.","project_url":"https://github.com/CrownParkComputing/MANXArcade","updated":"2026-08-08","strategy":"Standalone multi-board arcade system emulation","language":"","source_available":"Public GPL-3.0 source; source builds also require the companion MANXFramework repository and preserve its third-party notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-board arcade emulator","target_type":"Software","sources":[{"label":"Primary project README: supported boards, working-set count, ROM loading, and hosts","url":"https://github.com/CrownParkComputing/MANXArcade/blob/main/README.md"},{"label":"Project license file","url":"https://github.com/CrownParkComputing/MANXArcade/blob/main/LICENSE"},{"label":"Third-party component license notices","url":"https://github.com/CrownParkComputing/MANXArcade/blob/main/THIRD_PARTY_NOTICES.md"},{"label":"Required companion framework repository","url":"https://github.com/CrownParkComputing/MANXFramework"},{"label":"GitHub release history","url":"https://github.com/CrownParkComputing/MANXArcade/releases"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/CrownParkComputing/MANXArcade/languages"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/CrownParkComputing/MANXArcade"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3293206,"CMake":69692,"GLSL":33611,"Lua":18393,"C":16577,"Shell":12150},"source_url":"https://api.github.com/repos/crownparkcomputing/manxarcade/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 3,293,206 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mao-s-legacy-steam-zh","title":"Mao’s Legacy Chinese Patch","game":"Mao’s Legacy","platform":"Windows PC / Steam","kind":"Fan Localization","status":"Repository README identifies v1.8.5 output files for Steam game version 1.8.5 as of 2026-06-03. Public output directory contains 23 replacement files and README installation instructions; no release asset found.","summary":"Chinese translation patch plus Python/UnityPy extraction, translation and repacking tools. README reports approximately 99% of hard-coded DLL strings, 100% of extracted text, and 18 level UIs translated, while listing remaining layout/song-title issues.","project_url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools","updated":"2026-10-16","strategy":"Unity asset and managed assembly replacement, with Python tooling","language":"Chinese (variant not explicitly stated)","source_available":"Public GitHub repository archive contains a `1.8.5_output` replacement-file directory; no packaged release asset found.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Windows Steam fan localization replacement files","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools"},{"label":"Patch download/release page","url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/tree/main/1.8.5_output"}],"media":[{"kind":"image","label":"Mao’s Legacy Chinese localization screenshot 1","url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/1.png","preview_url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/1.png","source_url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Mao’s Legacy Chinese localization screenshot 2","url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/2.png","preview_url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/2.png","source_url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Mao’s Legacy Chinese localization screenshot 3","url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/3.png","preview_url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/3.png","source_url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Mao’s Legacy Chinese localization screenshot 4","url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/4.png","preview_url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/4.png","source_url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Mao’s Legacy Chinese localization screenshot 5","url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/5.png","preview_url":"https://raw.githubusercontent.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/main/5.png","source_url":"https://github.com/LeXwDeX/Mao-s-Legacy-Chinese-Tools/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":23589306,"Python":321312,"HTML":12829,"Shell":752},"source_url":"https://api.github.com/repos/LeXwDeX/Mao-s-Legacy-Chinese-Tools/languages","evidence":"Exact GitHub Languages API map: {\"C#\": 23589306, \"HTML\": 12829, \"Python\": 321312, \"Shell\": 752}. Staged value C# identifies the project's measured source/tooling language and is distinct from translation direction Source language not explicitly stated; target described as Chinese.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"blood-mapedit-matching-decompilation","title":"MAPEDIT (Blood Level Editor) Matching Decompilation","game":"MAPEDIT (Blood level editor)","platform":"DOS PC","kind":"Decompilation","status":"The same repository separately lists nine MAPEDIT versions and gives an edbuild.bat build instruction. The maintainer describes the repository as a matching decompilation; no per-target completion percentage or release status is published. The latest repository code push was 2025-12-06.","summary":"A matching decompilation of the MAPEDIT level editor distributed with Blood. The repository README lists nine Registered and Plasma Pak versions and directs builders to edbuild.bat.","project_url":"https://github.com/NBlood/Blood-RE","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"DOS PC software; Blood MAPEDIT level editor","target_type":"Software","sources":[{"label":"Maintainer README and MAPEDIT versions","url":"https://github.com/NBlood/Blood-RE#readme"},{"label":"Latest code commit (2025-12-06)","url":"https://github.com/NBlood/Blood-RE/commit/4d4869a695a8799c2c564b53f8ef429dc3816599"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/NBlood/Blood-RE"},{"label":"Current primary README","url":"https://github.com/NBlood/Blood-RE/blob/main/Readme.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/NBlood/Blood-RE/languages"},{"label":"Maintainer repository","url":"https://github.com/NBlood/Blood-RE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1866623,"C":919730,"Assembly":37497,"Objective-C":7723,"Batchfile":6013,"Makefile":5432},"source_url":"https://api.github.com/repos/NBlood/Blood-RE/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"marathon-2-durandal-3ds-alephone","title":"Marathon 2: Durandal 3DS Port","game":"Marathon 2: Durandal","platform":"Classic Mac Marathon → New Nintendo 3DS","kind":"Reimplementation","status":"Release v1.0.0 was published on 2026-08-23. The README identifies it as a hardware-passed final ship baseline and documents a shared trilogy chooser/runtime.","summary":"Nintendo 3DS port based on Aleph One, with native Citro3D rendering, stereoscopic 3D, 3DS controls, lower-screen HUD, saves, and audio. This record covers Marathon 2: Durandal; original game data is not included.","project_url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS","updated":"2026-10-16","strategy":"Native Nintendo 3DS source port based on Aleph One","language":"","source_available":"Public source and v1.0.0 release; the user supplies compatible Marathon 2: Durandal game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"One of three title targets in MarathonTrilogy3DS; shared trilogy chooser/runtime","target_type":"Game","sources":[{"label":"Maintainer README: supported titles, release baseline, and features","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS#readme"},{"label":"Release v1.0.0","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS/releases/tag/v1.0.0"},{"label":"Aleph One source project","url":"https://github.com/Aleph-One-Marathon/alephone"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":88270719,"C":13716971,"Shell":306601,"Makefile":290574,"Python":113685,"M4":84115,"CMake":48930,"Objective-C":46128,"GLSL":24381,"Lua":15897,"Objective-C++":6891,"Batchfile":1561},"source_url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"marathon-3ds-alephone","title":"Marathon 3DS Port","game":"Marathon","platform":"Classic Mac Marathon → New Nintendo 3DS","kind":"Reimplementation","status":"Release v1.0.0 was published on 2026-08-23. The README identifies it as a hardware-passed final ship baseline and documents a shared trilogy chooser/runtime.","summary":"Nintendo 3DS port based on Aleph One, with native Citro3D rendering, stereoscopic 3D, 3DS controls, lower-screen HUD, saves, and audio. This record covers Marathon; original game data is not included.","project_url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS","updated":"2026-10-16","strategy":"Native Nintendo 3DS source port based on Aleph One","language":"","source_available":"Public source and v1.0.0 release; the user supplies compatible Marathon game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"One of three title targets in MarathonTrilogy3DS; shared trilogy chooser/runtime","target_type":"Game","sources":[{"label":"Maintainer README: supported titles, release baseline, and features","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS#readme"},{"label":"Release v1.0.0","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS/releases/tag/v1.0.0"},{"label":"Aleph One source project","url":"https://github.com/Aleph-One-Marathon/alephone"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":88270719,"C":13716971,"Shell":306601,"Makefile":290574,"Python":113685,"M4":84115,"CMake":48930,"Objective-C":46128,"GLSL":24381,"Lua":15897,"Objective-C++":6891,"Batchfile":1561},"source_url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"marathon-infinity-3ds-alephone","title":"Marathon Infinity 3DS Port","game":"Marathon Infinity","platform":"Classic Mac Marathon → New Nintendo 3DS","kind":"Reimplementation","status":"Release v1.0.0 was published on 2026-08-23. The README identifies it as a hardware-passed final ship baseline and documents a shared trilogy chooser/runtime.","summary":"Nintendo 3DS port based on Aleph One, with native Citro3D rendering, stereoscopic 3D, 3DS controls, lower-screen HUD, saves, and audio. This record covers Marathon Infinity; original game data is not included.","project_url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS","updated":"2026-10-16","strategy":"Native Nintendo 3DS source port based on Aleph One","language":"","source_available":"Public source and v1.0.0 release; the user supplies compatible Marathon Infinity game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"One of three title targets in MarathonTrilogy3DS; shared trilogy chooser/runtime","target_type":"Game","sources":[{"label":"Maintainer README: supported titles, release baseline, and features","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS#readme"},{"label":"Release v1.0.0","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS/releases/tag/v1.0.0"},{"label":"Aleph One source project","url":"https://github.com/Aleph-One-Marathon/alephone"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/MarathonTrilogy3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":88270719,"C":13716971,"Shell":306601,"Makefile":290574,"Python":113685,"M4":84115,"CMake":48930,"Objective-C":46128,"GLSL":24381,"Lua":15897,"Objective-C++":6891,"Batchfile":1561},"source_url":"https://api.github.com/repos/benny04131985-lab/MarathonTrilogy3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"marathon-recomp","title":"Marathon Recompiled","game":"Sonic the Hedgehog (2006) (Xbox 360 version)","platform":"Xbox 360 → Windows, Linux, macOS","kind":"Recompilation","status":"Active; README says not intended for public use yet","summary":"Native PC project using XenonRecomp and XenosRecomp for static code and shader recompilation.","project_url":"https://github.com/sonicnext-dev/MarathonRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/sonicnext-dev/MarathonRecomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sonicnext-dev/MarathonRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/sonicnext-dev/MarathonRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Marathon Recompiled releases","url":"https://github.com/sonicnext-dev/MarathonRecomp/releases/latest","source_url":"https://github.com/sonicnext-dev/MarathonRecomp","notes":"README links the latest releases."},{"kind":"docs","label":"Marathon Recompiled build instructions","url":"https://github.com/sonicnext-dev/MarathonRecomp/blob/main/docs/BUILDING.md","source_url":"https://github.com/sonicnext-dev/MarathonRecomp","notes":"README links the build instructions."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2001763,"CMake":43637,"C":27619,"Metal":18587,"HLSL":18509,"Batchfile":39},"source_url":"https://api.github.com/repos/sonicnext-dev/MarathonRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (2,001,763 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-marble-madness-ii","title":"Marble Madness II MiSTer Core","game":"Marble Madness II: Marble Man arcade prototype","platform":"Atari Games Marble Madness II prototype arcade board on MiSTer FPGA","kind":"Emulator","status":"Active, hardware-validated core; upstream source last pushed 2026-10-08 and the latest checked-in RBF is dated 2026-09-04. The README reports that its MRA loads the full prototype ROM set and documents focused simulation plus real-ROM CPU/audio reset regressions.","summary":"FPGA hardware implementation for Atari Games’ unreleased 1991 Marble Madness II prototype. The source includes a hardware-validation note, but no game ROM is distributed; a legally obtained prototype MAME ROM set is required.","project_url":"https://github.com/MiSTer-devel/Arcade-MarbleMadness2_MiSTer","updated":"2026-10-16","strategy":"FPGA recreation of the Marble Madness II prototype board, with a cycle-compatible Motorola 68000, JSA audio, trackball support and EEPROM persistence.","language":"","source_available":"Public GPL-3.0 source repository. The prototype game ROM set is explicitly not included and must be obtained separately; no redistribution right for game ROMs is implied by the core source license.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Arcade-MarbleMadness2_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MarbleMadness2_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":746416,"Verilog":301204,"VHDL":107520,"Tcl":23094,"PowerShell":14957,"Lua":4621,"Batchfile":1001},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-MarbleMadness2_MiSTer/languages","evidence":"Official GitHub Languages API reports 746,416 bytes of SystemVerilog as the largest language count (62.3% of 1,198,813 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"marchen-veil-family-computer-disk-system-spanish-catalan","title":"Marchen Veil Spanish and Catalan Translation","game":"Marchen Veil","platform":"Family Computer Disk System","kind":"Fan Localization","status":"Released; RHP reports v0.9d","summary":"Spanish; Catalan fan localization for Marchen Veil on Family Computer Disk System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/marchen-veil-spanish-catalan-translation-spanish-catalan-translation-family-computer-disk-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish; Catalan","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/marchen-veil-spanish-catalan-translation-spanish-catalan-translation-family-computer-disk-system"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/marchen-veil-spanish-catalan-translation-spanish-catalan-translation-family-computer-disk-system","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"mario-luigi-bowsers-inside-story-nds-decomp","title":"Mario & Luigi: Bowser’s Inside Story Decompilation","game":"Mario & Luigi: Bowser’s Inside Story","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress targeting USA `CLJE`; all modules rebuild with fallbacks, 30/12,221 functions are decompiled, and 20/141 overlays are complete.","summary":"Matching DS decompilation with status and progress recorded in the maintainer README.","project_url":"https://github.com/istornz/bowsers-inside-story-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game dump required; no game assets/code from the ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/istornz/bowsers-inside-story-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/istornz/bowsers-inside-story-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":280128,"Python":69042,"Shell":1577,"Dockerfile":1548,"C":343},"source_url":"https://api.github.com/repos/istornz/bowsers-inside-story-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-luigi-dream-team-us-3ds-decomp","title":"Mario & Luigi: Dream Team — U.S. 3DS Decompilation","game":"Mario & Luigi: Dream Team","platform":"Nintendo 3DS","kind":"Decompilation","status":"Work in progress; maintainer describes solo, slow-and-steady effort targeting code.bin; CRO support is planned and RomFS is out of scope.","summary":"3DS code decompilation/reverse engineering; requires extracted U.S. v1.0 code.bin from user-owned game.","project_url":"https://github.com/Mario-and-Luigi-3Ds-R-D/MILLI4C","updated":"2026-08-12","strategy":"Source decompilation","language":"","source_available":"Public source repository; user provides extracted game code; no game assets included; license not verified.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"U.S. v1.0; README states target and planned CRO work.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Mario-and-Luigi-3Ds-R-D/MILLI4C#readme"},{"label":"Project repository latest recorded commit (2026-08-12): Some CellAnime","url":"https://github.com/Mario-and-Luigi-3Ds-R-D/MILLI4C/commit/36cd49713d49cf771555a7e381f4968578651fa6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":316466,"C++":168964,"CMake":8561,"C":1296,"Linker Script":718},"source_url":"https://api.github.com/repos/Mario-and-Luigi-3Ds-R-D/MILLI4C/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Mario-and-Luigi-3Ds-R-D/MILLI4C (repository API id 1158149516, https://github.com/Mario-and-Luigi-3Ds-R-D/MILLI4C). The exact response reported 316,466 bytes of Python, the largest category, out of 496,005 recognized-language bytes (63.8%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-luigi-partners-in-time-eu-nds-matching-decomp","title":"Mario & Luigi: Partners in Time European Nintendo DS Decompilation","game":"Mario & Luigi: Partners in Time","platform":"Nintendo DS European version (ARM9)","kind":"Decompilation","status":"The maintainer says the European ROM currently rebuilds byte-for-byte and that verified C/C++ is gradually replacing assembly; field and battle scripts remain incomplete. README discloses that source was generated with AI under human direction. Last pushed 2026-10-15; no GitHub release is listed.","summary":"Work-in-progress source decompilation of the European Nintendo DS release. The maintainer documents exact build checks, ROM requirements, and AI-assisted generation; game assets and proprietary tools are not included.","project_url":"https://github.com/aricloverEXTRA/PartnersInTimeDECOMP","updated":"2026-10-16","strategy":"AI-generated C/C++ matching decompilation with byte-identical build checks","language":"","source_available":"Public source repository with no declared repository license; game assets and proprietary tools are excluded; requires a user-supplied decrypted European ROM and separately obtained compiler; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation; AI generation is disclosed by the maintainer","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/aricloverEXTRA/PartnersInTimeDECOMP"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/aricloverEXTRA/PartnersInTimeDECOMP"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/aricloverEXTRA/PartnersInTimeDECOMP/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/aricloverEXTRA/PartnersInTimeDECOMP/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3100221,"C++":2121387,"Python":878872,"Assembly":650754,"Java":170336,"PowerShell":42758,"Shell":7192,"CMake":3851},"source_url":"https://api.github.com/repos/aricloverEXTRA/PartnersInTimeDECOMP/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,100,221 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-golf-64-decomp","title":"Mario Golf 64 Decompilation","game":"Mario Golf 64","platform":"Nintendo 64","kind":"Decompilation","status":"The README reports a matching build for North American NMFE revision 0 and verifies the rebuilt ROM byte-for-byte.","summary":"N64 source project for Mario Golf 64; the build reconstructs the original ROM from extracted assembly and compiled C/assembly libraries.","project_url":"https://github.com/monde-lointain/mariogolf64","updated":"2026-10-15","strategy":"Byte-matching N64 decompilation","language":"","source_available":"Public source repository; original ROM is user-supplied and ignored","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"North American NMFE revision 0","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/monde-lointain/mariogolf64#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/monde-lointain/mariogolf64"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1325177,"Linker Script":79340,"Assembly":69520,"Makefile":15686,"C++":4870,"BitBake":3042,"Shell":1498,"Dockerfile":1199},"source_url":"https://api.github.com/repos/monde-lointain/mariogolf64/languages","evidence":"GitHub's official language endpoint for https://github.com/monde-lointain/mariogolf64 reports 1,325,177 bytes of C, the largest language total (88.3% of 1,500,332 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-64-3ds-port","title":"Mario Kart 64 3DS Port","game":"Mario Kart 64","platform":"Nintendo 64 → Nintendo 3DS","kind":"Reimplementation","status":"Experimental release; solo versus and battle modes are reported, with compatibility work ongoing.","summary":"3DS port of the SpaghettiKart native reimplementation.","project_url":"https://github.com/EstebanPdN/mario-kart-64-3ds","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/EstebanPdN/mario-kart-64-3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/EstebanPdN/mario-kart-64-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2770072,"CMake":350656,"C":163528,"Python":82198,"Shell":3011},"source_url":"https://api.github.com/repos/EstebanPdN/mario-kart-64-3ds/languages","evidence":"GitHub's official language endpoint for https://github.com/EstebanPdN/mario-kart-64-3ds reports 2,770,072 bytes of C++, the largest language total (82.2% of 3,369,465 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-64-matching-decomp","title":"Mario Kart 64 Decompilation","game":"Mario Kart 64 (USA; Europe v1.0 and v1.1)","platform":"Nintendo 64 (USA, Europe v1.0, Europe v1.1)","kind":"Decompilation","status":"Unarchived; latest push 2026-08-16. README documents USA and two European ROM outputs and their SHA-1 values. It does not establish whole-ROM byte parity; README says a byte-matching tkmk00 texture compressor/decompressor is not yet available. The current 100.0% progress SVG has no documented metric definition, so it is not treated as proof of a complete matching rebuild.","summary":"C and assembly source reconstruction with ROM builds for USA (SHA-1 579c48e211ae952530ffc8738709f078d5dd215e), Europe v1.0 (a729039453210b84f17019dda3f248d5888f7690), and Europe v1.1 (f6b5f519dd57ea59e9f013cc64816e9d273b2329). Users supply the ROM for asset extraction.","project_url":"https://github.com/n64decomp/mk64","updated":"2026-08-16","strategy":"Source-level game decompilation and N64 ROM rebuild","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, supported ROM revisions, checksums, and matching caveat","url":"https://github.com/n64decomp/mk64#readme"},{"label":"Project build instructions","url":"https://n64decomp.github.io/mk64/compiling.html"},{"label":"GitHub metadata: archive state and latest push","url":"https://api.github.com/repos/n64decomp/mk64"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/n64decomp/mk64/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":24193015,"Assembly":1477597,"Makefile":791772,"C++":173432,"Python":165640,"Linker Script":27716,"Shell":5865,"BitBake":947,"Dockerfile":493,"Batchfile":199},"source_url":"https://api.github.com/repos/n64decomp/mk64/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 24,193,015 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-64-dreamcast-port","title":"Mario Kart 64 Dreamcast Port","game":"Mario Kart 64","platform":"Nintendo 64 → Dreamcast","kind":"Decompilation","status":"README documents physical-hardware testing, VMU saves, and ghost data.","summary":"Native Dreamcast port based on the Mario Kart 64 decompilation. The README requires a supported US Nintendo 64 ROM and gives its expected MD5; it also documents testing on physical Dreamcast hardware.","project_url":"https://github.com/jnmartin84/mk64-dc","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/jnmartin84/mk64-dc"},{"label":"Project README, ROM setup and hardware testing","url":"https://raw.githubusercontent.com/jnmartin84/mk64-dc/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/jnmartin84/mk64-dc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":24493653,"Assembly":2639648,"Makefile":802611,"Python":193318,"C++":173432,"Shell":11198,"BitBake":947,"Batchfile":199},"source_url":"https://api.github.com/repos/jnmartin84/mk64-dc/languages","evidence":"GitHub's official language endpoint for https://github.com/jnmartin84/mk64-dc reports 24,493,653 bytes of C, the largest language total (86.5% of 28,315,006 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-64-switch-port-spaghettikart","title":"Mario Kart 64 Nintendo Switch Port (SpaghettiKart)","game":"Mario Kart 64","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Decompilation","status":"The README documents Switch installation and a nightly Switch CI package explicitly marked for playtesting, where bugs and crashes are expected. A prior 0.9.9.1 release included a Switch zip; the newest formal v1.0.0 release does not include a Switch binary.","summary":"Nintendo 64 decompilation-based native port for Switch using the HarbourMasters SpaghettiKart project. Switch users prepare the game-data package on a PC from their supported US ROM and copy it with the homebrew files.","project_url":"https://github.com/HarbourMasters/SpaghettiKart","updated":"2026-10-16","strategy":"Decompilation-based native port with a Switch build","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Switch homebrew; current documented CI build is playtesting-only","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/HarbourMasters/SpaghettiKart"},{"label":"Earlier release with a Switch package, v0.9.9.1","url":"https://github.com/HarbourMasters/SpaghettiKart/releases/tag/0.9.9.1"},{"label":"Current Switch nightly artifact linked by the README","url":"https://nightly.link/HarbourMasters/SpaghettiKart/workflows/main/main/Spaghettify-switch.zip?status=completed"},{"label":"Current primary README","url":"https://github.com/HarbourMasters/SpaghettiKart/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/HarbourMasters/SpaghettiKart"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/HarbourMasters/SpaghettiKart/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/HarbourMasters/SpaghettiKart/releases/tag/1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":15850703,"C++":1952996,"Python":157396,"CMake":113412,"HLSL":11256,"Metal":9600,"GLSL":9504,"Shell":7356,"Dockerfile":3589,"Makefile":1654,"BitBake":947},"source_url":"https://api.github.com/repos/HarbourMasters/SpaghettiKart/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-64-xbox-port","title":"Mario Kart 64 Original Xbox Port","game":"Mario Kart 64","platform":"Nintendo 64 → Original Xbox","kind":"Decompilation","status":"A separate public fork documents deterministic online multiplayer for the Original Xbox port and cross-console play with Xbox 360 as host and Original Xbox as joiner. Its README reports validation from a fresh GitHub clone and documents a Release XISO build path; no published release is listed. This is fork-reported status, not a claim of independent compatibility testing.","summary":"Native Original Xbox port based on the Mario Kart 64 N64 decompilation and jnmartin84’s Dreamcast port. A related fork adds deterministic netplay and Xbox 360 crossplay (Xbox 360 hosts; Original Xbox joins). User-supplied game data is required.","project_url":"https://github.com/Team-Resurgent/Mario-Kart-64-X","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"The canonical Original Xbox port has public source. A related public fork states that its newly authored netplay/crossplay code is GPL-3.0-only; the base port, decompilation, Dreamcast port, RXDK, and other third-party components retain their own terms. The repositories do not include the user-supplied ROM or generated game assets.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Team-Resurgent/Mario-Kart-64-X"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Team-Resurgent/Mario-Kart-64-X"},{"label":"Netplay fork README: relationship to base port, N64 source, supported Xbox 360 host / Original Xbox join setup, and tested build instructions","url":"https://github.com/sirdankz/Mario-Kart-64-X-Netplay/blob/main/README.md"},{"label":"Netplay fork license-scope note: newly authored netplay code only","url":"https://github.com/sirdankz/Mario-Kart-64-X-Netplay/blob/main/NETPLAY-LICENSE.md"},{"label":"GitHub repository API: public fork identity, fork status, and activity dates","url":"https://api.github.com/repos/sirdankz/Mario-Kart-64-X-Netplay"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":24695545,"Assembly":2639648,"Makefile":802611,"Python":367889,"C++":268983,"Shell":11198,"CMake":6595,"BitBake":1584,"Batchfile":199},"source_url":"https://api.github.com/repos/Team-Resurgent/Mario-Kart-64-X/languages","evidence":"GitHub's official language endpoint for https://github.com/Team-Resurgent/Mario-Kart-64-X reports 24,695,545 bytes of C, the largest language total (85.8% of 28,794,252 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-64-psp-port","title":"Mario Kart 64 PSP Port","game":"Mario Kart 64","platform":"Nintendo 64 → PlayStation Portable","kind":"Decompilation","status":"README reports 60 FPS single-player and 30 FPS Ad Hoc multiplayer, with cups and courses playable; requires the supported US ROM.","summary":"Native PSP port of decompiled N64 C code with PSP graphics and audio layers.","project_url":"https://github.com/beckerd/psp_mk64_portable","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/beckerd/psp_mk64_portable"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/beckerd/psp_mk64_portable"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":24790363,"Assembly":1479864,"Makefile":792227,"Python":248137,"C++":173432,"Linker Script":27716,"Shell":5865,"BitBake":947,"Dockerfile":493,"CMake":249,"Batchfile":199},"source_url":"https://api.github.com/repos/beckerd/psp_mk64_portable/languages","evidence":"GitHub's official language endpoint for https://github.com/beckerd/psp_mk64_portable reports 24,790,363 bytes of C, the largest language total (90.1% of 27,519,492 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-64-static-recomp","title":"Mario Kart 64 Recompiled","game":"Mario Kart 64","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"v0.9.2 release; supported hosts are listed, but full-game completion is not claimed in the README.","summary":"Native Nintendo 64 static recompilation into a desktop application. The README says it accepts only the North American Nintendo 64 version; the player supplies the game image.","project_url":"https://github.com/sonicdcer/MarioKart64Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/sonicdcer/MarioKart64Recomp#readme"},{"label":"Latest project release (v0.9.2)","url":"https://github.com/sonicdcer/MarioKart64Recomp/releases/tag/v0.9.2"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/sonicdcer/MarioKart64Recomp/languages"},{"label":"Project README, ROM selection FAQ","url":"https://raw.githubusercontent.com/sonicdcer/MarioKart64Recomp/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sonicdcer/MarioKart64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":684272,"C":444207,"SCSS":57193,"CMake":17526,"CSS":13847,"Linker Script":3851,"Objective-C++":2415,"Makefile":1133,"HLSL":784},"source_url":"https://api.github.com/repos/sonicdcer/MarioKart64Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-8-deluxe-switch-static-recomp","title":"Mario Kart 8 Deluxe Native PC Static Recompilation","game":"Mario Kart 8 Deluxe","platform":"Nintendo Switch → native x86-64 PC (public native-foundations checkpoint is Windows x64; standalone runtime in development)","kind":"Recompilation","status":"Work in progress. The maintainer says the current migration targets a standalone native app; the working race reference still uses Suyu graphics, and no fully native playable game is available yet. The README reports static CPU source for all four title modules and one captured background presented via native Vulkan, while native Device integration, complete game frames, audio, controls and saves remain pending. The latest native-foundations v6 prerelease was published 2026-10-15.","summary":"A title-specific static recompilation of Mario Kart 8 Deluxe that translates Switch AArch64 code and is moving from Suyu AOT/HLE execution toward a standalone native PC runtime. The maintainer reports early native rendering work, but no complete native playable game yet.","project_url":"https://github.com/dougchansan/mk8-recomp","updated":"2026-10-16","strategy":"Static recompilation of Switch AArch64 code; native PC runtime migration in progress.","language":"","source_available":"Public project source, native-runtime patch and Windows x64 native-foundation tools; no game code or assets are distributed, and title data is supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch-to-PC static recompilation / native port","target_type":"Game","sources":[{"label":"Maintainer README: title target, current migration state and supported build context","url":"https://github.com/dougchansan/mk8-recomp#readme"},{"label":"Maintainer native-runtime progress: verified work and remaining integration gates","url":"https://github.com/dougchansan/mk8-recomp/blob/main/docs/native-runtime-progress.md"},{"label":"Latest native-foundations v6 prerelease published 2026-10-15","url":"https://github.com/dougchansan/mk8-recomp/releases/tag/native-foundations-v6-20261015"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/dougchansan/mk8-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":223174,"PowerShell":166010,"Python":152494,"Shell":35904,"C":5859},"source_url":"https://api.github.com/repos/dougchansan/mk8-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 223,174 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-arcade-gp2-triforce-decomp","title":"Mario Kart Arcade GP 2 Triforce Decompilation","game":"Mario Kart Arcade GP 2","platform":"Namco Triforce arcade (GameCube-derived PPC; Japan GNLJ82)","kind":"Decompilation","status":"Early matching bring-up toward byte-identical reconstruction of `main.dol`; see the repository dashboards for live matching progress. The repository says it contains PPC code only and no game assets.","summary":"Matching C/C++ decompilation of the main PowerPC executable with a rebuild pipeline.","project_url":"https://github.com/naari3/mkgp2-decomp","updated":"2026-10-16","strategy":"Matching C/C++ decompilation of the main PowerPC executable with a rebuild pipeline.","language":"","source_available":"Public source and build scripts; no game assets or original binaries committed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Triforce arcade executable decompilation","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/naari3/mkgp2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3576107,"Python":575828,"C++":300931,"Assembly":196904,"JavaScript":11016,"Java":5033},"source_url":"https://api.github.com/repos/naari3/mkgp2-decomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-ds-eur-matching-decomp","title":"Mario Kart DS — European Matching Decompilation","game":"Mario Kart DS","platform":"Nintendo DS","kind":"Decompilation","status":"README snapshot dated 2026-07-16 reports 551/7,693 functions (7.2%) and 28,756/1,375,980 code bytes (2.1%) matched. Whole-ROM comparison passes because unmatched code remains raw gap objects.","summary":"C source decompilation with function-level matching; requires user-owned European ROM and MWCCARM.","project_url":"https://github.com/ai-tdd-labs/mkds-decomp","updated":"2026-07-24","strategy":"Matching source decompilation","language":"","source_available":"Public MIT-licensed source and tools; user supplies European ROM/compiler; no ROM/assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"European ROM SHA-1 ce97d9b43f0d3ca0d48b781983e8a16f6393378f; not the separate MKDS RE utility repository.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/ai-tdd-labs/mkds-decomp#readme"},{"label":"Project repository latest recorded commit (2026-07-24): Benchmark reference harvest","url":"https://github.com/ai-tdd-labs/mkds-decomp/commit/c6e18fa4b346643b74c402b605a84b43cba16c01"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3747322,"Python":243058,"Shell":27878,"Dockerfile":606,"C++":323},"source_url":"https://api.github.com/repos/ai-tdd-labs/mkds-decomp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository ai-tdd-labs/mkds-decomp (repository API id 1309637807, https://github.com/ai-tdd-labs/mkds-decomp). The exact response reported 3,747,322 bytes of C, the largest category, out of 4,019,187 recognized-language bytes (93.2%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-wii-ps5-recomp","title":"Mario Kart Wii (PS5 Recompilation)","game":"Mario Kart Wii (PAL version)","platform":"Wii → jailbroken PlayStation 5 / PlayStation 5 Pro","kind":"Recompilation","status":"v1.0.0-rc1; 60 fps is reported on PS5 Pro. PAL only; the README documents a broken 2D race mini-map and firmware-specific caveats.","summary":"Statically recompiles the PAL Wii game through WiiCompiled and renders with the PS5 AGC backend.","project_url":"https://github.com/Phi1ow/mkwii-ps5","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Phi1ow/mkwii-ps5#readme"},{"label":"Latest project release (v1.0.0-rc1)","url":"https://github.com/Phi1ow/mkwii-ps5/releases/tag/v1.0.0-rc1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Phi1ow/mkwii-ps5/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Phi1ow/mkwii-ps5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1015316,"PowerShell":176629,"C":135218,"Python":68851,"CMake":45021,"C#":26295,"Assembly":3107},"source_url":"https://api.github.com/repos/Phi1ow/mkwii-ps5/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-wii-3ds-port","title":"Mario Kart Wii 3DS Port","game":"Mario Kart Wii","platform":"Wii → Nintendo 3DS","kind":"Reimplementation","status":"Version 0.5.2 supports Grand Prix, Time Trials, and Battle; Coin Runners and Team VS are unfinished. The maintainer documents building a 3DS CIA from the user's Wii disc.","summary":"Native Mario Kart Wii adaptation for Nintendo 3DS continued from an earlier port; it is not a Wii emulator or static recompilation. The maintainer supplies a build path that consumes the user's own disc.","project_url":"https://github.com/MiniBandit/MKW-3DS","updated":"2026-10-15","strategy":"Native reimplementation/port to Nintendo 3DS","language":"","source_available":"Public source and 3DS build instructions; requires the user's Wii game disc","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/MiniBandit/MKW-3DS"},{"label":"Maintainer README: current mode support, source-port method, and own-disc build","url":"https://github.com/MiniBandit/MKW-3DS#readme"},{"label":"Maintainer releases","url":"https://github.com/MiniBandit/MKW-3DS/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4896174,"Python":578318,"TypeScript":105138,"JavaScript":3253,"Batchfile":2710,"Shell":1949},"source_url":"https://api.github.com/repos/MiniBandit/MKW-3DS/languages","evidence":"GitHub's official language endpoint for https://github.com/MiniBandit/MKW-3DS reports 4,896,174 bytes of C++, the largest language total (87.6% of 5,587,542 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-wii-decomp","title":"Mario Kart Wii Decompilation","game":"Mario Kart Wii","platform":"Wii","kind":"Decompilation","status":"Work in progress; the README exposes separate main.dol and StaticR.rel progress and requires an existing game copy.","summary":"The repository describes a matching decompilation and provides build and code-progress tracking for the Wii game.","project_url":"https://github.com/doldecomp/mkw","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii main.dol and StaticR.rel source decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/doldecomp/mkw"},{"label":"Project README or evidence page","url":"https://github.com/doldecomp/mkw/blob/main/README.md"},{"label":"Project README","url":"https://github.com/doldecomp/mkw#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/doldecomp/mkw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2481457,"C++":1101695,"Python":125960,"CSS":7716},"source_url":"https://api.github.com/repos/doldecomp/mkw/languages","evidence":"GitHub's official language endpoint for https://github.com/doldecomp/mkw reports 2,481,457 bytes of C, the largest language total (66.8% of 3,716,828 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-wii-quest3-vr-recomp","title":"Mario Kart Wii on Meta Quest 3","game":"Mario Kart Wii","platform":"Wii → Meta Quest 3 native arm64 VR app (Vulkan)","kind":"Recompilation","status":"v0.3.0-beta describes full VR mode; README reports headset gameplay, menus at 60 fps, world-locked race view and Retro-WFC online integration. Race speed varies (36 fps grid, 40–60 once field spreads); both eyes currently share the same image, so no binocular depth. Requires user’s disc.","summary":"WiiCompiled static recompilation on native ARM64, Aurora/Vulkan renderer and Quest VR compositor integration.","project_url":"https://github.com/JBuildr/MKW-Quest3","updated":"2026-10-16","strategy":"WiiCompiled downstream VR port","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"PowerShell","subtype":"Meta Quest 3","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/JBuildr/MKW-Quest3"},{"label":"Project release: v0.3.0-beta","url":"https://github.com/JBuildr/MKW-Quest3/releases/tag/v0.3.0-beta"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":97245,"Java":423,"Batchfile":175},"source_url":"https://api.github.com/repos/JBuildr/MKW-Quest3/languages","evidence":"GitHub's official Languages API reports 97,245 bytes of PowerShell out of 97,843 recognized language bytes for https://github.com/JBuildr/MKW-Quest3; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-wii-wiicompiled-pc","title":"Mario Kart Wii WiiCompiled PC Port","game":"Mario Kart Wii","platform":"Nintendo Wii → Windows and macOS","kind":"Recompilation","status":"Playable development build; the maintainer says gameplay should be playable and ghost runs match original physics, while compatibility, rendering, networking, and performance remain under active work. Windows 10/11 and macOS 12+ are listed; only a clean PAL RMCP01 dump is accepted.","summary":"Native PC port using static recompilation: Wii PowerPC code is translated ahead of time and compiled for the host, with no Wii CPU emulator, interpreter, or JIT at runtime. No game code or assets are distributed.","project_url":"https://github.com/patchzyy/Wiicompiled","updated":"2026-10-16","strategy":"Static recompilation to native desktop code","language":"","source_available":"Public source and installer releases; user supplies a clean PAL RMCP01 disc image","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Native PC static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: technique, supported hosts, exact disc revision, and compatibility status","url":"https://github.com/patchzyy/Wiicompiled/blob/main/README.md"},{"label":"Maintainer releases: Windows and macOS installers","url":"https://github.com/patchzyy/Wiicompiled/releases"},{"label":"GitHub Languages API — C++: 3,701,628 bytes (50.56% of 7,321,939 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/patchzyy/Wiicompiled/languages"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/patchzyy/Wiicompiled"},{"label":"GitHub release v0.2.34 (2026-10-08)","url":"https://github.com/patchzyy/Wiicompiled/releases/tag/v0.2.34"},{"label":"GitHub latest commit listed for default branch (2026-10-09, bd219e38a3; activity evidence only)","url":"https://github.com/patchzyy/Wiicompiled/commit/bd219e38a3e9a1a5047ce41d8cd01210bef3af43"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/patchzyy/Wiicompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":1705,"C":280071,"C#":2935814,"C++":3701628,"CMake":122564,"Objective-C++":28673,"PowerShell":124202,"Shell":127282},"source_url":"https://api.github.com/repos/patchzyy/Wiicompiled/languages","evidence":"C++: 3,701,628 bytes (50.56% of 7,321,939 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mkdd-decomp","title":"Mario Kart: Double Dash!! Decompilation","game":"Mario Kart: Double Dash!!","platform":"GameCube","kind":"Decompilation","status":"Work in progress 1:1 decompilation; the README says the repository contains no game assets or assembly and requires an existing copy.","summary":"doldecomp project for decompiling the GameCube release.","project_url":"https://github.com/doldecomp/mkdd","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube 1:1 source decompilation","target_type":"Game","sources":[{"label":"Project organization","url":"https://github.com/doldecomp"},{"label":"Project README","url":"https://github.com/doldecomp/mkdd#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/doldecomp/mkdd"}],"media":[{"kind":"image","label":"Objdiff comparison window linked in the project's decompilation guide","url":"https://raw.githubusercontent.com/doldecomp/mkdd/1d2918ca577817ba431baddb78dda24831e0e0bb/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/doldecomp/mkdd/1d2918ca577817ba431baddb78dda24831e0e0bb/assets/objdiff.png","source_url":"https://github.com/doldecomp/mkdd/blob/1d2918ca577817ba431baddb78dda24831e0e0bb/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4174641,"C":1617598,"Python":195820,"Smarty":494,"Assembly":140},"source_url":"https://api.github.com/repos/doldecomp/mkdd/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (4,174,641 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-double-dash-static-recomp","title":"Mario Kart: Double Dash!! Static Recompilation","game":"Mario Kart: Double Dash!!","platform":"GameCube USA GM4E01 → PC","kind":"Recompilation","status":"Early bring-up: blank-card boot, opening movie, title/menu, and entry into a Grand Prix race with sound. Full game not claimed; no release.","summary":"Separate static recompilation from the catalogued matching decompilation; user supplies game data.","project_url":"https://github.com/ethannicholas/mariokartdd-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/ethannicholas/mariokartdd-recomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ethannicholas/mariokartdd-recomp"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/ethannicholas/mariokartdd-recomp/releases"},{"label":"Current primary README","url":"https://github.com/ethannicholas/mariokartdd-recomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ethannicholas/mariokartdd-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":36580,"PowerShell":7531,"Python":3353,"Shell":2392,"CMake":983},"source_url":"https://api.github.com/repos/ethannicholas/mariokartdd-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-super-circuit-recomp","title":"Mario Kart: Super Circuit Recomp","game":"Mario Kart: Super Circuit","platform":"Game Boy Advance → Windows x64, Linux x86-64","kind":"Recompilation","status":"Release v0.1.4 supports Windows x64 and Linux x86-64. The README reports menus, cup selection, races, results, two-player LAN/Internet link play, and cartridge-save fixes; it does not claim a full-game completion test.","summary":"Static GBA recompilation with optional 60 fps and adaptive-widescreen mods. The README documents native Windows and Linux builds and LAN/Internet link-cable netplay; users provide their own ROM and BIOS.","project_url":"https://github.com/mstan/MarioKartSuperCircuitRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository and releases; user-supplied GBA ROM and BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/MarioKartSuperCircuitRecomp"},{"label":"Project README and platform/status notes","url":"https://github.com/mstan/MarioKartSuperCircuitRecomp/blob/main/README.md"},{"label":"Project releases","url":"https://github.com/mstan/MarioKartSuperCircuitRecomp/releases"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/MarioKartSuperCircuitRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/MarioKartSuperCircuitRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Mario Kart: Super Circuit Recomp releases","url":"https://github.com/mstan/MarioKartSuperCircuitRecomp/releases","source_url":"https://github.com/mstan/MarioKartSuperCircuitRecomp","notes":"README links the project releases."},{"kind":"docs","label":"Mario Kart: Super Circuit Recomp netplay notes","url":"https://github.com/mstan/MarioKartSuperCircuitRecomp/blob/main/docs/NETPLAY.md","source_url":"https://github.com/mstan/MarioKartSuperCircuitRecomp","notes":"README links the netplay documentation."}],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":29267,"C++":27533,"Shell":24525,"CMake":6197,"Dockerfile":1710,"Python":1388},"source_url":"https://api.github.com/repos/mstan/MarioKartSuperCircuitRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is PowerShell (29,267 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-paint-snes-recomp","title":"Mario Paint SNES Static Recompilation","game":"Mario Paint (Japan/USA, LoROM 1 MB)","platform":"Super Nintendo Japan/USA → Windows x64","kind":"Recompilation","status":"The README labels the project Alpha and unversioned. The title screen, canvas, and toolbar work in the timed hybrid mode; 57 of 103 hand-ported routines reached by the documented canvas tour match the ROM, while 46 are known wrong and fall back to genuine code. Drawing/stamps/undo and other modes are not covered by that tour, and generated-code mode remains experimental and unvalidated. It requires a user-supplied Japan/USA 1 MB ROM; no game data is included.","summary":"Native Windows PC project incrementally statically recompiles SNES 65816 routines to C while retaining genuine ROM execution for unverified routines.","project_url":"https://github.com/sp00nznet/mariopaint","updated":"2026-10-16","strategy":"Incremental static recompilation with timed-ROM fallback","language":"","source_available":"Public source repository; user must supply the Japan/USA 1 MB ROM","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project README: Alpha status, routine conformance counts, uncovered areas, Windows build, and required ROM","url":"https://github.com/sp00nznet/mariopaint#readme"}],"media":[{"kind":"image","label":"Mario Paint canvas in the native recompilation","url":"https://raw.githubusercontent.com/sp00nznet/mariopaint/main/docs/screenshots/canvas-timed.png","preview_url":"https://raw.githubusercontent.com/sp00nznet/mariopaint/main/docs/screenshots/canvas-timed.png","source_url":"https://github.com/sp00nznet/mariopaint/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":309535,"CMake":1999,"Python":14506},"source_url":"https://api.github.com/repos/sp00nznet/mariopaint/languages","evidence":"GitHub's official Languages REST endpoint reports 309,535 bytes of C as the largest total (94.9% of 326,040 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-party-4-gc-decomp","title":"Mario Party 4 Decompilation","game":"Mario Party 4","platform":"Nintendo GameCube","kind":"Decompilation","status":"The README reports that both U.S. revisions are completely matching while PAL and Japanese versions remain incomplete. A separate Party Board native port based on the decompilation now has an Android phone arm64-v8a APK: current continuation release v0.19.0 is a 2026-10-13 pre-release. The decomp README's older statement that no working PC port exists is stale; Party Board remains a work in progress and does not claim full-game completion.","summary":"Matching decompilation project for Mario Party 4 with explicit version coverage for U.S., PAL, and Japanese releases.","project_url":"https://github.com/mariopartyrd/marioparty4","updated":"2026-10-16","strategy":"Matching C decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S. revisions complete; PAL/Japan incomplete","target_type":"Game","sources":[{"label":"Mario Party 4 decompilation README (matching progress and older no-port statement)","url":"https://github.com/mariopartyrd/marioparty4#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/mariopartyrd/marioparty4"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/mariopartyrd/marioparty4"},{"label":"Party Board current continuation README: native port, mobile input, online play, supported discs, and current release","url":"https://github.com/zeranemesis/Marioparty4"},{"label":"Party Board v0.19.0 phone APK release, published 2026-10-13","url":"https://github.com/zeranemesis/Marioparty4/releases/tag/v0.19.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13449751,"Python":176428,"C++":39237,"Assembly":39031},"source_url":"https://api.github.com/repos/mariopartyrd/marioparty4/languages","evidence":"GitHub's official language endpoint for https://github.com/mariopartyrd/marioparty4 reports 13,449,751 bytes of C, the largest language total (98.1% of 13,704,447 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-party-5-gc-decomp","title":"Mario Party 5 Decompilation","game":"Mario Party 5","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies U.S. revision 0 and says that game assets and assembly are not included.","summary":"GameCube decompilation project for Mario Party 5 U.S. revision 0; a user copy of the game is required for the documented build.","project_url":"https://github.com/mariopartyrd/marioparty5","updated":"2026-10-15","strategy":"Matching C decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S. revision 0 (GP5E01_00)","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/mariopartyrd/marioparty5#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/mariopartyrd/marioparty5"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/mariopartyrd/marioparty5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6225235,"Python":159715,"C++":133970,"Assembly":349},"source_url":"https://api.github.com/repos/mariopartyrd/marioparty5/languages","evidence":"GitHub's official language endpoint for https://github.com/mariopartyrd/marioparty5 reports 6,225,235 bytes of C, the largest language total (95.5% of 6,519,269 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-party-6-gamecube-decomp","title":"Mario Party 6 GameCube Decompilation","game":"Mario Party 6","platform":"Nintendo GameCube (USA rev. 0, GP6E01)","kind":"Decompilation","status":"The repository contains a GP6E01 main-DOL hash, hashes and configuration for multiple REL modules, and C source. The README is still the generic decomp-toolkit template and gives no game-specific progress or matching status; no release is listed.","summary":"A GameCube decompilation tree targeting game ID GP6E01. The game-specific evidence is in its configuration and build-hash manifest; the repository README has not yet been customized, so no completion or matching claim is made.","project_url":"https://github.com/mariopartyrd/marioparty6","updated":"2026-10-16","strategy":"GameCube decompilation project configured for the USA GP6E01 build; progress is not reported.","language":"","source_available":"Public C source and DOL/REL project configuration; the build hashes refer to user-supplied game files, which are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/mariopartyrd/marioparty6#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mariopartyrd/marioparty6"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/mariopartyrd/marioparty6/releases"},{"label":"GP6E01 project configuration identifying the target DOL and REL modules","url":"https://github.com/mariopartyrd/marioparty6/blob/main/config/GP6E01/config.yml"},{"label":"GP6E01 DOL and REL build-hash manifest","url":"https://github.com/mariopartyrd/marioparty6/blob/main/config/GP6E01/build.sha1"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/mariopartyrd/marioparty6/languages"},{"label":"Current primary README","url":"https://github.com/mariopartyrd/marioparty6/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1676129,"Pawn":136150,"Python":88401,"C++":40900},"source_url":"https://api.github.com/repos/mariopartyrd/marioparty6/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-party-6-native-android","title":"Mario Party 6 Native Port","game":"Mario Party 6","platform":"GameCube → Android, Windows","kind":"Decompilation","status":"The current README reports menus, audio, memory-card saves and Towering Treetop board play; minigames are unavailable and transitions skip to the next turn. Android packaging and on-device disc import are documented, but no minimum Android version, ABI or named device test is given.","summary":"Native port consuming the byte-accurate GameCube decompilation. Android adds a movable/resizable/fadeable GameCube touch controller and on-device import from a user-supplied USA disc or extracted folder. The README does not establish a ready-made public APK release.","project_url":"https://github.com/iirg4x/mp6-native-port","updated":"2026-09-12T11:40:02Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native port consuming GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README: current feature status, Android input and own-disc flow","url":"https://github.com/iirg4x/mp6-native-port"},{"label":"Maintainer Android touch-controller settings","url":"https://github.com/iirg4x/mp6-native-port/blob/master/docs/SETTINGS.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/iirg4x/mp6-native-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2432742,"Python":1372686,"C++":792023,"Java":271593,"JavaScript":143238,"HTML":17089,"PowerShell":11186,"CSS":8757,"NASL":3849,"WGSL":2747,"Shell":922,"Batchfile":539},"source_url":"https://api.github.com/repos/iirg4x/mp6-native-port/languages","evidence":"GitHub's official language endpoint for https://github.com/iirg4x/mp6-native-port reports 2,432,742 bytes of C, the largest language total (48.1% of 5,057,371 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-party-7-gc-decomp","title":"Mario Party 7 Decompilation","game":"Mario Party 7","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies U.S. revision GP7E01 and says the repository excludes game assets and assembly.","summary":"GameCube decompilation project for Mario Party 7 U.S. revision 0; building requires a user-provided copy of the game.","project_url":"https://github.com/mariopartyrd/marioparty7","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S. revision GP7E01","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/mariopartyrd/marioparty7#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/mariopartyrd/marioparty7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":212883,"Python":100161},"source_url":"https://api.github.com/repos/mariopartyrd/marioparty7/languages","evidence":"GitHub's official language endpoint for https://github.com/mariopartyrd/marioparty7 reports 212,883 bytes of C, the largest language total (68.0% of 313,044 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-party-9-wii-decomp","title":"Mario Party 9 Decompilation","game":"Mario Party 9","platform":"Wii","kind":"Decompilation","status":"Work in progress matching decompilation targeting Europe (`SSQP01`); README snapshot from 2026-10-05 reports 0.04% overall, 1% of main.dol and 0% of RELs.","summary":"Wii project rebuilds linked units against the original binary and preserves shiftability.","project_url":"https://github.com/ricky074game/marioparty9","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/ricky074game/marioparty9"},{"label":"Maintainer README and project status","url":"https://github.com/ricky074game/marioparty9/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":532002,"C":132432,"Python":129351,"Java":5568,"PowerShell":2168,"Smarty":444},"source_url":"https://api.github.com/repos/ricky074game/marioparty9/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-strikers-charged-decomp","title":"Mario Strikers Charged Decompilation","game":"Mario Strikers Charged","platform":"Wii","kind":"Decompilation","status":"In progress; code and link progress tracked","summary":"Wii decompilation project with build and code-matching progress exposed in its README.","project_url":"https://github.com/yannicksuter/mscharged-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/yannicksuter/mscharged-decomp"},{"label":"Project README or evidence page","url":"https://github.com/yannicksuter/mscharged-decomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/yannicksuter/mscharged-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/yannicksuter/mscharged-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10993960,"C":7707355,"Python":325013,"Assembly":9835},"source_url":"https://api.github.com/repos/yannicksuter/mscharged-decomp/languages","evidence":"GitHub's official language endpoint for https://github.com/yannicksuter/mscharged-decomp reports 10,993,960 bytes of C++, the largest language total (57.8% of 19,036,163 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-strikers-charged-native-source-port","title":"Mario Strikers Charged Native PC Source Port","game":"Mario Strikers Charged","platform":"Nintendo Wii (USA R4QE01 rev. 1) → Windows, Linux, macOS, Steam Deck","kind":"Reimplementation","status":"Stable release v1.0.9 was published 2026-10-15. The latest GitHub release is a 1.0.10 test prerelease published 2026-10-16; the maintainer says European support arrives in 1.0.10, while the README identifies USA R4QE01 rev. 1 as supported. The README explicitly describes a native source port from reconstructed game code, not a static recompilation.","summary":"A native PC port that compiles reconstructed source for Mario Strikers Charged and supplies the graphics, sound, input, disc, and save layers. The repository and releases contain no game files; the player supplies a supported disc image.","project_url":"https://github.com/yannicksuter/mscharged-port","updated":"2026-10-16","strategy":"Native source port built from reconstructed/decompiled game code; explicitly not a static recompilation.","language":"","source_available":"Public C++ source and platform runtime; no game assets or disc images are included. The user supplies a supported Wii disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii native source port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/yannicksuter/mscharged-port#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/yannicksuter/mscharged-port"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/yannicksuter/mscharged-port/releases"},{"label":"Maintainer stable release v1.0.9","url":"https://github.com/yannicksuter/mscharged-port/releases/tag/v1.0.9"},{"label":"Maintainer test prerelease for 1.0.10","url":"https://github.com/yannicksuter/mscharged-port/releases/tag/test-pr48-83b83f02a880"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/yannicksuter/mscharged-port/languages"},{"label":"Current primary README","url":"https://github.com/yannicksuter/mscharged-port/blob/stable/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7913112,"CMake":909165,"Python":719592,"C":61533},"source_url":"https://api.github.com/repos/yannicksuter/mscharged-port/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-strikers-charged-wiicompiled","title":"Mario Strikers Charged WiiCompiled Port","game":"Mario Strikers Charged","platform":"Nintendo Wii → Windows, Linux, and macOS","kind":"Recompilation","status":"Early work in progress; the maintainer reports boot, menus, hub, tutorials, matches, audio, and saving on Apple Silicon macOS, while Windows/Linux are untested and no prebuilt releases are provided.","summary":"Static PowerPC recompilation of the U.S. Rev 1 game to native C++ with a host runtime; the project says it does not use an emulator, interpreter, or JIT.","project_url":"https://github.com/BlackAndBlue95/Strikers-WiiCompiled","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation","language":"","source_available":"Public source repository; user supplies a legally dumped supported game; no game data is included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"U.S. Rev 1 R4QE01; Apple Silicon testing","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/BlackAndBlue95/Strikers-WiiCompiled#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/BlackAndBlue95/Strikers-WiiCompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4081088,"C#":2379177,"Python":336063,"C":290201,"CMake":87312,"Shell":31292,"PowerShell":14197,"Objective-C++":3037,"FLUX":1756,"Assembly":1705,"Batchfile":387},"source_url":"https://api.github.com/repos/BlackAndBlue95/Strikers-WiiCompiled/languages","evidence":"GitHub's official language endpoint for https://github.com/BlackAndBlue95/Strikers-WiiCompiled reports 4,081,088 bytes of C++, the largest language total (56.5% of 7,226,215 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-superstar-baseball-gc-decomp","title":"Mario Superstar Baseball Decompilation","game":"Mario Superstar Baseball","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the maintainer README links code, game-code, and data progress dashboards.","summary":"GameCube decompilation project for Mario Superstar Baseball with separately tracked game-code and data progress.","project_url":"https://github.com/roeming/mssb-dtk","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube DOL/REL source project","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/roeming/mssb-dtk#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/roeming/mssb-dtk"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/roeming/mssb-dtk"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2401187,"Python":167311,"C++":41286,"Assembly":21860,"Makefile":20575},"source_url":"https://api.github.com/repos/roeming/mssb-dtk/languages","evidence":"GitHub's official language endpoint for https://github.com/roeming/mssb-dtk reports 2,401,187 bytes of C, the largest language total (90.5% of 2,652,219 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"martypc","title":"MartyPC","game":"IBM PC, XT, PCjr, and Tandy 1000 software and games","platform":"Windows, Linux, macOS, web browser","kind":"Emulator","status":"Active development; v0.4.1 was released 2025-05-31, and the source repository remained active through 2026-10-15.","summary":"A cycle-accurate early-PC emulator with 8088-era hardware and a game port; its stated niche also includes retro-PC development and debugging.","project_url":"https://github.com/dbalsom/martypc","updated":"2026-10-16","strategy":"Cycle-accurate system emulation centered on the 8088 CPU and period PC chipsets, video, sound, and I/O devices.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"IBM PC/XT/PCjr/Tandy hardware emulator","target_type":"Software","sources":[{"label":"Official source repository, emulated machines, host platforms, and development status","url":"https://github.com/dbalsom/martypc"},{"label":"Maintainer's user guide and game notes","url":"https://github.com/dbalsom/martypc/wiki/MartyPC-User-Guide"},{"label":"Official upstream release history","url":"https://github.com/dbalsom/martypc/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":6702089,"Assembly":78923,"JavaScript":36982,"Python":25087,"CSS":15383,"WGSL":13743,"HTML":9755,"GLSL":7221,"RenderScript":6642,"Nix":1068,"Batchfile":1057,"Shell":454},"source_url":"https://api.github.com/repos/dbalsom/martypc/languages","evidence":"GitHub's official language endpoint for https://github.com/dbalsom/martypc reports 6,702,089 bytes of Rust, the largest language total (97.2% of 6,898,404 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"marvel-vs-capcom-2-ps2-ntsc-u-decompilation","title":"Marvel vs. Capcom 2 PlayStation 2 NTSC-U Matching Decompilation","game":"Marvel vs. Capcom 2: New Age of Heroes (PlayStation 2 NTSC-U, SLUS-20486 / SLUS_204.86)","platform":"PlayStation 2 NTSC-U (SLUS-20486; ELF SLUS_204.86, SHA-256 48ebf907d8149122ca9bd622ed11c290d5f93173078ea5bd570e1ac5566f13d7) → exact hybrid ELF / loaded-image rebuild","kind":"Decompilation","status":"Early matching decompilation, separate from the Dreamcast decompilation. The README reports 8,582 exact matching and linked functions (529,332 bytes), 42,400 bytes of initialized data, and 16.071% of the conservative text span; assembly placeholders are not counted as decompiled source. Its hybrid link workflow reconstructs the complete loaded image and retail ELF byte-for-byte. The README documents a user-supplied NTSC-U disc for the normal setup and also a public build-input bundle for cloud executors. No game runtime or playability claim is made.","summary":"Early PS2-specific matching decompilation of Marvel vs. Capcom 2 with exact hybrid relink proofs; this is distinct from the Dreamcast decompilation and is not a playable port.","project_url":"https://github.com/g-guthrie/mvc2-ps2-decomp","updated":"2026-10-16","strategy":"Function-by-function matching decompilation with hybrid assembly-backed ELF reconstruction","language":"","source_available":"Public source and build workflow; normal setup uses a user-supplied legally obtained NTSC-U disc dump. The README also documents a public build-input bundle for cloud builds.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 NTSC-U matching decompilation","target_type":"Game","sources":[{"label":"Project README: exact NTSC-U ELF target, matching function/data progress, hybrid byte-identical build, and normal/cloud input paths","url":"https://github.com/g-guthrie/mvc2-ps2-decomp#readme"},{"label":"GitHub official Languages API","url":"https://api.github.com/repos/g-guthrie/mvc2-ps2-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4038353,"Shell":109350,"Python":101485,"Makefile":1065,"Perl":902,"Linker Script":436},"source_url":"https://api.github.com/repos/g-guthrie/mvc2-ps2-decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 4,038,353 bytes of C as the largest total (95.0% of 4,251,591 recognized language bytes) for the repository. The endpoint is repository-wide and may count build tooling or unrelated project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"marvel-ultimate-alliance-ps3-recomp","title":"Marvel: Ultimate Alliance PS3 Static Recompilation","game":"Marvel: Ultimate Alliance","platform":"PlayStation 3 USA disc (BLUS30010) → Windows x64","kind":"Recompilation","status":"Early WIP; 39,040 functions have been lifted and the executable builds, but boot currently hangs during initialization while reading a null pointer. No gameplay is verified.","summary":"Static recompilation of the PS3 PowerPC/SPU code into a native Windows build using ps3recomp.","project_url":"https://github.com/sp00nznet/mua","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied BLUS30010 disc and game data required; no binaries/assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"CMake","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/mua#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":2780},"source_url":"https://api.github.com/repos/sp00nznet/mua/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; CMake is the largest bucket at 2,780 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mashed-fully-loaded-pc-matching-decomp","title":"Mashed: Fully Loaded PC Matching Decompilation","game":"Mashed: Fully Loaded (PC, 2004)","platform":"Windows PC x86 executable → reconstructed C source","kind":"Decompilation","status":"Work in progress; the repository reports 1,533/2,557 functions reconstructed in C (60%), 877 byte-identical (34%), and 42/49 modules passing syntax checks.","summary":"Function-level source reconstruction for the 2004 PC game, with compiler matching and byte comparisons. The project does not include the original game files.","project_url":"https://github.com/mashed-reverse-engineering/MFL-recomp","updated":"2026-10-16","strategy":"Function-level matching decompilation and source reconstruction","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC x86 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/mashed-reverse-engineering/MFL-recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/mashed-reverse-engineering/MFL-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":903435,"C":208820,"Java":122570,"Shell":93003,"Perl":2942,"Dockerfile":812},"source_url":"https://api.github.com/repos/mashed-reverse-engineering/MFL-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 903,435 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mass-effect-infiltrator-linux-arm-port","title":"Mass Effect Infiltrator Linux ARM Port","game":"Mass Effect Infiltrator mobile (Android v1.0.58 gamepad build)","platform":"Android v1.0.58 gamepad build → Linux ARM handhelds through PortMaster","kind":"API Translation","status":"Work in progress. The maintainer's immutable qemu-arm/llvmpipe harness reaches milestone M7/7 with content loading, rendering, synthetic input, and scene changes; textures were also confirmed on an R36S Mali-G31. Audio output, camera gestures, saves, and a complete hardware play-through still need device testing. PortMaster release v1.0.7 is available; GitHub reports the repository is not archived and was last pushed 2026-08-12.","summary":"Loads the original Android game library in a Bionic/JNI compatibility layer on Linux ARM handhelds, without an Android runtime or emulator. Targets the v1.0.58 gamepad package; users provide the APK or extracted game data.","project_url":"https://github.com/EapRules/masseffect-native-arm","updated":"2026-10-16","strategy":"Android Bionic/JNI API translation and native-library loading for Linux ARM handhelds","language":"","source_available":"Public GPL-3.0 source and PortMaster package; the repository contains no EA binary or game assets. The supported donor is the user-provided v1.0.58 gamepad build.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android binary compatibility port to ARM Linux handhelds","target_type":"Game","sources":[{"label":"Maintainer README: exact v1.0.58 build, Bionic/JNI method, harness progress, and hardware-test limits","url":"https://github.com/EapRules/masseffect-native-arm#readme"},{"label":"PortMaster release v1.0.7","url":"https://github.com/EapRules/masseffect-native-arm/releases/tag/v1.0.7"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/EapRules/masseffect-native-arm"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/EapRules/masseffect-native-arm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1111769,"C":536086,"Python":175455,"Shell":91946,"Makefile":2080},"source_url":"https://api.github.com/repos/EapRules/masseffect-native-arm/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C++ has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mass-effect-switch-recomp","title":"Mass Effect Switch Recompilation","game":"Mass Effect","platform":"Xbox 360 → Nintendo Switch","kind":"Recompilation","status":"Active work in progress. Prologue, Normandy deck, Citadel wards, Mako exploration, dialogue, and combat are reported playable; stock-clock performance averages about 25 FPS at 960×544, roughly 20 FPS in foliage-heavy combat and 30+ indoors.","summary":"Xbox 360 PowerPC `default.xex` is statically translated to C++ with ReXGlue and compiled for Switch ARM64; a custom Vulkan/NVK renderer handles graphics. The user supplies supported Xbox 360 game files; the browser installer processes them locally.","project_url":"https://github.com/nebadasSwifty/masseffect-nx","updated":"2026-10-15","strategy":"Static PowerPC recompilation with native Vulkan/NVK rendering","language":"","source_available":"Public source and client-side installer; requires the user's supported Xbox 360 disc image or extracted files. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/nebadasSwifty/masseffect-nx"},{"label":"Maintainer README: recompilation method, playable areas, performance, editions, and local installer","url":"https://github.com/nebadasSwifty/masseffect-nx#readme"},{"label":"Maintainer performance history","url":"https://github.com/nebadasSwifty/masseffect-nx/blob/main/docs/performance-history.md"},{"label":"Maintainer supported editions","url":"https://github.com/nebadasSwifty/masseffect-nx/blob/main/docs/editions.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/nebadasSwifty/masseffect-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14283261,"C":13522378,"JavaScript":518558,"Python":415122,"Linker Script":216889,"NASL":195512,"CMake":122735,"Shell":122063,"GLSL":75650,"CSS":16692,"HTML":15739,"HLSL":6177,"Pawn":1111,"SourcePawn":967},"source_url":"https://api.github.com/repos/nebadasSwifty/masseffect-nx/languages","evidence":"GitHub's official language endpoint for https://github.com/nebadasSwifty/masseffect-nx reports 14,283,261 bytes of C++, the largest language total (48.4% of 29,512,854 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mathics3-wolfram-language-kernel","title":"Mathics3 Core","game":"Wolfram Mathematica kernel / Wolfram Language","platform":"Mathematica-compatible syntax and functions → Mathics3 Python kernel (CLI; separate optional web frontends)","kind":"Reimplementation","status":"The repository README documents a working Python kernel and mathics3 command-line client. The official website's status snapshot is dated 2025-09; current feature parity with Mathematica is not quantified, so full compatibility should not be inferred.","summary":"Python-based open-source computer algebra system implementing Mathematica-compatible syntax and functions. The core repository contains Wolfram Language built-ins, parser, expressions, and evaluator; command-line and web frontends are separate components.","project_url":"https://github.com/Mathics3/mathics-core","updated":"2026-10-15","strategy":"Python interpreter and computer algebra implementation for Mathematica-compatible Wolfram Language forms","language":"","source_available":"Public source repository (GPL-3.0)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Computer algebra system kernel","target_type":"Software","sources":[{"label":"Maintainer README: kernel scope, parser/evaluator, command-line usage, and license","url":"https://github.com/Mathics3/mathics-core/blob/master/README.rst"},{"label":"Official Mathics3 site: Mathematica-compatible syntax, components, source, and dated status snapshot","url":"https://mathics.org/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":4890416,"Wolfram Language":2082023,"HTML":175608,"Perl":13328,"TeX":11542,"Makefile":9856,"Shell":4537,"Limbo":5},"source_url":"https://api.github.com/repos/Mathics3/mathics-core/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository Mathics3/mathics-core (repository API ID 405395729, https://github.com/Mathics3/mathics-core). The exact response reported 4,890,416 bytes of Python, the largest category, out of 7,187,315 recognized-language bytes (68.0%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-alicemc10-mister","title":"Matra-Hachette Alice MC-10 / Tandy MC-10 MiSTer FPGA Core","game":"Matra-Hachette Alice MC-10 / Tandy MC-10","platform":"Matra-Hachette Alice MC-10 / Tandy MC-10 on MiSTer FPGA","kind":"Emulator","status":"README says many programs work but a video-mode bug still affects some titles. No published GitHub release was listed at review time; source repository was last pushed 2025-12-08.","summary":"FPGA system-emulation core for Matra-Hachette Alice MC-10 / Tandy MC-10 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/AliceMC10_MiSTer","updated":"2025-12-08","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/AliceMC10_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/AliceMC10_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/AliceMC10_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/AliceMC10_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":529936,"SystemVerilog":295894,"VHDL":107520,"Tcl":22720,"Python":1406,"Batchfile":845,"V":256},"source_url":"https://api.github.com/repos/MiSTer-devel/AliceMC10_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 529,936 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-aquarius-mister","title":"Mattel Aquarius MiSTer FPGA Core","game":"Mattel Aquarius","platform":"Mattel Aquarius on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Mattel Aquarius on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Aquarius_MISTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Aquarius_MISTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Aquarius_MISTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Aquarius_MISTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Aquarius_MISTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":311239,"Verilog":310402,"SystemVerilog":160181,"Tcl":22648,"Batchfile":721},"source_url":"https://api.github.com/repos/MiSTer-devel/Aquarius_MISTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 311,239 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-intv-mister","title":"Mattel Intellivision MiSTer FPGA Core","game":"Mattel Intellivision","platform":"Mattel Intellivision on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-01.","summary":"FPGA system-emulation core for Mattel Intellivision on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Intv_MiSTer","updated":"2026-10-01","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Intv_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Intv_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Intv_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Intv_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":385817,"Verilog":309874,"SystemVerilog":163554,"Assembly":25348,"Tcl":22648,"C":2519},"source_url":"https://api.github.com/repos/MiSTer-devel/Intv_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 385,817 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"minima-maxima-wire-protocol-reimplementation","title":"Maxima (Minima Communication Protocol Reimplementation)","game":"Minima Maxima communication layer (protocol revision not specified)","platform":"A Java 11 shared core, an always-on Android transport, and a headless Linux/PC server; the user guide also lists Android, iOS, macOS, Windows, and Linux clients. The README says on-device Android behavior remains unverified.","kind":"Reimplementation","status":"The maintainer README says the protocol reimplementation is complete and verified against a live Minima network. It reports 63/63 codec parity, live send/receive, and relay interoperability; Android app behavior on a physical device remains unverified. Release v0.6.143 for the companion Parlons app was published 2026-10-16. GitHub metadata reports no declared license.","summary":"An original wire-compatible reimplementation of Minima’s Maxima communications layer, with a JVM core, relay/directory/mailbox server, and Android transport. The maintainer includes reference-generated vectors and reports interoperability with an unmodified Minima node. The public repository does not declare a reuse license.","project_url":"https://github.com/eurobuddha/maxima","updated":"2026-10-16","strategy":"Implement the Minima Maxima framing, identity, cryptography, send/receive, relay, and mailbox behavior in Java, checking golden vectors and live traffic against the reference implementation.","language":"","source_available":"Public Java, Android, and server source plus published Parlons releases; GitHub repository metadata and root-file listing show no declared license.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Blockchain communication protocol and service stack","target_type":"Software","sources":[{"label":"Maintainer README: target protocol, implementation status, validation limits, and platform scope","url":"https://github.com/eurobuddha/maxima/blob/main/README.md"},{"label":"Maintainer protocol walkthrough and reference comparisons","url":"https://github.com/eurobuddha/maxima/blob/main/WALKTHROUGH.md"},{"label":"Parlons v0.6.143 release and Android package","url":"https://github.com/eurobuddha/maxima/releases/tag/v0.6.143"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":6869429,"HTML":378610,"JavaScript":258988,"Python":101335,"Shell":91492,"CSS":22439,"PowerShell":11232,"Standard ML":5857},"source_url":"https://api.github.com/repos/eurobuddha/maxima/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Java is the largest repository-wide tracked byte category (6,869,429 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mayura-ukagaka-en","title":"Mayura English Patch","game":"Mayura Final Edition (Ukagaka desktop ghost)","platform":"Windows desktop; runs in SSP / Ukagaka","kind":"Fan Localization","status":"Maintainer posted the English patch in September 2026; no version number or exact day is given. Installation uses a Windows command script/PowerShell patcher and requires SSP plus the original Mayura Final Edition. The translator notes limited Japanese ability and machine-translation use, so idioms and references may be inaccurate.","summary":"English localization patch for the Japanese Mayura Final Edition desktop ghost. It creates a separate English ghost and does not include the original application content. The maintainer says permission was obtained from the original creator. No public source repository or code licence was identified.","project_url":"https://julianranieri.com/mayura-en/","updated":"2026-10-16","strategy":"Desktop application localization patcher","language":"English","source_available":"Public Windows patch package and patch scripts; requires the original Mayura Final Edition and SSP. Maintainer states permission from the original creator; no code licence identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Desktop ghost localization","target_type":"Software","sources":[{"label":"Maintainer project and download page","url":"https://julianranieri.com/mayura-en/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://julianranieri.com/mayura-en/","evidence":"No GitHub source repository is identified by the candidate project URL (https://julianranieri.com/mayura-en/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://julianranieri.com/mayura-en/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"mbhaxe-marble-blast-gold-mobile","title":"MBHaxe: Marble Blast Gold Android and iOS Ports","game":"Marble Blast Gold (PC release)","platform":"Windows/macOS PC Marble Blast Gold → Android APK and iOS/iPadOS IPA (sideloaded)","kind":"Reimplementation","status":"The latest Marble Blast Gold release found is v1.1.14 (2026-06-16), with Android and iOS artifacts. Its release notes fix mobile camera-sensitivity and pause-button issues; the README documents touch controls and says iOS IPAs require sideloading. The repository continued activity on its other title branches through 2026-10-16, but no newer Gold release or mobile device test matrix was found. Marble Blast Ultra is excluded here because it is the Xbox 360-origin title in the same repository.","summary":"Haxe port/reimplementation of the PC Marble Blast Gold game with native Android and sideloadable iOS builds and touch controls. The repository's code is identified as MIT-licensed, but it contains a data directory whose asset provenance and separate rights are not documented; the MIT label should not be treated as an asset license.","project_url":"https://github.com/RandomityGuy/MBHaxe","updated":"2026-10-16","strategy":"Haxe game reimplementation with native Android and iOS build branches; mobile binaries are published as APK and IPA assets.","language":"","source_available":"Public MIT-labeled source and Android/iOS release artifacts. The repository includes a data tree with no separate asset-rights statement in the README; no local copies are included in this research manifest.","first_found":"2026-10-16","project_started":null,"programming_language":"Haxe","subtype":"PC-origin Marble Blast Gold; Android APK; iOS/iPadOS IPA requires sideloading","target_type":"Game","sources":[{"label":"Maintainer README: title-specific PC/mobile targets, mobile controls, build branches, and iOS sideload note (checked 2026-10-16)","url":"https://github.com/RandomityGuy/MBHaxe"},{"label":"Marble Blast Gold release v1.1.14 (published 2026-06-16; APK and IPA assets)","url":"https://github.com/RandomityGuy/MBHaxe/releases/tag/1.1.14"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/RandomityGuy/MBHaxe/languages"},{"label":"Current primary README","url":"https://github.com/RandomityGuy/MBHaxe/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/RandomityGuy/MBHaxe"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/RandomityGuy/MBHaxe/releases/tag/1.3.1-mbu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Haxe","breakdown":{"Haxe":1588039,"HTML":2167,"Shell":1716,"Batchfile":621},"source_url":"https://api.github.com/repos/RandomityGuy/MBHaxe/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mcdonalds-treasure-land-adventure-genesis-us-static-recomp","title":"McDonald’s Treasure Land Adventure — Genesis Static Recompilation","game":"McDonald’s Treasure Land Adventure (Sega Genesis/Mega Drive USA; 1 MiB ROM, CRC32 `04EF4899`)","platform":"Sega Genesis USA ROM → SDL2 desktop application (README does not enumerate supported host operating systems)","kind":"Recompilation","status":"The USA release is the verified target: README’s status table reports title/menu/level-1 coverage and working audio, but not a full playthrough. Japan and Europe are separately supported build variants marked experimental and unplaytested. No release was listed in the reviewed GitHub release endpoint.","summary":"A Sega Genesis static recompilation built around the segagenesisrecomp framework, with the verified USA ROM as its supported target and experimental JP/EU build variants.","project_url":"https://github.com/elfhuo-github/mcdonaldstreasurelandrecomp","updated":"2026-10-15","strategy":"Static scan of the user-supplied 68000 ROM to native C, with Tier-3 interpreter fallback for code the scan cannot prove","language":"","source_available":"Public source repository; no ROM or copyrighted game assets are included. The verified USA build needs the user’s exact USA ROM. Project code is PolyForm Noncommercial 1.0.0; the Genesis recompilation framework and third-party components retain separate licenses.","first_found":"2026-10-16","project_started":"2026-10-15","programming_language":"C","subtype":"Sega Genesis/Mega Drive USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status; Status table, ROM identity and build instructions","url":"https://github.com/elfhuo-github/mcdonaldstreasurelandrecomp/blob/main/README.md"},{"label":"Project license: PolyForm Noncommercial 1.0.0","url":"https://github.com/elfhuo-github/mcdonaldstreasurelandrecomp/blob/main/LICENSE.md"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/elfhuo-github/mcdonaldstreasurelandrecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17279,"CMake":8792,"Python":3786},"source_url":"https://api.github.com/repos/elfhuo-github/mcdonaldstreasurelandrecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 17,279 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mdk-sdl","title":"MDK SDL","game":"MDK","platform":"Windows/Linux/macOS/Android","kind":"Reimplementation","status":"The project README marks the game playable level by level. Windows gameplay has been tested; Linux/macOS builds are covered by CI, and Android controls remain in progress.","summary":"C# / SDL3 reverse-engineered native implementation of MDK. It requires the user’s original game data, which is not included; the repository also documents an Android APK.","project_url":"https://github.com/nemo22/mdk-sdl","updated":"2026-10-15","strategy":"Reverse-engineered native game reimplementation using SDL3","language":"","source_available":"Public C# source repository; original MDK game data required and not included","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Cross-platform reverse-engineered game implementation","target_type":"Game","sources":[{"label":"Maintainer repository README: project method, playability, platforms, and required data","url":"https://github.com/nemo22/mdk-sdl"},{"label":"Maintainer release assets","url":"https://github.com/nemo22/mdk-sdl/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":2245832,"Shell":66186,"HLSL":30812,"Python":11163,"GDScript":4275,"Batchfile":604},"source_url":"https://api.github.com/repos/nemo22/mdk-sdl/languages","evidence":"Official GitHub REST Languages API breakdown for nemo22/mdk-sdl: source-code byte counts are {\"Batchfile\": 604, \"C#\": 2245832, \"GDScript\": 4275, \"HLSL\": 30812, \"Python\": 11163, \"Shell\": 66186}. Predominant language is the largest byte-count language (C#); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"medabots-rokusho-gba-decomp","title":"Medabots: Rokusho GBA Decompilation","game":"Medabots: Rokusho (Game Boy Advance USA)","platform":"Game Boy Advance USA → matching-decompilation workspace","kind":"Decompilation","status":"Work in progress. The README says all functions are disassembled while C source replaces assembly placeholders incrementally. The ROM is used at build time and is not provided.","summary":"A matching-decompilation project for the USA GBA release. Source and extracted data are built from a user-provided ROM.","project_url":"https://github.com/rommerhacks/metabots-rokusho","updated":"2026-10-15","strategy":"Matching decompilation with source reconstruction and byte-comparison tooling","language":"","source_available":"Public source repository; original ROM is not included and must be supplied by the user.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/rommerhacks/metabots-rokusho"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/rommerhacks/metabots-rokusho/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4364016,"C":215250,"Python":25537,"Linker Script":4685,"Makefile":2474,"PHP":433},"source_url":"https://api.github.com/repos/rommerhacks/metabots-rokusho/languages","evidence":"GitHub's official language endpoint for https://github.com/rommerhacks/metabots-rokusho reports 4,364,016 bytes of Assembly, the largest language total (94.6% of 4,612,395 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"medabots-rokusho-gba-usa-matching-decomp","title":"Medabots: Rokusho Version GBA USA Decompilation","game":"Medabots: Rokusho Version","platform":"Game Boy Advance USA, revision 0 (A9BE)","kind":"Decompilation","status":"Work in progress; source C replaces assembly functions and the project rebuilds the exact USA revision. The ROM is not included.","summary":"A matching GBA decompilation of Medabots: Rokusho Version. The user supplies the ROM, which is checked against the documented SHA-1.","project_url":"https://github.com/rommerhacks/medabots-rokusho","updated":"2026-10-16","strategy":"Game Boy Advance matching decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/rommerhacks/medabots-rokusho"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/rommerhacks/medabots-rokusho"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":3999486,"C":379111,"Python":27909,"Linker Script":9824,"Makefile":2582,"PHP":433},"source_url":"https://api.github.com/repos/rommerhacks/medabots-rokusho/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 3,999,486 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"medal-of-honor-frontline-gamecube-decomp","title":"Medal of Honor: Frontline GameCube Decompilation","game":"Medal of Honor: Frontline (GameCube USA GMFE69 rev. 0)","platform":"GameCube USA → early matching-decompilation workspace","kind":"Decompilation","status":"Early work in progress. The README identifies the USA build and reports a byte-identical derived DOL baseline plus 81 verified SDK units; only part of the game code is reconstructed in C. This is not a playable port.","summary":"A matching-decompilation workspace for the USA GameCube release; the user supplies an original disc.","project_url":"https://github.com/kyleckroeger/moh-frontline-decomp","updated":"2026-10-15","strategy":"Matching decompilation with a verified executable baseline","language":"","source_available":"Public source repository; no game data is included and the user supplies their own copy.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/kyleckroeger/moh-frontline-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/kyleckroeger/moh-frontline-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4329992,"C++":3244150,"Python":210266,"Assembly":29259},"source_url":"https://api.github.com/repos/kyleckroeger/moh-frontline-decomp/languages","evidence":"GitHub's official language endpoint for https://github.com/kyleckroeger/moh-frontline-decomp reports 4,329,992 bytes of C, the largest language total (55.4% of 7,813,667 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"medal-of-honor-frontline-gamecube-pc-recomp","title":"Medal of Honor: Frontline — GameCube Recompilation","game":"Medal of Honor: Frontline","platform":"GameCube USA GMFE69 → Linux / Windows PC","kind":"Recompilation","status":"Experimental release v0.0.2 (2026-09-27). README reports native boot/main/stub executables, menu and mission selection, gameplay testing and PC settings; long-session audio/low-address reads remain under investigation. Optional PS3 remaster assets are not included and must be supplied separately.","summary":"DolRecomp + ModernGekko static PowerPC recompilation; multiple executable images selected with runtime byte hashes.","project_url":"https://github.com/ant0-blase/MOHFrontline-GC-RECOMP","updated":"2026-10-16","strategy":"GameCube static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/ant0-blase/MOHFrontline-GC-RECOMP"},{"label":"Project release: v0.0.2","url":"https://github.com/ant0-blase/MOHFrontline-GC-RECOMP/releases/tag/v0.0.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":519392,"Python":169884,"C":60147,"CMake":59792,"Shell":46206,"PowerShell":9945},"source_url":"https://api.github.com/repos/ant0-blase/MOHFrontline-GC-RECOMP/languages","evidence":"GitHub's official Languages API reports 519,392 bytes of C++ out of 865,366 recognized language bytes for https://github.com/ant0-blase/MOHFrontline-GC-RECOMP; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"medal-of-honor-rising-sun-gamecube-decomp","title":"Medal of Honor: Rising Sun GameCube Decompilation","game":"Medal of Honor: Rising Sun","platform":"GameCube","kind":"Decompilation","status":"Early matching decompilation targeting USA Disc 1 Rev. 0 (`GR8E69`); README documents a verified source/object comparison and cautions against interpreting it as gameplay testing.","summary":"Reverse-engineering of the GameCube game executable with byte-checked source reconstruction.","project_url":"https://github.com/lifewillbeokay/moh-rising-sun","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game copy required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/lifewillbeokay/moh-rising-sun"},{"label":"Maintainer README and project status","url":"https://github.com/lifewillbeokay/moh-rising-sun/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2460909,"C++":1450194,"Python":109517,"Assembly":3524},"source_url":"https://api.github.com/repos/lifewillbeokay/moh-rising-sun/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"medarot-card-robattle-rb-en-es","title":"Medarot Card Robattle RB English and Spanish Localization","game":"Medarot Card Robattle RB","platform":"Nintendo Switch","kind":"Fan Localization","status":"Playable and played end-to-end; the maintainer reports 100% English and Spanish text plus 18 translated textures per language. Patcher v2026.08.18 was released 2026-08-18; text is LLM-drafted and still needs polishing.","summary":"Japanese-to-English and Japanese-to-Spanish game text and texture localization for Medarot Card Robattle RB on Switch. The project builds a mod from the user's own game dump and distributes a cross-platform patcher, not game data.","project_url":"https://github.com/caribbeansc/medarot-rb-i18n","updated":"2026-10-16","strategy":"Game-specific text and texture fan localization mod","language":"English; Spanish","source_available":"The public patcher v2026.08.18 builds a mod from a user-supplied Switch backup or extracted RomFS. No game data, keys, or prebuilt game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization mod and patcher","target_type":"Game","sources":[{"label":"Maintainer README with language coverage and supported game builds","url":"https://github.com/caribbeansc/medarot-rb-i18n"},{"label":"Patcher release v2026.08.18","url":"https://github.com/caribbeansc/medarot-rb-i18n/releases/tag/v2026.08.18-05be3f7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":349187},"source_url":"https://api.github.com/repos/caribbeansc/medarot-rb-i18n/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for caribbeansc/medarot-rb-i18n on 2026-10-16; Python is the largest bucket at 349,187 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"medarot-navi-en-es419","title":"Medarot Navi English and Latin American Spanish Translation","game":"Medarot Navi","platform":"Game Boy Advance","kind":"Fan Localization","status":"Playable and in final validation; maintainer release v2026.10.03-822db99 was published 2026-10-03. The README says both translations cover all game text and 314 art labels, but also states the text drafts were written by an LLM and need polishing.","summary":"Maintainer repository provides English and Latin American Spanish language packs for both Kuwagata and Kabuto GBA versions, plus source tooling, IPS patches, and patchers. The project builds from the user's own cartridge dump and does not include game data.","project_url":"https://github.com/caribbeansc/mdr-navi-i18n","updated":"2026-10-03","strategy":"Language-pack fan localization built by repository tools from the user's own GBA dump","language":"English, Spanish (Latin America)","source_available":"Public repository contains translation packs, source tools, latest-release IPS patches, and Windows/macOS patchers; no ROM or game data is included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"GBA fan translation","target_type":"Game","sources":[{"label":"Maintainer README: language coverage, build variants, patch formats, stage, and translation caveat","url":"https://github.com/caribbeansc/mdr-navi-i18n#readme"},{"label":"Maintainer release v2026.10.03-822db99: distributed patches and patchers","url":"https://github.com/caribbeansc/mdr-navi-i18n/releases/tag/v2026.10.03-822db99"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":492280,"C":19560,"Shell":3852,"Makefile":562},"source_url":"https://api.github.com/repos/caribbeansc/mdr-navi-i18n/languages","evidence":"Official GitHub REST Languages API breakdown for caribbeansc/mdr-navi-i18n: source-code byte counts are {\"C\": 19560, \"Makefile\": 562, \"Python\": 492280, \"Shell\": 3852}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"medievil-ps1-recomp","title":"MediEvil (PS1) Recompilation","game":"MediEvil (PlayStation version)","platform":"PlayStation → Windows","kind":"Recompilation","status":"Open beta; release v0.2b. The README warns that features may be incomplete and bugs are expected.","summary":"Title-specific PlayStation static recompilation for a native PC build.","project_url":"https://github.com/BlackLabelHQ/MediEvilRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"PlayStation","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/BlackLabelHQ/MediEvilRecomp#readme"},{"label":"Latest project release (v0.2b)","url":"https://github.com/BlackLabelHQ/MediEvilRecomp/releases/tag/v0.2b"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/BlackLabelHQ/MediEvilRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/BlackLabelHQ/MediEvilRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":690680,"Batchfile":7042,"Shell":2596},"source_url":"https://api.github.com/repos/BlackLabelHQ/MediEvilRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"medievil-ii-playstation-native-static-recomp","title":"MediEvil II Recompiled","game":"MediEvil II (USA, SCUS-94564)","platform":"PlayStation USA (SCUS-94564) → Windows x64 and Linux x86-64","kind":"Recompilation","status":"Latest GitHub release is v0.2.0-alpha (2026-10-05), with precompiled Windows x64 and Linux x86-64 AppImage player builds. The user supplies the supported USA disc; no retail BIOS is required because OpenBIOS is bundled. The README reports Museum/intro and sampled-level validation, not a full-game playthrough. Linux package testing was under WSL; native Linux and Steam Deck hardware remain unqualified. Repository last pushed 2026-10-05.","summary":"A native Windows/Linux recompilation of the USA PlayStation release of MediEvil II. The project uses PSXRecomp and recomp-ui, with precompiled engine and audited level code, OpenBIOS, an in-app launcher, adaptive widescreen, higher-resolution rendering, PGXP, and other presentation and loading enhancements. The player supplies the original disc; the project says it distributes no disc image, decoded game assets, or saves.","project_url":"https://github.com/alexbeavs-ps1-ports/medievil-ii-recomp","updated":"2026-10-16","strategy":"Static MIPS-to-native recompilation using PSXRecomp. The release bundles precompiled engine and audited level variants; the README says unrecognized placements retain a runtime fallback.","language":"","source_available":"Public source. GitHub identifies the project license as GPL-3.0; third-party notices say project-owned files are GPL-3.0-only, PSXRecomp is PolyForm Noncommercial 1.0.0, and recomp-ui is MIT. Game data and disc-derived assets are not included; users supply their own USA disc.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 1 native PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, host platforms, supported disc, features, and test limits","url":"https://github.com/alexbeavs-ps1-ports/medievil-ii-recomp"},{"label":"Latest release v0.2.0-alpha","url":"https://github.com/alexbeavs-ps1-ports/medievil-ii-recomp/releases/tag/v0.2.0-alpha"},{"label":"Maintainer third-party license notices","url":"https://github.com/alexbeavs-ps1-ports/medievil-ii-recomp/blob/main/THIRD_PARTY_NOTICES.md"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/alexbeavs-ps1-ports/medievil-ii-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":75428,"Python":33877,"C++":32705,"Shell":7939,"CMake":3591},"source_url":"https://api.github.com/repos/alexbeavs-ps1-ports/medievil-ii-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 75,428 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mednafen","title":"Mednafen","game":"Games for supported systems","platform":"Multi-system consoles, handhelds, and Apple II","kind":"Emulator","status":"Maintenance; latest official release 1.32.1 (2024-04-05)","summary":"Portable standalone multi-system emulator driven by command line, with modules for Apple II, Atari Lynx, Neo Geo Pocket, WonderSwan, Game Boy, Game Boy Advance, NES, SNES, Virtual Boy, PC Engine, SuperGrafx, PC-FX, Sega systems, Saturn, and PlayStation. Official source archives are distributed under GPLv2.","project_url":"https://mednafen.github.io/","updated":"2024-04-05","strategy":"Standalone command-line emulator with system-specific modules; invoke it with the module and game image to run.","language":"","source_available":"Public source archives are linked from the official release page.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Multi-system console, handheld, and computer emulator","target_type":"Software","sources":[{"label":"Official Atari Lynx emulation documentation","url":"https://mednafen.github.io/documentation/lynx.html"},{"label":"Official PC Engine/TurboGrafx and SuperGrafx documentation","url":"https://mednafen.github.io/documentation/pce.html"},{"label":"Official project homepage and documentation index","url":"https://mednafen.github.io/"},{"label":"Official Saturn documentation","url":"https://mednafen.github.io/documentation/ss.html"},{"label":"Mednafen official releases","url":"https://mednafen.github.io/releases/"},{"label":"Official PlayStation documentation","url":"https://mednafen.github.io/documentation/psx.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://mednafen.github.io/releases/","evidence":"The official releases page provides source archives but no identified repository endpoint with machine-readable language totals; a predominant language cannot be verified from an official repository API.","verified_at":"2026-10-15","reason_unknown":"The official releases page provides source archives but no identified repository endpoint with machine-readable language totals; a predominant language cannot be verified from an official repository API."}},{"id":"mega-man-64-n64-pc-recomp","title":"Mega Man 64: Recompiled","game":"Mega Man 64","platform":"Nintendo 64 → Windows / Linux / macOS desktop","kind":"Recompilation","status":"README describes a native static recompilation with launcher, modern rendering and configurable controls, but does not provide a concrete current gameplay milestone. No release was listed in the primary metadata audit; audit activity snapshot was 2026-02-25. Bring your own ROM.","summary":"N64Recomp static recompilation with modern native rendering.","project_url":"https://github.com/leroysdeath/MegaMan64Recomp","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/leroysdeath/MegaMan64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":509758,"C":412629,"SCSS":49904,"CMake":20495,"CSS":13847,"Linker Script":2863,"Shell":2632,"Objective-C++":2415,"Makefile":951,"HLSL":784},"source_url":"https://api.github.com/repos/leroysdeath/MegaMan64Recomp/languages","evidence":"GitHub's official Languages API reports 509,758 bytes of C++ out of 1,016,278 recognized language bytes for https://github.com/leroysdeath/MegaMan64Recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mega-man-64-mobile-android-ios","title":"Mega Man 64: Recompiled Mobile Ports","game":"Mega Man 64 (North American Nintendo 64 release; US ROM required)","platform":"Nintendo 64 (US ROM) → Android ARM64 (Android 8+ / Vulkan) and iOS/iPadOS ARM64 (iOS 16+)","kind":"Recompilation","status":"Release v0.9.1-mobile.1, published 2026-10-13, includes both an Android APK and an iOS IPA. The README documents ROM import, touch layouts, controllers, and saves but gives no named handset or full-game test result.","summary":"Android and iOS application targets for the MegaMan64Recompiled project, built on N64ModernRuntime and RT64. The mobile apps provide configurable touch controls, controller support, ROM import, and persistent saves. Only the North American ROM is playable in this build; no game data or generated game code is distributed.","project_url":"https://github.com/DevZer0D4Y/MegaMan64Recompiled-Mobile","updated":"2026-10-16","strategy":"Mobile host and touch-input port of an N64 static recompilation, using N64ModernRuntime and RT64.","language":"","source_available":"Public Android/iOS source and APK/IPA release; no ROM, save, signing key, or generated game code is included. The player supplies a North American N64 ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android and iOS targets of the separate Mega Man 64 desktop recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported platforms, ROM limitations, controls, and data requirements","url":"https://github.com/DevZer0D4Y/MegaMan64Recompiled-Mobile"},{"label":"v0.9.1-mobile.1 release with Android APK and iOS IPA","url":"https://github.com/DevZer0D4Y/MegaMan64Recompiled-Mobile/releases/tag/v0.9.1-mobile.1"},{"label":"Upstream desktop recompilation project","url":"https://github.com/MegaMan64Recomp/MegaMan64Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":927981,"C":127666,"SCSS":57041,"Objective-C++":36103,"Java":28190,"CMake":26245,"Python":18956,"CSS":13847,"Linker Script":3345,"Makefile":1127,"HLSL":784},"source_url":"https://api.github.com/repos/DevZer0D4Y/MegaMan64Recompiled-Mobile/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 927,981 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mega-man-9-wiiware-matching-decomp","title":"Mega Man 9 WiiWare USA Matching Decompilation","game":"Mega Man 9","platform":"WiiWare USA (WR9E; DOL SHA-1 8a7c0c2daa65fb3dcd5176922335cf3b999cd940)","kind":"Decompilation","status":"Work in progress. Maintainer reports 1,760/2,941 game functions match exactly and link into a byte-identical DOL. The rest of the baseline links from split original objects; the README explicitly excludes that binary-reproduction fallback from decompilation progress. Repository created and last pushed 2026-10-16.","summary":"Matching C decompilation of the US WiiWare release (WR9E). The project uses the original CodeWarrior compiler and reports exact matching functions separately from the original object-code fallback used for not-yet-decompiled functions.","project_url":"https://github.com/arceuss/mm9decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game WAD and compiler not included","first_found":"2026-10-16","project_started":"2026-10-16","programming_language":"C","subtype":"WiiWare USA DOL matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/arceuss/mm9decomp"},{"label":"Maintainer matching progress and US WiiWare target SHA-1","url":"https://github.com/arceuss/mm9decomp/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/arceuss/mm9decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2228890,"Python":315783},"source_url":"https://api.github.com/repos/arceuss/mm9decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 2,228,890 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mmbn3-white-gba-recomp","title":"Mega Man Battle Network 3: White — Native Recompilation","game":"Mega Man Battle Network 3: White Version","platform":"Game Boy Advance → Desktop","kind":"Recompilation","status":"Experimental; README dated 2026-09-27 reports 8,500 frames of route exploration and combat testing, not a finished game.","summary":"Static recompilation with interpreter/runtime fallback; exact U.S. A6BE ROM and 16 KiB BIOS required.","project_url":"https://github.com/smpduong/MMBN3WhiteRecomp","updated":"2026-09-28","strategy":"Static recompilation with runtime fallback","language":"","source_available":"Public source repository; user supplies matching ROM and BIOS; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"U.S. version A6BE; framework declares PolyForm Noncommercial terms; game-specific repo does not state its own license.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/smpduong/MMBN3WhiteRecomp#readme"},{"label":"Project repository latest recorded commit (2026-09-28): Record MMBN3 White reliability progress and pin updated engine","url":"https://github.com/smpduong/MMBN3WhiteRecomp/commit/3146c5c5f3af1fd8517b449d3ec6936388ee7263"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":516698,"Shell":10279,"CMake":3284,"C++":1472},"source_url":"https://api.github.com/repos/smpduong/MMBN3WhiteRecomp/languages","evidence":"Official GitHub Languages API byte counts for smpduong/MMBN3WhiteRecomp: {\"C++\": 1472, \"CMake\": 3284, \"Python\": 516698, \"Shell\": 10279}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mega-man-x-switch-recomp","title":"Mega Man X Recompiled for Nintendo Switch","game":"Mega Man X","platform":"Super Nintendo Entertainment System → Nintendo Switch homebrew","kind":"Recompilation","status":"Release v1.0.2 includes MegaManX.nro. The maintainer reports 60 FPS at stock Switch CPU clocks and provides a Switch launcher, controls, save states, and build instructions.","summary":"Native Switch port of mstan’s static recompilation of the SNES USA Rev 1 game to C. The NRO reads the supported ROM supplied by the player and adds Switch-specific launcher and input support.","project_url":"https://github.com/Thorhax/MegaManX-NX","updated":"2026-10-16","strategy":"Static recompilation to C with a native libnx Switch port","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Thorhax/MegaManX-NX"},{"label":"Switch build instructions","url":"https://github.com/Thorhax/MegaManX-NX/blob/main/switch/README.md"},{"label":"Release v1.0.2","url":"https://github.com/Thorhax/MegaManX-NX/releases/tag/v1.0.2"},{"label":"Current primary README","url":"https://github.com/Thorhax/MegaManX-NX/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/Thorhax/MegaManX-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Thorhax/MegaManX-NX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":934728,"C++":321108,"Python":219514,"Shell":67913,"CMake":15118,"PowerShell":15030},"source_url":"https://api.github.com/repos/Thorhax/MegaManX-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mega-man-x-snes-recomp","title":"Mega Man X SNES Recomp","game":"Mega Man X","platform":"Super Nintendo → Windows/Linux/macOS","kind":"Recompilation","status":"Believed playable end to end; v1.0.5 release listed by project","summary":"Static SNES CPU recompilation into native C using snesrecomp; project offers widescreen integration.","project_url":"https://github.com/mstan/MegaManXSNESRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/MegaManXSNESRecomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/mstan/MegaManXSNESRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/main/README.md"}],"media":[{"kind":"video","label":"Mega Man X Recompiled gameplay showcase","url":"https://www.youtube.com/watch?v=TDysNWWJ25g","preview_url":"https://i.ytimg.com/vi/TDysNWWJ25g/hqdefault.jpg","source_url":"https://github.com/mstan/MegaManXSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"X and Zero fighting Thunder Slimer together, with separate health bars","url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/HEAD/docs/screenshots/coop-thunder-slimer.png","preview_url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/HEAD/docs/screenshots/coop-thunder-slimer.png","source_url":"https://github.com/mstan/MegaManXSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Modern Zero swinging his saber in midair beside X on the Highway","url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/HEAD/docs/screenshots/modern-zero-air-saber.png","preview_url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/HEAD/docs/screenshots/modern-zero-air-saber.png","source_url":"https://github.com/mstan/MegaManXSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Mega Man X Recomp weapon selection menu","url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/main/docs/screenshots/menu-x3-weapons.png","preview_url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/main/docs/screenshots/menu-x3-weapons.png","source_url":"https://github.com/mstan/MegaManXSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Mega Man X Recomp Thunder weapon gameplay","url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/main/docs/screenshots/weapon-triad-thunder.png","preview_url":"https://raw.githubusercontent.com/mstan/MegaManXSNESRecomp/main/docs/screenshots/weapon-triad-thunder.png","source_url":"https://github.com/mstan/MegaManXSNESRecomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Mega Man X Recomp latest release","url":"https://github.com/mstan/MegaManXSNESRecomp/releases/latest","source_url":"https://github.com/mstan/MegaManXSNESRecomp","notes":"README links the latest release."},{"kind":"docs","label":"Mega Man X Recomp netplay setup","url":"https://github.com/mstan/MegaManXSNESRecomp/blob/main/docs/netplay.md","source_url":"https://github.com/mstan/MegaManXSNESRecomp","notes":"README links netplay setup."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1753215,"C++":370850,"Python":357942,"Shell":71844,"CMake":31441,"PowerShell":15030},"source_url":"https://api.github.com/repos/mstan/MegaManXSNESRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (1,753,215 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mega-man-x2-snes-recomp","title":"Mega Man X2 SNES Recomp","game":"Mega Man X2","platform":"Super Nintendo → Windows","kind":"Recompilation","status":"The USA build boots through its intro cutscenes; screenshots verify rendered layers, sprites, palettes, text, and scene transitions. Broad gameplay, audio, and widescreen coverage remain open.","summary":"Execution is LLE-first: the real 65816 RESET vector runs through an interpreter bridge, with configured ahead-of-time recompilation coverage layered on as an optimization. This is not a claim that the current build executes the whole game statically.","project_url":"https://github.com/mstan/MegaManX2Recomp","updated":"2026-10-16","strategy":"LLE-first interpreter execution with static recompilation coverage","language":"","source_available":"Public source repository; user-supplied verified USA ROM required; no ROM-derived data is committed","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"SNES LLE-first interpreter with static recompilation coverage","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/MegaManX2Recomp"},{"label":"Project README and ROM identity/status","url":"https://github.com/mstan/MegaManX2Recomp/blob/master/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/MegaManX2Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/MegaManX2Recomp/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":59377,"C":57888,"Shell":29905,"PowerShell":11089,"CMake":2341},"source_url":"https://api.github.com/repos/mstan/MegaManX2Recomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (59,377 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mega-man-x4-ps1-recomp","title":"Mega Man X4 Recompiled","game":"Mega Man X4","platform":"PlayStation → Windows / Linux","kind":"Recompilation","status":"Co-op is an alpha playtest (Playtest 25); the latest release is v0.1.1-coop-playtest.25.","summary":"PS1 static recompilation into native desktop builds, with an experimental two-player co-op mod.","project_url":"https://github.com/mstan/MegaManX4Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/mstan/MegaManX4Recomp#readme"},{"label":"Latest project release (v0.1.1-coop-playtest.25)","url":"https://github.com/mstan/MegaManX4Recomp/releases/tag/v0.1.1-coop-playtest.25"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/mstan/MegaManX4Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/MegaManX4Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":720979,"Python":445720,"C++":63031,"Shell":28400,"PowerShell":21856,"CMake":16987},"source_url":"https://api.github.com/repos/mstan/MegaManX4Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"megaman-x5-ps1-matching-decomp","title":"Mega Man X5 PS1 Matching Decompilation","game":"Mega Man X5 (PlayStation USA SLUS-01334)","platform":"PlayStation USA (SLUS-01334) → byte-matching PlayStation executable and code-overlay rebuild","kind":"Decompilation","status":"The README’s 2026-10-10 progress snapshot reports 1,668/7,428 game functions in C (22.5%), with 475 vendor functions in assembly. The boot executable and ROCK_X5.BIN code overlays are hash-checked on each build; a matching full build does not mean every function is decompiled into C.","summary":"A matching decompilation of the USA Mega Man X5 PS1 executable and code overlays. Users rebuild from their own dump; the repository excludes game binaries and vendor SDK files.","project_url":"https://github.com/anzaldoivan/mmx5","updated":"2026-10-16","strategy":"C source reconstruction with the original-era toolchain and link order; build verifies executable and overlay hashes","language":"","source_available":"Public source and build tooling; requires the user’s USA SLUS-01334 dump. The README says no game data, disassembly listing, memory image or vendor SDK is included. The project’s AGPL-3.0 applies to tooling/build/docs; the README explicitly does not assert a license over the reconstructed game sources.","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/anzaldoivan/mmx5"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/anzaldoivan/mmx5#readme"},{"label":"Official GitHub repository metadata (created 2026-10-10, last pushed 2026-10-10)","url":"https://api.github.com/repos/anzaldoivan/mmx5"},{"label":"Current primary README","url":"https://github.com/anzaldoivan/mmx5/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/anzaldoivan/mmx5/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":662586,"Python":641586,"Java":28044,"Shell":25412,"Makefile":21085,"Lua":13280,"Assembly":4574,"Dockerfile":902},"source_url":"https://api.github.com/repos/anzaldoivan/mmx5/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"megaman-x5-ps1-recomp","title":"Mega Man X5 Static Recompilation","game":"Mega Man X5","platform":"PlayStation USA (SLUS-01334) → Windows x64","kind":"Recompilation","status":"Early playable preview v0.0.2; README reports BIOS boot, intro/cutscenes, stage gameplay, controller input and save/load. Full-game completion is not claimed.","summary":"PS1 MIPS code is statically recompiled to native code through PSXRecomp; game data remains user-supplied.","project_url":"https://github.com/mstan/MegaManX5Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied SLUS-01334 disc required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/MegaManX5Recomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":23576,"Shell":18871,"CMake":3882,"Python":3193,"C":1762},"source_url":"https://api.github.com/repos/mstan/MegaManX5Recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; PowerShell is the largest bucket at 23,576 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"megaman-x6-ps1-recomp","title":"Mega Man X6 Static Recompilation","game":"Mega Man X6","platform":"PlayStation USA v1.1 (SLUS-01395) → Windows x64","kind":"Recompilation","status":"Alpha v1.3.2; README reports boot and game progress, with experimental local/delay-sync X+Zero co-op. It does not report end-to-end completion.","summary":"PS1 code is translated ahead of time into native code; the release includes OpenBIOS but requires user-provided game data.","project_url":"https://github.com/mstan/MegaManX6Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and OpenBIOS; user-supplied SLUS-01395 v1.1 game image required; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/MegaManX6Recomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":899204,"C++":329478,"C":169342,"Shell":27813,"PowerShell":23640,"CMake":14003},"source_url":"https://api.github.com/repos/mstan/MegaManX6Recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 899,204 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"megaman-x-command-mission-wii-compiled","title":"Mega Man X: Command Mission on WiiCompiled","game":"Mega Man X: Command Mission","platform":"GameCube → Windows PC","kind":"Recompilation","status":"After two sessions, maintainer reports boot/gameplay through opening and card checks into opening 3D scenes at about 50 fps PAL; saving not implemented.","summary":"Game-specific static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-megamanxcm","updated":"2026-10-16","strategy":"Game-specific Wii/GameCube recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-megamanxcm#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-megamanxcm"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-megamanxcm/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-megamanxcm/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-megamanxcm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":21602,"C++":1826,"CMake":199},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-megamanxcm/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mega-man-zero-recomp","title":"Mega Man Zero Recomp","game":"Mega Man Zero","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable static-first bring-up v0.0.2: the game boots through the real BIOS into the opening mission with controls, audio, and persistent SRAM. Tested routes have full static coverage, but uncovered targets still fall back to the interpreter and the whole game is not exhaustively proven static.","summary":"The GBA ARM/Thumb code and BIOS are recompiled to native C++; the runtime models GBA hardware and retains an instruction interpreter for uncovered code. The README distinguishes tested static routes from whole-game coverage.","project_url":"https://github.com/mstan/MegaManZeroRecomp","updated":"2026-10-16","strategy":"Static-first recompilation with runtime interpreter fallback","language":"","source_available":"Public repository; user-supplied GBA ROM required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/MegaManZeroRecomp"},{"label":"Project README and static-coverage notes","url":"https://github.com/mstan/MegaManZeroRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/MegaManZeroRecomp"},{"label":"Maintainer README (Windows x64 release and Windows build prerequisites)","url":"https://github.com/mstan/MegaManZeroRecomp#readme"},{"label":"Maintainer GitHub releases","url":"https://github.com/mstan/MegaManZeroRecomp/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/MegaManZeroRecomp/main/README.md"}],"media":[{"kind":"image","label":"Zero and the Resistance in the opening mission","url":"https://raw.githubusercontent.com/mstan/MegaManZeroRecomp/HEAD/docs/screenshots/mmz-opening.png","preview_url":"https://raw.githubusercontent.com/mstan/MegaManZeroRecomp/HEAD/docs/screenshots/mmz-opening.png","source_url":"https://github.com/mstan/MegaManZeroRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Zero fighting through the opening stage","url":"https://raw.githubusercontent.com/mstan/MegaManZeroRecomp/HEAD/docs/screenshots/mmz-gameplay.png","preview_url":"https://raw.githubusercontent.com/mstan/MegaManZeroRecomp/HEAD/docs/screenshots/mmz-gameplay.png","source_url":"https://github.com/mstan/MegaManZeroRecomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Mega Man Zero Recomp releases","url":"https://github.com/mstan/MegaManZeroRecomp/releases","source_url":"https://github.com/mstan/MegaManZeroRecomp","notes":"README links project releases."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":50670,"Python":46622,"PowerShell":29834,"CMake":5745},"source_url":"https://api.github.com/repos/mstan/MegaManZeroRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (50,670 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"meikyujima-labyrinth-island-arcade-english","title":"Meikyujima / Labyrinth Island English Translation","game":"Meikyujima / Labyrinth Island","platform":"Arcade","kind":"Fan Localization","status":"Released; RHP reports v1","summary":"English fan localization for Meikyujima / Labyrinth Island on Arcade. 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The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://www.romhackplaza.org/translations/meikyujima-labyrinth-island-kickle-cubicle-english-translation-arcade"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/meikyujima-labyrinth-island-kickle-cubicle-english-translation-arcade","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"meikyujima-labyrinth-island-nintendo-entertainment-system-english","title":"Meikyujima / Labyrinth Island English Translation","game":"Meikyujima / Labyrinth Island","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v1","summary":"English fan localization for Meikyujima / Labyrinth Island on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/meikyujima-labyrinth-island-kickle-cubicle-famicom-english-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/meikyujima-labyrinth-island-kickle-cubicle-famicom-english-translation-nintendo-entertainment-system"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/meikyujima-labyrinth-island-kickle-cubicle-famicom-english-translation-nintendo-entertainment-system","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"meka","title":"MEKA","game":"SG-1000; SC-3000; SF-7000; Mark III; Master System; Game Gear; ColecoVision; Othello Multivision","platform":"8-bit home computers, console, handheld, and related systems","kind":"Emulator","status":"Active but intermittent; latest listed release is dated 2025-08-17","summary":"Long-running multi-machine emulator focused on exhaustive Sega 8-bit hardware, obscure games, peripherals, and debugging tools. The maintainer describes it as still updated occasionally.","project_url":"https://github.com/ocornut/meka","updated":"2026-10-13","strategy":"Native software emulation of Sega 8-bit systems and compatible hardware, with integrated debugger and peripheral support.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Sega 8-bit console and computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/ocornut/meka"},{"label":"Maintainer releases","url":"https://github.com/ocornut/meka/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ocornut/meka"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1534348,"C":323540,"Assembly":109484,"Makefile":17896,"Max":11724,"Objective-C++":4076,"Shell":1873,"Batchfile":738},"source_url":"https://api.github.com/repos/ocornut/meka/languages","evidence":"GitHub's official language endpoint for https://github.com/ocornut/meka reports 1,534,348 bytes of C++, the largest language total (76.6% of 2,003,679 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"meleepad-melee-ios","title":"MeleePad: Super Smash Bros. Melee iOS Port","game":"Super Smash Bros. Melee","platform":"Nintendo GameCube → iOS/iPadOS 16+ and Apple Silicon macOS 14+","kind":"Recompilation","status":"Static-recompilation app; maintainer reports physical iPad play and a completed Unranked match. Public IPA is a shell without the private game module; latest scene support is not verified on current iOS hardware.","summary":"iOS/iPadOS frontend for a PPC-to-C ARM64 static recompilation using a Dolphin-derived RecompCore and Metal. A physical iPad completed an Unranked match in a reported test; distribution of the game module is private, and public app packaging is limited.","project_url":"https://github.com/chrissotraidis/meleepad","updated":"2026-10-15","strategy":"PowerPC static recompilation to ARM64 with Metal and a Dolphin-derived RecompCore","language":"","source_available":"Public GPL-3.0 source repository and module-free app shell; PadMint builds the game module from the user’s own supported disc. Generated game code is not distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PadMint-built frontend with private game module","target_type":"Game","sources":[{"label":"Project README: method, build limits, and current status","url":"https://github.com/chrissotraidis/meleepad"},{"label":"Project preview releases","url":"https://github.com/chrissotraidis/meleepad/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/meleepad"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/chrissotraidis/meleepad/blob/main/README.md"},{"label":"GitHub Languages API — Python: 588,800 bytes (36.75% of 1,602,139 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/meleepad/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"C":72128,"C++":231873,"CMake":1502,"Dockerfile":238,"Objective-C":41956,"Objective-C++":544690,"Python":588800,"Rust":3388,"Shell":117564},"source_url":"https://api.github.com/repos/chrissotraidis/meleepad/languages","evidence":"Python: 588,800 bytes (36.75% of 1,602,139 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-melodee-custom-firmware","title":"Melodee (M-VAVE FM-1 custom firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; Chrome/Edge USB installer and browser editor","kind":"Reimplementation","status":"Release 1.4.1 was published 2026-10-15; repository was pushed the same day. The maintainer identifies Melodee as a modified Felucca version; current builds use both FM-1 CPU cores and include an interrupted-write boot-protection path, with stated limits for first installation.","summary":"A substantially developed Felucca-derived firmware for the FM-1, with multi-engine synthesis, sequencing, recording, effects, SID sound options, a browser editor, backup/restore, and direct USB recovery guidance. Its README documents the current release and device recovery constraints.","project_url":"https://github.com/keremimo/melodee","updated":"2026-10-16","strategy":"GPL-3.0-only Felucca-derived firmware with independently maintained synthesis, UI, sequencing, installer, and recovery changes.","language":"","source_available":"Public source under GPL-3.0-only, derived from Felucca; maintainer documents third-party credits and firmware recovery/backup limitations.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded synthesizer firmware","target_type":"Software","sources":[{"label":"Maintainer README: release, features, Felucca lineage, installation and recovery","url":"https://github.com/keremimo/melodee/blob/main/README.md"},{"label":"Release v1.4.1 (published 2026-10-15)","url":"https://github.com/keremimo/melodee/releases/tag/v1.4.1"},{"label":"GPL-3.0-only license","url":"https://github.com/keremimo/melodee/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/keremimo/melodee"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/keremimo/melodee/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3695394,"Python":551978,"HTML":544749,"JavaScript":173263,"Shell":37132,"C++":26596,"Linker Script":6254,"Assembly":5442},"source_url":"https://api.github.com/repos/keremimo/melodee/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (73.3% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"melonds","title":"melonDS","game":"Nintendo DS/DSi","platform":"Windows, macOS, Linux; project downloads also list Android and iOS builds","kind":"Emulator","status":"Active; v1.1 (2025-11-18) remains the latest numbered release, with source updates through 2026-08-23.","summary":"Open-source DS emulator with developing DSi support, local multiplayer, and a separate libretro core.","project_url":"https://github.com/melonDS-emu/melonDS","updated":"2026-10-16","strategy":"Standalone DS software emulator; optional libretro core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo DS/DSi system emulator","target_type":"Software","sources":[{"label":"Official emulator repository and build instructions","url":"https://github.com/melonDS-emu/melonDS"},{"label":"Official download page","url":"https://melonds.org/download/"},{"label":"Libretro core documentation distinguishes standalone and core features","url":"https://github.com/JesseTG/melonds-ds"},{"label":"Official upstream release history","url":"https://github.com/melonDS-emu/melonDS/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/melonDS-emu/melonDS/master/README.md"}],"media":[{"kind":"image","label":"melonDS screenshot from the official project-site carousel","url":"https://melonds.kuribo64.net/img/carousel0.png","preview_url":"https://melonds.kuribo64.net/img/carousel0.png","source_url":"https://melonds.kuribo64.net/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3647042,"C":2893087,"CMake":55115,"Assembly":44941,"GLSL":39196,"Ruby":7690,"Objective-C++":5494,"Python":4307,"Nix":3430,"Makefile":2119,"Objective-C":1498,"Shell":277},"source_url":"https://api.github.com/repos/melonDS-emu/melonDS/languages","evidence":"GitHub's official language endpoint for https://github.com/melonDS-emu/melonDS reports 3,647,042 bytes of C++, the largest language total (54.4% of 6,704,196 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"memu-memotech","title":"MEMU","game":"Memotech MTX series software","platform":"Memotech MTX; Windows, Linux/X11, Linux framebuffer, Raspberry Pi Pico, and experimental SDL3","kind":"Emulator","status":"Maintained port; latest tagged release v26_07 (2026-07-11); source updated 2026-07-23. README says cleanup remains and bugs may exist.","summary":"A multi-platform port of Andy Key’s Memotech MTX emulator, with full Linux/Windows builds and a reduced Raspberry Pi Pico build. Project-specific code is released under the Unlicense; bundled third-party components keep their own terms.","project_url":"https://github.com/Memotech-Bill/MEMU","updated":"2026-10-16","strategy":"Full system emulation of Memotech MTX models.","language":"","source_available":"Public source repository; GitHub reports license metadata as Other (SPDX NOASSERTION), so exact reuse terms are not established by repository API metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Memotech MTX home-computer emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/Memotech-Bill/MEMU"},{"label":"Official GitHub releases","url":"https://github.com/Memotech-Bill/MEMU/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/Memotech-Bill/MEMU"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3980928,"C++":55777,"Python":51696,"CMake":34560,"Shell":7310},"source_url":"https://api.github.com/repos/Memotech-Bill/MEMU/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mercenaries-playground-of-destruction-xbox-recomp","title":"Mercenaries: Playground of Destruction (Xbox) Recompiled","game":"Mercenaries: Playground of Destruction (Original Xbox version)","platform":"Original Xbox → Windows x64","kind":"Recompilation","status":"v1.1.1 release; the maintained source repository documents a Windows x64 build. The project explicitly targets the Xbox edition, not the PS2 disc.","summary":"Translates the original Xbox executable into C and implements graphics, audio, input, memory and kernel compatibility layers.","project_url":"https://github.com/KraftMacAndChee/Mercenaries-Recompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/KraftMacAndChee/Mercenaries-Recompiled#readme"},{"label":"Latest project release (v1.1.1)","url":"https://github.com/KraftMacAndChee/Mercenaries-Recompiled/releases/tag/v1.1.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/KraftMacAndChee/Mercenaries-Recompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/KraftMacAndChee/Mercenaries-Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3867451,"C++":3811255,"Python":3361247,"PowerShell":93601,"CMake":30671,"Lua":14388,"Shell":10457,"Java":2533,"GDB":1384},"source_url":"https://api.github.com/repos/KraftMacAndChee/Mercenaries-Recompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mercurius-pretty-dc-en-mtl","title":"Mercurius Pretty: End of the Century English Machine Translation","game":"Mercurius Pretty: End of the Century","platform":"Dreamcast","kind":"Fan Localization","status":"Public v0.1 (2026-10-11; listing modified 2026-10-15). Marked fully playable, but the creator explicitly calls it AI-assisted machine translation and plans manual dialogue improvements. The release supports English/romaji/Japanese-kana name entry variants.","summary":"First English patch for the Japanese Dreamcast life-simulation remake. The project translates more than 17,000 lines and image text; the patch is limited to disc revision 1.003. The creator tested it with Flycast and the RetroArch Flycast core.","project_url":"https://www.romhacking.net/translations/7826/","updated":"2026-10-15","strategy":"Fan translation patch","language":"English","source_available":"Romhacking.net hosts the patch download; no game data is included. Requires the user’s own Japanese Dreamcast disc revision 1.003. The listing does not specify the patch file format.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Dreamcast fan localization (machine-assisted)","target_type":"Game","sources":[{"label":"Romhacking.net project entry: language, v0.1 dates, MTL disclosure, revision requirement, supported name-entry variants and Flycast test","url":"https://www.romhacking.net/translations/7826/"},{"label":"Maintainer forum post: reports the same ROMhacking.net release and 90–95% completion estimate","url":"https://www.dreamcast-talk.com/forum/index.php?sid=bc81f57330610b2c13ab2010d254ce47"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhacking.net/translations/7826/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"mesa-switch-horizon-driver-port","title":"Mesa for Nintendo Switch (NVK, OpenGL and GLES)","game":"Native Nintendo Switch homebrew graphics applications","platform":"Vulkan / OpenGL / OpenGL ES applications → Nintendo Switch Horizon OS and Tegra X1 GM20B (Maxwell), linked into homebrew NRO/NSO binaries","kind":"Reimplementation","status":"Active port work; the repository is based on Mesa 26.2.4 and was last pushed on 2026-10-13. The README describes loaderless static linking for homebrew and Vulkan through NVK, plus OpenGL/GLES/EGL options. No retail-game compatibility results or GitHub release are listed. GitHub's license field is null; the README says MIT while noting that individual Mesa components retain their own licenses.","summary":"A Mesa port for Nintendo Switch Horizon OS, adapting the Nouveau NVK Vulkan driver and Mesa OpenGL/GLES/EGL paths to Tegra X1 GM20B. It targets native homebrew, uses static archives linked into an NRO/NSO, and does not need a retail Switch game emulator or Windows API translation layer. The project broadens Switch graphics-driver coverage beyond the separately cataloged NVK-only port; no rendered-game compatibility claim is established.","project_url":"https://github.com/danfromtico/mesa-switch","updated":"2026-10-16","strategy":"Port Mesa's NVK and OpenGL-family drivers to Horizon OS with libnx/devkitA64 integration and static linking into Switch homebrew applications.","language":"","source_available":"Public Mesa-derived source. The maintainer README states MIT and says component-level licenses may differ; GitHub reports no detected repository license.","first_found":"2026-10-16","project_started":"2026-09-10","programming_language":"C","subtype":"Nintendo Switch native graphics-driver port","target_type":"Software","sources":[{"label":"Maintainer README: Horizon target, Mesa/NVK/OpenGL/GLES scope, static homebrew build method and license caveat","url":"https://github.com/danfromtico/mesa-switch"},{"label":"GitHub repository metadata: creation, push and license classifier","url":"https://api.github.com/repos/danfromtico/mesa-switch"},{"label":"GitHub Languages API repository-wide byte totals (large Mesa tree, not only Switch-specific changes)","url":"https://api.github.com/repos/danfromtico/mesa-switch/languages"},{"label":"GitHub releases; none listed when checked 2026-10-16","url":"https://github.com/danfromtico/mesa-switch/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":125891022,"C++":37682266,"Python":4684978,"Rust":3643249,"Assembly":1820654,"Meson":785869,"Yacc":373099,"Shell":313332,"GLSL":209655,"Objective-C":90896,"Smarty":86095,"Lex":82912,"Lua":75976,"Go Template":51186,"LLVM":46092,"PowerShell":41340,"Makefile":24440,"HTML":14116,"CMake":9125,"XSLT":4753,"Emacs Lisp":2543,"Awk":1552},"source_url":"https://api.github.com/repos/danfromtico/mesa-switch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 125,891,022 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mesa-d3d12-gallium","title":"Mesa Gallium D3D12 Driver","game":"OpenGL applications in WSL and systems with Direct3D 12 support (multi-title)","platform":"OpenGL 3.3 → Microsoft Direct3D 12; primarily Linux applications in WSL/WSLg using a Windows D3D12 GPU driver","kind":"API Translation","status":"Mesa documents this as an active Gallium driver that emits Direct3D 12 calls to provide desktop OpenGL 3.3, including as the WSLg graphics acceleration path.","summary":"A Mesa Gallium driver that emits Direct3D 12 calls rather than targeting a specific GPU architecture. Microsoft and Mesa document it as the OpenGL acceleration path for Linux GUI applications under WSLg when the Windows GPU driver supports WSL virtualization.","project_url":"https://gitlab.freedesktop.org/mesa/mesa","updated":"2026-10-15","strategy":"Mesa Gallium OpenGL frontend mapped to Direct3D 12","language":"","source_available":"Public Mesa source repository (component licenses vary)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"OpenGL-on-Direct3D 12 Gallium driver","target_type":"Software","sources":[{"label":"Mesa D3D12 driver documentation: API target and OpenGL support","url":"https://docs.mesa3d.org/drivers/d3d12.html"},{"label":"Microsoft WSLg documentation: D3D12-backed Mesa OpenGL acceleration","url":"https://github.com/microsoft/wslg"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":71.49,"C++":20.88,"Python":2.7,"Rust":2.52,"Assembly":1.04},"source_url":"https://gitlab.freedesktop.org/api/v4/projects/mesa%2Fmesa/languages","evidence":"GitLab's official Languages API for https://gitlab.freedesktop.org/mesa/mesa reports C as the largest repository language share at 71.49%. These percentages cover the Mesa monorepository, not only the catalogued driver component.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"switch-nvk","title":"Mesa NVK Nintendo Switch Driver Port","game":"Mesa NVK Vulkan driver for Nintendo Switch","platform":"Mesa NVK / NVIDIA Tegra X1 GM20B (Maxwell) → Nintendo Switch homebrew on libnx/Horizon","kind":"Reimplementation","status":"No release listed. BUILD_AND_RUN documents successful M0-M2 cross-build, Switch NRO linking, and a real-Tegra memory/submit/execute/coherency smoke test using vkCmdFillBuffer. A visible vkCmdDraw and display through the Switch window system is listed as the next milestone. The README's branch table calls master a full driver with zero-copy WSI, which conflicts with that build-status document, so rendered output remains unverified.","summary":"Experimental port of Mesa's open Vulkan NVK driver to the Switch Tegra X1/GM20B. The public repository contains Mesa patches, compatibility shims, and libnx/Horizon integration intended to let Vulkan applications use the Switch GPU without a proprietary NVIDIA blob.","project_url":"https://github.com/HayatoG/switch-nvk","updated":"2026-10-16","strategy":"Port Mesa NVK to Switch Tegra hardware with Mesa patches and Switch-specific memory, submission, compatibility, and window-system integration over libnx/Horizon.","language":"","source_available":"Public GPL-2.0-or-later repository with Mesa/NVK-derived portions under their original MIT/Apache-2.0 terms. Build scripts, patches, shims, and status documents are public; no release binaries were listed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental Vulkan graphics-driver port","target_type":"Software","sources":[{"label":"Maintainer README: target GPU, Switch integration, branches, and license","url":"https://github.com/HayatoG/switch-nvk"},{"label":"Build and run notes: reproducible hardware smoke test and next rendering milestone","url":"https://github.com/HayatoG/switch-nvk/blob/master/BUILD_AND_RUN.md"},{"label":"Project GPL-2.0-or-later license","url":"https://github.com/HayatoG/switch-nvk/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://github.com/HayatoG?tab=repositories&page=1","evidence":"GitHub's repository-list card for HayatoG/switch-nvk displays C as the repository's primary language. The Languages API returned a rate-limit error during this audit, so no byte totals are recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mesence","title":"Mesen Community Edition","game":"Games for supported systems","platform":"Multi-system consoles and handhelds","kind":"Emulator","status":"Active","summary":"Community-maintained continuation of Mesen with integrated emulation for NES, SNES, Game Boy, Game Boy Color, Super Game Boy, Game Boy Advance, PC Engine, Master System, Game Gear, and WonderSwan. Runs on Windows, Linux, and macOS.","project_url":"https://github.com/nesdev-org/MesenCE","updated":"2026-10-07","strategy":"Standalone desktop emulator with integrated system cores; open supported game images in its GUI.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system console and handheld emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/nesdev-org/MesenCE"},{"label":"Release history and continuation notice","url":"https://github.com/nesdev-org/MesenCE/releases"},{"label":"Archived predecessor Mesen2 points to MesenCE","url":"https://github.com/SourMesen/Mesen2"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/nesdev-org/MesenCE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6974666,"C#":2396982,"C":2259594,"Objective-C":117478,"Lua":72698,"Objective-C++":16979,"Makefile":6955,"Shell":3100,"Awk":310},"source_url":"https://api.github.com/repos/nesdev-org/MesenCE/languages","evidence":"GitHub's official language endpoint for https://github.com/nesdev-org/MesenCE reports 6,974,666 bytes of C++, the largest language total (58.9% of 11,848,762 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mesen-orion","title":"Mesen Orion","game":"Games for supported console and handheld systems","platform":"NES, SNES, Game Boy, GBA, PC Engine, Master System/Game Gear, and WonderSwan; Windows, Linux, and macOS","kind":"Emulator","status":"Active Mesen2 fork; release v3.0.2 was published 2026-06-18 and the repository shows changes through 2026-07-03.","summary":"Multi-system Mesen2 fork that adds a renewed UI and rendering improvements, including OpenGL shaders, alongside features such as netplay and RetroAchievements. The maintainer says the project is separate from Mesen Community Edition.","project_url":"https://github.com/javocsoft/MesenOrion","updated":"2026-07-03","strategy":"Integrated Mesen2-derived software emulation cores in a standalone desktop application.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"GLSL","subtype":"Multi-system console and handheld","target_type":"Software","sources":[{"label":"Maintainer README, supported systems, Mesen2 lineage, and differentiating features","url":"https://github.com/javocsoft/MesenOrion"},{"label":"Maintainer releases","url":"https://github.com/javocsoft/MesenOrion/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/javocsoft/MesenOrion"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"GLSL","breakdown":{"GLSL":9023348,"C++":7000404,"C":5766636,"C#":2420550,"Lua":72698,"Shell":22206,"Assembly":16622,"Objective-C++":16094,"Makefile":7982,"PowerShell":7691,"Objective-C":865,"Awk":310},"source_url":"https://api.github.com/repos/javocsoft/MesenOrion/languages","evidence":"GitHub's official language endpoint for https://github.com/javocsoft/MesenOrion reports 9,023,348 bytes of GLSL, the largest language total (37.0% of 24,355,406 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metaforce-metroid-prime","title":"Metaforce: Metroid Prime Engine Reimplementation","game":"Metroid Prime","platform":"GameCube → Windows/Linux/macOS/Android/iOS (builds currently unavailable)","kind":"Decompilation","status":"The project is being stabilized and the README says builds are currently unavailable; the README lists Windows, Linux, macOS, Android, and iOS targets.","summary":"Metaforce is a native cross-platform engine port built on the matching Metroid Prime decompilation source. It requires user-supplied game data; the current README says builds are unavailable while the project stabilizes.","project_url":"https://github.com/AxioDL/metaforce","updated":"2026-10-15T05:21:32Z","strategy":"Native engine port built on the matching Metroid Prime decompilation source","language":"","source_available":"Public source repository; based on PrimeDecomp source; original Metroid Prime game data required. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Decompilation-based native engine port","target_type":"Game","sources":[{"label":"Metaforce README: relationship to PrimeDecomp, platforms, and current build status","url":"https://github.com/AxioDL/metaforce"},{"label":"Project README or evidence page","url":"https://github.com/AxioDL/metaforce/blob/main/README.md"},{"label":"Matching Metroid Prime decompilation source","url":"https://github.com/PrimeDecomp/prime"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/AxioDL/metaforce"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10114858,"Python":251472,"C":113087,"CMake":44332,"Assembly":3022,"Shell":1648,"Java":140},"source_url":"https://api.github.com/repos/AxioDL/metaforce/languages","evidence":"GitHub's official language endpoint for https://github.com/AxioDL/metaforce reports 10,114,858 bytes of C++, the largest language total (96.1% of 10,528,559 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metal-api-emulator","title":"Metal API emulator experiment","game":"Metal-shaped host-side compute and limited render workloads (source-level multi-workload prototype)","platform":"Rust source-level Metal-shaped workloads on Linux or Windows through Vulkan, and on macOS through a native Metal provider; Windows guest/QEMU integration is separately experimental and uses a local reims-vgpu adapter","kind":"API Translation","status":"Experimental. The README documents a working Rust source-level compute object path and a limited compute/render provider prototype, with native Metal and Vulkan implementations and parity tests. It explicitly says this is not a Metal.framework ABI implementation; arbitrary AIR/MSL, general Metal name resolution, broad render/presentation features, and production reims integration remain incomplete. No GitHub releases were present on 2026-10-16. Latest default-branch commit checked: 226af8c833f9379446dedf744dfa691d760db641 (2026-09-22). Treat its Windows/QEMU census results as maintainer-reported experiments, not general compatibility claims.","summary":"An independent Rust prototype that exposes a source-level, Metal-shaped object API and executes supported workloads through a Vulkan provider; a native Metal provider is also used for parity research. The documented path includes buffer compute and a narrow render/present subset. It is not a Metal.framework ABI or binary-compatibility implementation, does not load arbitrary macOS applications, and does not claim full Metal conformance. Its optional integration with reims-vgpu is a local experimental adapter, not an upstream reims architecture.","project_url":"https://github.com/Hi-Jiajun/metal-api-emulator","updated":"2026-10-16","strategy":"Implements Rust Device/Library/Function/pipeline/queue/command-buffer objects and a source-level command contract. The Vulkan provider translates accepted AIR-based workload fixtures through a pinned metal2vulkan revision; a native Metal provider provides a parity rail. Unsupported cases are refused or left outside the implemented subset rather than claimed compatible.","language":"","source_available":"Public Rust source. Workspace Cargo.toml declares LGPL-3.0-or-later; COPYING and NOTICE identify the incorporated GPL-3 text and separately licensed dependencies/adapters. 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Rust is the largest reported bucket; the map includes conformance fixtures, research tools, CI, and smoke examples.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mgacid-psp-recomp","title":"Metal Gear Ac!d Recompilation","game":"Metal Gear Ac!d","platform":"PlayStation Portable → Windows","kind":"Recompilation","status":"In development; project reports boot/play/save progress but full completion unverified","summary":"Native port based on PSP static recompilation.","project_url":"https://github.com/PRomeotheus/MGAcid","updated":"2026-10-08","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/PRomeotheus/MGAcid"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/PRomeotheus/MGAcid"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2695051,"Python":127639,"GLSL":76141,"CMake":52174,"Shell":30137,"Java":1714},"source_url":"https://api.github.com/repos/PRomeotheus/MGAcid/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (2,695,051 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metal-max-3-en","title":"Metal Max 3 English Translation","game":"Metal Max 3","platform":"Nintendo DS","kind":"Fan Localization","status":"Released","summary":"Team release page describes a complete, fully playable translation.","project_url":"https://fantranslators.info/2020/06/23/metal-max-3-translation-release/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Metal Max 3 English translation release announcement","url":"https://fantranslators.info/2020/06/23/metal-max-3-translation-release/"}],"media":[{"kind":"image","label":"Translated Metal Max 3 title screen","url":"https://fantranslators.info/wp-content/uploads/2020/06/mm3-title-screen.png","preview_url":"https://fantranslators.info/wp-content/uploads/2020/06/mm3-title-screen.png","source_url":"https://fantranslators.info/2020/06/23/metal-max-3-translation-release/","discovered_on":"2026-10-15"},{"kind":"image","label":"Translated tank customization screen","url":"https://fantranslators.info/wp-content/uploads/2020/06/mm3-tank-customization.png","preview_url":"https://fantranslators.info/wp-content/uploads/2020/06/mm3-tank-customization.png","source_url":"https://fantranslators.info/2020/06/23/metal-max-3-translation-release/","discovered_on":"2026-10-15"},{"kind":"image","label":"Translated equipment menu","url":"https://fantranslators.info/wp-content/uploads/2020/06/mm3-equipment-menu.png","preview_url":"https://fantranslators.info/wp-content/uploads/2020/06/mm3-equipment-menu.png","source_url":"https://fantranslators.info/2020/06/23/metal-max-3-translation-release/","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://fantranslators.info/2020/06/23/metal-max-3-translation-release/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"metal-quake-apple-silicon-port","title":"Metal Quake (Native Apple Silicon Port)","game":"Quake (1996 PC release)","platform":"Original PC Quake source and user data → Apple Silicon macOS 14+ (M1 or newer), native ARM64 and Metal","kind":"Reimplementation","status":"Unreleased technical proof of concept; GitHub's latest push is 2026-05-28 and no releases are listed. The maintainer README reports demo-map performance on an M4 Max, but provides no broader hardware compatibility matrix. It requires the user's id1/pak0.pak.","summary":"A public native macOS port of the Quake engine with an Apple system layer and Metal renderer, built into a Quake.app by the repository's build script. The source tree contains Objective-C macOS integration, a C++ Metal renderer, Metal shaders, SwiftUI launcher code, and native input/audio backends; there is no Vulkan or MoltenVK path in the README.","project_url":"https://github.com/mstits/Metal-Quake","updated":"2026-10-16","strategy":"Native source port of id Software's Quake codebase with a Metal graphics backend and macOS system integration.","language":"","source_available":"Public source under GPL-2.0; Quake game data is external and must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Quake native source port / Apple Metal graphics backend","target_type":"Game","sources":[{"label":"Maintainer README: project type, Apple Silicon/macOS requirements, build instructions, game-data requirement, and self-reported compatibility","url":"https://github.com/mstits/Metal-Quake"},{"label":"Native Metal renderer and macOS integration source","url":"https://github.com/mstits/Metal-Quake/blob/main/src/macos/vid_metal.cpp"},{"label":"macOS app build script","url":"https://github.com/mstits/Metal-Quake/blob/main/build.sh"},{"label":"GitHub releases page; none listed when checked 2026-10-16","url":"https://github.com/mstits/Metal-Quake/releases"},{"label":"GitHub repository metadata, license classifier, and activity dates","url":"https://api.github.com/repos/mstits/Metal-Quake"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/mstits/Metal-Quake/languages"},{"label":"Repository GPL-2.0 license","url":"https://github.com/mstits/Metal-Quake/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1417199,"C":1205018,"Objective-C":115824,"Swift":47885,"Objective-C++":33978,"Metal":19382,"Python":14924,"Shell":13317,"CMake":3535},"source_url":"https://api.github.com/repos/mstits/Metal-Quake/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. C++ is the largest category (1,417,199 of 2,871,062 recognized bytes, 49.4%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"apple-metal-shader-converter","title":"Metal Shader Converter","game":"DirectX shader programs targeting Metal","platform":"DXIL / LLVM shader IR → Metal IR and metallib at build time. The macOS tool requires macOS 13+ and Xcode 15+; Windows 10+ with Visual Studio 2019+ is also supported as a build host. Full-feature output libraries require a Metal device with Argument Buffers Tier 2 and macOS 14+ or iOS 17+.","kind":"API Translation","status":"Apple currently lists version 4.0 beta. This is a command-line tool and dynamic library for build-time shader conversion, not a runtime Direct3D compatibility layer. Apple documents Shader Model 6.0–6.6 input support, with generated-library requirements for full feature coverage.","summary":"Apple's shader compiler/translator converts DXIL shader bytecode into Metal-compatible output, including metallib files. It can support a native port's shader pipeline but does not provide Direct3D API calls, Windows API compatibility, or a runtime for unmodified Windows games.","project_url":"https://developer.apple.com/metal/shader-converter/","updated":"2026-10-15","strategy":"Platform API translation","language":"","source_available":"Proprietary Apple developer tool","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"","target_type":"Software","sources":[{"label":"Apple Developer: Metal Shader Converter overview, requirements, and downloads","url":"https://developer.apple.com/metal/shader-converter/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://developer.apple.com/metal/shader-converter/","evidence":"The current project record points to https://developer.apple.com/metal/shader-converter/; no linked public source-language map was identified in its catalog sources as of 2026-10-16.","verified_at":"2026-10-16","reason_unknown":"No linked public source repository or authoritative source-language map is available for this project record; the project page was checked on 2026-10-16 and implementation language remains unknown."}},{"id":"metal-slug-neogeo-static-recomp","title":"Metal Slug (Neo Geo) Static Recompilation","game":"Metal Slug","platform":"Neo Geo MVS → Windows / Linux","kind":"Recompilation","status":"Alpha v0.1.0-dev: boots through the MVS BIOS and plays Mission 1; a five-minute soak runs 100% natively with zero interpreter fallback, but sound and later-mission validation remain incomplete.","summary":"A static recompilation of Metal Slug’s 68000 code to C, running against a native model of Neo Geo board devices.","project_url":"https://github.com/sp00nznet/metalslug","updated":"2026-10-15","strategy":"Ahead-of-time 68000-to-C recompilation with a native MVS board model","language":"","source_available":"Public game build and recompiler source; requires user-supplied Metal Slug and Neo Geo system ROMs; generated game C is not committed.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Neo Geo static recompilation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/sp00nznet/metalslug"},{"label":"Recompiler architecture and per-game status","url":"https://github.com/sp00nznet/neogeorecomp#status"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":11988,"Shell":5099,"CMake":3794,"C":1822,"Batchfile":273},"source_url":"https://api.github.com/repos/sp00nznet/metalslug/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/metalslug reports 11,988 bytes of PowerShell, the largest language total (52.2% of 22,976 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metal-slug-x-neogeo-recomp","title":"Metal Slug X Neo Geo Static Recompilation","game":"Metal Slug X","platform":"Neo Geo MVS (1999) → Windows","kind":"Recompilation","status":"v1.0.0 was released 2026-10-13. The README reports frame-by-frame matching against MAME for a Mission 1 playthrough and scripted stage-select runs, with two small known differences. The distributed executable uses the cycle-exact interpreter; source builds with a matching user copy can use generated C.","summary":"A native Windows port of the 1999 Neo Geo release with a project-written board runtime. The README says the GOG files are the verified PC input, Steam files are untested, and MAME-format arcade dumps are accepted; no game files are included.","project_url":"https://github.com/AlmazProud/metal-slug-x-recomp","updated":"2026-10-16","strategy":"Static 68000-to-C recompilation for source builds; interpreter in distributed binary","language":"","source_available":"Public source repository; requires user-owned supported game files","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Neo Geo to Windows native port","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/AlmazProud/metal-slug-x-recomp/blob/main/README.md"},{"label":"v1.0.0 release","url":"https://github.com/AlmazProud/metal-slug-x-recomp/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":373543,"Python":156944,"Lua":34289,"PowerShell":25924,"CMake":14058,"Java":2675,"C++":1953,"Batchfile":1325,"Shell":200},"source_url":"https://api.github.com/repos/AlmazProud/metal-slug-x-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metal2vulkan","title":"Metal2Vulkan","game":"Metal applications and shaders targeting Vulkan (multi-title)","platform":"Metal AIR/LLVM IR shaders and a documented subset of Metal-shaped API programs → SPIR-V and Vulkan pipelines; the published runtime requires a Vulkan 1.2 device. Building the Rust libraries requires Rust 1.98 or newer.","kind":"API Translation","status":"Alpha; the current repository manifests declare version 0.2.0, while the README says that version is not on crates.io and the crates.io 0.1.0 listing is an unrelated earlier design. The latest GitHub release tag remains v0.1.0 (2026-07-22). The README describes typed refusals for unsupported inputs and states that APIs and outputs can change during the 0.x series.","summary":"A Rust workspace with an AIR/LLVM IR-to-SPIR-V translator and a separate Metal-shaped runtime over Vulkan. 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GitHub's license detector reports NOASSERTION; the prior catalog value of MIT was incorrect.","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Metal AIR shader translator and partial Metal API runtime","target_type":"Software","sources":[{"label":"Current metal2vulkan README and crate architecture","url":"https://github.com/steelbrain/metal2vulkan"},{"label":"Current project README: translator/runtime crates, Alpha caveats, Vulkan requirement, and validation limits","url":"https://github.com/steelbrain/metal2vulkan/blob/master/README.md"},{"label":"Initial v0.1.0 release notes","url":"https://github.com/steelbrain/metal2vulkan/releases/tag/v0.1.0"},{"label":"Workspace manifest: Rust 1.98 minimum, crate version 0.2.0, and dual-license declaration","url":"https://github.com/steelbrain/metal2vulkan/blob/master/Cargo.toml"},{"label":"Current dual-license text","url":"https://github.com/steelbrain/metal2vulkan/blob/master/LICENSE"},{"label":"Vulkan runtime API coverage and requirements","url":"https://github.com/steelbrain/metal2vulkan/blob/master/crates/metal2vulkan-runtime/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":53243020,"LLVM":13415100,"Metal":1304124,"Python":334762,"Shell":109324,"Swift":35425,"Dockerfile":16294,"C":11444,"C++":10026},"source_url":"https://api.github.com/repos/steelbrain/metal2vulkan/languages","evidence":"Refreshed GitHub Languages API snapshot: 53,243,020 bytes of Rust (77.8% of the 68,479,519 recognized bytes), ahead of LLVM at 13,415,100 bytes. This keeps the repository's existing Rust classification and refreshes its official byte totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metalexp-minecraft-blaze3d-metal-backend","title":"MetalExp: Minecraft Blaze3D Native Metal Backend","game":"Minecraft Java Edition 26.2-snapshot-1 renderer","platform":"Minecraft Blaze3D renderer API → native Metal on macOS (Fabric mod, Java 25)","kind":"API Translation","status":"Experimental, snapshot-specific work in progress. The README reports that its Metal backend reaches the Minecraft main menu and renders GUI/panorama draws in strict mode on supported macOS setups. Shader translation, broad pipeline coverage, world rendering, and runtime hardening remain incomplete. The README targets macOS only; the minimum macOS version is not stated. 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This is a game-specific native backend, not a general Vulkan-to-Metal wrapper such as MoltenVK or KosmicKrisp.","project_url":"https://github.com/nkanf-dev/MetalExp","updated":"2026-04-17","strategy":"Game-specific Blaze3D backend implementation mapping renderer operations to native Metal","language":"","source_available":"Public MIT-licensed Fabric mod source; current target is a single Minecraft snapshot","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Minecraft renderer API backend for macOS Metal","target_type":"Game","sources":[{"label":"Maintainer README: purpose, implemented Metal path, current rendering milestone, limitations and target snapshot","url":"https://github.com/nkanf-dev/MetalExp"},{"label":"Maintainer design specification: backend boundary, native bridge and shader-translation plan","url":"https://github.com/nkanf-dev/MetalExp/blob/main/docs/specs/2026-04-09-metalexp-design.md"},{"label":"GitHub repository metadata: license, primary language and latest source push","url":"https://api.github.com/repos/nkanf-dev/MetalExp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/nkanf-dev/MetalExp/languages"},{"label":"GitHub releases page; no release listed on 2026-10-16","url":"https://github.com/nkanf-dev/MetalExp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":184436,"Objective-C":62588,"MATLAB":7831,"CMake":483},"source_url":"https://api.github.com/repos/nkanf-dev/MetalExp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Java is the largest bucket at 184,436 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metalloid-d3d12-metal-api-translation","title":"Metalloid: Direct3D 12-to-Metal Translation Layer","game":"Windows Direct3D 12 applications (multi-title)","platform":"Apple Silicon macOS 26+ on Metal 4-capable hardware; the source builds d3d12.dylib and dxgi.dylib wrappers for Windows Direct3D 12 and DXGI entry points. The repository does not document a Wine integration or tested game compatibility matrix.","kind":"API Translation","status":"Experimental source prototype. GitHub lists no release and the latest source push was 2026-06-13; repository metadata was updated 2026-10-15. The source contains D3D12/DXGI wrappers and a DXIL-to-Metal shader path, but the README's Unreal Engine 5 and performance claims are not backed by a reproducible compatibility report.","summary":"An early D3D12/DXGI-to-Metal implementation for Apple Silicon. Objective-C++ source wraps Metal devices and command objects, exports D3D12CreateDevice, and calls Apple's Metal IR Converter path for shader translation. The README sets macOS 26+ and Metal 4-capable hardware as its build target. No released build or application compatibility evidence was found.","project_url":"https://github.com/httperry/Metalloid","updated":"2026-10-16","strategy":"Direct3D 12 and DXGI API translation to native Metal using Objective-C++ wrappers and Apple's Metal IR Converter","language":"","source_available":"Public source repository; GitHub reports no repository license and the checkout has no top-level LICENSE file, so licensing terms for the project code are unclear. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metroid-fusion-decomp","title":"Metroid Fusion Decompilation","game":"Metroid Fusion","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress; USA is the default supported ROM. Europe, Japan, China, and the European beta are marked unsupported in the README.","summary":"Metroid Reverse Engineering Team repository for reconstructing Metroid Fusion.","project_url":"https://github.com/metroidret/mf","updated":"2026-10-15","strategy":"Source decompilation; matching fidelity not established","language":"","source_available":"Public source repository; a base ROM is required for each regional build","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Source decompilation (fidelity unspecified)","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/metroidret/mf"},{"label":"Project README","url":"https://github.com/metroidret/mf#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11471739,"Assembly":3434491,"C++":68888,"Linker Script":50884,"Python":24019,"Makefile":7355,"Shell":1341,"PHP":344},"source_url":"https://api.github.com/repos/metroidret/mf/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (11,471,739 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metroid-nes-disassembly","title":"Metroid NES Disassembly","game":"Metroid","platform":"NES","kind":"Decompilation","status":"Complete","summary":"Annotated NES disassembly; the project also documents an MMC3 port.","project_url":"https://github.com/nmikstas/metroid-disassembly","updated":"2026-10-16","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/nmikstas/metroid-disassembly"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/nmikstas/metroid-disassembly"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/nmikstas/metroid-disassembly/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1934600,"Shell":4057},"source_url":"https://api.github.com/repos/nmikstas/metroid-disassembly/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (1,934,600 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metroid-prime-decomp","title":"Metroid Prime Decompilation","game":"Metroid Prime","platform":"GameCube","kind":"Decompilation","status":"In progress","summary":"Matching decompilation project covering multiple regional and revision releases.","project_url":"https://github.com/PrimeDecomp/prime","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/PrimeDecomp/prime"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/PrimeDecomp/prime"}],"media":[{"kind":"image","label":"Objdiff comparison window linked in the project's decompilation guide","url":"https://raw.githubusercontent.com/PrimeDecomp/prime/504e05156f681b6fed71c8982251318a3389b436/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/PrimeDecomp/prime/504e05156f681b6fed71c8982251318a3389b436/assets/objdiff.png","source_url":"https://github.com/PrimeDecomp/prime/blob/504e05156f681b6fed71c8982251318a3389b436/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9945812,"Python":252197,"C":113114,"Assembly":3022},"source_url":"https://api.github.com/repos/PrimeDecomp/prime/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (9,945,812 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metroid-prime-hunters-android-recomp","title":"Metroid Prime Hunters AYN Thor Recompilation","game":"Metroid Prime Hunters","platform":"Nintendo DS → Android 11+ (arm64; dual-screen; AYN Thor tested)","kind":"Recompilation","status":"v0.2.5 Android APK release. The only documented physical device is the AYN Thor (Android 13, dual-screen ARM64), where the maintainer reports about 58–59 fps and second-screen stylus/touch operation. Other-device support is not established.","summary":"Nintendo DS code is statically recompiled to native ARM64 for Android and packaged for dual-screen devices. Requires the user's own USA AMHE-0 cartridge dump; the app verifies/imports it and uses the lower touchscreen as the DS stylus screen.","project_url":"https://github.com/aabrole/HuntersRecomp","updated":"2026-10-15","strategy":"Nintendo DS static recompilation to ARM64 with dual-screen Android integration","language":"","source_available":"Public GPL-3.0 source repository and APK releases; no game data is included. Users supply a verified USA revision 0 cartridge dump.","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Dual-screen Android recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Android device limits, input and ROM import","url":"https://github.com/aabrole/HuntersRecomp"},{"label":"Maintainer Android releases","url":"https://github.com/aabrole/HuntersRecomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/aabrole/HuntersRecomp"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/aabrole/HuntersRecomp/blob/main/README.md"},{"label":"GitHub Languages API — Java: 278,779 bytes (99.35% of 280,609 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/aabrole/HuntersRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"CMake":1168,"Java":278779,"Makefile":662},"source_url":"https://api.github.com/repos/aabrole/HuntersRecomp/languages","evidence":"Java: 278,779 bytes (99.35% of 280,609 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metroid-prime-hunters-recomp","title":"Metroid Prime Hunters Recompilation","game":"Metroid Prime Hunters","platform":"Nintendo DS → native desktop","kind":"Recompilation","status":"Public alpha; bugs and incomplete port expected","summary":"Native recompilation of the USA revision-0 release with user-supplied ROM; README labels multiplayer and broader stability experimental.","project_url":"https://github.com/mstan/MetroidPrimeHuntersRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo DS static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/MetroidPrimeHuntersRecomp"},{"label":"Project README or evidence page","url":"https://github.com/mstan/MetroidPrimeHuntersRecomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/MetroidPrimeHuntersRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/MetroidPrimeHuntersRecomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":429748,"C++":151436,"PowerShell":90619,"Shell":37416,"CMake":32506,"Dockerfile":1573},"source_url":"https://api.github.com/repos/mstan/MetroidPrimeHuntersRecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/mstan/MetroidPrimeHuntersRecomp reports 429,748 bytes of Python, the largest language total (57.8% of 743,298 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metroid-prime-native-android","title":"Metroid Prime native port","game":"Metroid Prime","platform":"GameCube → Android, Windows, Linux","kind":"Decompilation","status":"Android APK build path documented; the repository describes a native port from PrimeDecomp source.","summary":"Native GameCube game port built from the PrimeDecomp decompilation, with an Android touch overlay and an APK build script. The project requires a supported user-owned disc and ships no game data.","project_url":"https://github.com/Odrannnn/MetroidPrimePort","updated":"2026-10-15T22:33:54Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PrimeDecomp-based native port","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/Odrannnn/MetroidPrimePort"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Odrannnn/MetroidPrimePort"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":18634111,"Python":637505,"C":548032,"Java":406891,"CMake":90157,"Assembly":36523,"Pawn":24958,"Pascal":21509,"Shell":19485,"Makefile":15201,"DIGITAL Command Language":3784,"Roff":3280,"SAS":1817,"Module Management System":1548},"source_url":"https://api.github.com/repos/Odrannnn/MetroidPrimePort/languages","evidence":"GitHub's official language endpoint for https://github.com/Odrannnn/MetroidPrimePort reports 18,634,111 bytes of C++, the largest language total (91.1% of 20,444,801 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metroid-zero-mission-decomp","title":"Metroid: Zero Mission Decompilation","game":"Metroid: Zero Mission","platform":"Game Boy Advance","kind":"Decompilation","status":"Near complete; repository reports 2718/2721 functions decompiled","summary":"C decompilation with ROM build targets; repository reports almost all functions and all data split from blobs.","project_url":"https://github.com/metroidret/mzm","updated":"2026-10-13","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game files/assets are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"C/C++ source decompilation","target_type":"Game","sources":[{"label":"Project README and progress","url":"https://github.com/metroidret/mzm"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/metroidret/mzm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13987713,"Assembly":2159111,"Python":53237,"Linker Script":49380,"C++":30852,"Makefile":30343,"PHP":1376,"Shell":1098},"source_url":"https://api.github.com/repos/metroidret/mzm/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (13,987,713 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"metroid-zero-mission-switch-port","title":"Metroid: Zero Mission Nintendo Switch Port","game":"Metroid: Zero Mission","platform":"Game Boy Advance → Nintendo Switch homebrew","kind":"Decompilation","status":"The nx-v1.2 release includes mzmnx.nro and an install bundle. The maintainer says builds were tested on Switch hardware; USA is the only region used for Switch testing, and the adaptation is labeled experimental.","summary":"Native Switch adaptation of the GBA game built from the Metroid Zero Mission decompilation through tinaut1986’s 3DS port. It requires a user-supplied compatible GBA ROM.","project_url":"https://github.com/JJTapiaXX/Metroid-Zero-Mission-NX","updated":"2026-10-16","strategy":"Decompilation-based native port adapted from the upstream 3DS project","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/JJTapiaXX/Metroid-Zero-Mission-NX"},{"label":"Switch-specific build and compatibility notes","url":"https://github.com/JJTapiaXX/Metroid-Zero-Mission-NX/blob/switch-port/platform/switch/README.md"},{"label":"Release nx-v1.2","url":"https://github.com/JJTapiaXX/Metroid-Zero-Mission-NX/releases/tag/nx-v1.2"},{"label":"Current primary README","url":"https://github.com/JJTapiaXX/Metroid-Zero-Mission-NX/blob/switch-port/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: GPL-3.0)","url":"https://api.github.com/repos/JJTapiaXX/Metroid-Zero-Mission-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/JJTapiaXX/Metroid-Zero-Mission-NX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":24063244,"Assembly":2152678,"Python":367347,"HTML":193009,"Linker Script":57884,"Makefile":56685,"C++":30852,"Shell":14962,"Lua":12221,"PowerShell":3406,"Batchfile":2638,"PHP":1376,"Pawn":1069},"source_url":"https://api.github.com/repos/JJTapiaXX/Metroid-Zero-Mission-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metropolismania-ps2-recomp","title":"Metropolismania PC Static Recompilation","game":"Metropolismania (PlayStation 2 version)","platform":"PlayStation 2 → Windows x64","kind":"Recompilation","status":"Very early experimental project. The native runner builds and reaches the Natsume logo, title screen, New Game, and the city scene with HUD, cursor, and 3D terrain; movies, sound, and saves remain in progress, and no playable game is claimed.","summary":"The USA PS2 MIPS R5900 executable is statically recompiled to C++ with PS2Recomp. The public source repository requires the user's own SLUS-20377 disc and does not contain game-derived files.","project_url":"https://github.com/koaque/Metropolismania-PC","updated":"2026-10-15","strategy":"Static MIPS R5900-to-C++ recompilation with a native PS2 runtime","language":"","source_available":"Public source repository; user-supplied USA SLUS-20377 disc required; no game files or generated code are included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PS2 static recompilation; early Windows x64 bring-up","target_type":"Game","sources":[{"label":"Project README, progress table, and requirements","url":"https://github.com/koaque/Metropolismania-PC/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/koaque/Metropolismania-PC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":52037,"C++":12318,"Java":11846},"source_url":"https://api.github.com/repos/koaque/Metropolismania-PC/languages","evidence":"Official GitHub REST Languages API breakdown for koaque/Metropolismania-PC: source-code byte counts are {\"C++\": 12318, \"Java\": 11846, \"Python\": 52037}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mewgenics-cn","title":"Mewgenics Simplified Chinese Translation Patch","game":"Mewgenics","platform":"PC (Steam)","kind":"Fan Localization","status":"Early community patch; v0.7 is a prerelease dated 2026-04-29 and syncs to beta build 1.1.21025. README says most game text is translated but some lines may remain; GitHub API reports the repository was last pushed 2026-08-01, with no later patch release identified.","summary":"Simplified Chinese community patch for Mewgenics, covering most NPC dialogue, item and ability descriptions, UI, and general gameplay text. The maintainers describe AI-assisted translation plus in-game testing, with continued terminology and wording edits. The latest prerelease syncs against the game's 1.1 beta text updates.","project_url":"https://github.com/rainzz-512/Mewgenics-Chinese-Translation","updated":"2026-08-01","strategy":"Fan translation patch","language":"Simplified Chinese","source_available":"Public source repository and GitHub release ZIP with translated data folder and optional font files; no game is included.","first_found":"2026-10-15","project_started":"2026-02-10","programming_language":"Python","subtype":"PC game community localization","target_type":"Game","sources":[{"label":"Maintainer README: coverage, AI-assisted workflow, installation, and known early-release limits","url":"https://github.com/rainzz-512/Mewgenics-Chinese-Translation#readme"},{"label":"v0.7 pre-release: target beta build and translated updates","url":"https://github.com/rainzz-512/Mewgenics-Chinese-Translation/releases/tag/v0.7"},{"label":"GitHub API repository metadata (last-push activity date)","url":"https://api.github.com/repos/rainzz-512/Mewgenics-Chinese-Translation"},{"label":"GitHub Languages API — Python: 104,631 bytes (100.00% of 104,631 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/rainzz-512/Mewgenics-Chinese-Translation/languages"},{"label":"Project repository latest recorded commit (2026-08-01): 统一了the rest of the battle的描述 (#43)","url":"https://github.com/rainzz-512/Mewgenics-Chinese-Translation/commit/07249e84128c2efc97a459dc5966109c1e57ded7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":104631},"source_url":"https://api.github.com/repos/rainzz-512/Mewgenics-Chinese-Translation/languages","evidence":"Python: 104,631 bytes (100.00% of 104,631 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"goldeneye-007-mgb64-native-pc","title":"MGB64: GoldenEye 007 Decompilation and Native PC Port","game":"GoldenEye 007","platform":"Nintendo 64 → macOS Apple Silicon, Windows x64, and Linux x86-64","kind":"Decompilation","status":"Discontinued and unmaintained, per the README; v0.4.0-alpha.3 is the latest listed release. The README reports all 20 single-player levels boot, play, and reach mission-complete.","summary":"An independent portable-C decompilation and native source port of the 1997 N64 game. It uses a native platform layer for video, audio, input, timing, and saves, and requires the player’s own legally dumped ROM. The project is archived.","project_url":"https://github.com/akratch/mgb64","updated":"2026-10-16","strategy":"Decompilation-based native source port; reconstructed game code runs with a dedicated desktop platform layer, not as a static binary recompilation.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Archived multi-platform GoldenEye source port; the repository marks itself discontinued.","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/akratch/mgb64"},{"label":"v0.4.0-alpha.3 release","url":"https://github.com/akratch/mgb64/releases/tag/v0.4.0-alpha.3"}],"media":[{"kind":"video","label":"MGB64 Runway gameplay example linked in project README","url":"https://youtu.be/Jh3GOirvobI","preview_url":"https://img.youtube.com/vi/Jh3GOirvobI/hqdefault.jpg","source_url":"https://github.com/akratch/mgb64","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":22490645,"C++":4466887,"Python":2088881,"Shell":1772075,"Objective-C++":225928,"Pascal":163523,"Swift":154547,"Assembly":150874,"CMake":147521,"JavaScript":88555,"Makefile":36907,"Objective-C":24316,"CSS":16191,"HTML":12128,"Linker Script":10628,"Stan":1855,"Dockerfile":1250,"PHP":262},"source_url":"https://api.github.com/repos/akratch/mgb64/languages","evidence":"Exact repository-wide GitHub Languages API byte totals checked 2026-10-16: C is largest at 22,490,645 of 31,852,973 recognized bytes (70.6%). The full byte map is recorded; this is repository-wide and includes build, test, and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mgba","title":"mGBA","game":"Game Boy/Game Boy Color/Game Boy Advance","platform":"Windows, macOS, Linux, FreeBSD; ports for Nintendo 3DS, Switch, Wii, and Vita","kind":"Emulator","status":"Maintained; latest stable release is 0.10.5 (2025-03-09), while source updates continued through 2026-10-08.","summary":"Modern GBA-focused emulator that also supports GB/GBC, linking, camera/printer peripherals, and several embedded platforms.","project_url":"https://mgba.io/","updated":"2026-10-16","strategy":"Standalone software emulator with native GB, GBC, and GBA cores.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game Boy family system emulator","target_type":"Software","sources":[{"label":"Official source repository and supported systems","url":"https://github.com/mgba-emu/mgba"},{"label":"Official downloads and source instructions","url":"https://mgba.io/downloads.html"},{"label":"Project announcement documents implementation language and source availability","url":"https://mgba.io/2014/12/09/announcing-mgba/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4931434,"C++":1080072,"CMake":134231,"GLSL":91322,"Python":90192,"Lua":31879,"Assembly":6878,"Shell":2808,"Makefile":1413,"GDB":27},"source_url":"https://api.github.com/repos/mgba-emu/mgba/languages","evidence":"GitHub's official language endpoint for https://github.com/mgba-emu/mgba reports 4,931,434 bytes of C, the largest language total (77.4% of 6,370,256 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mgl-opengl-metal","title":"MGL (openglonmetal)","game":"Desktop OpenGL applications (multi-title)","platform":"OpenGL 4.6 Core and OpenGL ES 3.x → Apple Metal on macOS; builds and integration are documented through the repository's Xcode project.","kind":"API Translation","status":"Partial/experimental implementation; the README says many common GL paths work but explicitly notes missing entry points, incomplete ES support, and that the project was not built for conformance. No tagged releases were found; the latest source commit observed was 2026-01-12.","summary":"A source-available OpenGL implementation that maps GL state and calls to Metal commands on macOS and translates GLSL through SPIR-V tooling. The maintainer describes it as a functional starting point rather than a complete OpenGL implementation; applications depending on unimplemented entry points may fail.","project_url":"https://github.com/openglonmetal/MGL","updated":"2026-10-15","strategy":"OpenGL/GLSL state and rendering calls → Metal and MSL-compatible shader path","language":"","source_available":"Public source repository (Apache-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Partial macOS OpenGL-to-Metal implementation","target_type":"Software","sources":[{"label":"Maintainer README: API target, Metal mapping, and documented incompleteness","url":"https://github.com/openglonmetal/MGL/blob/main/README.md"},{"label":"Maintainer source history: latest observed commit date and ongoing project record","url":"https://github.com/openglonmetal/MGL/commits/main/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2193356,"C":1999222,"Objective-C":305094,"Objective-C++":30175,"Makefile":12514,"CMake":2816},"source_url":"https://api.github.com/repos/openglonmetal/MGL/languages","evidence":"GitHub's official language endpoint for https://github.com/openglonmetal/MGL reports 2,193,356 bytes of C++, the largest language total (48.3% of 4,543,177 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mickeys-speedway-usa-n64-matching-decomp","title":"Mickey's Speedway USA N64 Matching Decompilation","game":"Mickey's Speedway USA","platform":"Nintendo 64 (US ROM, SHA-1 507341c0a40ca3e9a7cee969b396ee53facfb548)","kind":"Decompilation","status":"Matching US ROM rebuild is byte-identical. Maintainer scoreboard: 1,350/1,460 functions matched (92.47%); 932,388/943,640 whole-program bytes (98.81%); resident C 435,736/475,048 bytes (91.72%), overlay C 466,912/468,592 bytes (99.64%). Verified assembly is reported separately from matched C. Repository last pushed 2026-10-15.","summary":"Matching decompilation of Mickey's Speedway USA for Nintendo 64, targeting the US ROM. The maintainer's generated scoreboard reports 1,350 of 1,460 functions byte-matched to C and a byte-identical full-program rebuild; PAL and Japanese configurations are explicitly not modernized or verified.","project_url":"https://github.com/akratch/Mickeys-Speedway-USA-Decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; no ROM data included","first_found":"2026-10-16","project_started":"2026-07-30","programming_language":"Python","subtype":"N64 US ROM matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/akratch/Mickeys-Speedway-USA-Decomp"},{"label":"Maintainer generated byte/function scoreboard and exact US ROM target","url":"https://github.com/akratch/Mickeys-Speedway-USA-Decomp/blob/master/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/akratch/Mickeys-Speedway-USA-Decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":5236603,"C":5006538,"Makefile":383029,"Shell":166715,"Ruby":78890,"BitBake":4519,"C++":3168},"source_url":"https://api.github.com/repos/akratch/Mickeys-Speedway-USA-Decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 5,236,603 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"microsoft-bob-recomp","title":"Microsoft Bob Win16 recompilation","game":"Microsoft Bob","platform":"Microsoft Bob 1995 Win16 NE binaries → portable C recompilation hosted by the project's cross-platform runtime; project README targets Windows, macOS, and Linux.","kind":"Recompilation","status":"Bring-up; the maintainer reports that the six Bob and Jet/Access Basic modules lift to link-clean C, Bob's real startup and MFC window creation execute, and Jet opens the original databases. The current blocker is a host longjmp/stack fault before the first rendered frame; no GUI frame or usable application release is claimed.","summary":"Static recompilation of the original Win16 Bob house application, its engine, blitter, and load-bearing Jet/Access Basic modules into C. The host/runtime reconstructs Win16, Jet, and WinG behavior; the project has reached real application initialization and database opens but has not yet drawn the Bob house. Original binaries, data, and lifted C are user-generated and are not distributed.","project_url":"https://github.com/sp00nznet/bob","updated":"2026-10-15","strategy":"Win16 binary recompilation to C","language":"","source_available":"Public MIT-licensed tooling, runtime, hand-written code, and analysis metadata. Original Bob binaries/data and generated lifted C are not included and are not covered by the repository MIT license; users must provide their own disc files.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Desktop application and runtime reconstruction","target_type":"Software","sources":[{"label":"Microsoft Bob maintainer README: platform, six-module lift, current startup/database milestones, blocker, build requirements, and license boundary","url":"https://github.com/sp00nznet/bob"},{"label":"Maintainer status and implementation details","url":"https://github.com/sp00nznet/bob/blob/master/README.md#status"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sp00nznet/bob"},{"label":"Microsoft Bob repository license: MIT applies to repository-owned code, not original binaries or generated lifted C","url":"https://github.com/sp00nznet/bob/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":241794,"Python":215801,"CMake":1825,"Shell":1395},"source_url":"https://api.github.com/repos/sp00nznet/bob/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/bob reports 241,794 bytes of C, the largest language total (52.5% of 460,815 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"microsoft-encarta-97-recomp","title":"Microsoft Encarta 97 static recompilation","game":"Microsoft Encarta 97 Encyclopedia","platform":"Windows x86 → Windows 10/11; Linux via Wine; macOS via CrossOver (untested)","kind":"Recompilation","status":"Alpha, with no tagged release. The README reports that it boots, browses articles, runs MindMaze, and displays images and video; 9/9 conformance checks pass when the original discs are available.","summary":"Statically recompiles the English two-disc Encarta 97 Win32 application into C for modern systems. It remains a hybrid build that calls selected Microsoft runtime libraries; users supply their own original disc data.","project_url":"https://github.com/sp00nznet/encarta","updated":"2026-10-15","strategy":"Static x86-to-C recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Desktop encyclopedia application","target_type":"Software","sources":[{"label":"Project repository and README","url":"https://github.com/sp00nznet/encarta"},{"label":"Maintainer status and compatibility notes","url":"https://github.com/sp00nznet/encarta/blob/main/README.md#status"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sp00nznet/encarta"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":459228,"Python":221029,"PowerShell":9230,"CMake":8467,"Shell":6133,"Batchfile":3734},"source_url":"https://api.github.com/repos/sp00nznet/encarta/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/encarta reports 459,228 bytes of C, the largest language total (64.9% of 707,821 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"microsoft-project-mu-uefi-platform-framework","title":"Microsoft Project Mu UEFI Platform Firmware Framework","game":"Modular UEFI platform firmware based on EDK II","platform":"UEFI platform firmware, including Microsoft-developed platform packages → Project Mu modular EDK II-based firmware framework","kind":"Reimplementation","status":"Active; the release/202608 branch published v2026080000.0.4 on 2026-10-15, and the repository was updated the same day. BaseCore is a development component, not a ready-made universal firmware image; target hardware is defined by the matching Project Mu platform packages.","summary":"A modular firmware framework derived from EDK II that restructures UEFI platform development around reusable base, feature, and platform packages. The public BaseCore repository supplies the shared foundation; use on hardware requires a matching platform configuration and its firmware-specific components. The repository contains many components with differing license terms rather than one declared SPDX license.","project_url":"https://github.com/microsoft/mu_basecore","updated":"2026-10-16","strategy":"Modular EDK II-based UEFI firmware framework","language":"","source_available":"Public repository; component licensing varies and no single SPDX license is declared","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"UEFI platform firmware framework","target_type":"Software","sources":[{"label":"Project Mu BaseCore source and README","url":"https://github.com/microsoft/mu_basecore"},{"label":"Latest BaseCore release","url":"https://github.com/microsoft/mu_basecore/releases/tag/v2026080000.0.4"},{"label":"Official Project Mu documentation","url":"https://microsoft.github.io/mu/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":66311289,"Python":8139332,"C++":1410815,"Rich Text Format":1356984,"Assembly":1113447,"GAP":410039,"DenizenScript":129355,"Makefile":74479,"ASL":43557,"BitBake":41918,"Batchfile":37693,"HTML":29149,"Rez":21053,"NASL":16564,"ANTLR":15529,"Roff":13862,"Shell":12817,"Linker Script":2804,"NSIS":1847,"Pawn":321},"source_url":"https://api.github.com/repos/microsoft/mu_basecore/languages","evidence":"Official GitHub REST Languages API breakdown for microsoft/mu_basecore: source-code bytes are {\"ANTLR\": 15529, \"ASL\": 43557, \"Assembly\": 1113447, \"Batchfile\": 37693, \"BitBake\": 41918, \"C\": 66311289, \"C++\": 1410815, \"DenizenScript\": 129355, \"GAP\": 410039, \"HTML\": 29149, \"Linker Script\": 2804, \"Makefile\": 74479, \"NASL\": 16564, \"NSIS\": 1847, \"Pawn\": 321, \"Python\": 8139332, \"Rez\": 21053, \"Rich Text Format\": 1356984, \"Roff\": 13862, \"Shell\": 12817}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"microsoft-word-11a-native-x64-port","title":"Microsoft Word for Windows 1.1a Native x64 Port","game":"Microsoft Word for Windows 1.1a / Opus","platform":"Native 64-bit Windows 10/11; Visual Studio 2022 and Windows SDK","kind":"Recompilation","status":"The public README calls it a fully working x64 port and documents unit, runtime, smoke, and automated UI tests, including typing, selection, formatting, dialogs, and saving. The supported build host is Windows; no cross-platform target is documented.","summary":"A source-based native port that builds the historical Word 1.1a C/resource sources for 64-bit Windows. It replaces 16-bit assembly routines with fixed-width C/C++, adapts segmented memory and Win16 APIs to a native x64 runtime, and rebuilds original generated resources using modern tooling. This is not an emulator or a modern-editor reimplementation.","project_url":"https://github.com/jmarshall23/msword","updated":"2026-10-16","strategy":"Native x64 source recompilation with translated 16-bit assembly and compatibility replacements for segmented memory and Win16 APIs","language":"","source_available":"Public repository contains Microsoft Word and third-party historical source with original copyright notices but no top-level license file. Redistribution rights are unclear; the README explicitly advises reviewing applicable rights before redistributing source or binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Classic desktop application source port","target_type":"Software","sources":[{"label":"Public README: source-port method, supported build, tests, and copyright limits","url":"https://github.com/jmarshall23/msword/blob/main/README.md"},{"label":"Public repository and source tree","url":"https://github.com/jmarshall23/msword"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/jmarshall23/msword/languages","evidence":"The official GitHub repository and Languages API endpoints returned HTTP 404 on 2026-10-16; the language byte map could not be verified, so no language was inferred.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API response could not be verified. Fetch detail: gh: Not Found (HTTP 404)"}},{"id":"midnight-club-la-crownpark","title":"Midnight Club: Los Angeles Complete Edition (CrownPark Native Ports)","game":"Midnight Club: Los Angeles Complete Edition (Xbox 360)","platform":"Xbox 360 → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release midnightclubla-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release midnightclubla-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/midnightclubla-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/dvd/1.mcla-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official language endpoint for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest language total (98.0% of 2,256,996,438 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"midnight-club-la-ios-static-recomp","title":"Midnight Club: Los Angeles Complete Edition Native iOS Recompilation (MCLA 4iOS)","game":"Midnight Club: Los Angeles — Complete Edition (Xbox 360; title ID 545407F8)","platform":"Xbox 360 → native iOS/iPadOS ARM64 (iOS/iPadOS 18+; iPhone Air and M5 iPad Pro exercised)","kind":"Recompilation","status":"Release v1.0.4 was published 2026-10-09. The maintainer links gameplay and reports exercising the app on iPhone Air and M5 iPad Pro; M5 gameplay is cited for specific rendering fixes. This is not reported as a full-campaign completion: known renderer issues remain, 60 FPS is experimental, and broader device, race, collision, and thermal testing is still open. The user supplies an extracted Xbox 360 Complete Edition copy; no game files are included.","summary":"An unofficial iOS adaptation of the Xbox 360 game using ahead-of-time PowerPC-to-ARM64 recompilation through LARecomp/ReXGlue, a title-specific native Metal renderer, UIKit launcher, touch controls, tilt steering, and physical controllers. The Game Prep guide specifies the supported Xbox 360 title and accepted executable/media identifiers. This is a title-specific native port, not a generic Xbox emulator.","project_url":"https://github.com/KoreanSeats1/MCLA-4iOS","updated":"2026-10-09","strategy":"Ahead-of-time Xbox 360 PowerPC static recompilation to ARM64 plus a title-specific native Metal renderer and iOS host/input layer.","language":"","source_available":"Public GPL-3.0 source and v1.0.4 IPA release. Original Xbox 360 game files and generated local AOT/shader caches are excluded; the user must provide their own Complete Edition extraction. Original game content remains owned by its rights holders.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C++","subtype":"Xbox 360 to native iOS/iPadOS title-specific static recompilation and Metal port","target_type":"Game","sources":[{"label":"Maintainer README: v1.0.4, recompilation/renderer architecture, device evidence, system requirements, gameplay limits and own-game-files requirement","url":"https://github.com/KoreanSeats1/MCLA-4iOS"},{"label":"Game preparation guide: supported Xbox 360 edition and extraction requirements","url":"https://github.com/KoreanSeats1/MCLA-4iOS/blob/main/docs/GAME_PREP.md"},{"label":"Known issues: confirmed issues and remaining iOS validation","url":"https://github.com/KoreanSeats1/MCLA-4iOS/blob/main/docs/KNOWN_BUGS.md"},{"label":"v1.0.4 release (2026-10-09)","url":"https://github.com/KoreanSeats1/MCLA-4iOS/releases/tag/v1.0.4"},{"label":"GPL-3.0 project license and content caveat","url":"https://github.com/KoreanSeats1/MCLA-4iOS/blob/main/LICENSE"},{"label":"GitHub repository metadata: latest push and license classifier","url":"https://api.github.com/repos/KoreanSeats1/MCLA-4iOS"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/KoreanSeats1/MCLA-4iOS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":560906,"C++":553897,"Swift":54391,"Python":53601,"Objective-C":43449,"CMake":29031,"C":21819,"Shell":13905},"source_url":"https://api.github.com/repos/KoreanSeats1/MCLA-4iOS/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Objective-C++ is the largest bucket at 560,906 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"midnight-club-la-360-recomp","title":"Midnight Club: Los Angeles Complete Edition Recompilation","game":"Midnight Club: Los Angeles Complete Edition","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"WIP; README reports menu, city/traffic rendering and reachable free roam/race selection","summary":"Native static recompilation with rexGlu/ReXGlue.","project_url":"https://github.com/zarif98/midnightclub","updated":"2026-08-17","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/zarif98/midnightclub"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zarif98/midnightclub"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":126505420,"CMake":6387},"source_url":"https://api.github.com/repos/zarif98/midnightclub/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (126,505,420 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"midnight-club-la-holdmysocks-recomp","title":"Midnight Club: Los Angeles Complete Edition Recompilation (holdmysocks)","game":"Midnight Club: Los Angeles Complete Edition","platform":"Xbox 360 → Windows x64 (Direct3D 12), Linux x86-64 (Vulkan), jailbroken PlayStation 5","kind":"Recompilation","status":"v1.0.4. README reports Windows career/races/garage/upgrades at 30 FPS, Linux free roam at about 30 FPS on one Intel laptop, and PS5 play on a PS5 Pro and PS5 Slim with specified jailbreak firmware. Windows Vulkan reaches only the title screen; PS5 map view is slower. Existing MCLA records are separate implementations.","summary":"A distinct static recompilation of the Xbox 360 Complete Edition using ReXGlue and a Xenia-derived kernel/GPU/audio layer. It builds native Windows and Linux variants and documents a jailbroken PS5 target; the user supplies a supported USA/Europe disc image and no game code, data, or keys are included.","project_url":"https://github.com/holdmysocks/mcla-recomp","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation through ReXGlue with Windows D3D12, Linux Vulkan, and PS5 host adaptations","language":"","source_available":"Public source and v1.0.4 release; user supplies the supported Xbox 360 Complete Edition ISO. README says no game code, assets, or keys are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Independent multi-host Xbox 360 recompilation, including jailbroken PS5","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/holdmysocks/mcla-recomp#readme"},{"label":"Maintainer release v1.0.4","url":"https://github.com/holdmysocks/mcla-recomp/releases/tag/v1.0.4"},{"label":"Maintainer's platform-by-platform playability table","url":"https://github.com/holdmysocks/mcla-recomp/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/holdmysocks/mcla-recomp/languages"}],"media":[{"kind":"image","label":"Midnight Club: Los Angeles reflection fix, shown at night and at noon","url":"https://raw.githubusercontent.com/holdmysocks/mcla-recomp/main/docs/images/reflection-fix-before-after.webp","preview_url":"https://raw.githubusercontent.com/holdmysocks/mcla-recomp/main/docs/images/reflection-fix-before-after.webp","source_url":"https://github.com/holdmysocks/mcla-recomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":154019,"Shell":39400,"PowerShell":15118,"C":9733,"Python":7850,"CMake":6786},"source_url":"https://api.github.com/repos/holdmysocks/mcla-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/holdmysocks/mcla-recomp reports 154,019 bytes of C++, the largest language total (66.1% of 232,906 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metal-gear-solid-ps1-recomp","title":"Midnight Ghost Stone: Metal Gear Solid PS1 Recompilation","game":"Metal Gear Solid (PlayStation version)","platform":"PlayStation USA v1.0 (SLUS-00594 / SLUS-00776) → Windows x64, Linux x86-64","kind":"Recompilation","status":"Experimental alpha.1 is marked untested; the maintainer says the builds are for early testing and does not certify campaign completion or platform compatibility.","summary":"A PC recompilation project that uses static MIPS-to-native recompilation for most game logic, with selected decompiled C routines. It presents original assets through Vulkan. The project-specific work is labeled AI-generated under human direction; discs, extracted assets, and generated translations are excluded. Only the USA v1.0 discs are currently targeted.","project_url":"https://github.com/coccofresco/mgsone-recomp","updated":"2026-10-15","strategy":"Static MIPS-to-native recompilation with selected decompiled C routines","language":"","source_available":"Public source and untested prerelease packages; user-supplied USA v1.0 discs and extracted assets required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS1 static recompilation with Vulkan presentation","target_type":"Game","sources":[{"label":"Project README: implementation method, supported discs, AI-use disclosure, and alpha status","url":"https://github.com/coccofresco/mgsone-recomp#readme"},{"label":"alpha.1 prerelease marked untested","url":"https://github.com/coccofresco/mgsone-recomp/releases/tag/alpha.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6998572,"Python":1873841,"GLSL":186106,"CMake":41190,"Lua":12748,"Shell":11086,"C":7057,"Java":2368},"source_url":"https://api.github.com/repos/coccofresco/mgsone-recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/coccofresco/mgsone-recomp reports 6,998,572 bytes of C++, the largest language total (76.6% of 9,132,968 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"midtown-madness-3-pc-native","title":"Midtown Madness 3 PC Native (Maintained Recompilation Fork)","game":"Midtown Madness 3 (Original Xbox)","platform":"Original Xbox (USA, Europe, and Australia retail code accepted) → Windows 10/11 x64","kind":"Recompilation","status":"The maintainer reports a working native Windows build with gameplay, graphics, and race guidance improvements. The current fork passes a documented 30-second stationary gameplay check and a first-race AI launch probe; the README does not claim a full campaign play-through. Several upstream runtime fixes remain missing or partial.","summary":"A maintained, substantially modified fork of MattSG/mm3-recomp, using xboxrecomp to statically translate the Xbox CPU code and a native Direct3D 11 renderer. Build and setup use the player's own disc image; tested USA Redump ISO and Europe/Australia XISO hashes are documented. The fork's custom runtime changes are required for its current behavior.","project_url":"https://github.com/lakshya16157/midtown-madness-3-PC-Native","updated":"2026-10-15","strategy":"Static Xbox CPU recompilation via xboxrecomp with a Direct3D 11 renderer; maintained fork of MattSG/mm3-recomp","language":"","source_available":"Public source and build scripts; requires the user's own supported Midtown Madness 3 disc/image; game data and build outputs are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Original Xbox static recompilation and native PC fork","target_type":"Game","sources":[{"label":"Maintainer README: method, lineage, platform, testing, and supported disc hashes","url":"https://github.com/lakshya16157/midtown-madness-3-PC-Native#readme"},{"label":"Pinned reproducible fork snapshot v2026.10.12.3","url":"https://github.com/lakshya16157/midtown-madness-3-PC-Native/tree/v2026.10.12.3"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/lakshya16157/midtown-madness-3-PC-Native/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1174980,"C":881235,"PowerShell":88504,"CMake":69717,"C++":42045,"Batchfile":958},"source_url":"https://api.github.com/repos/lakshya16157/midtown-madness-3-PC-Native/languages","evidence":"Official GitHub REST Languages API breakdown for lakshya16157/midtown-madness-3-PC-Native: source-code byte counts are {\"Batchfile\": 958, \"C\": 881235, \"C++\": 42045, \"CMake\": 69717, \"PowerShell\": 88504, \"Python\": 1174980}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"midway-arcade-origins-ps3-windows-static-recomp","title":"Midway Arcade Origins PS3 Windows Static Recompilation","game":"Midway Arcade Origins (PS3, BLUS31083)","platform":"PlayStation 3 (BLUS31083) → Windows x64","kind":"Recompilation","status":"Alpha, in game. The README reports boot through logos, menus and collection carousel, then Vindicators Part II running its attract loop at about 25 fps; coin input registers. Movie decoding and audio are unverified, and the documented input sequence has not yet started a paid play session. No release is listed; the user supplies a legal disc dump.","summary":"A native Windows static recompilation of the PS3 disc release of Midway Arcade Origins, a collection of more than 30 Midway and Atari arcade games. The project uses ps3recomp; game files and generated recompiled code are not distributed.","project_url":"https://github.com/sp00nznet/midway-ps3","updated":"2026-10-16","strategy":"Static Cell PPU/SPU recompilation with ps3recomp and a native Windows runtime","language":"","source_available":"Public source/build scripts; no game code, data, or keys are included, and generated recompilation output is created locally from the user’s own disc dump.","first_found":"2026-10-16","project_started":"","programming_language":"CMake","subtype":"Multi-game arcade collection; alpha","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/midway-ps3"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/sp00nznet/midway-ps3/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/sp00nznet/midway-ps3"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/sp00nznet/midway-ps3/languages"},{"label":"Maintainer build and progress log","url":"https://github.com/sp00nznet/midway-ps3/blob/main/docs/progress.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":3268,"Shell":3083,"C":2286,"Python":672},"source_url":"https://api.github.com/repos/sp00nznet/midway-ps3/languages","evidence":"GitHub’s official Languages API reports CMake: 3,268 bytes, Shell: 3,083 bytes, C: 2,286 bytes, Python: 672 bytes. CMake is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-mcr1","title":"Midway MCR1 Arcade MiSTer Core","game":"Midway MCR1 arcade games Kick and Solar Fox","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-07-13, with archived=false and fork=false. A MiSTer FPGA core targeting Midway MCR1 hardware, with Kick and Solar Fox listed as supported. Draw Poker is explicitly marked unsupported. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core targeting Midway MCR1 hardware, with Kick and Solar Fox listed as supported. Draw Poker is explicitly marked unsupported.","project_url":"https://github.com/MiSTer-devel/Arcade-MCR1_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Midway MCR1 arcade games Kick and Solar Fox; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2020-02-04","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-MCR1_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-MCR1_MiSTer/master/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR1_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-MCR1_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR1_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":340820,"Verilog":312133,"SystemVerilog":145815,"Tcl":22644,"Batchfile":742},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR1_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-mcr2","title":"Midway MCR2 Arcade MiSTer Core","game":"Midway MCR2 games: Domino Man, Kozmik Krooz’r, Satan’s Hollow, Tron, Two Tigers, and Wacko","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-07-13, with archived=false and fork=false. A MiSTer FPGA core for Midway MCR2 hardware with six games listed in its README. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for Midway MCR2 hardware with six games listed in its README.","project_url":"https://github.com/MiSTer-devel/Arcade-MCR2_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Midway MCR2 games: Domino Man, Kozmik Krooz’r, Satan’s Hollow, Tron, Two Tigers, and Wacko; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2020-01-25","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-MCR2_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-MCR2_MiSTer/master/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR2_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-MCR2_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR2_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":342153,"Verilog":309361,"SystemVerilog":155308,"Tcl":22648,"Batchfile":742,"Python":620},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR2_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-mcr3","title":"Midway MCR3 Arcade MiSTer Core","game":"Midway MCR3 games: Timber, Tapper, Discs of Tron, and Journey","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-07-13, with archived=false and fork=false. A MiSTer FPGA core for Midway MCR3 hardware with four supported games listed in its README. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for Midway MCR3 hardware with four supported games listed in its README.","project_url":"https://github.com/MiSTer-devel/Arcade-MCR3_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Midway MCR3 games: Timber, Tapper, Discs of Tron, and Journey; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2020-01-26","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-MCR3_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-MCR3_MiSTer/master/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR3_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-MCR3_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR3_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":348050,"Verilog":309706,"SystemVerilog":169684,"Tcl":22648,"Batchfile":742},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-MCR3_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"might-and-magic-pce-english-translation","title":"Might & Magic Book One (PC Engine CD) English Patch","game":"Might & Magic Book One: The Secret of the Inner Sanctum","platform":"PC Engine CD-ROM²","kind":"Fan Localization","status":"A PPF English patch is released. The README lists remaining text-layout issues for the blacksmith screen and roman-letter-only text input; the patch was primarily tested with the Japanese System Card 3.0 image.","summary":"A fan English translation patch and supporting tools for the PC Engine CD version of Might & Magic Book One.","project_url":"https://github.com/TiCoKH/PCEngine_eng_patch","updated":"2026-10-15","strategy":"Patch-based text and graphics translation for the original CD game","language":"English","source_available":"Public PPF patch and project files; original game disc and a separately patched System Card are required.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/TiCoKH/PCEngine_eng_patch"},{"label":"Maintainer patch README and compatibility notes","url":"https://github.com/TiCoKH/PCEngine_eng_patch#readme"},{"label":"GitHub Languages API — Python: 1,217 bytes (100.00% of 1,217 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/TiCoKH/PCEngine_eng_patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1217},"source_url":"https://api.github.com/repos/TiCoKH/PCEngine_eng_patch/languages","evidence":"Python: 1,217 bytes (100.00% of 1,217 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mighty-final-fight-nes-recomp","title":"Mighty Final Fight NES Recompilation","game":"Mighty Final Fight (NES USA)","platform":"NES 6502 → Windows x64 native executable","kind":"Recompilation","status":"The README describes instruction-level static translation to C and a cycle-stepped NES model. Its headless coverage bot runs through the ending/credits path; the ROM is not distributed.","summary":"A static recompilation for the USA NES release, using NESRecomp-generated C and a cycle-accurate NES hardware model.","project_url":"https://github.com/Rhayron/MightyFinalFightRecomp","updated":"2026-10-15","strategy":"Static 6502-to-C recompilation with cycle-accurate NES devices","language":"","source_available":"Public source repository; original ROM is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"NES static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/Rhayron/MightyFinalFightRecomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Rhayron/MightyFinalFightRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":28956,"PowerShell":2729,"CMake":1632,"Batchfile":790,"Shell":536},"source_url":"https://api.github.com/repos/Rhayron/MightyFinalFightRecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/Rhayron/MightyFinalFightRecomp reports 28,956 bytes of Python, the largest language total (83.6% of 34,643 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mike-tyson-s-punch-out-nintendo-entertainment-system-spanish","title":"Mike Tyson's Punch-Out!! Spanish Translation","game":"Mike Tyson's Punch-Out!!","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; v1.1 (2026-06-20)","summary":"Spanish fan localization patch for Mike Tyson's Punch-Out!! on Nintendo Entertainment System; the current maintainer readme confirms translated text and records the supported ROM build.","project_url":"https://traduccioneswave.top/?search=4648","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Maintainer page links the IPS patch ZIP directly: https://traduccioneswave.top/hacks/20260620/miketysonspunchoutnes/miketysonspunchoutnes.zip","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer project listing (target language and current version)","url":"https://traduccioneswave.top/?search=4648"},{"label":"Maintainer patch readme (format, version/date, source ROM checksum and notes)","url":"https://traduccioneswave.top/hacks/20260620/miketysonspunchoutnes/miketysonspunchoutnes_readme.txt"},{"label":"Maintainer direct patch ZIP","url":"https://traduccioneswave.top/hacks/20260620/miketysonspunchoutnes/miketysonspunchoutnes.zip"},{"label":"Wave June 20 2026 update post","url":"https://traduccioneswave.blogspot.com/2026/06/actualizaciones-varias.html"},{"label":"RHP legacy translation index (older metadata superseded by the current readme)","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduccioneswave.top/?search=4648","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"fatal-frame-2-mikompilation-reimplementation","title":"Mikompilation: Fatal Frame 2 Engine Reimplementation","game":"Fatal Frame 2: Crimson Butterfly / Project Zero 2","platform":"PlayStation 2 → PC (stated project goal)","kind":"Reimplementation","status":"The repository describes a goal of a fully playable PC port but does not claim that goal is achieved. The latest listed release is v0.0.1 (2023-01-05); GitHub reports the last push in 2024, and no newer status statement was found.","summary":"C/C++ engine reimplementation for Fatal Frame 2, intended to become a playable PC port. The project repository includes reverse-engineering documentation and source; current completion and playability remain unverified.","project_url":"https://github.com/Mikompilation/Mikompilation","updated":"2026-10-15","strategy":"Reverse-engineered game-engine reimplementation","language":"","source_available":"Public source repository; the README does not specify a current retail-data requirement.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Fatal Frame 2 / Project Zero 2 PS2 engine; PC port is a stated goal","target_type":"Game","sources":[{"label":"Project README: target game, reimplementation description, and PC-port goal","url":"https://github.com/Mikompilation/Mikompilation#readme"},{"label":"Latest listed project release (v0.0.1)","url":"https://github.com/Mikompilation/Mikompilation/releases/tag/v0.0.1"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/Mikompilation/Mikompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2059643,"C++":1044631,"CMake":3504},"source_url":"https://api.github.com/repos/Mikompilation/Mikompilation/languages","evidence":"GitHub's official Languages API for https://github.com/Mikompilation/Mikompilation reports 2,059,643 bytes of C, the largest category (66.3% of 3,107,778 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"minecraft-bedrock-macos-winegdk","title":"Minecraft Bedrock Edition Apple Silicon Launcher","game":"Minecraft Bedrock Edition for Windows (1.26.52)","platform":"Windows x86-64 → Apple Silicon macOS 27 (Rosetta 2; WineGDK/Xbox GDK; Direct3D 11 → Metal via DXMT)","kind":"API Translation","status":"Release v1.0.1 was published 2026-10-13. The maintainer reports offline survival and creative play on Apple Silicon/macOS 27, but only Minecraft for Windows 1.26.52 has been tested. Sign-in, Realms, Marketplace, and multiplayer are unavailable. Requires the user’s own game folder and a full local memory dump; no game files are included.","summary":"Runs the original Windows Bedrock executable under Rosetta 2 and WineGDK’s Xbox GDK compatibility layer, translating Direct3D 11 calls to Metal through DXMT. Setup rebuilds the encrypted executable from a full user-provided memory dump and restores its import table before using the user’s game data. The dump may contain sign-in tokens and must remain private; the repository and release distribute no Minecraft assets.","project_url":"https://github.com/pragyaangaur/Minecraft-Bedrock-macOS","updated":"2026-10-13","strategy":"Windows compatibility via WineGDK/Xbox GDK API implementation and Direct3D 11-to-Metal translation through DXMT; executable rebuilt from a user-provided memory dump.","language":"","source_available":"Public repository and v1.0.1 DMG. Repository scripts/tools/stubs are MIT; WineGDK patches are LGPL-2.1 and DXMT patches are MIT. No game files are included; users provide their own game folder and full memory dump.","first_found":"2026-10-14","project_started":"","programming_language":"Shell","subtype":"Game-specific Windows compatibility port for Apple Silicon using WineGDK and DXMT","target_type":"Game","sources":[{"label":"Maintainer README: supported game/build, release, offline behavior, playability, requirements, and limitations","url":"https://github.com/pragyaangaur/Minecraft-Bedrock-macOS/blob/main/README.md"},{"label":"Maintainer technical documentation: WineGDK, Rosetta 2, DXMT, executable reconstruction, import-table restoration, and offline service stubs","url":"https://github.com/pragyaangaur/Minecraft-Bedrock-macOS/blob/main/docs/how-it-works.md"},{"label":"Maintainer guide: user-owned game files, full-memory-dump requirement, token privacy, and tested game version","url":"https://github.com/pragyaangaur/Minecraft-Bedrock-macOS/blob/main/docs/getting-the-game-files.md"},{"label":"Current maintainer release v1.0.1 (DMG build)","url":"https://github.com/pragyaangaur/Minecraft-Bedrock-macOS/releases/tag/v1.0.1"},{"label":"Maintainer licensing and distribution boundary","url":"https://github.com/pragyaangaur/Minecraft-Bedrock-macOS/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":35900,"Python":35114,"C":28394,"HTML":10104,"Swift":5942,"CSS":5773},"source_url":"https://api.github.com/repos/pragyaangaur/Minecraft-Bedrock-macOS/languages","evidence":"Official GitHub REST Languages API breakdown for pragyaangaur/Minecraft-Bedrock-macOS: source-code byte counts are {\"C\": 28394, \"CSS\": 5773, \"HTML\": 10104, \"Python\": 35114, \"Shell\": 35900, \"Swift\": 5942}. Predominant language is the largest byte-count language (Shell); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"minecraft-lce-tu19-xbox-one-uwp","title":"Minecraft Legacy Console Edition TU19 Xbox One UWP Port","game":"Minecraft: Xbox 360 Edition (Legacy Console Edition, TU19 / v1.6.0560.0)","platform":"MinecraftConsoles community PC port → Xbox One UWP (Developer Mode)","kind":"Reimplementation","status":"The latest GitHub release is `uwp` (2026-03-12). The README reports an installable signed `.appx`, a working D3D11 title screen, rendered menus, a stable game loop, and multiplayer tested on Xbox. Gamepad input is in progress, Miles audio does not load, and save/load still needs path adaptation. GitHub's latest push date is 2026-03-13.","summary":"A UWP platform adaptation of the source-based MinecraftConsoles PC port for Legacy Console Edition v1.6.0560.0/TU19. The README documents the title screen, menus, game loop, and multiplayer milestones alongside incomplete gamepad, audio, and save/load support; it does not claim full-game testing.","project_url":"https://github.com/hugozz26/MinecraftLCE-Xbox","updated":"2026-10-16","strategy":"Source-based PC port adapted with an Xbox One UWP platform layer; no static recompilation is claimed","language":"","source_available":"Public C++ source and a signed UWP release. GitHub returns no repository license, and the README does not state whether proprietary game assets are bundled. The README names smartcmd/MinecraftConsoles as the upstream PC port.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Minecraft LCE TU19 source port for Xbox One Dev Mode","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/hugozz26/MinecraftLCE-Xbox/blob/uwp-xbox/README.md"},{"label":"UWP release `uwp`","url":"https://github.com/hugozz26/MinecraftLCE-Xbox/releases/tag/uwp"},{"label":"GitHub repository metadata (activity and license field)","url":"https://api.github.com/repos/hugozz26/MinecraftLCE-Xbox"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/hugozz26/MinecraftLCE-Xbox/languages"},{"label":"Upstream PC source project named by the README","url":"https://github.com/smartcmd/MinecraftConsoles"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/hugozz26/MinecraftLCE-Xbox/releases/tag/update"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":109133918,"C":11233482,"HTML":116635,"Perl":62976,"Batchfile":52594,"CMake":44510,"CSS":13892,"M4":9738,"Python":5848,"PowerShell":2107,"Shell":728,"Makefile":491,"Assembly":203,"Standard ML":60},"source_url":"https://api.github.com/repos/hugozz26/MinecraftLCE-Xbox/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"minecraft-xbox360-legacy-tu2-functional-decomp","title":"Minecraft Legacy Console Edition Xbox 360 TU2 Functional Decompilation","game":"Minecraft: Xbox 360 Edition (Legacy Console Edition, TU2)","platform":"Xbox 360 (Title Update 2) → functionally equivalent source; original Xbox 360 XDK build environment","kind":"Decompilation","status":"The maintainer describes the project as a functional, non-byte-matching decompilation. They say it had been abandoned and is being revived without a commitment to continue; build notes require XDK 2.0.21119.","summary":"A functionally equivalent source reconstruction of the Xbox 360 Legacy Console Edition TU2. The project does not claim byte-for-byte matching and its build instructions depend on the Xbox 360 XDK; original game files are required for work.","project_url":"https://github.com/LCERD/Minecraft-Xbox-360-Decompilation","updated":"2026-10-16","strategy":"Functional decompilation/reconstruction of Xbox 360 TU2; byte-identical output is explicitly not the goal","language":"","source_available":"Public C/C++ source repository; build requires the user's own TU2 game and XDK 2.0.21119 components. No game files are documented as included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 functional game decompilation, TU2","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/LCERD/Minecraft-Xbox-360-Decompilation#readme"},{"label":"Maintainer's scope, revival caveat, and XDK build requirements","url":"https://github.com/LCERD/Minecraft-Xbox-360-Decompilation/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/LCERD/Minecraft-Xbox-360-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":93494,"C":11114,"CMake":5976},"source_url":"https://api.github.com/repos/LCERD/Minecraft-Xbox-360-Decompilation/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/LCERD/Minecraft-Xbox-360-Decompilation reports 93,494 bytes of C++, the largest language total (84.5% of 110,584 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"minecraft-xbox360-ios-mcx360-edition","title":"Minecraft Xbox 360 Edition iOS Native Port (MCX360)","game":"Minecraft: Xbox 360 Edition","platform":"Xbox 360 → iOS/iPadOS 16+ ARM64; Vulkan API translated to Metal with MoltenVK","kind":"Recompilation","status":"Release R2 / Edition 1.1 was published 2026-09-26. The maintainer reports support for the Xbox 360 Title Update 9 build; it requires a compatible iPhone/iPad and user-owned game data.","summary":"Native iOS port based on static recompilation of Minecraft Xbox 360 Edition. Exact supported game identity: Title ID `584111F7`, Media ID `7CD33B56`, version `0.0.10.1` after Title Update 9. The README warns other disc revisions/title updates are not supported. User supplies the disc and TU9; no copyrighted game files are included. BSD-3-Clause.","project_url":"https://github.com/DevZer0D4Y/MCX360-EDITION","updated":"2026-10-15","strategy":"Static recompilation to ARM64 iOS with Vulkan-to-Metal translation through MoltenVK","language":"","source_available":"Public source and R2 release; requires user-owned compatible Xbox 360 disc plus TU9; no game data included; BSD-3-Clause.","first_found":"2026-10-16","project_started":"2026-09-11","programming_language":"C++","subtype":"Xbox 360 to iOS native recompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact title/media IDs, TU9 build requirement, iOS version, and method","url":"https://github.com/DevZer0D4Y/MCX360-EDITION/blob/main/README.md"},{"label":"Maintainer R2 release","url":"https://github.com/DevZer0D4Y/MCX360-EDITION/releases/tag/R2"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/DevZer0D4Y/MCX360-EDITION"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"CMake":10875,"C++":10896,"Shell":3985},"source_url":"https://api.github.com/repos/DevZer0D4Y/MCX360-EDITION/languages","evidence":"Official GitHub Repository.languages API byte counts: 10,896 bytes of C++, the largest total (42.3% of 25,756 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"minecraft-switch-edition-decomp","title":"Minecraft: Nintendo Switch Edition Decompilation","game":"Minecraft: Nintendo Switch Edition","platform":"Nintendo Switch","kind":"Decompilation","status":"Work in progress targeting v1.0.17; no game assets and cannot be used to play.","summary":"Matching-oriented decompilation of Minecraft: Nintendo Switch Edition; README discusses use of symbols from the Wii U edition for reverse-engineering.","project_url":"https://github.com/GRAnimated/MinecraftLCE","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; game executable required; no game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/GRAnimated/MinecraftLCE"},{"label":"Maintainer README and project status","url":"https://github.com/GRAnimated/MinecraftLCE/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3279257,"C":1284164,"Python":53413,"Awk":42674,"Makefile":9641,"CMake":7785,"Assembly":7724,"DIGITAL Command Language":4998,"Perl":3895,"Module Management System":2255,"Shell":387},"source_url":"https://api.github.com/repos/GRAnimated/MinecraftLCE/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ipod-click-wheel-mini-golf-recomp","title":"Mini Golf iPod Click Wheel Recompilation","game":"Mini Golf","platform":"Apple iPod Click Wheel → Windows, macOS, Linux, Nintendo Switch, Android","kind":"Recompilation","status":"Playable on the listed host platforms; v1.0.1 (2026-09-06). Mini Golf is furthest along and is the only title with no machine-translated code remaining; the other five still use generated translations.","summary":"One of six recovered iPod Click Wheel games translated from iPod ARM code into C++ for modern platforms. Each game requires its own decrypted user-owned files.","project_url":"https://github.com/DogParty/iPodClickWheelRecomps","updated":"2026-10-15","strategy":"ARM binary translation and recompilation into C++ with a shared native runtime.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Arm binary translation and recompilation into c++ with a shared native runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/DogParty/iPodClickWheelRecomps"},{"label":"Verified release or build","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases/tag/v1.0.1"},{"label":"Project owner releases","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8188243,"C++":3129094,"Python":383662,"Shell":165212,"Objective-C++":151711,"CMake":147684,"HTML":26147,"Java":2078},"source_url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 8,188,243 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"minivmac","title":"Mini vMac","game":"Early 680x0 Macintosh models, including Macintosh 128K, 512K, and Plus (variation-dependent)","platform":"macOS, Windows, Linux, BSD variants, OpenIndiana, Windows Mobile, and additional project-generated variations","kind":"Emulator","status":"Notable legacy project; official site lists stable v36.04 and v37.03 beta","summary":"Compact emulator for early Macintosh computers, with project-generated variations for different emulated machines and host platforms.","project_url":"https://www.gryphel.com/c/minivmac/","updated":"2026-10-15","strategy":"Emulates early Macintosh hardware and boots compatible Macintosh ROMs and system software.","language":"","source_available":"Public source code (GPL)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Early Macintosh hardware emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://www.gryphel.com/c/minivmac/"},{"label":"Official source and variation download service","url":"https://www.gryphel.com/c/minivmac/variations.html"},{"label":"Official version and release information","url":"https://www.gryphel.com/c/minivmac/versions.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://www.gryphel.com/c/minivmac/contents.html","evidence":"The official source-distribution contents page says Mini vMac source files are mostly in C. The site does not expose a repository language endpoint or byte totals.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mini-vmac","title":"Mini vMac","game":"Early 68k Macintosh software and games","platform":"Early 68k Macintosh models → macOS, Windows, Linux, and other build targets","kind":"Emulator","status":"Active; the public source repository had commits through 2026-09-17. The default model is Macintosh Plus; other supported 68k models can be selected at build time.","summary":"Configurable emulator for early 68k Macintosh systems, intended to run software for the classic Macintosh models. The repository includes build scripts for macOS, Windows, and Linux; model and features are selected through the build configuration.","project_url":"https://github.com/minivmac/minivmac","updated":"2026-10-15","strategy":"Early 68k Macintosh system emulation","language":"","source_available":"Public GPL-2.0 source repository with build scripts for the documented Macintosh models and host platforms.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Early Macintosh emulator","target_type":"Software","sources":[{"label":"Mini vMac README and build scripts","url":"https://github.com/minivmac/minivmac"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/minivmac/minivmac"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/minivmac/minivmac/blob/master/README.md"},{"label":"GitHub Languages API — C: 1,873,976 bytes (74.14% of 2,527,725 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/minivmac/minivmac/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1873976,"C++":37783,"Objective-C":111145,"Rez":22925,"SWIG":476373,"Shell":5523},"source_url":"https://api.github.com/repos/minivmac/minivmac/languages","evidence":"C: 1,873,976 bytes (74.14% of 2,527,725 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"miracle-girls-festival-vita-en","title":"Miracle Girls Festival PS Vita English Translation","game":"Miracle Girls Festival","platform":"PlayStation Vita","kind":"Fan Localization","status":"Released v1.00 on 2026-10-03. Author says in-game text/dialogue/lyrics/images and DLC text covered; several audio/video/manual/trophy parts are not.","summary":"English patch/source material for the Japanese Vita game. Author reports permission from prior patch author; story text used machine translation edited by a non-native speaker.","project_url":"https://gbatemp.net/threads/release-miracle-girls-festival-jp-pcsg00610-vita-english-translation-v1-00-translation-source-material.684922/","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Thread includes patcher/source download and a separate large prebuilt package. Prefer source/patcher; do not mirror a package that may bundle copyrighted game data.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PS Vita fan translation","target_type":"Game","sources":[{"label":"Author v1.00 release: date, scope, source materials and requirements","url":"https://gbatemp.net/threads/release-miracle-girls-festival-jp-pcsg00610-vita-english-translation-v1-00-translation-source-material.684922/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gbatemp.net/threads/release-miracle-girls-festival-jp-pcsg00610-vita-english-translation-v1-00-translation-source-material.684922/","evidence":"Author thread provides patcher/source materials but no code repository or language statistics endpoint.","verified_at":"2026-10-16","reason_unknown":"No public code repository with language stats."}},{"id":"mister-fpga","title":"MiSTer FPGA core platform","game":"Software for systems with published MiSTer cores, including arcade games, consoles, handhelds, and computers","platform":"FPGA hardware, primarily Terasic DE10-Nano and compatible boards","kind":"Emulator","status":"Active; the shared framework repository was updated 2026-10-14 and the core distribution repository on 2026-10-15.","summary":"Open-source FPGA hardware-emulation platform with system-specific HDL cores that configure the FPGA to reproduce consoles, computers, and arcade boards. The shared software loads cores and handles platform I/O; emulation is implemented in the cores themselves, which are maintained in separate repositories.","project_url":"https://github.com/MiSTer-devel/Main_MiSTer","updated":"2026-10-14","strategy":"Hardware emulation using FPGA cores written in HDL, with shared firmware and distribution infrastructure for selecting and running cores.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system FPGA platform","target_type":"Software","sources":[{"label":"Official MiSTer framework repository","url":"https://github.com/MiSTer-devel/Main_MiSTer"},{"label":"MiSTer documentation explaining that cores implement the emulated systems","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/what/"},{"label":"MiSTer documentation listing supported arcade cores","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/arcade/"},{"label":"Official core distribution repository","url":"https://github.com/MiSTer-devel/Distribution_MiSTer"},{"label":"Example arcade-board core with source implementation","url":"https://github.com/MiSTer-devel/Arcade-IremM107_MiSTer"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/MiSTer-devel/Main_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2807489,"C":2485588,"HTML":6375,"Makefile":2947,"Shell":1607,"Dockerfile":595,"CSS":74},"source_url":"https://api.github.com/repos/MiSTer-devel/Main_MiSTer/languages","evidence":"GitHub's official language endpoint for https://github.com/MiSTer-devel/Main_MiSTer reports 2,807,489 bytes of C++, the largest language total (52.9% of 5,304,675 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-mosquito-ps2-native-pc","title":"Mister Mosquito Native Windows Recompilation","game":"Mister Mosquito","platform":"PlayStation 2 → Windows x64","kind":"Recompilation","status":"Early work in progress; the README reports title, menus, and the first stage working with sound on Vulkan. No release yet.","summary":"A game-specific native Windows port that translates the PS2 MIPS program to C++ and runs it against the ps2-port-engine host runtime. The project README reports booting the title, menus, and first stage with sound, widescreen, and up to 4× PS2 resolution. It contains no game code or assets; a user-owned NTSC-U SLUS-20375 disc image is required.","project_url":"https://github.com/danielgomesvieira2000/mister-mosquito-pc","updated":"2026-10-16","strategy":"Static translation/recompilation of PlayStation 2 MIPS code into C++ with the game's platform runtime hosted natively on Windows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS2-to-Windows static code translation; early playable bring-up with no public release yet.","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/danielgomesvieira2000/mister-mosquito-pc"},{"label":"Shared PS2 native port engine","url":"https://github.com/danielgomesvieira2000/ps2-port-engine"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":51618,"CMake":1425},"source_url":"https://api.github.com/repos/danielgomesvieira2000/mister-mosquito-pc/languages","evidence":"Exact repository-wide GitHub Languages API byte totals checked 2026-10-16: C++ is largest at 51,618 of 53,043 recognized bytes (97.3%). The full byte map is recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-misterorganize-mister-pico-8","title":"MiSTer PICO-8 Fantasy Console Emulator","game":"PICO-8 fantasy console","platform":"MiSTer FPGA with ARM-side emulator and native FPGA video/audio","kind":"Emulator","status":"Latest dated core release is published through the project release channel; README documents a MiSTer Frontier install path and compatibility features. Latest GitHub release latest was published 2026-07-14; source repository was last pushed 2026-09-15.","summary":"PICO-8 fantasy-console emulator for MiSTer: the ARM CPU runs the emulator while FPGA logic supplies native video/audio timing. README documents cartridge loading, save states, recording/replay and the Frontier install path.","project_url":"https://github.com/MiSTerOrganize/MiSTer_PICO-8","updated":"2026-09-15","strategy":"Hybrid FPGA/system emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Hybrid FPGA/system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTerOrganize/MiSTer_PICO-8"},{"label":"GitHub release history","url":"https://github.com/MiSTerOrganize/MiSTer_PICO-8/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTerOrganize/MiSTer_PICO-8/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTerOrganize/MiSTer_PICO-8"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":631489,"Verilog":308264,"SystemVerilog":250946,"Lua":192243,"Python":162562,"C":108235,"VHDL":107520,"Shell":37879,"Tcl":24226,"PowerShell":14372,"CMake":7899,"Wolfram Language":284,"Scheme":21},"source_url":"https://api.github.com/repos/MiSTerOrganize/MiSTer_PICO-8/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 631,489 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mithril-wrapper","title":"Mithril-Wrapper","game":"Minecraft: Java Edition and other OpenGL 3.3 clients on iOS/iPadOS (through EGL-based launchers)","platform":"OpenGL 3.3 Core and EGL 1.5 → Vulkan 1.2 via MoltenVK → Metal; iOS/iPadOS 15+ on arm64 Apple devices with A11 or newer, using a launcher able to load the library.","kind":"API Translation","status":"Work in progress; the current public successor repository has no tagged releases and was last pushed 2026-10-06. Its README documents the OpenGL→Vulkan→Metal path and warns that EGL Sync/Image entry points are shadow implementations rather than backed by native VkFence/VkImage objects.","summary":"An iOS-oriented OpenGL compatibility library that exposes OpenGL 3.3 Core and EGL, translates GLSL to SPIR-V, renders through Vulkan, and relies on MoltenVK to map Vulkan to Metal. The README names PojavLauncher and Amethyst-iOS as launcher integrations; incomplete EGL behavior should be considered when assessing application compatibility.","project_url":"https://github.com/MithrilWrapper-Dev/Mithril-Wrapper","updated":"2026-10-15","strategy":"Desktop OpenGL 3.3 Core → Vulkan 1.2 → Metal through MoltenVK, with an EGL 1.5 compatibility front end","language":"","source_available":"Public source repository (LGPL-2.1); the earlier repository is archived and points to this successor","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"iOS OpenGL/Vulkan/Metal compatibility layer","target_type":"Software","sources":[{"label":"Successor maintainer README: translation path, target OS/hardware, launcher integrations, and limitations","url":"https://github.com/MithrilWrapper-Dev/Mithril-Wrapper/blob/main/README.md"},{"label":"Successor source history: latest observed development activity","url":"https://github.com/MithrilWrapper-Dev/Mithril-Wrapper/commits/main/"},{"label":"Archived predecessor README: transfer notice identifying the successor repository","url":"https://github.com/EternityQwQ/Mithril-Wrapper"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1702678,"C":76345,"CMake":22823,"Objective-C++":18198},"source_url":"https://api.github.com/repos/MithrilWrapper-Dev/Mithril-Wrapper/languages","evidence":"GitHub's official language endpoint for https://github.com/MithrilWrapper-Dev/Mithril-Wrapper reports 1,702,678 bytes of C++, the largest language total (93.6% of 1,820,044 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-altair8800-mister","title":"MITS Altair 8800 MiSTer FPGA Core","game":"MITS Altair 8800","platform":"MITS Altair 8800 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for MITS Altair 8800 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Altair8800_Mister","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Altair8800_Mister"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Altair8800_Mister/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Altair8800_Mister/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Altair8800_Mister"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":460382,"SystemVerilog":285522,"Assembly":173348,"VHDL":107520,"Tcl":22228,"Python":10957,"C++":3158,"Batchfile":1337,"C":1262,"Mathematica":289},"source_url":"https://api.github.com/repos/MiSTer-devel/Altair8800_Mister/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 460,382 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mizzurna-falls-ps1-android-static-recomp","title":"Mizzurna Falls: The Chilling Cut Android Static Recompilation","game":"Mizzurna Falls (Japan PS1, SLPS-01783; Cirosan fan-translation build)","platform":"PlayStation 1 (Japan, SLPS-01783; Cirosan fan translation) → Android","kind":"Recompilation","status":"The profile README reports that the game plays on a Pixel 8 (tested 2026-10-09). The Cirosan fan-translation build requires Sony BIOS SCPH1001; with OpenBIOS, it stops at New Game. No GitHub release is listed for this game-specific profile as checked 2026-10-16.","summary":"A public game-specific profile for building Mizzurna Falls as a native Android app from the user’s own PS1 disc using PSXRecomp and an Android layer. The profile repository contains configuration, code-entry seeds and helpers, not game code/data; the linked engine is PolyForm Noncommercial.","project_url":"https://github.com/dguillot-gh/mizzurnafallsthechillingcut-android","updated":"2026-10-16","strategy":"Game-specific PSXRecomp profile with Android native runtime; setup statically recompiles code from the user’s disc and creates/installs the app locally.","language":"","source_available":"Public game-specific profile source (configuration, seeds and helpers); requires the user’s own SLPS-01783 disc and a PC build setup. The linked PSXRecomp Android engine is PolyForm Noncommercial; the profile repository has no license identified in GitHub metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Android app profile for a shared PS1 recompilation framework","target_type":"Game","sources":[{"label":"Game-specific README: profile contents, exact disc, Pixel 8 status and BIOS limitation","url":"https://github.com/dguillot-gh/mizzurnafallsthechillingcut-android/blob/main/README.md"},{"label":"Linked PSXRecomp Android engine and license statement","url":"https://github.com/dguillot-gh/psxrecomp-android"},{"label":"GitHub Releases listing (no release listed as of 2026-10-16)","url":"https://github.com/dguillot-gh/mizzurnafallsthechillingcut-android/releases"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/dguillot-gh/mizzurnafallsthechillingcut-android"},{"label":"GitHub Languages API (returned no detected language entries)","url":"https://api.github.com/repos/dguillot-gh/mizzurnafallsthechillingcut-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/dguillot-gh/mizzurnafallsthechillingcut-android/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"mkmsbr-microsoft-boot-record-clean-room-reimplementation","title":"mkmsbr (Microsoft-Compatible Boot Record Reimplementation)","game":"Microsoft-compatible boot records for Windows installation media","platform":"Generates legacy-BIOS, MBR-partitioned Windows XP/7 installation media boot records. The README reports end-to-end Windows 7 USB boot on a Dell E6410 and real-hardware validation for several boot-record variants; UEFI is out of scope. The Rust CLI is published for macOS/Homebrew and crates.io, while host-platform compatibility is not exhaustively specified.","kind":"Reimplementation","status":"v1.0.1 was released on 2026-05-19. The README reports end-to-end Windows 7 install-USB boot and real BIOS testing on a Dell E6410. MBR and FAT32 PBR variants are documented as shipped; the NTFS boot-manager PBR remains experimental and validated only at the QEMU smoke-test level. UEFI and a broader hardware matrix are out of scope for v1.0.","summary":"A clean-room Rust library and CLI that generates and splices Microsoft-compatible MBR, FAT32 PBR, and NTFS PBR boot records without depending on ms-sys. The project publishes its own NASM boot-code sources and documents QEMU, Microsoft-loader, and real-BIOS validation.","project_url":"https://github.com/jma24/mkmsbr","updated":"2026-10-16","strategy":"Strict clean-room reimplementation of Microsoft-compatible boot-record behavior using Rust library/CLI code and x86 assembly. The project defines a provenance protocol and evaluates generated boot records against an ms-sys oracle, QEMU, Microsoft loaders, and physical legacy-BIOS hardware.","language":"","source_available":"Public MIT-licensed Rust and NASM source, with v1.0.1 library/CLI release. No Microsoft installation media or loader binaries are included in the repository; the README's real-loader fixtures are extracted from user-held ISO files into gitignored test storage.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Clean-room legacy BIOS boot-record library and CLI","target_type":"Software","sources":[{"label":"Primary README: scope, release status, validated behavior, limitations, and supported variants","url":"https://github.com/jma24/mkmsbr/blob/main/README.md"},{"label":"Clean-room provenance protocol","url":"https://github.com/jma24/mkmsbr/blob/main/docs/PROVENANCE.md"},{"label":"Project specification and validation hierarchy","url":"https://github.com/jma24/mkmsbr/blob/main/docs/SPEC.md"},{"label":"v1.0.1 release","url":"https://github.com/jma24/mkmsbr/releases/tag/v1.0.1"},{"label":"Repository MIT license","url":"https://github.com/jma24/mkmsbr/blob/main/LICENSE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/jma24/mkmsbr"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/jma24/mkmsbr/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":140107,"Assembly":80182,"Shell":10280,"Makefile":1771},"source_url":"https://api.github.com/repos/jma24/mkmsbr/languages","evidence":"Exact byte map returned by the GitHub Languages API for jma24/mkmsbr on 2026-10-16. Rust is the largest bucket (140,107 bytes); the README and tree identify NASM/x86 boot-code sources as a substantial part of the project.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mlaser-nexcut-linux-reimplementation","title":"Mlaser/NexCut Linux Control Software Reimplementation","game":"Mlaser/NexCut laser-cutter control software","platform":"Windows vendor software / Gweike M3 Ultra–CF1390 with MCC100 → Linux","kind":"Reimplementation","status":"Work in progress; simulator and file-format paths are implemented, but the README says real-machine confirmation is pending, live cutting has not begun, and no laser-arming command exists.","summary":"Rebuilds the viewer, parameter editor, planner and card driver for a laser cutter; current card flow is simulator/dry-run only.","project_url":"https://github.com/phobicdotno/phobicMlaserLinux","updated":"2026-10-15","strategy":"Native Linux/Python reimplementation of vendor control software and device protocol.","language":"Python","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Linux device-control software reconstruction (simulation verified; hardware unverified)","target_type":"Software","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/phobicdotno/phobicMlaserLinux"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/phobicdotno/phobicMlaserLinux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2451174,"Shell":13988},"source_url":"https://api.github.com/repos/phobicdotno/phobicMlaserLinux/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Python is predominant with 2,451,174 bytes; the manifest breakdown contains all 2 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mlb-power-pros-2008-wii-pc-recomp","title":"MLB Power Pros 2008 Recomp","game":"MLB Power Pros 2008","platform":"Wii USA RL8E54 → Windows x64","kind":"Recompilation","status":"Beta, Windows only. README reports exhibition matches and Home Run mode, 60-FPS test match, audio/commentary, 48,219 translated functions and local texture/roster/stadium tools; modes not systematically tested. Release v0.1.0 dated 2026-10-15. User supplies own disc; no game executable/assets/translated code distributed.","summary":"WiiCompiled static PowerPC-to-C++ recompilation with native runtime and project launcher/tools.","project_url":"https://github.com/HopeAero/MLBPowerPros2008Recomp","updated":"2026-10-16","strategy":"Wii static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Wii","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/HopeAero/MLBPowerPros2008Recomp"},{"label":"Project release: v0.1.0","url":"https://github.com/HopeAero/MLBPowerPros2008Recomp/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":261636,"C++":225984,"PowerShell":60384,"Java":3744,"CMake":3691,"Batchfile":336},"source_url":"https://api.github.com/repos/HopeAero/MLBPowerPros2008Recomp/languages","evidence":"GitHub's official Languages API reports 261,636 bytes of Python out of 555,775 recognized language bytes for https://github.com/HopeAero/MLBPowerPros2008Recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mobile-golf-gbc-en","title":"Mobile Golf English Translation","game":"Mobile Golf","platform":"Game Boy Color","kind":"Fan Localization","status":"Latest v1.3 patch released 2025-12-30. The maintainer offers an online patcher and an offline patch ZIP. It also restores access to progressive online-unlock content in the Japanese-region game.","summary":"Japanese-to-English Game Boy Color translation patch for Mobile Golf. The patch is applied in-browser or as an offline patch to the user's own Japanese ROM; it does not include game data. No translation-source repository or licence was surfaced.","project_url":"https://www.marcrobledo.com/game-boy/mobile-golf-english-translation/","updated":"2026-10-16","strategy":"Fan translation with online and offline patching","language":"English","source_available":"Public browser patcher and offline patch ZIP; no ROM, source repository or licence identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer page and online/offline patch links","url":"https://www.marcrobledo.com/game-boy/mobile-golf-english-translation/"},{"label":"RomHackPlaza version and exact release date","url":"https://romhackplaza.org/index.php/translations/mobile-golf-english-translation-game-boy-color"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.marcrobledo.com/game-boy/mobile-golf-english-translation/","evidence":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/game-boy/mobile-golf-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/game-boy/mobile-golf-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"mobile-suit-gundam-unicorn-ps3-zh-cn","title":"Mobile Suit Gundam Unicorn PS3 Simplified Chinese Patch","game":"Mobile Suit Gundam Unicorn","platform":"PlayStation 3 (Japan disc BLJS-10154; PS3 release patch, RPCS3 usage documented)","kind":"Fan Localization","status":"Released; the project README links a 2026-10-07 cumulative update (v2026.10.07-cumulative.2) over the 2026-09-19 translation base. The maintainer reports Apple-silicon Mac/RPCS3 confirmation, while Windows/Linux and PS3-hardware compatibility are not established; full in-game text/visual review is still incomplete.","summary":"Japanese → Simplified Chinese patch for the Japanese PlayStation 3 game BLJS-10154 / BLJS10154. The maintainer documents text for the story, mission communications, menus, names, tutorials, chapters, and supported DLC. The patch requires the user’s own matching game and optional DLC. A custom license permits personal noncommercial use and sharing the repository link, but prohibits redistributing patch files or repackaging them.","project_url":"https://github.com/AmuroRX-93/GundamUC-Chinese-Patch","updated":"2026-10-16","strategy":"Fan translation patch (resource deltas with installer and restore support)","language":"Simplified Chinese","source_available":"Public patch releases and installer source; the game is not included. Repository LICENSE is a custom noncommercial-use/no-patch-redistribution license, not an open-source license.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PS3 fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: title ID, target revisions, translation scope, install, compatibility, and custom license","url":"https://github.com/AmuroRX-93/GundamUC-Chinese-Patch/blob/main/README.md"},{"label":"Latest 2026-10-07 cumulative release","url":"https://github.com/AmuroRX-93/GundamUC-Chinese-Patch/releases/tag/v2026.10.07-cumulative.2"},{"label":"Maintainer custom license","url":"https://github.com/AmuroRX-93/GundamUC-Chinese-Patch/blob/main/LICENSE"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/AmuroRX-93/GundamUC-Chinese-Patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":65626,"Batchfile":5138,"Shell":3272},"source_url":"https://api.github.com/repos/AmuroRX-93/GundamUC-Chinese-Patch/languages","evidence":"Exact GitHub Languages API byte map. Python is the largest measured code category; fan patch direction is Japanese → Simplified Chinese.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gundam-senki-ps3-zh-cn","title":"Mobile Suit Gundam: Battlefield Record U.C. 0081 Simplified Chinese Patch","game":"Mobile Suit Gundam: Battlefield Record U.C. 0081","platform":"PlayStation 3; RPCS3","kind":"Fan Localization","status":"Formal 2026-10-07 package released; in-game startup remains unverified and a prior black-screen report is not confirmed fixed","summary":"Simplified Chinese text, resource and video-subtitle differences for the Japanese PS3 release, distributed with offline installers and rollback support. The maintainer limits use to noncommercial personal use and prohibits redistribution of the patch files.","project_url":"https://github.com/AmuroRX-93/Gundam0081-Chinese-Patch","updated":"2026-10-07","strategy":"Fan translation patch","language":"Simplified Chinese","source_available":"Three patch-data ZIPs plus Windows, macOS and Linux installers; repository source archives do not contain patch data","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text, UI and subtitle localization","target_type":"Game","sources":[{"label":"Maintainer README; formal release status, build target, patch distribution and legal terms","url":"https://github.com/AmuroRX-93/Gundam0081-Chinese-Patch"},{"label":"Maintainer releases","url":"https://github.com/AmuroRX-93/Gundam0081-Chinese-Patch/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":87808,"Batchfile":3227,"Shell":1490},"source_url":"https://api.github.com/repos/AmuroRX-93/Gundam0081-Chinese-Patch/languages","evidence":"Official GitHub REST Languages API breakdown for AmuroRX-93/Gundam0081-Chinese-Patch: source-code byte counts are {\"Batchfile\": 3227, \"Python\": 87808, \"Shell\": 1490}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mobilegl","title":"MobileGL","game":"Desktop OpenGL applications (multi-title; Minecraft Java via GLFW/LWJGL is a documented use case)","platform":"Desktop OpenGL (current development target: 4.2 Core) → OpenGL ES or Vulkan through selectable backends. The README documents a macOS injection path through Vulkan/MoltenVK; other mobile platform binaries are not published.","kind":"API Translation","status":"In development; the maintainer marks OpenGL 4.2 Core as the current target, says parts remain incomplete, and provides no releases or prebuilt binaries. Its documented macOS DirectVulkan setup routes Vulkan through MoltenVK.","summary":"A cross-platform desktop OpenGL implementation with a stateful front end and separate OpenGL ES and Vulkan backends. It is a concrete but unfinished API compatibility project; the README gives a macOS injection setup for Minecraft through its normal GLFW/LWJGL OpenGL path.","project_url":"https://github.com/MobileGL-Dev/MobileGL","updated":"2026-10-15","strategy":"Desktop OpenGL API → configurable OpenGL ES or Vulkan graphics backend","language":"","source_available":"Public source repository (LGPL-3.0; no packaged releases)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-backend desktop OpenGL implementation","target_type":"Software","sources":[{"label":"Maintainer README: implementation scope, development status, backends, and macOS use case","url":"https://github.com/MobileGL-Dev/MobileGL/blob/dev/README.md"},{"label":"Maintainer source repository: source tree and license","url":"https://github.com/MobileGL-Dev/MobileGL"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16469614,"C":1922746,"Python":310496,"CMake":166123,"Java":51073,"Shell":50758,"JavaScript":29962,"GLSL":2759},"source_url":"https://api.github.com/repos/MobileGL-Dev/MobileGL/languages","evidence":"GitHub's official language endpoint for https://github.com/MobileGL-Dev/MobileGL reports 16,469,614 bytes of C++, the largest language total (86.7% of 19,003,531 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mobileglues","title":"MobileGlues","game":"Minecraft: Java Edition (Android, through compatible launchers)","platform":"Desktop OpenGL/GLSL → host OpenGL ES 3.x/GLSL ES on Android; minimum GLES 3.0, with GLES 3.2 recommended by the project.","kind":"API Translation","status":"Active; release V2.0.0 was published 2026-08-09 and the source repository received changes through 2026-10-11. The maintainer lists Sodium support and compatibility for many Iris/OptiFine shaders, while noting that individual shader and mod support varies.","summary":"An OpenGL compatibility implementation designed around Minecraft: Java Edition on Android. It adapts desktop GLSL and OpenGL behavior to the device's OpenGL ES 3.x driver and documents tested Minecraft rendering mods and shader support; it is not a JVM or CPU emulator.","project_url":"https://github.com/MobileGL-Dev/MobileGlues","updated":"2026-10-15","strategy":"Desktop OpenGL API and GLSL → Android host OpenGL ES 3.x and GLSL ES","language":"","source_available":"Public source repository (LGPL-2.1) with companion Android releases and plugin application","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Minecraft Android OpenGL-to-OpenGL ES compatibility implementation","target_type":"Software","sources":[{"label":"Maintainer source README: API direction, Android host API, Minecraft focus, and supported mods","url":"https://github.com/MobileGL-Dev/MobileGlues/blob/main/README.md"},{"label":"Maintainer V2.0.0 release: published version and release artifacts","url":"https://github.com/MobileGL-Dev/MobileGlues-release/releases/tag/V2.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5123875,"C":3592191,"Python":32370,"CMake":11471,"Objective-C":5807,"Shell":5596,"Batchfile":74},"source_url":"https://api.github.com/repos/MobileGL-Dev/MobileGlues/languages","evidence":"GitHub's official language endpoint for https://github.com/MobileGL-Dev/MobileGlues reports 5,123,875 bytes of C++, the largest language total (58.4% of 8,771,384 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"model3recomp-static-recompiler-framework","title":"model3recomp","game":"Sega Model 3 Step 1.5 arcade software (multi-title framework)","platform":"Sega Model 3 PowerPC 603e code and board hardware → native C recompilation/runtime","kind":"Recompilation","status":"Alpha; latest source push checked 2026-10-10 and no tagged release is listed. The README reports The Lost World: Jurassic Park running through its attract cycle and first stage to the T-Rex on the reference Step 1.5 board; Step 2.x boards are not supported yet.","summary":"Title-agnostic Sega Model 3 runtime for statically recompiled PowerPC programs. It models the arcade board and peripheral interfaces that lifted code expects; a separate game repository supplies the title-specific recompiled program.","project_url":"https://github.com/sp00nznet/model3recomp","updated":"2026-10-15","strategy":"Static PowerPC 603e-to-C recompilation linked against a native Model 3 hardware runtime","language":"","source_available":"Public MIT-licensed source repository; game ROMs and generated title code are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Model 3 static recompiler runtime framework","target_type":"Software","sources":[{"label":"Maintainer README: hardware/runtime scope, alpha gameplay milestone, and unsupported Step 2.x caveat","url":"https://github.com/sp00nznet/model3recomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/model3recomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/sp00nznet/model3recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1537207,"Python":121238,"CMake":2821},"source_url":"https://api.github.com/repos/sp00nznet/model3recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/model3recomp reports 1,537,207 bytes of C, the largest language total (92.5% of 1,661,266 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"modern-combat-3-fallen-nation-linux-arm-port","title":"Modern Combat 3: Fallen Nation Linux ARM Port","game":"Modern Combat 3: Fallen Nation (Android v1.1.7g)","platform":"Android v1.1.7g → Linux ARM handhelds through PortMaster","kind":"API Translation","status":"Work in progress; the maintainer reports the campaign runs on hardware and documents testing on an R36S-class device. A pause-menu mission-restart crash remains. PortMaster release v1.0.4 is available; GitHub reports the repository is not archived and was last pushed 2026-08-12.","summary":"Runs the original Android game on ARM Linux handhelds by loading its native game binary through a Bionic/JNI compatibility layer, without an Android runtime or emulator. Users provide the v1.1.7g APK and both OBB expansion files; the port imports and validates them at first launch.","project_url":"https://github.com/EapRules/mc3-native-arm","updated":"2026-10-16","strategy":"Android Bionic/JNI API translation and native-library loading for ARM Linux handhelds","language":"","source_available":"Public GPL-3.0 source and PortMaster package; no game binary or assets are included. Users supply the supported v1.1.7g APK and OBB files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android binary compatibility port to ARM Linux handhelds","target_type":"Game","sources":[{"label":"Maintainer README: v1.1.7g target, Bionic/JNI method, hardware status, and known restart crash","url":"https://github.com/EapRules/mc3-native-arm#readme"},{"label":"PortMaster release v1.0.4","url":"https://github.com/EapRules/mc3-native-arm/releases/tag/v1.0.4"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/EapRules/mc3-native-arm"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/EapRules/mc3-native-arm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1152962,"C":547548,"Python":260461,"Shell":99400,"Makefile":6800},"source_url":"https://api.github.com/repos/EapRules/mc3-native-arm/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C++ has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"moderngekko-gamecube-wii-recomp-runtime","title":"ModernGekko Runtime","game":"ModernGekko","platform":"GameCube / Wii static recompilations → native host runtime (Windows/Linux/macOS scope varies by consumer)","kind":"Recompilation","status":"Public GPL-3.0 runtime for GameCube/Wii recompilations with a code-mod ABI; this is infrastructure, not a game-specific recompilation. Repository has a `kirby` release entry labeled “KirbyWii recomp”; treat it as a runtime dependency, not a dedicated additional game row.","summary":"Native compatibility runtime/services for statically recompiled GameCube/Wii code, including plugin/code-mod loading.","project_url":"https://github.com/ExpansionPak/ModernGekko","updated":"2026-10-16","strategy":"GameCube/Wii recompilation runtime","language":"","source_available":"Public source repository (GPL-3.0); reusable runtime, game-specific code supplied by downstream projects.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Software","target_type":"Software","sources":[{"label":"Project README and primary repository","url":"https://github.com/ExpansionPak/ModernGekko"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":496294,"CMake":49826,"C":18389},"source_url":"https://api.github.com/repos/ExpansionPak/ModernGekko/languages","evidence":"GitHub's official Languages API reports 496,294 bytes of C++ out of 564,509 recognized language bytes for https://github.com/ExpansionPak/ModernGekko; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"moltenmtl-metal-api-over-vulkan","title":"MoltenMTL","game":"Source-level software written against the supported Metal-style API subset (multi-title)","platform":"Metal-style MTL API calls with precompiled SPIR-V shaders → Vulkan 1.3+ on Windows 10/11 x64; Linux support is planned and untested. A Vulkan device with documented ray-query/acceleration-structure support is required for the current ray-tracing path. It does not translate Metal Shading Language or execute existing Apple Metal binaries.","kind":"API Translation","status":"Early work in progress; repository README reports compute, BLAS/TLAS plus ray queries, swapchain/blit, and a partial raster pipeline, while argument buffers are stubbed and multiple rendering/resource features are incomplete. Windows is the only tested platform; Linux is planned. No formal release was listed; last repository push was 2026-08-28.","summary":"An experimental Swift implementation of a Metal-like source API backed by Vulkan handles on Windows. The project currently consumes SPIR-V directly, so it is a source-level compatibility layer for code using this subset rather than a binary-compatible Metal runtime or an MSL-to-SPIR-V translator.","project_url":"https://github.com/Nishad-Sharma/MoltenMTL","updated":"2026-08-28","strategy":"Metal-style API call mapping to Vulkan","language":"","source_available":"Public source under Apache-2.0; no downloadable formal releases were listed when checked.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"Experimental source-level Metal API implementation over Vulkan","target_type":"Software","sources":[{"label":"Maintainer README with feature status, platform limits, and architectural caveats","url":"https://github.com/Nishad-Sharma/MoltenMTL"},{"label":"Project license file","url":"https://github.com/Nishad-Sharma/MoltenMTL/blob/main/LICENSE"},{"label":"Official repository API: activity, language, stars, and forks snapshot","url":"https://api.github.com/repos/Nishad-Sharma/MoltenMTL"},{"label":"Official repository language byte breakdown","url":"https://api.github.com/repos/Nishad-Sharma/MoltenMTL/languages"}],"media":[{"kind":"image","label":"Ray-traced cube rendered through MoltenMTL, linked from its README","url":"https://raw.githubusercontent.com/Nishad-Sharma/MoltenMTL/main/docs/raytraced-cube.png","preview_url":"https://raw.githubusercontent.com/Nishad-Sharma/MoltenMTL/main/docs/raytraced-cube.png","source_url":"https://github.com/Nishad-Sharma/MoltenMTL/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":258886,"C":31515,"C++":13083,"GLSL":1386},"source_url":"https://api.github.com/repos/Nishad-Sharma/MoltenMTL/languages","evidence":"Official GitHub Languages endpoint byte counts; Swift is the largest category in this repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"moltenvk","title":"MoltenVK","game":"Vulkan applications/games targeting Apple platforms","platform":"Vulkan 1.4 subset → Apple Metal; macOS 12+, iOS 15+, and tvOS 15+ on Metal-capable Apple devices, including Apple silicon. Current documentation also lists visionOS, Mac Catalyst, and supported Apple simulators/architectures.","kind":"API Translation","status":"Khronos has deprecated MoltenVK and says the repository is maintained by the community on a best-effort basis. The README recommends KosmicKrisp for Vulkan on Metal on Apple Silicon Macs, while retaining MoltenVK as the recommended option for Intel Macs and iOS (notice checked 2026-10-16).","summary":"Khronos's public Vulkan portability implementation maps a supported subset of Vulkan 1.4 onto Apple's Metal framework. Current release notes provide macOS/iOS/tvOS deployment targets; the project is an API translation layer and does not by itself make Windows games runnable on Apple devices.","project_url":"https://github.com/KhronosGroup/MoltenVK","updated":"2026-10-16","strategy":"Layered implementation of a supported Vulkan 1.4 graphics/compute subset over Apple's Metal framework, with automatic SPIR-V-to-Metal Shading Language conversion.","language":"","source_available":"Public Khronos C/C++/Objective-C++ source repository and release artifacts","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C++","subtype":"Graphics API implementation","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/KhronosGroup/MoltenVK"},{"label":"Official releases","url":"https://github.com/KhronosGroup/MoltenVK/releases"},{"label":"Khronos Vulkan Tutorial explanation","url":"https://github.com/KhronosGroup/Vulkan-Tutorial/blob/main/en/02_Development_environment.adoc"},{"label":"GitHub release v1.4.2 (2026-07-24)","url":"https://github.com/KhronosGroup/MoltenVK/releases/tag/v1.4.2"},{"label":"Khronos MoltenVK Apple silicon Vulkan conformance tracking","url":"https://github.com/KhronosGroup/MoltenVK/issues/1664"},{"label":"Release notes with current version and deployment-target changes","url":"https://github.com/KhronosGroup/MoltenVK/blob/main/Docs/Whats_New.md"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/KhronosGroup/MoltenVK/languages"},{"label":"MoltenVK runtime requirements and supported Apple targets","url":"https://github.com/KhronosGroup/MoltenVK/blob/main/Docs/MoltenVK_Runtime_UserGuide.md"},{"label":"GitHub latest commit listed for default branch (2026-10-13, 5189f8de86; activity evidence only)","url":"https://github.com/KhronosGroup/MoltenVK/commit/5189f8de86ec365860f63bf1da736815cfaea5cd"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/KhronosGroup/MoltenVK"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":1724936,"Objective-C":705037,"C++":438389,"C":47060,"Shell":31436,"CMake":20822,"Makefile":5586,"Python":1459},"source_url":"https://api.github.com/repos/KhronosGroup/MoltenVK/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Objective-C++ (1,724,936 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mono-dotnet-runtime-legacy-upstream","title":"Mono (legacy mono/mono upstream)","game":".NET Framework-compatible managed application runtime (Mono 6.12.0.206)","platform":".NET managed assemblies → Windows, Linux, macOS, and other supported platforms; exact support depends on the application and Mono profile","kind":"Reimplementation","status":"The last patch release of the legacy mono/mono line is 6.12.0.206, tagged 2024-02-13; its README says the last major release was July 2019 and that WineHQ is taking over upstream stewardship in a separate repository. Microsoft states its modern Mono runtime fork in dotnet/runtime is complete and recommends current users migrate to .NET. Treat mono/mono as a legacy runtime source line, not an actively maintained application target.","summary":"An open-source implementation of the ECMA CLI, C# runtime, and .NET Framework APIs used by managed applications across several operating systems. This record tracks the legacy mono/mono upstream and its final tagged 6.12.0.206 release; WineHQ's successor source is linked because maintainership moved there.","project_url":"https://github.com/mono/mono","updated":"2026-10-15","strategy":"Independent implementation of the ECMA CLI, C# runtime, and .NET Framework-compatible class libraries","language":"","source_available":"Public source; runtime and class libraries are primarily MIT-licensed, with third-party code under separate licenses","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Cross-platform managed application runtime / .NET implementation","target_type":"Software","sources":[{"label":"Mono repository README: runtime purpose, legacy release status, WineHQ handoff, and .NET migration guidance","url":"https://github.com/mono/mono"},{"label":"Latest tagged legacy Mono release, 6.12.0.206 (2024-02-13)","url":"https://github.com/mono/mono/releases/tag/mono-6.12.0.206"},{"label":"Mono license file: MIT runtime and class-library scope with third-party exceptions","url":"https://github.com/mono/mono/blob/main/LICENSE"},{"label":"WineHQ Mono source repository named in the official handoff notice","url":"https://gitlab.winehq.org/wine-mono/mono"},{"label":"GitHub repository language byte breakdown for mono/mono","url":"https://api.github.com/repos/mono/mono/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":277490592,"C":20940123,"TSQL":3587831,"PLpgSQL":2626770,"ASP.NET":2264375,"JavaScript":1343261,"Makefile":1258321,"Shell":655414,"HTML":617748,"M4":318026,"Python":277555,"C++":252116,"Batchfile":84271,"PLSQL":70204,"Perl":61255,"XSLT":37762,"Ruby":15052,"Groovy":10705,"CSS":10166,"Roff":9064,"Assembly":4183,"CMake":3118,"DTrace":2862,"Rich Text Format":1720,"Visual Basic .NET":1413,"Java":738,"sed":634,"Lua":529,"RPC":512,"PHP":152,"Smalltalk":14},"source_url":"https://api.github.com/repos/mono/mono/languages","evidence":"GitHub's official language endpoint for https://github.com/mono/mono reports 277,490,592 bytes of C#, the largest language total (89.0% of 311,946,486 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"monster-hunter-jp-ps2-matching-decomp-pc-xbox","title":"Monster Hunter (Japanese PS2) Decompilation and PC/Original Xbox Port","game":"Monster Hunter (PS2, Japan)","platform":"Japanese PlayStation 2 → Linux x86, Windows x86, Original Xbox (nxdk)","kind":"Decompilation","status":"Work in progress. The maintainer's current playing guide reports the full single-player game playable and documents Linux, Windows, and Original Xbox builds; the Original Xbox build was tested on one console and in xemu. The October 8 Windows test release is explicitly untested on a real Windows PC (the maintainer reports its full test set passes under Wine). Rough edges remain.","summary":"A matching decompilation of the Japanese PS2 release retargeted to Linux, Windows, and Original Xbox. The build uses user-supplied disc data and the open nxdk toolchain for Xbox; no Capcom game data is included. The same repository separately builds Monster Hunter G.","project_url":"https://github.com/itsbigcforme67/mh1-xbox","updated":"2026-10-16","strategy":"Matching decompilation and source retargeting","language":"","source_available":"Public source repository; PS2 disc and game data are user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation; Linux, Windows, and Original Xbox port","target_type":"Game","sources":[{"label":"Current maintainer playing/build guide at reviewed commit","url":"https://github.com/itsbigcforme67/mh1-xbox/blob/d54e2f145a5c6f03a28df2a1bf55f1adab359d5e/docs/PLAYING.md"},{"label":"October 8 Windows test release","url":"https://github.com/itsbigcforme67/mh1-xbox/releases/tag/test-20261008"},{"label":"Maintainer README retaining the earlier phase-0 wording","url":"https://github.com/itsbigcforme67/mh1-xbox/blob/d54e2f145a5c6f03a28df2a1bf55f1adab359d5e/README.md"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/itsbigcforme67/mh1-xbox/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18010323,"Python":1382936,"Shell":307228,"Batchfile":4609,"PowerShell":2556,"Makefile":1829,"BitBake":1403,"Linker Script":1069},"source_url":"https://api.github.com/repos/itsbigcforme67/mh1-xbox/languages","evidence":"Exact GitHub Languages API per-language byte counts for the shared project repository. The same repository map is repeated for the separate MH G target record.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"monster-hunter-2-dos-ps2-matching-decomp","title":"Monster Hunter 2 (Dos) PlayStation 2 Matching Decompilation","game":"Monster Hunter 2 (Dos)","platform":"PlayStation 2 NTSC-J version 1.04","kind":"Decompilation","status":"The README reports all 12,551 Capcom game functions and 60 VU1 programs rebuilt byte-for-byte, including the boot executable and all 12 code overlays. ACCESS, Sony SDK/runtime, and CRI middleware code remain assembly from the user’s own copy. Last pushed 2026-10-15; no GitHub release is listed.","summary":"Matching decompilation of the Japanese PlayStation 2 version 1.04. The maintainer reports complete byte matching for the game’s 12,551 functions and VU1 microcode, while external libraries remain outside that source-completion claim.","project_url":"https://github.com/Batenkaitos-dev/mh2-decomp","updated":"2026-10-16","strategy":"Matching C/assembly decompilation with the original compiler","language":"","source_available":"Public source repository with no declared repository license; user supplies the supported PS2 game copy; no game files or GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation of the Japan 1.04 release","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/Batenkaitos-dev/mh2-decomp"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/Batenkaitos-dev/mh2-decomp"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/Batenkaitos-dev/mh2-decomp/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/Batenkaitos-dev/mh2-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16589402,"Python":437894,"Linker Script":58347,"Assembly":9325,"Shell":7136,"HTML":75},"source_url":"https://api.github.com/repos/Batenkaitos-dev/mh2-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 16,589,402 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"monster-hunter-3-ultimate-wiiu-static-recomp","title":"Monster Hunter 3 Ultimate Wii U Static Recompilation","game":"Monster Hunter 3 Ultimate","platform":"Wii U → Windows and Linux","kind":"Recompilation","status":"Work in progress and partially playable: README reports title screen, character creation, village and quests with audio; graphics effects remain incomplete. Targets USA base and update v32 only.","summary":"Ahead-of-time PowerPC-to-C translation plus a Rust Wii U system runtime; graphics programs are translated to WGSL via wgpu.","project_url":"https://github.com/glinesbdev/mh3u-port","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Repository; requires the user’s own decrypted USA base game and v32 update; no game code, data or assets distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Wii U to native PC","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/glinesbdev/mh3u-port"},{"label":"Maintainer README and project status","url":"https://github.com/glinesbdev/mh3u-port/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1480856,"C":13653,"PowerShell":12976,"Shell":7064,"Java":3903,"C++":3466},"source_url":"https://api.github.com/repos/glinesbdev/mh3u-port/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"monster-hunter-3-ultimate-wiiu-linux-static-recomp","title":"Monster Hunter 3 Ultimate Wii U Static Recompilation (brandraft-exp)","game":"Monster Hunter 3 Ultimate","platform":"Nintendo Wii U (Monster Hunter 3 Ultimate v1.02 / update v32) → Linux x86-64 (experimental OpenGL runtime)","kind":"Recompilation","status":"Experimental partial boot. The maintainer reports that Wii U RPX v32 reaches the title and main menus, character creation, village dialogue, and the normal village HUD through an experimental OpenGL runtime. Free movement, quests, and complete audio are explicitly unverified; this is not a claim of a complete playable port.","summary":"A PowerPC RPX-to-C static recompiler with a standalone Linux runtime. The README and progress log document Monster Hunter 3 Ultimate v1.02/update v32 as the current target and describe partial boot and rendering milestones. The repository also contains an experimental GX2/OpenGL runtime; broad gameplay and audio correctness remain unverified.","project_url":"https://github.com/brandraft-exp/wiiu-recomp","updated":"2026-10-16","strategy":"Static recompilation: translates Wii U PowerPC RPX code to C and compiles it for a native Linux runtime.","language":"","source_available":"Public source repository. The checked root tree contains no project-wide license file; runtime/gx2 includes an MPL-2.0 notice for the identified Cemu-derived component.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U RPX-to-C static recompilation with Linux/OpenGL runtime","target_type":"Game","sources":[{"label":"Maintainer README: PowerPC RPX-to-C translator, Linux runtime, and current MH3U boot scope","url":"https://github.com/brandraft-exp/wiiu-recomp/blob/master/README.md"},{"label":"Maintainer progress log: v32 boot milestones, current partial game path, verification limits, and remaining work","url":"https://github.com/brandraft-exp/wiiu-recomp/blob/master/PROGRESS.md"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/brandraft-exp/wiiu-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":588371,"C":178204,"Python":110584},"source_url":"https://api.github.com/repos/brandraft-exp/wiiu-recomp/languages","evidence":"Exact GitHub Languages API byte totals checked 2026-10-16. C++ is the largest reported bucket; counts include the runtime, translator, scripts, and other repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"monster-hunter-g-jp-ps2-matching-decomp-pc-xbox","title":"Monster Hunter G (Japanese PS2) Decompilation and PC/Original Xbox Port","game":"Monster Hunter G (PS2, Japan)","platform":"Japanese PlayStation 2 → Linux x86, Windows x86, Original Xbox (nxdk)","kind":"Decompilation","status":"Work in progress. The maintainer's guide says the same build commands accept a Monster Hunter G disc and produce Linux, Windows, and Original Xbox builds; it states the whole single-player game is playable across the project, but gives no separate Original Xbox hardware test result for G. The October 8 Windows test release is for the base Monster Hunter title, not a separately listed G package. The guide says G has no online mode.","summary":"A matching decompilation of the Japanese PS2 Monster Hunter G release, retargeted to Linux, Windows, and Original Xbox using the same project repository and toolchain as the base game. Users supply their own disc data; none is distributed.","project_url":"https://github.com/itsbigcforme67/mh1-xbox","updated":"2026-10-16","strategy":"Matching decompilation and source retargeting","language":"","source_available":"Public source repository; PS2 disc and game data are user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation; Linux, Windows, and Original Xbox port","target_type":"Game","sources":[{"label":"Current maintainer playing/build guide at reviewed commit","url":"https://github.com/itsbigcforme67/mh1-xbox/blob/d54e2f145a5c6f03a28df2a1bf55f1adab359d5e/docs/PLAYING.md"},{"label":"Canonical public source repository","url":"https://github.com/itsbigcforme67/mh1-xbox"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/itsbigcforme67/mh1-xbox/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18010323,"Python":1382936,"Shell":307228,"Batchfile":4609,"PowerShell":2556,"Makefile":1829,"BitBake":1403,"Linker Script":1069},"source_url":"https://api.github.com/repos/itsbigcforme67/mh1-xbox/languages","evidence":"Exact GitHub Languages API per-language byte counts for the shared project repository. The same repository map is repeated for the separate base Monster Hunter target record.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yakumo-mhp3rd-hd-recomp","title":"Monster Hunter Portable 3rd HD Version Recompilation","game":"Monster Hunter Portable 3rd HD Version","platform":"PlayStation 3 (PSP HD release) → Windows/Linux/macOS/Android (arm64, Android 10+, Vulkan 1.1)","kind":"Recompilation","status":"The game is marked playable and stable releases include an Android APK. Android requires arm64, Android 10+ and Vulkan 1.1, with touchscreen and gamepad input. The README's tested-platform list covers macOS, Steam Deck and Windows; real-phone Android testing, graphics drivers and performance are explicitly open.","summary":"Static recompilation of the PSP code in Monster Hunter Portable 3rd HD Ver., with a reimplemented PSP system/runtime and Android Vulkan target. Users provide their own legally obtained NPJB-40001 game data; Android first-run setup imports the large ISO into app storage.","project_url":"https://github.com/TeamGDB/Yakumo","updated":"2026-10-13","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, APK and unresolved device coverage","url":"https://github.com/TeamGDB/Yakumo"},{"label":"Maintainer compatibility status","url":"https://github.com/TeamGDB/Yakumo/blob/main/docs/COMPATIBILITY.md"},{"label":"Maintainer stable releases","url":"https://github.com/TeamGDB/Yakumo/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/TeamGDB/Yakumo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4542772,"Python":552406,"CMake":96928,"Shell":85603,"Java":38614,"GLSL":19122,"CSS":16707,"HTML":13721,"Makefile":8081,"JavaScript":2559},"source_url":"https://api.github.com/repos/TeamGDB/Yakumo/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C++ has the largest total (4,542,772 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"monster-hunter-tri-wii-pc-recomp","title":"Monster Hunter Tri on WiiCompiled PC","game":"Monster Hunter Tri","platform":"Wii → Windows PC","kind":"Recompilation","status":"Movies/title/file selection, character creation, village, first quest at 30 fps reported. Xbox pad mapping and stuttering sound noted; no save/full playthrough. Separate from catalogued Vita/Linux/WebAssembly recompilation.","summary":"Game-specific Wii static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-monsterhunter3","updated":"2026-10-16","strategy":"Game-specific Wii recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-monsterhunter3#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-monsterhunter3"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-monsterhunter3/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-monsterhunter3/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-monsterhunter3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":16902,"C++":523,"CMake":197},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-monsterhunter3/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"monster-hunter-tri-vita-recomp","title":"Monster Hunter Tri Recompilation","game":"Monster Hunter Tri","platform":"Wii → PlayStation Vita/Linux/WebAssembly","kind":"Recompilation","status":"Port in development; rendering/backend targets documented","summary":"Static recompilation of Wii PowerPC binary; runtime models hardware and provides Vita GXM, Linux GLES3 and WebAssembly WebGPU output paths.","project_url":"https://github.com/Grarak/mh3-wii","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/Grarak/mh3-wii"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Grarak/mh3-wii"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7311975,"C#":2730557,"C":1469708,"Python":156292,"CMake":108798,"JavaScript":12712,"Linker Script":12026,"Shell":11047,"BitBake":5330,"Java":4481,"Dockerfile":2471,"HTML":2056,"Objective-C++":299},"source_url":"https://api.github.com/repos/Grarak/mh3-wii/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (7,311,975 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"monster-slider-saturn-en","title":"Monster Slider Sega Saturn English Translation","game":"Monster Slider","platform":"Sega Saturn","kind":"Fan Localization","status":"Patch v1.1 was released 2026-10-04. The README lists translated dialogue, menus, difficulty graphics, and other English UI; v1.1 fixes a Stage 3 intro hang. The maintainer reports testing the Japanese release in Ymir/Mednafen and on real hardware with a Satiator.","summary":"An XDelta English patch for the Japanese-only Saturn puzzler Monster Slider; the patch also addresses an original-game progression bug.","project_url":"https://github.com/ExxistanceDC/Monster-Slider-English-Translation","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Monster-Slider-English-Translation#readme"},{"label":"Maintainer release v1.1","url":"https://github.com/ExxistanceDC/Monster-Slider-English-Translation/releases/tag/v1.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Monster-Slider-English-Translation"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Monster-Slider-English-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Monster-Slider-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"moon-child-dreamcast-port","title":"Moon Child Dreamcast Edition","game":"Moon Child","platform":"DOS/Windows PC → Sega Dreamcast","kind":"Reimplementation","status":"The maintainer reports a real-Dreamcast build running at 640×480 and 60 Hz. The intro movie is skipped; other documented limitations include a brief restart of looping waterfall audio when its parameters change.","summary":"Native Dreamcast port of the 1997 DOS/Windows platformer from the 2026 SDL2 source release, with KallistiOS video, AICA sound, Maple controls, and VMU saves.","project_url":"https://github.com/jfsantos/moonchild-dc","updated":"2026-10-15","strategy":"Native source port with Dreamcast-specific video, audio, and save backends","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README with real-hardware and build details","url":"https://github.com/jfsantos/moonchild-dc"},{"label":"Dreamcast porting notes","url":"https://github.com/jfsantos/moonchild-dc/blob/main/dc/PORTING_NOTES.md"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/jfsantos/moonchild-dc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":878219,"C":440937,"AGS Script":6676,"Makefile":1739,"Shell":1330},"source_url":"https://api.github.com/repos/jfsantos/moonchild-dc/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (878219 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-moon-patrol","title":"Moon Patrol MiSTer FPGA Core","game":"Moon Patrol (Irem, 1982)","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-09-16, with archived=false and fork=false. A MiSTer FPGA core for Moon Patrol. The README documents joystick controls, board-derived sound, MRA setup, and user-supplied ROM requirements. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for Moon Patrol. The README documents joystick controls, board-derived sound, MRA setup, and user-supplied ROM requirements.","project_url":"https://github.com/MiSTer-devel/Arcade-MoonPatrol_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Moon Patrol (Irem, 1982); target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2017-11-27","programming_language":"VHDL","subtype":"MiSTer FPGA game-specific arcade core","target_type":"Game","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-MoonPatrol_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-MoonPatrol_MiSTer/master/README.txt"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MoonPatrol_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-MoonPatrol_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-MoonPatrol_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":530733,"Verilog":341136,"SystemVerilog":142556,"Tcl":22648,"Batchfile":783},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-MoonPatrol_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"moonlight-peaks-italian","title":"Moonlight Peaks Italian Translation Patch","game":"Moonlight Peaks","platform":"PC (Steam; separate Steam Deck/Linux installer)","kind":"Fan Localization","status":"Released; v1.2 (2026-10-10) for Steam game version 1.3.9; human review ongoing","summary":"A free unofficial Italian patch distributed as a ZIP installer. It targets Steam version 1.3.9; the Italian option occupies the game's German language slot. The maintainer reports AI-assisted text with human review in progress and distributes patch files only.","project_url":"https://traduzionegiochi.it/traduzioni/moonlight-peaks","updated":"2026-10-10","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux installer; user supplies the Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game text localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.2 release, Steam compatibility, installer and locale slot","url":"https://traduzionegiochi.it/traduzioni/moonlight-peaks"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/moonlight-peaks","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"moonstone-island-ko","title":"Moonstone Island Korean Patch","game":"Moonstone Island","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"README describes hotfix v1.0.1 for game v1.7.2365; release date not stated.","summary":"Korean UI/dialogue/quest/mail/card/hint/item-description patch. Implementation repurposes the Russian text slot to expose Korean.","project_url":"https://github.com/yuniwon/moonstone-island-korean-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public repo/release instructions for user-installed game.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC game fan localization","target_type":"Game","sources":[{"label":"README: coverage and language-slot implementation","url":"https://github.com/yuniwon/moonstone-island-korean-patch"},{"label":"Release list","url":"https://github.com/yuniwon/moonstone-island-korean-patch/releases"},{"label":"Official Steam languages","url":"https://store.steampowered.com/app/1658150/Moonstone_Island/?l=english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":4818},"source_url":"https://github.com/yuniwon/moonstone-island-korean-patch/languages","evidence":"GitHub reports Python 4,818 bytes, the only recognized source-code share.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mortal-kombat-4-pc-decomp","title":"Mortal Kombat 4 PC Matching Decompilation","game":"Mortal Kombat 4","platform":"Windows PC","kind":"Decompilation","status":"Byte-perfect code rebuild complete: all 2,914 functions match and the reconstructed executable is MD5-identical. The README reports a practical pure-C ceiling of about 49%; source naming and structure recovery continue. The build reuses original non-code executable sections as a scaffold.","summary":"Matching C decompilation of the 1998 Windows PC game, compiled with Microsoft Visual C++ 5.0. Every function in the executable's text section is reconstructed and checked; the original executable's non-code sections are retained as a scaffold. The repository does not distribute game files.","project_url":"https://github.com/nathan-casabieille/mk4decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/nathan-casabieille/mk4decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/nathan-casabieille/mk4decomp/blob/af8800788f704be1e3c85a0e3cbf5688f112c426/README.md"},{"label":"Latest default-branch commit at check (af88007)","url":"https://github.com/nathan-casabieille/mk4decomp/commit/af8800788f704be1e3c85a0e3cbf5688f112c426"},{"label":"Latest published release v0.1 (2026-05-16; earlier progress snapshot)","url":"https://github.com/nathan-casabieille/mk4decomp/releases/tag/v0.1"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/nathan-casabieille/mk4decomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/nathan-casabieille/mk4decomp"}],"media":[{"kind":"image","label":"Gameplay from the byte-identical rebuilt executable","url":"https://raw.githubusercontent.com/nathan-casabieille/mk4decomp/af8800788f704be1e3c85a0e3cbf5688f112c426/.github/gameplay.gif","preview_url":null,"source_url":"https://github.com/nathan-casabieille/mk4decomp/blob/af8800788f704be1e3c85a0e3cbf5688f112c426/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":56424544,"Python":908851,"Makefile":34104,"Shell":12883,"Java":10132},"source_url":"https://api.github.com/repos/nathan-casabieille/mk4decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 56,424,544 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mortal-kombat-deception-gc-decomp","title":"Mortal Kombat: Deception GameCube Decompilation","game":"Mortal Kombat: Deception","platform":"Nintendo GameCube USA GQNE5D","kind":"Decompilation","status":"WIP; the README identifies USA GQNE5D and a matching-build workflow. No game assets or release.","summary":"Matching GameCube decompilation; user supplies the disc and builds from public source.","project_url":"https://github.com/ShulkMaster/mk-deception","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/ShulkMaster/mk-deception#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ShulkMaster/mk-deception"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/ShulkMaster/mk-deception/releases"},{"label":"Current primary README","url":"https://github.com/ShulkMaster/mk-deception/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ShulkMaster/mk-deception/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10918668,"C++":985491,"Python":357015},"source_url":"https://api.github.com/repos/ShulkMaster/mk-deception/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mortal-kombat-shaolin-monks-switch-recomp","title":"Mortal Kombat: Shaolin Monks Switch Recompilation","game":"Mortal Kombat: Shaolin Monks","platform":"Xbox → Nintendo Switch","kind":"Recompilation","status":"The repository documents a Switch NRO build and Title Override install; reviewed README does not claim game-wide playability or completion.","summary":"Original Xbox `default.xbe` is statically translated instruction-by-instruction into C and compiled for Switch ARM64. Xbox NV2A graphics commands are translated to OpenGL/libnx and MCPX audio is output through SDL2; user supplies the game files.","project_url":"https://github.com/gerisson1996/mksm-switch","updated":"2026-10-15","strategy":"Static Xbox recompilation with NV2A-to-OpenGL/libnx graphics translation","language":"","source_available":"Public source and NRO build instructions; requires user-supplied Xbox game files","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/gerisson1996/mksm-switch"},{"label":"Maintainer README: XBE recompilation, graphics/audio backends, data layout, and NRO build","url":"https://github.com/gerisson1996/mksm-switch#readme"},{"label":"Maintainer rendering notes","url":"https://github.com/gerisson1996/mksm-switch/blob/main/VULKAN_NOTES.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4368924,"Python":1611496,"Shell":41965,"CMake":39010,"Perl":6225,"Java":5446,"C++":4522,"PowerShell":2825},"source_url":"https://api.github.com/repos/gerisson1996/mksm-switch/languages","evidence":"GitHub's official language endpoint for https://github.com/gerisson1996/mksm-switch reports 4,368,924 bytes of C, the largest language total (71.9% of 6,080,413 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mother3-en","title":"MOTHER 3 English Fan Translation","game":"MOTHER 3","platform":"Game Boy Advance","kind":"Fan Localization","status":"Released; project lists version 1.3","summary":"Complete English fan patch with release information on the project site.","project_url":"https://mother3.fobby.net/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Game Boy Advance fan translation","target_type":"Game","sources":[{"label":"Project homepage","url":"https://mother3.fobby.net/"},{"label":"Project downloads page","url":"https://mother3.fobby.net/blog/downloads/"},{"label":"MOTHER 3 v1.3 release announcement","url":"https://mother3.fobby.net/blog/2021/04/19/mother3-earthbound2-english-fan-translation-v1-3/"}],"media":[{"kind":"image","label":"MOTHER 3 English translation main-text preview screenshot from the project gallery","url":"https://mother3.fobby.net/preview/may08/mayprev01.png","preview_url":"https://mother3.fobby.net/preview/may08/mayprev01.png","source_url":"https://mother3.fobby.net/blog/previews/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://mother3.fobby.net/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"mother3-native-recomp","title":"MOTHER 3 Native Recompilation","game":"MOTHER 3 (English Fan Translation v1.3)","platform":"Game Boy Advance → Windows, Linux, and Android","kind":"Recompilation","status":"Native multi-platform release packages are documented; the latest repository release reviewed is v1.0.5. The README requires a supported English-patched ROM and a GBA BIOS dump.","summary":"Static recompilation of GBA ARM/Thumb code into native C++ for MOTHER 3. The project supports the official English fan translation v1.3 and a documented high-quality sound mod input.","project_url":"https://github.com/josiahg2502-glitch/Mother3Recomp","updated":"2026-10-15","strategy":"Static recompilation of GBA ARM/Thumb machine code to native code using gbarecomp","language":"","source_available":"Public source and release packages; requires the user's English v1.3-patched MOTHER 3 ROM and GBA BIOS dump. The repository says it contains no ROM or BIOS.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"English fan translation v1.3; Windows, Linux, and Android packages","target_type":"Game","sources":[{"label":"Maintainer README: method, exact ROM/BIOS requirements, and host packages","url":"https://github.com/josiahg2502-glitch/Mother3Recomp#readme"},{"label":"Maintainer release v1.0.5","url":"https://github.com/josiahg2502-glitch/Mother3Recomp/releases/tag/v1.0.5"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/josiahg2502-glitch/Mother3Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1189672,"C++":77557,"Assembly":64276,"Python":15132,"Shell":11454,"PowerShell":11159,"CMake":4062,"Batchfile":699},"source_url":"https://api.github.com/repos/josiahg2502-glitch/Mother3Recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/josiahg2502-glitch/Mother3Recomp reports 1,189,672 bytes of C, the largest language total (86.6% of 1,374,011 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mother-3-recomp-agray0425","title":"MOTHER 3 — Japanese and English ROM Recompilation","game":"MOTHER 3","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"README documents builds for Japanese MOTHER 3 and an English fan-patched variant, but does not establish full playability or release status.","summary":"Static ARM/Thumb-to-C recompilation with a GBA runtime; requires user-provided ROM and BIOS. Only symbol metadata from a separate decompilation is used; no ROM or decomp source is included.","project_url":"https://github.com/agray0425/Mother3Recomp","updated":"2026-09-24","strategy":"Static recompilation to native code","language":"","source_available":"Public source repository; user supplies legally dumped ROM and BIOS; no copyrighted game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Separate repository from the existing MOTHER 3 English v1.3 recomp project; Japanese and English ROM variants are documented here. PolyForm Noncommercial 1.0.0 declared.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/agray0425/Mother3Recomp#readme"},{"label":"Project repository latest recorded commit (2026-09-24): Point gbarecomp at fork with Mother 3 engine changes","url":"https://github.com/agray0425/Mother3Recomp/commit/5196a144a39dbd1d4b7ee0076a5dfa4ef03b74a1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":83517,"Python":40552,"PowerShell":14134,"Shell":12053,"CMake":9038},"source_url":"https://api.github.com/repos/agray0425/Mother3Recomp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository agray0425/Mother3Recomp (repository API id 1386259555, https://github.com/agray0425/Mother3Recomp). The exact response reported 83,517 bytes of C++, the largest category, out of 159,294 recognized-language bytes (52.4%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mother-encore-vita-port","title":"MOTHER: Encore — PlayStation Vita Port","game":"MOTHER: Encore","platform":"Windows PC (Godot 3.6) → PlayStation Vita (Godot 3.5 Vita fork)","kind":"Reimplementation","status":"Vita v0.2b was released 2026-07-09 with both VPK and game-data ZIP, distributed under the fan game’s MIT license according to the release. The maintainer describes it as playable but reports crashes when entering the first battle and low frame rate/GPU load in the overworld and title screen.","summary":"Native Vita adaptation of MOTHER: Encore, a free fan-made reimagining of the original MOTHER rather than a port of the retail MOTHER game. It adapts the Godot PC project and controls for Vita; the maintainer credits the original fan-game team and its MIT license.","project_url":"https://github.com/WolffsRoom/MotherEncore-PSVita","updated":"2026-10-16","strategy":"Godot game port adapted to the Vita runtime and hardware","language":"","source_available":"Public source port; fan-game data distributed under the stated MIT license","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Godot Vita VPK plus separately packaged game data","target_type":"Game","sources":[{"label":"Maintainer README: project identity, license, method, and known issues","url":"https://github.com/WolffsRoom/MotherEncore-PSVita"},{"label":"v0.2b release notes and VPK/game-data package (2026-07-09)","url":"https://github.com/WolffsRoom/MotherEncore-PSVita/releases/tag/v0.2b"},{"label":"Original MOTHER: Encore fan-game page cited by the port maintainer","url":"https://mother-encore.itch.io/mother-encore"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/WolffsRoom/MotherEncore-PSVita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/WolffsRoom/MotherEncore-PSVita/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"motor-city-online-client-reconstruction","title":"Motor City Online Client Source Reconstruction","game":"Motor City Online (Windows PC)","platform":"Windows PC client; Windows and Linux reconstruction prototypes","kind":"Decompilation","status":"The README says complete game reconstruction is unfinished. Windows supports garage previews and offline driving/time trials on decoded tracks; Linux has a generated-geometry renderer smoke test, while original-asset driving is unverified. Native driving and customization remain unfinished.","summary":"An active source-recovery and client reconstruction project for Motor City Online. Its current focus is an auditable recovery workflow; the present prototypes do not yet rebuild the complete original game.","project_url":"https://github.com/Dadud/motor-city-reconstruction","updated":"2026-10-16","strategy":"Source recovery from original program binaries, with a C++20 native garage and partial client/simulation prototypes.","language":"","source_available":"Public source repository; original game assets are read from the user’s local installation.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows PC source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/Dadud/motor-city-reconstruction#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/Dadud/motor-city-reconstruction/commit/e34e2800952435fd5ebf2ec7ee4dca6cabfb3426"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/Dadud/motor-city-reconstruction/languages"},{"label":"Current primary README","url":"https://github.com/Dadud/motor-city-reconstruction/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Dadud/motor-city-reconstruction"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2252629,"C++":699261,"CMake":19372,"Java":10917,"Batchfile":1533},"source_url":"https://api.github.com/repos/Dadud/motor-city-reconstruction/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"motor-psycho-7800-disassembly","title":"Motor Psycho (Atari 7800) Disassembly","game":"Motor Psycho","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"Partial analysis: 24.8% of cartridge bytes are traced as code; the six emitted ROM spaces reassemble byte-identically.","summary":"A banked 7800 6502 disassembly and gameplay investigation; six emitted ROM spaces are checked for byte-identical reassembly.","project_url":"https://github.com/Miasmark/motor-psycho-7800-disassembly","updated":"2026-10-15","strategy":"Bank-aware 6502 disassembly with traced-code coverage and byte-identical emitted spaces","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Lua","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/motor-psycho-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":12415,"Batchfile":4176,"Shell":3311},"source_url":"https://api.github.com/repos/Miasmark/motor-psycho-7800-disassembly/languages","evidence":"GitHub's official language endpoint for https://github.com/Miasmark/motor-psycho-7800-disassembly reports 12,415 bytes of Lua, the largest language total (62.4% of 19,902 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mpx68k-macos","title":"MPX68K","game":"SHARP X68000 computer software and games","platform":"SHARP X68000 → macOS 12 or later (Intel and Apple Silicon)","kind":"Emulator","status":"Active; the repository received an upstream commit on 2026-10-12 and its README documents version 4.2 and builds for Intel and Apple Silicon Macs.","summary":"Native macOS X68000 emulator with a SwiftUI/SpriteKit front end and px68k-derived C/C++ emulation components. It supports floppy and hard disk images, adjustable CPU clocks, controller input, display rotation, and optional MIDI output; users provide ROMs.","project_url":"https://github.com/YosAwed/MPX68K","updated":"2026-10-12","strategy":"X68000 machine emulation using the px68k core and C68K CPU emulator, integrated with a native macOS application.","language":"","source_available":"Public source repository; bundled components retain distinct license and attribution terms documented by the maintainer.","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Native macOS computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: target system, supported Mac architectures, and emulation features","url":"https://github.com/YosAwed/MPX68K/blob/master/README.md"},{"label":"Maintainer component license and provenance summary","url":"https://github.com/YosAwed/MPX68K/blob/master/LICENSE"},{"label":"Maintainer source repository and current activity","url":"https://github.com/YosAwed/MPX68K"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1626075,"C":947998,"Swift":676176,"Pascal":107146,"Assembly":27404,"Shell":7488,"Makefile":2610,"Python":810},"source_url":"https://api.github.com/repos/YosAwed/MPX68K/languages","evidence":"GitHub's official language endpoint for https://github.com/YosAwed/MPX68K reports 1,626,075 bytes of C++, the largest language total (47.9% of 3,395,707 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mr-driller-drill-land-gc-en","title":"Mr. Driller: Drill Land English Translation","game":"Mr. Driller: Drill Land","platform":"Nintendo GameCube","kind":"Fan Localization","status":"Public r13 / v1.0.0 xdelta release dated 2026-08-19. The release is presented as complete. The project repository also has source and build material; the documented manual build path is Windows-specific, so the released patch is the practical installation route.","summary":"Japanese-to-English translation patch for the GameCube game. The release is an xdelta patch for the exact Japanese disc image (SHA-1 F737E98E40CC94E1D3AD38DF76746A8CEFAFA429). The repository includes translation and build material. No project licence was surfaced, so reuse terms for the translation are unclear.","project_url":"https://github.com/DOL-Translations/drill-land","updated":"2026-10-16","strategy":"Fan translation and binary xdelta patch","language":"English","source_available":"Public GitHub source/build repository and xdelta release; no game image. No explicit project licence was located.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer source repository","url":"https://github.com/DOL-Translations/drill-land"},{"label":"Release history and r13 / v1.0.0 patch","url":"https://github.com/DOL-Translations/drill-land/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":7441,"Batchfile":845},"source_url":"https://api.github.com/repos/DOL-Translations/drill-land/languages","evidence":"Exact byte counts from GitHub Languages API for DOL-Translations/drill-land; totals describe the full repository. These bytes can include build scripts, tools, generated files, or other projects and do not isolate the localization target.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ms-pac-man-7800-disassembly","title":"Ms. Pac-Man (Atari 7800) Disassembly","game":"Ms. Pac-Man","platform":"Atari 7800 (NTSC)","kind":"Decompilation","status":"The full assembly listing is byte-identical when reassembled; the README reports every byte classified and documents the game’s ghost, scoring, and maze mechanics.","summary":"An annotated 6502 disassembly with byte-identical reassembly and documented maze, scoring, fruit, and ghost behavior.","project_url":"https://github.com/Miasmark/mspacman-7800-disassembly","updated":"2026-10-15","strategy":"Annotated 6502 disassembly with byte-identical reassembly and MAME probes","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Lua","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/mspacman-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":31191,"Batchfile":4164,"Shell":3305},"source_url":"https://api.github.com/repos/Miasmark/mspacman-7800-disassembly/languages","evidence":"GitHub's official language endpoint for https://github.com/Miasmark/mspacman-7800-disassembly reports 31,191 bytes of Lua, the largest language total (80.7% of 38,660 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ms-pac-man-genesis-static-recomp","title":"Ms. Pac-Man Genesis Static Recompilation","game":"Ms. Pac-Man (Tengen Genesis version)","platform":"Sega Genesis / Mega Drive → Windows and Linux","kind":"Recompilation","status":"A title-specific static recompilation with desktop builds and ROM verification. README supports the identified USA/Europe Genesis dump and does not claim a full-playthrough completion milestone.","summary":"68000 static recompilation to generated C plus a native frontend; exact source ROM is checked before running.","project_url":"https://github.com/vibecodekun/mspacmanrecomp","updated":"2026-10-16","strategy":"68000 static recompilation to generated C plus a native frontend; exact source ROM is checked before running.","language":"","source_available":"Public tools; the matching user ROM is required and generated code is local.","first_found":"2026-10-16","project_started":null,"programming_language":"Shell","subtype":"Genesis static recompilation / native PC port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/vibecodekun/mspacmanrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":53305,"C":23284,"CMake":13976,"Python":13075,"Batchfile":432},"source_url":"https://api.github.com/repos/vibecodekun/mspacmanrecomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-msx-mister","title":"MSX / MSX2 / MSX2+ / MSX3 computer family MiSTer FPGA Core","game":"MSX / MSX2 / MSX2+ / MSX3 computer family","platform":"MSX / MSX2 / MSX2+ / MSX3 computer family on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for MSX / MSX2 / MSX2+ / MSX3 computer family on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/MSX_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/MSX_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/MSX_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/MSX_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/MSX_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1096234,"Verilog":437660,"SystemVerilog":170012,"HTML":162033,"Assembly":25576,"Tcl":22648,"Batchfile":1766},"source_url":"https://api.github.com/repos/MiSTer-devel/MSX_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,096,234 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-msx1-mister","title":"MSX1 computer MiSTer FPGA Core","game":"MSX1 computer","platform":"MSX1 computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-08-10.","summary":"FPGA system-emulation core for MSX1 computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/MSX1_MiSTer","updated":"2025-08-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/MSX1_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/MSX1_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/MSX1_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/MSX1_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":376497,"Verilog":376224,"SystemVerilog":190499,"Tcl":22716,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/MSX1_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 376,497 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mt32-pi-baremetal-port","title":"mt32-pi","game":"Roland MT-32 and CM-32L MIDI synthesizer modules","platform":"Bare-metal Raspberry Pi; supports Pi Zero 2 W, Pi 3, Pi 4, and CM4; Pi 2 with concessions","kind":"Emulator","status":"Usable stable project, but maintainer says further releases are unlikely. Latest formal release v0.13.1 is dated 2023-03-18; latest code push was 2025-02-04.","summary":"Bare-metal Raspberry Pi port of Munt-based MT-32 emulation, with FluidSynth support for General MIDI/SoundFonts and MIDI input over USB, GPIO, serial, or network. It is a dedicated appliance port, not an independent MT-32 emulation engine; at least one control ROM and one PCM ROM must be supplied by the user.","project_url":"https://github.com/dwhinham/mt32-pi","updated":"2025-02-04","strategy":"Bare-metal port of Munt MT-32 emulation","language":"","source_available":"Public GPL-3.0 source. Requires user-supplied MT-32 or CM-32L control and PCM ROM images; the README says these are user-provided for copyright reasons.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"MT-32 family / Raspberry Pi bare-metal port","target_type":"Software","sources":[{"label":"Maintainer README with status, supported Raspberry Pi models, and ROM requirements","url":"https://github.com/dwhinham/mt32-pi"},{"label":"Maintainer releases; latest v0.13.1 dated 2023-03-18","url":"https://github.com/dwhinham/mt32-pi/releases/tag/v0.13.1"},{"label":"Maintainer source activity","url":"https://github.com/dwhinham/mt32-pi/commits/main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":330364,"Python":27148,"Shell":18313,"C":12059,"Makefile":9605,"CMake":404},"source_url":"https://api.github.com/repos/dwhinham/mt32-pi/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 330,364 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mtld3d-macos-d3d9-metal","title":"mtld3d","game":"Windows Direct3D 9 applications and games through Wine (multi-title)","platform":"Direct3D 9 → Metal through Wine on macOS 15/26 (Apple silicon) or macOS 15 (Intel CI); requires a Wine build based on CrossOver 26, with CrossOver 27 arm64 Wine tested locally","kind":"API Translation","status":"Active; v0.13.0 was released 2026-10-13. The maintainer's tested list includes World of Warcraft 1.12/3.3.5a, Half-Life 2, Team Fortress 2, Grand Theft Auto IV, Call of Duty: Modern Warfare 2, Age of Empires II: HD Edition, League of Legends 4.20, and several Need for Speed titles. Those are title-specific tests, not a universal compatibility guarantee.","summary":"Open-source Direct3D 9 implementation for Wine on macOS. Its Wine DLL implements the D3D9-facing API, translates shader models 1–3 from DXSO to Metal Shading Language, and submits rendering through Metal. A 64-bit Wine prefix is required; 32-bit games use WoW64. The project documents its tested games and unsupported D3D9 behavior separately.","project_url":"https://github.com/athei/mtld3d","updated":"2026-10-15","strategy":"Direct3D 9 API implementation and shader/command translation to Metal inside Wine","language":"","source_available":"Public source repository under the zlib license; Wine is a separate runtime dependency","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"macOS Direct3D 9 graphics API layer for Wine","target_type":"Software","sources":[{"label":"Project README: D3D9-to-Metal architecture, requirements, and licensing","url":"https://github.com/athei/mtld3d"},{"label":"Latest mtld3d release v0.13.0","url":"https://github.com/athei/mtld3d/releases/tag/v0.13.0"},{"label":"Maintainer's tested-games list and per-title status","url":"https://github.com/athei/mtld3d/blob/main/docs/GAMES.md"},{"label":"Maintainer's implementation status and documented limitations","url":"https://github.com/athei/mtld3d/blob/main/docs/STATUS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":13629532,"Makefile":156147,"Python":29537,"Shell":23193,"Swift":7287,"Objective-C":1311},"source_url":"https://api.github.com/repos/athei/mtld3d/languages","evidence":"GitHub's official language endpoint for https://github.com/athei/mtld3d reports 13,629,532 bytes of Rust, the largest language total (98.4% of 13,847,007 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mu-palm-os","title":"Mu","game":"Palm m515 / Palm OS 4 software","platform":"Palm m515 handheld; desktop and libretro builds","kind":"Emulator","status":"Legacy/intermittent; latest tagged release v1/3x3 (2018-12-25); source last updated 2024-06-15. README describes the m515/Palm OS 4 as the supported target; Palm OS 5 support is only a plan.","summary":"A Palm m515 emulator with a 68K core, save states and overclocking. Users need a Palm OS ROM dump. README licenses the work CC BY-NC 3.0 US, so it is non-commercial.","project_url":"https://github.com/meepingsnesroms/Mu","updated":"2026-10-16","strategy":"Handheld computer hardware emulation with user-supplied Palm firmware.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Palm OS handheld emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/meepingsnesroms/Mu"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/meepingsnesroms/Mu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3010799,"C++":352199,"Objective-C":62150,"Assembly":32811,"QMake":12060,"Shell":2522,"Python":2081,"Makefile":1438,"Perl":39},"source_url":"https://api.github.com/repos/meepingsnesroms/Mu/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mufus-rufus-workflows-macos-reimplementation","title":"Mufus (Rufus Workflow Reimplementation for macOS)","game":"Rufus 4.15 USB creation workflows","platform":"Native macOS 12+ application for Apple Silicon and Intel Macs. The maintainer says validation was performed on Apple Silicon macOS 26.4.1 and with the Intel executable under Rosetta; created USB media targets compatible UEFI PCs.","kind":"Reimplementation","status":"Early public release v1.0.1 was published 2026-10-16. The README lists automated tests on disposable disk images and says physical USB boot testing and Apple notarization remain outstanding. The README says the app was developed after analysis of a Rufus 4.15 executable and is not a complete replacement for every Rufus feature.","summary":"A native Swift/SwiftUI macOS utility that recreates selected Rufus workflows: writing hybrid Linux and raw images, preparing Windows 10/11 UEFI installation media, and formatting external drives. Its repository includes the investigation notes, a GPL-3.0-or-later license, and the bundled wimlib source and license notices.","project_url":"https://github.com/ITCleric/Mufus","updated":"2026-10-16","strategy":"Independent native application built after reverse engineering the Rufus 4.15 executable and reviewing public Rufus source for Windows-specific workflow behavior.","language":"","source_available":"Public Swift source and v1.0.1 release under GPL-3.0-or-later. The repository also includes wimlib source and corresponding license notices.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"USB installation-media utility","target_type":"Software","sources":[{"label":"Maintainer README: target workflows, host requirements, current limits, and license","url":"https://github.com/ITCleric/Mufus/blob/main/README.md"},{"label":"Maintainer analysis notes: bounded Rufus 4.15 executable investigation","url":"https://github.com/ITCleric/Mufus/blob/main/ANALYSE.txt"},{"label":"Mufus v1.0.1 public preview release","url":"https://github.com/ITCleric/Mufus/releases/tag/v1.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":63102,"Shell":2854,"Python":1005},"source_url":"https://api.github.com/repos/ITCleric/Mufus/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Swift is the largest repository-wide tracked byte category (63,102 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mullion-d3d10-12-metal","title":"Mullion","game":"Windows Direct3D 10/11/12 applications and games (multi-title)","platform":"Windows x86_64 Direct3D 10/11/12 → Metal through Wine on Apple silicon Macs with M3+ and macOS 15+; M1/M2 support is in progress","kind":"API Translation","status":"Pre-release v0.1-pre1 was published 2026-10-05. The current README describes a limited game/device test base; it requires M3 or later today and says M1/M2 support is being worked on. Compatibility should be treated as experimental.","summary":"An open-source Direct3D 10/11/12 implementation for Wine on Apple silicon that translates graphics calls directly to Metal. It builds on DXMT for the D3D10/11 foundation and Metal bridge, while the project provides its own DXIL front end and most of its D3D12 implementation. It requires no Wine patches or DLL overrides.","project_url":"https://github.com/dttdrv/mullion","updated":"2026-10-15","strategy":"Direct3D 10/11/12 implementation to Metal within Wine; DXMT-derived foundation plus a project D3D12 path","language":"","source_available":"Public source; README states LGPL 2.1-or-later for current code and notes older DXMT code remains under its prior license. No game files included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Apple silicon Direct3D 10/11/12-to-Metal layer for Wine","target_type":"Software","sources":[{"label":"Project README, status, requirements, and license","url":"https://github.com/dttdrv/mullion"},{"label":"Pre-release v0.1-pre1","url":"https://github.com/dttdrv/mullion/releases/tag/v0.1-pre1"},{"label":"Maintainer’s Reddit announcement","url":"https://www.reddit.com/r/macgaming/comments/1wyjfu7/mullion_opensource_direct3d_10_11_and_12_on_metal/"}],"media":[{"kind":"image","label":"Black Myth: Wukong benchmark result on Mullion","url":"https://raw.githubusercontent.com/dttdrv/mullion/main/docs/wukong-mullion.jpg","preview_url":"https://raw.githubusercontent.com/dttdrv/mullion/main/docs/wukong-mullion.jpg","source_url":"https://github.com/dttdrv/mullion/blob/main/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7587841,"C":560643,"Python":182068,"Metal":83938,"Meson":39585,"Swift":17502,"HLSL":7493,"GDScript":7204,"Shell":1665},"source_url":"https://api.github.com/repos/dttdrv/mullion/languages","evidence":"GitHub's official language endpoint for https://github.com/dttdrv/mullion reports 7,587,841 bytes of C++, the largest language total (89.4% of 8,487,939 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mumdia-rust-proteomics-search-engine-reimplementation","title":"MuMDIA (Rust DIA proteomics search engine)","game":"MuMDIA data-independent-acquisition proteomics search workflow","platform":"Rust CLI and container on Linux x86-64; optional Python machine-learning sidecars","kind":"Reimplementation","status":"Active early software; v0.6.0 was released 2026-10-11 and source updates continued 2026-10-14. The maintainer says the Rust engine runs the end-to-end workflow and is validated on public DIA data; optional Python sidecars are not covered by CI and minor-version interfaces may change.","summary":"A ground-up Rust reimplementation of the earlier MuMDIA data-independent-acquisition peptide/protein search engine. It processes mzML plus an in-silico FASTA digest or imported spectral library through target-decoy FDR, identification, and quantification stages. Its authors state that it neither copies proprietary DIA-NN models nor bundles or invokes a DIA-NN binary.","project_url":"https://github.com/CompOmics/MuMDIA","updated":"2026-10-16","strategy":"Ground-up Rust rewrite of the project's earlier Python version, with documented clean-room boundary against proprietary search engines and validation on public DIA datasets.","language":"","source_available":"Public Apache-2.0 source; optional Python sidecars and dependencies have separate notices, included in THIRD_PARTY_LICENSES.md and the SBOM.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Proteomics search and quantification software","target_type":"Software","sources":[{"label":"README with pipeline, setup, and maturity caveats","url":"https://github.com/CompOmics/MuMDIA"},{"label":"v0.6.0 release","url":"https://github.com/CompOmics/MuMDIA/releases/tag/v0.6.0"},{"label":"Clean-room boundary and technical findings","url":"https://github.com/CompOmics/MuMDIA/blob/main/docs/18_findings_and_decisions.md"},{"label":"License","url":"https://github.com/CompOmics/MuMDIA/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":5342246,"Python":1107640,"JavaScript":97984,"Shell":95869,"HTML":24714,"CSS":17949,"Dockerfile":5609},"source_url":"https://api.github.com/repos/CompOmics/MuMDIA/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (5,342,246 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"munt-roland-mt32","title":"Munt (MT-32 Emulator)","game":"Roland MT-32, CM-32L, and LAPC-I MIDI synthesizer modules","platform":"C/C++ library with POSIX CMake builds; Windows MIDI driver and cross-platform Qt application are documented","kind":"Emulator","status":"The maintainer's NEWS lists libmt32emu v2.8.3 as released 2026-06-06; GitHub source was pushed through 2026-10-10. The GitHub releases endpoint had no formal release objects at review time, so the version date is cited from the project's own NEWS file.","summary":"Munt's libmt32emu library recreates the sound and behavior of Roland pre-General-MIDI synthesizer modules for use in drivers and other applications. The project also documents a Windows driver and a cross-platform Qt application.","project_url":"https://github.com/munt/munt","updated":"2026-10-16","strategy":"Software emulation of Roland MIDI synthesizer hardware","language":"","source_available":"Public source repository; the mt32emu library documents LGPL-2.1-or-later, while other subprojects have their own license files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"MIDI synthesizer emulator library and desktop clients","target_type":"Software","sources":[{"label":"Maintainer README: emulated models, clients, build targets, and library license","url":"https://github.com/munt/munt/blob/master/mt32emu/README.md"},{"label":"Maintainer NEWS: v2.8.3 release dated 2026-06-06","url":"https://github.com/munt/munt/blob/master/mt32emu/NEWS.txt"},{"label":"mt32emu LGPL license text","url":"https://github.com/munt/munt/blob/master/mt32emu/COPYING.LESSER.txt"},{"label":"GitHub repository metadata and latest push","url":"https://api.github.com/repos/munt/munt"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/munt/munt/languages"},{"label":"Current primary README","url":"https://github.com/munt/munt/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1473649,"C":231112,"CMake":83755,"Makefile":2658},"source_url":"https://api.github.com/repos/munt/munt/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mupen64plus","title":"Mupen64Plus","game":"Nintendo 64","platform":"Nintendo 64 software; Linux, macOS, FreeBSD, and Windows hosts","kind":"Emulator","status":"Maintained across a modular project. The official site lists Mupen64Plus v2.6.0 (published 2024-07-15); the core module was pushed 2026-10-02. Core activity does not establish the same maintenance cadence for every plugin or frontend.","summary":"Cross-platform plugin-based N64 emulator descended from Mupen; its modular core and plugins are widely reused by frontends.","project_url":"https://github.com/mupen64plus","updated":"2026-10-02","strategy":"Plugin-based N64 software emulator.","language":"","source_available":"Public source distributed across core, plugin, and frontend repositories","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Plugin-based Nintendo 64 system emulator","target_type":"Software","sources":[{"label":"Official developer documentation: modular core, plugin, frontend, and source-code layout","url":"https://mupen64plus.org/docs/"},{"label":"Official source organization and language metadata","url":"https://github.com/mupen64plus"},{"label":"Core module and release history","url":"https://github.com/mupen64plus/mupen64plus-core/releases"},{"label":"Official Mupen64Plus site: plugin-based N64 scope, dynamic recompilers, host OSes, and v2.6.0 download","url":"https://www.mupen64plus.org/"},{"label":"Core v2.6.0 release, published 2024-07-15","url":"https://github.com/mupen64plus/mupen64plus-core/releases/tag/2.6.0"},{"label":"Official core repository metadata and latest push date (2026-10-02)","url":"https://api.github.com/repos/mupen64plus/mupen64plus-core"},{"label":"Official organization repository list, evidence that the project is split into multiple modules","url":"https://api.github.com/orgs/mupen64plus/repos?per_page=100"},{"label":"Official GitHub Languages API (repository byte map, verified 2026-10-16)","url":"https://api.github.com/repos/mupen64plus/mupen64plus-core/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/orgs/mupen64plus/repos?per_page=100","evidence":"GitHub’s official organization-repositories endpoint lists 17 Mupen64Plus repositories, including core, plugin, and UI modules. No single repository endpoint represents the whole project, so a project-wide predominant language cannot be assigned from one repository language API.","verified_at":"2026-10-15","reason_unknown":"GitHub’s official organization-repositories endpoint lists 17 Mupen64Plus repositories, including core, plugin, and UI modules. No single repository endpoint represents the whole project, so a project-wide predominant language cannot be assigned from one repository language API."}},{"id":"muscle-march-wiiware-recomp","title":"Muscle March Recomp","game":"Muscle March","platform":"WiiWare → Windows, Linux, macOS, Steam Deck","kind":"Recompilation","status":"The beta README says the whole game is playable, while noting that the maintainer has tested few machines and controllers. It documents gamepad, keyboard/mouse, and Wii Remote plus Nunchuk input.","summary":"The Wii PowerPC game code is translated ahead of time into C++ and runs on a native host runtime for graphics, audio, storage, and Wii input. Users supply their own WiiWare WAD and Wii common key; the repository does not include game files.","project_url":"https://github.com/tmcleroy/muscle-march-recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation with native Wii hardware services","language":"","source_available":"Public source repository; user-supplied WiiWare WAD and console common key required; game data is not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"WiiWare static recompilation; motion-input game","target_type":"Game","sources":[{"label":"Project README and beta compatibility notes","url":"https://github.com/tmcleroy/muscle-march-recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/tmcleroy/muscle-march-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2099117,"Python":258899,"CMake":27053,"Shell":14626,"Java":10060,"Makefile":5996,"Dockerfile":949},"source_url":"https://api.github.com/repos/tmcleroy/muscle-march-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for tmcleroy/muscle-march-recomp: source-code byte counts are {\"C++\": 2099117, \"CMake\": 27053, \"Dockerfile\": 949, \"Java\": 10060, \"Makefile\": 5996, \"Python\": 258899, \"Shell\": 14626}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mushihimesama-futari-switch-recomp","title":"Mushihimesama Futari Switch Recompilation","game":"Mushihimesama Futari","platform":"Xbox 360 → Nintendo Switch","kind":"Recompilation","status":"The native Switch installer builds an NRO from the user's Xbox 360 Ver 1.5 disc image; Black Label and Ver 1.01 DLC are optional. The README documents handheld/two-player controls and first-run shader compilation, but gives no full-playthrough claim.","summary":"Static recompilation of `default.xex` and eight Xbox 360 game modules to C++ with ReXGlue, compiled for Switch and rendered through native Vulkan/NVK. The browser installer keeps user game files local.","project_url":"https://github.com/ChanseyIsTheBest/futari-nx","updated":"2026-10-15","strategy":"Static Xbox 360 recompilation with native Vulkan/NVK rendering","language":"","source_available":"Public source and browser installer; requires the user's Xbox 360 disc image; DLC is optional. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/ChanseyIsTheBest/futari-nx"},{"label":"Maintainer README: exact executables, renderer, DLC, installer, and Switch controls","url":"https://github.com/ChanseyIsTheBest/futari-nx#readme"},{"label":"Maintainer build instructions","url":"https://github.com/ChanseyIsTheBest/futari-nx/blob/main/docs/building.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ChanseyIsTheBest/futari-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13531661,"C++":12262620,"Python":350536,"Linker Script":264128,"CMake":126507,"GLSL":47572,"Shell":29225,"PowerShell":20229,"HLSL":6177,"Pawn":1111,"SourcePawn":967},"source_url":"https://api.github.com/repos/ChanseyIsTheBest/futari-nx/languages","evidence":"GitHub's official language endpoint for https://github.com/ChanseyIsTheBest/futari-nx reports 13,531,661 bytes of C, the largest language total (50.8% of 26,640,733 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mushiking-naomi-recomp","title":"Mushiking: The King of Beetles Naomi Static Recompilation","game":"Mushiking 4","platform":"Sega Naomi arcade (4E Ver. 2.000; M4 chip 317-0437-com) → Windows x64","kind":"Recompilation","status":"WIP; generated 26,004 functions build and the main loop runs at 60 fps, but Naomi/PVR initialization is incomplete and no visible game graphics are reported.","summary":"Game-specific Naomi static recompilation to native Windows; user provides the arcade ROM.","project_url":"https://github.com/sp00nznet/kingofbeetle","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied compatible Naomi ROM and security data required; ROMs are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/kingofbeetle#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13223,"CMake":3410},"source_url":"https://api.github.com/repos/sp00nznet/kingofbeetle/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 13,223 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mushishi-amefuru-sato-english","title":"Mushishi: Amefuru Sato English Translation","game":"Mushishi: Amefuru Sato","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete; patch released 2025-08-06","summary":"English translation patch for the Japanese Nintendo DS game. AGT provides an online patcher, xdelta download, setup guide, translation data, and Python and assembly tooling for extraction and rebuilding.","project_url":"https://agtteam.net/mushishi/","updated":"2025-08-06","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta patch and online patcher; public Python/assembly tool and translation data repositories","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text and graphics localization","target_type":"Game","sources":[{"label":"Project page, patch options and credits","url":"https://agtteam.net/mushishi/"},{"label":"Release announcement dated 2025-08-06","url":"https://agtteam.net/blog/2025-08-06-mushishi-patch-release/"},{"label":"ROM setup and xdelta patch guide","url":"https://agtteam.net/mushishi/guide/nds/"},{"label":"Translation tool source; Python and assembly files","url":"https://github.com/AGTTeam/MushishiTranslation"},{"label":"Translation data repository","url":"https://github.com/AGTTeam/MushishiData"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":16741,"Assembly":11843,"Batchfile":606,"Shell":563},"source_url":"https://api.github.com/repos/AGTTeam/MushishiTranslation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for AGTTeam/MushishiTranslation on 2026-10-16; Python is the largest bucket at 16,741 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mushoku-tensei-chronicle-of-echoes-en","title":"Mushoku Tensei: Chronicle of Echoes English Patch","game":"Mushoku Tensei: Chronicle of Echoes","platform":"Android; Windows PC (DMM); Android emulators and Google Play Games PC","kind":"Fan Localization","status":"English patch maintained; v13 reported 2026-10-09","summary":"Unofficial English text patch and installer for the Japanese mobile game, with maintainer-documented Android and Windows/DMM installation paths.","project_url":"https://github.com/Aikiooo/mt-en-applier","updated":"2026-10-09","strategy":"Fan translation patch and installer","language":"English","source_available":"Patch and installer releases","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer README; supported platforms and patch status","url":"https://github.com/Aikiooo/mt-en-applier"},{"label":"Rolling patch release","url":"https://github.com/Aikiooo/mt-en-applier/releases/tag/patch-latest"},{"label":"Maintainer app releases","url":"https://github.com/Aikiooo/mt-en-applier/releases"},{"label":"GitHub Languages API — Java: 191,939 bytes (51.29% of 374,257 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/Aikiooo/mt-en-applier/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"AIDL":2530,"Batchfile":575,"Java":191939,"PowerShell":138525,"Python":40688},"source_url":"https://api.github.com/repos/Aikiooo/mt-en-applier/languages","evidence":"Java: 191,939 bytes (51.29% of 374,257 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mutant-league-hockey-reimplementation","title":"Mutant League Hockey Reverse-engineered Reimplementation","game":"Mutant League Hockey","platform":"Sega Genesis game reimplemented for desktop PC","kind":"Reimplementation","status":"A from-scratch Godot reimplementation driven by reverse engineering; the README describes playable 2D/3D rink views, 3D crowd rendering, and simulation features. It reads game graphics/data from the user’s ROM at runtime rather than shipping ROM data.","summary":"Godot gameplay/simulation reimplementation informed by Ghidra and emulator observation; Genesis ROM is used as the data source.","project_url":"https://github.com/scheeseman486/mightyweenie","updated":"2026-10-16","strategy":"Godot gameplay/simulation reimplementation informed by Ghidra and emulator observation; Genesis ROM is used as the data source.","language":"","source_available":"Public source; no ROM data shipped; user-provided ROM is read at runtime.","first_found":"2026-10-16","project_started":null,"programming_language":"GDScript","subtype":"Genesis game reimplementation and reverse-engineered runtime","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/scheeseman486/mightyweenie"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"GDScript","breakdown":{"GDScript":5803773,"Python":854094,"Shell":92546,"GDShader":66681,"C++":29441,"Makefile":4021},"source_url":"https://api.github.com/repos/scheeseman486/mightyweenie/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mvp-baseball-2005-browser-recomp","title":"MVP Baseball 2005 Browser Static Recompilation Project","game":"MVP Baseball 2005","platform":"GameCube → WebAssembly/browser","kind":"Recompilation","status":"Browser recompilation engine not started as of 2026-10-14. The separate knowledge/decompilation track reports 87.4% of functions and 52.2% of code bytes matched in its snapshot.","summary":"Browser-focused static recompilation proposal for USA Rev. 0 (`GV4E69`): planned PowerPC-to-WebAssembly translation and runtime; current README explicitly says the engine has not started. The repository also contains a distinct matching-decompilation/knowledge track.","project_url":"https://github.com/ptitty12/mvp2005-decomp","updated":"2026-10-16","strategy":"Static recompilation (WebAssembly planned)","language":"","source_available":"Repository; user supplies own disc image; no game data distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Browser static-recompilation effort (engine not started)","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/ptitty12/mvp2005-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/ptitty12/mvp2005-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12083283,"C":1857297,"Python":1106553,"TypeScript":458061,"JavaScript":186317,"CMake":61746,"Shell":13858,"CSS":7267,"Dockerfile":6429,"HTML":2967,"Linker Script":2151,"Batchfile":1663},"source_url":"https://api.github.com/repos/ptitty12/mvp2005-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"my-merry-may-ps2-en","title":"My Merry May English Patch","game":"My Merry May","platform":"PlayStation 2","kind":"Fan Localization","status":"Public v1 patch listed by RomHackPlaza on 2026-10-02; the project remains in progress and is not end-to-end tested. The author reports untranslated credits and lyrics, unresolved phrasing and use of AI translation with limited Japanese knowledge.","summary":"Japanese-to-English PS2 patch for the story and menus. The repository provides a BPS patch for the disc identified by SHA-1 2f3864821f2a88f86bb5e004f383d63add82bde2. The author reports testing in PCSX2; the original game is not included. No explicit project licence was located.","project_url":"https://github.com/pwnkyderedere/mmm-english-patch","updated":"2026-10-16","strategy":"Fan translation and binary BPS patch","language":"English","source_available":"Public GitHub repository with BPS patch and project material; no game image. No explicit licence was located.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Incomplete English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository, patch and target checksum","url":"https://github.com/pwnkyderedere/mmm-english-patch"},{"label":"RomHackPlaza listing, version, date and status","url":"https://romhackplaza.org/translations/my-merry-may-english-translation-playstation-2/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/pwnkyderedere/mmm-english-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"mysims-nds-decomp","title":"MySims (Nintendo DS USA) Decompilation","game":"MySims (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code AQIE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2225/6821 functions matched (8.49% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of MySims (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/mysims-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/mysims-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/mysims-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":848462,"Python":326126},"source_url":"https://api.github.com/repos/liolu/mysims-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mystery-house-apple-ii-matching-decomp","title":"Mystery House Apple II Matching Decompilation","game":"Mystery House","platform":"Apple II (Hi-Res Adventure #1, 1980; public-domain 1987 release)","kind":"Decompilation","status":"The README describes a complete decompilation: all routines named and documented, game data decoded, and build checks against recorded file and disk hashes. A release includes a bootable disk image.","summary":"The project reconstructs the Apple II game’s programs, messages, pictures, BASIC programs, saved states, and surrounding disk image from the public-domain release.","project_url":"https://github.com/kDylanHayes/mystery-house-decompilation","updated":"2026-10-16","strategy":"Assembler source and data rebuild the original Apple II files and bootable disk image byte-for-byte","language":"","source_available":"Public-domain source release and project-generated bootable disks; repository documents the 1987 public-domain provenance.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Complete matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/kDylanHayes/mystery-house-decompilation/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/kDylanHayes/mystery-house-decompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":286077,"Assembly":217294,"C":83293,"Java":14962,"Shell":7189,"BASIC":3548,"Pascal":987,"C++":764},"source_url":"https://api.github.com/repos/kDylanHayes/mystery-house-decompilation/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is Python, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mystical-ninja-n64-pc-recomp","title":"Mystical Ninja Starring Goemon Recompiled","game":"Mystical Ninja Starring Goemon","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"v0.2.0-dev release; the current target is Mystical Ninja Starring Goemon. Goemon’s Great Adventure is described as future work.","summary":"N64 static recompilation for native desktop builds; distinct from the cataloged Android recompilation project.","project_url":"https://github.com/klorfmorf/Goemon64Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/klorfmorf/Goemon64Recomp#readme"},{"label":"Latest project release (v0.2.0-dev)","url":"https://github.com/klorfmorf/Goemon64Recomp/releases/tag/v0.2.0-dev"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/klorfmorf/Goemon64Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/klorfmorf/Goemon64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2714316,"C++":881677,"SCSS":57203,"Assembly":29564,"CMake":17383,"CSS":13847,"BitBake":2956,"Objective-C++":2417,"Linker Script":2196,"Makefile":2087,"HLSL":784},"source_url":"https://api.github.com/repos/klorfmorf/Goemon64Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mz800emu-sharp-mz","title":"mz800emu","game":"Sharp MZ-series home-computer software and games","platform":"Sharp MZ-800, MZ-700, and MZ-1500","kind":"Emulator","status":"Active; v2.0.6 was released 2026-10-14 and the source repository was updated 2026-10-15. The README lists Linux and Windows support; BSD may work but is not regularly tested. The project is GPL-3.0.","summary":"Open-source emulator for three Sharp MZ home computers, with Z80A, display, sound, disk, tape, and peripheral emulation. The project also includes an integrated Z80 debugger and documents its host support and build limits.","project_url":"https://github.com/michalhucik/mz800emu","updated":"2026-10-15","strategy":"Software emulation of Sharp MZ-series computer hardware and peripherals","language":"","source_available":"Yes; public GPL-3.0 source repository","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Japanese 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported machines, hardware, languages, and host support","url":"https://github.com/michalhucik/mz800emu/blob/main/README.md"},{"label":"Maintainer release v2.0.6","url":"https://github.com/michalhucik/mz800emu/releases/tag/v2.0.6"},{"label":"GitHub repository metadata: source activity and license","url":"https://api.github.com/repos/michalhucik/mz800emu"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/michalhucik/mz800emu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13273270,"C++":8189854,"Python":861466,"CMake":129073,"Shell":44511,"Makefile":26429,"Perl":6175},"source_url":"https://api.github.com/repos/michalhucik/mz800emu/languages","evidence":"GitHub's official language endpoint for https://github.com/michalhucik/mz800emu reports 13,273,270 bytes of C, the largest language total (58.9% of 22,530,778 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nova-2-ps-vita-api-port","title":"N.O.V.A. 2 PS Vita Port","game":"N.O.V.A. 2","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android build (exact version not copied into this record))","kind":"API Translation","status":"The README reports the intro, menus and campaign running in-game at 60 FPS; remaining issues are listed upstream.","summary":"The port loads the Android native library on Vita and adapts Android lifecycle, input, graphics and audio to Vita services.","project_url":"https://github.com/MetalSyntax/N.O.V.A-2-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/N.O.V.A-2-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/N.O.V.A-2-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/N.O.V.A-2-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/N.O.V.A-2-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nova-3-linux-arm-port","title":"N.O.V.A. 3 Linux ARM Port","game":"N.O.V.A. 3: Near Orbit Vanguard Alliance (Android v1.0.7)","platform":"Android v1.0.7 → Linux ARM handhelds through PortMaster","kind":"API Translation","status":"The maintainer reports the campaign playable on hardware, developed and tested on an R36S running ArkOS; the README also records a community report for RG35XXH/Knulli. PortMaster release v1.0.5 is available. GitHub reports the repository is not archived and was last pushed 2026-08-12.","summary":"Runs the original Android game on ARM Linux handhelds by loading its native library through a Bionic/JNI compatibility layer, without an Android runtime or emulator. Users supply the v1.0.7 APK and both OBB expansion files.","project_url":"https://github.com/EapRules/nova3-native-arm","updated":"2026-10-16","strategy":"Android Bionic/JNI API translation and native-library loading for ARM Linux handhelds","language":"","source_available":"Public GPL-3.0 source and PortMaster package; no game binary or assets are included. Users supply the supported v1.0.7 APK and OBB files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android binary compatibility port to ARM Linux handhelds","target_type":"Game","sources":[{"label":"Maintainer README: v1.0.7 target, Bionic/JNI method, campaign status, and tested devices","url":"https://github.com/EapRules/nova3-native-arm#readme"},{"label":"PortMaster release v1.0.5","url":"https://github.com/EapRules/nova3-native-arm/releases/tag/v1.0.5"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/EapRules/nova3-native-arm"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/EapRules/nova3-native-arm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1074650,"C":543688,"Python":260461,"Shell":102282,"Makefile":6659},"source_url":"https://api.github.com/repos/EapRules/nova3-native-arm/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C++ has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nova-3-android-switch-port","title":"N.O.V.A. 3 NX","game":"N.O.V.A. 3: Near Orbit Vanguard Alliance (Android release)","platform":"Android ARM32 release → Nintendo Switch homebrew","kind":"Reimplementation","status":"Latest official release v1.0.1 was published 2026-10-11, adding save-consistency and memory fixes plus performance improvements. The project is an early native Switch wrapper for the original Android build and requires the user’s APK and data files; they are not included. No full-game completion or device-wide performance claim is documented.","summary":"A native Nintendo Switch wrapper/loader for the original ARM32 Android build of N.O.V.A. 3, using Switch hardware and a Switch homebrew UI rather than emulating a full Android device.","project_url":"https://github.com/markaurel13/nova3-nx","updated":"2026-10-16","strategy":"Game-specific native wrapper around the Android ARM32 build with Switch graphics, audio, controls and app-data loading.","language":"","source_available":"Public source repository and downloadable Switch NRO. Users must provide the matching APK and game data; the release does not include them.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android game wrapper/port for Nintendo Switch","target_type":"Game","sources":[{"label":"GBAtemp N.O.V.A. 3 NX announcement by the maintainer; discovery lead only","url":"https://gbatemp.net/threads/n-o-v-a-3-switch-port.685264/"},{"label":"Maintainer README describing the Android wrapper and data requirements","url":"https://github.com/markaurel13/nova3-nx#readme"},{"label":"https://github.com/markaurel13/nova3-nx/releases","url":"https://github.com/markaurel13/nova3-nx/releases"},{"label":"Current primary README","url":"https://github.com/markaurel13/nova3-nx/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/markaurel13/nova3-nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/markaurel13/nova3-nx/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/markaurel13/nova3-nx/releases/tag/1.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":981749,"Makefile":19558,"Shell":17439,"Python":13731,"Linker Script":6576,"Assembly":6141},"source_url":"https://api.github.com/repos/markaurel13/nova3-nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nakagawa-recomp-psp-toolkit","title":"Nakagawa Recomp","game":"PlayStation Portable software","platform":"PlayStation Portable executables → native Windows 11 x64 applications (SDL3/Vulkan)","kind":"Recompilation","status":"Active experimental toolkit; the planned v0.0.1 package was not published as of 2026-10-16. The maintainer reports that project-authored showcase demos traverse the pipeline, and that PAC-MAN Championship Edition reaches a menu and a stage through generic fixes; no complete commercial-game playthrough from a disc image is claimed. Windows 11 x64 is the only supported player platform listed.","summary":"A general PSP static-recompilation toolkit and player that translates user-supplied PSP executables into C, links them with a native runtime, and runs them on Windows through SDL3 and Vulkan. It contains no commercial game code, assets, firmware modules, or keys. Hot Shots Tennis: Get a Grip is a long-term research target, not a claim of current full-game support.","project_url":"https://github.com/Jstar269/nakagawa-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public GPL-3.0 source repository; no commercial game data is included","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"General-purpose PSP static-recompiler toolkit","target_type":"Software","sources":[{"label":"Maintainer README: scope, release state, supported targets, and limits","url":"https://github.com/Jstar269/nakagawa-recomp#readme"},{"label":"Maintainer compatibility/status report","url":"https://github.com/Jstar269/nakagawa-recomp/blob/main/docs/COMPATIBILITY.md"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Jstar269/nakagawa-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":10800896,"C":10655399,"PowerShell":218057,"Makefile":205107,"C++":158008,"Assembly":30378,"GLSL":11985,"CMake":10818,"Java":7067},"source_url":"https://api.github.com/repos/Jstar269/nakagawa-recomp/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; Python is the largest category (10,800,896 of 22,097,715 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nakoruru-dc-en","title":"Nakoruru: The Gift She Gave Me English Translation","game":"Nakoruru: Anohito Kara no Okurimono","platform":"Dreamcast","kind":"Fan Localization","status":"Released; current English patch v1.4 was published 2026-09-23.","summary":"Patch translates dialogue, menus, images, minigames, and VMU content; typo-fix release listed.","project_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Perl","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"Maintainer repository README and release changelog, v1.4 dated 2026-09-23","url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast"},{"label":"Project repository latest recorded commit (2026-09-23): Update README for version 1.4 release","url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast/commit/b755a98a4b14091c0222aee7c773b9bc080b3e2b"},{"label":"Maintainer release v1.4","url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast/releases/tag/1.4"}],"media":[{"kind":"video","label":"Gameplay reference linked by the patch author","url":"https://www.youtube.com/watch?v=wiokxy_Q7Vw","preview_url":"https://i.ytimg.com/vi/wiokxy_Q7Vw/hqdefault.jpg","source_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Nakoruru: The Gift She Gave Me English Translation","url":"https://i.imgur.com/5QCKdKj.png","preview_url":"https://i.imgur.com/5QCKdKj.png","source_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Nakoruru: The Gift She Gave Me English Translation","url":"https://i.imgur.com/bmjnVyB.png","preview_url":"https://i.imgur.com/bmjnVyB.png","source_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","discovered_on":"2026-10-15"}],"links":[{"kind":"patch","label":"Nakoruru English v1.4 Dreamcast patch","url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast/releases/download/1.4/Nakoruru.-.The.Gift.She.Gave.Me.English.v1.4.dcp","source_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","notes":"README links the project DCP patch."},{"kind":"patch","label":"Nakoruru English v1.4 GDI xdelta patch","url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast/releases/download/1.4/Nakoruru.-.The.Gift.She.Gave.Me.English.v1.4.GDI.xdelta","source_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","notes":"README links the GDI xdelta patch."},{"kind":"tools","label":"Universal Dreamcast Patcher","url":"https://github.com/DerekPascarella/UniversalDreamcastPatcher","source_url":"https://github.com/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast","notes":"README links this tools repository."}],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":41971},"source_url":"https://api.github.com/repos/DerekPascarella/NakoruruTheGiftSheGaveMe-EnglishPatchDreamcast/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Perl (41,971 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"namco-na1-na2-mister-core","title":"Namco NA-1 / NA-2 for MiSTer","game":"Namco NA-1 and NA-2 arcade boards and supported games","platform":"MiSTer FPGA on DE10-Nano / Cyclone V","kind":"Emulator","status":"Beta; maintainer reports all ten main titles boot to title screen and are playable on real MiSTer hardware, with Numan Athletics fully game-tested. Known issues include occasional line artifacts and saved EEPROM corruption; repository push 2026-10-07.","summary":"FPGA recreation of Namco NA-1/NA-2 arcade hardware, including the genuine C69/C70 M37702 MCU BIOS path, graphics, protection, sound, and EEPROM. It uses MAME 0.289 as a behavioral reference, not as bundled code; users supply MAME game and MCU BIOS sets.","project_url":"https://github.com/kyledlester/Namco_NA1_NA2_MiSTer","updated":"2026-10-07","strategy":"FPGA hardware recreation (arcade board core)","language":"","source_available":"Public GPL-3.0-or-later source. The repository does not include game ROMs or MCU BIOS; users supply MAME sets, including `namcoc69.zip` or `namcoc70.zip` for split/merged sets.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"Namco NA-1 / NA-2 arcade hardware","target_type":"Software","sources":[{"label":"Maintainer README with beta status, supported games, BIOS/ROM requirements, and known issues","url":"https://github.com/kyledlester/Namco_NA1_NA2_MiSTer"},{"label":"Maintainer compatibility notes","url":"https://github.com/kyledlester/Namco_NA1_NA2_MiSTer/blob/main/docs/COMPATIBILITY.md"},{"label":"Repository GPL-3.0-or-later license","url":"https://github.com/kyledlester/Namco_NA1_NA2_MiSTer/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":788418,"Verilog":281896,"Python":23891,"Tcl":25849,"VHDL":107940,"PowerShell":564},"source_url":"https://api.github.com/repos/kyledlester/Namco_NA1_NA2_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 788,418 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-namco-system22","title":"Namco System 22 MiSTer core","game":"Namco System 22 arcade software (Prop Cycle, Time Crisis, Armadillo Racing targets)","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Experimental v0.1.0 (2026-09-24). README reports Prop Cycle CPU execution and a rendered 3D attract scene on hardware at about 5.9 fps, without sound. Time Crisis and Armadillo Racing are not loadable pending per-game MAME state captures; not yet a playable-game core.","summary":"An early FPGA research implementation of Namco System 22 3D arcade hardware. User MAME ROMs and BIST/state captures are required. Included because CPU execution and 3D rendering are demonstrated, with substantial limitations clearly noted.","project_url":"https://github.com/spacestate1/Arcade_namco22_MiSTer","updated":"2026-10-16","strategy":"Experimental FPGA implementation of System 22 CPUs and 3D renderer; ROM/state-capture-dependent, with no sound and no playable title currently claimed.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"Experimental MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository and experimental status","url":"https://github.com/spacestate1/Arcade_namco22_MiSTer"},{"label":"GPL-3.0 license","url":"https://github.com/spacestate1/Arcade_namco22_MiSTer/blob/main/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/spacestate1/Arcade_namco22_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":942508,"C++":706292,"Python":318717,"Verilog":317879,"VHDL":295350,"Lua":77021,"Tcl":27288,"Shell":26541,"Makefile":18728},"source_url":"https://api.github.com/repos/spacestate1/Arcade_namco22_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nana-ps2-decomp","title":"Nana PS2 Decompilation","game":"Nana","platform":"PlayStation 2 (Bandai, 2005)","kind":"Decompilation","status":"Work in progress; the maintainer README points to TODO.md and progress.yaml for the current state and does not claim a byte-matching full build or playable port.","summary":"A PS2 research and preservation project with reconstructed source, analysis notes, symbol maps, build documentation, and progress tooling. The README requires the user to own and dump the physical game; it excludes original game data.","project_url":"https://github.com/sayoridev/PS2-NANA-decomp","updated":"2026-10-16","strategy":"Independent reverse engineering with Ghidra and rizin/rz-ghidra; reconstructed source and symbol maps; PCSX2 verification is listed as future work","language":"","source_available":"Public reconstructed source and research tools; no original game data. Requires the user’s own physical copy and personal dump.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Early decompilation / reverse-engineering project","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/sayoridev/PS2-NANA-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/sayoridev/PS2-NANA-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":95768,"Shell":8713,"Python":6542},"source_url":"https://api.github.com/repos/sayoridev/PS2-NANA-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nana-live-staff-nds-english-demo-patch","title":"NANA: Live Staff — English DS Demo Patch","game":"NANA: Live Staff (promotional DS demo)","platform":"Nintendo DS","kind":"Fan Localization","status":"Early patch project; README describes translated demo content, but no public release tag was found in the reviewed sources.","summary":"English patch for a Japanese promotional/demo build, not a retail DS game. Requires user's own Japanese demo ROM; no game files included.","project_url":"https://github.com/pedro-seis/nana-en-patch","updated":"2026-07-24","strategy":"Fan translation patch (Japanese → English)","language":"English","source_available":"Public source and patching tools; requires user-owned Japanese demo ROM; no ROM or game assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Promotional/caravan demo only, not the retail NANA game.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/pedro-seis/nana-en-patch#readme"},{"label":"Project repository latest recorded commit (2026-07-24): Delete tools directory","url":"https://github.com/pedro-seis/nana-en-patch/commit/341b7f928fbe2f4e6e623a4a21913db1b4310a90"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/pedro-seis/nana-en-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"nancy-drew-blackmoor-manor-gog-decomp","title":"Nancy Drew: Curse of Blackmoor Manor PC Source Reconstruction","game":"Nancy Drew: Curse of Blackmoor Manor (PC GOG GAME.EXE)","platform":"Original Windows x86 GOG executable; native ARM64 macOS port work is incomplete","kind":"Decompilation","status":"Incomplete and not yet a playable replacement, according to the README. The repository describes 4,752 x86 objdiff units; only accepted tool-assisted assembly functions are currently counted as matched, and original bytes are kept out of the repository.","summary":"An original-x86 oracle-validated source reconstruction of the GOG PC executable, with recovered C and assembly and a native ARM64 macOS port effort. The original application remains unchanged.","project_url":"https://github.com/albovsky/nd-blackmoor-decomp","updated":"2026-10-16","strategy":"Function-level x86 source reconstruction and matching, with an incomplete native ARM64 macOS port.","language":"","source_available":"Public source repository; GOG game files and original-byte evidence are user-local and not committed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC game source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/albovsky/nd-blackmoor-decomp#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/albovsky/nd-blackmoor-decomp/commit/3f9805edb79d822ebd6f4ceb3f3076294eefa2fd"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/albovsky/nd-blackmoor-decomp/languages"},{"label":"Current primary README","url":"https://github.com/albovsky/nd-blackmoor-decomp/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/albovsky/nd-blackmoor-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":7321606,"C":3047608,"HTML":2945633,"Assembly":1089437,"Objective-C++":470012,"Shell":133891,"C++":1834},"source_url":"https://api.github.com/repos/albovsky/nd-blackmoor-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nanoboyadvance","title":"NanoBoyAdvance","game":"Game Boy Advance","platform":"Windows, macOS, Linux, and FreeBSD (the project notes that FreeBSD is untested)","kind":"Emulator","status":"Active on Codeberg; v1.8.3 released 2026-05-10 and canonical repository updated 2026-08-27. Former GitHub repository is archived and points to Codeberg.","summary":"Accuracy-focused GBA emulator with cycle-accurate CPU, DMA, timers, PPU, and Game Pak prefetch components; the maintainer documents results against AGS aging-cartridge tests.","project_url":"https://codeberg.org/nba-emu/NanoBoyAdvance","updated":"2026-08-27","strategy":"Accuracy-focused Game Boy Advance system emulation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game Boy Advance / accuracy-focused","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://codeberg.org/nba-emu/NanoBoyAdvance"},{"label":"Canonical releases; latest v1.8.3 dated 2026-05-10","url":"https://codeberg.org/nba-emu/NanoBoyAdvance/releases"},{"label":"Archived GitHub repository pointing to Codeberg migration","url":"https://github.com/nba-emu/NanoBoyAdvance"},{"label":"Canonical Codeberg repository metadata, updated_at","url":"https://codeberg.org/api/v1/repos/nba-emu/NanoBoyAdvance"},{"label":"Latest maintainer release v1.8.3 (2026-05-10)","url":"https://codeberg.org/nba-emu/NanoBoyAdvance/releases/tag/v1.8.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":578450,"CMake":10541},"source_url":"https://codeberg.org/api/v1/repos/nba-emu/NanoBoyAdvance/languages","evidence":"Codeberg's official language endpoint for https://codeberg.org/nba-emu/NanoBoyAdvance reports 578,450 bytes of C++, the largest language total (98.2% of 588,991 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nanolathe-total-annihilation-engine-reimplementation","title":"Nanolathe (Total Annihilation engine reimplementation)","game":"Total Annihilation","platform":"Total Annihilation data formats and gameplay → Go desktop engine for Windows, macOS 13+, and Linux; an experimental browser build is also published.","kind":"Reimplementation","status":"Active; the repository received a push on 2026-10-16. The README says compatibility is incomplete and the GPU renderer experimental; only selected asset-to-render-to-drive-to-race paths are verified end to end. A local retail installation is required.","summary":"An independent Go RTS engine whose current focus is a clean-room reimplementation of Total Annihilation. It reads local game files and distributes no retail game content; the maintainer's publication review documents provenance questions that remain open.","project_url":"https://github.com/nanolathe-gg/nanolathe","updated":"2026-10-16","strategy":"Clean-room game engine and data-format reimplementation","language":"","source_available":"Public MIT-licensed code; retail game data and artwork are not licensed by the project and must come from the user's own installation.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Real-time strategy game-engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: project scope, host platforms, asset requirement, and compatibility status","url":"https://github.com/nanolathe-gg/nanolathe/blob/main/README.md"},{"label":"Project publication/provenance review","url":"https://github.com/nanolathe-gg/nanolathe/blob/main/docs/PUBLICATION.md"},{"label":"Official website and documentation","url":"https://nanolathe.gg/docs/"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/nanolathe-gg/nanolathe/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":35152472,"Python":212554,"Metal":122361,"JavaScript":117779,"PowerShell":71217,"Shell":64628,"HTML":19365,"Assembly":3459,"CSS":3375,"Makefile":1526,"Dockerfile":780},"source_url":"https://api.github.com/repos/nanolathe-gg/nanolathe/languages","evidence":"Official GitHub Languages endpoint; Go has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nanosaur2-classic-mac-source-port","title":"Nanosaur II: Hatchling modern port","game":"Nanosaur II: Hatchling (2004)","platform":"Original Mac version → macOS, Windows, and Linux","kind":"Reimplementation","status":"The latest listed release is v2.1.0, the initial modern release of Nanosaur II. The README identifies it as a port of the original Mac version, made with permission from Pangea Software, and provides macOS, Windows, and Linux downloads.","summary":"Modern cross-platform port of Pangea Software's 2004 Mac game Nanosaur II: Hatchling. The project provides source and builds for macOS, Windows, and Linux under permission from Pangea; it adapts the original game rather than translating an unmodified Mac binary.","project_url":"https://github.com/jorio/Nanosaur2","updated":"2026-10-16","strategy":"Modern cross-platform source port of the original Mac game","language":"","source_available":"Public source repository; port released with Pangea Software permission","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Classic Mac game source port","target_type":"Game","sources":[{"label":"Nanosaur II README: supported systems and Pangea permission","url":"https://github.com/jorio/Nanosaur2#readme"},{"label":"Nanosaur II v2.1.0 release: initial modern version","url":"https://github.com/jorio/Nanosaur2/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1648548,"C++":287375,"Python":33434,"CMake":11929,"Shell":1731},"source_url":"https://api.github.com/repos/jorio/Nanosaur2/languages","evidence":"Official GitHub repository Languages endpoint byte counts; the predominant language is the largest reported total. These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nanosaur-classic-mac-source-port","title":"Nanosaur modern port","game":"Nanosaur (1998)","platform":"Original Mac OS 8 / PowerPC → macOS, Windows, Linux, and Linux ARM64","kind":"Reimplementation","status":"The latest listed release is v1.4.4, with HiDPI support and a Linux/aarch64 build target. Release v1.4.2 reports a full 3D renderer rewrite that improves performance on Apple Silicon. The project README says the port is based on source code Pangea released in 1999 and notes Pangea's endorsement of the current port.","summary":"Modern source port of Pangea Software's 1998 Mac-only game, based on the source Pangea released publicly in 1999. It builds for macOS, Windows, and Linux and has a custom renderer intended to improve performance on Apple Silicon. 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These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"naruto-gnt4-gc-decomp","title":"Naruto: Gekitō Ninja Taisen! 4 Decompilation","game":"Naruto: Gekitō Ninja Taisen! 4","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies a DOL build target and requires a user-supplied clean DOL and CodeWarrior compiler.","summary":"GameCube decompilation project for Naruto: Gekitō Ninja Taisen! 4.","project_url":"https://github.com/doldecomp/gnt4","updated":"2026-10-15","strategy":"DOL source decompilation","language":"","source_available":"Public source repository; clean game DOL and CodeWarrior compiler required","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GameCube main.dol","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/doldecomp/gnt4#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/doldecomp/gnt4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":29149855,"C":26495,"Makefile":19399,"Python":9600,"Shell":296},"source_url":"https://api.github.com/repos/doldecomp/gnt4/languages","evidence":"GitHub's official language endpoint for https://github.com/doldecomp/gnt4 reports 29,149,855 bytes of Assembly, the largest language total (99.8% of 29,205,645 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"naruto-path-of-the-avenger-nds-english","title":"Naruto: Path of the Avenger English Patch","game":"Naruto RPG 2: Chidori vs. Rasengan / Naruto: Path of the Avenger","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete; patch released 2024-09-02","summary":"English translation patch for the Japanese Naruto DS RPG. AGT provides xdelta and online patching, optional Japanese or dubbed audio variants, and public Python/assembly tools and translation data.","project_url":"https://agtteam.net/naruto/","updated":"2024-09-02","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta patches, online patcher, and Python/assembly tool and data repositories","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text and graphics localization","target_type":"Game","sources":[{"label":"Project page, audio variants and localization notes","url":"https://agtteam.net/naruto/"},{"label":"Release announcement dated 2024-09-02","url":"https://agtteam.net/blog/2024-09-02-naruto-patch-release/"},{"label":"ROM dumping and xdelta patch guide","url":"https://agtteam.net/naruto/guide/nds/patching-the-rom/"},{"label":"Translation tool source","url":"https://github.com/AGTTeam/NarutoRPG2Translation"},{"label":"Translation data repository","url":"https://github.com/AGTTeam/NarutoRPG2Data"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":73496,"Assembly":33922,"Batchfile":1213,"Shell":563},"source_url":"https://api.github.com/repos/AGTTeam/NarutoRPG2Translation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for AGTTeam/NarutoRPG2Translation on 2026-10-16; Python is the largest bucket at 73,496 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nascar-rumble-ps1-matching-decomp","title":"NASCAR Rumble Reverse Engineering and Matching Decompilation","game":"NASCAR Rumble (PS1 NTSC-U; SLUS_010.68)","platform":"PlayStation; experimental native macOS port","kind":"Decompilation","status":"Work in progress. A hybrid assembly/data rebuild is reported byte-identical to the US executable. The experimental native macOS build reaches the menu and starts a race, but AI, a complete race, HUD, audio, and return to the front end remain unvalidated.","summary":"Reverse-engineers the PlayStation build with Ghidra, asset decoders, PsyQ toolchain recovery, and matching assembly/C; the longer-term goal is a faithful native app.","project_url":"https://github.com/andreigor17/nascar-rumble-modsdk","updated":"2026-10-16","strategy":"Matching decompilation with a separate early native host port experiment","language":"","source_available":"Public MIT-licensed source and tooling; no game assets or copy are distributed. User-provided game data is required for extraction and builds.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Canonical repository and dated README status","url":"https://github.com/andreigor17/nascar-rumble-modsdk"},{"label":"Maintainer development log","url":"https://rumble.irontech.dev.br/"},{"label":"Matching-build workflow","url":"https://github.com/andreigor17/nascar-rumble-modsdk/blob/main/docs/SPLIT_BUILD.md"},{"label":"Progress data used by README badges","url":"https://github.com/andreigor17/nascar-rumble-modsdk/blob/main/progress.json"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":154046,"C#":90892,"TypeScript":49917,"Astro":42458,"CSS":27296,"Makefile":4976,"C":4878,"Linker Script":3132,"Dockerfile":2370,"Lua":1636,"JavaScript":373},"source_url":"https://api.github.com/repos/andreigor17/nascar-rumble-modsdk/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; Python is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-jr100-mister","title":"National / Matsushita JR-100 MiSTer FPGA Core","game":"National / Matsushita JR-100","platform":"National / Matsushita JR-100 on MiSTer FPGA","kind":"Emulator","status":"Latest GitHub release v0.3.1 was published 2026-08-01; source repository was last pushed 2026-08-01.","summary":"FPGA system-emulation core for National / Matsushita JR-100 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/JR100_MiSTer","updated":"2026-08-01","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/JR100_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/JR100_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/JR100_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/JR100_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":319598,"Verilog":301021,"VHDL":107520,"Python":73108,"C++":42701,"Tcl":22228,"Shell":5385,"Makefile":1895,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/JR100_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 319,598 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tetris-game-boy-native-reimplementation","title":"Native GB Tetris — C++20 Reimplementation","game":"Tetris (1989 Game Boy release)","platform":"Game Boy → native desktop software","kind":"Reimplementation","status":"The current README documents Type A and B, attract demos, high scores and name entry, both ending sequences, the full music/effect catalog, and local two-player. No GitHub release was listed when checked on 2026-10-16.","summary":"A native C++20 implementation of the 1989 Game Boy Tetris rules. It validates a user-supplied World revision 1.1 ROM and extracts graphics, layouts, demos, music, and effects; gameplay runs as C++ code without Game Boy CPU emulation or a recreated Game Boy memory layout.","project_url":"https://github.com/native-gb/tetris-modern","updated":"2026-10-16","strategy":"Native C++20 reimplementation of Game Boy Tetris with user-ROM-derived presentation/audio content.","language":"","source_available":"Public GPL-3.0 source; no ROM or extracted assets are distributed. Requires a user-supplied World revision 1.1 Tetris ROM (SHA-1 74591cc9501af93873f9a5d3eb12da12c0723bbc).","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game Boy game native desktop reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: native implementation, exact supported ROM, modes, and build/test commands","url":"https://github.com/native-gb/tetris-modern#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/native-gb/tetris-modern"},{"label":"Maintainer GPL-3.0 license","url":"https://github.com/native-gb/tetris-modern/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":625249,"CMake":11824,"Python":4750,"Shell":2116},"source_url":"https://api.github.com/repos/native-gb/tetris-modern/languages","evidence":"Exact repository byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C++ is the largest category (625,249 of 643,939 recognized bytes). Repository-wide totals can include build and tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"naughty-bear-gold-edition-recomp","title":"Naughty Bear: Gold Edition Recompiled (ReStuff)","game":"Naughty Bear: Gold Edition","platform":"Xbox 360 → Windows","kind":"Recompilation","status":"Release tag v1.5.1; README describes a Goopie install flow and a native renderer, but no full-game completion claim.","summary":"Xbox 360 title recompilation using the ReXGlue SDK, with optional 60 fps and unlock-all features.","project_url":"https://github.com/MaxDeadBear/NaughtyBear_ReStuff","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/MaxDeadBear/NaughtyBear_ReStuff#readme"},{"label":"Latest project release (release_v1.5.1)","url":"https://github.com/MaxDeadBear/NaughtyBear_ReStuff/releases/tag/release_v1.5.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/MaxDeadBear/NaughtyBear_ReStuff/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/MaxDeadBear/NaughtyBear_ReStuff"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1646982,"Shell":94449,"Python":72381,"CMake":18303,"C":3858,"GLSL":2008},"source_url":"https://api.github.com/repos/MaxDeadBear/NaughtyBear_ReStuff/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nazo-puyo-arles-lu-game-gear-ko","title":"Nazo Puyo: Arle's Lu Game Gear Korean Patch","game":"Nazo Puyo: Arle's Lu","platform":"Sega Game Gear","kind":"Fan Localization","status":"Version v1.0.0 is listed as a formal release dated 2026-10-05. It translates dialogue, puzzle text, hints, game-over title, title logo, and puzzle-result scroll graphics while retaining the existing English UI; the README provides source and patch checksums.","summary":"A Korean BPS patch for the Japanese Game Gear puzzle game Nazo Puyo: Arle’s Lu. The repository retains existing English UI and does not distribute a ROM.","project_url":"https://github.com/mcpads/puyo-puyo-kr-patch/gg-nazo-puyo","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies a BPS patch and checksums, not ROMs; no game-specific source-code repository is linked.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/puyo-puyo-kr-patch/gg-nazo-puyo"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/puyo-puyo-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"emulator-lurney-m5stack-tab5-nc1020-st7121","title":"NC1020/NC2000 M5Stack Emulator Port","game":"NC1020/NC2000 retro computer","platform":"M5Stack Tab5 / ESP32-P4 dual-core RISC-V board with ST7121 display","kind":"Emulator","status":"Porting work in progress; README documents hardware bring-up/build problems and current target support, but no release was listed; source repository was last pushed 2026-08-17.","summary":"Port of a desktop NC1020/NC2000 emulator to the M5Stack Tab5 and ESP32-P4, with a board-specific LCD/touch and ESP-IDF build. Repository is a work in progress based on its porting notes.","project_url":"https://github.com/lurney/m5stack-tab5-nc1020-ST7121","updated":"2026-08-17","strategy":"Embedded computer emulator port","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded computer emulator port","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/lurney/m5stack-tab5-nc1020-ST7121"},{"label":"GitHub release history","url":"https://github.com/lurney/m5stack-tab5-nc1020-ST7121/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/lurney/m5stack-tab5-nc1020-ST7121/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/lurney/m5stack-tab5-nc1020-ST7121"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4956289,"C++":438525,"Python":10085,"PowerShell":1339,"Shell":296},"source_url":"https://api.github.com/repos/lurney/m5stack-tab5-nc1020-ST7121/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 4,956,289 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ncaa-football-10-psp-web-static-recomp","title":"NCAA Football 10 PSP Web Static Recompilation","game":"NCAA Football 10 (US PSP, ULUS10440)","platform":"PlayStation Portable (US, ULUS10440) → WebAssembly browser build (WebGL2); native build also described, host operating systems unspecified","kind":"Recompilation","status":"Working project, no published GitHub release found as of 2026-10-16. The README reports UK–FSU kickoff and manually snapped scrimmage gameplay verified; full rendering accuracy, sustained frame pacing, uninterrupted audio and complete mode coverage remain in progress. Requires a matching US ISO and exact decrypted EBOOT.BIN supplied by the user.","summary":"A browser implementation of the US PSP build of NCAA Football 10. It translates the decrypted Allegrex executable to C++, compiles it to WebAssembly and uses the game’s own code/assets with a PSP kernel and WebGL2 renderer; the README also describes a native build, without identifying its host operating systems.","project_url":"https://github.com/awest813/NCAA-10-PSP-Recomp","updated":"2026-10-16","strategy":"Static recompilation of decrypted Allegrex/MIPS code to C++ and WebAssembly, linked with a PSP kernel layer and WebGL2 graphics implementation.","language":"","source_available":"Public MIT source repository; the player selects a matching US ISO locally and the build requires the matching decrypted EBOOT.BIN. No disc image is provided.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Browser-based WebAssembly build; native build also documented","target_type":"Game","sources":[{"label":"Project README: game target, static translation method, browser/native builds and current gameplay limits","url":"https://github.com/awest813/NCAA-10-PSP-Recomp/blob/main/README.md"},{"label":"GitHub Releases listing (no published release found as of 2026-10-16)","url":"https://github.com/awest813/NCAA-10-PSP-Recomp/releases"},{"label":"Project license","url":"https://github.com/awest813/NCAA-10-PSP-Recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/awest813/NCAA-10-PSP-Recomp"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/awest813/NCAA-10-PSP-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":873185,"Python":90011,"JavaScript":67261,"HTML":56796,"Shell":12807,"CMake":8558,"PowerShell":7028},"source_url":"https://api.github.com/repos/awest813/NCAA-10-PSP-Recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nd100x-norsk-data","title":"nd100x","game":"Norsk Data ND-100/CX software, including SINTRAN III","platform":"ND-100/CX minicomputer emulation; native Linux, Windows, macOS and RISC-V builds plus a WebAssembly browser build","kind":"Emulator","status":"GitHub lists v1.0.22 as the latest release (2026-10-11); the RetroCoreLabs repository was pushed 2026-10-15. The README status section still says v1.0.16 and reports SINTRAN L booting from SMD plus optional ND-500-family support, so those version references do not match.","summary":"C emulator for the Norsk Data ND-100/CX, modeling its CPU, memory management, disk controllers, terminals, networking and other devices. The maintainer describes nd100x as a substantially extended fork of nd100em and documents SINTRAN operation; the repository also bundles disk and software images.","project_url":"https://github.com/RetroCoreLabs/nd100x","updated":"2026-10-15","strategy":"Full-system C emulator derived from nd100em, with native and WebAssembly frontends.","language":"","source_available":"Public GPL-3.0 (GitHub/LICENSE); README describes GPL v2 or later source repository. The GitHub-detected LICENSE file is GPL-3.0 text, while README prose describes inherited GPL v2-or-later terms; resolve that documentation discrepancy before relying on a precise version claim. The repository bundles Norsk Data disk/software images, including SINTRAN material; image rights and redistribution terms are separate from the emulator code.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Software minicomputer emulator","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/RetroCoreLabs/nd100x"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/RetroCoreLabs/nd100x/blob/main/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/RetroCoreLabs/nd100x"},{"label":"GitHub license file","url":"https://github.com/RetroCoreLabs/nd100x/blob/main/LICENSE"},{"label":"Latest GitHub release (v1.0.22)","url":"https://github.com/RetroCoreLabs/nd100x/releases/tag/v1.0.22"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4670805,"JavaScript":1085830,"Python":290393,"HTML":247160,"CSS":175478,"CMake":98289,"TypeScript":82442,"Shell":55119,"C#":38318,"Makefile":36488,"Roff":8020,"Batchfile":3479},"source_url":"https://api.github.com/repos/RetroCoreLabs/nd100x/languages","evidence":"Official GitHub Languages API reports 4,670,805 bytes of C as the largest language count (68.8% of 6,791,821 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ndiswrapper-windows-ndis-driver-linux","title":"ndiswrapper (Windows NDIS Driver Compatibility for Linux)","game":"Windows NDIS 5 wireless network device drivers (multi-device)","platform":"Windows XP NDIS 5 miniport driver binaries → Linux kernel on x86 or x86-64; support varies by chipset and driver","kind":"Reimplementation","status":"Legacy compatibility layer. The maintainer README says the current implementation supports many NDIS 5 chipsets/drivers, while its NDIS 6 implementation is incomplete and not useful to end users. The SourceForge wiki labels the project beta and documents device-specific limits. The GitHub source repository had a kernel compatibility patch merge on 2024-02-23 and lists no tagged releases.","summary":"ndiswrapper implements the Windows kernel and NDIS interfaces needed to load selected vendor wireless network drivers in the Linux kernel, so supported devices can work without a native Linux driver. It targets NDIS 5 drivers, with incomplete NDIS 6 support. Driver and chipset coverage varies, and this is a legacy compatibility path rather than a general Windows application runtime.","project_url":"https://github.com/pgiri/ndiswrapper","updated":"2026-10-16","strategy":"Reimplements Windows kernel and NDIS 5 driver interfaces inside the Linux kernel and links vendor miniport drivers without Windows binary emulation","language":"","source_available":"Public source repository; reviewed driver source file states GPL-2.0-or-later. Vendor Windows driver binaries are obtained separately and retain their own terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Linux kernel compatibility layer for Windows wireless drivers","target_type":"Software","sources":[{"label":"Maintainer README: NDIS 5 support and incomplete NDIS 6 implementation","url":"https://github.com/pgiri/ndiswrapper/blob/master/README.rst"},{"label":"Upstream project wiki: Windows kernel and NDIS APIs implemented in Linux; supported host architectures","url":"https://ndiswrapper.sourceforge.net/wiki/index.php/Main_Page"},{"label":"Source file header: GPL version 2 or later license statement","url":"https://github.com/pgiri/ndiswrapper/blob/master/ndiswrapper/driver/wrapndis.c"},{"label":"GitHub repository metadata and latest commit: kernel compatibility patch merge dated 2024-02-23","url":"https://github.com/pgiri/ndiswrapper/commit/57d01fe6973c4e570af1eb1f221f7732cd2a0584"},{"label":"GitHub Languages API: exact repository byte totals","url":"https://api.github.com/repos/pgiri/ndiswrapper/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":734313,"Perl":27315,"Assembly":11813,"Makefile":8756,"Shell":4656,"Roff":4340},"source_url":"https://api.github.com/repos/pgiri/ndiswrapper/languages","evidence":"GitHub official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 734,313 bytes. Repository-wide totals include recognized source, utilities, and documentation and do not isolate the kernel module.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ndskit-ds-recomp-framework","title":"ndskit","game":"Nintendo DS software (multi-title framework)","platform":"Nintendo DS cartridge/ARM binaries; ARM and Thumb code → native C++ with a dual-CPU and graphics/audio runtime","kind":"Recompilation","status":"Active game-agnostic toolkit; latest source push checked 2026-10-10; no tagged release is listed. Its README links separate game ports built on the toolkit; compatibility belongs to each title-specific repository.","summary":"Shared DS reverse-engineering and native-port toolkit for cartridge images, SDK formats, ARM/Thumb code, function discovery, static C++ recompilation, and a runtime for both CPUs and DS hardware. It is distinct from game-specific port repositories that consume it.","project_url":"https://github.com/vs-sr-dev/ndskit","updated":"2026-10-15","strategy":"Static ARM/Thumb-to-C++ recompilation with a Nintendo DS dual-CPU runtime","language":"","source_available":"Public MIT-licensed source repository; original game data remains separate.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo DS multi-title static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: supported DS components, recompilation method, and linked game ports","url":"https://github.com/vs-sr-dev/ndskit"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/vs-sr-dev/ndskit"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/vs-sr-dev/ndskit/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":293008,"Python":285430,"C":8553,"Java":3008,"CMake":1260},"source_url":"https://api.github.com/repos/vs-sr-dev/ndskit/languages","evidence":"GitHub's official language endpoint for https://github.com/vs-sr-dev/ndskit reports 293,008 bytes of C++, the largest language total (49.6% of 591,259 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nintendo-ds-ndsrecomp-toolkit","title":"ndsrecomp Nintendo DS Static Recompiler","game":"Nintendo DS ROMs (general-purpose recompiler)","platform":"Nintendo DS → native host code","kind":"Recompilation","status":"Very early pre-alpha (v0.6.10); the README reports one hash-verified firmware path, early bring-up across games, experimental online/local wireless, no stable API, and no turnkey clean-clone game build.","summary":"Nintendo DS static recompilation framework that lifts ARM code to C and runs it with a native runtime rather than interpreting immutable code banks.","project_url":"https://github.com/RetroPortingToolKit/ndsrecomp","updated":"2026-10-15","strategy":"Static ARM-to-C recompilation framework","language":"","source_available":"Public source repository; game and firmware data are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Experimental Nintendo DS static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/RetroPortingToolKit/ndsrecomp#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/RetroPortingToolKit/ndsrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2915344,"Python":846110,"PowerShell":111063,"CMake":75374,"C":59345,"Shell":3842},"source_url":"https://api.github.com/repos/RetroPortingToolKit/ndsrecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/RetroPortingToolKit/ndsrecomp reports 2,915,344 bytes of C++, the largest language total (72.7% of 4,011,078 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-elrinth-zet98-486-mister","title":"NEC PC-9801/9821 PC98-486 MiSTer FPGA Core","game":"NEC PC-9801 and PC-9821 (PC-98) computer software","platform":"MiSTer FPGA with SDRAM (DE10-Nano/Cyclone V class); the maintainer README also documents some experimental hardware tests on SuperStation One.","kind":"Emulator","status":"GitHub Release B254 was published 2026-10-16. Its notes report Windows 95 at 640×480×256 and that Magical Chase reaches gameplay; the README marks the core experimental and distinguishes hardware-qualified results from timing-closed behavior. Current B254 requires the companion Open PC-98 BIOS (2026-10-08); no NEC ROM dump is required, while older B248 builds use NEC BIOS ROMs. User supplies PC-98 disks; the core repository does not distribute games or BIOS images. The project site labels the core GPL-3.0, but the repository README says inherited source notices remain and does not relicense imported components; treat the core license as per-component, with the separately licensed Open BIOS under 0BSD.","summary":"A MiSTer FPGA recreation of the NEC PC-9801/9821 family with a 486-class z486 CPU, up to 64 MB RAM, PC-9801-86 audio, floppy and hard-disk media, CD audio, MIDI, and 16-/256-colour graphics. It is an experimental FPGA implementation with a separately supplied clean-room BIOS.","project_url":"https://github.com/Elrinth/Zet98_486_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"PC-98 FPGA system emulator","target_type":"Software","sources":[{"label":"Maintainer PC98-486 site: systems, board, supported features, current BIOS requirement and disk setup","url":"https://pc98.thefirstboss.com/"},{"label":"Core repository README: implementation details, experimental limitations, provenance and licensing caveat","url":"https://github.com/Elrinth/Zet98_486_MiSTer/blob/main/README.md"},{"label":"Latest core release B254 (2026-10-16)","url":"https://github.com/Elrinth/Zet98_486_MiSTer/releases/latest"},{"label":"Companion Open PC-98 BIOS README (BIOS requirement and 0BSD license)","url":"https://github.com/Elrinth/PC98_Open_BIOS/blob/main/README.md"},{"label":"Companion BIOS license file","url":"https://github.com/Elrinth/PC98_Open_BIOS/blob/main/LICENSE"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/Elrinth/Zet98_486_MiSTer/languages"},{"label":"GitHub repository commit activity feed","url":"https://github.com/Elrinth/Zet98_486_MiSTer/commits/main.atom"}],"media":[{"kind":"image","label":"Doom SETUP: choose 4, General MIDI (MPU-PC98), as the BGM driver","url":"https://raw.githubusercontent.com/Elrinth/Zet98_486_MiSTer/main/docs/images/doom-setup-midi-driver.png","preview_url":"https://raw.githubusercontent.com/Elrinth/Zet98_486_MiSTer/main/docs/images/doom-setup-midi-driver.png","source_url":"https://github.com/Elrinth/Zet98_486_MiSTer/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Doom SETUP: choose 5, E0D0H, as the MPU-PC98(II) base address","url":"https://raw.githubusercontent.com/Elrinth/Zet98_486_MiSTer/main/docs/images/doom-setup-mpu-address.png","preview_url":"https://raw.githubusercontent.com/Elrinth/Zet98_486_MiSTer/main/docs/images/doom-setup-mpu-address.png","source_url":"https://github.com/Elrinth/Zet98_486_MiSTer/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1619582,"Assembly":1085882,"SystemVerilog":1075859,"Python":538646,"Verilog":419114,"Shell":314231,"Tcl":78988,"PowerShell":57160,"C#":33125,"C++":26712,"C":6926,"Batchfile":3585,"Dockerfile":478},"source_url":"https://api.github.com/repos/Elrinth/Zet98_486_MiSTer/languages","evidence":"Exact GitHub Languages API byte map: {\"Assembly\": 1085882, \"Batchfile\": 3585, \"C\": 6926, \"C#\": 33125, \"C++\": 26712, \"Dockerfile\": 478, \"PowerShell\": 57160, \"Python\": 538646, \"Shell\": 314231, \"SystemVerilog\": 1075859, \"Tcl\": 78988, \"VHDL\": 1619582, \"Verilog\": 419114}.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"need-for-speed-carbon-xbox360-recomp-android","title":"Need for Speed Carbon Xbox 360 Recompilation for Android and PC","game":"Need for Speed Carbon (Xbox 360, English PAL edition)","platform":"Xbox 360 → Android ARM64 / Windows x86-64","kind":"Recompilation","status":"Release v0.3.3. README reports the Android build rendering cars, scenery, videos, and menus at about 60 FPS on a Samsung S25 Ultra; full races, save progress, and other phones still need testing. Windows x64 is described as a prototype/test build.","summary":"ReXGlue statically recompiles the Xbox 360 PowerPC code to C++ for Android ARM64/Vulkan and Windows x64. The Windows path uses Direct3D 12 with an optional Xenos renderer. The user supplies the matching PAL Xbox 360 files.","project_url":"https://github.com/codepdbh/NFS-CARBON-360-ANDROID-RECOMP","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation with a native Vulkan Android renderer and Windows test target","language":"","source_available":"Public source repository and Android release; requires the specified user-owned Xbox 360 game files; no game data bundled","first_found":"2026-10-15","project_started":null,"programming_language":"JavaScript","subtype":"Xbox 360 recompilation with Android ARM64/Vulkan and Windows x64 targets","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/codepdbh/NFS-CARBON-360-ANDROID-RECOMP/blob/main/README.md"},{"label":"Android compatibility and release v0.3.3","url":"https://github.com/codepdbh/NFS-CARBON-360-ANDROID-RECOMP/releases/tag/v0.3.3"},{"label":"Android requirements and tested device","url":"https://github.com/codepdbh/NFS-CARBON-360-ANDROID-RECOMP/blob/main/README.md#android"},{"label":"GitHub repository metadata (primary-language value)","url":"https://api.github.com/repos/codepdbh/NFS-CARBON-360-ANDROID-RECOMP"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/codepdbh/NFS-CARBON-360-ANDROID-RECOMP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":362028,"Java":136667,"C++":116895,"CMake":25787,"Python":24915,"PowerShell":7652,"HTML":119},"source_url":"https://api.github.com/repos/codepdbh/NFS-CARBON-360-ANDROID-RECOMP/languages","evidence":"GitHub's official language endpoint for https://github.com/codepdbh/NFS-CARBON-360-ANDROID-RECOMP reports 362,028 bytes of JavaScript, the largest language total (53.7% of 674,063 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs2se-vita-recomp","title":"Need for Speed II: Special Edition Vita Recompilation","game":"Need for Speed II: Special Edition","platform":"Windows PC x86 → PlayStation Vita","kind":"Recompilation","status":"Experimental; project builds Vita VPK","summary":"Static recompilation of original Win32 x86 game executable targeting Vita.","project_url":"https://github.com/AlirezaXdehghan/nfs-recompiled-vita","updated":"2026-06-29","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Shared-repository, game-specific recompilation target","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/AlirezaXdehghan/nfs-recompiled-vita"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/AlirezaXdehghan/nfs-recompiled-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":126724487,"C":3386683,"Python":371064,"CMake":29206,"Assembly":3132,"Batchfile":970},"source_url":"https://api.github.com/repos/AlirezaXdehghan/nfs-recompiled-vita/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (126,724,487 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs3-android-recomp","title":"Need for Speed III: Hot Pursuit Android Recompilation","game":"Need for Speed III: Hot Pursuit (1998 PC release)","platform":"Windows PC (1998 retail release) → Android 8+ / ARM64 (arm64-v8a; OpenGL ES 3.0)","kind":"Recompilation","status":"The latest GitHub release found is v0.77, published 2026-10-16 UTC, with an Android APK. The README documents Android 8+, arm64-v8a, OpenGL ES 3.0, touch/gamepad controls, split-screen, and network races; it does not state full-game completion or list a device test matrix.","summary":"Android build of the 1998 Windows PC game. The maintainer describes a static recompilation of the original executable to portable C++, with Windows, DirectX, and Glide interfaces implemented through SDL3 and OpenGL ES. The v0.77 notes say several subsystems have since been replaced with native code. The app contains no game content and imports data from the user's retail disc.","project_url":"https://github.com/ZloiKILLER/nfs3recompiled-android","updated":"2026-10-15","strategy":"Static recompilation of the Windows PC executable to portable C++, with SDL3/OpenGL ES Android integration and ongoing replacement of recompiled subsystems with native code.","language":"","source_available":"Public C++ and Android source repository with an APK release; game content is excluded. User must supply FEDATA and GAMEDATA from their 1998 retail disc, or an ISO/BIN-CUE image.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android ARM64 target of a PC static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: game version, method, Android requirements, and disc-data import","url":"https://github.com/ZloiKILLER/nfs3recompiled-android"},{"label":"Latest release found: v0.77 Android APK and release notes","url":"https://github.com/ZloiKILLER/nfs3recompiled-android/releases/tag/v0.77"},{"label":"Technical notes on the recompilation and Android build","url":"https://github.com/ZloiKILLER/nfs3recompiled-android/blob/main/TECHNICAL.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":70143429,"C":3460282,"Python":818947,"Java":587012,"Assembly":161422,"Kotlin":111033,"CMake":30632,"Shell":10399,"Batchfile":162},"source_url":"https://api.github.com/repos/ZloiKILLER/nfs3recompiled-android/languages","evidence":"GitHub's official language endpoint for https://github.com/ZloiKILLER/nfs3recompiled-android reports 70,143,429 bytes of C++, the largest language total (93.1% of 75,323,318 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs3-vita-recomp","title":"Need for Speed III: Hot Pursuit Vita Recompilation","game":"Need for Speed III: Hot Pursuit","platform":"Windows PC x86 → PlayStation Vita","kind":"Recompilation","status":"Experimental; project builds Vita VPK","summary":"Static recompilation of original Win32 x86 game executable targeting Vita.","project_url":"https://github.com/AlirezaXdehghan/nfs-recompiled-vita","updated":"2026-06-29","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Shared-repository, game-specific recompilation target","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/AlirezaXdehghan/nfs-recompiled-vita"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/AlirezaXdehghan/nfs-recompiled-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":126724487,"C":3386683,"Python":371064,"CMake":29206,"Assembly":3132,"Batchfile":970},"source_url":"https://api.github.com/repos/AlirezaXdehghan/nfs-recompiled-vita/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (126,724,487 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs-underground-2-recomp","title":"Need for Speed Underground 2 Recompilation","game":"Need for Speed: Underground 2","platform":"Windows PC x86-32 (SPEED2.EXE) → Android arm64-v8a or armeabi-v7a","kind":"Recompilation","status":"Android release v0.14.5 (2026-10-15) provides ARM64 and ARMv7 APKs and requires Android 10+ plus Vulkan 1.1+. The maintainer labels Android race gameplay playable and reports 35–51+ presentation FPS at 1170×540 on a Samsung Galaxy S24 Ultra (Snapdragon 8 Gen 3); the release notes say this is not a fixed-FPS guarantee. v0.14.5 validation confirms the ARM64 APK installed on a Galaxy S25; ARMv7 builds are verified but were not physically tested, and the notes identify other chipsets still awaiting validation.","summary":"Statically recompiles the 32-bit Windows SPEED2.EXE into C and provides native Android ARM64/ARMv7 runtimes. Android uses touch controls, native audio, and a Direct3D 9-to-Vulkan path via DXVK Native. The user supplies original PC game data; no proprietary game files are distributed.","project_url":"https://github.com/codepdbh/nfsu2-recompiled","updated":"2026-10-16","strategy":"Static x86-32-to-C recompilation with native Android runtime and Direct3D 9-to-Vulkan graphics translation through DXVK Native.","language":"","source_available":"Public source repository and v0.14.5 ARM64/ARMv7 APKs; original Need for Speed: Underground 2 PC game data is required and not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"x86-32-to-C recompilation with native Android runtime","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/codepdbh/nfsu2-recompiled"},{"label":"Maintainer README: recompilation method, Android architecture/OS/API requirements, and gameplay status","url":"https://github.com/codepdbh/nfsu2-recompiled/blob/main/README.md"},{"label":"v0.14.5 release: APK architectures, Android minimums, and validation limits","url":"https://github.com/codepdbh/nfsu2-recompiled/releases/tag/v0.14.5"},{"label":"Android gameplay/control validation and device-test scope","url":"https://github.com/codepdbh/nfsu2-recompiled/blob/main/docs/ANDROID_GAMEPLAY_CONTROLS_TEST.md"},{"label":"GitHub repository language breakdown (C++ primary language)","url":"https://api.github.com/repos/codepdbh/nfsu2-recompiled/languages"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/codepdbh/nfsu2-recompiled/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":370779,"C":189587,"Java":117546,"Python":64369,"NASL":37418,"CMake":17615,"PowerShell":8690,"Shell":4679,"Batchfile":81},"source_url":"https://api.github.com/repos/codepdbh/nfsu2-recompiled/languages","evidence":"GitHub's official language endpoint for https://github.com/codepdbh/nfsu2-recompiled reports 370,779 bytes of C++, the largest language total (45.7% of 810,764 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"need-for-speed-underground-pc-android-recomp","title":"Need for Speed Underground PC Recompilation for Android","game":"Need for Speed Underground (2003 PC release, patch 1.4 / Speed.exe)","platform":"Windows PC x86 (2003 v1.4) → Android 10+ ARM64/ARMv7 with Vulkan 1.1; Windows x86 host","kind":"Recompilation","status":"Release v0.2.2 with arm64-v8a and armeabi-v7a APKs was published 2026-10-15. The README says the Android ARM64 build installs and reaches the menus; races have not yet been tested.","summary":"Native Android build of the 2003 Windows PC game. The project lifts the supported x86 executable function by function to C, uses a native Android runtime with touch and gamepad input, and sends Direct3D 9 rendering through DXVK/Vulkan. Game files and generated code remain local to the player.","project_url":"https://github.com/codepdbh/nfsu1-recompiled","updated":"2026-10-16","strategy":"Static x86 recompilation to C with a native Android host and Direct3D 9-to-Vulkan rendering path.","language":"","source_available":"Public source and Android APK releases for both 64-bit and 32-bit ARM; no game files or game-derived generated code are included. The player supplies the supported PC installation and generates code locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC x86-to-Android recompilation; menu boot reported, races untested","target_type":"Game","sources":[{"label":"Maintainer README: exact PC build, recompilation method, Android ABIs, and current test state","url":"https://github.com/codepdbh/nfsu1-recompiled"},{"label":"v0.2.2 Android APK release","url":"https://github.com/codepdbh/nfsu1-recompiled/releases/tag/v0.2.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":350945,"C":196967,"Java":117291,"Python":54757,"NASL":37418,"Pawn":18705,"CMake":15471,"Shell":1738,"PowerShell":1166},"source_url":"https://api.github.com/repos/codepdbh/nfsu1-recompiled/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 350,945 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nfs-carbon-pc-macos-arm64-recomp","title":"Need for Speed: Carbon (PC) — Apple Silicon Recompilation","game":"Need for Speed: Carbon (2006 PC release)","platform":"Windows PC x86 → macOS Apple silicon arm64","kind":"Recompilation","status":"v0.1.10 released 2026-10-10. The README says the game is fully playable: career, races, garage, and menus work at 60 FPS with sound.","summary":"Statically recompiles the PC game’s x86 code to C and builds a native macOS app with a Metal renderer. Requires the user’s own PC game installation and the supported hash-checked `NFSC.exe` plus the game’s `msvcr71.dll` and `msvcp71.dll`; no game data is included. Apple Silicon macOS is the documented host.","project_url":"https://github.com/vasist15-source/nfs-carbon-mac","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC game","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/vasist15-source/nfs-carbon-mac#readme"},{"label":"Latest GitHub release (v0.1.10, published 2026-10-10)","url":"https://github.com/vasist15-source/nfs-carbon-mac/releases/tag/v0.1.10"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/vasist15-source/nfs-carbon-mac/languages"},{"label":"Current primary README","url":"https://github.com/vasist15-source/nfs-carbon-mac/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/vasist15-source/nfs-carbon-mac"},{"label":"Maintainer repository","url":"https://github.com/vasist15-source/nfs-carbon-mac"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7522541,"Python":1005478,"C":330683,"Objective-C++":264532,"CMake":87831,"Shell":45957,"JavaScript":45533,"Swift":33220,"Java":25137,"HTML":9793,"GLSL":7036,"Objective-C":6723,"Makefile":838},"source_url":"https://api.github.com/repos/vasist15-source/nfs-carbon-mac/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"need-for-speed-carbon-switch-port","title":"Need for Speed: Carbon Switch Port","game":"Need for Speed: Carbon","platform":"Xbox → Nintendo Switch","kind":"Recompilation","status":"Native Switch NRO build based on static Xbox recompilation; maturity and compatibility details should be checked in the project README.","summary":"Port of the original Xbox release to Switch using static recompilation.","project_url":"https://github.com/antoxa2584x/nfsc-sw","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/antoxa2584x/nfsc-sw"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/antoxa2584x/nfsc-sw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3626904,"Python":1645176,"CMake":40611,"Shell":39113,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/antoxa2584x/nfsc-sw/languages","evidence":"GitHub's official language endpoint for https://github.com/antoxa2584x/nfsc-sw reports 3,626,904 bytes of C, the largest language total (67.6% of 5,367,997 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"need-for-speed-carbon-xbox360-ios-recomp","title":"Need for Speed: Carbon Xbox 360 Recompilation for iOS","game":"Need for Speed: Carbon (Xbox 360 release; exact supported region/revision is not stated in the README)","platform":"Xbox 360 → iPhone/iPad (iOS/iPadOS 16+ ARM64; A14/M1 or newer recommended)","kind":"Recompilation","status":"Release v0.3.3-ios with an IPA was published 2026-10-16. The README documents an Xbox default.xex-to-C++ generation workflow and an iOS file-importer, but does not provide a named device or gameplay test. It says game-specific code is conditional on the XEX being present at build time. The repository tree also contains a 22,823,008-byte gen.tar.gz archive whose contents were not inspected, so the archive’s relationship to generated game code is unresolved.","summary":"An iOS/iPadOS application target for the Xbox 360 game using ReXGlue static recompilation, a Vulkan-to-Metal renderer, and native touch/controller input. The README supports local XEX translation and Xbox game-file import, but its released IPA’s game-code state is not established by the available primary evidence.","project_url":"https://github.com/weshatolcolfinancial-crypto/nfscarbon-ios","updated":"2026-10-16","strategy":"AOT translation of the Xbox 360 PowerPC executable through ReXGlue, with an iOS ARM64 host and MoltenVK/Metal rendering.","language":"","source_available":"Public source and an iOS IPA release. The README says original game data is not included and asks users to provide their own Xbox 360 files. It documents local game-code generation, but the repository tree contains a 22.8 MB gen.tar.gz archive whose payload was not inspected; the release’s bundled game-code state is unresolved.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Xbox 360-to-iOS ARM64 target; IPA published, device gameplay unverified, code archive needs provenance review","target_type":"Game","sources":[{"label":"Maintainer README: Xbox 360 target, iOS requirements, data import, and conditional game-code build","url":"https://github.com/weshatolcolfinancial-crypto/nfscarbon-ios"},{"label":"v0.3.3-ios IPA release","url":"https://github.com/weshatolcolfinancial-crypto/nfscarbon-ios/releases/tag/v0.3.3-ios"},{"label":"iOS-specific XEX-to-C++ code-generation script","url":"https://github.com/weshatolcolfinancial-crypto/nfscarbon-ios/blob/main/tools/ios/generate_code.py"},{"label":"Xbox 360 game manifest and entrypoint map","url":"https://github.com/weshatolcolfinancial-crypto/nfscarbon-ios/blob/main/nfscarbon_manifest.toml"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":739104,"Objective-C++":585481,"C++":535765,"CMake":14141,"Objective-C":1565},"source_url":"https://api.github.com/repos/weshatolcolfinancial-crypto/nfscarbon-ios/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 739,104 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"need-for-speed-high-stakes-ps1-decomp","title":"Need for Speed: High Stakes PS1 Decompilation","game":"Need for Speed: High Stakes","platform":"PlayStation","kind":"Decompilation","status":"Work in progress; the README describes a byte-matching decompilation of the PSX build using a mixed assembly/C workflow. The public repository grants no reuse license and states that builds, redistribution, ports, and derivative works require the author's written permission.","summary":"Matching source reconstruction for the PlayStation version of Need for Speed: High Stakes. This is a decompilation project, not the separate authorized port; the repository is publicly viewable but does not grant a license to build or reuse its code without written authorization.","project_url":"https://github.com/Caesar0007/NFSHS-PSX-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public repository; README grants no license and restricts use beyond viewing and forking","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Matching source reconstruction (restricted repository terms)","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Caesar0007/NFSHS-PSX-decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/Caesar0007/NFSHS-PSX-decomp/blob/3eef6bcf37f16bb5f5d124ccc9a850c347fee7b7/README.md"},{"label":"Latest default-branch commit at check (3eef6bc)","url":"https://github.com/Caesar0007/NFSHS-PSX-decomp/commit/3eef6bcf37f16bb5f5d124ccc9a850c347fee7b7"},{"label":"Current decomp.dev report (conflicts with README progress)","url":"https://decomp.dev/Caesar0007/NFSHS-PSX-decomp"},{"label":"Repository license and restrictions","url":"https://github.com/Caesar0007/NFSHS-PSX-decomp/blob/3eef6bcf37f16bb5f5d124ccc9a850c347fee7b7/LICENSE"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/Caesar0007/NFSHS-PSX-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":32782640,"C++":16202134,"C":9108155,"Python":1834461,"Linker Script":514072,"PowerShell":10202,"Shell":2537,"PHP":912,"Makefile":512},"source_url":"https://api.github.com/repos/Caesar0007/NFSHS-PSX-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 32,782,640 bytes; the manifest breakdown contains all 9 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs-most-wanted-pc-macos-recomp","title":"Need for Speed: Most Wanted (2005 PC) — Apple Silicon Recompilation","game":"Need for Speed: Most Wanted (2005 PC Black Edition v1.3)","platform":"Windows PC x86-32 Black Edition v1.3 → macOS Apple silicon arm64","kind":"Recompilation","status":"v3.0.3 released 2026-10-15; the README reports testing at 4K/60 on an M5 Pro MacBook Pro.","summary":"Statically translates the PC game’s x86 code to C and builds a native Apple Silicon app with a Metal renderer. Requires the user’s own PC Black Edition v1.3 installation; the setup builds locally and distributes no game code or assets. The documented target is Apple Silicon macOS.","project_url":"https://github.com/elforeign/nfs-most-wanted-mac","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC game","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/elforeign/nfs-most-wanted-mac#readme"},{"label":"GitHub release v3.0.3 (2026-10-15)","url":"https://github.com/elforeign/nfs-most-wanted-mac/releases/tag/v3.0.3"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/elforeign/nfs-most-wanted-mac/languages"},{"label":"Current primary README","url":"https://github.com/elforeign/nfs-most-wanted-mac/blob/main/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/elforeign/nfs-most-wanted-mac"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/elforeign/nfs-most-wanted-mac"},{"label":"GitHub latest commit listed for default branch (2026-10-15, 0c7e4f57e3; activity evidence only)","url":"https://github.com/elforeign/nfs-most-wanted-mac/commit/0c7e4f57e3a684796a705b68ab9c0c593e68a8d0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8401654,"Python":1309248,"C":982746,"Objective-C++":589498,"Assembly":150550,"CMake":93744,"Shell":54409,"HLSL":50339,"JavaScript":45533,"Swift":43187,"Objective-C":28163,"Java":25137,"HTML":9793,"GLSL":7036,"Makefile":838},"source_url":"https://api.github.com/repos/elforeign/nfs-most-wanted-mac/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nfsmw-android-evolved","title":"Need for Speed: Most Wanted (2005) Android Evolved","game":"Need for Speed: Most Wanted (2005, Xbox 360 PAL Spain edition)","platform":"Xbox 360 → Android ARM64 (Android 8+, Vulkan 1.1+ with descriptor indexing)","kind":"Recompilation","status":"Latest stable release v0.6.0 was published 2026-10-12 and includes an ARM64 APK. The maintainer reports Mali compatibility fixes and testing on a Galaxy S25 Ultra; Vulkan descriptor-indexing support is still required and other GPU/device behavior varies. The APK is built for the PAL Spain executable; PC and PS2 game files are not compatible.","summary":"An Android application for the Xbox 360 version of Need for Speed: Most Wanted (2005), using the nfsmw-nx recompilation and ReXGlue SDK. The README says the PowerPC game code runs as recompiled C++ with SDL3 and a native Vulkan renderer; it does not emulate an Xbox 360. It requires the user's own extracted PAL Spain game files and excludes game files and generated code from the repository. The launcher provides touch controls and a selectable text language.","project_url":"https://github.com/codepdbh/nfsmw-android","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation to native Android ARM64 with ReXGlue and Vulkan","language":"The supported PAL Spain disc includes English, Spanish, French, German, Italian, Dutch, Swedish, Danish, Finnish, and Polish text; speech and movies remain in the disc language.","source_available":"Public GPL-3.0 repository and release APK. The user supplies the supported Xbox 360 game copy; game files and generated code are excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android ARM64 native app with touch controls and Vulkan renderer","target_type":"Game","sources":[{"label":"Maintainer README: recompilation method, PAL Spain executable requirement, Android/GPU requirements, touch controls, and text languages","url":"https://github.com/codepdbh/nfsmw-android/blob/main/README.md"},{"label":"Stable v0.6.0 release and ARM64 APK (published 2026-10-12)","url":"https://github.com/codepdbh/nfsmw-android/releases/tag/v0.6.0"},{"label":"GitHub Languages API: repository-wide language byte totals","url":"https://api.github.com/repos/codepdbh/nfsmw-android/languages"},{"label":"GitHub repository API: GPL-3.0 license metadata, branch, and activity","url":"https://api.github.com/repos/codepdbh/nfsmw-android"},{"label":"Related but separately maintained Android implementation for the same game; included as lineage/dedup context","url":"https://github.com/victorgbd/NFSMW-Recompiled-Mobile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Batchfile":4560,"C":13534433,"C++":12438271,"CMake":127260,"GLSL":13299,"HLSL":6177,"HTML":115,"Java":151606,"JavaScript":417699,"Linker Script":44815,"Pawn":1111,"PowerShell":7331,"Python":104056,"Shell":11587,"SourcePawn":967},"source_url":"https://api.github.com/repos/codepdbh/nfsmw-android/languages","evidence":"GitHub's endpoint returns 13,534,433 C bytes (50.4% of 26,863,287 classified bytes), the largest category, followed by C++ at 12,438,271 bytes (46.3%). The repo README says the game code runs as recompiled C++; the C classification is repository-wide and can include native SDK/application components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nfs-most-wanted-2012-android-switch-port","title":"Need for Speed: Most Wanted (2012) Android for Nintendo Switch","game":"Need for Speed: Most Wanted (2012, Android release)","platform":"Android ARMv7 game release 1.3.128 → Nintendo Switch homebrew","kind":"Reimplementation","status":"Experimental; latest official release v0.2.8 was published 2026-10-15 and fixes startup crashes on some consoles and adds crash reporting. The maintainer documents working career/races, menus, audio and saves, but says frame rate is still being tuned on hardware and busy races can fall below the 30 fps target. It requires the user’s own Android 1.3.128 APK and OBB.","summary":"A game-specific Switch port for the Android edition of Need for Speed: Most Wanted (2012). Dynarmic recompiles the game’s 32-bit ARM code at runtime, while native Switch code reimplements the Android APIs and graphics/audio/input paths the game uses. It is not a whole-phone emulator and does not run the PC or console editions.","project_url":"https://github.com/SantiBros/NFSMostWanted2012-Android-Switch","updated":"2026-10-16","strategy":"Runtime ARM translation using Dynarmic plus native Switch reimplementations of the game’s Android/JNI, OpenGL ES, audio and input interfaces.","language":"","source_available":"Public source repository and downloadable Switch homebrew release. The APK and OBB are not included; the maintainer requires the user’s own copy of Android version 1.3.128.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific Android-to-Switch native port using runtime code translation","target_type":"Game","sources":[{"label":"Reddit r/SwitchHacks release post; discovery lead only","url":"https://www.reddit.com/r/SwitchHacks/comments/1x2kx3i/release_nfs_most_wanted_2012_android_version/"},{"label":"Maintainer README documenting architecture, requirements and experimental hardware status","url":"https://github.com/SantiBros/NFSMostWanted2012-Android-Switch#readme"},{"label":"https://github.com/SantiBros/NFSMostWanted2012-Android-Switch/releases","url":"https://github.com/SantiBros/NFSMostWanted2012-Android-Switch/releases"},{"label":"Current primary README","url":"https://github.com/SantiBros/NFSMostWanted2012-Android-Switch/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/SantiBros/NFSMostWanted2012-Android-Switch"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/SantiBros/NFSMostWanted2012-Android-Switch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":707343,"Python":34086,"CMake":5788,"Shell":789},"source_url":"https://api.github.com/repos/SantiBros/NFSMostWanted2012-Android-Switch/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"need-for-speed-most-wanted-pc-ios-recomp","title":"Need for Speed: Most Wanted (PC) iOS Recompilation","game":"Need for Speed: Most Wanted (2005 PC Black Edition v1.3 or official PC v1.3 patch)","platform":"Windows PC x86-32 v1.3 → iPhone/iPad (iOS/iPadOS 17+ ARM64)","kind":"Recompilation","status":"Release v3.0-ios with a test IPA was published 2026-10-15. The README documents iOS installation and the exact PC v1.3 data requirement, but does not identify a tested iPhone model or report an in-game completion/result.","summary":"An iOS fork of the Apple-silicon PC static recompilation. It translates the supported x86 game code to C ahead of time and packages a native iOS app with touch controls and game-data import. The test IPA excludes all proprietary game content; the player supplies files from the supported PC installation.","project_url":"https://github.com/EhsanWaheed/nfsmw-ios","updated":"2026-10-16","strategy":"Static recompilation of the Windows PC x86 executable to C with a native iOS host and Metal rendering.","language":"","source_available":"Public source and v3.0-ios test IPA; no game files are included. The player supplies the PC Black Edition v1.3 or the original PC installation updated with the official 1.3 patch.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC x86-to-iOS ARM64 target; release artifact exists but no named handset/gameplay result is documented","target_type":"Game","sources":[{"label":"Maintainer README: exact PC version, iOS install path, data requirements, and stated test-IPA status","url":"https://github.com/EhsanWaheed/nfsmw-ios"},{"label":"v3.0-ios release with test IPA and setup app","url":"https://github.com/EhsanWaheed/nfsmw-ios/releases/tag/v3.0-ios"},{"label":"PC static-recompilation upstream","url":"https://github.com/elforeign/nfs-most-wanted-mac"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8143030,"Python":1020324,"C":1005245,"Objective-C++":603902,"Assembly":150550,"CMake":95128,"Swift":52965,"HLSL":50339,"Shell":47221,"JavaScript":45533,"Objective-C":26979,"Java":25137,"HTML":9793,"GLSL":7036,"Makefile":838},"source_url":"https://api.github.com/repos/EhsanWaheed/nfsmw-ios/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 8,143,030 bytes. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"need-for-speed-most-wanted-multi-decomp","title":"Need for Speed: Most Wanted Multi-Platform Decompilation","game":"Need for Speed: Most Wanted","platform":"Nintendo GameCube, Xbox 360, PlayStation 2, and Windows PC","kind":"Decompilation","status":"Work in progress; the README enumerates supported GameCube, Xbox 360, PlayStation 2, and PC targets, including retail versions and prototypes.","summary":"Multi-platform decompilation research for Need for Speed: Most Wanted; the README lists exact supported executable revisions and notes that game data and assembly are not included.","project_url":"https://github.com/dbalatoni13/nfsmw","updated":"2026-10-15","strategy":"Multi-platform source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube, Xbox 360, PS2, and PC revisions","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/dbalatoni13/nfsmw#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/dbalatoni13/nfsmw"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/dbalatoni13/nfsmw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14745274,"C":4522948,"Python":713368,"JavaScript":37010,"Assembly":15768,"Linker Script":2954,"BitBake":2625,"Batchfile":1077,"Dockerfile":972},"source_url":"https://api.github.com/repos/dbalatoni13/nfsmw/languages","evidence":"GitHub's official language endpoint for https://github.com/dbalatoni13/nfsmw reports 14,745,274 bytes of C++, the largest language total (73.6% of 20,041,996 recognized language bytes). 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs-most-wanted-android-recomp","title":"Need for Speed: Most Wanted Recompiled Mobile","game":"Need for Speed: Most Wanted (2005, Xbox 360 version)","platform":"Xbox 360 → Android ARM64","kind":"Recompilation","status":"Android work remains in progress. On a Snapdragon 8 Elite with Qualcomm's driver the maintainer reports the 3D main menu at about 50 fps and ISO boot through menus/races with a Bluetooth controller and sound; Turnip is much slower. Android requires a 64-bit Snapdragon, Android 10+ and Vulkan 1.1.","summary":"Android ARM64 port of the Xbox 360 static recompilation with Vulkan, touch controls and per-edition APK builds. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"need-for-speed-most-wanted-switch-recomp","title":"Need for Speed: Most Wanted Switch Recompilation","game":"Need for Speed: Most Wanted (2005)","platform":"Xbox 360 → Nintendo Switch","kind":"Recompilation","status":"The maintainer reports a roughly 30 FPS target with heavier scenes dipping below it. The project documents nine supported Xbox 360 regional editions and builds an NRO for the selected edition; user supplies the ISO or `default.xex`.","summary":"Native Switch static recompilation of the Xbox 360 PowerPC game using ReXGlue and Vulkan/NVK. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nfs-most-wanted-2005-speedbreaker","title":"Need for Speed: Most Wanted Xbox 360 Recompilation — SpeedBreaker","game":"Need for Speed: Most Wanted (2005, Xbox 360 version)","platform":"Xbox 360 → Linux/SteamOS x86-64, Steam Frame arm64, Apple-silicon macOS, experimental iOS/iPadOS","kind":"Recompilation","status":"Latest release v0.1.4 was published 2026-10-13. The README lists Linux/SteamOS, Apple-silicon macOS, and Steam Frame targets; iOS/iPadOS remains experimental (signed builds were tested, but the released IPA was not verified on-device). Windows and Android are planned. Requires the user's Xbox 360 disc; no game data is included.","summary":"Static PowerPC recompilation of the Xbox 360 game into native host code. The README documents Vulkan on Linux/SteamOS and Metal/MoltenVK on Apple platforms, with user-supplied game files. 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PC v1.0 and v1.2 executables are identified; GameCube USA `GUGE69` awaits the first verified dump.","summary":"C++ source is intended to match original machine code first; a native PC port is a future goal, not current functionality.","project_url":"https://github.com/cobanov/nfsu2-decomp","updated":"2026-10-16","strategy":"Matching decompilation / early scaffold","language":"","source_available":"Repository; own game copy required; no assets, code binaries or executables.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"GameCube and PC game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/cobanov/nfsu2-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/cobanov/nfsu2-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":611427,"C":39010,"BitBake":2625,"Batchfile":1077},"source_url":"https://api.github.com/repos/cobanov/nfsu2-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"need-for-speed-underground-2-switch-port","title":"Need for Speed: Underground 2 Switch Port","game":"Need for Speed: Underground 2","platform":"Xbox → Nintendo Switch","kind":"Recompilation","status":"Native Switch NRO build based on static Xbox recompilation; maturity and compatibility details should be checked in the project README.","summary":"Port of the original Xbox release to Switch using static recompilation.","project_url":"https://github.com/antoxa2584x/nfsu2-sw","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/antoxa2584x/nfsu2-sw"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/antoxa2584x/nfsu2-sw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3990880,"Python":1621592,"Shell":41143,"CMake":40703,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/antoxa2584x/nfsu2-sw/languages","evidence":"GitHub's official language endpoint for https://github.com/antoxa2584x/nfsu2-sw reports 3,990,880 bytes of C, the largest language total (69.9% of 5,710,511 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"need-for-speed-underground-2-xbox-ios-recomp","title":"Need for Speed: Underground 2 Xbox Recompilation for iOS","game":"Need for Speed: Underground 2 (original Xbox, NTSC-U)","platform":"Original Xbox (NTSC-U) → iPhone/iPad (iOS/iPadOS 16+); native Metal on iOS 17+, MoltenVK fallback on iOS 16","kind":"Recompilation","status":"Release v0.1.0-ios with an IPA was published 2026-10-15. The maintainer reports testing on an iPhone 13 Pro (A15, iOS 27): movies and menus at 60 FPS, Quick Race and Career free-roam at 30 FPS. Long sessions and iPad behavior remain untested.","summary":"An iOS/iPadOS and Apple-silicon Mac port of the original Xbox version, derived from the existing NFSU2 Switch/Linux recompilation. It adds a Metal renderer, touch controls, game-data import, and iOS lifecycle handling. Game data is generated locally from a user-owned Xbox disc and is not distributed.","project_url":"https://github.com/weshatolcolfinancial-crypto/nfsu2-ios","updated":"2026-10-16","strategy":"Static recompilation of the original Xbox game with an iOS host, native Metal renderer, touch input, and local game-code generation.","language":"","source_available":"Public source and IPA release; no game data is included. The player supplies an original Xbox NTSC-U disc and generates the translated code locally on a Mac.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox-to-iOS/iPadOS recompilation; named iPhone result, with iPad and sustained-load testing open","target_type":"Game","sources":[{"label":"Maintainer README: exact Xbox release, iOS versions, controls, and iPhone test result","url":"https://github.com/weshatolcolfinancial-crypto/nfsu2-ios"},{"label":"iOS port log with measurements and current limitations","url":"https://github.com/weshatolcolfinancial-crypto/nfsu2-ios/blob/main/docs/IOS_PORT_LOG.md"},{"label":"v0.1.0-ios IPA release","url":"https://github.com/weshatolcolfinancial-crypto/nfsu2-ios/releases/tag/v0.1.0-ios"},{"label":"Original Xbox recompilation upstream","url":"https://github.com/antoxa2584x/nfsu2-sw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3970677,"Python":1599932,"Objective-C":191324,"Shell":55433,"CMake":49058,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/weshatolcolfinancial-crypto/nfsu2-ios/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,970,677 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nfs-underground-2-pc-macos-arm64-recomp","title":"Need for Speed: Underground 2 — Apple Silicon Recompilation","game":"Need for Speed: Underground 2 (Windows PC x86 build)","platform":"Windows PC x86-32 (`SPEED2.EXE`) → macOS Apple silicon arm64","kind":"Recompilation","status":"Development repository with no public release. The README says it boots to menus and races are playable with sound; only one supported executable build is accepted.","summary":"Static x86-to-C recompilation with a native ARM64 host, Win32 and Direct3D 9-to-Metal runtime, and CoreAudio/DirectInput bridges. Requires the user’s own installation and the exact supported `SPEED2.EXE` hash; other builds need changes. macOS 11+ on Apple Silicon and Xcode Command Line Tools are required; Python dependencies support the analysis/build tools.","project_url":"https://github.com/TalhaMudo/NFSU2Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows PC game","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/TalhaMudo/NFSU2Recomp#readme"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/TalhaMudo/NFSU2Recomp/languages"},{"label":"Current primary README","url":"https://github.com/TalhaMudo/NFSU2Recomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/TalhaMudo/NFSU2Recomp"},{"label":"Maintainer repository","url":"https://github.com/TalhaMudo/NFSU2Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":630313,"Objective-C":370755,"Python":221753,"HTML":52843,"Shell":21503},"source_url":"https://api.github.com/repos/TalhaMudo/NFSU2Recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"need-for-speed-underground-gc-decomp","title":"Need for Speed: Underground GameCube Decompilation","game":"Need for Speed: Underground (GameCube version)","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the GameCube target as a September 10, 2003 prototype and says game assets and assembly are not included.","summary":"GameCube decompilation project for the documented Need for Speed: Underground prototype revision.","project_url":"https://github.com/dbalatoni13/nfsug","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Prototype GNDP8P (September 10, 2003)","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/dbalatoni13/nfsug#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/dbalatoni13/nfsug"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":475645,"Python":204045,"C++":84920,"Linker Script":2798,"Batchfile":1098},"source_url":"https://api.github.com/repos/dbalatoni13/nfsug/languages","evidence":"GitHub's official language endpoint for https://github.com/dbalatoni13/nfsug reports 475,645 bytes of C, the largest language total (61.9% of 768,506 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"need-for-speed-underground-original-xbox-switch-port","title":"Need for Speed: Underground Original Xbox to Nintendo Switch Port","game":"Need for Speed: Underground","platform":"Original Xbox (NTSC-U) → Nintendo Switch","kind":"Recompilation","status":"The README reports Switch-hardware menus and Quick Race at 30 FPS using Vulkan at 1785 MHz CPU. Career mode is still untested.","summary":"Static recompilation lifts the original Xbox XBE into C and builds a native Switch homebrew NRO. The user supplies and extracts their own Xbox disc; no game data is included.","project_url":"https://github.com/antoxa2584x/nfsu1-sw","updated":"2026-10-16","strategy":"Static recompilation of the original Xbox XBE for native Switch homebrew","language":"","source_available":"Public source and Switch build instructions; requires the user’s original Xbox disc data.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Original Xbox static recompilation port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: original Xbox NTSC-U source, Switch build, and hardware status","url":"https://github.com/antoxa2584x/nfsu1-sw#readme"},{"label":"Current primary README","url":"https://github.com/antoxa2584x/nfsu1-sw/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/antoxa2584x/nfsu1-sw"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/antoxa2584x/nfsu1-sw/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/antoxa2584x/nfsu1-sw/releases/tag/v0.4.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3718682,"Python":1595473,"CMake":40867,"Shell":39135,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/antoxa2584x/nfsu1-sw/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neetan-japanese-computer-emulator","title":"Neetan","game":"Software and games for ten Japanese microcomputer families and IBM PC/AT DOS/V","platform":"NEC PC-98, PC-88/88VA, PC-6000; MSX; Fujitsu FM Towns/FM-7; Sharp X68000/X1; IBM PC/AT DOS/V","kind":"Emulator","status":"Active; release v2026.10.0 was published 2026-10-04 and source updates continued through 2026-10-10. The official release page provides x86-64 Windows and Linux builds. Per-title compatibility lists are published for several families.","summary":"Rust multi-system computer emulator covering ten machine families. Its README and machine-specific guides enumerate supported models and compatibility; most families require user-supplied ROM sets, while PC-98 and PC/AT document HLE BIOS paths. Core project license is BSD-3-Clause; optional MT-32 and SC-55 components carry separate copyleft terms, documented by the project.","project_url":"https://github.com/neetandev/neetan","updated":"2026-10-16","strategy":"Multi-system computer hardware emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports BSD-3-Clause license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Japanese microcomputer and PC emulator","target_type":"Software","sources":[{"label":"Official source repository and supported systems","url":"https://github.com/neetandev/neetan"},{"label":"Official ROM requirements and system firmware matrix","url":"https://github.com/neetandev/neetan/blob/master/doc/roms.md"},{"label":"Official tagged releases and host packages","url":"https://github.com/neetandev/neetan/releases"},{"label":"Project license and optional MIDI component terms","url":"https://github.com/neetandev/neetan/blob/master/LICENSE"},{"label":"GitHub official repository language byte counts","url":"https://api.github.com/repos/neetandev/neetan/languages"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/neetandev/neetan"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":34224885,"Assembly":454965,"Python":171073,"Scheme":136237,"Slang":27642,"Makefile":5883},"source_url":"https://api.github.com/repos/neetandev/neetan/languages","evidence":"GitHub official repository Languages API reports 34,224,885 bytes of Rust as the largest of 6 recognized language buckets (97.7% of recognized bytes). Checked 2026-10-16. Repository-level language counts may include tooling, bundled resources, and UI code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neighbours-from-hell-psp-reimplementation","title":"Neighbours from Hell PSP Recreation","game":"Neighbours from Hell","platform":"Original Windows PC game → PlayStation Portable homebrew (PSPSDK)","kind":"Reimplementation","status":"Release v0.2.2 was published 2026-07-26. The changelog records an English localization option, audio prioritization, and drawing-performance work; the release provides an installable archive and the README documents a PSPSDK source build using `make clean && make`. The maintainer does not document full campaign coverage, a gameplay compatibility list, or physical PSP testing, so overall completion and real-hardware validation remain unclear. The repository license assigns MIT to author-written source and assets/data but identifies files under `build/assets_thq/` and `res/` as THQ Nordic intellectual property. Last source push: 2026-08-18.","summary":"A native C recreation of the original Windows PC game for PSP homebrew, built with PSPSDK. The repository contains an installable release and a documented source build. Its license distinguishes the author’s MIT-licensed code and assets from THQ Nordic game assets included in the repository.","project_url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP","updated":"2026-10-16","strategy":"Native PSP game recreation in C with PSPSDK; the repository includes game-specific code and resource trees, with source and rights-holder assets governed by different terms.","language":"","source_available":"Public C source and PSPSDK Makefile. The repository LICENSE identifies `src/`, author-made assets, and configuration data as MIT-licensed, while `build/assets_thq/` and `res/` contain THQ Nordic intellectual property; the project README states it is unofficial and does not claim rights to the original assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native PSP game recreation","target_type":"Game","sources":[{"label":"Maintainer README: PSP target, homebrew installation, PSPSDK build, and unofficial-project disclaimer","url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP"},{"label":"Maintainer changelog for v0.2.2 localization, audio, and performance updates","url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP/blob/main/CHANGELOG.md"},{"label":"Maintainer v0.2.2 release archive","url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP/releases/tag/v0.2.2"},{"label":"Component-by-component license and asset ownership statement","url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP/blob/main/LICENSE"},{"label":"GOG support page identifying the PC version as a Windows game","url":"https://support.gog.com/hc/en-us/articles/213524909-Neighbours-From-Hell-1"},{"label":"GitHub repository metadata, including the Other / NOASSERTION license classification and last push date","url":"https://api.github.com/repos/dntrnk/Neighbours-from-Hell-PSP"},{"label":"GitHub Languages API repository-wide byte totals","url":"https://api.github.com/repos/dntrnk/Neighbours-from-Hell-PSP/languages"}],"media":[{"kind":"image","label":"screenshot1","url":"https://raw.githubusercontent.com/dntrnk/Neighbours-from-Hell-PSP/main/images/screenshot1.png","preview_url":"https://raw.githubusercontent.com/dntrnk/Neighbours-from-Hell-PSP/main/images/screenshot1.png","source_url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"screenshot2","url":"https://raw.githubusercontent.com/dntrnk/Neighbours-from-Hell-PSP/main/images/screenshot2.png","preview_url":"https://raw.githubusercontent.com/dntrnk/Neighbours-from-Hell-PSP/main/images/screenshot2.png","source_url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"howtoinstall","url":"https://raw.githubusercontent.com/dntrnk/Neighbours-from-Hell-PSP/main/images/howtoinstall.png","preview_url":"https://raw.githubusercontent.com/dntrnk/Neighbours-from-Hell-PSP/main/images/howtoinstall.png","source_url":"https://github.com/dntrnk/Neighbours-from-Hell-PSP/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1726145,"Makefile":2957},"source_url":"https://api.github.com/repos/dntrnk/Neighbours-from-Hell-PSP/languages","evidence":"GitHub Languages API returned 2 language byte totals; C is largest at 1,726,145 bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nekketsu-oyako-saturn-en","title":"Nekketsu Oyako Saturn English Translation and Improvement","game":"Nekketsu Oyako","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0 available since 2026-08-14","summary":"English patch for the Japanese Saturn version based on the established PlayStation fan translation. The Saturn release adds translated configuration options, a sound test, persistent settings, and a choice of English or Japanese title logo.","project_url":"https://segaxtreme.net/resources/nekketsu-oyako-japan-english-translation-improvement.569/","updated":"2026-08-14","strategy":"Fan translation adaptation and enhancement patch","language":"English","source_available":"Public xdelta patch kit for a Redump-compatible Japanese Saturn image","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text and interface localization","target_type":"Game","sources":[{"label":"Maintainer resource: Japanese disc requirement, patch format, script basis, and changes","url":"https://segaxtreme.net/resources/nekketsu-oyako-japan-english-translation-improvement.569/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/nekketsu-oyako-japan-english-translation-improvement.569/","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"np2kai","title":"Neko Project II kai (NP2kai)","game":"NEC PC-9801 / PC-98 computers and games","platform":"Windows, macOS, Linux, Android, iOS via Libretro builds","kind":"Emulator","status":"Active","summary":"A PC-9801 emulator used to run the Japanese PC-98 software catalog, including its distinctive DOS/V and native PC-98 games.","project_url":"https://github.com/AZO234/NP2kai","updated":"2026-09-05","strategy":"System emulation of PC-9801 hardware, including its machine-specific floppy and disk formats.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"NEC PC-9801 personal-computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/AZO234/NP2kai"},{"label":"Original Neko Project II project page","url":"https://www.yui.ne.jp/np2/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/AZO234/NP2kai"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11520071,"C++":4218054,"MAXScript":284494,"ReScript":237609,"Assembly":213826,"CMake":93598,"Python":16441,"Makefile":11654,"EmberScript":7898,"Batchfile":3190,"Objective-C":2474,"Shell":787,"Pawn":626,"Perl":39},"source_url":"https://api.github.com/repos/AZO234/NP2kai/languages","evidence":"GitHub's official language endpoint for https://github.com/AZO234/NP2kai reports 11,520,071 bytes of C, the largest language total (69.4% of 16,610,761 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nemulator-multisystem","title":"nemulator","game":"NES/Famicom, Sega 8-bit, Genesis, PC Engine, Game Boy, and arcade systems","platform":"Windows desktop; DirectX runtime required","kind":"Emulator","status":"Active; v6.1 release and repository update 2026-10-08. README identifies runnable NES/FDS, Master System, Game Gear, Genesis, PC Engine, Game Boy/Color, Pac-Man-family, and Space Invaders implementations.","summary":"A C++ multi-system emulator with explicit ROM-set guidance for its console and arcade cores. Space Invaders sound samples are optional; supported game data is not bundled.","project_url":"https://github.com/jslepicka/nemulator","updated":"2026-10-16","strategy":"Software emulation; separate CPU, video, audio, and arcade machine cores.","language":"","source_available":"Public source repository; GitHub's repository API reports BSD-2-Clause license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-system console and arcade emulator","target_type":"Software","sources":[{"label":"Official repository and supported systems","url":"https://github.com/jslepicka/nemulator"},{"label":"Official releases","url":"https://github.com/jslepicka/nemulator/releases"},{"label":"BSD 2-Clause license","url":"https://github.com/jslepicka/nemulator/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/jslepicka/nemulator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1379876,"C":65787,"HLSL":19853},"source_url":"https://api.github.com/repos/jslepicka/nemulator/languages","evidence":"GitHub repository language API byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nemulator-switch-xbox-dev-mode","title":"Nemulator (Xbox Series S/X)","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch → Xbox Series S/X Developer Mode; the repository also documents Windows and Linux host builds for development and testing.","kind":"Emulator","status":"Experimental, no tagged release listed; GitHub reports the last push on 2026-10-02. The project status page says Xbox packaging and commercial-game loading are implemented but on-device D3D12 pixel verification remains outstanding. README and status-page test, SVC, and IPC counts conflict, so compatibility and completeness claims remain unverified.","summary":"A public C++20 Nintendo Switch emulator project targeting Xbox Series S/X Developer Mode, with an ARM64 interpreter/JIT, Horizon OS HLE, Switch media loaders, and a Direct3D 12 rendering path. The maintainers’ status page says the final on-device Xbox rendering check has not been completed; this is an experimental implementation rather than a verified commercial-game compatibility claim.","project_url":"https://github.com/xanstomper/nemu","updated":"2026-10-16","strategy":"High-level Nintendo Switch system emulation with ARM64 interpretation/JIT, Horizon OS service/syscall emulation, and Maxwell-to-Direct3D 12 rendering.","language":"","source_available":"Public source repository; GitHub identifies GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch emulator for Xbox Developer Mode","target_type":"Software","sources":[{"label":"Maintainer README: Xbox Dev Mode target, implementation claims, key requirements, and GPL-3.0 badge","url":"https://github.com/xanstomper/nemu/blob/main/README.md"},{"label":"Maintainer project status: implementation milestones and outstanding on-device Xbox rendering gate","url":"https://github.com/xanstomper/nemu/blob/main/docs/PROJECT_STATUS.md"},{"label":"Repository license","url":"https://github.com/xanstomper/nemu/blob/main/LICENSE"},{"label":"GitHub releases page checked 2026-10-16; no tagged releases listed","url":"https://github.com/xanstomper/nemu/releases"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/xanstomper/nemu"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/xanstomper/nemu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3185168,"Python":62478,"CMake":33211,"Shell":17736},"source_url":"https://api.github.com/repos/xanstomper/nemu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neo-drift-out-neogeo-static-recomp","title":"Neo Drift Out (Neo Geo) Static Recompilation","game":"Neo Drift Out: New Technology","platform":"Neo Geo MVS → Windows / Linux","kind":"Recompilation","status":"Alpha v0.2.0-dev: boots, runs attract mode, and plays through practice and Stage 1; a six-minute soak runs 100% natively, but sound and later-stage validation remain incomplete.","summary":"A static recompilation of Neo Drift Out’s 68000 game code to C, using the shared Neo Geo board runtime.","project_url":"https://github.com/sp00nznet/neodriftout","updated":"2026-10-15","strategy":"Ahead-of-time 68000-to-C recompilation with a native MVS board model","language":"","source_available":"Public game build and recompiler source; requires user-supplied Neo Drift Out and Neo Geo system ROMs; generated game C is not committed.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Neo Geo static recompilation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/sp00nznet/neodriftout"},{"label":"Recompiler architecture and per-game status","url":"https://github.com/sp00nznet/neogeorecomp#status"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":11969,"Shell":5079,"CMake":3890,"C":1806,"Batchfile":273},"source_url":"https://api.github.com/repos/sp00nznet/neodriftout/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/neodriftout reports 11,969 bytes of PowerShell, the largest language total (52.0% of 23,017 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"neogeo-bios-source-reimplementation","title":"Neo Geo BIOS Reimplementation (neogeo-bios)","game":"Neo Geo MVS/AES system BIOS","platform":"SNK Neo Geo MVS / AES system firmware","kind":"Reimplementation","status":"The README's compatibility table lists Metal Slug and NAM 1975 on an MV1FZS configuration, each booting and reaching Stage 1. Its documented development/testing workflow uses MAME; no physical-hardware result or broad library compatibility claim is given. No releases are listed, and the latest source commit is dated 2026-01-02. Building/testing requires user-provided 000-lo.lo, sfix.sfix, sm1.sm1, and a game ROM; the README identifies the source license as GPL-3.0 and says the project is not endorsed by SNK.","summary":"Community C/CMake reimplementation of the Neo Geo MVS/AES system BIOS. The project describes its goal as preserving legacy BIOS functionality while providing a readable, open-source codebase; proprietary system files are not bundled.","project_url":"https://github.com/neogeo-projects/neogeo-bios","updated":"2026-10-16","strategy":"C-based system BIOS reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Neo Geo MVS / AES BIOS replacement","target_type":"Software","sources":[{"label":"Project README: implementation goal, build inputs, test workflow, and compatibility","url":"https://github.com/neogeo-projects/neogeo-bios#readme"},{"label":"GPL-3.0 project license","url":"https://github.com/neogeo-projects/neogeo-bios/blob/main/LICENSE.txt"},{"label":"Source commit history; latest commit 2026-01-02","url":"https://github.com/neogeo-projects/neogeo-bios/commits/main/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":201039,"CMake":4668,"Assembly":2091,"Linker Script":754},"source_url":"https://api.github.com/repos/neogeo-projects/neogeo-bios/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/neogeo-projects/neogeo-bios reports 201,039 bytes of C, the largest language total (96.4% of 208,552 recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-neogeo-pocket","title":"Neo Geo Pocket Color MiSTer Core","game":"Neo Geo Pocket Color and Neo Geo Pocket software and games","platform":"SNK Neo Geo Pocket Color / monochrome Neo Geo Pocket on MiSTer FPGA","kind":"Emulator","status":"Newly released FPGA core; upstream source last pushed 2026-09-01 and a release RBF is dated 2026-08-24. The README says known ROMs and homebrew were compared against the original system and supports both Color and monochrome models.","summary":"FPGA hardware recreation of the Neo Geo Pocket Color handheld and its monochrome predecessor. The README requires separate color and monochrome BIOS ROM images; neither firmware nor game ROMs are included in the tracked tree.","project_url":"https://github.com/MiSTer-devel/NGPC_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware emulation of the Neo Geo Pocket Color and monochrome Neo Geo Pocket; maintainer reports real-system comparisons for known games and homebrew.","language":"","source_available":"Public GPL-2.0 source repository. Requires the user’s color and monochrome BIOS images; BIOS and commercial game ROM rights are separate and no ROM images were found in the tracked tree.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA handheld console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/NGPC_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/NGPC_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1586403,"Verilog":489943,"VHDL":107520,"Tcl":31832,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/NGPC_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,586,403 bytes of SystemVerilog as the largest language count (71.6% of 2,216,406 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neogeorecomp-static-recompiler-framework","title":"neogeorecomp","game":"SNK Neo Geo MVS/AES titles (multi-title framework)","platform":"Neo Geo 68000 programs and board-facing data → native C with a Neo Geo hardware runtime","kind":"Recompilation","status":"Alpha (README version v0.2.0-dev); latest source push checked 2026-09-29 and no tagged release is listed. The README reports Metal Slug and Neo Drift Out playable through early stages without sound; this is the toolkit's current reference evidence.","summary":"Title-agnostic static recompiler and native runtime for Neo Geo arcade games. It translates 68000 routines to C and models the video, palette, I/O, sound CPU, and board services required by separate title repositories; ROMs are not included.","project_url":"https://github.com/sp00nznet/neogeorecomp","updated":"2026-10-15","strategy":"Static Motorola 68000-to-C translation with a native MVS/AES runtime","language":"","source_available":"Public MIT-licensed source repository; game ROMs, system ROMs, and generated C are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Neo Geo multi-title static recompilation framework","target_type":"Software","sources":[{"label":"Maintainer README: recompiler/runtime scope and alpha playability status","url":"https://github.com/sp00nznet/neogeorecomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/neogeorecomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/sp00nznet/neogeorecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":175368,"CMake":6109},"source_url":"https://api.github.com/repos/sp00nznet/neogeorecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/neogeorecomp reports 175,368 bytes of C, the largest language total (96.6% of 181,477 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"neon-genesis-evangelion-2-simplified-chinese","title":"Neon Genesis Evangelion 2 Simplified Chinese Fan Translation","game":"Neon Genesis Evangelion 2","platform":"PlayStation Portable (PSP); PPSSPP supported","kind":"Fan Localization","status":"Test-stage Simplified Chinese xdelta patches; latest verified release v2.2.0-beta.1 (2026-09-28) supports Japanese disc IDs ULJS-00061 and ULJS-00064.","summary":"A reproducible Simplified Chinese localization patch and toolchain for the Japanese PSP game Neon Genesis Evangelion 2. The project lists translators and proofreaders, and discloses DeepL and Meta-Llama machine-translation assistance in its work history.","project_url":"https://github.com/EVA-zh-Hans/nge_2_re","updated":"2026-10-16","strategy":"Text/resource fan localization patch built with reverse-engineering and automated patch tooling","language":"Simplified Chinese","source_available":"Public source repository; xdelta3 patch files are published for both supported disc IDs, and the README instructs users to supply their own ISO.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch and patch-building toolchain","target_type":"Game","sources":[{"label":"Maintainer README: goal, disc IDs, patch instructions, test status, translation workflow, contributors, and separate code/text licenses","url":"https://github.com/EVA-zh-Hans/nge_2_re"},{"label":"Latest verified beta patch release and supported disc IDs","url":"https://github.com/EVA-zh-Hans/nge_2_re/releases/tag/v2.2.0-beta.1"},{"label":"GPL-3.0 source-code license","url":"https://github.com/EVA-zh-Hans/nge_2_re/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1165061,"C":780292,"Makefile":13450,"Dockerfile":3623,"Assembly":3211,"CMake":2741},"source_url":"https://api.github.com/repos/EVA-zh-Hans/nge_2_re/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"evangelion-girlfriend-of-steel-saturn-en","title":"Neon Genesis Evangelion: Girlfriend of Steel Saturn English Translation","game":"Neon Genesis Evangelion: Girlfriend of Steel","platform":"Sega Saturn","kind":"Fan Localization","status":"Complete; v1.0 released 2026-08-25","summary":"English patch for both discs of the Japanese Saturn version, covering dialogue, choices, menus, location names, and save/load screens. It adapts the existing English PSP translation to Saturn-specific scenes and graphics.","project_url":"https://segaxtreme.net/resources/neon-genesis-evangelion-girlfriend-of-steel-english-translation.573/","updated":"2026-08-25","strategy":"Fan translation patch","language":"English","source_available":"Public two-disc xdelta patches and documentation on SegaXtreme","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text, graphics, and interface localization","target_type":"Game","sources":[{"label":"Maintainer resource: target Redump images, language, coverage, patching, version, and AI disclosure","url":"https://segaxtreme.net/resources/neon-genesis-evangelion-girlfriend-of-steel-english-translation.573/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/neon-genesis-evangelion-girlfriend-of-steel-english-translation.573/","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"evangelion-typing-advanced-dc-en","title":"Neon Genesis Evangelion: Typing Project Advanced English Patch","game":"Neon Genesis Evangelion: Typing Project Advanced","platform":"Dreamcast","kind":"Fan Localization","status":"Version 1.0 is the maintainer’s listed release. Its release notes say menus, options, dialogue boxes, and screens are translated, important spoken dialogue is subtitled where possible, and all levels are playable in English. No later release is listed.","summary":"An English DCP patch for the Japanese Dreamcast typing game. The repository describes localized word-entry/gameplay text and a mode choice between the English translation and the non-working original Japanese mode.","project_url":"https://github.com/DerekPascarella/NeonGenesisEvangelionTypingProjectAdvanced-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/DerekPascarella/NeonGenesisEvangelionTypingProjectAdvanced-EnglishPatchDreamcast#readme"},{"label":"Maintainer release 1.0","url":"https://github.com/DerekPascarella/NeonGenesisEvangelionTypingProjectAdvanced-EnglishPatchDreamcast/releases/tag/1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DerekPascarella/NeonGenesisEvangelionTypingProjectAdvanced-EnglishPatchDreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/DerekPascarella/NeonGenesisEvangelionTypingProjectAdvanced-EnglishPatchDreamcast/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/NeonGenesisEvangelionTypingProjectAdvanced-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"evangelion-typing-project-e-dc-en","title":"Neon Genesis Evangelion: Typing Project E English Patch","game":"Neon Genesis Evangelion: Typing Project E","platform":"Dreamcast","kind":"Fan Localization","status":"The current patch is v2.0. The maintainer says all levels use localized English word banks and are beatable; menus, dialogue boxes, and screens are translated. Occasional spoken dialogue remains Japanese. The README describes v1.5 as an earlier stopgap and v2.0 as the completed localization.","summary":"A source-backed English patch for the Dreamcast typing game that changes Japanese word banks and game text so the typing levels can be completed in English. The patch supports a user-supplied Japanese release.","project_url":"https://github.com/DerekPascarella/NeonGenesisEvangelionTypingProjectE-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"Batchfile","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/DerekPascarella/NeonGenesisEvangelionTypingProjectE-EnglishPatchDreamcast#readme"},{"label":"Maintainer release 2.0","url":"https://github.com/DerekPascarella/NeonGenesisEvangelionTypingProjectE-EnglishPatchDreamcast/releases/tag/2.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DerekPascarella/NeonGenesisEvangelionTypingProjectE-EnglishPatchDreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/DerekPascarella/NeonGenesisEvangelionTypingProjectE-EnglishPatchDreamcast/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":11391},"source_url":"https://api.github.com/repos/DerekPascarella/NeonGenesisEvangelionTypingProjectE-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Batchfile is the largest bucket at 11,391 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neopenbios-mvs-aes","title":"NeopenBios (Neo Geo MVS/AES)","game":"Neo Geo MVS/AES system BIOS","platform":"SNK Neo Geo MVS / AES system firmware","kind":"Reimplementation","status":"The official project page describes the first v0.1 beta and says development was then heavy. The public source repository's latest commit is dated 2015-08-03 and GitHub lists no releases, so current development and compatibility are unclear.","summary":"Open-source alternative BIOS for Neo Geo MVS and AES systems. The public repository contains the BIOS source, and the official project page documents a GCC build path; no Neo Geo CD target is stated.","project_url":"https://github.com/neogeodev/neopenbios","updated":"2026-10-16","strategy":"Open-source replacement system BIOS","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Neo Geo MVS / AES BIOS replacement","target_type":"Software","sources":[{"label":"Official project page: MVS/AES scope, v0.1 beta, and build instructions","url":"https://www.neogeodev.org/neopenbios.html"},{"label":"Public source repository and ISC license","url":"https://github.com/neogeodev/neopenbios"},{"label":"Source commit history; latest commit 2015-08-03","url":"https://github.com/neogeodev/neopenbios/commits/master/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":248148,"Makefile":4456,"C++":3571,"C":994},"source_url":"https://api.github.com/repos/neogeodev/neopenbios/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/neogeodev/neopenbios reports 248,148 bytes of Assembly, the largest language total (96.5% of 257,169 recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neser-nintendo-multisystem","title":"NESER","game":"NES/Famicom, Game Boy, Game Boy Color, Game Boy Advance and SNES software","platform":"Native desktop and browser frontends","kind":"Emulator","status":"The maintainer published v1.3.0 on 2026-10-01 and pushed the repository on 2026-10-08. The README documents the five Nintendo system families and native/browser frontends, with per-system support notes in separate README files.","summary":"Rust multi-system emulator with shared audio, video, input, save-state, configuration, ROM browsing and debugging paths for Nintendo NES/Famicom, Game Boy/Color, Game Boy Advance and SNES software. Commercial game images are not covered by the MIT code license.","project_url":"https://github.com/rmstdope/neser","updated":"2026-10-08","strategy":"Shared Rust emulation engine and native/browser frontends for multiple Nintendo systems.","language":"","source_available":"Public MIT source repository. MIT-licensed source; users supply game ROMs. The SNES README says DSP-1/2/3/4 games require genuine firmware files supplied by the user; those firmware and game-image rights remain separate.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Software multi-system console and handheld emulator","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/rmstdope/neser"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/rmstdope/neser/blob/main/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/rmstdope/neser"},{"label":"GitHub license file","url":"https://github.com/rmstdope/neser/blob/main/LICENSE"},{"label":"Latest GitHub release (v1.3.0)","url":"https://github.com/rmstdope/neser/releases/tag/v1.3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":16106472,"Assembly":6231633,"Python":897653,"TypeScript":643030,"C++":107805,"PHP":99660,"Makefile":96430,"Batchfile":47309,"Pawn":35023,"GLSL":34905,"Shell":32402,"NASL":31672,"HTML":21711,"CSS":15928,"C":13203,"Lua":11397,"Logos":7137,"Slang":665,"Linker Script":568,"Pascal":386},"source_url":"https://api.github.com/repos/rmstdope/neser/languages","evidence":"Official GitHub Languages API reports 16,106,472 bytes of Rust as the largest language count (65.9% of 24,434,989 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nesticle","title":"NESticle","game":"NES","platform":"MS-DOS, Windows 95","kind":"Emulator","status":"Discontinued historical project from the late 1990s.","summary":"One of the defining early PC NES emulators; its rapid release and broad adoption helped make console emulation accessible on ordinary PCs.","project_url":"https://web.archive.org/web/20080709184033/http://bloodlust.zophar.net/NESticle/nes.html","updated":"2026-10-16","strategy":"Emulation","language":"","source_available":"Source availability unclear","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"NES software emulator","target_type":"Software","sources":[{"label":"Archived Bloodlust Software project page","url":"https://web.archive.org/web/20080709184033/http://bloodlust.zophar.net/NESticle/nes.html"},{"label":"NESdev emulator history and platform listing","url":"https://www.nesdev.org/wiki/Emulators"},{"label":"Contemporary archived NESticle history page","url":"https://www.geocities.ws/Qwertie256/attic/emulators/nesticle.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://web.archive.org/web/20080709184033/http://bloodlust.zophar.net/NESticle/nes.html","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"nestopia-ue","title":"Nestopia UE (Undead Edition)","game":"NES/Famicom","platform":"Windows, Linux, BSD, macOS","kind":"Emulator","status":"Maintained through separate projects: the Jolly Good Emulation core is upstream for emulation fixes, while the UE project supplies desktop builds/frontends.","summary":"Cycle-accurate-oriented NES emulator lineage; the current cross-platform core is maintained separately from the legacy UE GUI repository.","project_url":"https://gitlab.com/jgemu/nestopia","updated":"2026-10-14","strategy":"Standalone emulator core with desktop frontend.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Entertainment System/Famicom emulator core and frontend","target_type":"Software","sources":[{"label":"Nestopia UE maintainer explains core/frontend split","url":"https://github.com/0ldsk00l/nestopia"},{"label":"Current Nestopia core tags","url":"https://gitlab.com/jgemu/nestopia/-/tags"},{"label":"Official project source confirms emulator type and target","url":"https://0ldsk00l.ca/nestopia/"},{"label":"Canonical GitLab project metadata, last_activity_at; this tracks the Jolly Good core, not the legacy UE frontend","url":"https://gitlab.com/api/v4/projects/jgemu%2Fnestopia"},{"label":"GitLab project page for the current Nestopia core","url":"https://gitlab.com/jgemu/nestopia"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":97.47,"C":1.49,"Makefile":1.04},"source_url":"https://gitlab.com/api/v4/projects/jgemu%2Fnestopia/languages","evidence":"GitLab's official project Languages API for https://gitlab.com/jgemu/nestopia reports 97.47% C++, the largest language share in the project's repository.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nethack-android-port","title":"NetHack Android Port","game":"NetHack 3.6.7","platform":"NetHack 3.6.7 → Android","kind":"Reimplementation","status":"Android README documents native library build, Gradle and debug APK installation. Latest tag v3.6.6-2-unstable published 2021-01-12; no current device test claim found in reviewed files.","summary":"Android port of NetHack with a native game library and Gradle Android app; repository includes Android NDK and APK build instructions.","project_url":"https://github.com/gurrhack/NetHack-Android","updated":"2026-10-16","strategy":"Android source port","language":"","source_available":"Public source repository and Android build instructions.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Source port","target_type":"Game","sources":[{"label":"Maintainer README and project description","url":"https://github.com/gurrhack/NetHack-Android#readme"},{"label":"Identity And Method","url":"https://github.com/gurrhack/NetHack-Android/blob/master/README#L1-L9"},{"label":"Identity And Method","url":"https://github.com/gurrhack/NetHack-Android/blob/master/sys/android/README.md#L2-L40"},{"label":"Target Platforms","url":"https://github.com/gurrhack/NetHack-Android/blob/master/sys/android/README.md#L2-L6"},{"label":"Target Platforms","url":"https://github.com/gurrhack/NetHack-Android/blob/master/sys/android/README.md#L17-L22"},{"label":"Status","url":"https://github.com/gurrhack/NetHack-Android/blob/master/sys/android/README.md#L25-L40"},{"label":"Repository Dates","url":"https://api.github.com/repos/gurrhack/NetHack-Android"},{"label":"Languages","url":"https://api.github.com/repos/gurrhack/NetHack-Android/languages"},{"label":"Latest Release","url":"https://api.github.com/repos/gurrhack/NetHack-Android/releases?per_page=1"},{"label":"Latest Release","url":"https://github.com/gurrhack/NetHack-Android/releases/tag/v3.6.6-2-unstable"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11413709,"C++":455152,"Yacc":84509,"Perl":64795,"Makefile":39458,"Assembly":37845,"Roff":34095,"DIGITAL Command Language":31241,"Lex":20050,"Shell":16553,"Rez":14063,"Batchfile":12828,"Awk":6279,"OpenEdge ABL":5304,"AppleScript":5163,"Max":1167,"sed":799,"GAP":712},"source_url":"https://api.github.com/repos/gurrhack/NetHack-Android/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"neverd-multi-target-decompilation-engine","title":"NeverD Multi-Target Binary Decompilation Engine","game":"Native PE/ELF/Mach-O, EVM and Solana SBF binaries (multi-target)","platform":"PE/ELF/Mach-O/EVM/SBF → LLVM IR, C, Solidity or Rust","kind":"Decompilation","status":"Work in progress; the README documents implemented native and smart-contract pipelines, while integration depth varies by architecture.","summary":"A general-purpose binary analysis, instruction-lifting and decompilation engine built on LLVM; supports native executables and EVM/Solana bytecode.","project_url":"https://github.com/NeverSight/NeverD","updated":"2026-10-16","strategy":"Instruction lifting to LLVM IR and decompilation to C/Solidity/Rust","language":"","source_available":"Public software source under the repository-described AGPL-3.0 terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-architecture decompilation engine","target_type":"Software","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/NeverSight/NeverD"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/NeverSight/NeverD"},{"label":"Maintainer architecture and support-depth matrix","url":"https://github.com/NeverSight/NeverD/blob/dev/docs/architecture.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":92779278,"Python":5312175,"C":3235576,"Assembly":738722,"CMake":657789,"Rust":38146,"Go":36553,"LLVM":15458,"Makefile":13691,"TypeScript":5054,"Shell":4905,"Objective-C++":2856,"Pawn":1592,"BitBake":286},"source_url":"https://api.github.com/repos/NeverSight/NeverD/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 92,779,278 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"new-love-plus-plus-en","title":"New Love Plus+ English Patch","game":"New Love Plus+","platform":"Nintendo 3DS","kind":"Fan Localization","status":"The official download page still lists the downloadable English patch as v1.0.0-rc3. The separate NLPP EngPatcher repository publishes rc4 and rc4.1 releases dated 2026-10-15; those patcher releases do not establish a newer downloadable game patch.","summary":"A fan English localization patcher for the Japanese 3DS dating sim. The current release candidate produces an installable CIA, but the project's progress page reports partial dialogue coverage and unproofread machine-pass content; LayeredFS and confirmed CFW/Luma support are not available at this stage.","project_url":"https://newloveplus.loc.moe/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patcher source and translation assets; outputs a patched CIA from the user's game dump","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer project and translation progress","url":"https://newloveplus.loc.moe/"},{"label":"Official download page and public release history (latest is v1.0.0-rc3)","url":"https://newloveplus.loc.moe/download/"},{"label":"Maintainer patcher repository; patcher builds from the user's dump","url":"https://github.com/czyrustuazon/NewLovePlusPlusEngPatcher"},{"label":"Patcher repository merge of rc4.1 work, 2026-10-15","url":"https://github.com/czyrustuazon/NewLovePlusPlusEngPatcher/commit/c5f48deeb24f78fd9fb868be991a454eeb069299"},{"label":"Patcher public releases page","url":"https://github.com/czyrustuazon/NewLovePlusPlusEngPatcher/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2154989,"PowerShell":35567,"Batchfile":25810,"C#":13716,"Shell":1472,"Makefile":383},"source_url":"https://api.github.com/repos/czyrustuazon/NewLovePlusPlusEngPatcher/languages","evidence":"Official GitHub REST Languages API breakdown for czyrustuazon/NewLovePlusPlusEngPatcher: source-code byte counts are {\"Batchfile\": 25810, \"C#\": 13716, \"Makefile\": 383, \"PowerShell\": 35567, \"Python\": 2154989, \"Shell\": 1472}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as Maintainer patcher repository; patcher builds from the user's dump.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"new-play-control-pikmin-2-wii-decomp","title":"New Play Control! Pikmin 2 Decompilation","game":"New Play Control! Pikmin 2","platform":"Wii","kind":"Decompilation","status":"Work in progress; USA retail `R92E01` is listed as supported, with setup still underway.","summary":"Wii decompilation project for the New Play Control! release of Pikmin 2.","project_url":"https://github.com/projectPiki/pik2wii","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/projectPiki/pik2wii"},{"label":"Maintainer README and project status","url":"https://github.com/projectPiki/pik2wii/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16082999,"C":4471969,"Python":249039,"Assembly":25582},"source_url":"https://api.github.com/repos/projectPiki/pik2wii/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"new-play-control-pikmin-wii-decomp","title":"New Play Control! Pikmin Decompilation","game":"New Play Control! Pikmin","platform":"Wii","kind":"Decompilation","status":"Work in progress; active target is USA `R9IE01`; README lists other regions as future work.","summary":"Matching decompilation project for the 2009 Wii version of Pikmin.","project_url":"https://github.com/projectPiki/pik1wii","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/projectPiki/pik1wii"},{"label":"Maintainer README and project status","url":"https://github.com/projectPiki/pik1wii/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":12148634,"C++":6855226,"Python":171398,"Assembly":152537},"source_url":"https://api.github.com/repos/projectPiki/pik1wii/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"new-star-soccer-5-source-reconstruction","title":"New Star Soccer 5 Source Reconstruction","game":"New Star Soccer 5","platform":"Windows PC","kind":"Decompilation","status":"The maintainer reports 100% byte-identical machine code across 2,079 function bodies on the byte-matched reference branch; the 158-byte SteamInit bootstrap is excluded and two matched Steam-import functions are omitted from the playable build. The main branch builds and runs through training but is unfinished. The latest maintainer release is v1.0.2-beta, published 2026-10-13.","summary":"Reconstructs New Star Soccer 5 from its own executable into BlitzMax. The repository separates a byte-matched reference branch from a playable main branch with fixes, added features, and a mod loader. Users must supply the Steam game copy; no game executable or media is included.","project_url":"https://github.com/pr0sc0per9000/nss5-forge","updated":"2026-10-16","strategy":"Source reconstruction with byte-matched reference branch","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"BlitzMax","subtype":"Commercial Windows PC game reconstruction; playable branch and byte-exact reference branch","target_type":"Game","sources":[{"label":"Maintainer README","url":"https://github.com/pr0sc0per9000/nss5-forge#readme"},{"label":"Maintainer reconstruction status","url":"https://github.com/pr0sc0per9000/nss5-forge/blob/main/docs/STATUS.md"},{"label":"Latest release","url":"https://github.com/pr0sc0per9000/nss5-forge/releases/tag/v1.0.2-beta"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/pr0sc0per9000/nss5-forge"},{"label":"Current primary README","url":"https://github.com/pr0sc0per9000/nss5-forge/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/pr0sc0per9000/nss5-forge/languages"},{"label":"Maintainer repository","url":"https://github.com/pr0sc0per9000/nss5-forge"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"BlitzMax","breakdown":{"BlitzMax":4774935,"Python":1269827,"Java":61063,"C":60907,"Assembly":8703,"Shell":4063},"source_url":"https://api.github.com/repos/pr0sc0per9000/nss5-forge/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nsmb-ds-decomp","title":"New Super Mario Bros. Decompilation","game":"New Super Mario Bros.","platform":"Nintendo DS","kind":"Decompilation","status":"In progress","summary":"Matching decompilation project for the Nintendo DS release.","project_url":"https://github.com/NSMB-Decomp/nsmb","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/NSMB-Decomp/nsmb"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/NSMB-Decomp/nsmb"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/NSMB-Decomp/nsmb/main/readme.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":513365,"Zig":16542,"C":14997},"source_url":"https://api.github.com/repos/NSMB-Decomp/nsmb/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (513,365 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"new-super-mario-bros-u-wiiu-redpro2","title":"New Super Mario Bros. U Decompilation (REDPRO2)","game":"New Super Mario Bros. U","platform":"Wii U","kind":"Decompilation","status":"Work in progress; targets USA v1.3.0. Maintainer describes scope as unclear, initially focused on the graphics system and expanded for research/documentation.","summary":"Reverse-engineering/decompilation of New Super Mario Bros. U v1.3.0 USA; project explicitly does not claim a complete decompilation.","project_url":"https://github.com/aboood40091/red-pro2","updated":"2026-10-16","strategy":"Partial decompilation / research","language":"","source_available":"Repository; only maintainer-provided code and documentation.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/aboood40091/red-pro2"},{"label":"Maintainer README and project status","url":"https://github.com/aboood40091/red-pro2/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1507735},"source_url":"https://api.github.com/repos/aboood40091/red-pro2/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"new-super-mario-bros-u-wiiu-static-recomp","title":"New Super Mario Bros. U Wii U Static Recompilation","game":"New Super Mario Bros. U","platform":"Wii U PowerPC → native Windows, Linux and macOS; ARM64 Linux also documented","kind":"Recompilation","status":"v0.3.0 has World 1 playable but not fully tested; the project documents Windows, Linux, macOS and ARM64 Linux builds.","summary":"A Wii U PowerPC-to-C static recompilation with Cafe OS and GX2 runtime implementations. Users provide their own game data.","project_url":"https://github.com/nsmbu-recomp/nsmbu-recomp","updated":"2026-10-16","strategy":"Wii U PowerPC static recompilation to C with Cafe OS/GX2 runtime","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/nsmbu-recomp/nsmbu-recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/nsmbu-recomp/nsmbu-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2144202,"Python":531584,"Objective-C++":367795,"Java":197068,"CMake":43925,"C":41276,"Luau":12070,"Shell":5353,"Objective-C":3465,"Just":2477,"Batchfile":344},"source_url":"https://api.github.com/repos/nsmbu-recomp/nsmbu-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 2,144,202 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"new-super-mario-bros-wii-decomp","title":"New Super Mario Bros. Wii Decompilation","game":"New Super Mario Bros. Wii","platform":"Wii","kind":"Decompilation","status":"Work in progress based on PAL v1; source, slicing and linking pipeline targets byte-exact DOL/REL outputs. No game assets or assembly are included.","summary":"Matching decompilation project for the PAL v1 release.","project_url":"https://github.com/NSMBW-Community/NSMBW-Decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/NSMBW-Community/NSMBW-Decomp"},{"label":"Maintainer README and project status","url":"https://github.com/NSMBW-Community/NSMBW-Decomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3244703,"C++":2927491,"Python":126107,"JavaScript":33348,"CSS":23354,"HTML":8463},"source_url":"https://api.github.com/repos/NSMBW-Community/NSMBW-Decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nsmb-wii-multiplayer-recomp-android","title":"New Super Mario Bros. Wii Multiplayer Recompilation","game":"New Super Mario Bros. Wii","platform":"Wii → Android, Windows","kind":"Recompilation","status":"v0.1.1 Android APK preview for ARM64, Android 11+ and Vulkan. The project reports 60 fps and LAN play on a Galaxy S26 Ultra (Android 16, Snapdragon 8 Elite Gen 5) and T-Mobile REVVL 7 (Android 14, Snapdragon 6 Gen 1). The README says not every level has been checked and Mali GPUs are untested.","summary":"Wii PowerPC code is statically recompiled to native ARM64 for Android, with a native Wii compatibility layer, on-screen sideways Wii Remote, tilt and shake input. Requires the user's USA disc revision 1; the app accepts extracted game data and does not ship game files.","project_url":"https://github.com/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation","updated":"2026-10-14T00:08:05Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android/Windows port built on WiiCompiled","target_type":"Game","sources":[{"label":"Maintainer README: Android builds, physical-device matrix, controls and supported disc","url":"https://github.com/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation"},{"label":"Maintainer v0.1.1 releases","url":"https://github.com/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4170888,"C#":2939497,"Java":298147,"C":281421,"PowerShell":164222,"Shell":127226,"CMake":120767,"Python":74871,"Objective-C++":28673,"Assembly":3834},"source_url":"https://api.github.com/repos/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation/languages","evidence":"GitHub's official language endpoint for https://github.com/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation reports 4,170,888 bytes of C++, the largest language total (50.8% of 8,209,546 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"new-super-mario-bros-wii-pal-static-recomp","title":"New Super Mario Bros. Wii PAL Static Recompilation","game":"New Super Mario Bros. Wii","platform":"Wii PAL v1 → PC","kind":"Recompilation","status":"Release v0.1.0 (2026-10-12); boot, opening, title/menu/world map, levels 1-1/1-2, tower, castle reported. Audio and player two unverified; full game not claimed.","summary":"Distinct from the catalogued multiplayer recompilation; user supplies PAL disc.","project_url":"https://github.com/ral1009/NSMBWiicompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/ral1009/NSMBWiicompiled#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ral1009/NSMBWiicompiled"},{"label":"Release v0.1.0 (2026-10-12)","url":"https://github.com/ral1009/NSMBWiicompiled/releases/tag/v0.1.0"},{"label":"Current primary README","url":"https://github.com/ral1009/NSMBWiicompiled/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ral1009/NSMBWiicompiled/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4255719,"C#":2494674,"C":288257,"CMake":101035,"Python":17779,"PowerShell":15507,"Objective-C++":793},"source_url":"https://api.github.com/repos/ral1009/NSMBWiicompiled/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nexen","title":"Nexen","game":"Games for supported console and handheld systems","platform":"NES, SNES, Game Boy, GBA, Master System/Game Gear, PC Engine, WonderSwan, and Atari Lynx; Windows, Linux, and macOS","kind":"Emulator","status":"Active; release v1.4.43 was published 2026-05-16, and the repository shows changes through 2026-05-25.","summary":"Mesen2-derived multi-system emulator with expanded TAS editing, debugging, movie-format support, and integration with the Flower Toolchain. The README lists nine supported systems and development in progress for Genesis, Atari 2600, and Fairchild Channel F.","project_url":"https://github.com/TheAnsarya/Nexen","updated":"2026-05-25","strategy":"Integrated software emulation cores in a standalone desktop application.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system console and handheld","target_type":"Software","sources":[{"label":"Maintainer README with supported systems, accuracy claims, and features","url":"https://github.com/TheAnsarya/Nexen"},{"label":"Maintainer releases","url":"https://github.com/TheAnsarya/Nexen/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/TheAnsarya/Nexen"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12050224,"C#":4791780,"C":1522663,"PowerShell":291493,"Lua":112020,"Python":99416,"HTML":41980,"Parrot":33135,"Assembly":16622,"Objective-C++":16101,"Makefile":7083,"Shell":4577,"Batchfile":1572,"Objective-C":865,"Awk":310},"source_url":"https://api.github.com/repos/TheAnsarya/Nexen/languages","evidence":"GitHub's official language endpoint for https://github.com/TheAnsarya/Nexen reports 12,050,224 bytes of C++, the largest language total (63.5% of 18,989,841 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nexium","title":"NeXium","game":"Nintendo Switch homebrew and games","platform":"Nintendo Switch","kind":"Emulator","status":"Active experimental development; the maintainer's 2026-10-04 report documents an Android app and an early PS5 port, with many games still slow.","summary":"Experimental open-source Switch emulator with recent 2026 progress reports, desktop and Android builds, and an early PS5 build. It explicitly supports Switch homebrew as well as decrypted game dumps.","project_url":"https://nexium-emu.org/","updated":"2026-10-16","strategy":"AArch64 CPU JIT recompilers (Dynarmic or Rustarmic) with a Vulkan renderer; the project also has HLE services for homebrew and games.","language":"","source_available":"Project page","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Experimental Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Official project site","url":"https://nexium-emu.org/"},{"label":"Maintainer source repository","url":"https://git.mythrax-rs.org/nexium-emu/nexium"},{"label":"NeXium maintainer progress report, October 2026","url":"https://nexium-emu.org/progress-report-october-2026.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":10868996,"WGSL":62909,"Shell":20078,"Python":16107,"PowerShell":16086,"C++":8127,"Makefile":7729,"C":6501,"HTML":5977,"CMake":795},"source_url":"https://git.mythrax-rs.org/api/v1/repos/nexium-emu/nexium/languages","evidence":"Forgejo's official language endpoint for https://git.mythrax-rs.org/nexium-emu/nexium reports 10,868,996 bytes of Rust, the largest language total (98.7% of 11,013,305 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-next-workstation","title":"NeXT MiSTer Core","game":"NeXT Computer and NeXTSTEP software","platform":"NeXT Computer monochrome workstation on MiSTer FPGA","kind":"Emulator","status":"Active workstation core; upstream source last pushed 2026-10-13. The README says the real Revision 2.5 v66 boot ROM passes the complete power-on system test, and the core boots a NeXTSTEP 3.3 disk image created by the Previous emulator; keyboard, mouse, SCSI image mounting and network are documented.","summary":"FPGA hardware emulator for a monochrome NeXT workstation. The core source is GPL-2.0, but the repository also contains binary NeXT PROM reference dumps and does not establish a separate redistribution license for Apple/NeXT firmware or operating-system media.","project_url":"https://github.com/MiSTer-devel/NeXT_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of the NeXT CPU, memory map, system registers, video and peripheral paths; maintainer reports successful POST and NeXTSTEP 3.3 disk boot.","language":"","source_available":"Public GPL-2.0 hardware source. The repository’s reference tree contains NeXT PROM binary dumps; the firmware and NeXTSTEP installation media have separate copyright and no separate redistribution grant was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"MiSTer FPGA workstation hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/NeXT_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/NeXT_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4438011,"Assembly":3341210,"Verilog":1050592,"SystemVerilog":1024618,"C++":496511,"VHDL":107940,"Python":62080,"CMake":37724,"Shell":33373,"Tcl":27638,"Objective-C":7029,"Makefile":285},"source_url":"https://api.github.com/repos/MiSTer-devel/NeXT_MiSTer/languages","evidence":"Official GitHub Languages API reports 4,438,011 bytes of C as the largest language count (41.8% of 10,627,011 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nextendo-nex-server-protocol-library","title":"nextendo-nex (Nintendo NEX/PRUDP server library)","game":"Nintendo NEX/PRUDP server-side protocol (multi-title)","platform":"Nintendo NEX/RMC and PRUDP server protocol → reusable Go library for community-compatible game servers.","kind":"Reimplementation","status":"Active; v0.2.2 was released 2026-09-15 and the repository received a push on 2026-10-16. The project is a protocol library rather than a standalone server; downstream per-game repositories register the required services.","summary":"A from-scratch server-side implementation of Nintendo's NEX/PRUDP protocol based on public protocol documentation. It states that it ships no Nintendo code, keys, or copyrighted assets. The PolyForm Shield license restricts competing hosted services.","project_url":"https://github.com/NextendoNetwork/nextendo-nex","updated":"2026-10-16","strategy":"Clean-room implementation of publicly documented network protocols","language":"","source_available":"Public source under PolyForm Shield 1.0.0; source-available, with restrictions on competing products/services.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Game-network protocol and server library","target_type":"Software","sources":[{"label":"Maintainer README: protocol scope, library role, and independence statement","url":"https://github.com/NextendoNetwork/nextendo-nex/blob/main/README.md"},{"label":"PolyForm Shield source-available license","url":"https://github.com/NextendoNetwork/nextendo-nex/blob/main/LICENSE.md"},{"label":"Release v0.2.2","url":"https://github.com/NextendoNetwork/nextendo-nex/releases/tag/v0.2.2"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/NextendoNetwork/nextendo-nex/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":653428},"source_url":"https://api.github.com/repos/NextendoNetwork/nextendo-nex/languages","evidence":"Official GitHub Languages endpoint; Go is the only language reported in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nfl-head-coach-09-xbox360-recomp","title":"NFL Head Coach 09 Xbox 360 Recompilation","game":"NFL Head Coach 09 (Xbox 360, title ID 45410841)","platform":"Xbox 360 PowerPC Xenon → native Windows x64","kind":"Recompilation","status":"Version v0.6.0 was published 2026-10-15. The maintainer reports that the intro, menus, Career Mode route, and gameplay screens run, with menu/gameplay rendering around 30–35 FPS in tested conditions; saves load and persist. This is not a full-season completion claim. Requires the user's Xbox 360 disc image; a Colts-stadium board rendering defect remains documented.","summary":"Static recompilation of the Xbox 360 PowerPC executable to C++ with XenonRecomp, hosted by a Windows layer replacing Xbox kernel/XAM, graphics, audio, and input. A setup wizard builds locally from the user's disc image; no game files are included.","project_url":"https://github.com/tools81/nfl-head-coach-09-static-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; setup requires the user's own Xbox 360 disc image","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native Windows static recompilation","target_type":"Game","sources":[{"label":"Canonical repository and detailed status matrix","url":"https://github.com/tools81/nfl-head-coach-09-static-recomp"},{"label":"Maintainer v0.6.0 release and installer notes","url":"https://github.com/tools81/nfl-head-coach-09-static-recomp/releases/tag/v0.6.0"},{"label":"Recent Reddit recommended-projects megathread (discovery lead)","url":"https://www.reddit.com/r/decomps/comments/1x6sta3/megathread_list_of_recommended_recomps_and_ports/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":700614,"Python":37754,"Pawn":19523,"CMake":5711,"Batchfile":1335,"C":778},"source_url":"https://api.github.com/repos/tools81/nfl-head-coach-09-static-recomp/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nfl-street-2-gamecube-decomp","title":"NFL Street 2 GameCube Decompilation","game":"NFL Street 2","platform":"GameCube","kind":"Decompilation","status":"Work in progress for USA Rev. 0 (`GN7E69`); repository documents an original-object baseline and byte-matching workflow.","summary":"Matching decompilation of the GameCube executable; source work and verification are ongoing.","project_url":"https://github.com/mitsevox/nflstreet2","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game copy required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/mitsevox/nflstreet2"},{"label":"Maintainer README and project status","url":"https://github.com/mitsevox/nflstreet2/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4644643,"C":1174107,"Python":551986,"JavaScript":41540,"HTML":6585},"source_url":"https://api.github.com/repos/mitsevox/nflstreet2/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ngagerecomp-static-recompiler-framework","title":"NGageRecomp: Nokia N-Gage Static Recompiler Framework","game":"NGageRecomp static-recompilation toolchain for N-Gage software","platform":"Nokia N-Gage / Symbian OS 6.1 ARMv4 E32Image → native Windows, Linux, and macOS; other handheld hosts are stated targets, not verified compatibility claims","kind":"Recompilation","status":"Experimental framework; its README reports a SonicN render-loop proof that currently produces a blank/loading frame, while the separate Snakes target lifts all engine functions and reaches application initialization but not menu/gameplay. No release package is listed.","summary":"A static ARMv4-to-C recompiler plus a native Symbian HLE runtime for N-Gage applications. It is a multi-title development framework; game-specific targets live in separate repositories. The maintainer identifies IDA Pro 9.1 as the current analysis front-end and Ghidra 12 as a fallback/cross-check.","project_url":"https://github.com/sp00nznet/ngagerecomp","updated":"2026-10-15","strategy":"Static ARMv4-to-C recompilation with a native Symbian HLE runtime","language":"","source_available":"Public MIT-licensed source; the primary documented IDA Pro front-end is proprietary, with Ghidra noted as an alternative; users provide their own N-Gage software","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Multi-title static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README: architecture, host targets, toolchain, and project maturity","url":"https://github.com/sp00nznet/ngagerecomp/blob/main/README.md"},{"label":"Maintainer architecture notes: ARMv4 lifter and runtime design","url":"https://github.com/sp00nznet/ngagerecomp/blob/main/docs/ARCHITECTURE.md"},{"label":"SonicN target status (blank/loading render-loop boundary)","url":"https://github.com/sp00nznet/sonicn-ngage/blob/main/README.md"},{"label":"Snakes target status (full lift but no menu/gameplay yet)","url":"https://github.com/sp00nznet/snakes-ngage/blob/main/README.md"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/sp00nznet/ngagerecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":67788,"Python":41655,"Lua":6926,"PowerShell":6290},"source_url":"https://api.github.com/repos/sp00nznet/ngagerecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/ngagerecomp reports 67,788 bytes of C, the largest language total (55.3% of 122,659 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nglide","title":"nGlide","game":"3dfx Glide applications and games (multi-title)","platform":"Glide 2.11/2.60/3.10 → Direct3D or Vulkan; Windows XP/7/8/10/11, with a DirectX 9.0- or Vulkan 1.0-capable GPU","kind":"API Translation","status":"The developer currently lists freeware version 2.10 and supports Glide 2.11/2.60/3.10 through Direct3D or Vulkan. The developer announced the first public release, version 0.90, on 2009-11-07.","summary":"A Windows Glide wrapper for running applications written for 3dfx Glide without a Voodoo graphics card. It accepts three Glide DLL/API versions and renders through Direct3D or Vulkan; DOS Glide use requires a separately patched DOSBox build.","project_url":"https://www.zeus-software.com/downloads/nglide","updated":"2026-10-15","strategy":"Glide API wrapper over Direct3D or Vulkan","language":"","source_available":"Proprietary freeware; binary downloads and documentation only","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Proprietary Windows Glide wrapper","target_type":"Software","sources":[{"label":"Developer nGlide page: Glide versions, backends, OS/GPU requirements, and version","url":"https://www.zeus-software.com/downloads/nglide"},{"label":"Developer announcement of first public release (2009-11-07)","url":"https://www.zeus-software.com/forum/viewtopic.php?p=10"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.zeus-software.com/downloads/nglide","evidence":"The developer lists nGlide as proprietary freeware and provides binaries/documentation rather than a public source repository or language totals; the implementation language cannot be assigned from the available primary-source evidence.","verified_at":"2026-10-15","reason_unknown":"The developer lists nGlide as proprietary freeware and provides binaries/documentation rather than a public source repository or language totals; the implementation language cannot be assigned from the available primary-source evidence."}},{"id":"ngpcraft","title":"NgpCraft Emulator","game":"Neo Geo Pocket and Neo Geo Pocket Color","platform":"Windows, macOS, Linux, Android, and libretro-compatible hosts","kind":"Emulator","status":"Active; v3.8.8 released 2026-10-11.","summary":"Neo Geo Pocket/Color emulator with C++ core, Python/Qt desktop frontend, Android build, and libretro core. README documents timing calibration against hardware and a commercial-cartridge test corpus, with stated limitations for its clean-room HLE BIOS.","project_url":"https://github.com/Tixul/Ngpcraft_emulator","updated":"2026-10-11","strategy":"Neo Geo Pocket Color handheld emulation with save states, speed control, and debugging tools.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Neo Geo Pocket / Neo Geo Pocket Color","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/Tixul/Ngpcraft_emulator"},{"label":"Maintainer releases; latest v3.8.8 dated 2026-10-11","url":"https://github.com/Tixul/Ngpcraft_emulator/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Tixul/Ngpcraft_emulator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":5411427,"C++":691543,"C":520418,"CMake":8920,"Batchfile":2063,"Shell":479,"Dockerfile":215},"source_url":"https://api.github.com/repos/Tixul/Ngpcraft_emulator/languages","evidence":"GitHub's official language endpoint for https://github.com/Tixul/Ngpcraft_emulator reports 5,411,427 bytes of Python, the largest language total (81.6% of 6,635,065 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nhl07-original-xbox-android-port","title":"NHL 07 Original Xbox Native Android Port","game":"NHL 07 (Original Xbox, USA)","platform":"Original Xbox → Android ARM64 (arm64-v8a)","kind":"Recompilation","status":"Playable experimental Android release v0.4.3 (2026-10-15), with APK and matching source archive. Android 10+, ARM64, and OpenGL ES 3.0 are required; the Anbernic RG477M/Mali is the validated target. Release validation covers an active five-minute match, audio, and HOME/return cycles, but not every season, mode, or save/load scenario; other devices are not comprehensively tested.","summary":"Native Android ARM64 port of the USA Original Xbox NHL 07, with touch and controller mappings, an OpenGL ES renderer, English/Russian text settings, and a converter for supported NHL Legacy Xbox 360 roster updates. Users provide their own Xbox disc image; the repository and release do not include the full disc, XBE, or VIV game files.","project_url":"https://github.com/Wannamingo/NHL07-Android","updated":"2026-10-15","strategy":"Native recompilation of the Original Xbox game code for ARM64, with Android launcher/input/audio integration and a system OpenGL ES renderer.","language":"","source_available":"Public source repository and v0.4.3 APK/source release; user-supplied NHL 07 (USA) Original Xbox disc image required; full game files are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Experimental Xbox-to-Android recompilation; Anbernic RG477M/Mali validated","target_type":"Game","sources":[{"label":"Maintainer README: platform requirements, features, validation scope, and legal/data requirements","url":"https://github.com/Wannamingo/NHL07-Android/blob/main/README.md"},{"label":"v0.4.3 release: Android APK, source archive, and release notes","url":"https://github.com/Wannamingo/NHL07-Android/releases/tag/v0.4.3"},{"label":"GitHub repository language breakdown (C primary language)","url":"https://api.github.com/repos/Wannamingo/NHL07-Android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":178090780,"C++":9984612,"GLSL":7292405,"JavaScript":839183,"Python":772208,"Yacc":193091,"Java":171095,"CMake":92246,"Shell":67810,"Makefile":11192,"HTML":10271,"HLSL":3482,"Go Template":2920,"Swift":2743,"Assembly":2388},"source_url":"https://api.github.com/repos/Wannamingo/NHL07-Android/languages","evidence":"GitHub's official language endpoint for https://github.com/Wannamingo/NHL07-Android reports 178,090,780 bytes of C, the largest language total (90.2% of 197,536,426 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nhl-14-xbox360-static-recomp","title":"NHL 14 Xbox 360 Static Recompilation","game":"NHL 14","platform":"Xbox 360 PowerPC → native x86-64 Linux and Windows","kind":"Recompilation","status":"Active; the maintainer reports offline modes booting and scripted gameplay tests running on Linux and Windows.","summary":"Static PowerPC recompilation with a native ReXGlue runtime and Vulkan renderer; users supply their own Xbox 360 disc data.","project_url":"https://github.com/griby-man/bardown","updated":"2026-10-16","strategy":"Static Xbox 360 PowerPC recompilation with ReXGlue","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 game-specific native PC recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/griby-man/bardown"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/griby-man/bardown"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":425555,"Shell":15870,"CMake":12210,"Python":6428,"Dockerfile":1880,"GLSL":410},"source_url":"https://api.github.com/repos/griby-man/bardown/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 425,555 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nhl-95-pc-dos-bitwise-rebuild","title":"NHL 95 PC bitwise rebuild and C decompilation","game":"NHL 95 PC (EA Sports, 1994; DOS/4GW executable HOCKEY.EXE)","platform":"IBM PC DOS protected-mode x86 (Watcom LE executable with DOS/4GW)","kind":"Decompilation","status":"Active repository; GitHub reports a push on 2026-10-16. The README says the assembly sources rebuild the retail EXE byte-exactly and that C matching is still in progress. The repository includes the original copyrighted HOCKEY.EXE, which it identifies as a retail game binary; no repository license is declared.","summary":"A reverse-engineering and source-reconstruction project for EA’s DOS version of NHL 95. NASM source and a custom linker rebuild the retail executable byte-for-byte; the maintainer is still matching the game code to C and documents function naming against Genesis-series source references. The repository itself includes the retail executable, so the source and binary distribution caveat is retained explicitly.","project_url":"https://github.com/abdulahmad/NHL95PC","updated":"2026-10-16","strategy":"Reverse engineers the Watcom C/C++32 protected-mode executable, reconstructs code and data as NASM assembly, and verifies the complete EXE byte-for-byte; C function matching is an ongoing second phase.","language":"","source_available":"Public source with no declared repository license. The repository README states that it includes the original copyrighted retail HOCKEY.EXE at its root; this bundled original is not project-authored source.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"DOS game binary reconstruction and decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target executable, byte-exact assembly rebuild, current C-matching status, toolchain, original executable and license caveats","url":"https://github.com/abdulahmad/NHL95PC/blob/b02fdab784f621fdf0d2a0a585d331894abe320f/README.md"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/abdulahmad/NHL95PC"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/abdulahmad/NHL95PC/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":7042735,"C":1386785,"Python":352615,"Makefile":3984,"Shell":3379},"source_url":"https://api.github.com/repos/abdulahmad/NHL95PC/languages","evidence":"GitHub's official Languages endpoint reports Assembly as the largest tracked source total (7,042,735 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nhl-legacy-remaster-xbox360-native-pc","title":"NHL Legacy Edition Xbox 360 Native PC Remaster","game":"NHL 11 Legacy Edition","platform":"Xbox 360 → native PC through ReXGlue","kind":"Recompilation","status":"Active; the repository describes a native PC recompilation with 32 teams, 2026/27 rosters and extensive mod work. It contains code, tools and documentation, not game files.","summary":"A standalone NHL Legacy Edition recompilation and mod/remaster project. It is a separate, non-fork repository from the already cataloged NHL Legacy PC recompilation.","project_url":"https://github.com/megarohas/nhl-legacy-remaster","updated":"2026-10-16","strategy":"Static Xbox 360 recompilation with ReXGlue and game-specific PC runtime","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Xbox 360 native PC recompilation and roster/mod project","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/megarohas/nhl-legacy-remaster"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/megarohas/nhl-legacy-remaster"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3128089,"C++":559937,"PowerShell":53806,"Shell":45362,"CMake":17238,"Batchfile":14904},"source_url":"https://api.github.com/repos/megarohas/nhl-legacy-remaster/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 3,128,089 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nhl-legacy-xbox360-pc-static-recomp","title":"NHL Legacy Edition Xbox 360 Static Recompilation","game":"NHL Legacy Edition (Xbox 360)","platform":"Xbox 360 → Windows x64 (Linux/Steam Deck through Proton)","kind":"Recompilation","status":"Latest release v0.6.0 is dated 2026-07-22. The README documents a Windows native executable, ISO/directory installer, Vulkan renderer, and Proton use; it does not claim a verified full-game playthrough.","summary":"A native Windows port generated from one supported vanilla Xbox 360 dump. The project includes no game data and validates the user-supplied XEX by hash.","project_url":"https://github.com/puckhead73/nhl-legacy-recomp","updated":"2026-07-22","strategy":"Static PowerPC-to-x86-64 recompilation through ReXGlue; the host provides Vulkan graphics and a builder for the user dump","language":"","source_available":"Public source and release builder; the README requires an owned, user-dumped game and states no game content is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows-native release; Proton is documented as the Linux route","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/puckhead73/nhl-legacy-recomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/puckhead73/nhl-legacy-recomp/blob/master/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/puckhead73/nhl-legacy-recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/puckhead73/nhl-legacy-recomp/languages"},{"label":"Maintainer current-status notes","url":"https://github.com/puckhead73/nhl-legacy-recomp/blob/master/docs/current-status.md"},{"label":"Linux / Steam Deck Proton guide","url":"https://github.com/puckhead73/nhl-legacy-recomp/blob/master/docs/linux.md"},{"label":"Latest release v0.6.0","url":"https://github.com/puckhead73/nhl-legacy-recomp/releases/tag/v0.6.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1641126,"Python":207196,"PowerShell":92830,"Rust":32755,"CMake":18628,"Batchfile":16692,"C":11810,"HLSL":1927},"source_url":"https://api.github.com/repos/puckhead73/nhl-legacy-recomp/languages","evidence":"GitHub's official Languages API reports C++: 1,641,126 bytes, Python: 207,196 bytes, PowerShell: 92,830 bytes, Rust: 32,755 bytes, CMake: 18,628 bytes, Batchfile: 16,692 bytes, C: 11,810 bytes, HLSL: 1,927 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-myvision-mister","title":"Nichibutsu My Vision MiSTer FPGA Core","game":"Nichibutsu My Vision","platform":"Nichibutsu My Vision on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Nichibutsu My Vision on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/MyVision_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/MyVision_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/MyVision_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/MyVision_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/MyVision_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":400870,"Verilog":338801,"SystemVerilog":258918,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/MyVision_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 400,870 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-4-nightjar-mobile-in-progress","title":"Nightjar: Resident Evil 4 GameCube Native Port (Android/iOS In Progress)","game":"Resident Evil 4 (GameCube version)","platform":"Nintendo GameCube → Windows; Android ARM64 in testing; Android 32-bit paused; iOS in progress","kind":"Recompilation","status":"The maintainer's latest public mobile-status update (2026-10-12) says the new Android 64-bit engine builds the game on device and is being tested; Android 32-bit is paused and iOS is in progress. The public pre-release is Windows-only; no mobile APK or public mobile source is available. An earlier Android 32-bit build was reported on a Galaxy S5, but that is not the current Android 64-bit release.","summary":"Closed-source GameCube native port using the maintainer's own engine and PowerPC recompiler. The Windows pre-release builds native game code from user-supplied discs. Android is in private testing on the new 64-bit engine, while iOS is in progress; the latest status does not announce public mobile builds. The current package remains Windows-only and gated through Discord.","project_url":"https://www.reddit.com/r/AndroidNativePorts/comments/1x4fw8p/nightjar_prerelease_is_out_my_native_re4_gamecube/","updated":"2026-10-16","strategy":"GameCube PowerPC static recompilation to native code with a private native runtime","language":"English (mobile build language is not separately documented; game/data status is version-specific)","source_available":"Closed source; no public source repository or mobile release. Maintainer's public status posts are the evidence source. Windows pre-release download is gated through Discord and requires the user's own GameCube discs.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Android ARM64 in testing on a new engine; 32-bit Android paused; iOS in progress","target_type":"Game","sources":[{"label":"Latest maintainer update: current mobile status, Android file-picker support, engine migration, iOS progress, and Windows-only public release (2026-10-12)","url":"https://www.reddit.com/r/AndroidNativePorts/comments/1x4fw8p/nightjar_prerelease_is_out_my_native_re4_gamecube/"},{"label":"Earlier maintainer mobile report: Galaxy S5 Android 32-bit test and touchscreen controls; historical build, not current 64-bit status","url":"https://www.reddit.com/r/decomps/comments/1wpumsu/my_native_re4_gamecube_port_runs_on_android_first/"},{"label":"Earlier maintainer update on retail disc preparation and mobile file-picker support (2026-10-05); newer mobile status is in the 2026-10-12 post","url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wy9ls6/my_native_re4_gamecube_native_android_ios_port_is/"},{"label":"Related public RE4 GameCube decompilation project; separate from the closed-source Nightjar port","url":"https://github.com/adonis-singh/re4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.reddit.com/r/AndroidNativePorts/comments/1x4fw8p/nightjar_prerelease_is_out_my_native_re4_gamecube/","evidence":"The maintainer progress thread describes the Android port, while the separately linked public RE4 decompilation is not the port source tree; no project-specific GitHub Languages API endpoint is available.","verified_at":"2026-10-16","reason_unknown":"The project record has no public repository for this Android port. Its linked adonis-singh/re4 repository is a separate GameCube decompilation/source project, not the port implementation, so its language totals are not attributed to this project. No Android-port source language can be verified from the project thread."}},{"id":"nikkis-travel-quiz-3ds-english","title":"Nikki's Travel Quiz English Fan Translation","game":"Nikki's Travel Quiz","platform":"Nintendo 3DS","kind":"Fan Localization","status":"English v1.0.0 released 2026-09-15. Maintainer reports all cutscenes and more than 5,400 quiz questions translated, plus localized graphics/fonts/banner and code modifications.","summary":"Japanese-to-English 3DS fan translation. The maintainer release provides separate ZIP patch bundles for CIA variants A and B; users install as patched CIA or use LayeredFS with Luma/Citra. No game content included.","project_url":"https://github.com/Ich73/NikkisQuiz-FanTranslation/releases/tag/v1.0.0","updated":"2026-10-16","strategy":"Game-specific text, graphics, and executable-data fan localization","language":"English","source_available":"Public ZIP bundles contain patch files only; select the bundle corresponding to the user's CIA variant. No game content distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v1.0.0 release with coverage and CIA variant checksums","url":"https://github.com/Ich73/NikkisQuiz-FanTranslation/releases/tag/v1.0.0"},{"label":"Maintainer README describing patch-only distribution","url":"https://github.com/Ich73/NikkisQuiz-FanTranslation"},{"label":"Maintainer wiki for CIA, LayeredFS, and Citra installation","url":"https://github.com/Ich73/NikkisQuiz-FanTranslation/wiki"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Ich73/NikkisQuiz-FanTranslation/languages","evidence":"GitHub's official repository Languages API for Ich73/NikkisQuiz-FanTranslation returned an empty JSON object ({}) on 2026-10-16; no language byte totals were available to identify a predominant programming language.","verified_at":"2026-10-16","reason_unknown":"The official GitHub Languages API returned no language byte totals for this repository."}},{"id":"legend-of-ninja-burai-genesis-en-beta","title":"Ninja Burai Densetsu English Translation Beta","game":"Ninja Burai Densetsu (also titled Legend of Ninja Burai)","platform":"Mega Drive / Sega Genesis","kind":"Fan Localization","status":"English v0.1 beta build 15 released 2026-10-04. Although RomhackPlaza’s status tag says “Complete,” the project description and Patch Clan page explicitly label it beta; the maintainer has not played through the final chapter in a real run.","summary":"English translation beta for Sega’s Japan-only 1991 Mega Drive tactical RPG. Its script is stored as compressed screen graphics rather than normal text; the translators reimplemented the graphics/tilemap compression, extracted and translated 110 dialogue boxes plus opening narration, rebuilt the interface and English graphics, and expanded the ROM.","project_url":"https://romhackplaza.org/translations/legend-of-ninja-burai-english-translation-sega-genesis","updated":"2026-10-04","strategy":"Fan translation patch","language":"English","source_available":"Patch only; no ROM is distributed. Requires the matching Japanese plain-binary Mega Drive ROM (1,048,576 bytes; CRC32 A8D828A0; SHA-1 9cc3419ca7ecaf0d106aa896ffc0266c7145fff7). Interleaved SMD dumps need conversion before patching.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Mega Drive fan translation (beta)","target_type":"Game","sources":[{"label":"RomhackPlaza project entry: v0.1 beta build 15, release date, translation coverage, patch-only distribution and exact supported Japanese ROM hashes","url":"https://romhackplaza.org/translations/legend-of-ninja-burai-english-translation-sega-genesis"},{"label":"Patch Clan maintainer page: current project page explicitly labels the translation beta and links the patch","url":"https://www.patchclan.com/#/jogo/ninja-burai-densetsu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/legend-of-ninja-burai-english-translation-sega-genesis","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"ninja-gaiden-black-original-xbox-recomp","title":"Ninja Gaiden Black Xbox Static Recompilation","game":"Ninja Gaiden Black","platform":"Original Xbox → Windows x64, Linux x86-64/Steam Deck","kind":"Recompilation","status":"Pre-release v0.9.5 (2026-10-16 UTC): fixes Linux/Steam Deck saving over an existing slot; Windows is unchanged from v0.9.4. The maintainer still says the game has not been played through to the end; a Chapter 3 drone-related crash remains under investigation.","summary":"Owner README documents USA title ID and user-disc setup; no game assets are included.","project_url":"https://github.com/gamboozino/ngbrecomp","updated":"2026-10-16","strategy":"Static recompilation of Xbox game code, with a custom Vulkan renderer replacing the Direct3D path.","language":"C++","source_available":"Public source repository (GPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Static recompilation of xbox game code, with a custom vulkan renderer replacing the direct3d path.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/gamboozino/ngbrecomp"},{"label":"Verified release or build","url":"https://github.com/gamboozino/ngbrecomp/releases/tag/v0.9.4"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/gamboozino/ngbrecomp"},{"label":"Maintainer README and project repository","url":"https://github.com/gamboozino/ngbrecomp#readme"},{"label":"Release notes: Linux/Steam Deck save fix and remaining playthrough caveat","url":"https://github.com/gamboozino/ngbrecomp/releases/tag/v0.9.5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5430387,"Python":1638244,"C++":322452,"CMake":48854,"Shell":48339,"Perl":6225,"Dockerfile":3637,"Java":2533},"source_url":"https://api.github.com/repos/gamboozino/ngbrecomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 5,430,387 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ninku-saturn-en","title":"Ninku Sega Saturn English Patch","game":"Ninku: Tsuyokina Yatsura no Daigekitotsu!","platform":"Sega Saturn","kind":"Fan Localization","status":"Patch v1.0 was published 2026-04-06. It localizes the title, UI/character names and opening, game-over, and character-win FMV subtitles. The README says to use the included Sega Saturn Patcher v1.95.8035.20705 because other versions caused sound looping; it does not claim real-hardware validation.","summary":"A patch-only English localization for the Japanese Saturn fighting game, distributed as either an SSP patch or XDelta patch. The patch requires an original Japanese release.","project_url":"https://github.com/ExxistanceDC/Ninku-English-Translation","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Ninku-English-Translation#readme"},{"label":"Maintainer release v1.0","url":"https://github.com/ExxistanceDC/Ninku-English-Translation/releases/tag/v1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Ninku-English-Translation"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Ninku-English-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Ninku-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"emulator-mister-devel-n64-mister","title":"Nintendo 64 MiSTer FPGA Core","game":"Nintendo 64","platform":"Nintendo 64 on MiSTer FPGA","kind":"Emulator","status":"README lists unimplemented CPU/RDP behaviors and timing limitations; no broad compatibility guarantee is stated. No published GitHub release was listed at review time; source repository was last pushed 2026-09-28.","summary":"FPGA system-emulation core for Nintendo 64 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/N64_MiSTer","updated":"2026-09-28","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/N64_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/N64_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/N64_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/N64_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1830292,"Verilog":383798,"SystemVerilog":173683,"Tcl":24183,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/N64_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,830,292 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"n64-sdk-tools-decomp","title":"Nintendo 64 SDK Developer Tools Decompilation","game":"Nintendo 64 SDK developer tools","platform":"Nintendo 64 SDK","kind":"Decompilation","status":"The README identifies the project scope but does not state completion or build status.","summary":"Source decompilation project for Nintendo 64 SDK developer tools.","project_url":"https://github.com/n64decomp/sdk-tools","updated":"2026-10-15","strategy":"SDK tools decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64 SDK host tools","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/n64decomp/sdk-tools#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/n64decomp/sdk-tools"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":63195,"Makefile":2651},"source_url":"https://api.github.com/repos/n64decomp/sdk-tools/languages","evidence":"GitHub's official language endpoint for https://github.com/n64decomp/sdk-tools reports 63,195 bytes of C, the largest language total (96.0% of 65,846 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-nes-mister","title":"Nintendo Entertainment System / Famicom MiSTer FPGA Core","game":"Nintendo Entertainment System / Famicom","platform":"Nintendo Entertainment System / Famicom on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-30.","summary":"FPGA system-emulation core for Nintendo Entertainment System / Famicom on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/NES_MiSTer","updated":"2026-09-30","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/NES_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/NES_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/NES_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/NES_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":970040,"Verilog":365054,"VHDL":357456,"Assembly":32916,"Tcl":23238,"Batchfile":662},"source_url":"https://api.github.com/repos/MiSTer-devel/NES_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 970,040 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-gba-mister","title":"Nintendo Game Boy Advance MiSTer FPGA Core","game":"Nintendo Game Boy Advance","platform":"Nintendo Game Boy Advance on MiSTer FPGA","kind":"Emulator","status":"README labels the rendering path experimental and warns that some game behavior may glitch. No published GitHub release was listed at review time; source repository was last pushed 2026-07-22.","summary":"FPGA system-emulation core for Nintendo Game Boy Advance on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/GBA_MiSTer","updated":"2026-07-22","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/GBA_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/GBA_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/GBA_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/GBA_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1205435,"Verilog":305688,"Lua":242985,"SystemVerilog":207045,"Tcl":22693,"C#":8000,"Batchfile":3170},"source_url":"https://api.github.com/repos/MiSTer-devel/GBA_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,205,435 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-gameboy-mister","title":"Nintendo Game Boy and Game Boy Color MiSTer FPGA Core","game":"Nintendo Game Boy and Game Boy Color","platform":"Nintendo Game Boy and Game Boy Color on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-21.","summary":"FPGA system-emulation core for Nintendo Game Boy and Game Boy Color on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Gameboy_MiSTer","updated":"2026-09-21","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Gameboy_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Gameboy_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Gameboy_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Gameboy_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":556999,"VHDL":436135,"SystemVerilog":268786,"Assembly":60329,"Lua":23094,"Tcl":23088,"C":5553,"Batchfile":2490,"Makefile":2422},"source_url":"https://api.github.com/repos/MiSTer-devel/Gameboy_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 556,999 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-pokemonmini-mister","title":"Nintendo Pokémon Mini MiSTer FPGA Core","game":"Nintendo Pokémon Mini","platform":"Nintendo Pokémon Mini on MiSTer FPGA","kind":"Emulator","status":"README says all official Pokémon Mini games should be playable. No published GitHub release was listed at review time; source repository was last pushed 2026-04-03.","summary":"FPGA system-emulation core for Nintendo Pokémon Mini on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/PokemonMini_MiSTer","updated":"2026-04-03","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/PokemonMini_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/PokemonMini_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/PokemonMini_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/PokemonMini_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":324273,"Verilog":309502,"VHDL":113982,"C++":102472,"C":76382,"Tcl":33111,"Python":15056,"Shell":1541,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/PokemonMini_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 324,273 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-sgb-mister","title":"Nintendo Super Game Boy MiSTer FPGA Core","game":"Nintendo Super Game Boy","platform":"Nintendo Super Game Boy on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-08-02.","summary":"FPGA system-emulation core for Nintendo Super Game Boy on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/SGB_MiSTer","updated":"2026-08-02","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/SGB_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/SGB_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/SGB_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/SGB_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1189793,"Verilog":559286,"SystemVerilog":226357,"Tcl":22842,"Assembly":19090,"Batchfile":627},"source_url":"https://api.github.com/repos/MiSTer-devel/SGB_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,189,793 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-virtualboy-mister","title":"Nintendo Virtual Boy MiSTer FPGA Core","game":"Nintendo Virtual Boy","platform":"Nintendo Virtual Boy on MiSTer FPGA","kind":"Emulator","status":"README says setup needs no BIOS; software images vary in padding and dump quality. No published GitHub release was listed at review time; source repository was last pushed 2026-08-10.","summary":"FPGA system-emulation core for Nintendo Virtual Boy on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/VirtualBoy_MiSTer","updated":"2026-08-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/VirtualBoy_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/VirtualBoy_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/VirtualBoy_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/VirtualBoy_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1796076,"Verilog":383910,"VHDL":107520,"Tcl":28964,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/VirtualBoy_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 1,796,076 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nintendogs-dachshund-nds-decomp","title":"Nintendogs: Dachshund & Friends (Nintendo DS USA)","game":"Nintendogs: Dachshund & Friends (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code ADGE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 3117/8610 functions matched (15.64% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Nintendogs: Dachshund & Friends (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/nintendogs-dachshund-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/nintendogs-dachshund-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/nintendogs-dachshund-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2306429,"Python":326140},"source_url":"https://api.github.com/repos/liolu/nintendogs-dachshund-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nisekoi-yomeiri-vita-english","title":"Nisekoi: Yomeiri!? PlayStation Vita English Translation","game":"Nisekoi: Yomeiri!?","platform":"PlayStation Vita (Japan title ID PCSG00397; xdelta target is original unencrypted game data; Vita3K usage also documented)","kind":"Fan Localization","status":"English patch v1.0.0 published 2026-06-19. The README marks all principal routes, side events, menus, tutorials, and most minigame UI at 100%; voice-only comments and unscripted minigame dialogue are not subtitled. The repository release also links pre-patched game data alongside binary patch and rePatch options.","summary":"Japanese → English patch for Konami’s Japan-only PlayStation Vita visual novel Nisekoi: Yomeiri!? (PCSG00397). The maintainer documents two xdelta patches for the user’s original unencrypted data files and a rePatch route; the same release also links a pre-patched game package. No license is declared. This is a Vita patch target, not an Android port; Vita3K is only a documented emulator route.","project_url":"https://github.com/LevelHeadDeveloper/YomeiriEnglishPatch","updated":"2026-10-16","strategy":"Fan translation patch (two xdelta data patches; rePatch option)","language":"English","source_available":"Public xdelta patch/source text repository and rePatch data; the maintainer release also links a pre-patched full-game package. No project license is declared. The original game is not included in the repository itself.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation Vita fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Japanese Vita title ID, patch methods, coverage, and full-game-package caveat","url":"https://github.com/LevelHeadDeveloper/YomeiriEnglishPatch/blob/main/README.md"},{"label":"v1.0.0 patch release","url":"https://github.com/LevelHeadDeveloper/YomeiriEnglishPatch/releases/tag/1.0.0"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/LevelHeadDeveloper/YomeiriEnglishPatch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/LevelHeadDeveloper/YomeiriEnglishPatch/languages","evidence":"GitHub Languages API returned {}; do not infer language from the English patch.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an empty byte map; no predominant programming language is measurable."}},{"id":"nolongerevil-nest-thermostat-custom-firmware","title":"No Longer Evil Nest Thermostat Firmware","game":"Nest Learning Thermostat 1st and 2nd generation firmware","platform":"Nest Learning Thermostat Gen 1/2 (OMAP) → custom firmware, with cloud-hosted or self-hosted Home Assistant/server modes","kind":"Reimplementation","status":"The project lists v1.0.1 (2026-03-31) as its latest release in the public repository. Its README says the installer can build firmware for Nest Gen 1 and Gen 2, but also states that the firmware images and backend API server are planned for a future open-source release; source availability is therefore incomplete.","summary":"A custom-firmware recovery and setup project for first- and second-generation Nest Learning Thermostats, including a graphical installer and options for cloud-hosted or self-hosted service. The repository documents a Docker-based firmware build path and bundled images, but its README explicitly says full firmware and backend open sourcing is still forthcoming; the repository does not declare a standard software license. Only use on owned hardware; the README warns that flashing can brick a device.","project_url":"https://github.com/codykociemba/NoLongerEvil-Thermostat","updated":"2026-10-16","strategy":"Custom thermostat firmware and installation-tool reconstruction","language":"","source_available":"Public installer repository and bundled firmware images; firmware/backend source release is stated as forthcoming; license not declared","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Embedded thermostat firmware and installer","target_type":"Software","sources":[{"label":"Project README and supported Nest generations","url":"https://github.com/codykociemba/NoLongerEvil-Thermostat"},{"label":"Latest listed release","url":"https://github.com/codykociemba/NoLongerEvil-Thermostat/releases/tag/v1.0.1"},{"label":"Official installation and self-hosting documentation","url":"https://docs.nolongerevil.com/hosted/installation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":156171,"Shell":52134,"TypeScript":18055,"CSS":1353,"Dockerfile":965,"HTML":318},"source_url":"https://api.github.com/repos/codykociemba/NoLongerEvil-Thermostat/languages","evidence":"Official GitHub REST Languages API breakdown for codykociemba/NoLongerEvil-Thermostat: source-code bytes are {\"CSS\": 1353, \"Dockerfile\": 965, \"HTML\": 318, \"JavaScript\": 156171, \"Shell\": 52134, \"TypeScript\": 18055}. The largest byte-count language is JavaScript; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nolf2-macos-apple-silicon-source-port","title":"No One Lives Forever 2 Apple Silicon macOS Source Port","game":"No One Lives Forever 2: A Spy in H.A.R.M.’s Way","platform":"Windows/Jupiter EX → native arm64 Apple Silicon macOS (README says macOS 12+)","kind":"Reimplementation","status":"Latest repository release is 0.4.3 (published 2026-09-25). The maintainer README says the retail campaign is playable and has been played through several chapters; beta-quality rough edges remain. It requires the user’s own retail NOLF2 installation and includes no game assets. The README says the upstream licensing position is unresolved: the source tree has no license file and retains Monolith copyright headers.","summary":"A native Apple Silicon macOS source port of the Jupiter EX engine for No One Lives Forever 2, derived from the publicly released Jupiter EX source that included NOLF2 game code. The repository contains source only; the user supplies a retail installation. Its own README flags that the upstream licensing terms need clarification.","project_url":"https://github.com/MatzeLoCal/NOLF2","updated":"2026-10-16","strategy":"Native arm64 macOS source port of the Jupiter EX engine and NOLF2 game code, with Apple-platform runtime changes","language":"","source_available":"Public source repository; README says the source tree has no license file and the licensing position is unresolved. No game assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Apple Silicon macOS source port","target_type":"Game","sources":[{"label":"Reddit discovery lead in r/macgaming; not used as project-status authority","url":"https://www.reddit.com/r/macgaming/comments/1vtffo5/finally_a_native_port_of_no_one_lives_forever_2/"},{"label":"Maintainer README: platform, playability, requirements, source provenance, and licensing caveat","url":"https://github.com/MatzeLoCal/NOLF2#readme"},{"label":"Latest listed release, 0.4.3","url":"https://github.com/MatzeLoCal/NOLF2/releases/tag/0.4.3"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/MatzeLoCal/NOLF2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":23324259,"C":4508665,"Objective-C++":221739,"CMake":97994,"Makefile":46564,"GLSL":34861,"Swift":31334,"Pascal":10761,"Starlark":9345,"Python":9038,"Shell":7441,"Batchfile":3629,"Yacc":2340,"Lex":2256},"source_url":"https://api.github.com/repos/MatzeLoCal/NOLF2/languages","evidence":"GitHub Languages API byte counts retrieved 2026-10-16. C++ is the largest category (23,324,259 of 28,310,226 recognized bytes; 82.4%). Repository-wide totals can include build, test, and other non-runtime files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nogba","title":"No$GBA","game":"Games for Nintendo handheld systems","platform":"Game Boy Advance, Nintendo DS, and DSi","kind":"Emulator","status":"Active; version 3.06 dated 2025-04-14","summary":"Standalone Windows and DOS emulator for Game Boy Advance, Nintendo DS, and DSi software. The developer distributes free gaming builds and a separate debugging build; source code is not published.","project_url":"https://problemkaputt.de/gba.htm","updated":"2025-04-14","strategy":"Run the standalone freeware binary and select GBA, DS, or DSi mode; use a separate debug build when development tools are needed.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Game Boy Advance, Nintendo DS, and DSi emulator","target_type":"Software","sources":[{"label":"No$GBA official version page","url":"https://problemkaputt.de/gba.htm"},{"label":"Official NO$GBA debug version information","url":"https://problemkaputt.de/gba.htm#debug"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://problemkaputt.de/gba.htm","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"xenogears-noah-decomp","title":"Noah: Xenogears Decompilation","game":"Xenogears","platform":"PlayStation","kind":"Decompilation","status":"Partially playable; project says progression remains blocked by missing features","summary":"US-release reconstruction/decompilation in modern C++; explicitly not a matching decompilation. Project says portions are playable but bugs can prevent progression.","project_url":"https://github.com/yaz0r/Noah","updated":"2026-04-22","strategy":"Reverse-engineered C++ source reconstruction (non-matching)","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Non-matching source reconstruction","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/yaz0r/Noah"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/yaz0r/Noah"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2934467,"C":19245,"CMake":9788,"Scala":6210,"Batchfile":1365,"SuperCollider":1352,"Objective-C++":471,"Shell":140},"source_url":"https://api.github.com/repos/yaz0r/Noah/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C++ has the largest total (2,934,467 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nobunaga-gba-ko","title":"Nobunaga no Yabou Game Boy Advance Korean Patch","game":"Nobunaga no Yabou","platform":"Game Boy Advance","kind":"Fan Localization","status":"Released v2.3 on 2026-08-06. README reports 7,138 strings and 787 Hangul glyphs; maintainer says latest build was not manually playtested.","summary":"Korean xdelta patch for the Japanese 2001 GBA game. Repo includes translation/font/build tooling and excludes the game ROM.","project_url":"https://github.com/snake7594/gba-nobunaga-korean-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public repo/release; ROM excluded and user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"GBA fan translation","target_type":"Game","sources":[{"label":"README: target ID, coverage and ROM checksums","url":"https://github.com/snake7594/gba-nobunaga-korean-patch"},{"label":"Release listing","url":"https://github.com/snake7594/gba-nobunaga-korean-patch/releases"},{"label":"License/font details","url":"https://github.com/snake7594/gba-nobunaga-korean-patch/tree/main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":null,"source_url":"https://github.com/snake7594/gba-nobunaga-korean-patch","evidence":"The official GitHub repository page's Languages panel displays Python 100%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nobunaga-shinsei-pc-ko","title":"Nobunaga no Yabou: Shinsei PK Steam Korean Patch","game":"Nobunaga no Yabou: Shinsei Power-Up Kit","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"Public patch v1.01 documented for Steam game version 1.1.7; publication date not stated in reviewed material.","summary":"PC-specific Korean patch for the Japanese Steam edition, separate from Switch support. README says to set game language to Japanese and names the patch ZIP.","project_url":"https://github.com/parsifal295/nobu16-korean-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public repository and patch instructions; no full game files.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC Steam fan translation","target_type":"Game","sources":[{"label":"README: edition, game/patch version and install requirements","url":"https://github.com/parsifal295/nobu16-korean-patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":null,"source_url":"https://github.com/parsifal295/nobu16-korean-patch","evidence":"The official GitHub repository page's Languages panel displays Python 97.5%, PowerShell 2.3%, Other 0.2%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nobunaga-shinsei-switch-ko","title":"Nobunaga no Yabou: Shinsei Switch Korean Patch","game":"Nobunaga no Yabou: Shinsei","platform":"Nintendo Switch","kind":"Fan Localization","status":"Latest documented release v4.5 (2026-08-05); README covers base game and PUK versions. Repo updated 2026-10-04.","summary":"Korean localization of Japanese Switch menus, UI, events and Power-Up Kit content. README notes machine-translated text and Korean-input bypass option.","project_url":"https://github.com/snake7594/nobunaga-shinsei-korean-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public patch/source; no original game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Switch fan translation","target_type":"Game","sources":[{"label":"README: supported builds and scope","url":"https://github.com/snake7594/nobunaga-shinsei-korean-patch"},{"label":"Release list","url":"https://github.com/snake7594/nobunaga-shinsei-korean-patch/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":670305,"C#":4579},"source_url":"https://github.com/snake7594/nobunaga-shinsei-korean-patch/languages","evidence":"GitHub reports Python 670,305 bytes and C# 4,579; Python is predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nobunaga-ambition-ds2-korean","title":"Nobunaga's Ambition DS 2 Korean Translation Patch","game":"Nobunaga's Ambition DS 2","platform":"Nintendo DS","kind":"Fan Localization","status":"Korean patch v1.14 released 2026-09-01. Release notes report static validation passing and explicitly state that no emulator was run.","summary":"Japanese-to-Korean Nintendo DS patch covering dialogue, events, menus, tutorials, biographies, system text, database names, and text embedded in graphics. Maintainer distributes xdelta and image comparisons, not the game ROM.","project_url":"https://github.com/snake7594/nobunaga-ds2-kr/releases/tag/v1.14","updated":"2026-10-16","strategy":"Game-specific text and graphics fan translation patch","language":"Korean","source_available":"Public xdelta and image comparison ZIP; user supplies the Japanese DS ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v1.14 release and validation notes","url":"https://github.com/snake7594/nobunaga-ds2-kr/releases/tag/v1.14"},{"label":"Maintainer README with patch instructions, translated scope, and version history","url":"https://github.com/snake7594/nobunaga-ds2-kr"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":217276},"source_url":"https://api.github.com/repos/snake7594/nobunaga-ds2-kr/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for snake7594/nobunaga-ds2-kr on 2026-10-16; Python is the largest bucket at 217,276 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nocturne-windows-static-recompilation","title":"Nocturne Windows Static Recompilation","game":"Nocturne","platform":"Windows PC x86 (Nocturne 1999) → native Windows x64","kind":"Recompilation","status":"Phase 7 / in game per the README: 6,276 functions lift with zero errors; the game boots through the intro and allows control of the Stranger in Spookhouse HQ.","summary":"A native x64 recompilation of Nocturne’s Windows executable, with a Direct3D 9 renderer and software-renderer fallback. The maintainer documents the exact current playable milestone rather than claiming a full playthrough.","project_url":"https://github.com/sp00nznet/nocturne","updated":"2026-10-16","strategy":"From-binary static recompilation to C with a native renderer replacing the 37-call APIDLL renderer interface","language":"","source_available":"Public recompilation code and runtime; requires the user’s own copy of the game. No game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Static recompilation; native PC port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/sp00nznet/nocturne/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/sp00nznet/nocturne"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":112285,"Python":47760,"CMake":3297},"source_url":"https://api.github.com/repos/sp00nznet/nocturne/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nokia-dct3-emulator","title":"Nokia DCT3 Emulator","game":"Nokia DCT3 handset firmware and compatible phone software, including 3310/3210/3410/5210/6210/7110/8210/8250/8850 models","platform":"Nokia DCT3-era phones with 26 model profiles; browser/WebAssembly and native SDL desktop builds, plus an Android build currently documented for the Nokia 3410","kind":"Emulator","status":"Experimental hardware-preservation emulator. The README reports that 19 of 26 registered models boot to a usable state and 15 reach a synthetic test network; calls, SMS, and WAP are documented only for supported model and firmware combinations. User-supplied firmware is required.","summary":"Public-source emulator and analysis toolkit that models Nokia DCT3 handset hardware and boots user-supplied firmware instruction for instruction. The repository does not include copyrighted firmware or flash dumps, and its model compatibility varies.","project_url":"https://github.com/djr-747/nokia-dct3-emulator","updated":"2026-07-31","strategy":"Full-system mobile phone hardware emulation that runs original DCT3 firmware","language":"","source_available":"Public source repository (GPL-2.0); firmware images are not included","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Feature-phone hardware and firmware emulator with analysis tools","target_type":"Software","sources":[{"label":"Maintainer README: emulation method, model profiles, current compatibility, and firmware policy","url":"https://github.com/djr-747/nokia-dct3-emulator"},{"label":"Maintainer model-by-model boot and radio compatibility table","url":"https://github.com/djr-747/nokia-dct3-emulator#bootability-and-radio-capability-by-model"},{"label":"Project repository latest recorded commit (2026-07-31): wap: convert GIF to WBMP — the phone cannot really draw GIF","url":"https://github.com/djr-747/nokia-dct3-emulator/commit/2b4c10ffd6b22a2d021c7f515f27ceb2fb6c78cd"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2502639,"JavaScript":500350,"Python":105183,"HTML":39488,"CSS":34372,"Makefile":25909,"Shell":24233,"Kotlin":22550,"C++":12713,"CMake":3372},"source_url":"https://api.github.com/repos/djr-747/nokia-dct3-emulator/languages","evidence":"GitHub's official Languages REST endpoint reports 2,502,639 bytes of C as the largest total (76.5% of 3,270,809 recognized language bytes). The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nonpareil-hp-calculators","title":"Nonpareil","game":"HP calculator software and microcode for supported models","platform":"HP calculator families: Classic, Woodstock, Spice, Nut, Voyager and HP-41, among others","kind":"Emulator","status":"Legacy project; README describes release 0.78 and lists calculator models; repository last updated 2025-02-28, with no GitHub release found.","summary":"A microcode-level HP calculator simulator. README lists numerous classic HP models, notes that some features remain incomplete, and states GPL-2.0 for software with separate CC BY-SA terms for certain associated model files.","project_url":"https://github.com/brouhaha/nonpareil","updated":"2026-10-16","strategy":"Microcode-level calculator hardware simulation.","language":"","source_available":"Public source repository; GitHub reports license metadata as Other (SPDX NOASSERTION), so exact reuse terms are not established by repository API metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"HP calculator microcode emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/brouhaha/nonpareil"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/brouhaha/nonpareil"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1736579,"C":884487,"Yacc":71002,"Python":51494,"Lex":21638,"NSIS":11287,"CSS":1022,"Makefile":91},"source_url":"https://api.github.com/repos/brouhaha/nonpareil/languages","evidence":"GitHub official repository language endpoint byte counts; Assembly has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"noods","title":"NooDS","game":"Nintendo DS and Game Boy Advance","platform":"Windows, macOS, Linux, Android, iOS, Nintendo Switch, Wii U, and PlayStation Vita","kind":"Emulator","status":"Active; rolling release build and source update published 2026-08-09.","summary":"Portable DS and GBA emulator with software rendering and upscaling. README documents DS BIOS/firmware requirements for the system menu and an optional GBA BIOS.","project_url":"https://github.com/Hydr8gon/NooDS","updated":"2026-08-09","strategy":"Emulation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-system handheld","target_type":"Software","sources":[{"label":"Maintainer README, supported systems, platforms, and BIOS requirements","url":"https://github.com/Hydr8gon/NooDS"},{"label":"Maintainer release history","url":"https://github.com/Hydr8gon/NooDS/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1273609,"Java":81329,"Swift":50833,"Makefile":3225,"C":2818,"Shell":1826,"CMake":1615,"GLSL":600},"source_url":"https://api.github.com/repos/Hydr8gon/NooDS/languages","evidence":"GitHub's official language endpoint for https://github.com/Hydr8gon/NooDS reports 1,273,609 bytes of C++, the largest language total (90.0% of 1,415,855 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"noop-whoop-offline-companion-app","title":"NOOP Offline WHOOP Companion App","game":"WHOOP 4.0 and 5.0/MG fitness straps and their local Bluetooth data protocols","platform":"macOS 13+, Android 8+, and iOS; direct Bluetooth LE connection to the strap","kind":"Reimplementation","status":"The current repository’s latest stable release is v12.0.0 (2026-10-04), which adds direct WHOOP 4.0 heart-rate broadcasting and MG ECG work alongside scoring/UI/localization changes; a `testing-latest` release dated 2026-10-15 identifies base 12.1.0. README describes full WHOOP 4.0 support, live heart rate only for WHOOP 5.0/MG with deeper metrics still being mapped, and newer/less-validated iOS BLE support. 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The README says no WHOOP proprietary app code, firmware, branding, or assets are included.","first_found":"2026-10-16","project_started":"2026-06-11","programming_language":"Swift","subtype":"Reverse-engineered wearable-protocol companion application","target_type":"Software","sources":[{"label":"Maintainer README: platform support, WHOOP generation status, protocol scope, and non-affiliation/source boundary","url":"https://github.com/ryanbr/noop#readme"},{"label":"Maintainer v12.0.0 release (2026-10-04): current stable features and compatibility changes","url":"https://github.com/ryanbr/noop/releases/tag/v12.0.0"},{"label":"Maintainer staging release dated 2026-10-15 (base 12.1.0)","url":"https://github.com/ryanbr/noop/releases/tag/testing-latest"},{"label":"Repository PolyForm Noncommercial license","url":"https://github.com/ryanbr/noop/blob/main/LICENSE"},{"label":"Official GitHub repository metadata, including fork parent and latest push date","url":"https://api.github.com/repos/ryanbr/noop"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/ryanbr/noop/languages"},{"label":"Current primary README","url":"https://github.com/ryanbr/noop/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":17831445,"Kotlin":16276179,"Python":1108859,"Shell":47738,"HTML":16434},"source_url":"https://api.github.com/repos/ryanbr/noop/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"notepad-next-notepad-plus-plus","title":"Notepad Next (Notepad++ reimplementation)","game":"Notepad++","platform":"Windows, Linux, and macOS","kind":"Reimplementation","status":"The README describes the application as stable and usable, while warning of numerous bugs and half-working implementations and advising against critical work. Latest release v0.15 (2026-09-22).","summary":"A C++/Qt 6 cross-platform desktop reimplementation of the Notepad++ text and source-code editor. The project publishes Windows, Linux, and macOS builds and warns that feature completeness is uneven.","project_url":"https://github.com/dail8859/NotepadNext","updated":"2026-10-13","strategy":"Cross-platform C++/Qt 6 desktop reimplementation, as described by the project; no clean-room claim is recorded.","language":"","source_available":"Public GPL-3.0 source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Text and source-code editor","target_type":"Software","sources":[{"label":"Project owner README: scope, platforms, development stack, and limitations","url":"https://github.com/dail8859/NotepadNext"},{"label":"Project owner release v0.15","url":"https://github.com/dail8859/NotepadNext/releases/tag/v0.15"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":789645,"Lua":488101,"NSIS":297877,"CMake":59865,"C":36185,"Python":3939,"CSS":1483,"Batchfile":599},"source_url":"https://api.github.com/repos/dail8859/NotepadNext/languages","evidence":"GitHub's official Languages REST endpoint reports 789,645 bytes of C++, the largest language total (47.1% of 1,677,694 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nova-voyager-drill-press-firmware-reimplementation","title":"Nova Voyager drill-press firmware reimplementation","game":"Teknatool Nova Voyager DVR drill-press HMI controller","platform":"Target: Teknatool Nova Voyager DVR drill-press HMI board, GD32F303RCT6, ST7920 LCD, FreeRTOS.; Build/deploy tooling is for the embedded controller; no desktop runtime is claimed.","kind":"Reimplementation","status":"The maintainer README reports all features implemented and the firmware in daily use, with 445 unit tests across 18 suites. GitHub lists release v0.1.0 (2026-08-29); repository activity continued through 2026-10-14.","summary":"GPL replacement firmware for the drill-press HMI, written for its GD32F303RCT6 controller and FreeRTOS. The project adds configurable speed behavior, depth targets, tapping triggers, diagnostic commands and an explicit guard/E-stop safety path.","project_url":"https://github.com/packerlschupfer/nova-voyager_firmware","updated":"2026-10-16","strategy":"Firmware reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Firmware reimplementation","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://github.com/packerlschupfer/nova-voyager_firmware/blob/main/README.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/packerlschupfer/nova-voyager_firmware"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/packerlschupfer/nova-voyager_firmware/languages"},{"label":"Repository license","url":"https://github.com/packerlschupfer/nova-voyager_firmware/blob/main/LICENSE"},{"label":"GitHub releases","url":"https://github.com/packerlschupfer/nova-voyager_firmware/releases"},{"label":"Latest published release v0.1.0","url":"https://github.com/packerlschupfer/nova-voyager_firmware/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1634900,"Python":73660,"Shell":71732,"Assembly":7238,"Linker Script":5580},"source_url":"https://api.github.com/repos/packerlschupfer/nova-voyager_firmware/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"escape-velocity-nova-novaswift-apple-port","title":"NovaSwift","game":"Escape Velocity Nova (2002)","platform":"Classic Mac OS / Windows PC → iOS, iPadOS, tvOS and native macOS; Linux/Windows Godot frontend also available","kind":"Reimplementation","status":"Maintainer's status document says the full game is playable on macOS, iPadOS, iOS and tvOS and reports all 179 fidelity-plan items built and tested. The README links an Apple TestFlight beta and an Xcode project; the latest public GitHub release v1.0.0-beta.1 contains Linux, macOS and Windows Godot packages, not an iOS IPA. No named iOS device test is listed in the checked sources.","summary":"A native Swift reimplementation of the Escape Velocity Nova engine based on reverse-engineered reading of the original executable. The Apple app targets iOS, iPadOS, tvOS and macOS; a separate Godot frontend uses the same portable game runtime on Linux, Windows and Steam Deck. It reads data from the user's copy and distributes no game data.","project_url":"https://github.com/SirStig/NovaSwift","updated":"2026-10-16","strategy":"Clean-room engine reimplementation informed by reverse-engineered behavior of the original executable, with native SwiftUI/SpriteKit Apple targets and a Godot frontend for desktop platforms.","language":"","source_available":"Public source under the MIT license. 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The GDScript/HTML totals include the separate Godot/web frontend and site.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"np2kai-ps4-pc98-emulator","title":"NP2kai PS4","game":"NEC PC-9801 software and games (including PC-98 Touhou titles)","platform":"NEC PC-9801 software → jailbroken PlayStation 4 (OpenOrbis)","kind":"Emulator","status":"MIT-licensed v1.0 release was published 2026-07-28. Repository has one commit and was last updated 2026-08-21; treat it as an inactive one-off port. The maintainer disclosed that the implementation was largely AI-assisted and that they do not code, so code quality and long-term maintenance are unverified.","summary":"A PS4/OpenOrbis port of the NP2kai PC-98 emulator with a custom frontend, controller remapping and save states. Users must supply legally obtained PC-98 BIOS/ROM/font files and game disk images; none are included. 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README lists verification, extraction, analysis, conversion, compare, and sweep functions.","summary":"A Rust/Tauri desktop reimplementation of NSC_BUILDER's core container-format and cryptographic logic. Its README says source behavior was cross-checked against NSC_BUILDER, hactool, nsz, LibHac, and other public references. It does not bundle Nintendo keys or game content.","project_url":"https://github.com/lpears0n/NSC-Studio","updated":"2026-10-16","strategy":"Clean-room file-format and cryptographic logic reimplementation","language":"","source_available":"Public repository source; no license file or reuse terms were detected, so source availability should not be read as permission to reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Desktop file verification and conversion utility","target_type":"Software","sources":[{"label":"Maintainer README: target formats, features, clean-room claim, and current version","url":"https://github.com/lpears0n/NSC-Studio/blob/main/README.md"},{"label":"GitHub releases page; latest tag found is v0.3.0","url":"https://github.com/lpears0n/NSC-Studio/releases"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/lpears0n/NSC-Studio/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":265287,"TypeScript":143903,"CSS":5677,"JavaScript":4020,"HTML":297},"source_url":"https://api.github.com/repos/lpears0n/NSC-Studio/languages","evidence":"Official GitHub Languages endpoint; Rust has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"portable-ntvdm-msdos-emulator","title":"NTVDM (davidly cross-platform 8086/MS-DOS emulator)","game":"8086 and MS-DOS 3.00 command-line and text-mode software (multi-title)","platform":"8086/MS-DOS 3.00 COM and EXE programs → Windows x64/ARM64, Linux x86/x86-64/ARM32/ARM64/RISC-V, and macOS ARM64","kind":"Emulator","status":"The maintainer reports testing on Windows 11 x64 and ARM64, macOS on M1/M3, Debian x64/x32/RISC-V, openSUSE x64, and Raspberry Pi OS ARM32/ARM64. The README lists tested command-line and text-mode compilers, editors, office tools, and spreadsheets. Graphics, sound, and mouse are unsupported, and the maintainer notes there is no complete 8086 validation suite. The latest repository commit was 2026-10-12.","summary":"A portable emulator for selected 8086 and MS-DOS 3.00 COM/EXE software. It launches programs from the host shell and provides a terminal text interface, allowing tested legacy compilers, editors, office tools, and command-line programs to run across Windows, Linux, and macOS hosts, including ARM64 and RISC-V Linux. It does not emulate graphics, sound, or mouse devices and is not a full DOS desktop environment.","project_url":"https://github.com/davidly/ntvdm","updated":"2026-10-16","strategy":"8086 CPU emulation with a partial MS-DOS 3.00 API/runtime and terminal-host interface","language":"","source_available":"Public source repository (CC0-1.0 project license). The README notes that the repository also includes historical DOS test programs; their separate redistribution terms were not reviewed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Cross-platform command-line DOS application emulator","target_type":"Software","sources":[{"label":"Maintainer README: exact MS-DOS/8086 scope, host architectures, tested applications, and limitations","url":"https://github.com/davidly/ntvdm"},{"label":"CC0-1.0 license identified for the project repository","url":"https://github.com/davidly/ntvdm/blob/main/LICENSE"},{"label":"Latest maintainer commit at review time: big-endian and alignment fixes dated 2026-10-12","url":"https://github.com/davidly/ntvdm/commit/c5386b3f47318d989d4f61c9a1a7d0c6314b0dae"},{"label":"GitHub Languages API: exact repository byte totals","url":"https://api.github.com/repos/davidly/ntvdm/languages"}],"media":[{"kind":"image","label":"NTVDM terminal configuration screen","url":"https://raw.githubusercontent.com/davidly/ntvdm/main/terminal-config.png","preview_url":"https://raw.githubusercontent.com/davidly/ntvdm/main/terminal-config.png","source_url":"https://github.com/davidly/ntvdm/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"QuickBASIC 7.1 running under NTVDM","url":"https://github.com/davidly/ntvdm/assets/1497921/792005ae-1fb4-453f-952e-e74fc01ee248","preview_url":"https://github.com/davidly/ntvdm/assets/1497921/792005ae-1fb4-453f-952e-e74fc01ee248","source_url":"https://github.com/davidly/ntvdm/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":623045,"Pascal":153994,"C":146542,"Python":83743,"BASIC":59588,"Assembly":37499,"Batchfile":6000,"PowerShell":3726,"Gnuplot":3328,"Shell":3284,"Max":1792},"source_url":"https://api.github.com/repos/davidly/ntvdm/languages","evidence":"GitHub official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 623,045 bytes. Repository-wide totals include emulator source, build tools, and examples or test assets and do not isolate the emulator implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nucleus-ps3-research","title":"Nucleus","game":"PlayStation 3 system software (historical research target)","platform":"PlayStation 3; source README lists Windows, Linux, OS X, Android, and iOS as host platforms for the retargetable emulator","kind":"Emulator","status":"Historical/archived research emulator. The README identifies PS3 as a target and frames the project as experimentation, research, and education; it does not claim retail-game compatibility. GitHub marks the repository archived; the only formal release is v0.1.0 (2016-05-13), and the latest default-branch commit is 2018-04-02. GitHub API pushed_at reports 2026-02-05, which conflicts with commit history and should not be read as evidence of recent development.","summary":"An early retargetable PS3 emulator research project. The upstream requires user-provided firmware keys, describes an educational/research purpose, and does not document a playable-game compatibility list; this is a historical project record, not a current end-user option.","project_url":"https://github.com/AlexAltea/nucleus","updated":"2018-04-02","strategy":"Historical retargetable PS3 emulation research","language":"","source_available":"Public GPL-2.0 source repository; archived; firmware keys are user-provided","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Historical console emulator research project (PlayStation 3)","target_type":"Software","sources":[{"label":"Maintainer README: PS3 target, host list, key prerequisite, and research scope","url":"https://github.com/AlexAltea/nucleus"},{"label":"Only formal release, v0.1.0 (2016-05-13)","url":"https://github.com/AlexAltea/nucleus/releases/tag/v0.1.0"},{"label":"GitHub repository metadata, archive flag, and reported push timestamp","url":"https://api.github.com/repos/AlexAltea/nucleus"},{"label":"Latest default-branch commit metadata (2018-04-02)","url":"https://api.github.com/repos/AlexAltea/nucleus/commits?per_page=1"},{"label":"GitHub language-byte breakdown","url":"https://api.github.com/repos/AlexAltea/nucleus/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2932996,"C":1087875,"HTML":113099,"CMake":90881,"Yacc":30878,"Python":18203,"Lex":12502,"GLSL":4103,"Objective-C":2094,"Objective-C++":75},"source_url":"https://api.github.com/repos/AlexAltea/nucleus/languages","evidence":"GitHub official language endpoint reports C++ as the largest repository byte count (68.3% of 4,292,706 recognized bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nuked-sc55-sound-canvas","title":"Nuked-SC55","game":"Roland SC-55 family, CM-300/SCC-1, JV-880, and related Sound Canvas synthesizer modules","platform":"Desktop SDL/CMake project; README specifically credits Linux/macOS ports, but does not provide a complete current host matrix","kind":"Emulator","status":"Archived. The maintainer states that development and maintenance stopped and the repository was archived in 2026; the final release tag was published 2026-09-12. The README lists supported module models and firmware revisions. GitHub marks the repository archived as of 2026-10-16.","summary":"A software emulator for multiple Roland Sound Canvas modules, modeling the PCM device and two onboard microcontrollers. It accepts MIDI input and expects users to provide compatible firmware images.","project_url":"https://github.com/nukeykt/Nuked-SC55","updated":"2026-10-16","strategy":"Reverse-engineered hardware emulation of Roland Sound Canvas modules","language":"","source_available":"Public GPL-2.0-or-later source; the GitHub repository is archived.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"MIDI synthesizer hardware emulator","target_type":"Software","sources":[{"label":"Maintainer README: archive status, supported models, implementation, and firmware inputs","url":"https://github.com/nukeykt/Nuked-SC55#readme"},{"label":"Final GitHub release tag, published 2026-09-12","url":"https://github.com/nukeykt/Nuked-SC55/releases/tag/final"},{"label":"GitHub repository metadata and archived state","url":"https://api.github.com/repos/nukeykt/Nuked-SC55"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/nukeykt/Nuked-SC55/languages"},{"label":"Current primary README","url":"https://github.com/nukeykt/Nuked-SC55/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":228167,"C":32757,"CMake":10211},"source_url":"https://api.github.com/repos/nukeykt/Nuked-SC55/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nulldc","title":"nullDC","game":"Dreamcast","platform":"32-bit home console","kind":"Emulator","status":"Discontinued archival project; maintainer archived the source repository on 2025-09-30","summary":"Historical Windows/x86 Dreamcast emulator. The original maintainer says work moved to Reicast and labels the repository archival/reference material.","project_url":"https://github.com/skmp/nullDC-v1","updated":"2023-07-10","strategy":"Native Windows/x86 software emulation; source is retained as an archive.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Archived Sega Dreamcast emulator for Windows/x86","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/skmp/nullDC-v1"},{"label":"Historical project site and release archive","url":"https://nulldc.emudev.org/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/skmp/nullDC-v1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2058706,"C":1359418,"HLSL":28723,"Assembly":15868,"Makefile":658},"source_url":"https://api.github.com/repos/skmp/nullDC-v1/languages","evidence":"GitHub's official language endpoint for https://github.com/skmp/nullDC-v1 reports 2,058,706 bytes of C++, the largest language total (59.4% of 3,463,373 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nulldc-rust","title":"nullDC (Rust rewrite)","game":"Dreamcast","platform":"32-bit home console","kind":"Emulator","status":"Early-development project; current release/stability status is not documented by the maintainer","summary":"Separate Rust Dreamcast emulator project published by nullDC's original maintainer. Its description frames it as an emulator being written in Rust; treat it as early development rather than a mature replacement.","project_url":"https://github.com/skmp/nullDC-rust","updated":"2025-11-23","strategy":"Native software emulation project; public source is available under the MIT license.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Sega Dreamcast emulator implementation in Rust","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/skmp/nullDC-rust"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/skmp/nullDC-rust"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":884268,"TypeScript":718127,"HTML":109709,"C":100728,"JavaScript":97279,"C++":95716,"CSS":4647,"Assembly":3978,"Python":3350,"WGSL":2451,"Dockerfile":1134,"CMake":741},"source_url":"https://api.github.com/repos/skmp/nullDC-rust/languages","evidence":"GitHub's official language endpoint for https://github.com/skmp/nullDC-rust reports 884,268 bytes of Rust, the largest language total (43.7% of 2,022,128 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nullplayer-windows-media-player-skin-engine-reimplementation","title":"NullPlayer (Windows Media Player skin-engine reimplementation)","game":"Windows Media Player 7–12 skin model and .wmz/.wms behavior","platform":"Native macOS media-player application; README requires macOS 14 or newer","kind":"Reimplementation","status":"Active source development; GitHub repository metadata reports a source push on 2026-10-16. The README links a direct DMG and Homebrew cask, while the repository page lists no GitHub releases. The maintainer describes a clean-room effort and says no Winamp, WACUP, or Windows Media Player source was copied or viewed. WMP skin support is explicitly bounded: the compatibility reference lists supported .wmz/.wms objects and behavior, and says unsupported Windows-only members are diagnosed or rejected.","summary":"A native Swift macOS media player with an independently implemented engine for supported Windows Media Player 7–12 skin archives. It loads .wmz packages containing the XML/JScript .wms format, maps a documented subset of the WMP object model to NullPlayer playback, EQ, visualizer, and view state, and runs skin scripts in an isolated JavaScriptCore context. The app also handles Winamp skins, but this record is for the distinct WMP skin-engine target; it does not claim full Windows Media Player compatibility.","project_url":"https://github.com/ad-repo/nullplayer","updated":"2026-10-16","strategy":"Maintainer-described clean-room implementation of WMP and Winamp skin behavior. The WMP object model, supported commands, and script boundary are documented; the project does not claim to reproduce the full Windows Media Player application.","language":"","source_available":"Public source. The repository LICENSE specifies GPL-3.0-only and adds a separate term requiring modified or redistributed builds to use different branding; GitHub metadata classifies the license as Other/NOASSERTION. Original WMP skins are not bundled; README identifies the one included Winamp Modern skin as supplied with permission.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"macOS media player and Windows Media Player skin engine","target_type":"Software","sources":[{"label":"Project README: clean-room statement, WMP skin scope, platform requirements, download, and build instructions","url":"https://github.com/ad-repo/nullplayer"},{"label":"WMP skin compatibility reference: supported .wmz/.wms formats, object model, script boundary, and explicit limits","url":"https://github.com/ad-repo/nullplayer/blob/main/docs/wmp-skin/compatibility.md"},{"label":"Project LICENSE: GPL-3.0-only notice and separate branding term","url":"https://github.com/ad-repo/nullplayer/blob/main/LICENSE"},{"label":"Swift package manifest for the macOS application","url":"https://github.com/ad-repo/nullplayer/blob/main/Package.swift"},{"label":"GitHub repository metadata API: fork state, pushed_at, and license classifier","url":"https://api.github.com/repos/ad-repo/nullplayer"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/ad-repo/nullplayer/languages"}],"media":[{"kind":"image","label":"NullPlayer audio playback and Rain visualizer demo","url":"https://github.com/user-attachments/assets/9926e024-6aba-4934-afa3-499bda3e9bc2","preview_url":"https://github.com/user-attachments/assets/9926e024-6aba-4934-afa3-499bda3e9bc2","source_url":"https://github.com/ad-repo/nullplayer/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"NullPlayer supported WMP and Winamp skins overview","url":"https://github.com/user-attachments/assets/be764bfb-c284-4787-ada7-8b532253b4e9","preview_url":"https://github.com/user-attachments/assets/be764bfb-c284-4787-ada7-8b532253b4e9","source_url":"https://github.com/ad-repo/nullplayer/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":15896125,"C++":1262185,"Shell":276347,"C":177275,"Metal":126702,"Python":110413,"AppleScript":14689,"Objective-C":1188,"JavaScript":326},"source_url":"https://api.github.com/repos/ad-repo/nullplayer/languages","evidence":"GitHub's official Languages endpoint reports Swift as the largest tracked source total (15,896,125 bytes); the entire returned byte breakdown is preserved. It is repository-wide and is not presented as a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nvforever-fallout-new-vegas-engine-reimplementation","title":"NVForever (Fallout: New Vegas engine reimplementation)","game":"Fallout: New Vegas PC version 1.4.0.525 with base game and DLC","platform":"Fallout: New Vegas 1.4.0.525 data files → Rust/Bevy PC engine; README describes Windows test workflows, while broader host support should be checked against the maintained status page.","kind":"Reimplementation","status":"Early but playable slice; v0.1.0 was released 2026-10-13. The README's status dated 2026-10-12 says core formats, renderer, physics, simulation, scripting, combat, dialogue, and several UI systems run, while saved games, VATS, leveling/perks, crafting, and mini-games are not started. User-supplied original game data is required.","summary":"A clean-room reimplementation of Fallout: New Vegas engine behavior, separate from the existing nv-rs project. It reads a user's own game data and says it includes no Bethesda/Gamebryo code or game content; its documentation tags factual statements by evidence level.","project_url":"https://github.com/LootJunkieAzza/NVForever","updated":"2026-10-16","strategy":"Clean-room engine and game-behavior reimplementation","language":"","source_available":"Public GPL-3.0 source; no Bethesda content or game files are included. User's own retail data is required.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"PC game-engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: target build, playable-slice status, unimplemented systems, and data policy","url":"https://github.com/LootJunkieAzza/NVForever/blob/main/README.md"},{"label":"Maintained project status matrix","url":"https://github.com/LootJunkieAzza/NVForever/blob/main/docs/status.md"},{"label":"Project legal and clean-room statement","url":"https://github.com/LootJunkieAzza/NVForever/blob/main/LEGAL.md"},{"label":"Release v0.1.0","url":"https://github.com/LootJunkieAzza/NVForever/releases/tag/v0.1.0"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/LootJunkieAzza/NVForever/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8421616,"Python":1283258,"WGSL":74704,"PowerShell":12290,"Pascal":11423,"BBCode":4762,"Shell":623,"Batchfile":594},"source_url":"https://api.github.com/repos/LootJunkieAzza/NVForever/languages","evidence":"Official GitHub Languages endpoint; Rust has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nintendo-wii-gc-recomp-toolkit","title":"NWiiRecomp GameCube/Wii Static Recompilation Toolkit","game":"Nintendo GameCube and Wii executables (general-purpose toolkit)","platform":"Nintendo GameCube / Wii → native host code","kind":"Recompilation","status":"Work in progress. The README reports architecture bring-up on Need for Speed: Hot Pursuit 2, Mario Party 7, and Silent Hill: Shattered Memories; its latest update says Mario Party 7 boots past the Nintendo and Hudson logos to the real-time 3D intro sequence. These project-reported tests do not establish broad compatibility for other GameCube/Wii titles.","summary":"Developer toolkit that translates GameCube/Wii DOL/ELF executables to native C++ and supplies a custom HLE runtime and renderer.","project_url":"https://github.com/BlackLineInteractive/NWiiRecomp","updated":"2026-10-16","strategy":"Static PowerPC-to-C++ recompilation and custom HLE runtime","language":"","source_available":"Public source repository; game executables and assets are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"General-purpose GameCube/Wii static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/BlackLineInteractive/NWiiRecomp#readme"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/BlackLineInteractive/NWiiRecomp"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/BlackLineInteractive/NWiiRecomp/releases"},{"label":"GitHub latest commit listed for default branch (2026-08-07, 595f176f1d; activity evidence only)","url":"https://github.com/BlackLineInteractive/NWiiRecomp/commit/595f176f1d24cc54ff2e8389feed12d7fb553cc2"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/BlackLineInteractive/NWiiRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":650167,"C":141424,"CMake":10776,"GLSL":2922,"Java":1914,"Objective-C++":1002},"source_url":"https://api.github.com/repos/BlackLineInteractive/NWiiRecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/BlackLineInteractive/NWiiRecomp reports 650,167 bytes of C++, the largest language total (80.4% of 808,205 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"nx-on-orbis-switch-emulator-port","title":"NX on Orbis","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch (ARM64) → PlayStation 4 Pro (x86-64, Orbis OS; jailbroken)","kind":"Emulator","status":"Experimental v0.1.0 was released 2026-10-07; the author describes this as a closed experiment that stopped for lack of time. README and maintainer tests report boot/menu access for Mario Kart 8 Deluxe on one PS4 Pro but low race performance, color-channel errors, memory pressure and hangs. It is not presented as a playable Switch-games solution.","summary":"An experimental port of the Eden Nintendo Switch emulator (a yuzu fork) to jailbroken PS4 Pro using OpenOrbis, orbis-ports and Mesa RADV. The author published the source and a v0.1.0 release with detailed limitations; tested on PS4 Pro firmware 12.02 with GoldHEN.","project_url":"https://github.com/alechurri/nx-on-orbis","updated":"2026-10-16","strategy":"Port of the Eden Switch emulator to Orbis using OpenOrbis and Mesa RADV","language":"","source_available":"Public source and v0.1.0 release under GPL-3.0-or-later; Switch firmware and game data are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch emulator port to jailbroken PS4 Pro","target_type":"Software","sources":[{"label":"Maintainer repository / README: method, release and hardware test limitations","url":"https://github.com/alechurri/nx-on-orbis"},{"label":"Maintainer release announcement (2026-10-07)","url":"https://www.reddit.com/r/ps4homebrew/comments/1x003dt/release_nx_on_orbis_experimental_eden_switch/"},{"label":"GitHub v0.1.0 release","url":"https://github.com/alechurri/nx-on-orbis/releases/tag/v0.1.0"},{"label":"GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/alechurri/nx-on-orbis/languages"},{"label":"Current primary README","url":"https://github.com/alechurri/nx-on-orbis/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/alechurri/nx-on-orbis"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":281630,"C":181656,"Python":13815,"PowerShell":10881,"Shell":10662,"CMake":9047,"GLSL":1174,"Perl":395},"source_url":"https://api.github.com/repos/alechurri/nx-on-orbis/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nxemu","title":"NxEmu","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"Active; the official site lists progress builds through September 2026, and the source repository continued changing through 2026-10-15, including support for files that contain multiple games.","summary":"Open-source Windows Switch emulator written in C++. Its official site reports progress releases through September 2026 and links directly to the source repository.","project_url":"https://www.nxemu.com/","updated":"2026-10-16","strategy":"Software emulation of Switch hardware; the project emphasizes accuracy over game-specific hacks and does not publish a detailed architecture description.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Official project site and progress releases","url":"https://www.nxemu.com/"},{"label":"Maintainer source repository","url":"https://github.com/N3xoX1/nxemu"},{"label":"Project repository latest recorded commit (2026-10-15): loader: a game file might contain multiple games, need to be able to …","url":"https://github.com/N3xoX1/nxemu/commit/8a579c5d4c508b74e7da899157c1450a845db66f"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":26922556,"C":1219034,"Kotlin":207291,"CMake":111064,"GLSL":103731,"HTML":77517,"JavaScript":66289,"CSS":57859,"NASL":32124,"PowerShell":12414,"Batchfile":9571,"Assembly":9334,"Objective-C++":8465,"Shell":6608,"Python":6230},"source_url":"https://api.github.com/repos/N3xoX1/nxemu/languages","evidence":"GitHub's official language endpoint for https://github.com/N3xoX1/nxemu reports 26,922,556 bytes of C++, the largest language total (93.3% of 28,850,087 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"o2em-odyssey2","title":"O2EM","game":"All compatible Odyssey²/Videopac software","platform":"Magnavox Odyssey² / Philips Videopac (1978)","kind":"Emulator","status":"Historical / latest upstream release 1.18 (2007)","summary":"Open-source Odyssey² and Videopac emulator created in 1996. It remains a historically important standalone implementation with source code available.","project_url":"https://github.com/lutris/o2em","updated":"2014-05-25","strategy":"Software emulation of the Odyssey²/Videopac CPU, video/sound processor, and optional voice hardware.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Magnavox Odyssey²/Philips Videopac console emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/lutris/o2em"},{"label":"Official SourceForge release archive","url":"https://sourceforge.net/projects/o2em/files/o2em/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/lutris/o2em"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":245032,"C++":2417,"Objective-C":82},"source_url":"https://api.github.com/repos/lutris/o2em/languages","evidence":"GitHub's official language endpoint for https://github.com/lutris/o2em reports 245,032 bytes of C, the largest language total (99.0% of 247,531 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oboromi","title":"oboromi","game":"Nintendo Switch 2 software (prototype)","platform":"Nintendo Switch 2","kind":"Emulator","status":"proof of concept","summary":"Open-source Switch 2 emulator foundation written in Rust. The maintainer says it models the CPU and memory and has a stub GPU, but cannot run commercial games or firmware.","project_url":"https://github.com/0xNikilite/oboromi","updated":"2026-09-07","strategy":"ARMv8 CPU and shared-memory model, SM86 stub GPU, and HLE firmware layer; no commercial game or firmware support yet.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Nintendo Switch 2 emulator proof of concept","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/0xNikilite/oboromi"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/0xNikilite/oboromi"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":438166,"C++":13268,"CMake":1816},"source_url":"https://api.github.com/repos/0xNikilite/oboromi/languages","evidence":"GitHub's official language endpoint for https://github.com/0xNikilite/oboromi reports 438,166 bytes of Rust, the largest language total (96.7% of 453,250 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oot3d-decomp","title":"Ocarina of Time 3D Decompilation","game":"The Legend of Zelda: Ocarina of Time 3D","platform":"Nintendo 3DS","kind":"Decompilation","status":"Work in progress; USA revisions 0 and 1 are supported, and the README requires a user copy to extract build assets.","summary":"ZeldaRET project targeting the Nintendo 3DS remake.","project_url":"https://github.com/zeldaret/oot3d","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets are not included and an original USA ROM is required for extraction/build. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS code.bin decompilation with USA revision 0/1 support","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zeldaret/oot3d"},{"label":"Project README","url":"https://github.com/zeldaret/oot3d#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zeldaret/oot3d"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1109935,"Linker Script":736436,"Python":17778,"CMake":10711,"C":520},"source_url":"https://api.github.com/repos/zeldaret/oot3d/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (1,109,935 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ocarina-of-time-3d-triaevum","title":"Ocarina of Time 3D Recompilation (TriAevum)","game":"The Legend of Zelda: Ocarina of Time 3D","platform":"Nintendo 3DS → Windows x64 / Linux x86-64","kind":"Recompilation","status":"Experimental alpha; latest release is v0.8.0-beta.1c. The README says it is not fully tested and notes that earlier alpha.3/3b downloads were withdrawn.","summary":"AOT recompilation of the 3DS game into a native PC app with an NRI/Vulkan renderer; the single-screen experience is reimplemented from TopScreen.","project_url":"https://github.com/coccofresco/TriAevum","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/coccofresco/TriAevum#readme"},{"label":"Latest project release (v0.8.0-beta.1c)","url":"https://github.com/coccofresco/TriAevum/releases/tag/v0.8.0-beta.1c"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/coccofresco/TriAevum/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/coccofresco/TriAevum"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":19208428,"Python":10304126,"C":3078423,"PowerShell":1829371,"CMake":434292,"Java":124089,"Kotlin":91862,"Shell":46738,"JavaScript":26520,"GLSL":17841,"HLSL":12146,"Metal":9839,"Objective-C++":3501,"Dockerfile":2162},"source_url":"https://api.github.com/repos/coccofresco/TriAevum/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ocarina-of-time-64-3ds-port","title":"Ocarina of Time 64 3DS Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → Nintendo 3DS","kind":"Decompilation","status":"Scene and game logic port; hardware playthrough remains in progress.","summary":"Native 3DS port built from Ocarina of Time decompilation code.","project_url":"https://github.com/Andresac90/OOT-64-3DS-Port","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Andresac90/OOT-64-3DS-Port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Andresac90/OOT-64-3DS-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":22820222,"Assembly":1625813,"Python":1495760,"Linker Script":720940,"Makefile":147713,"C++":88248,"Shell":26860,"Roff":14802,"CSS":851,"Dockerfile":585},"source_url":"https://api.github.com/repos/Andresac90/OOT-64-3DS-Port/languages","evidence":"GitHub's official language endpoint for https://github.com/Andresac90/OOT-64-3DS-Port reports 22,820,222 bytes of C, the largest language total (84.7% of 26,941,794 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oot-decomp","title":"Ocarina of Time Decompilation","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress. The README says the repository is a WIP and warns that the codebase is still evolving and some ROM sections may not yet be shiftable for modding. It lists supported ROM build targets and says the project is not a PC port.","summary":"Matching decompilation of the original executable. The README notes remaining work for modding and shifting ROM regions.","project_url":"https://github.com/zeldaret/oot","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/zeldaret/oot"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/zeldaret/oot"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/zeldaret/oot/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-14, 8a3634ca77; activity evidence only)","url":"https://github.com/zeldaret/oot/commit/8a3634ca774a9b58d822cbc2cc09309f31eac6a4"}],"media":[{"kind":"image","label":"asm-differ assembly comparison screenshot from the tool bundled with the OoT decomp repository","url":"https://raw.githubusercontent.com/zeldaret/oot/main/tools/asm-differ/screenshot.png","preview_url":"https://raw.githubusercontent.com/zeldaret/oot/main/tools/asm-differ/screenshot.png","source_url":"https://github.com/zeldaret/oot/blob/main/tools/asm-differ/README.md","discovered_on":"2026-10-16"}],"links":[{"kind":"docs","label":"Ocarina of Time decompilation build for macOS","url":"https://github.com/zeldaret/oot/blob/main/docs/BUILDING_MACOS.md","source_url":"https://github.com/zeldaret/oot","notes":"README links the macOS build document."},{"kind":"docs","label":"Ocarina of Time decompilation build with Docker","url":"https://github.com/zeldaret/oot/blob/main/docs/BUILDING_DOCKER.md","source_url":"https://github.com/zeldaret/oot","notes":"README links the Docker build document."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20160038,"Assembly":1456639,"Python":1275183,"C++":738731,"Makefile":66497,"Shell":4965,"Linker Script":1338,"CSS":851,"Dockerfile":585},"source_url":"https://api.github.com/repos/zeldaret/oot/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (20,160,038 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ocarina-of-time-dreamcast-port","title":"Ocarina of Time Dreamcast Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 / GameCube → Dreamcast","kind":"Decompilation","status":"Native Dreamcast build, CDI packaging, and VMU support are documented. The tested input is the GameCube European Master Quest debug build; the README does not establish physical Dreamcast hardware testing.","summary":"KallistiOS SH-4 port built from the Ocarina of Time source, with a PowerVR display-list interpreter and AICA audio. The README documents a Dreamcast artifact and the specific GameCube-derived debug input rather than a general N64 ROM target.","project_url":"https://github.com/jnmartin84/oot-dc","updated":"2026-10-15","strategy":"Decompilation-based native SH-4 port with PowerVR display-list interpreter","language":"","source_available":"Public source and CDI/build instructions; requires the specified GameCube European Master Quest debug input","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/jnmartin84/oot-dc"},{"label":"Maintainer README: platform method, input build, and output formats","url":"https://github.com/jnmartin84/oot-dc#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19632993,"Assembly":1357783,"Python":944173,"Makefile":54980},"source_url":"https://api.github.com/repos/jnmartin84/oot-dc/languages","evidence":"GitHub's official language endpoint for https://github.com/jnmartin84/oot-dc reports 19,632,993 bytes of C, the largest language total (89.3% of 21,989,929 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ocarina-of-time-gc-libultragx-port","title":"Ocarina of Time GameCube/Wii libultragx Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → Nintendo GameCube / Wii","kind":"Reimplementation","status":"The libultragx README reports that Shipwright compiles as native PowerPC and links, but does not yet run; real console testing has not occurred.","summary":"N64 decompilation-based Shipwright port being adapted to GameCube/Wii through the libultragx native runtime.","project_url":"https://github.com/paradox-ng/libultragx","updated":"2026-10-15","strategy":"Native N64 runtime/API reimplementation for GameCube/Wii","language":"","source_available":"Public source repositories; original ROM and generated game-data archive are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Shipwright target; compiles/links only","target_type":"Game","sources":[{"label":"libultragx maintainer README: three target-port status table and runtime approach","url":"https://github.com/paradox-ng/libultragx#readme"},{"label":"Game-specific source project README","url":"https://github.com/HarbourMasters/Shipwright#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/paradox-ng/libultragx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":798957,"C":368394,"Makefile":7019,"Shell":1764,"Dockerfile":739},"source_url":"https://api.github.com/repos/paradox-ng/libultragx/languages","evidence":"GitHub's official language endpoint for https://github.com/paradox-ng/libultragx reports 798,957 bytes of C++, the largest language total (67.9% of 1,176,873 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oot-n64-windows-recomp","title":"Ocarina of Time N64 Windows Recompilation (OoT: Recompiled)","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 (NTSC-U 1.0) → Windows x64","kind":"Recompilation","status":"Version 0.3.4 is released; the README says the game boots, plays, and saves. Frame interpolation, widescreen, controller support, and ray-traced lighting are listed as implemented.","summary":"A native Windows static recompilation of the NTSC-U 1.0 N64 release. The build and release require the user’s own checksum-verified game copy; no game code or assets are stored in the repository.","project_url":"https://github.com/JonB-Dev/oot-recompiled","updated":"2026-10-16","strategy":"N64Recomp MIPS-to-C translation with N64ModernRuntime and RT64 / Direct3D 12","language":"","source_available":"Public project source and signed Windows release; no game code or assets. Requires the user’s own compatible ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Static recompilation; native PC port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/JonB-Dev/oot-recompiled/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/JonB-Dev/oot-recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1813850,"C":527759,"PowerShell":296503,"Python":208062,"CMake":42719,"JavaScript":30481,"Linker Script":13425,"Batchfile":13014,"HLSL":8464,"Makefile":6266},"source_url":"https://api.github.com/repos/JonB-Dev/oot-recompiled/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C++, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ocarina-of-time-ps4-port","title":"Ocarina of Time PS4 Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → PlayStation 4","kind":"Decompilation","status":"PS4 package release; maintainer reports PS4 Pro tests with graphics, audio, controls, saves, mods, and 60 FPS interpolation.","summary":"PlayStation 4 port of Ship of Harkinian using OpenOrbis and Piglet.","project_url":"https://github.com/alechurri/shipofharkinian-ps4","updated":"2026-10-15","strategy":"PlayStation 4 port of Ship of Harkinian, the native engine built from Ocarina of Time decompilation source.","language":"","source_available":"Public source repository and PS4 packages; user-supplied Ocarina of Time game data required. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"PlayStation 4 port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"PS4 port README: Ship of Harkinian dependency","url":"https://github.com/alechurri/shipofharkinian-ps4"},{"label":"Ship of Harkinian project README: decompilation-based engine","url":"https://github.com/HarbourMasters/Shipwright"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/alechurri/shipofharkinian-ps4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":8793,"CMake":7899,"C":5848,"Python":4825},"source_url":"https://api.github.com/repos/alechurri/shipofharkinian-ps4/languages","evidence":"GitHub's official language endpoint for https://github.com/alechurri/shipofharkinian-ps4 reports 8,793 bytes of Shell, the largest language total (32.1% of 27,365 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ocarina-of-time-ps5-port","title":"Ocarina of Time PS5 Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → PlayStation 5","kind":"Decompilation","status":"Version 1.2.0; maintainer reports PlayStation 5 firmware 9.00 testing and gameplay, with frame-rate samples rather than a full compatibility guarantee.","summary":"Native PS5 homebrew built on Ship of Harkinian; requires user-owned N64 game data.","project_url":"https://github.com/mshivam019/oot64-ps5","updated":"2026-10-15","strategy":"PlayStation 5 port of Ship of Harkinian, the native engine built from Ocarina of Time decompilation source.","language":"","source_available":"Public source repository and PS5 packages; user-supplied Ocarina of Time game data required. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"PlayStation 5 port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"PS5 port README: Ship of Harkinian dependency and user data","url":"https://github.com/mshivam019/oot64-ps5"},{"label":"Ship of Harkinian project README: decompilation-based engine","url":"https://github.com/HarbourMasters/Shipwright"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mshivam019/oot64-ps5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":43995,"Python":33638,"C":12244,"PowerShell":10269,"CMake":3807},"source_url":"https://api.github.com/repos/mshivam019/oot64-ps5/languages","evidence":"GitHub's official language endpoint for https://github.com/mshivam019/oot64-ps5 reports 43,995 bytes of Shell, the largest language total (42.3% of 103,953 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spongebob-truth-or-square-psp-pc-recomp","title":"Ocean Crab: SpongeBob’s Truth or Square PC Recompilation","game":"SpongeBob’s Truth or Square","platform":"PlayStation Portable USA ULUS-10478 → native PC executables for Linux, Windows, and macOS.","kind":"Recompilation","status":"The maintainer describes active development and reports EBOOT relocation, asset loading, audio, rendering, and main-loop execution. Input coverage is unclear inside the README: its status paragraph says sceCtrl/input is next, while its roadmap marks that phase complete. No GitHub release is listed; the last GitHub push was 2026-09-29.","summary":"Ahead-of-time translates the PSP MIPS Allegrex executable to C++ and links it with a native PC runtime. The README reports the game reaches its main loop and renders with audio; input and end-to-end playability are not established because the README gives conflicting sceCtrl progress notes.","project_url":"https://github.com/santiagoarce-rgb/OceanCrab","updated":"2026-10-16","strategy":"Static MIPS Allegrex-to-C++ recompilation with a native PC runtime, Vulkan rendering, and PSP system-library replacements.","language":"","source_available":"Public MIT-licensed source. The README says no copyrighted assets, ISOs, or game executables are included; users supply their own legally obtained copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PSP static recompilation to native PC","target_type":"Game","sources":[{"label":"Maintainer README: exact PSP build ID, AOT method, supported PC operating systems, current progress, and input-progress discrepancy","url":"https://github.com/santiagoarce-rgb/OceanCrab#readme"},{"label":"Repository MIT license","url":"https://github.com/santiagoarce-rgb/OceanCrab/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/santiagoarce-rgb/OceanCrab"},{"label":"GitHub releases checked 2026-10-16; no release is listed","url":"https://api.github.com/repos/santiagoarce-rgb/OceanCrab/releases"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/santiagoarce-rgb/OceanCrab/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1085298,"CMake":12211,"GLSL":6163,"Java":1714,"Dockerfile":1414},"source_url":"https://api.github.com/repos/santiagoarce-rgb/OceanCrab/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"octabam-elektron-octatrack-os-remixer","title":"octabam Elektron Octatrack OS Remixer","game":"Elektron Octatrack OS 1.40C","platform":"Elektron Octatrack MKI/MKII; modules are tested on hardware per the project’s evidence table","kind":"Recompilation","status":"Active in October 2026. The public README lists many ColdFire and DSP56300 modules with per-module evidence, including tests on both MKI and MKII hardware; some modules remain verified only in the project’s emulator/port or by owner report. Every build must use the user's own OS 1.40C, and the repository distributes no Elektron firmware image.","summary":"An MIT-licensed modular firmware remixer that assembles and links ColdFire and DSP56300 modules, applies symbol-based hooks to a user-supplied Octatrack 1.40C image, checks collisions and ported-module byte identity, and can test the result in a ColdFire/DSP software port. It includes community effects, sequencer extensions, MIDI/USB features, utilities, and bug fixes; support and verification are module-specific.","project_url":"https://github.com/sambanks/octabam","updated":"2026-10-16","strategy":"Modular firmware remix: assemble/link ColdFire and DSP56300 code, patch the user's original OS image, and verify modules against source builds and emulator or hardware observations","language":"","source_available":"MIT-licensed project; individual modules include third-party ports and retain upstream attribution/license obligations. The official Elektron OS and generated firmware images are not distributed; users must build from their own OS 1.40C.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Music instrument firmware remixer and modification toolkit","target_type":"Software","sources":[{"label":"Public project README: build method, supported OS, module evidence, and status","url":"https://github.com/sambanks/octabam#readme"},{"label":"Project license and third-party notices","url":"https://github.com/sambanks/octabam/blob/main/LICENSE"},{"label":"Build and recovery guide","url":"https://github.com/sambanks/octabam/blob/main/docs/guide/BUILDING.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":4080064,"Assembly":2457951,"C++":958146,"C":581359,"Swift":118464,"HTML":83210,"Shell":67551,"Makefile":32417,"Java":13554,"CMake":11869,"Pawn":4478},"source_url":"https://api.github.com/repos/sambanks/octabam/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 4,080,064 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"octamax-octatrack-mkii-firmware-re","title":"OCTAMAX Octatrack MKII Firmware Study and Behavior Patches","game":"Elektron Octatrack MKII OS 1.40C","platform":"Elektron Octatrack MKII; ColdFire main CPU and DSP56xxx audio processor","kind":"Recompilation","status":"Version 2.0 beta. The README reports testing on one MKII unit and documents byte-exact analysis, reproducible firmware repacking, and reversible feature patches. The official bootloader remains untouched; hardware recovery uses the stock OS file.","summary":"A public reverse-engineering toolkit that unpacks and analyzes the Octatrack MKII's official 1.40C update, documents its memory map, kernel, sequencer and DSP hand-off, and applies optional behavior changes. Its patcher rebuilds a .syx byte-identically from the user's official OS file. No Elektron binary is included; the project is educational and says it does not recommend flashing modified firmware.","project_url":"https://github.com/mxldyn/octamax","updated":"2026-10-16","strategy":"ColdFire/DSP firmware reverse engineering, direct disassembly and Ghidra-assisted analysis; reproducible container unpack/repack with source assembly patches","language":"","source_available":"Public source repository with no explicit software license located. Requires the user's official Elektron OS 1.40C; no vendor binary is redistributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Music instrument firmware analysis and patching toolkit","target_type":"Software","sources":[{"label":"Public README: version, hardware revision, method, patch status, and caveats","url":"https://github.com/mxldyn/octamax#readme"},{"label":"Firmware format and reverse-engineering notes","url":"https://github.com/mxldyn/octamax/blob/main/ARCHITECTURE.md"},{"label":"Reproducible build and user-supplied OS requirements","url":"https://github.com/mxldyn/octamax#building-a-syx-or-bin-from-scratch"}],"media":[{"kind":"image","label":"OCTAMAX slice-playhead feature screenshot","url":"https://raw.githubusercontent.com/mxldyn/octamax/main/docs/img/slice-playhead.jpg","preview_url":null,"source_url":"https://github.com/mxldyn/octamax#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":887634,"Java":384369,"Assembly":128891,"Shell":7888,"C":1444},"source_url":"https://api.github.com/repos/mxldyn/octamax/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 887,634 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ogre-battle-64-recomp","title":"Ogre Battle 64 Recomp","game":"Ogre Battle 64: Person of Lordly Caliber","platform":"Nintendo 64 → Windows, Linux, macOS","kind":"Recompilation","status":"Playable; active project","summary":"Static recompile to a native PC executable; bring your own game dump.","project_url":"https://github.com/lfarroco/ogre-battle-64-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/lfarroco/ogre-battle-64-recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/lfarroco/ogre-battle-64-recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/lfarroco/ogre-battle-64-recomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":9235964,"C++":1004151,"Python":472591,"JavaScript":106219,"C":78353,"Shell":69505,"Makefile":42926,"CMake":23506,"HTML":10476,"Linker Script":10160,"BitBake":4178},"source_url":"https://api.github.com/repos/lfarroco/ogre-battle-64-recomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (9,235,964 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ogre-battle-gaiden-ngpc-en-plus","title":"Ogre Battle Gaiden: Prince of Zenobia English Plus","game":"Densetsu no Ogre Battle Gaiden: Zenobia no Ouji","platform":"Neo Geo Pocket Color","kind":"Fan Localization","status":"Complete v1.0.0 English release published 2026-10-12. The maintainer says all text and pre-drawn graphics are translated and every stage and ending was checked in play; the AI-assisted translation has not yet received human translator review.","summary":"English translation of the Japanese Neo Geo Pocket Color game, distributed as a BPS patch with a small Windows player, guide, chapter saves and pure-Python patch tool. The user supplies the original cartridge dump.","project_url":"https://github.com/scienceandresearch/ogre-battle-gaiden-english-plus","updated":"2026-10-16","strategy":"BPS patch (ogre_en.bps), plus optional Windows player","language":"English","source_available":"BPS patch (ogre_en.bps), plus optional Windows player; README explicitly says the project contains no game code, text, graphics or sound from the original; the BPS contains only changes and the player requires the user's ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, no-game-data statement, BPS format and playtesting status","url":"https://github.com/scienceandresearch/ogre-battle-gaiden-english-plus/blob/main/README.md"},{"label":"GitHub API v1.0.0 release and assets","url":"https://api.github.com/repos/scienceandresearch/ogre-battle-gaiden-english-plus/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/scienceandresearch/ogre-battle-gaiden-english-plus/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1086980,"C":384771,"HTML":86070,"PowerShell":61222,"Assembly":56255,"Shell":8309,"CMake":4692,"Batchfile":983},"source_url":"https://api.github.com/repos/scienceandresearch/ogre-battle-gaiden-english-plus/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 1,086,980 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ogre-battle-saturn-en","title":"Ogre Battle: The March of the Black Queen Sega Saturn English Translation","game":"Ogre Battle: The March of the Black Queen","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer announced the Sega Saturn English translation on 2022-04-06 and says it is based partly on the PlayStation localization with corrections. The page identifies Saturn-specific scenarios and other changes; no hardware test matrix is provided.","summary":"An English patch for the Japan-only Sega Saturn version of Ogre Battle: The March of the Black Queen, adapted from the PlayStation translation and revised for Saturn-specific content.","project_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_igry_ogre_battle_sega_saturn/2022-04-06-35","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"English","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_igry_ogre_battle_sega_saturn/2022-04-06-35"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_igry_ogre_battle_sega_saturn/2022-04-06-35","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"okaeri-chibi-robo-en","title":"Okaeri! Chibi-Robo! Happy Richie Ōsōji! English Translation","game":"Okaeri! Chibi-Robo! Happy Richie Ōsōji!","platform":"Nintendo DS","kind":"Fan Localization","status":"Released; latest tagged patch v1.1 was published 2016-07-05. The repository received a later commit on 2024-06-24; no newer tagged release is listed as checked 2026-10-16.","summary":"Repository includes translated text and graphics plus scripts for building a translated image; release status is not confirmed.","project_url":"https://github.com/cjuub/okaeri-chibi-translation","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository (BSD-3-Clause license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/cjuub/okaeri-chibi-translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/cjuub/okaeri-chibi-translation"},{"label":"GitHub v1.1 release (published date)","url":"https://github.com/cjuub/okaeri-chibi-translation/releases/tag/v1.1"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/cjuub/okaeri-chibi-translation/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":341080,"C":14175,"Shell":11585,"Makefile":1002},"source_url":"https://api.github.com/repos/cjuub/okaeri-chibi-translation/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (341,080 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"okamiden-nds-decomp","title":"Okamiden Nintendo DS Decompilation","game":"Okamiden","platform":"Nintendo DS","kind":"Decompilation","status":"Early matching-decompilation bootstrap targeting USA game code `BOOE`, ROM version 0.","summary":"Reverse-engineering and source reconstruction project; README says proprietary assets and toolchain files are not included.","project_url":"https://github.com/dothacktranslate/okamiden-decomp","updated":"2026-10-16","strategy":"Matching decompilation / early scaffold","language":"","source_available":"Repository; own legally obtained game copy required; no game assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/dothacktranslate/okamiden-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/dothacktranslate/okamiden-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9491450,"Python":52154,"Shell":7681},"source_url":"https://api.github.com/repos/dothacktranslate/okamiden-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"okur-jaws-2025-2505-43-400-screen-reader-reimplementation","title":"Okur (JAWS-compatible screen reader reimplementation)","game":"Freedom Scientific JAWS 2025.2505.43.400 behavior (screen reader)","platform":"JAWS 2025.2505.43.400 screen-reader behavior → independent Rust screen reader; current user preview is Windows 10/11. The README describes macOS as in progress and Linux as a second-tier target.","kind":"Reimplementation","status":"The README dated October 2026 describes a Windows preview and explicitly says Okur is not yet a replacement for an existing screen reader. It reports 818/844 word-for-word speech-history steps, 171/172 synthesizer-output steps, and 913 passing tests; these are project-reported measurements. No ready-made downloads are listed. GitHub source activity continued through 2026-10-16; no release was found.","summary":"Rust screen reader focused on reproducing JAWS keyboard, speech, and navigation behavior for web pages and Windows applications. The current documented preview covers Chrome, File Explorer, Notepad, Windows Terminal, dialogs, desktop navigation, and other listed surfaces; the project does not claim complete screen-reader compatibility.","project_url":"https://github.com/monatis/okur","updated":"2026-10-16","strategy":"The maintainer describes an isolated-lab workflow: a reference machine records JAWS output and a development machine implements and replays against that evidence. The README also says platform patterns were learned from NVDA source and the repository vendors the xa11y accessibility layer; the clean-room claim is therefore specific to reproducing JAWS behavior, not a claim that all dependencies or platform techniques were developed without other source material. This is the project’s own methodology description, not an independent legal assessment.","language":"","source_available":"Public source under Apache-2.0. The repository includes vendored xa11y code under its separate MIT license. README says builds must be made from source; JAWS itself is not included. The reference-derived corpus and recordings should be treated separately from the code license.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Screen reader application","target_type":"Software","sources":[{"label":"Project README: exact JAWS target, current status, coverage and supported platforms","url":"https://github.com/monatis/okur#readme"},{"label":"Project verification-loop document: JAWS lab build and observation workflow","url":"https://github.com/monatis/okur/blob/main/docs/references/verification-loop.md"},{"label":"Apache-2.0 license and third-party notice","url":"https://github.com/monatis/okur/blob/main/LICENSE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/monatis/okur"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/monatis/okur/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":3600661,"PowerShell":94519,"HTML":28148,"Objective-C":23284,"Shell":3624},"source_url":"https://api.github.com/repos/monatis/okur/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 3,600,661 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"omega-race-midway-arcade-disassembly-c-port","title":"Omega Race (Midway Arcade) Disassembly and C Port","game":"Omega Race","platform":"Midway arcade (Z80; 1981)","kind":"Decompilation","status":"Complete playable C port with a ROM-based differential harness; generated ROM-derived files are reproducible byte-for-byte.","summary":"A disassembly of Omega Race’s main and sound programs plus a C11 main-CPU port and a headless harness for differential checks.","project_url":"https://github.com/tcottrill/Omega-Race-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Annotated Z80 disassembly plus a routine-level C translation and differential testing.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Omega-Race-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3227507,"Assembly":446188,"C++":170328,"Python":120734,"HTML":47316,"Batchfile":2973},"source_url":"https://api.github.com/repos/tcottrill/Omega-Race-Full-Disassembly-and-C-Port/languages","evidence":"GitHub's official language endpoint for https://github.com/tcottrill/Omega-Race-Full-Disassembly-and-C-Port reports 3,227,507 bytes of C, the largest language total (80.4% of 4,015,046 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oni-zero-fukkatsu-ps1-en","title":"Oni Zero: Fukkatsu English Translation","game":"Oni Zero: Fukkatsu","platform":"PlayStation (DuckStation tested; real-console support not verified)","kind":"Fan Localization","status":"Maintainer describes the English translation as complete; v1.0 patch files were published in the repository on 2026-10-03. README reports a New Game-to-credits DuckStation playthrough; real hardware was not tested.","summary":"English patch for the Japan-only PlayStation RPG. The maintainer says dialogue, menus, items, skills, enemies, notices, request sheets, roughly 780 on-screen images, and prologue-video subtitles are translated. The patch also bypasses the original save-data gate. Some debug menus and calligraphy artwork remain Japanese.","project_url":"https://github.com/chivien99999/oni-zero-fukkatsu-english","updated":"2026-10-03","strategy":"Fan translation patch","language":"English","source_available":"Repository contains four-part xdelta patch, cue file, Python patcher, Windows batch wrapper, and checksums; no game image or tagged GitHub release.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"Maintainer README: translation coverage, exact source image, patch procedure, emulator testing, and caveats","url":"https://github.com/chivien99999/oni-zero-fukkatsu-english#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":6556,"Batchfile":214},"source_url":"https://api.github.com/repos/chivien99999/oni-zero-fukkatsu-english/languages","evidence":"GitHub's official language endpoint for https://github.com/chivien99999/oni-zero-fukkatsu-english reports 6,556 bytes of Python, the largest language total (96.8% of 6,770 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ootake-pc-engine","title":"Ootake","game":"All compatible PC Engine/TurboGrafx-16 software","platform":"PC Engine/TurboGrafx-16 and related hardware → Windows 7 through Windows 11","kind":"Emulator","status":"Active; version 3.06 released 2026-08-01","summary":"Windows PC Engine emulator with recent releases and source code bundled in the official download. The project emphasizes reproduction of the original machine's sound, display, controls, and behavior.","project_url":"https://ouma.jp/ootake/index.html","updated":"2026-08-01","strategy":"Software emulation descended from the PC2E source base, with ongoing work toward detailed hardware behavior.","language":"","source_available":"The v3.06 Windows download includes source code; the project page does not state separate source redistribution terms.","first_found":"2026-10-15","project_started":"2006-07","programming_language":"","subtype":"NEC PC Engine/TurboGrafx-16 emulator","target_type":"Software","sources":[{"label":"Ootake official release page","url":"https://ouma.jp/ootake/index.html"},{"label":"Official readme and supported machine details","url":"https://ouma.jp/ootake/Readme.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://ouma.jp/ootake/index.html","evidence":"The official project page and readme provide source files with the software distribution but do not identify a source repository endpoint with machine-readable language totals; a predominant language cannot be verified from an official repository API.","verified_at":"2026-10-15","reason_unknown":"The official project page and readme provide source files with the software distribution but do not identify a source repository endpoint with machine-readable language totals; a predominant language cannot be verified from an official repository API."}},{"id":"op1emu-teenage-engineering-op1","title":"OP-1 Emulator","game":"Teenage Engineering OP-1 synthesizer firmware and instruments","platform":"Teenage Engineering OP-1 synthesizer; desktop build uses GLFW/OpenGL, but README does not specify a supported host-OS matrix","kind":"Emulator","status":"The maintainer labels the project work in progress. Source was pushed 2026-10-16; no formal release was found. README documents a boot/run workflow and headless smoke tests, but does not claim full instrument compatibility.","summary":"C++ emulator for the Teenage Engineering OP-1 synthesizer. The public README shows a CMake/Ninja build, a graphical and headless mode, firmware booting, and an ongoing test harness; timing and sensor behavior still include documented host-side approximations.","project_url":"https://github.com/op1emu/op1emu","updated":"2026-10-16","strategy":"Software emulation of the OP-1's embedded processor/peripherals and synthesizer firmware","language":"","source_available":"Public MIT-licensed source repository; no formal binary release was found.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Embedded digital-synthesizer emulator","target_type":"Software","sources":[{"label":"Maintainer README: WIP status, build/run inputs, headless tests, and emulation limitations","url":"https://github.com/op1emu/op1emu/blob/main/README.md"},{"label":"GitHub releases page (no formal release found during review)","url":"https://github.com/op1emu/op1emu/releases"},{"label":"Tracked MIT license","url":"https://github.com/op1emu/op1emu/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/op1emu/op1emu"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/op1emu/op1emu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":429774,"Python":344134,"CMake":10202,"C":2324},"source_url":"https://api.github.com/repos/op1emu/op1emu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"open-bamboo-networking-bambu-studio-plugin-reimplementation","title":"Open Bamboo Networking (Bambu Studio network-plugin replacement)","game":"Bambu Studio's proprietary bambu_networking plugin and Bambu Lab printer communications","platform":"Linux x86_64 and aarch64 and Windows x64 are primary targets; Windows ARM64 and macOS ARM64/x86_64 are experimental. Upstream also supports Orca Slicer with caveats.","kind":"Reimplementation","status":"Active; latest release v2.2.0 was published 2026-09-24 and the canonical repository received source updates through 2026-10-14. The README lists Bambu Studio plugin ABI series 02.03.00.xx through 02.08.04.xx and Orca Slicer v2.3.2 or newer. LAN printing and device features are mainly tested on a Bambu Lab P2S; other model/firmware combinations vary. The default LAN path requires printer Developer Mode; some cloud features need credentials supplied by the user. Go Live and HMS photo snapshot are listed as unimplemented.","summary":"A native drop-in replacement for Bambu Studio's separately distributed proprietary networking plugin. It reproduces the plugin's dlsym ABI and printer-facing behavior using public protocol references plus observations from MITM captures; it is a substantial library implementation, not a wrapper around the closed plugin. The README does not claim a clean-room process.","project_url":"https://github.com/ClusterM/open-bamboo-networking","updated":"2026-10-16","strategy":"Reverse-engineered, binary-compatible replacement for the closed plugin ABI and printer protocols; upstream credits public protocol projects and MITM captures, with no clean-room claim in the reviewed README.","language":"","source_available":"Public source under GNU Affero General Public License version 3.0 (AGPL-3.0).","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Binary-compatible slicer network-plugin replacement","target_type":"Software","sources":[{"label":"Canonical maintainer README: plugin replacement goal, protocol basis, supported systems and slicer ABI versions, status and feature limits","url":"https://github.com/ClusterM/open-bamboo-networking"},{"label":"Latest GitHub release v2.2.0 (published 2026-09-24)","url":"https://github.com/ClusterM/open-bamboo-networking/releases/tag/v2.2.0"},{"label":"AGPL-3.0 license","url":"https://github.com/ClusterM/open-bamboo-networking/blob/master/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ClusterM/open-bamboo-networking"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2463764,"Python":182972,"CMake":97687,"Shell":61174,"Objective-C++":38948,"JavaScript":33974,"PowerShell":31674,"C":6976,"Makefile":2457,"Batchfile":73},"source_url":"https://api.github.com/repos/ClusterM/open-bamboo-networking/languages","evidence":"GitHub's official repository Languages endpoint reports C++ as predominant (2,463,764 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"open-claude-code-cli-reimplementation","title":"Open Claude Code CLI Reimplementation","game":"Anthropic Claude Code CLI behavior","platform":"Node.js command-line application","kind":"Reimplementation","status":"A v2.1.3 nightly release was published on 2026-10-16. The README reports 1,008 unit tests plus installed-package behavioral checks, while explicitly stating that full upstream parity is not established and listing incomplete capabilities.","summary":"A ground-up open-source reimplementation of the Claude Code CLI, informed by a separate reverse-engineering/decompilation project. The project provides a CLI and agent/tool workflows; this catalog entry refers to the reimplementation, not a decompilation of Anthropic's source.","project_url":"https://github.com/ruvnet/open-claude-code","updated":"2026-10-16","strategy":"Behavioral reimplementation informed by analysis of the published package","language":"","source_available":"Public MIT-licensed reimplementation repository.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Developer productivity command-line application","target_type":"Software","sources":[{"label":"Project README, architecture, validation claims, and parity caveat","url":"https://github.com/ruvnet/open-claude-code#readme"},{"label":"v2.1.3 nightly release published 2026-10-16","url":"https://github.com/ruvnet/open-claude-code/releases/tag/v2.1.3-nightly.20261016.208"},{"label":"MIT license","url":"https://github.com/ruvnet/open-claude-code/blob/main/LICENSE"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/ruvnet/open-claude-code/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":8291785,"Python":4029,"Shell":5316},"source_url":"https://api.github.com/repos/ruvnet/open-claude-code/languages","evidence":"Official GitHub REST Languages API returned {\"JavaScript\":8291785,\"Python\":4029,\"Shell\":5316}; JavaScript is the unique largest byte-count entry (8291785 of 8301130 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pikmin-open-nectar-android","title":"Open Nectar: Pikmin native Android port","game":"Pikmin","platform":"Nintendo GameCube → Android arm64-v8a (Android 10+, OpenGL ES 3.0), Windows/Linux x86-64; macOS is also listed by the README","kind":"Decompilation","status":"The maintainer reports that most of the game is playable from start to finish, with minor graphical differences still in development. Android 10+, a 64-bit ARM device, and OpenGL ES 3.0 are listed; the v0.9.2 release (2026-10-01) includes an APK. The README does not publish a named Android device test matrix.","summary":"Native port based on the Pikmin GameCube decompilation; the README says the game code runs on the host and the GX graphics path is translated to OpenGL rather than run through Dolphin. Android adds touch controls and imports a user-supplied USA revision 1 or European disc image; the project does not distribute game data.","project_url":"https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port","updated":"2026-10-15","strategy":"Native desktop/Android port built on the matching Pikmin decompilation, with GX-to-OpenGL rendering and Android ARM64 support.","language":"","source_available":"Public source and desktop/Android release packages, including APK v0.9.2; user must provide a supported Pikmin disc image; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Experimental Android/desktop port","target_type":"Game","sources":[{"label":"Maintainer README: port method, feature status, Android requirements, and disc formats","url":"https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port"},{"label":"Upstream Pikmin decompilation","url":"https://github.com/projectPiki/pikmin"},{"label":"Latest published release found: v0.9.2 packages including Android APK","url":"https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port/releases/tag/0.9.2"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":37130279,"C++":32275183,"C":22603013,"Python":691921,"Java":535514,"CMake":116608,"Makefile":93829,"Shell":79632,"PowerShell":1524,"Dockerfile":1260},"source_url":"https://api.github.com/repos/SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port/languages","evidence":"GitHub's official language endpoint for https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port reports 37,130,279 bytes of Assembly, the largest language total (39.7% of 93,528,763 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"open-simh","title":"Open SIMH","game":"Historical computers including DEC PDP and VAX systems and IBM, HP, and Data General systems documented by Open SIMH","platform":"Windows, Linux, macOS, and other Unix-like systems","kind":"Emulator","status":"Maintained Open SIMH simulator suite; source repository updated 2026-09-22.","summary":"Portable simulator for a broad collection of historical minicomputer and mainframe systems. This record tracks the Open SIMH fork and its own project source, rather than the separate simh/simh repository.","project_url":"https://opensimh.org/","updated":"2026-10-16","strategy":"Software simulation of historical computer architectures and selected peripherals.","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Historical computer simulator suite","target_type":"Software","sources":[{"label":"Official project site and simulator list","url":"https://opensimh.org/simulators"},{"label":"Open SIMH source repository and project description","url":"https://github.com/open-simh/simh"},{"label":"Supported host and simulator documentation","url":"https://opensimh.org/simdocs/simh_doc.html"},{"label":"Project license","url":"https://github.com/open-simh/simh/blob/master/LICENSE.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":59918747,"Assembly":435804,"CMake":211684,"Batchfile":192796,"Makefile":176653,"Module Management System":143637,"Python":79339,"Shell":34122,"DIGITAL Command Language":27548,"PowerShell":26090,"Stata":20794,"Perl":13953,"Clean":9174,"NSIS":4798},"source_url":"https://api.github.com/repos/open-simh/simh/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/open-simh/simh reports 59,918,747 bytes of C, the largest language total (97.8% of 61,295,139 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"apt-burn-tools-v1-4-open-apt-flash","title":"open-apt-flash (APT Burn Tools V1.4 reimplementation)","game":"APT Burn Tools_V1.4.exe firmware flasher for the APT 860C e-bike display","platform":"Windows-only Borland Delphi APT Burn Tools_V1.4.exe → cross-platform Python library, CLI, and minimal GUI for Linux, macOS, and Windows; communicates with the APT 860C GD32F103 bootloader over UART","kind":"Reimplementation","status":"Public repository created and last pushed 2026-06-06; no GitHub release is listed as of 2026-10-16. The README reports byte-for-byte agreement with reverse-engineered golden frames and a 521-frame capture of the original Windows tool, plus a complete 145-page flash on a live 860C that booted with the flashed firmware version string. The documented example image is 860C_v20.1C.5-2-860C-bootloader.bin; that example is not an exhaustive compatibility claim.","summary":"A Python replacement for the Windows-only APT Burn Tools_V1.4.exe. The project reverse-engineers the 860C UART bootloader protocol and provides a library, CLI, minimal GUI, simulator, and tests. The maintainer reports byte-exact protocol validation and a completed live-device flash; the repository does not contain the original Delphi executable or a firmware image.","project_url":"https://github.com/cakebomb999/open-apt-flash","updated":"2026-10-16","strategy":"Reverse engineers the V1.4 Delphi executable and its observed UART protocol, then implements the flashing utility independently in Python","language":"","source_available":"Public MIT-licensed Python source. The repository includes protocol and reverse-engineering documentation, a simulator, and tests; it does not include the original closed-source Delphi executable or a firmware image.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Embedded firmware flashing utility","target_type":"Software","sources":[{"label":"Maintainer README: exact APT Burn Tools target, supported hosts, protocol validation, and live 860C flash","url":"https://github.com/cakebomb999/open-apt-flash#readme"},{"label":"Protocol reconstruction from Apt-Burn-Tools_V1.4.exe, including UART frame and firmware address details","url":"https://github.com/cakebomb999/open-apt-flash/blob/main/docs/PROTOCOL.md"},{"label":"Reverse-engineering notes for the original Windows utility","url":"https://github.com/cakebomb999/open-apt-flash/blob/main/docs/REVERSE-ENGINEERING.md"},{"label":"MIT license for the reimplementation","url":"https://github.com/cakebomb999/open-apt-flash/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/cakebomb999/open-apt-flash"},{"label":"GitHub releases page checked 2026-10-16; no tagged release listed","url":"https://github.com/cakebomb999/open-apt-flash/releases"},{"label":"Current primary README","url":"https://github.com/cakebomb999/open-apt-flash/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/cakebomb999/open-apt-flash/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":76099},"source_url":"https://api.github.com/repos/cakebomb999/open-apt-flash/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"open-turzx-usb-screen-reimplementation","title":"Open-Turzx","game":"Closed-source TURZX 2.8-inch USB dashboard software, firmware turzx_0001_0024","platform":"TURZX 480×480 USB display; Windows and Linux supported, macOS untested","kind":"Reimplementation","status":"The maintained Python app documents a working device daemon, layout editor, sensor displays, and reverse-engineered USB protocol on Windows and Linux. macOS is untested; PyPI/AUR packaging is still listed as planned rather than released.","summary":"Replaces the closed, Windows-only TURZX screen application with a cross-platform driver and dashboard for the 2.8-inch 480×480 USB display. The README identifies USB VID:PID 1CBE:0028 and firmware turzx_0001_0024; the project documents a DES-CBC protocol and its reverse-engineering history.","project_url":"https://github.com/RexPhoe/open-turzx","updated":"2026-10-15","strategy":"Reverse-engineered USB protocol and independent Python dashboard/driver implementation","language":"English","source_available":"Public source under MIT. The proprietary vendor application is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Closed hardware companion app reimplementation / USB device driver","target_type":"Software","sources":[{"label":"Maintainer README: exact display and firmware, supported hosts, features, limitations, and MIT license","url":"https://github.com/RexPhoe/open-turzx"},{"label":"Maintainer development log: USB protocol investigation and implementation history","url":"https://github.com/RexPhoe/open-turzx/blob/main/DEVLOG.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":296626,"Shell":4034},"source_url":"https://api.github.com/repos/RexPhoe/open-turzx/languages","evidence":"GitHub's official language endpoint for https://github.com/RexPhoe/open-turzx reports 296,626 bytes of Python, the largest language total (98.7% of 300,660 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"open8-pico-8","title":"open8","game":"PICO-8 fantasy-console cartridges","platform":"PICO-8 virtual console; portable C99/SDL3 source with build workflows listed for desktop, web, and several legacy consoles/handhelds (per-platform support varies and is not established by the workflow table alone)","kind":"Emulator","status":"The repository was pushed 2026-10-16; no formal release was found. The maintainer describes it as a portable PICO-8 emulator. README platform badges enumerate build workflows, but the exact working status of each port is not documented in a compatibility matrix.","summary":"Portable C99/SDL3 emulator project for the PICO-8 fantasy console, designed for platforms with limited compiler/runtime support as well as modern hosts.","project_url":"https://github.com/ngagesdk/open8","updated":"2026-10-16","strategy":"Portable high-level emulation of the PICO-8 fantasy-console environment","language":"","source_available":"Public MIT-licensed source; the README also identifies separate licenses for dependencies.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Fantasy-console emulator","target_type":"Software","sources":[{"label":"Maintainer README: target system, portability, build workflow matrix, and dependency licenses","url":"https://github.com/ngagesdk/open8/blob/main/README.md"},{"label":"GitHub releases page (no formal release found during review)","url":"https://github.com/ngagesdk/open8/releases"},{"label":"Tracked MIT license","url":"https://github.com/ngagesdk/open8/blob/main/LICENSE.md"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/ngagesdk/open8"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/ngagesdk/open8/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":878169,"C++":289049,"Lua":45662,"CMake":16212,"HTML":8099,"Makefile":6245,"CSS":6159},"source_url":"https://api.github.com/repos/ngagesdk/open8/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"open-ring-oura-ring-4-ble-driver","title":"open_ring (Oura Ring 4 BLE protocol driver)","game":"Oura Ring 4 Bluetooth Low Energy protocol","platform":"Python host-side BLE implementation using bleak; the README does not provide a tested host-operating-system matrix.","kind":"Reimplementation","status":"No tagged release; the repository's last source push in GitHub metadata was 2026-05-11. The README says the protocol is fully mapped and reports structural decoding of 953,206 records across 40 captures with zero decode errors. These are maintainer-reported verification results, not an independent audit.","summary":"A Python BLE driver, decoder and analytics toolkit for Oura Ring 4 data. The README calls it a clean-room toolkit but also says its development used static reverse engineering of native shared objects from the official Android application, as well as empirical BLE captures. It is therefore recorded as a reverse-engineered protocol implementation, with the upstream clean-room label and its disclosed binary-analysis basis both preserved.","project_url":"https://github.com/LogosIsLife/open_ring","updated":"2026-10-16","strategy":"Reverse-engineered BLE protocol driver; upstream self-describes it as clean-room but discloses static reverse engineering of the official Android app's native shared objects, so the self-label is recorded with that methodological caveat.","language":"","source_available":"Public source under GNU General Public License version 3.0 (GPL-3.0).","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Bluetooth Low Energy device-protocol driver and data decoder","target_type":"Software","sources":[{"label":"Maintainer README: Ring 4 target, self-described clean-room status, disclosed static analysis basis, coverage and project status","url":"https://github.com/LogosIsLife/open_ring"},{"label":"Maintainer protocol specification","url":"https://github.com/LogosIsLife/open_ring/blob/master/PROTOCOL.md"},{"label":"GNU GPL version 3 license","url":"https://github.com/LogosIsLife/open_ring/blob/master/LICENSE.md"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/LogosIsLife/open_ring"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":245176},"source_url":"https://api.github.com/repos/LogosIsLife/open_ring/languages","evidence":"GitHub's official repository Languages endpoint reports Python as predominant (245,176 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openads-advantage-database-server-reimplementation","title":"OpenADS (Advantage Database Server compatibility implementation)","game":"SAP Advantage Database Server and Advantage Client Engine API","platform":"Windows, Linux, and macOS are covered by upstream CI; the compatibility libraries expose ace32.dll, ace64.dll, and libace.so names. Backend and packaging support vary by platform.","kind":"Reimplementation","status":"Active; GitHub lists OpenADS v1.09.74 published 2026-10-12, with source pushed through that release date. The README reports 442/442 Harbour rddtst.prg compatibility tests passing on Windows MSVC64 (2026-05-08), but documents data-dictionary and access-control parity gaps and says untrusted or multi-user use remains experimental. The README status paragraph still names v1.09.68, so its embedded release reference lags the GitHub release page.","summary":"An independent implementation compatible with the discontinued SAP Advantage Database Server, exposing Advantage Client Engine entry points as a drop-in library/server for existing applications. Upstream explicitly calls its provenance clean-room and says it is based on publicly observable ACE behavior and the public Harbour rddads call site; it does not claim full feature parity, and documents significant deployment limits.","project_url":"https://github.com/FiveTechSoft/OpenADS","updated":"2026-10-16","strategy":"Upstream-declared clean-room ACE API implementation based on observable behavior and public Harbour rddads call-site source; exposes compatible client-library entry points and a server protocol.","language":"","source_available":"Public source under Apache License 2.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Advantage Client Engine API-compatible database library and server","target_type":"Software","sources":[{"label":"Maintainer README: ADS compatibility goal, ACE drop-in API, provenance claim, platforms, tests, and known parity limits","url":"https://github.com/FiveTechSoft/OpenADS"},{"label":"Latest GitHub release v1.09.74 (published 2026-10-12)","url":"https://github.com/FiveTechSoft/OpenADS/releases/tag/v1.09.74"},{"label":"Apache License 2.0","url":"https://github.com/FiveTechSoft/OpenADS/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/FiveTechSoft/OpenADS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9120159,"C":782668,"PHP":486181,"xBase":400644,"JavaScript":263518,"PowerShell":128112,"CMake":81089,"Python":69892,"Batchfile":55790,"Rust":40155,"CSS":26018,"Shell":11872,"HTML":11538,"Inno Setup":8182},"source_url":"https://api.github.com/repos/FiveTechSoft/OpenADS/languages","evidence":"GitHub's official repository Languages endpoint reports C++ as predominant (9,120,159 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openarena-xbox-one-ioquake3-port","title":"OpenArena Xbox One ioQuake3 UWP Port","game":"OpenArena","platform":"ioquake3 source → Xbox One UWP (Developer Mode)","kind":"Reimplementation","status":"The latest release is tag `1.4` (2026-08-25), and GitHub reports the latest push on 2026-08-25. The README's shared port status reports booting, map loading, gameplay with bots, and 60 fps at 1920×1080. It does not claim a complete campaign or broad compatibility; mouse and physical keyboard input are unavailable in Dev Mode.","summary":"The OpenArena flavor is a separately built Xbox One UWP app using the ioquake3 source tree and the `baseoa` game-data directory. The README lists OpenArena as free game data and reports the shared port reaching gameplay with bots; the app still requires its packaged source and runtime dependencies.","project_url":"https://github.com/Mayo1970/ioQuake3-One","updated":"2026-10-16","strategy":"ioquake3 C source port adapted for Xbox One UWP; GLES is translated to D3D11 through ANGLE","language":"","source_available":"Public GPL-2.0 source and release 1.4 UWP packages. OpenArena game data is free; no proprietary Quake III game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox One UWP source port (OpenArena flavor)","target_type":"Game","sources":[{"label":"Project README, flavor table, and status","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/README.md"},{"label":"Xbox One installation and game-data requirements","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/INSTALLATION.md"},{"label":"Latest release 1.4","url":"https://github.com/Mayo1970/ioQuake3-One/releases/tag/1.4"},{"label":"Repository GPL-2.0 license","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/LICENSE"},{"label":"GitHub repository metadata (activity and license field)","url":"https://api.github.com/repos/Mayo1970/ioQuake3-One"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/Mayo1970/ioQuake3-One/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8863942,"HTML":69263,"GLSL":65694,"CMake":64326,"Roff":21060,"Assembly":20133,"C++":5790,"Yacc":4613,"Objective-C":3253},"source_url":"https://api.github.com/repos/Mayo1970/ioQuake3-One/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"barnyard-openbarnyard-windows-decomp","title":"OpenBarnyard","game":"Barnyard (Windows PC) and TOSHI 2.0 engine","platform":"Windows PC (DirectX 8 build project)","kind":"Decompilation","status":"Work in progress. The repository publishes a rolling nightly prerelease, but its README gives no numerical completion or playable-status claim.","summary":"Decompilation project for the Windows PC game Barnyard and its proprietary TOSHI 2.0 engine. The public repository includes the source, development tools, and Windows build scripts; it warns users not to use the project to pirate the game.","project_url":"https://github.com/InfiniteC0re/OpenBarnyard","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source; the repository does not include the original game.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows PC Barnyard / TOSHI 2.0 engine","target_type":"Game","sources":[{"label":"Project README: scope, Windows build flow, and legal/data caveat","url":"https://github.com/InfiniteC0re/OpenBarnyard#readme"},{"label":"Rolling nightly prerelease","url":"https://github.com/InfiniteC0re/OpenBarnyard/releases/tag/nightly"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/InfiniteC0re/OpenBarnyard/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":21800617,"C":932099,"Lua":21442,"GLSL":15831,"Python":9725,"Batchfile":9476,"C#":3099},"source_url":"https://api.github.com/repos/InfiniteC0re/OpenBarnyard/languages","evidence":"GitHub's official Languages REST endpoint reports 21,800,617 bytes of C++ as the largest total (95.6% of 22,792,289 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"battlefield-2-refractor2-openbattlefield2","title":"OpenBattlefield2 Refractor 2 Engine Reimplementation","game":"Battlefield 2","platform":"Windows PC (Battlefield 2 1.5 assets/server) → macOS ARM64 (tested), other desktop hosts per project","kind":"Reimplementation","status":"Research project in progress. Main menu, levels, real-server connection, player movement/HUD and a local-hosted mode work; firing, player-controlled vehicles and sound are still absent.","summary":"Reads files from the user’s Battlefield 2 installation; does not ship game content.","project_url":"https://github.com/Moxnatiy/OpenBattlefield2","updated":"2026-10-15","strategy":"Clean-room C++20 engine reimplementation guided by the original executable, game data and measured behavior.","language":"C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Clean-room c++20 engine reimplementation guided by the original executable, game data and measured b","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Moxnatiy/OpenBattlefield2"},{"label":"Owner releases page (no published release object at 2026-10-15 check)","url":"https://github.com/Moxnatiy/OpenBattlefield2/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Moxnatiy/OpenBattlefield2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2112003,"Python":282863,"Rust":83587,"Pawn":30938,"Shell":25616,"CMake":17987,"Java":6133,"C":3653,"Dockerfile":1005,"GDB":207},"source_url":"https://api.github.com/repos/Moxnatiy/OpenBattlefield2/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 2,112,003 bytes; the manifest breakdown contains all 10 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openbc-star-trek-bridge-commander-reimplementation","title":"OpenBC (Star Trek: Bridge Commander reimplementation)","game":"Star Trek: Bridge Commander 1.1","platform":"Star Trek: Bridge Commander 1.1 multiplayer protocol → dedicated server native on Linux/macOS and cross-compiled to Win32; a future client is planned.","kind":"Reimplementation","status":"In development; README marks dedicated-server Phase 1 implementation complete but says validation with stock BC 1.1 clients remains in progress. Plugin and game-client phases are planning items; no release is listed.","summary":"A clean-room C implementation of Bridge Commander's multiplayer protocol and dedicated server. The project says it distributes no copyrighted code or assets; the client and mod/plugin architecture are not yet implemented.","project_url":"https://github.com/SandboxServers/OpenBC","updated":"2026-10-16","strategy":"Clean-room network protocol and dedicated-server reimplementation","language":"","source_available":"Public source repository, but README says license is TBD; reuse rights are not established.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific multiplayer server","target_type":"Game","sources":[{"label":"Maintainer README: scope, phase status, validation caveats, and content policy","url":"https://github.com/SandboxServers/OpenBC/blob/main/README.md"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/SandboxServers/OpenBC/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1308368,"Python":104900,"Makefile":8036,"AutoHotkey":7258},"source_url":"https://api.github.com/repos/SandboxServers/OpenBC/languages","evidence":"Official GitHub Languages endpoint; C has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openbeken-iot-firmware","title":"OpenBeken","game":"Stock firmware for multi-vendor Wi-Fi IoT devices","platform":"Supported IoT chipsets include Beken BK7231 variants, BK7236/38/39, ESP8266/ESP32, Realtek and several W600/W800, BL602, LN882H and other targets; exact board support and flash path vary.","kind":"Reimplementation","status":"Active; release 1.18.318 was published 2026-10-13. The release notes identify supported chipset families and explicitly flag some camera target support as testing-only.","summary":"Alternative firmware for supported Tuya-class and other Wi-Fi IoT hardware, with web configuration and MQTT/Home Assistant integration. The project builds for multiple chip vendors; chipset compatibility alone does not guarantee the specific device has a working pin map or driver.","project_url":"https://github.com/openshwprojects/OpenBK7231T_App","updated":"2026-10-16","strategy":"Multi-platform IoT firmware replacement","language":"","source_available":"Public repository source; GitHub has no repository-level license assertion, so reuse terms are not assumed. Firmware for individual chip/toolchain components may carry separate terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-vendor smart-device firmware","target_type":"Software","sources":[{"label":"OpenBeken repository and feature documentation","url":"https://github.com/openshwprojects/OpenBK7231T_App"},{"label":"Release 1.18.318 supported chips and testing caveats","url":"https://github.com/openshwprojects/OpenBK7231T_App/releases/tag/1.18.318"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/openshwprojects/OpenBK7231T_App/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4966715,"C++":3151190,"Makefile":109361,"Batchfile":58949,"JavaScript":54876,"CMake":52211,"Shell":39088},"source_url":"https://api.github.com/repos/openshwprojects/OpenBK7231T_App/languages","evidence":"Official GitHub REST language endpoint reports C as the largest repository category; C++ is also a major component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openbgi-eve-burst-error-a-android","title":"OpenBGI Android — EVE burst error A Port","game":"EVE burst error A (Korean-patched Windows PC data)","platform":"Windows PC (BGI/Ethornell game data) → Android ARM64 (minSdk 21; MANGMI Pocket Max tested 2026-10-10)","kind":"Reimplementation","status":"The maintainer's port notes report a successful Android ARM64 debug APK build and a physical-device test on 2026-10-10, including the Korean title/dialogue, touch progression, BGM, opening video/audio, and title attract sequence. The repository describes OpenBGI as a work in progress; the notes do not document a full game completion or full equivalence for saves and every opcode. No public APK appears on the GitHub Releases page; the APK with game data was built locally, and the public repository excludes the game data and build output.","summary":"Android backend and controls for OpenBGI, a C99 reimplementation of the proprietary Buriko General Interpreter engine, configured for the Korean-patched PC release of EVE burst error A. The port runs native engine code through SDL2 and an Android OS backend; it is not a Windows emulator or wrapper. The repository omits the commercial game files, which users must provide, and the maintainer's self-contained APK was not published as a GitHub release.","project_url":"https://github.com/woo3113/openbgi-eve-kr","updated":"2026-10-16","strategy":"C99 BGI engine reimplementation with an SDL2 Android backend, Android C platform layer, Java activity, touch/controller input, and media/audio integration.","language":"","source_available":"Public source is GPL-2.0. Commercial EVE game data, the external SDL2 source dependency, and build artifacts are excluded from the repository. Maintainer notes describe a locally built self-contained APK, but no public release APK was found; original game data remains separately licensed and user supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific Android build of OpenBGI; ARM64; minSdk 21; source and locally built APK documented, no public release binary","target_type":"Game","sources":[{"label":"OpenBGI repository README: engine reimplementation, Windows-derived reference, work-in-progress status, and per-game compatibility table (checked 2026-10-16)","url":"https://github.com/woo3113/openbgi-eve-kr"},{"label":"Android app README: EVE burst error A Android port, ARM64 setup, minSdk/build requirements, and user-supplied game-data path (checked 2026-10-16)","url":"https://github.com/woo3113/openbgi-eve-kr/blob/main/android-app/README_KR.md"},{"label":"EVE port notes: original Windows executable/data, Android build, and MANGMI Pocket Max test dated 2026-10-10 (checked 2026-10-16)","url":"https://github.com/woo3113/openbgi-eve-kr/blob/main/EVE_PORT_NOTES.md"},{"label":"Repository GPL-2.0 license","url":"https://github.com/woo3113/openbgi-eve-kr/blob/main/LICENSE"},{"label":"GitHub releases page; no public release was listed as checked 2026-10-16","url":"https://github.com/woo3113/openbgi-eve-kr/releases"},{"label":"GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/woo3113/openbgi-eve-kr/languages"},{"label":"Current primary README","url":"https://github.com/woo3113/openbgi-eve-kr/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/woo3113/openbgi-eve-kr"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4582472,"Java":216469,"Python":44046,"JavaScript":26422,"Makefile":11528,"HTML":4383,"CMake":1627,"Shell":638,"PowerShell":458},"source_url":"https://api.github.com/repos/woo3113/openbgi-eve-kr/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openbios-openfirmware","title":"OpenBIOS","game":"Proprietary IEEE 1275 Open Firmware implementations","platform":"Open Firmware-compatible systems and emulated platforms supported by the project; verify CPU/platform configuration in the source docs.","kind":"Reimplementation","status":"Active; the GitHub project published a release tagged “latest” on 2026-07-04 and is not archived.","summary":"An open-source implementation of IEEE 1275 Open Firmware that supplies boot firmware for supported hardware/emulator targets. It is distinct from the catalog’s already-listed Neo Geo OpenBIOS and from the OpenBIOS code embedded in the already-listed PCSX-Redux repository.","project_url":"https://github.com/openbios/openbios","updated":"2026-10-16","strategy":"Open Firmware standard reimplementation","language":"","source_available":"Public GPL-2.0 source.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"IEEE 1275 Open Firmware implementation","target_type":"Software","sources":[{"label":"OpenBIOS project repository and README","url":"https://github.com/openbios/openbios"},{"label":"Latest OpenBIOS release","url":"https://github.com/openbios/openbios/releases/tag/latest"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/openbios/openbios/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2481565,"Forth":310201,"Assembly":134715,"XSLT":26248,"Shell":13138,"C++":11661},"source_url":"https://api.github.com/repos/openbios/openbios/languages","evidence":"Official GitHub REST language endpoint reports C as largest, with a substantial Forth implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"black-white-2001-openblack-engine","title":"openblack: Black & White Engine Reimplementation","game":"Black & White (2001)","platform":"Windows, Linux, macOS, Android, WebAssembly","kind":"Reimplementation","status":"Experimental. The README says current builds can require patches and effort and may not launch; original game assets must be supplied by the user.","summary":"Modern C++ open-source reimplementation of the Black & White game engine, with OpenGL and Vulkan rendering. The project documents builds for desktop platforms, Android, and WebAssembly; it does not distribute the original game data.","project_url":"https://github.com/openblack/openblack","updated":"2026-10-15","strategy":"Reverse-engineered game-engine reimplementation with OpenGL/Vulkan rendering","language":"","source_available":"Public GPL-3.0 source; requires the user’s original Black & White assets, which are not provided.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Open-source game engine for Black & White (2001)","target_type":"Game","sources":[{"label":"Project README: scope, supported build targets, experimental status, and original-asset requirement","url":"https://github.com/openblack/openblack#readme"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/openblack/openblack/languages"}],"media":[{"kind":"image","label":"Black & White engine reimplementation screenshot embedded in the OpenBlack README","url":"https://user-images.githubusercontent.com/32263167/184559293-56cfc6a7-a7da-4876-8fce-434ba8827eae.png","preview_url":"https://user-images.githubusercontent.com/32263167/184559293-56cfc6a7-a7da-4876-8fce-434ba8827eae.png","source_url":"https://github.com/openblack/openblack","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6115365,"Java":212457,"CMake":109538,"Python":20615,"Scala":14935,"SuperCollider":2889,"C":1878,"Shell":1527,"Objective-C++":953},"source_url":"https://api.github.com/repos/openblack/openblack/languages","evidence":"GitHub's official Languages REST endpoint reports 6,115,365 bytes of C++ as the largest total (94.4% of 6,480,157 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openbmc","title":"OpenBMC","game":"Vendor BMC firmware","platform":"BMC-enabled servers, top-of-rack switches and RAID appliances for machine targets in the official supported-machines list; support maturity differs by platform.","kind":"Reimplementation","status":"Active; latest repository release v2.18.0 was published 2025-05-30, while the source tree continued to update through 2026-10-16.","summary":"A Linux distribution and firmware stack for baseboard management controllers. It builds flashable management-controller images for named board targets; the project warns that a listed machine only indicates contributed code and does not promise a particular level of functionality or support.","project_url":"https://github.com/openbmc/openbmc","updated":"2026-10-16","strategy":"BMC firmware distribution and implementation","language":"","source_available":"Public source across the OpenBMC tree and its component repositories; licensing varies by component and GitHub reports no single repository SPDX license.","first_found":"2026-10-16","project_started":null,"programming_language":"BitBake","subtype":"Server BMC firmware","target_type":"Software","sources":[{"label":"OpenBMC README: image build and hardware support caveats","url":"https://github.com/openbmc/openbmc/blob/master/README.md"},{"label":"OpenBMC supported machine list and maturity disclaimer","url":"https://github.com/openbmc/openbmc/blob/master/meta-phosphor/docs/supported-machines.md"},{"label":"OpenBMC v2.18.0 release","url":"https://github.com/openbmc/openbmc/releases/tag/2.18.0"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/openbmc/openbmc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"BitBake","breakdown":{"BitBake":10845455,"Python":8700984,"Shell":2098866,"HTML":1472294,"C":491461,"Perl":293028},"source_url":"https://api.github.com/repos/openbmc/openbmc/languages","evidence":"Official GitHub REST language endpoint reports BitBake recipes as the largest category; this is the repo-wide build/recipe language, not the language of every runtime component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openbrcm-broadcom-43xx-wifi-driver","title":"OpenBRCM (Broadcom 43xx Linux Wi-Fi driver)","game":"Broadcom BCM4352 PCIe SoftMAC Wi-Fi controller (PCI ID 14e4:43b1) and related 43xx hardware","platform":"Out-of-tree Linux kernel driver using mac80211/cfg80211, BCMA, and firmware-loader APIs. The MVP target is BCM4352 on kernel 7.x; upstream says Linux 6.12 build compatibility is pending.","kind":"Reimplementation","status":"Early implementation; no tagged release. The README identifies BCM4352 (14e4:43b1) as the MVP device and reports hardware-proven isolated firmware, initialization, and DMA tests. At the checked revision, RX frame completion and interface bring-up remain unproven, 5 GHz and interface bring-up are disabled, and it is not a complete usable Wi-Fi driver. The latest source push in GitHub metadata was 2026-09-28.","summary":"A Linux kernel driver written from scratch for Broadcom 43xx PCIe SoftMAC controllers, intended to replace functionality in a proprietary hybrid driver. The upstream explicitly calls it clean-room and says implementation is derived from a separate reverse-engineering specification and public silicon behavior, with no code copied from the proprietary blob or other drivers. Its current hardware validation is limited to isolated subsystems.","project_url":"https://github.com/0x00000109/OpenBRCM","updated":"2026-10-16","strategy":"Upstream-declared clean-room Linux driver implementation based on a separate reverse-engineering specification and public silicon documentation; no proprietary driver code is included according to its provenance policy.","language":"","source_available":"Public source under GNU General Public License version 2 only (GPL-2.0-only).","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Broadcom PCIe SoftMAC Wi-Fi kernel driver","target_type":"Software","sources":[{"label":"Maintainer README: target controller, kernel target, current status and known gaps","url":"https://github.com/0x00000109/OpenBRCM"},{"label":"Upstream clean-room provenance policy","url":"https://github.com/0x00000109/OpenBRCM/blob/main/docs/provenance.md"},{"label":"GPL-2.0-only license text","url":"https://github.com/0x00000109/OpenBRCM/blob/main/COPYING"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/0x00000109/OpenBRCM"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":357325,"Python":73776,"Shell":23666,"TypeScript":15251,"Makefile":2736},"source_url":"https://api.github.com/repos/0x00000109/OpenBRCM/languages","evidence":"GitHub's official repository Languages endpoint reports C as predominant (357,325 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opencalc-windows-95-calculator-reimplementation","title":"OpenCalc (Windows 95 Calculator reimplementation)","game":"Microsoft Windows 95 Calculator","platform":"Windows desktop (wxDragon) and Linux desktop (GTK4); Linux is documented as native","kind":"Reimplementation","status":"Version 1.1.10; GitHub release Release_09_13_2026 was published 2026-09-13. The README describes a from-scratch implementation with no legacy Microsoft code, and the release notes include compatibility fixes and a financial mode. The project adds features beyond the original calculator, so compatibility is behavioral rather than a claim of binary equivalence.","summary":"A Rust implementation of the Windows 95 Calculator interaction model and appearance for current desktop systems. The project documents reverse-engineering of observable calculator behavior, then an independent expression parser and added features such as history, graphing, localization, and high-DPI rendering; it explicitly says the implementation contains no legacy code.","project_url":"https://github.com/NullMagic2/OpenCalc","updated":"2026-10-16","strategy":"Independent, from-scratch behavioral reimplementation informed by reverse-engineering the original calculator’s observable input and calculation behavior; no Microsoft source or legacy code is claimed.","language":"","source_available":"Public MIT-licensed source. The project describes itself as an independent reimplementation and says it contains no legacy code; it is not affiliated with Microsoft.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Desktop calculator application reimplementation","target_type":"Software","sources":[{"label":"Project README: scope, platforms, implementation method, and behavior notes","url":"https://github.com/NullMagic2/OpenCalc"},{"label":"Cargo manifest: package version, Rust implementation, and MIT license","url":"https://github.com/NullMagic2/OpenCalc/blob/main/Cargo.toml"},{"label":"Latest published release v1.1.10","url":"https://github.com/NullMagic2/OpenCalc/releases/tag/Release_09_13_2026"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":815441,"Python":98890,"Shell":7876,"Batchfile":2950},"source_url":"https://api.github.com/repos/NullMagic2/OpenCalc/languages","evidence":"GitHub's official repository Languages endpoint reports Rust as the largest source total (815,441 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"captive-opencaptive-reimplementation","title":"OpenCaptive: Captive Reimplementation","game":"Captive (1990)","platform":"DOS game data (with Amiga and Atari ST data analysis) → Windows x64, Linux x86-64, macOS arm64, Android, and iOS","kind":"Reimplementation","status":"Actively developed; the maintainer lists release v1.1.126 and describes a playable DOS-based compatibility runtime with verified data, combat, audio, map generation, saves, and rendering. The currently verified navigation stops at the real Mission 0001 route-selection boundary; Amiga data is verified but not yet exposed as playable, and Atari ST support is analysis-only.","summary":"A C/SDL3 source-faithful reimplementation of Captive. It uses hash-verified, user-supplied original files and the maintainer compares behavior with the original DOSBox-X runtime; it does not bundle the commercial game data.","project_url":"https://github.com/yeager/OpenCaptive","updated":"2026-10-15","strategy":"Source-faithful reimplementation with a DOS compatibility runtime","language":"English, Swedish, German, French, Spanish, Italian, and 13 additional languages","source_available":"Public MIT-licensed C source and releases; user supplies the original game data","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Multi-platform classic PC game reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: release, behavior, host packages, and current Captive status","url":"https://github.com/yeager/OpenCaptive/blob/main/README.md"},{"label":"Maintainer README: original data formats and supported source versions","url":"https://github.com/yeager/OpenCaptive/blob/main/README.md#supported-game-data"},{"label":"Maintainer releases","url":"https://github.com/yeager/OpenCaptive/releases"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/yeager/OpenCaptive/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2229772,"C++":283010,"CMake":40078,"Shell":15236,"Objective-C":9269,"Python":5501},"source_url":"https://api.github.com/repos/yeager/OpenCaptive/languages","evidence":"GitHub's official Languages REST endpoint reports 2,229,772 bytes of C as the largest total (86.3% of 2,582,866 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"liberation-captive-2-opencaptive-reimplementation","title":"OpenCaptive: Liberation: Captive 2 Reimplementation","game":"Liberation: Captive 2 (1993)","platform":"Amiga CD32 and Amiga OCS/AGA game data → Windows x64, Linux x86-64, macOS arm64, Android, and iOS","kind":"Reimplementation","status":"Actively developed and distributed in the shared OpenCaptive v1.1.126 release. CD32/Amiga data formats, presentation, and city-system slices are reported verified; the full campaign and original gameplay parity remain in progress.","summary":"The Liberation: Captive 2 branch of the C/SDL3 OpenCaptive reimplementation. Its shared runtime includes reconstructed city generation, dialogue, shops, and other systems, but the maintainer explicitly does not claim a complete playable campaign or parity yet. Original data is user-supplied.","project_url":"https://github.com/yeager/OpenCaptive","updated":"2026-10-15","strategy":"Source-faithful reimplementation with reconstructed game systems","language":"English, Swedish, German, French, Spanish, Italian, and 13 additional languages","source_available":"Public MIT-licensed C source and shared releases; user supplies the original CD32/Amiga game data","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Multi-platform classic game reimplementation; shares codebase with Captive record","target_type":"Game","sources":[{"label":"Maintainer README: Liberation status and shared host packages","url":"https://github.com/yeager/OpenCaptive/blob/main/README.md"},{"label":"Maintainer README: verified Liberation data formats","url":"https://github.com/yeager/OpenCaptive/blob/main/README.md#supported-game-data"},{"label":"Maintainer releases shared with Captive record","url":"https://github.com/yeager/OpenCaptive/releases"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/yeager/OpenCaptive/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2229772,"C++":283010,"CMake":40078,"Shell":15236,"Objective-C":9269,"Python":5501},"source_url":"https://api.github.com/repos/yeager/OpenCaptive/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (2,229,772 bytes; 2,582,866 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"halo-combat-evolved-opence-android","title":"OpenCE Ports — Halo: Combat Evolved Android","game":"Halo: Combat Evolved","platform":"Original Xbox → Android (64-bit ARM)","kind":"Decompilation","status":"The official repository publishes Android release/debug ZIPs containing an APK. It requires Android 9+ and 64-bit ARM; the README lists the campaign and touch/gyro controls as working, while warning that 16 KB memory-page kernels cannot run it and some Vulkan shaders appear late. No named Android device is listed.","summary":"Android port on the existing OpenCE Ports repository, separate from its cataloged Switch target. Xbox build 2342 code from the decompilation is compiled for ARM; Vulkan is the default renderer with OpenGL ES 3 fallback. Users provide an Xbox ISO/XISO of any region, which is unpacked on first launch.","project_url":"https://github.com/thelinkin3000/halo-ce-universal","updated":"2026-10-15","strategy":"Xbox decompilation compiled for native ARM64 with Android Vulkan/OpenGL ES graphics and app/input integration.","language":"","source_available":"Public source repository (GitHub)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android target distinct from the same repository's Nintendo Switch target","target_type":"Game","sources":[{"label":"Maintainer README: Android target, status, controls and supported data","url":"https://github.com/thelinkin3000/halo-ce-universal"},{"label":"Maintainer releases containing Android packages","url":"https://github.com/thelinkin3000/halo-ce-universal/releases"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/thelinkin3000/halo-ce-universal"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20391268,"Python":986667,"Java":148477,"C++":137156,"JavaScript":122210,"Assembly":38556,"GLSL":31413,"Makefile":28344,"Pascal":21509,"CSS":7664,"Shell":7259,"HTML":6226,"DIGITAL Command Language":3784,"Roff":3280,"CMake":2227,"SAS":1817,"Module Management System":1548,"Linker Script":731,"Batchfile":58},"source_url":"https://api.github.com/repos/thelinkin3000/halo-ce-universal/languages","evidence":"Official GitHub REST Languages API breakdown for thelinkin3000/halo-ce-universal: source-code byte counts are {\"Assembly\": 38556, \"Batchfile\": 58, \"C\": 20391268, \"C++\": 137156, \"CMake\": 2227, \"CSS\": 7664, \"DIGITAL Command Language\": 3784, \"GLSL\": 31413, \"HTML\": 6226, \"Java\": 148477, \"JavaScript\": 122210, \"Linker Script\": 731, \"Makefile\": 28344, \"Module Management System\": 1548, \"Pascal\": 21509, \"Python\": 986667, \"Roff\": 3280, \"SAS\": 1817, \"Shell\": 7259}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"even-realities-opencfw-g2-r1-firmware-re","title":"openCFW: Even Realities G2 and R1 Firmware Decompilation Project","game":"Even Realities G2 smart-glasses firmware `s200_v2.2.6.10` and R1 ring firmware `2.2.6.0009`","platform":"Even Realities G2 glasses/charging case and R1 smart ring; multiple MCUs and auxiliary controllers (Cortex-M55/M4, ARC, C-SKY, PSoC, STM32)","kind":"Decompilation","status":"The maintainer’s status section says that neither complete pseudocode coverage nor byte-identical source rebuilding has been achieved for either device. Repository activity continued through 2026-10-15; no GitHub releases are listed. README and NOTICE disagree about whether official firmware payloads are tracked in the current tree, and the README warns that the history contains roughly 108.6 MB of vendor-derived artifacts; treat the repository provenance boundary as unresolved.","summary":"A source-controlled decompilation and rebuild research project covering two Even Realities products: G2 firmware bundle `s200_v2.2.6.10` (six payloads) and R1 application `2.2.6.0009` plus bootloader/UICR. It provides hardware notes, decompilation corpora, build/rebuild workflows, and provenance records, but the project explicitly says no payload is yet rebuilt from source byte-for-byte. This is a work-in-progress, not a completed open firmware release.","project_url":"https://github.com/kalanihelekunihi/evenRealities-openCFW","updated":"2026-10-16","strategy":"Version-locked, pseudocode-first decompilation and source-rebuild workflow with exact-byte comparison gates for G2 and R1 firmware","language":"","source_available":"Repository-authored code and documentation without a more specific license are MIT; third-party components retain their own licenses. Vendor firmware is not covered by MIT. The README says versioned official mirrors are tracked while NOTICE says official proprietary payloads are not tracked, so current-tree distribution boundaries need review; no source-complete payload has been produced.","first_found":"2026-10-16","project_started":"2026-03-03","programming_language":"C","subtype":"Smart-glasses and smart-ring firmware decompilation/rebuild research","target_type":"Software","sources":[{"label":"Maintainer README: exact G2/R1 firmware targets, source-rebuild gates, current status, and history warning","url":"https://github.com/kalanihelekunihi/evenRealities-openCFW#readme"},{"label":"Maintainer licensing boundary and artifact/provenance statement","url":"https://github.com/kalanihelekunihi/evenRealities-openCFW/blob/main/NOTICE"},{"label":"Official GitHub repository metadata: project dates and MIT repository license classification","url":"https://api.github.com/repos/kalanihelekunihi/evenRealities-openCFW"},{"label":"GitHub Releases page; no releases listed when checked 2026-10-16","url":"https://github.com/kalanihelekunihi/evenRealities-openCFW/releases"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/kalanihelekunihi/evenRealities-openCFW/languages"},{"label":"Current primary README","url":"https://github.com/kalanihelekunihi/evenRealities-openCFW/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":115289396,"Python":44708769,"Assembly":10129147,"Makefile":1724691,"Linker Script":1321860,"SWIG":900237,"HTML":734823,"Java":389155,"Shell":211800,"C++":135020,"GCC Machine Description":123982,"JavaScript":49547,"M4":9057,"CMake":5314,"Perl":4611,"Meson":3872,"GDB":1443},"source_url":"https://api.github.com/repos/kalanihelekunihi/evenRealities-openCFW/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openclaw-captain-claw-reimplementation","title":"OpenClaw: Captain Claw Reimplementation","game":"Captain Claw (1997)","platform":"Windows PC → Windows, Linux, macOS, Android, and browser via Emscripten/WebAssembly","kind":"Reimplementation","status":"The README documents a playable Emscripten build and says the game runs on Android, although Android deployment instructions were incomplete. The repository is not marked archived, but its last push was 2022-10-24; current maintenance and compatibility beyond the documented builds are unverified.","summary":"A from-scratch C++ reimplementation of Captain Claw using SDL2 and Box2D. The executable uses the original game's CLAW.REZ data archive, which users provide; the repository documents desktop, Android, and WebAssembly builds and notes browser audio limitations.","project_url":"https://github.com/pjasicek/OpenClaw","updated":"2026-10-15","strategy":"From-scratch native game reimplementation with original data files","language":"","source_available":"Public GPL-3.0 source; requires the user's original CLAW.REZ game archive","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Multiplatform PC game reimplementation and WebAssembly port","target_type":"Game","sources":[{"label":"Maintainer README: from-scratch implementation, platforms, and game-data requirement","url":"https://github.com/pjasicek/OpenClaw/blob/master/README.md"},{"label":"GitHub repository: license, source, and activity state","url":"https://github.com/pjasicek/OpenClaw"},{"label":"GitHub repository API: last push observed 2022-10-24","url":"https://api.github.com/repos/pjasicek/OpenClaw"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/pjasicek/OpenClaw/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4743960,"C":3895807,"Objective-C":89816,"CMake":54717,"C#":27410,"HTML":10746,"M":9314,"Shell":6590,"Lua":1537,"Makefile":408},"source_url":"https://api.github.com/repos/pjasicek/OpenClaw/languages","evidence":"GitHub's official language endpoint for https://github.com/pjasicek/OpenClaw reports 4,743,960 bytes of C++, the largest language total (53.7% of 8,840,305 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openclicknp-clicknp-fpga-network-framework","title":"OpenClickNP (ClickNP reimplementation for FPGA network applications)","game":"ClickNP: Highly Flexible and High-performance Network Processing with Reconfigurable Hardware (ACM SIGCOMM 2016)","platform":"ClickNP DSL/network-processing system → AMD/Xilinx Alveo U50; software emulation, SystemC, and Verilator backends are also documented. Physical FPGA flow uses Vitis/Vivado/XRT tooling.","kind":"Reimplementation","status":"The first public v0.1 release was published 2026-05-06; GitHub records the last source push on 2026-05-28. The README reports a compiler, runtime, 123 elements, and 47 end-to-end applications passing U50 place-and-route at 322 MHz; these are project-reported results, not independently rerun in this discovery pass.","summary":"An FPGA programming framework implementing the system described in the 2016 ClickNP paper. It compiles a DSL graph of network-processing elements to HLS C++, software emulation, SystemC, Verilator, and Alveo U50 hardware targets. The software compiler and emulator can be built without an FPGA; full hardware synthesis depends on the vendor toolchain and board.","project_url":"https://github.com/bojieli/OpenClickNP","updated":"2026-05-28","strategy":"Project-described clean-room implementation based on the published SIGCOMM 2016 paper as its specification; implements a DSL compiler, runtime, element library, and multiple simulation/hardware backends.","language":"","source_available":"Public Apache-2.0 source. The project says its implementation is written from the published paper; physical FPGA synthesis and execution require AMD/Xilinx board/toolchain components with their own terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA network-processing compiler and runtime framework","target_type":"Software","sources":[{"label":"Project README, implementation scope, status, and clean-room method claim","url":"https://github.com/bojieli/OpenClickNP#readme"},{"label":"Authors' final report and reported measurements","url":"https://github.com/bojieli/OpenClickNP/blob/main/FINAL_REPORT.md"},{"label":"OpenClickNP v0.1 release","url":"https://github.com/bojieli/OpenClickNP/releases/tag/v0.1"},{"label":"Apache-2.0 license","url":"https://github.com/bojieli/OpenClickNP/blob/main/LICENSE"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/bojieli/OpenClickNP"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/bojieli/OpenClickNP/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":426379,"Shell":48812,"CMake":23480,"C":17566,"Verilog":14600,"Tcl":9595},"source_url":"https://api.github.com/repos/bojieli/OpenClickNP/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 426,379 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"microsoft-openclon12","title":"OpenCLOn12","game":"OpenCL 1.2 software using Direct3D 12","platform":"OpenCL 1.2 → Direct3D 12 (Windows)","kind":"API Translation","status":"Experimental and not certified conformant. The README says the OpenCL 1.2 API is fully implemented, but the project has not passed all conformance tests on a single underlying implementation.","summary":"Microsoft's mapping layer implements the OpenCL 1.2 API on top of Direct3D 12 and can load through an existing OpenCL ICD loader. It is also distributed as part of Microsoft's Universal D3D Mapping Layers package.","project_url":"https://github.com/microsoft/OpenCLOn12","updated":"2026-10-15","strategy":"OpenCL 1.2 mapping to Direct3D 12","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Compute API mapping layer","target_type":"Software","sources":[{"label":"Microsoft project README: API coverage, status, and package context","url":"https://github.com/microsoft/OpenCLOn12#readme"},{"label":"Microsoft project source repository","url":"https://github.com/microsoft/OpenCLOn12"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/microsoft/OpenCLOn12"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1561125,"C":15795,"CMake":3047},"source_url":"https://api.github.com/repos/microsoft/OpenCLOn12/languages","evidence":"GitHub's official language endpoint for https://github.com/microsoft/OpenCLOn12 reports 1,561,125 bytes of C++, the largest language total (98.8% of 1,579,967 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"colin-mcrae-rally-2-3ds-opencmr2-ds","title":"OpenCMR2-ds: Colin McRae Rally 2.0 Nintendo 3DS Port","game":"Colin McRae Rally 2.0 (PC, 2000)","platform":"Windows PC → Nintendo 3DS family (ARM11; CIA or .3dsx homebrew)","kind":"Decompilation","status":"A distinct OpenCMR2 fork for the 3DS. The README says menus and stages run on an Old 3DS CIA and the port is being tuned; New 3DS/2DS is also supported. GitHub Actions currently provides downloadable CIA/3DSX artifacts, while no GitHub release or tag is listed (checked 2026-10-16).","summary":"OpenCMR2-ds ports Colin McRae Rally 2.0’s original PC game code, from the CMR2Decomp-based OpenCMR2 project, to the Nintendo 3DS ARM11. It uses a port-specific renderer for the PICA200 GPU and publishes CIA/3DSX homebrew builds. The fork requires the user’s own installed PC game data and DSP firmware for sound; it is not an emulator.","project_url":"https://github.com/0zaRu/OpenCMR2-3ds","updated":"2026-10-16","strategy":"Native 3DS port forked from the OpenCMR2 port built on CMR2Decomp","language":"","source_available":"Public GPL-3.0 source and GitHub Actions CIA/3DSX artifacts; user supplies the original installed PC game data and DSP firmware. No GitHub release/tag was listed when checked on 2026-10-16.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native Nintendo 3DS homebrew port of the CMR2Decomp-based OpenCMR2 project","target_type":"Game","sources":[{"label":"Maintainer README: OpenCMR2 fork lineage, ARM11/PICA200 target, 3DS status, data requirements, build and install steps","url":"https://github.com/0zaRu/OpenCMR2-3ds"},{"label":"GitHub repository metadata: fork parent, GPL-3.0 license and latest update","url":"https://api.github.com/repos/0zaRu/OpenCMR2-3ds"},{"label":"GitHub Actions build workflow for CIA/3DSX artifacts","url":"https://github.com/0zaRu/OpenCMR2-3ds/actions/workflows/build.yml"},{"label":"GitHub Releases endpoint; no releases listed when checked 2026-10-16","url":"https://api.github.com/repos/0zaRu/OpenCMR2-3ds/releases"},{"label":"GitHub tags endpoint; no tags listed when checked 2026-10-16","url":"https://api.github.com/repos/0zaRu/OpenCMR2-3ds/tags"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/0zaRu/OpenCMR2-3ds/languages"},{"label":"Parent OpenCMR2 port in the current catalog","url":"https://github.com/pablocpas/OpenCMR2"},{"label":"Matching Colin McRae Rally 2.0 decompilation source","url":"https://github.com/pablocpas/CMR2Decomp"}],"media":[{"kind":"image","label":"OpenCMR2-ds project logo","url":"https://raw.githubusercontent.com/0zaRu/OpenCMR2-3ds/main/docs/logo.jpeg","preview_url":"https://raw.githubusercontent.com/0zaRu/OpenCMR2-3ds/main/docs/logo.jpeg","source_url":"https://github.com/0zaRu/OpenCMR2-3ds/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"OpenCMR2-ds 3DS rally stage gameplay animation","url":"https://raw.githubusercontent.com/0zaRu/OpenCMR2-3ds/main/docs/media/3ds-stage.gif","preview_url":"https://raw.githubusercontent.com/0zaRu/OpenCMR2-3ds/main/docs/media/3ds-stage.gif","source_url":"https://github.com/0zaRu/OpenCMR2-3ds/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"OpenCMR2-ds Nintendo 3DS menu screenshot","url":"https://raw.githubusercontent.com/0zaRu/OpenCMR2-3ds/main/docs/media/3ds-menu.png","preview_url":"https://raw.githubusercontent.com/0zaRu/OpenCMR2-3ds/main/docs/media/3ds-menu.png","source_url":"https://github.com/0zaRu/OpenCMR2-3ds/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5790767,"C":333900,"Python":162786,"CMake":33847,"Kotlin":28420,"GLSL":12671,"Shell":3937},"source_url":"https://api.github.com/repos/0zaRu/OpenCMR2-3ds/languages","evidence":"Exact byte totals retrieved from GitHub’s official Languages API with gh api on 2026-10-16. The exact GitHub Languages API reports C++ as the largest language category; this is the 3DS fork’s own map.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opencod2-call-of-duty-2-engine-reconstruction","title":"opencod2 (Call of Duty 2 engine reconstruction)","game":"Call of Duty 2","platform":"Call of Duty 2 engine behavior → 32-bit x86 Linux client/server and Windows x86 client/server builds.","kind":"Reimplementation","status":"Work in progress; the README says the reconstruction builds and boots but is incomplete, may crash, and is not yet a finished or playable port. Repository last push checked was 2026-09-15; no release is listed.","summary":"An independent source-level reconstruction of the Call of Duty 2 engine. It distributes no game content and requires files from a legally owned copy; the repository does not publish reuse terms.","project_url":"https://github.com/opencod2/opencod2","updated":"2026-10-16","strategy":"Source-level engine reconstruction from decompiler-faithful code","language":"","source_available":"Public source repository; no license file or reuse terms were detected. No maps, models, sounds, or game archives are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PC game-engine reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: incomplete status, build targets, and required user-supplied content","url":"https://github.com/opencod2/opencod2/blob/main/README.md"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/opencod2/opencod2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":15853398,"Assembly":1071788,"C++":201024,"CMake":61987,"HTML":22982,"JavaScript":8858,"Objective-C":5958,"Batchfile":4170},"source_url":"https://api.github.com/repos/opencod2/opencod2/languages","evidence":"Official GitHub Languages endpoint; C has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opencomposite-openvr-openxr-bridge","title":"OpenComposite (OpenVR-to-OpenXR bridge)","game":"SteamVR/OpenVR applications on OpenXR runtimes (multi-title)","platform":"SteamVR OpenVR applications → selected OpenXR runtime; Windows and Linux/Proton setup are documented, with headset/runtime compatibility varying by title","kind":"API Translation","status":"The upstream OpenXR branch received its latest confirmed source commit on 2025-07-21. Its README says most OpenVR interfaces are implemented and many SteamVR games run, while unsupported interface versions and missing features can still cause failures; title compatibility varies.","summary":"An OpenVR compatibility implementation that forwards application calls to an OpenXR runtime, allowing some SteamVR/OpenVR titles to run without SteamVR. This is a VR API bridge, not an emulator and not the reverse Oculus-to-OpenVR bridge provided by Revive. The catalog entry refers specifically to the upstream OpenXR branch; the README documents incomplete interface coverage and title-specific limitations.","project_url":"https://gitlab.com/znixian/OpenOVR","updated":"2025-07-21","strategy":"OpenVR API implementation forwarded to an OpenXR runtime","language":"","source_available":"Public source repository; bundled components have separate license notices in the upstream README","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"VR runtime API compatibility bridge","target_type":"Software","sources":[{"label":"Canonical upstream GitLab project and OpenXR branch README","url":"https://gitlab.com/znixian/OpenOVR/-/tree/openxr"},{"label":"OpenXR branch README: API direction, platform setup, limitations, and compatibility notes","url":"https://gitlab.com/znixian/OpenOVR/-/raw/openxr/README.md"},{"label":"Latest confirmed OpenXR-branch source commit (2025-07-21)","url":"https://gitlab.com/znixian/OpenOVR/-/commit/cff07db75c4823afe93ed7027b03d5f7bc86f164"},{"label":"GitLab repository API metadata","url":"https://gitlab.com/api/v4/projects/7491305"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/7491305/languages","evidence":"The canonical upstream GitLab Languages API reports C++ 95.74%; C 3.19%; Python 0.46%; CMake 0.30%; and C# 0.28%. The GitHub Languages API is inapplicable; no GitHub language data is claimed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openconnect-vpn-protocol-implementation","title":"OpenConnect (multi-protocol SSL VPN client)","game":"Cisco AnyConnect and other commercial SSL VPN protocols","platform":"Linux, Android, macOS, Windows, and BSD/Solaris-family Unix platforms, with platform support depending on the tunnel driver and package.","kind":"Reimplementation","status":"Active; OpenConnect 9.21 was released on 2026-06-16, and the upstream GitLab repository continued to receive changes in October 2026. It supports Cisco AnyConnect, Juniper Network Connect, Pulse/Ivanti, Palo Alto GlobalProtect, F5, Fortinet, and Array protocols. Upstream documents gaps, including incomplete Pulse authentication options and no Pulse Host Checker/TNCC support. No specific vendor-client version is declared as the compatibility target.","summary":"An open-source VPN client created to interoperate with Cisco AnyConnect and extended to several other commercial SSL VPN protocols. The project describes the supported protocols and their deficiencies and states that it is not affiliated with the vendors. The reviewed project sources do not claim clean-room development.","project_url":"https://gitlab.com/openconnect/openconnect","updated":"2026-10-16","strategy":"Multi-protocol VPN protocol implementation for interoperability; no clean-room statement found in the reviewed upstream materials.","language":"","source_available":"Public source under GNU Lesser General Public License version 2.1.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-protocol SSL VPN client","target_type":"Software","sources":[{"label":"Maintainer README: target VPN protocols and LGPL 2.1 license","url":"https://gitlab.com/openconnect/openconnect/-/blob/master/README.md"},{"label":"Official protocol support and documented deficiencies","url":"https://www.infradead.org/openconnect/protocols.html"},{"label":"OpenConnect 9.21 release notes (published 2026-06-16)","url":"https://gitlab.com/openconnect/openconnect/-/releases/v9.21"},{"label":"Official supported-platform and package information","url":"https://www.infradead.org/openconnect/packages.html"},{"label":"LGPL 2.1 license file","url":"https://gitlab.com/openconnect/openconnect/-/blob/master/COPYING.LGPL"},{"label":"GitLab repository metadata checked 2026-10-16","url":"https://gitlab.com/api/v4/projects/openconnect%2Fopenconnect"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/openconnect%2Fopenconnect/languages","evidence":"GitLab's official Languages endpoint reports C as predominant at 75.50%. The endpoint provides percentages rather than byte counts, so no byte breakdown is recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opencrystalcaves","title":"OpenCrystalCaves","game":"Crystal Caves trilogy","platform":"DOS → Windows/Linux/macOS","kind":"Reimplementation","status":"Episode 1 is playable; the project reimplements the Crystal Caves trilogy and requires original game data for episodes not included with the shareware release.","summary":"Open-source C++20 reimplementation of the Crystal Caves game engine and trilogy. The repository provides the shareware episode; other original game data is not included.","project_url":"https://github.com/OpenCrystalCaves/OpenCrystalCaves","updated":"2026-10-15","strategy":"Native game engine reimplementation","language":"","source_available":"Public C++ source repository; shareware episode is included and other original game data is required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-title engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer repository README: trilogy scope, playable episode, platforms, and data distribution","url":"https://github.com/OpenCrystalCaves/OpenCrystalCaves"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":785736,"C":45901,"CMake":14083,"Shell":1556},"source_url":"https://api.github.com/repos/OpenCrystalCaves/OpenCrystalCaves/languages","evidence":"Official GitHub REST Languages API breakdown for OpenCrystalCaves/OpenCrystalCaves: source-code byte counts are {\"C\": 45901, \"C++\": 785736, \"CMake\": 14083, \"Shell\": 1556}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opendisplay-macos-display-control-reimplementation","title":"OpenDisplay (macOS display-management alternative)","game":"macOS display-management features and DDC/CI controls for external monitors","platform":"Apple Silicon Macs running macOS 14 Sonoma or later; built-in display APIs and external monitors with DDC/CI support","kind":"Reimplementation","status":"Active pre-1.0 development; the latest GitHub release found is v0.11.6 (2026-10-14), with source activity through 2026-10-14. The project supports display arrangement, resolution/refresh, brightness, colour, and DDC/CI controls, while marking some Labs features as experimental. Monitor-specific DDC/CI support can vary.","summary":"An independent, clean-room macOS display-control application that reimplements common external-monitor management workflows as a free alternative to BetterDisplay, Lunar, and MonitorControl. It uses macOS display APIs and DDC/CI for hardware controls, with a menu-bar UI, CLI, automation, brightness scheduling, and a recovery app. The authors state it is unaffiliated with those products and uses no third-party names, assets, copy, UI, or code.","project_url":"https://github.com/aquitaine/OpenDisplay","updated":"2026-10-16","strategy":"Clean-room implementation of macOS display management and monitor DDC/CI workflows using public system APIs and independently implemented UI and command-line interfaces.","language":"","source_available":"Public source under GPL-3.0; official repository language metadata identifies Swift as the predominant tracked language.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"macOS display-management application","target_type":"Software","sources":[{"label":"Official repository README, scope, requirements, clean-room statement, and license","url":"https://github.com/aquitaine/OpenDisplay"},{"label":"Latest release v0.11.6","url":"https://github.com/aquitaine/OpenDisplay/releases/tag/v0.11.6"},{"label":"Official GitHub source-language byte totals","url":"https://api.github.com/repos/aquitaine/OpenDisplay/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":1461922,"JavaScript":190243,"Shell":15958,"CSS":8285,"HTML":5942,"Makefile":2007},"source_url":"https://api.github.com/repos/aquitaine/OpenDisplay/languages","evidence":"Official GitHub REST Languages endpoint reports Swift as the largest tracked source-language byte total; the repository also tracks JavaScript, Shell, CSS, HTML, and Makefile files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opendmcufirm-wii-u-dmcu-firmware-reimplementation","title":"OpenDMCUFirm Wii U DMCU Firmware Reimplementation","game":"Wii U DMCU firmware","platform":"Wii U display microcontroller (M68HC11-compatible DMCU; Wii mode)","kind":"Reimplementation","status":"Work in progress. The README says the project builds a replacement DMCU firmware image that can be loaded through evWii for Wii mode and warns that issues are expected. It is a reimplementation, not a byte-for-byte decompilation.","summary":"An open C reimplementation of the Wii U display microcontroller firmware, based on reverse engineering and intended to replace the original in Wii mode. The project documents a GCC M68HC11 build and an evWii loading path.","project_url":"https://github.com/GaryOderNichts/OpenDMCUFirm","updated":"2026-10-16","strategy":"Reverse-engineered firmware reimplementation and replacement","language":"","source_available":"Public source repository; no license is declared.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Display microcontroller firmware","target_type":"Software","sources":[{"label":"Project README, firmware target, loading instructions, and WIP notice","url":"https://github.com/GaryOderNichts/OpenDMCUFirm#readme"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/GaryOderNichts/OpenDMCUFirm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":132769,"Dockerfile":634,"Linker Script":8451,"Makefile":6981,"Python":1399},"source_url":"https://api.github.com/repos/GaryOderNichts/OpenDMCUFirm/languages","evidence":"Official GitHub REST Languages API returned {\"C\":132769,\"Dockerfile\":634,\"Linker Script\":8451,\"Makefile\":6981,\"Python\":1399}; C is the unique largest byte-count entry (132769 of 150234 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opendoja-doja-51-runtime-reimplementation","title":"openDoJa (DoJa 5.1 i-appli runtime)","game":"NTT DoCoMo DoJa 5.1 runtime and related i-appli APIs","platform":"DoJa 5.1 Java i-appli JAM files → desktop JVM launcher/runtime; Java 22 or newer is required","kind":"Reimplementation","status":"The latest stable release found is openDoJa v0.2.5 (2026-05-28); the project also publishes a rolling nightly JAR on pushes. GitHub records the last source push on 2026-08-19. The README directs users to report individual JAM applications that fail, rather than claiming full compatibility.","summary":"A desktop-focused runtime/API implementation for DoJa 5.1 i-appli Java applications. It provides a launcher UI and a command-line path to run user-supplied .jam files. The catalog target is the runtime and API layer, distinct from the games that may run on it.","project_url":"https://github.com/GrenderG/openDoJa","updated":"2026-08-19","strategy":"Project-described clean-room implementation of the DoJa 5.1 runtime and related APIs in Java, loading JAM applications on a modern JVM.","language":"","source_available":"Public GPL-3.0 source. The README describes the runtime as clean-room, but does not document an independently segregated clean-room process; this is an author claim, not a legal conclusion. The runtime does not grant rights to proprietary i-appli content or game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Legacy mobile application runtime and compatibility platform","target_type":"Software","sources":[{"label":"Project README, DoJa version, runtime requirements, and JAM usage","url":"https://github.com/GrenderG/openDoJa#readme"},{"label":"openDoJa v0.2.5 release","url":"https://github.com/GrenderG/openDoJa/releases/tag/v0.2.5"},{"label":"GPL-3.0 license","url":"https://github.com/GrenderG/openDoJa/blob/master/LICENSE"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/GrenderG/openDoJa"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/GrenderG/openDoJa/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":4155677,"Shell":2707,"Python":1232},"source_url":"https://api.github.com/repos/GrenderG/openDoJa/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Java is the largest bucket at 4,155,677 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opendsp-4x4-tracks-dsp-control-reimplementation","title":"openDSP-4x4 (t.racks DSP 4x4 Mini Pro editor replacement)","game":"t.racks DSP 4x4 Mini Pro editor and USB-HID control behavior","platform":"Desktop Chrome/Edge on Linux, Windows, or macOS over WebHID; Android 7+ over USB-OTG through the released WebView app. Hardware scope is the t.racks DSP 4x4 Mini Pro.","kind":"Reimplementation","status":"Released v0.2.2 on 2026-06-17; GitHub metadata reports the latest source push on 2026-07-30. The README says the desktop WebHID and Android USB-OTG apps work and have been verified on hardware. It reports routing, gain/mute, 7-band PEQ, crossovers, compressor, gate, delay, presets, meters, and state readback; PEQ Q scaling remains provisional and gate timing is not yet calibrated. The project does not claim complete editor parity.","summary":"An independent controller for the t.racks DSP 4x4 Mini Pro, a four-input/four-output DSP that ships with Windows-only editor software. The maintainer says the control protocol was developed clean-room by observing USB-HID traffic and probing known values, then implemented as a shared protocol with a TypeScript WebHID desktop app and a thin Android USB-host shell. The project documents the wire protocol and does not claim to include vendor code.","project_url":"https://github.com/GlassOnTin/opendsp-4x4","updated":"2026-10-16","strategy":"Clean-room USB-HID protocol recovery by observation and controlled read/write probing, followed by an independent cross-platform control application.","language":"","source_available":"Public source under GNU AGPL-3.0-or-later. The README documents the USB-HID protocol and says the implementation is independent of Thomann.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Desktop and Android control application for professional audio DSP hardware","target_type":"Software","sources":[{"label":"Official README: target, platforms, clean-room protocol method, hardware verification, feature coverage, and remaining gaps","url":"https://github.com/GlassOnTin/opendsp-4x4"},{"label":"Latest GitHub release v0.2.2","url":"https://github.com/GlassOnTin/opendsp-4x4/releases/tag/v0.2.2"},{"label":"Documented USB-HID protocol","url":"https://github.com/GlassOnTin/opendsp-4x4/blob/main/PROTOCOL.md"},{"label":"GNU AGPL-3.0-or-later license","url":"https://github.com/GlassOnTin/opendsp-4x4/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/GlassOnTin/opendsp-4x4"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/GlassOnTin/opendsp-4x4/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":78762,"Svelte":42808,"Kotlin":10942,"CSS":1586,"Shell":903,"HTML":305,"JavaScript":157},"source_url":"https://api.github.com/repos/GlassOnTin/opendsp-4x4/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opendune","title":"OpenDUNE","game":"Dune II: The Building of a Dynasty","platform":"Dune II v1.07 data → Linux, FreeBSD, macOS, Windows, Atari TOS, OS/2 and Haiku","kind":"Reimplementation","status":"The owner README describes a functioning open-source recreation and documents native builds across multiple operating systems; it does not make a byte-identical rebuild claim.","summary":"ANSI C89 open-source recreation of Dune II, requiring original v1.07 game data.","project_url":"https://github.com/OpenDUNE/OpenDUNE","updated":"2026-10-16","strategy":"Native C89 game-engine reimplementation","language":"","source_available":"Public source repository; requires Dune II v1.07 data files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Real-time strategy engine reimplementation","target_type":"Game","sources":[{"label":"Project README: Dune II scope, platforms, implementation and data requirement","url":"https://github.com/OpenDUNE/OpenDUNE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2531284,"C++":34808,"Python":28348,"VBScript":27494,"Assembly":23597,"Shell":13315,"Makefile":5786,"Batchfile":109},"source_url":"https://api.github.com/repos/OpenDUNE/OpenDUNE/languages","evidence":"The official repository language endpoint reports 2,531,284 bytes of C as the largest language total (95.0% of 2,664,741 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openemperor-emperor-rise-middle-kingdom-reimplementation","title":"OpenEmperor (Emperor: Rise of the Middle Kingdom reimplementation)","game":"Emperor: Rise of the Middle Kingdom","platform":"Emperor: Rise of the Middle Kingdom data → native C++/SDL3 app for macOS on Apple Silicon.","kind":"Reimplementation","status":"Early; README lists development version 0.1.0-alpha.2 while the latest tagged release is 0.1.0-alpha.1 (2026-09-19). The current build offers an authored city sandbox, not the original campaigns, economy, or save compatibility; user-supplied game data is required.","summary":"A GPL-3.0 clean-room engine and game-behavior project that reads a player's local Emperor data without bundling the original assets. Current scope is an independently authored sandbox with documented map, file-format, and rendering research, not a completed game port.","project_url":"https://github.com/oliverjessner/OpenEmperor","updated":"2026-10-16","strategy":"Clean-room game engine and data-format reimplementation","language":"","source_available":"Public GPL-3.0-only source; original game assets are not included and remain under their owners' rights.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC game-engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: alpha status, playable sandbox scope, build target, and data policy","url":"https://github.com/oliverjessner/OpenEmperor/blob/main/README.md"},{"label":"Project reverse-engineering notes","url":"https://github.com/oliverjessner/OpenEmperor/tree/main/docs/reverse"},{"label":"Release v0.1.0-alpha.1","url":"https://github.com/oliverjessner/OpenEmperor/releases/tag/v0.1.0-alpha.1"},{"label":"Project license","url":"https://github.com/oliverjessner/OpenEmperor/blob/main/LICENSE"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/oliverjessner/OpenEmperor/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5207559,"Python":164931,"CMake":84921,"Shell":56070,"C":597},"source_url":"https://api.github.com/repos/oliverjessner/OpenEmperor/languages","evidence":"Official GitHub Languages endpoint; C++ has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openemulator-apple-i-ii","title":"OpenEmulator","game":"Apple I and Apple II family computer software","platform":"macOS fully supported; Linux and Windows support are under development","kind":"Emulator","status":"Public source project; latest code push 2025-07-24. README lists Apple I, Replica-1, A-ONE, Apple II, II+, Europlus, and J-Plus configurations; macOS is the only fully supported host.","summary":"Component-based emulator for legacy computer systems, currently documented for Apple I and Apple II configurations. The project describes mounting ROM and disk images as external files; the README does not establish the redistribution status of those images.","project_url":"https://github.com/openemulator/openemulator","updated":"2025-07-24","strategy":"Hardware and firmware emulation","language":"","source_available":"Public source; the project README states GPL-3.0 (COPYING). ROM and disk images are mounted from files and their distribution rights are not specified by the source license.","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C","subtype":"Apple I / Apple II computer emulator","target_type":"Software","sources":[{"label":"Maintainer README with supported machines and host status","url":"https://github.com/openemulator/openemulator"},{"label":"Repository GPL-3.0 licensing statement","url":"https://github.com/openemulator/openemulator/blob/master/COPYING"},{"label":"Repository activity","url":"https://github.com/openemulator/openemulator/commits/master"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":129657,"Objective-C++":113453},"source_url":"https://api.github.com/repos/openemulator/openemulator/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Objective-C is the largest bucket at 129,657 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openenroth-might-and-magic-vii","title":"OpenEnroth","game":"Might and Magic VII: For Blood and Honor","platform":"Windows/Linux/macOS; experimental Android build","kind":"Reimplementation","status":"Active development; Might and Magic VII is the playable target, while VI and VIII are planned. Nightly builds are documented; an original game installation is required.","summary":"Open-source C++ reimplementation of the Might and Magic VI–VIII engine family. The README identifies Might and Magic VII as the playable game and says the other two titles are planned.","project_url":"https://github.com/OpenEnroth/OpenEnroth","updated":"2026-10-15","strategy":"Native engine reimplementation from reverse engineering","language":"","source_available":"Public C++ source repository and nightly builds; original game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-title engine project; Might and Magic VII currently playable","target_type":"Game","sources":[{"label":"Maintainer repository README: game scope, status, platforms, and data requirements","url":"https://github.com/OpenEnroth/OpenEnroth"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5721942,"CMake":119404,"Lua":115224,"C":97637,"Python":34596,"GLSL":22029,"Shell":16423,"Dockerfile":5281,"Java":114},"source_url":"https://api.github.com/repos/OpenEnroth/OpenEnroth/languages","evidence":"Official GitHub REST Languages API breakdown for OpenEnroth/OpenEnroth: source-code byte counts are {\"C\": 97637, \"C++\": 5721942, \"CMake\": 119404, \"Dockerfile\": 5281, \"GLSL\": 22029, \"Java\": 114, \"Lua\": 115224, \"Python\": 34596, \"Shell\": 16423}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openfirma-autofirma-reimplementation","title":"openfirma (AutoFirma Client Reimplementation)","game":"AutoFirma Spanish electronic-signature client (AutoFirma 1.9 is used for some golden comparisons)","platform":"The project documents a Windows, macOS, and Linux desktop target. CI runs on all three; Windows system-certificate signing is compiled but runtime-untested, and the macOS keychain backend currently lists certificates but refuses signing pending tests.","kind":"Reimplementation","status":"Very early, phase 1 per the maintainer README; no GitHub release is listed. The README reports working CAdES/PAdES/XAdES baseline subsets, crosschecks with OpenSSL/qpdf/xmlsec1, and structural golden comparisons with AutoFirma. Real government-site browser integration still lacks its WSS transport; FacturaE and several XAdES shapes are not started.","summary":"An independent Rust reimplementation of the Spanish government’s AutoFirma electronic-signature client. It implements a CLI and GUI over a shared core for selected CAdES, PAdES, XAdES, verification, and certificate-store workflows; the project states that it does not copy AutoFirma Java code. Dual-licensed GPL-2.0-or-later or EUPL-1.1.","project_url":"https://github.com/millaguie/openfirma","updated":"2026-10-16","strategy":"Independent Rust implementation of AutoFirma signing, verification, keystore, and browser-dispatch behavior, with format-level crosschecks and golden comparisons against AutoFirma 1.9.","language":"","source_available":"Public Rust source and documentation; the maintainer declares GPL-2.0-or-later or EUPL-1.1. The project has no GitHub release yet.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Electronic-signature client","target_type":"Software","sources":[{"label":"Maintainer README: target, implementation method, current status, platform limitations, and license","url":"https://github.com/millaguie/openfirma/blob/main/README.md"},{"label":"Maintainer desktop platform matrix","url":"https://github.com/millaguie/openfirma/blob/main/docs/platforms.md"},{"label":"Maintainer validation record: format and compatibility checks","url":"https://github.com/millaguie/openfirma/blob/main/docs/validation.md"},{"label":"Repository GPL-2.0-or-later and EUPL-1.1 license texts","url":"https://github.com/millaguie/openfirma/tree/main/LICENSES"},{"label":"Official GitHub release list; no releases were listed at review time","url":"https://api.github.com/repos/millaguie/openfirma/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1244806,"Python":40240,"Shell":31546,"Java":8631},"source_url":"https://api.github.com/repos/millaguie/openfirma/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Rust is the largest repository-wide tracked byte category (1,244,806 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openfodder","title":"OpenFodder","game":"Cannon Fodder (Amiga and PC releases)","platform":"Amiga/PC → Windows/Linux/BSD/other Unix-like systems and WebGL demos","kind":"Reimplementation","status":"Released native engine/source port; the project reports support for six Amiga demos and three retail releases. The official site offers playable browser demos and the project publishes desktop builds.","summary":"Open-source C++ engine reimplementation/source port for Cannon Fodder. The engine is GPL-licensed; players provide original retail game data, while separately distributed shareware demos are available.","project_url":"https://github.com/OpenFodder/openfodder","updated":"2026-10-15","strategy":"Native engine reimplementation and source port","language":"","source_available":"Public GPL source repository; retail game data is user-supplied and demos are separately available","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-release engine reimplementation with browser demos","target_type":"Game","sources":[{"label":"Maintainer repository README: supported releases, licensing, platforms, and data policy","url":"https://github.com/OpenFodder/openfodder"},{"label":"Official project site: browser demos and current desktop release","url":"https://openfodder.com/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6770403,"C":83265,"CMake":7943,"NSIS":5986,"Batchfile":4645,"Makefile":612},"source_url":"https://api.github.com/repos/OpenFodder/openfodder/languages","evidence":"Official GitHub REST Languages API breakdown for OpenFodder/openfodder: source-code byte counts are {\"Batchfile\": 4645, \"C\": 83265, \"C++\": 6770403, \"CMake\": 7943, \"Makefile\": 612, \"NSIS\": 5986}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openglide-crazii","title":"OpenGLide (crazii clone)","game":"Legacy 3dfx Glide software (multi-title)","platform":"3dfx Glide 2.x/3.x → OpenGL; Windows 9x/ME and later plus Wine, with Windows 9x/ME marked work in progress.","kind":"API Translation","status":"Partial and experimental; the README lists Windows 11 as partially tested and Wine 10.0/10.7 as tested. Glide3x and Napalm work remains testing or in progress, and only a limited game set is listed as tested.","summary":"An upstream-based OpenGLide clone that translates Glide calls to OpenGL and emulates a Voodoo board for legacy Windows games. It documents partial testing and incomplete Glide 3/Napalm features; the listed games do not establish broad compatibility.","project_url":"https://github.com/crazii/openglide","updated":"2026-10-15","strategy":"Glide-to-OpenGL graphics API translation","language":"","source_available":"Public source (LGPL-2.1)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Glide 2.x/3.x compatibility wrapper","target_type":"Software","sources":[{"label":"OpenGLide clone README, tested systems, and status","url":"https://github.com/crazii/openglide"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5438569,"C":1614756,"Shell":88172,"M4":52003,"SWIG":11307,"Makefile":5257,"Batchfile":55},"source_url":"https://api.github.com/repos/crazii/openglide/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository crazii/openglide (repository API ID 999827772, https://github.com/crazii/openglide). The exact response reported 5,438,569 bytes of C++, the largest category, out of 7,210,119 recognized-language bytes (75.4%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opengnm-ps4","title":"OpenGNM","game":"PS4 software using the GNM/GPA API","platform":"Sony PlayStation 4 GNM/GPA API; OpenOrbis PS4 toolchain, with a generic host backend for tests.","kind":"API Translation","status":"Maintainer reports the planned feature set complete, 207 GNM/GPA symbols, 88 passing host tests, and a PS4 firmware 9.00 hardware smoke test. The README also identifies many retail API symbols as stubs; this is not a general retail-game compatibility claim.","summary":"A C library providing Sony SDK ABI-compatible sceGnm*/sceGpa* entry points for PS4 software. Its Orbis backend forwards selected work to firmware-provided libSceGnmDriver functions; a generic host backend emits PM4 packets for testing. It is a console API compatibility library, not a PC runtime for retail PS4 binaries.","project_url":"https://github.com/PS4-OpenGNM/opengnm","updated":"2026-10-15","strategy":"PS4 GNM/GPA ABI-compatible API layer","language":"","source_available":"Public source (MIT)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 4 graphics API compatibility library","target_type":"Software","sources":[{"label":"OpenGNM README and implementation status","url":"https://github.com/PS4-OpenGNM/opengnm"},{"label":"OpenGNM Stack component and validation overview","url":"https://github.com/PS4-OpenGNM/opengnm-stack"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1835226,"Shell":8977,"Makefile":7930,"CMake":5461},"source_url":"https://api.github.com/repos/PS4-OpenGNM/opengnm/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository PS4-OpenGNM/opengnm (repository API ID 1307151511, https://github.com/PS4-OpenGNM/opengnm). The exact response reported 1,835,226 bytes of C, the largest category, out of 1,857,594 recognized-language bytes (98.8%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opengnm-psbc","title":"opengnm-psbc","game":"PS4/PS5 software using SPIR-V shaders (multi-title)","platform":"SPIR-V → PlayStation 4/5 shader binaries; PS5 GFX10.3/RDNA2, PS4 GFX7, and PS4 Pro GFX8 targets.","kind":"API Translation","status":"Unreleased; the README reports support for all eight shader stages and hardware validation of vertex and pixel shaders on a PS4 running firmware 9.00. No GitHub release is listed.","summary":"A reusable C library and CLI that compiles SPIR-V through Mesa NIR and ACO into PS4/PS5 GNM shader binaries. The automated suite checks binary structure for all eight stages; the documented real-hardware rendering validation covers vertex and pixel shaders.","project_url":"https://github.com/PS4-OpenGNM/opengnm-psbc","updated":"2026-10-15","strategy":"SPIR-V-to-console shader binary translation","language":"","source_available":"Public source (MIT)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 4/5 shader compiler","target_type":"Software","sources":[{"label":"opengnm-psbc README and validation notes","url":"https://github.com/PS4-OpenGNM/opengnm-psbc"},{"label":"OpenGNM Stack component and hardware-validation summary","url":"https://github.com/PS4-OpenGNM/opengnm-stack"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17572734,"C++":4048257,"Python":1322655,"Assembly":651006,"Meson":72217,"GLSL":50679,"Makefile":13901,"Objective-C":8066},"source_url":"https://api.github.com/repos/PS4-OpenGNM/opengnm-psbc/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository PS4-OpenGNM/opengnm-psbc (repository API ID 1307151540, https://github.com/PS4-OpenGNM/opengnm-psbc). The exact response reported 17,572,734 bytes of C, the largest category, out of 23,739,515 recognized-language bytes (74.0%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opengoal-jak-and-daxter","title":"OpenGOAL: Jak and Daxter Native PC Port","game":"Jak and Daxter trilogy","platform":"PlayStation 2 → Windows/Linux","kind":"Decompilation","status":"Active; build and play workflow documented","summary":"Decompiles original GOAL code, compiles it with a custom compiler to native x86-64, and requires a user-owned PS2 copy for game assets.","project_url":"https://github.com/open-goal/jak-project","updated":"2026-10-16","strategy":"Recovered GOAL source is compiled with the project’s custom native compiler; this is a decompilation-derived source build.","language":"","source_available":"Public source repository; user-provided original PS2 game files required. GitHub repository metadata reports ISC (ISC License).","first_found":"2026-10-15","project_started":null,"programming_language":"Common Lisp","subtype":"Decompilation-derived native source build","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/open-goal/jak-project"},{"label":"Project README or evidence page","url":"https://github.com/open-goal/jak-project/blob/master/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/open-goal/jak-project"},{"label":"GitHub release v0.3.9 (2026-10-15)","url":"https://github.com/open-goal/jak-project/releases/tag/v0.3.9"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 32c3cf7397; activity evidence only)","url":"https://github.com/open-goal/jak-project/commit/32c3cf73970f885c0a588623208232db72a74a58"}],"media":[{"kind":"video","label":"OpenGOAL Getting Started Tutorial 2023","url":"https://www.youtube.com/watch?v=K84UUMnkJc4","preview_url":"https://i.ytimg.com/vi/K84UUMnkJc4/hqdefault.jpg","source_url":"https://github.com/open-goal/jak-project/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Common Lisp","breakdown":{"Common Lisp":107145429,"C++":20303716,"Python":269700,"Scheme":176524,"GLSL":78378,"CMake":46984,"C":29388,"Assembly":21943,"Emacs Lisp":8391,"Batchfile":4159,"Shell":3635,"Dockerfile":795,"PowerShell":397,"JavaScript":306},"source_url":"https://api.github.com/repos/open-goal/jak-project/languages","evidence":"GitHub's official language endpoint for https://github.com/open-goal/jak-project reports 107,145,429 bytes of Common Lisp, the largest language total (83.6% of 128,089,745 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"opengold-pool-of-radiance","title":"OpenGold: Pool of Radiance Reimplementation","game":"Pool of Radiance","platform":"DOS → Windows/macOS","kind":"Reimplementation","status":"Work in progress; the maintainer documents playable New Phlan and Slums areas, with the full campaign incomplete. Windows and macOS instructions are present.","summary":"C++20/Godot-based reimplementation of the Pool of Radiance game engine. It reads original game data that is not distributed with the project.","project_url":"https://github.com/stdarg/OpenGold","updated":"2026-10-15","strategy":"Native game engine reimplementation","language":"","source_available":"Public source repository; original Pool of Radiance game data required and not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Role-playing game engine reimplementation; campaign incomplete","target_type":"Game","sources":[{"label":"Maintainer repository README: project identity, implementation, playable areas, and data requirements","url":"https://github.com/stdarg/OpenGold"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5249149,"GDScript":845807,"CMake":102820,"Python":43476,"Shell":8348,"Batchfile":2722,"C":1559},"source_url":"https://api.github.com/repos/stdarg/OpenGold/languages","evidence":"Official GitHub REST Languages API breakdown for stdarg/OpenGold: source-code byte counts are {\"Batchfile\": 2722, \"C\": 1559, \"C++\": 5249149, \"CMake\": 102820, \"GDScript\": 845807, \"Python\": 43476, \"Shell\": 8348}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opengothic-gothic-ii","title":"OpenGothic","game":"Gothic II: Night of the Raven","platform":"Windows/Linux/macOS/Android","kind":"Reimplementation","status":"The maintainer describes the Gothic II client as feature-complete and reports that the main quest and expansion can be completed. Gothic I is not an officially supported target; original game data is required.","summary":"Open-source C++ reimplementation of the Gothic II engine and client. It runs the original game data and does not include the commercial assets.","project_url":"https://github.com/Try/OpenGothic","updated":"2026-10-15","strategy":"Reverse-engineered native game engine reimplementation","language":"","source_available":"Public C++ source repository; user-supplied Gothic II game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer repository README: supported game, completion status, platforms, and data requirements","url":"https://github.com/Try/OpenGothic"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2522022,"C":391439,"GLSL":239732,"CMake":34764,"Objective-C++":973,"Nix":763,"Makefile":496,"Batchfile":77},"source_url":"https://api.github.com/repos/Try/OpenGothic/languages","evidence":"Official GitHub REST Languages API breakdown for Try/OpenGothic: source-code byte counts are {\"Batchfile\": 77, \"C\": 391439, \"C++\": 2522022, \"CMake\": 34764, \"GLSL\": 239732, \"Makefile\": 496, \"Nix\": 763, \"Objective-C++\": 973}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openguimo","title":"OpenGuimo","game":"Guimo (DOS, version 2.2)","platform":"DOS game data → Windows, macOS, Linux and Web","kind":"Reimplementation","status":"Work in progress. The project reports implemented levels through the SHIP section; the final boss, score system and ending remain unfinished.","summary":"Godot/GDScript reimplementation of the 1997 DOS platform game Guimo, reverse-engineered from version 2.2 behavior.","project_url":"https://gitlab.com/greyxor/openguimo","updated":"2026-10-16","strategy":"Independent Godot/GDScript game-engine reimplementation","language":"","source_available":"Public source and releases; the user must provide the original Guimo 2.2 guimo.jbc file.","first_found":"2026-10-16","project_started":null,"programming_language":"GDScript","subtype":"DOS game reimplementation","target_type":"Game","sources":[{"label":"Project README: target, engine, supported builds, progress and required game file","url":"https://gitlab.com/greyxor/openguimo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"GDScript","breakdown":{"GDScript":99.45,"GDShader":0.55},"source_url":"https://gitlab.com/api/v4/projects/greyxor%2Fopenguimo/languages","evidence":"The official GitLab Languages endpoint reports percentages for the complete repository; the listed language has the highest reported share. This repository-wide breakdown can include supporting code and tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openipc-camera-firmware","title":"OpenIPC","game":"Proprietary IP-camera firmware","platform":"IP camera SoCs including HiSilicon, Ambarella, Anyka, Fullhan, Goke, GrainMedia, Ingenic, MStar, Novatek, SigmaStar, XiongMai and others; exact board/sensor/build combination must be checked.","kind":"Reimplementation","status":"Active; GitHub source was updated 2026-10-16. The latest GitHub release entry is the nightly build published 2026-05-20; no newer stable release was identified in the repository release list.","summary":"Buildroot-based alternative firmware for supported IP camera hardware. Support is SoC- and board-specific; the project distinguishes the shared firmware tree from board definitions and camera-specific support repositories.","project_url":"https://github.com/OpenIPC/firmware","updated":"2026-10-16","strategy":"Buildroot camera firmware replacement","language":"","source_available":"Public source; the repository is marked MIT, but bundled Buildroot packages, kernels, drivers and firmware components retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"IP-camera alternative firmware","target_type":"Software","sources":[{"label":"Firmware repository README and license","url":"https://github.com/OpenIPC/firmware"},{"label":"OpenIPC supported-device guidance","url":"https://github.com/openipc/wiki/blob/master/en/guide-supported-devices.md"},{"label":"OpenIPC installation guide","url":"https://github.com/openipc/wiki/blob/master/en/installation.md"},{"label":"Latest nightly release","url":"https://github.com/OpenIPC/firmware/releases/tag/nightly"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/OpenIPC/firmware/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6981948,"Shell":785080,"Makefile":404349,"Python":78174,"C++":58454,"Roff":38154},"source_url":"https://api.github.com/repos/OpenIPC/firmware/languages","evidence":"Official GitHub REST language endpoint; C is largest. Build system includes many packages and non-C sources.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"nba-jam-on-fire-openjam-native-pc","title":"OpenJam: NBA Jam: On Fire Edition Native PC Recompilation","game":"NBA Jam: On Fire Edition","platform":"Xbox 360 / XBLA → Windows x86-64","kind":"Recompilation","status":"v1.0 release published 2026-09-26; README reports the recompiled game boots to gameplay and published PS3-format mods install and play. It also lists unresolved graphics/runtime rough edges.","summary":"A ReXGlue-based static recompilation of the Xbox 360 XBLA edition to a native Windows program. The README says the PowerPC game code is translated ahead of time to C++, and the repository contains no game files; the player supplies their legally acquired copy.","project_url":"https://github.com/GTTeancum/OpenJam","updated":"2026-10-16","strategy":"Static recompilation of Xbox 360 PowerPC code to native C++ through ReXGlue, with a native Windows runtime.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Xbox 360 XBLA static recompilation; README notes the Windows build also serves as a reference for a possible original-Xbox port.","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/GTTeancum/OpenJam"},{"label":"v1.0 release","url":"https://github.com/GTTeancum/OpenJam/releases/tag/v1.0"}],"media":[{"kind":"image","label":"NBA Jam: On Fire Edition gameplay screenshot linked in OpenJam README","url":"https://raw.githubusercontent.com/GTTeancum/OpenJam/main/screenshots/ingame_heat_vs_mavs.png","preview_url":"https://raw.githubusercontent.com/GTTeancum/OpenJam/main/screenshots/ingame_heat_vs_mavs.png","source_url":"https://github.com/GTTeancum/OpenJam","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":261817,"C++":197875,"C":6099,"PowerShell":4325,"CMake":2795},"source_url":"https://api.github.com/repos/GTTeancum/OpenJam/languages","evidence":"Exact repository-wide GitHub Languages API byte totals checked 2026-10-16: Python is largest at 261,817 of 472,911 recognized bytes (55.4%). The full byte map is recorded; this is repository-wide and includes build, test, and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openjazz-jazz-jackrabbit-reimplementation","title":"OpenJazz","game":"Jazz Jackrabbit series","platform":"Windows, macOS, GNU/Linux, and BSD; the README also lists ports for selected homebrew platforms, consoles, handhelds, and web browsers.","kind":"Reimplementation","status":"The README says development has slowed and there is no clear roadmap for new features. The latest GitHub release tag is continuous (2026-09-01); the repository is unarchived and was pushed on 2026-09-01.","summary":"OpenJazz is a free, open-source version of the classic Jazz Jackrabbit games. It builds on Windows, macOS, GNU/Linux, and BSD, with additional community ports. 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Original Jazz Jackrabbit game data is required to play.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Open-source multi-platform version of classic Jazz Jackrabbit","target_type":"Game","sources":[{"label":"Maintainer README: game scope, supported platforms, original-data requirement, development status, and license","url":"https://github.com/AlisterT/openjazz#readme"},{"label":"Latest GitHub release checked 2026-10-16","url":"https://github.com/AlisterT/openjazz/releases/tag/continuous"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/AlisterT/openjazz"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/AlisterT/openjazz/languages"}],"media":[{"kind":"image","label":"OJ Logo","url":"https://raw.githubusercontent.com/AlisterT/openjazz/master/res/unix/OpenJazz.png","preview_url":"https://raw.githubusercontent.com/AlisterT/openjazz/master/res/unix/OpenJazz.png","source_url":"https://github.com/AlisterT/openjazz/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":920645,"C++":802625,"CMake":40557,"HTML":5553,"Shell":583,"Java":259},"source_url":"https://api.github.com/repos/AlisterT/openjazz/languages","evidence":"Exact byte totals returned by the repository's official GitHub Languages API on 2026-10-16. C is the largest reported category (920,645 of 1,770,222 recognized bytes). Repository-wide totals can include build files, utilities, generated files, dependencies, or vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"jedi-knight-dark-forces-ii-dsi-dreamcast-port","title":"OpenJKDF2: Jedi Knight: Dark Forces II for Android, DSi and Dreamcast","game":"Star Wars: Jedi Knight: Dark Forces II","platform":"Windows PC → Windows / macOS / Linux / Android / Nintendo DSi / Sega Dreamcast","kind":"Reimplementation","status":"The repository lists DSi and Dreamcast target configurations and includes build scripts for both. It describes the builds as extremely RAM-limited; Dreamcast rendering is basic and omits emissive palettes. The README does not state a game-completion result.","summary":"C reimplementation of Jedi Knight: Dark Forces II with desktop, ARM64 Android, Nintendo DSi and Sega Dreamcast targets. 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The latest release notes list these console target builds as last updated between 2020 and 2021; the Switch entry is marked pre-release and PSP alpha. Those dates describe target artifacts, not current hardware testing.","summary":"Open-source cross-platform engine reimplementation for classic Tomb Raider, with native console builds and target-specific code for several handheld and home consoles.","project_url":"https://github.com/XProger/OpenLara","updated":"2026-10-15","strategy":"Reimplement the classic Tomb Raider engine in portable C++ and provide platform-specific rendering, input, and packaging backends","language":"","source_available":"Public BSD-2-Clause source repository; release page lists console-specific builds and their dates","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-platform engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer repository and BSD-2-Clause source license","url":"https://github.com/XProger/OpenLara"},{"label":"Maintainer releases: console builds, artifact types, and target-specific update dates","url":"https://github.com/XProger/OpenLara/releases"},{"label":"Source platform switches for 3DS, Vita, PSP, Switch, and Xbox targets","url":"https://github.com/XProger/OpenLara/blob/master/src/core.h"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3743986,"C++":1933379,"Assembly":314119,"HLSL":37102,"Makefile":34934,"GLSL":27811,"Objective-C++":26679,"Java":12311,"Batchfile":12300,"PHP":10913,"Shell":9276,"CMake":1976,"Lua":666,"Objective-C":494},"source_url":"https://api.github.com/repos/XProger/OpenLara/languages","evidence":"GitHub's official language endpoint for https://github.com/XProger/OpenLara reports 3,743,986 bytes of C, the largest language total (60.7% of 6,165,946 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openloco","title":"OpenLoco","game":"Chris Sawyer’s Locomotion","platform":"Original Locomotion game data → Windows, Linux and macOS","kind":"Reimplementation","status":"The README says the game reimplementation was completed by December 2025; current work focuses on multiplayer and increasing map/vehicle limits.","summary":"C++ reimplementation of Chris Sawyer’s Locomotion, using the original game’s data and save formats.","project_url":"https://github.com/OpenLoco/OpenLoco","updated":"2026-10-16","strategy":"C++ game reimplementation","language":"","source_available":"Public source and releases; original Locomotion game files/data are required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Transport-management game reimplementation","target_type":"Game","sources":[{"label":"Project README: target, completion status, current work, builds and original-data requirement","url":"https://github.com/OpenLoco/OpenLoco"}],"media":[{"kind":"image","label":"OpenLoco gameplay screenshot embedded in the project README","url":"https://user-images.githubusercontent.com/604665/55420349-1a2aea00-5577-11e9-87da-78fe5cdb09e1.png","preview_url":"https://user-images.githubusercontent.com/604665/55420349-1a2aea00-5577-11e9-87da-78fe5cdb09e1.png","source_url":"https://github.com/OpenLoco/OpenLoco/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8966167,"CMake":94095,"Python":11072,"JavaScript":10340,"XC":8546,"Objective-C++":3777,"Shell":3608,"C#":1633,"C":378},"source_url":"https://api.github.com/repos/OpenLoco/OpenLoco/languages","evidence":"The official repository language endpoint reports 8,966,167 bytes of C++ as the largest language total (98.5% of 9,099,616 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openmaxfire-bixby-maxfire-reconstruction","title":"OpenMaxFire Bixby MaxFire Protocol and Service-Software Reconstruction","game":"Bixby MaxFire 110/115 biomass-stove controller and BixCheck software","platform":"Bixby MaxFire 110/115 controller protocol and historical firmware → cross-platform Python API/CLI and deterministic analysis tools","kind":"Reimplementation","status":"The repository's 2026-09-10 snapshot identifies Python package 0.11.0. It documents protocol reconstruction and read-oriented service workflows tested on Python 3.11–3.13; high-level physical control remains blocked pending automatic outcome verification. The project warns that stove interlocks and shutdown behavior must remain authoritative.","summary":"Preserves versions of the original BixCheck software and firmware while reimplementing the service protocol in a Python API/CLI with monitoring, capture/replay, EEPROM backup, simulation, and firmware-analysis tools. Physical use requires the exact supported controller profile and hardware; the repository's MIT license covers its code, not the retained vendor artifacts. It is a service-interface reconstruction, not replacement stove firmware.","project_url":"https://github.com/OpenMaxFire/OpenMaxFire","updated":"2026-10-16","strategy":"Protocol reverse engineering and service API/CLI reimplementation","language":"","source_available":"Public repository (MIT code); preserved vendor firmware and BixCheck artifacts retain original rights","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Embedded application / device-service protocol reconstruction","target_type":"Software","sources":[{"label":"Project README and dated implementation status","url":"https://github.com/OpenMaxFire/OpenMaxFire"},{"label":"Safety boundaries","url":"https://github.com/OpenMaxFire/OpenMaxFire/blob/main/SAFETY.md"},{"label":"Protocol reconstruction documentation","url":"https://github.com/OpenMaxFire/OpenMaxFire/tree/main/protocol"},{"label":"Project license","url":"https://github.com/OpenMaxFire/OpenMaxFire/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":7023515,"Python":1159815,"TypeScript":152979,"Java":10120,"Shell":654},"source_url":"https://api.github.com/repos/OpenMaxFire/OpenMaxFire/languages","evidence":"Official GitHub REST Languages API breakdown for OpenMaxFire/OpenMaxFire: source-code bytes are {\"Assembly\": 7023515, \"Java\": 10120, \"Python\": 1159815, \"Shell\": 654, \"TypeScript\": 152979}. The largest byte-count language is Assembly; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openmsx","title":"openMSX","game":"MSX home computers, including MSX2 and later variants","platform":"Windows, macOS, Linux, Android, OpenDingux","kind":"Emulator","status":"Active; v21.0 (2025-09-26) remains the latest numbered release, with source updates through 2026-10-14.","summary":"A high-accuracy MSX computer emulator with extensive machine setups and support for the MSX game library and other MSX software.","project_url":"https://openmsx.org/","updated":"2026-10-16","strategy":"System-level emulation of configurable MSX machines and peripherals, with timing and hardware behavior modeled by the emulator.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"MSX home-computer emulator","target_type":"Software","sources":[{"label":"Official openMSX description, source code, and host builds","url":"https://openmsx.org/"},{"label":"Official source repository","url":"https://github.com/openMSX/openMSX"},{"label":"Official compilation guide","url":"https://openmsx.org/manual/compile.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8393077,"Tcl":630833,"Python":186979,"Makefile":48971,"Meson":22819,"JavaScript":15118,"Ruby":14901,"Raku":14667,"GLSL":8871,"Shell":6744,"Batchfile":1400,"Objective-C++":1381,"BASIC":64},"source_url":"https://api.github.com/repos/openMSX/openMSX/languages","evidence":"GitHub's official language endpoint for https://github.com/openMSX/openMSX reports 8,393,077 bytes of C++, the largest language total (89.8% of 9,345,825 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openmw","title":"OpenMW","game":"The Elder Scrolls III: Morrowind","platform":"Windows game data → Windows, Linux and macOS (current development README lists macOS 14.8+)","kind":"Reimplementation","status":"Active; latest tagged release is openmw-0.51.0 (2026-06-19). The current development README identifies 0.52.0 and lists macOS 14.8+; that minimum is for the development branch.","summary":"Open-source game engine reimplementation that plays Morrowind using the user's original game data; GitHub README points to the upstream project.","project_url":"https://github.com/OpenMW/openmw","updated":"2026-10-16","strategy":"Native game engine reimplementation","language":"","source_available":"Public source repository; original Morrowind game data required. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Open-world RPG engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/OpenMW/openmw"},{"label":"Project README or evidence page","url":"https://github.com/OpenMW/openmw/blob/master/README.md"},{"label":"GitHub release openmw-0.51.0 (2026-06-19)","url":"https://github.com/OpenMW/openmw/releases/tag/openmw-0.51.0"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/OpenMW/openmw"},{"label":"GitHub latest commit listed for default branch (2026-10-15, 9ec458174f; activity evidence only)","url":"https://github.com/OpenMW/openmw/commit/9ec458174fa5a459b7910cd6990c1acc830b0b8a"}],"media":[{"kind":"image","label":"OpenMW screenshot showing long-distance rendering from the official media gallery","url":"https://openmw.org/wp-content/uploads/2022/02/screenshot029-min.png","preview_url":"https://openmw.org/wp-content/uploads/2022/02/screenshot029-min.png","source_url":"https://openmw.org/media/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16130123,"Lua":682496,"CMake":188985,"GLSL":98714,"C":98438,"Shell":53842,"TeX":49238,"Python":32425,"PowerShell":3175,"Makefile":122},"source_url":"https://api.github.com/repos/OpenMW/openmw/languages","evidence":"GitHub's official language endpoint for https://github.com/OpenMW/openmw reports 16,130,123 bytes of C++, the largest language total (93.0% of 17,337,558 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"morrowind-openmw-android","title":"OpenMW Android: Morrowind mobile port","game":"The Elder Scrolls III: Morrowind","platform":"Windows PC → Android/ChromeOS","kind":"Reimplementation","status":"The Android/ChromeOS fork embeds OpenMW 0.51.0 Final and documents touch, controller, keyboard, and physical-mouse input plus GLES2/GL4ES-oriented fixes. Users provide their own legally obtained Morrowind data. The README does not state a minimum Android version, supported ABI list, or tested device models.","summary":"Community Android and ChromeOS port of OpenMW for Morrowind, with an updated engine base, launcher settings, touch/gamepad controls, and shader presets. The GitHub language breakdown shows C++, Kotlin, and Java among other build/support languages; the stored PowerShell label describes only one scripting component, not the main engine.","project_url":"https://github.com/Andiweli/OpenMW-Android","updated":"2026-10-15","strategy":"OpenMW engine reimplementation and Android port","language":"","source_available":"Public community fork of OpenMW 0.51; user-supplied Morrowind game data required. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Community Android/ChromeOS fork of the OpenMW engine","target_type":"Game","sources":[{"label":"OpenMW Android README: OpenMW version, supported devices, and game-data requirement / Android/ChromeOS README and game-data requirements","url":"https://github.com/Andiweli/OpenMW-Android"},{"label":"Upstream OpenMW engine","url":"https://github.com/OpenMW/openmw"},{"label":"GitHub Android-fork language breakdown","url":"https://api.github.com/repos/Andiweli/OpenMW-Android/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Andiweli/OpenMW-Android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":840182,"Kotlin":811520,"Java":600344,"Python":292043,"Perl":41935,"Shell":35586,"CMake":24807,"C++":3656,"Batchfile":1799},"source_url":"https://api.github.com/repos/Andiweli/OpenMW-Android/languages","evidence":"GitHub's official language endpoint for https://github.com/Andiweli/OpenMW-Android reports 840,182 bytes of PowerShell, the largest language total (31.7% of 2,651,872 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openmw-psvita-port","title":"OpenMW PlayStation Vita Port","game":"The Elder Scrolls III: Morrowind","platform":"Windows PC game data / OpenMW engine → PlayStation Vita","kind":"Reimplementation","status":"The repository documents an installable Vita VPK, touch/controller mappings, mod and save paths, and VitaSDK build commands. Morrowind data files must be supplied by the player. The README does not claim a complete-game hardware test.","summary":"Community Vita port of OpenMW, the open-source Morrowind engine reimplementation. It adapts rendering, controls, memory management, and settings to the Vita and supports saves shared with desktop OpenMW.","project_url":"https://github.com/Producdevity/openmw-psvita","updated":"2026-10-15","strategy":"Port the OpenMW C++ engine to VitaSDK with Vita-specific rendering, controls, and memory optimizations","language":"","source_available":"Public source repository; the player must provide legally obtained Morrowind game data","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita homebrew engine port","target_type":"Game","sources":[{"label":"Maintainer README: Vita installation, controls, data requirements, saves, and build instructions","url":"https://github.com/Producdevity/openmw-psvita"},{"label":"Upstream OpenMW engine source and project","url":"https://gitlab.com/OpenMW/openmw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16314651,"Lua":589133,"CMake":195925,"C":114632,"GLSL":85286,"Python":84018,"Shell":64157,"TeX":49238,"PowerShell":3137,"Makefile":122},"source_url":"https://api.github.com/repos/Producdevity/openmw-psvita/languages","evidence":"GitHub's official language endpoint for https://github.com/Producdevity/openmw-psvita reports 16,314,651 bytes of C++, the largest language total (93.2% of 17,500,299 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openorbis-ps4-homebrew-toolchain","title":"OpenOrbis PS4 Toolchain","game":"PlayStation 4 homebrew toolchain and documented Orbis SDK interfaces","platform":"PlayStation 4 homebrew binaries and selected Orbis headers/library stubs → PS4; host toolchain builds are documented for Windows, Linux, and macOS","kind":"Reimplementation","status":"Under development. The README says the project supplies headers, library stubs, and tools to build PS4 homebrew without Sony's official SDK, and notes that undocumented functions may need support updates. Its roadmap still lists debugger integration, finalizing GPU rendering support, and a stable v1.0 as future work. GitHub recorded a push on 2026-02-27.","summary":"An open-source PS4 homebrew toolchain with PS4-specific headers, library stubs, reverse-engineered file-format documentation, and build tools. The record describes the SDK/toolchain scope and does not imply a complete reimplementation of Sony's runtime or APIs.","project_url":"https://github.com/OpenOrbis/OpenOrbis-PS4-Toolchain","updated":"2026-10-16","strategy":"Independent homebrew compiler/linker toolchain with reverse-engineered format tooling and partial PS4 headers/library stubs","language":"","source_available":"Public GPL-3.0 source repository. The toolchain does not include Sony's official SDK; some PS4 functions remain undocumented or unsupported.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 4 homebrew SDK/toolchain","target_type":"Software","sources":[{"label":"OpenOrbis toolchain README: source scope, build purpose, platforms, known API gaps, and roadmap","url":"https://github.com/OpenOrbis/OpenOrbis-PS4-Toolchain#readme"},{"label":"OpenOrbis organization: project identity and official repository listing","url":"https://github.com/OpenOrbis"},{"label":"GitHub repository metadata: archive state, license, and latest push date","url":"https://api.github.com/repos/OpenOrbis/OpenOrbis-PS4-Toolchain"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/OpenOrbis/OpenOrbis-PS4-Toolchain/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6242016,"C++":411651,"Python":53714,"Shell":11381,"Batchfile":10580,"Makefile":9963,"Dockerfile":2800,"Inno Setup":2557,"Linker Script":1736,"Assembly":295},"source_url":"https://api.github.com/repos/OpenOrbis/OpenOrbis-PS4-Toolchain/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 6,242,016 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spyro-the-dragon-openpete-native-recomp","title":"OpenPete — Spyro the Dragon Native Recompilation Port","game":"Spyro the Dragon (PlayStation, NTSC-U SCUS-94228)","platform":"PlayStation NTSC-U → Windows/Linux x86-64; Apple Silicon macOS planned","kind":"Recompilation","status":"The official site lists v0.4.2 for Windows and Linux x86-64 (released 2026-09-29). Apple Silicon macOS is planned but has no build yet. The port combines static recompilation with matched functions from the Spyro 1 decompilation; the site documents remaining known issues.","summary":"A native PC port that statically recompiles the PlayStation executable to C and replaces functions as matching decompilation becomes available. A custom renderer provides presentation enhancements and mod support. The player supplies the supported NTSC-U disc image; no game data is distributed.","project_url":"https://openpete.com/","updated":"2026-10-16","strategy":"Hybrid static recompilation and matching decompilation, using a custom native runtime and renderer","language":"","source_available":"Public Windows/Linux binary downloads; source code is not yet public. The official site says source is coming soon and held until copyrighted validation data is removed from the source tree. Requires the user's own NTSC-U disc SCUS-94228; no game data is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Native PC port","target_type":"Game","sources":[{"label":"Official project site: method, current versions, supported platforms, source availability, and requirements","url":"https://openpete.com/"},{"label":"Official project site: changelog, v0.4.2 dated 2026-09-29","url":"https://openpete.com/#changelog"},{"label":"OpenPete announcement video posted by lumilaura on X (June 23, 2026), reproduced by Time Extension","url":"https://x.com/lumilauraa/status/2069228363177185788"},{"label":"Public report reproducing and attributing the X announcement","url":"https://www.timeextension.com/news/2026/08/ps1-classic-spyro-the-dragon-comes-to-pc-with-the-help-of-ai-assisted-tool-psxrecomp"}],"media":[{"kind":"video","label":"OpenPete title-screen comparison demo (60 fps, higher resolution, extended draw distance)","url":"https://media.openpete.com/ab2/intro/fps60_res_lod.mp4","preview_url":null,"source_url":"https://openpete.com/","discovered_on":"2026-10-16"},{"kind":"image","label":"Official OpenPete project icon (512 px)","url":"https://openpete.com/assets/icon-512.png","preview_url":"https://openpete.com/assets/icon-512.png","source_url":"https://openpete.com/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://openpete.com/","evidence":"The official project site lists downloadable Windows/Linux builds but marks source as coming soon and says it is held until copyrighted validation data is removed from the source tree. No public OpenPete source repository is linked, so a GitHub Languages API byte map cannot be obtained.","verified_at":"2026-10-16","reason_unknown":"No public OpenPete source repository is published as of 2026-10-16; the official site explicitly marks source as coming soon while validation data is separated. A maintainer source repository is required for an exact repository Languages API map."}},{"id":"populous-the-beginning-macos-static-recomp","title":"OpenPopTB-MacOS: Populous: The Beginning Native Recompilation","game":"Populous: The Beginning (1998) and Undiscovered Worlds expansion","platform":"Original Windows x86 executables → Apple Silicon macOS ARM64; signed release requires macOS 14+, source build supports macOS 12+","kind":"Recompilation","status":"The maintainer reports single-player fully playable through the campaign, tutorial, Rolling Demo and Undiscovered Worlds expansion, with original software-rendered graphics, sound, music and FMV audio. Multiplayer remains unfinished. GitHub release v0.1.2 is listed as a signed/notarized Apple Silicon build.","summary":"Statically recompiles the original Windows x86 executables and QMixer sound DLL into C and runs them on a small Win32/DirectDraw/DirectInput/DirectSound compatibility runtime over SDL3. The user supplies a GOG or compatible Windows game installation; the first launch recompiles it locally. The project is distinct from the cataloged general-purpose Recomp-Kit static recompiler: this repository provides a game-specific, playable Populous port, and contains no game code or data.","project_url":"https://github.com/iagodemacedo/OpenPopTB-MacOS","updated":"2026-10-16","strategy":"Static x86-to-C recompilation plus a game-specific Win32/DirectX API runtime implemented over SDL3; no emulator, Wine or VM is used.","language":"","source_available":"Public recompiler and runtime, plus signed/notarized releases. The user must own and supply the GOG or compatible game copy; no game code or data are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows x86 static recompilation to native Apple Silicon","target_type":"Game","sources":[{"label":"Maintainer README: recompilation method, supported game versions, release platform and playability scope","url":"https://github.com/iagodemacedo/OpenPopTB-MacOS/blob/main/README.md"},{"label":"Maintainer release v0.1.2 (signed and notarized Apple Silicon build)","url":"https://github.com/iagodemacedo/OpenPopTB-MacOS/releases/tag/v0.1.2"},{"label":"Reddit announcement used as a discovery lead; project claims were checked against the primary README","url":"https://www.reddit.com/r/decomps/comments/1x67yvk/openpoptbmacos_static_recompilation_of_populous/"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/iagodemacedo/OpenPopTB-MacOS"}],"media":[{"kind":"image","label":"Animated rolling demo showing the native macOS build","url":"https://raw.githubusercontent.com/iagodemacedo/OpenPopTB-MacOS/main/docs/media/demo.webp","preview_url":"https://raw.githubusercontent.com/iagodemacedo/OpenPopTB-MacOS/main/docs/media/demo.webp","source_url":"https://github.com/iagodemacedo/OpenPopTB-MacOS/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":242377,"Python":69399,"Shell":16608,"CMake":3252,"Java":2402},"source_url":"https://api.github.com/repos/iagodemacedo/OpenPopTB-MacOS/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C is largest (242,377 of 334,038 recognized bytes, 72.6%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openpuck-steam-controller-puck-firmware","title":"OpenPuck Steam Controller Puck and Controller-Protocol Firmware","game":"Steam Controller 2 wireless puck and controller adapter firmware","platform":"Steam Controller 2 wireless controller/puck protocol → nRF52840 Pro Micro firmware with USB HID and controller modes","kind":"Reimplementation","status":"Active; latest source push checked 2026-10-14 and latest listed release is v0.9.51 (2026-08-24). The README reports real-console verification for Switch, PlayStation 3, and original Xbox modes; the Xbox 360 mode is explicitly experimental and has not been physically tested on a console.","summary":"Firmware for an nRF52840 Pro Micro that emulates the Steam Controller 2 wireless puck and exposes controller modes including Switch, PlayStation, Xbox, and DirectInput. It requires a compatible nRF52840 board and Steam Controller 2 for the puck mode; validation differs by mode, with Xbox 360 console support still unverified. AGPL-3.0.","project_url":"https://github.com/safijari/openpuck","updated":"2026-10-16","strategy":"Protocol reverse engineering and embedded controller/puck reimplementation","language":"","source_available":"Public source and UF2 releases (AGPL-3.0)","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Microcontroller firmware / input-device protocol implementation","target_type":"Software","sources":[{"label":"Project README and per-mode verification notes","url":"https://github.com/safijari/openpuck"},{"label":"Release builds","url":"https://github.com/safijari/openpuck/releases"},{"label":"Project architecture and hardware notes","url":"https://github.com/safijari/openpuck/blob/main/ARCHITECTURE.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":804652,"C":188201,"Python":123298,"Makefile":11315,"Shell":6396},"source_url":"https://api.github.com/repos/safijari/openpuck/languages","evidence":"Official GitHub REST Languages API breakdown for safijari/openpuck: source-code bytes are {\"C\": 188201, \"C++\": 804652, \"Makefile\": 11315, \"Python\": 123298, \"Shell\": 6396}. The largest byte-count language is C++; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openra","title":"OpenRA","game":"Command & Conquer: Tiberian Dawn, Red Alert, and Dune 2000","platform":"DOS/Windows → Windows/Linux/macOS","kind":"Reimplementation","status":"The README describes OpenRA as a libre RTS engine for early Westwood classics and lists Windows, Linux, and macOS hosts. The latest stable release is release-20250330 (2025-03-30); a public playtest-20261011 prerelease was published 2026-10-11.","summary":"Open-source C# engine for classic Westwood RTS titles with distributed mods and cross-platform support.","project_url":"https://github.com/OpenRA/OpenRA","updated":"2026-10-16","strategy":"Native game engine reimplementation","language":"","source_available":"Public source repository; mod assets are supplied through OpenRA installers or user-owned game data depending on the title. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Cross-platform RTS engine reimplementation with game-specific mods","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/OpenRA/OpenRA"},{"label":"OpenRA README: supported desktop systems","url":"https://github.com/OpenRA/OpenRA/blob/bleed/README.md"},{"label":"Latest stable OpenRA release release-20250330","url":"https://github.com/OpenRA/OpenRA/releases/tag/release-20250330"},{"label":"OpenRA recent commits","url":"https://github.com/OpenRA/OpenRA/commits/bleed"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/OpenRA/OpenRA"},{"label":"GitHub release playtest-20261011 (2026-10-11; prerelease)","url":"https://github.com/OpenRA/OpenRA/releases/tag/playtest-20261011"},{"label":"GitHub latest commit listed for default branch (2026-10-11, e180e3225f; activity evidence only)","url":"https://github.com/OpenRA/OpenRA/commit/e180e3225f3930272dd451917467631618f8976f"}],"media":[{"kind":"video","label":"Red Alert gameplay showcase","url":"https://www.openra.net/videos/red-alert-sizzle.mp4","preview_url":null,"source_url":"https://www.openra.net/","discovered_on":"2026-10-16"},{"kind":"video","label":"Command & Conquer gameplay showcase","url":"https://www.openra.net/videos/command-and-conquer-sizzle.mp4","preview_url":null,"source_url":"https://www.openra.net/","discovered_on":"2026-10-16"},{"kind":"video","label":"Dune 2000 gameplay showcase","url":"https://www.openra.net/videos/dune-2000-sizzle.mp4","preview_url":null,"source_url":"https://www.openra.net/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":7458446,"Lua":1746229,"Fluent":345202,"Shell":46374,"Objective-C":13302,"GLSL":12271,"NSIS":11336,"Python":9348,"PowerShell":8412,"Makefile":5923,"Batchfile":3927,"C":2574},"source_url":"https://api.github.com/repos/OpenRA/OpenRA/languages","evidence":"GitHub's official language endpoint for https://github.com/OpenRA/OpenRA reports 7,458,446 bytes of C#, the largest language total (77.2% of 9,663,344 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openrct2","title":"OpenRCT2","game":"RollerCoaster Tycoon 2","platform":"Windows PC → Windows/macOS/Linux/Android","kind":"Reimplementation","status":"Active; latest release v0.5.6 was published 2026-10-10, with macOS builds and official macOS CMake instructions. Android is also an official APK build; the guide specifies Android 7.0/API 24+, manual installation and Data/ObjData copied from an original Windows RCT2 or RCT Classic installation. Phone controls are not optimized; no ABI list or device test matrix is published.","summary":"Open-source RollerCoaster Tycoon 2 reimplementation with desktop builds and an official Android APK. Android requires version 7.0/API 24+; installation is manual, controls are not optimized for phones, and users copy the Data and ObjData folders from an original Windows RCT2 or RCT Classic installation. Current Android setup still requires the original game assets.","project_url":"https://github.com/OpenRCT2/OpenRCT2","updated":"2026-10-16","strategy":"Native game reimplementation","language":"","source_available":"Public C++ source repository; official Android APK and setup guide; original desktop RCT2 or RCT Classic assets required. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Engine reimplementation and expansion","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/OpenRCT2/OpenRCT2"},{"label":"OpenRCT2 README: downloads and macOS build instructions","url":"https://github.com/OpenRCT2/OpenRCT2/blob/develop/readme.md"},{"label":"GitHub release v0.5.6 (2026-10-10)","url":"https://github.com/OpenRCT2/OpenRCT2/releases/tag/v0.5.6"},{"label":"Official Android setup guide, OS floor, controls, APK install, and required PC assets","url":"https://github.com/OpenRCT2/OpenRCT2/wiki/Android"},{"label":"Official release downloads","url":"https://github.com/OpenRCT2/OpenRCT2/releases"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/OpenRCT2/OpenRCT2"},{"label":"GitHub latest commit listed for default branch (2026-10-14, 2107821cbe; activity evidence only)","url":"https://github.com/OpenRCT2/OpenRCT2/commit/2107821cbe89eef0fbd66019ae87cb0a889b2b7e"}],"media":[{"kind":"image","label":"Still from the v0.5.0 title sequence","url":"https://github.com/user-attachments/assets/fa893cc8-1484-4751-94be-4ead00a6c8f9","preview_url":"https://github.com/user-attachments/assets/fa893cc8-1484-4751-94be-4ead00a6c8f9","source_url":"https://github.com/OpenRCT2/OpenRCT2/blob/develop/readme.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":35831613,"Java":223019,"NSIS":102146,"C":90231,"CMake":82324,"JavaScript":30939,"Shell":21140,"Objective-C++":17774,"Python":12533,"Roff":10715,"GLSL":7893,"Batchfile":2674,"C#":1273,"PHP":1169,"HTML":915},"source_url":"https://api.github.com/repos/OpenRCT2/OpenRCT2/languages","evidence":"GitHub's official language endpoint for https://github.com/OpenRCT2/OpenRCT2 reports 35,831,613 bytes of C++, the largest language total (98.3% of 36,436,358 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openrealm-warcraft-iii","title":"OpenRealm","game":"Warcraft III (primary playable target)","platform":"Windows/Linux/macOS/iPadOS","kind":"Reimplementation","status":"Experimental open-source engine; Warcraft III is the primary playable target. The README identifies other game support as exploratory and requires user-supplied MPQ data.","summary":"C-based native engine reimplementation for Warcraft III, with client/server, map scripting, campaign, and multiplayer systems. It reads the user’s MPQ files and does not include Blizzard assets.","project_url":"https://github.com/corepunch/open-realm","updated":"2026-10-15","strategy":"Native engine reimplementation","language":"","source_available":"Public C source repository; user-supplied Warcraft III MPQ files required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Warcraft III engine reimplementation; other titles are exploratory","target_type":"Game","sources":[{"label":"Maintainer repository README: supported game, systems, platforms, and MPQ requirements","url":"https://github.com/corepunch/open-realm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13932611,"C++":384917,"Python":376234,"Makefile":76728,"JavaScript":41434,"Shell":40582,"JASS":39988,"Java":26521,"HTML":9437,"Dockerfile":3923,"PowerShell":2304,"Lua":1173},"source_url":"https://api.github.com/repos/corepunch/open-realm/languages","evidence":"Official GitHub REST Languages API breakdown for corepunch/open-realm: source-code byte counts are {\"C\": 13932611, \"C++\": 384917, \"Dockerfile\": 3923, \"HTML\": 9437, \"JASS\": 39988, \"Java\": 26521, \"JavaScript\": 41434, \"Lua\": 1173, \"Makefile\": 76728, \"PowerShell\": 2304, \"Python\": 376234, \"Shell\": 40582}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"recettear-openrecet-engine-reimplementation","title":"OpenRecet: Recettear Engine Reimplementation","game":"Recettear: An Item Shop’s Tale (Windows PC)","platform":"Windows PC (Win32 drop-in replacement)","kind":"Reimplementation","status":"Early and not yet playable. The maintainer reports a working boot path that reaches the 3D shop, while major systems remain unported. A rolling nightly prerelease is published.","summary":"Clean-room C reimplementation of the Win32 Azumanga engine behind Recettear, aiming to replace recettear.exe for owners of the original game. The maintainer documents behavioural-parity checks using retail traces and frame comparisons; the project explicitly says it is not yet playable and ships no game assets or original code.","project_url":"https://github.com/Francesco149/openrecet","updated":"2026-10-15","strategy":"Clean-room Win32 engine reimplementation with trace and frame parity checks","language":"","source_available":"Public MIT-licensed source; requires the user’s legitimate Recettear copy and distributes no game assets or original code.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Recettear Win32 engine / drop-in executable replacement","target_type":"Game","sources":[{"label":"Project README: clean-room scope, present milestone, non-playable status, verification, and asset policy","url":"https://github.com/Francesco149/openrecet#readme"},{"label":"Maintainer-generated live port status and coverage","url":"https://github.com/Francesco149/openrecet/blob/master/docs/STATUS.md"},{"label":"Rolling nightly prerelease","url":"https://github.com/Francesco149/openrecet/releases/tag/nightly"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/Francesco149/openrecet/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8390338,"Python":1666522,"JavaScript":475020,"C++":54150,"Shell":44147,"CSS":26275,"Makefile":21235,"Nix":8605,"PowerShell":6106,"Java":5754,"HTML":761},"source_url":"https://api.github.com/repos/Francesco149/openrecet/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Francesco149/openrecet reports 8,390,338 bytes of C, the largest language total (78.4% of 10,698,913 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openredalert-red-alert","title":"OpenRedAlert","game":"Command & Conquer: Red Alert (1996)","platform":"Original PC game → Linux and Windows","kind":"Reimplementation","status":"Beta per SourceForge; last update shown is 2015-10-14.","summary":"Rebuild of the Red Alert game engine, based on FreeCNC and FreeRA. The project page says original .mix files are required; the demo data also works.","project_url":"https://sourceforge.net/projects/openredalert/","updated":"2026-10-16","strategy":"Independent engine rebuild based on FreeCNC and FreeRA","language":"","source_available":"Public SourceForge project/source; requires original Red Alert .mix files or the documented demo files.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Real-time strategy engine reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: target, lineage, beta state, platforms and data requirements","url":"https://sourceforge.net/projects/openredalert/"},{"label":"SourceForge news: demo-data testing and historical feature status","url":"https://sourceforge.net/p/openredalert/news/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/openredalert/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"starlancer-openreliant","title":"OpenReliant: StarLancer Engine Reimplementation","game":"StarLancer","platform":"Windows PC → Windows, Linux, macOS","kind":"Reimplementation","status":"Beta; the full campaign is playable from the first mission to the end, and original saves carry over. Latest release v0.18.0 (2026-10-15).","summary":"Native Vulkan/SDL GPU host; Metal on macOS; requires the retail game’s files.","project_url":"https://github.com/OpenReliant/openreliant","updated":"2026-10-15","strategy":"Faithful engine reimplementation in Zig/SDL3, reading the original game’s assets and mission data.","language":"Zig","source_available":"Public source repository (MPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Zig","subtype":"Faithful engine reimplementation in zig/sdl3, reading the original game’s assets and mission data.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/OpenReliant/openreliant"},{"label":"Verified release or build","url":"https://github.com/OpenReliant/openreliant/releases/tag/v0.18.0"},{"label":"Owner project website","url":"https://openreliant.github.io/openreliant/"},{"label":"Project owner releases","url":"https://github.com/OpenReliant/openreliant/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/OpenReliant/openreliant"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Zig","breakdown":{"Zig":12302069,"GLSL":53844,"Makefile":39452,"Java":36345,"C++":35141,"HTML":24039,"Shell":15993,"CSS":14933,"Python":10732,"Luau":6929,"C":4998},"source_url":"https://api.github.com/repos/OpenReliant/openreliant/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Zig is predominant with 12,302,069 bytes; the manifest breakdown contains all 11 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openrgb-proprietary-rgb-control-reimplementation","title":"OpenRGB (cross-vendor RGB hardware control)","game":"Proprietary manufacturer RGB-control applications and device protocols","platform":"Windows, Linux, and macOS; supported hardware models and feature levels vary by device and operating system.","kind":"Reimplementation","status":"Active; OpenRGB 1.0 was released on 2026-09-11. The project controls supported lighting features through reverse-engineered device protocols. The maintainer publishes model-specific device support levels and warns that direct hardware control can carry a risk of device damage. No single vendor application or version is named as the compatibility target.","summary":"A public RGB-lighting control application intended to replace the separate proprietary control utilities supplied by hardware manufacturers. It communicates directly with supported hardware using reverse-engineered protocols; it does not claim compatibility with each vendor application's user interface or every feature.","project_url":"https://gitlab.com/CalcProgrammer1/OpenRGB","updated":"2026-10-16","strategy":"Cross-vendor application with reverse-engineered hardware-protocol drivers; no clean-room claim found in the reviewed upstream README.","language":"","source_available":"Public source under GNU General Public License version 2; the repository also contains separately licensed dependencies and components.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"RGB hardware-control application","target_type":"Software","sources":[{"label":"Maintainer README: replacement goal, reverse-engineered protocol basis, and supported operating systems","url":"https://gitlab.com/CalcProgrammer1/OpenRGB/-/blob/master/README.md"},{"label":"OpenRGB 1.0 release (published 2026-09-11)","url":"https://gitlab.com/CalcProgrammer1/OpenRGB/-/releases/release_1.0"},{"label":"Model-specific supported-device matrix","url":"https://openrgb.org/devices.html"},{"label":"GNU GPL version 2 license","url":"https://gitlab.com/CalcProgrammer1/OpenRGB/-/blob/master/LICENSE"},{"label":"GitLab repository metadata checked 2026-10-16","url":"https://gitlab.com/api/v4/projects/CalcProgrammer1%2FOpenRGB"}],"media":[{"kind":"image","label":"OpenRGB device-view application screenshot","url":"https://gitlab.com/CalcProgrammer1/OpenRGB/-/raw/master/Documentation/Images/OpenRGB_Screenshot.png","preview_url":"https://gitlab.com/CalcProgrammer1/OpenRGB/-/raw/master/Documentation/Images/OpenRGB_Screenshot.png","source_url":"https://gitlab.com/CalcProgrammer1/OpenRGB/-/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/CalcProgrammer1%2FOpenRGB/languages","evidence":"GitLab's official Languages endpoint reports C++ as predominant at 97.86%. The endpoint provides percentages rather than byte counts, so no byte breakdown is recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openrw-gta-iii","title":"OpenRW","game":"Grand Theft Auto III","platform":"Original PC game installation → Windows, macOS, Linux and BSD variants","kind":"Reimplementation","status":"Work in progress. The README describes the cross-platform engine reimplementation but does not claim complete playability.","summary":"Open-source, cross-platform reimplementation of Rockstar’s Grand Theft Auto III engine.","project_url":"https://github.com/rwengine/openrw","updated":"2026-10-16","strategy":"Independent game-engine reimplementation","language":"","source_available":"Public source repository; a legitimate original PC game installation is required to play.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"3D action game-engine reimplementation","target_type":"Game","sources":[{"label":"Project README: target, platforms, implementation and game-installation requirement","url":"https://github.com/rwengine/openrw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1591423,"C":517678,"CMake":68352,"Python":22147,"Shell":1568},"source_url":"https://api.github.com/repos/rwengine/openrw/languages","evidence":"The official repository language endpoint reports 1,591,423 bytes of C++ as the largest language total (72.3% of 2,201,168 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-adventure-2-opensa2-android","title":"OpenSA2: Sonic Adventure 2 Android Port","game":"Sonic Adventure 2","platform":"Windows PC (2012 release) → Android ARM64; also Windows/Linux","kind":"Recompilation","status":"Experimental 0.1.0-alpha.1 prerelease; the Android APK was updated through 2026-10-15. The maintainer reports touch gameplay on Galaxy S25 Edge and Pixel 9 Pro, with City Escape exercised; broad stage, boss, and event coverage is incomplete and a known post-stage event still reaches an untranslated block.","summary":"Game-specific static recompilation of the 2012 Windows PC executable: x86 instructions are translated at build time and compiled to native machine code, with a new runtime for graphics, audio, input, and OS services. The Android package contains recompiled logic and runtime; players supply files from their own supported PC installation.","project_url":"https://github.com/kittycache9/OpenSA2","updated":"2026-10-16","strategy":"Build-time static recompilation of the 2012 PC executable into native code, paired with a game-specific runtime and Android player.","language":"","source_available":"Public source preview and Android APK prerelease; original executable and game assets are not included and must be supplied by the player.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Experimental Android ARM64 target of a single-game PC static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, Android APK, and original-game requirement","url":"https://github.com/kittycache9/OpenSA2"},{"label":"Maintainer platform status: Android devices, exercised gameplay, and known limitations","url":"https://github.com/kittycache9/OpenSA2/blob/main/docs/status.md"},{"label":"0.1.0-alpha.1 release and Android APK update notes","url":"https://github.com/kittycache9/OpenSA2/releases/tag/v0.1.0-alpha.1"},{"label":"Architecture: x86 translation and game-specific runtime","url":"https://github.com/kittycache9/OpenSA2/blob/main/docs/architecture.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":7272305,"C":5090655,"C++":2627975,"Shell":283013,"Java":31933,"GLSL":1124},"source_url":"https://api.github.com/repos/kittycache9/OpenSA2/languages","evidence":"GitHub's official Languages REST endpoint reports 7,272,305 bytes of Python as the largest total (47.5% of 15,307,005 recognized language bytes) for the repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opensage-generals-zero-hour","title":"OpenSAGE (Command & Conquer: Generals – Zero Hour)","game":"Command & Conquer: Generals – Zero Hour","platform":"Original PC game → Windows, Linux and macOS (Windows is primary development platform)","kind":"Reimplementation","status":"Very early. The README says some 3D models render, while map rendering and game logic remain incomplete and the project is nowhere near playable.","summary":"Black-box reimplementation of the SAGE engine, initially targeting Generals and its Zero Hour expansion as separate games.","project_url":"https://github.com/OpenSAGE/OpenSAGE","updated":"2026-10-16","strategy":"Black-box engine reimplementation","language":"","source_available":"Public source repository; no game assets are included; the README says original game data will be needed when playable.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"SAGE engine reimplementation","target_type":"Game","sources":[{"label":"Project README: target titles, current rendering/logic limits and data policy","url":"https://github.com/OpenSAGE/OpenSAGE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":6114002,"GLSL":43990,"C":19497,"HLSL":1447,"Metal":1217,"Batchfile":148},"source_url":"https://api.github.com/repos/OpenSAGE/OpenSAGE/languages","evidence":"The official repository language endpoint reports 6,114,002 bytes of C# as the largest language total (98.9% of 6,180,301 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opensage-generals","title":"OpenSAGE (Command & Conquer: Generals)","game":"Command & Conquer: Generals","platform":"Original PC game → Windows, Linux and macOS (Windows is primary development platform)","kind":"Reimplementation","status":"Very early. The README says some 3D models render, while map rendering and game logic remain incomplete and the project is nowhere near playable.","summary":"Black-box reimplementation of the SAGE engine, initially targeting Command & Conquer: Generals.","project_url":"https://github.com/OpenSAGE/OpenSAGE","updated":"2026-10-16","strategy":"Black-box engine reimplementation","language":"","source_available":"Public source repository; no game assets are included; the README says original game data will be needed when playable.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"SAGE engine reimplementation","target_type":"Game","sources":[{"label":"Project README: target titles, current rendering/logic limits and data policy","url":"https://github.com/OpenSAGE/OpenSAGE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":6114002,"GLSL":43990,"C":19497,"HLSL":1447,"Metal":1217,"Batchfile":148},"source_url":"https://api.github.com/repos/OpenSAGE/OpenSAGE/languages","evidence":"The official repository language endpoint reports 6,114,002 bytes of C# as the largest language total (98.9% of 6,180,301 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opensbi-riscv-firmware","title":"OpenSBI","game":"Proprietary RISC-V machine-mode platform firmware","platform":"RISC-V systems/platforms listed in the project, including generic/QEMU and supported SoC boards; a compatible SBI platform port is required.","kind":"Reimplementation","status":"Active; latest release v1.9 was published 2026-07-01 and source activity continued into September 2026.","summary":"Reference implementation of the RISC-V Supervisor Binary Interface (SBI), providing machine-mode firmware for RISC-V platforms and boot handoff to supervisor-mode software.","project_url":"https://github.com/riscv-software-src/opensbi","updated":"2026-10-16","strategy":"RISC-V platform-firmware implementation","language":"","source_available":"Public source; project licensing is BSD-2-Clause, with per-file/third-party exceptions noted in the tree.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"RISC-V SBI firmware","target_type":"Software","sources":[{"label":"OpenSBI README and supported platform/build documentation","url":"https://github.com/riscv-software-src/opensbi/blob/master/README.md"},{"label":"OpenSBI BSD license file","url":"https://github.com/riscv-software-src/opensbi/blob/master/COPYING.BSD"},{"label":"OpenSBI v1.9 release","url":"https://github.com/riscv-software-src/opensbi/releases/tag/v1.9"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/riscv-software-src/opensbi/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1577428,"Python":386191,"Makefile":59261,"Assembly":41374,"Shell":9503,"Linker Script":6025},"source_url":"https://api.github.com/repos/riscv-software-src/opensbi/languages","evidence":"Official GitHub REST language endpoint reports C as the largest category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openscope-2c53t-firmware-reimplementation","title":"OpenScope 2C53T firmware reimplementation","game":"FNIRSI 2C53T handheld oscilloscope / multimeter / signal generator stock firmware","platform":"Target only: FNIRSI 2C53T hardware (AT32F403A MCU and Gowin FPGA). The repository warns that the 2C23T, 2C53P and other models are incompatible.; Repository also includes emulator/bring-up tooling; supported desktop host matrix is not established in the cited README.","kind":"Reimplementation","status":"Development firmware v0.4.1 was published 2026-10-05. The maintainer reports live ADC capture on real 2C53T hardware and warns users not to depend on it for real measurements.","summary":"Clean-room firmware rewrite based on reverse engineering the original binary. It replaces the stock firmware on a single instrument model and provides a native scope UI and measurement functions.","project_url":"https://github.com/DavidClawson/OpenScope-2C53T","updated":"2026-10-16","strategy":"Firmware reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Firmware reimplementation","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://github.com/DavidClawson/OpenScope-2C53T/blob/main/README.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/DavidClawson/OpenScope-2C53T"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/DavidClawson/OpenScope-2C53T/languages"},{"label":"Repository license","url":"https://github.com/DavidClawson/OpenScope-2C53T/blob/main/LICENSE"},{"label":"GitHub releases","url":"https://github.com/DavidClawson/OpenScope-2C53T/releases"},{"label":"Latest published release v0.4.1","url":"https://github.com/DavidClawson/OpenScope-2C53T/releases/tag/v0.4.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13851704,"F#":2791553,"Python":1577470,"Makefile":92984,"Java":64689,"JavaScript":45396,"Linker Script":21528,"C++":21492,"Shell":19061,"HTML":11275,"Assembly":6815,"CSS":4188},"source_url":"https://api.github.com/repos/DavidClawson/OpenScope-2C53T/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simgolf-opensgolf-android","title":"OpenSGolf: Sid Meier’s SimGolf Android Reimplementation","game":"Sid Meier’s SimGolf (2002 PC game)","platform":"Sid Meier’s SimGolf rules and data model → native Android APK; browser build also available","kind":"Reimplementation","status":"Release v0.3.5 with an Android APK was published 2026-10-16. The README documents offline native-app operation and touch controls. The iPhone/iPad option is a browser build; no native iOS app is listed.","summary":"A Rust clean-room reimplementation of the SimGolf game engine with an Android app. Players can import their original PC game files or use the project’s free built-in graphics and sound set. The project also offers desktop and browser builds.","project_url":"https://github.com/crspytopgn/opensgolf","updated":"2026-10-16","strategy":"Clean-room Rust reimplementation of SimGolf’s rules and systems, with native Android packaging and optional local import of original PC data.","language":"","source_available":"Public Rust source and Android APK releases. The game can use an included free graphics/sound set or user-provided original SimGolf files; no proprietary game data is required for the free set.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native Android reimplementation; iPhone/iPad access is browser-based, not a native iOS app","target_type":"Game","sources":[{"label":"Maintainer README: reimplementation scope, Android APK, touch controls, and optional original game data","url":"https://github.com/crspytopgn/opensgolf"},{"label":"v0.3.5 release with native Android APK","url":"https://github.com/crspytopgn/opensgolf/releases/tag/v0.3.5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":3454552,"C++":1040033,"Makefile":696279,"Python":295048,"CMake":50895,"JavaScript":42478,"HTML":20435,"Shell":10597,"TypeScript":1993,"Rhai":1052},"source_url":"https://api.github.com/repos/crspytopgn/opensgolf/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 3,454,552 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openshiina-android-runtime","title":"OpenShiina: ShiinaRio Engine Reimplementation","game":"ShiinaRio visual novels (multi-title engine target)","platform":"32-bit Windows ShiinaRio game data → Android 11+ (ARM64 or x64); Windows/Linux also; iOS planned","kind":"Reimplementation","status":"Early and actively released: v0.7.2 was published 2026-10-15. The project provides Android APK builds for arm64 and x64 and has a maintainer-documented Galaxy S7 test; demanding scenes are slow on older phones. The README reports 27 games / 28 releases played through across Windows, Linux and Android, while many more supported archive keys remain untested. iOS is planned, not currently available. Users provide their own Windows game files.","summary":"A C# reimplementation of the 32-bit Windows ShiinaRio visual-novel engine. It reads the games' own data and interprets their SCN scripts, including embedded x86 code, without launching the original Windows engine or using an emulator/compatibility layer. The same engine supports Android, Windows and Linux; the repository contains no commercial game data.","project_url":"https://github.com/kagaminehaku/OpenShiina","updated":"2026-10-16","strategy":"Native engine reimplementation with SCN bytecode interpretation and embedded x86 instruction translation","language":"","source_available":"Public GPL-3.0 source repository and Android APK releases. Game archives and copyrighted data are user-supplied and are not included.","first_found":"2026-10-16","project_started":"2026-10-06","programming_language":"C#","subtype":"Multi-title visual-novel runtime reimplementation; Android phones and tablets","target_type":"Game","sources":[{"label":"Maintainer README: platform support, architecture, game-data requirement, and tested titles","url":"https://github.com/kagaminehaku/OpenShiina"},{"label":"Per-game and per-platform compatibility matrix","url":"https://github.com/kagaminehaku/OpenShiina/blob/master/docs/compatibility.md"},{"label":"Latest v0.7.2 release and APK assets","url":"https://github.com/kagaminehaku/OpenShiina/releases/tag/v0.7.2"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/kagaminehaku/OpenShiina"},{"label":"Current primary README","url":"https://github.com/kagaminehaku/OpenShiina/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/kagaminehaku/OpenShiina/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":2171976,"Java":6060,"PowerShell":4267},"source_url":"https://api.github.com/repos/kagaminehaku/OpenShiina/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opensims2","title":"OpenSims2","game":"The Sims 2 (base game)","platform":"Windows PC → macOS 13+ (Apple Silicon)","kind":"Reimplementation","status":"Work in progress; the macOS build reaches neighborhood selection and lots. The README limits support to the base game; expansions are unsupported.","summary":"Native C++/Metal engine reimplementation of The Sims 2 for Apple Silicon Macs. It asks users to provide their own game folder and does not distribute game files.","project_url":"https://github.com/opensims2/opensims2-public","updated":"2026-10-15","strategy":"Native engine reimplementation using Metal","language":"","source_available":"Public source repository; user-supplied Sims 2 base-game files required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"macOS-native engine reimplementation; base game only","target_type":"Game","sources":[{"label":"Maintainer repository README: supported game, build requirements, current progress, and data requirements","url":"https://github.com/opensims2/opensims2-public"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6399096,"Objective-C++":284876,"Python":69376,"Shell":57458,"CMake":23853,"Metal":22085,"Java":6994,"Objective-C":3004},"source_url":"https://api.github.com/repos/opensims2/opensims2-public/languages","evidence":"Official GitHub REST Languages API breakdown for opensims2/opensims2-public: source-code byte counts are {\"C++\": 6399096, \"CMake\": 23853, \"Java\": 6994, \"Metal\": 22085, \"Objective-C\": 3004, \"Objective-C++\": 284876, \"Python\": 69376, \"Shell\": 57458}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spider-man-2000-pc-decompilation-native-port","title":"OpenSpidey (Spider-Man 2000 PC decompilation and native port)","game":"Spider-Man (2000 PC release by LTI Gray Matter)","platform":"Original PC disc ISO or installed PC files → native Windows 10+ x86-64 or Linux x86-64 desktop application (glibc 2.35+)","kind":"Decompilation","status":"The README calls this a development preview; the latest GitHub release is v0.0.2 (2026-09-04), and GitHub reports a repository push on 2026-10-14. Current maintainer notes describe partial Linux gameplay checkpoints and short Windows setup/menu/level checks under Wine. Full-game restoration and matching decompilation remain unfinished; Windows hardware and complete missions still need testing.","summary":"A native SDL-based desktop application continuing the Spider-Man PC decompilation in krystalgamer/spidey-decomp. It uses the original executable as a reference and reads supported original PC game data without running code from the executable. The project reports partial gameplay tests and requires the user’s own disc or installed game files; no game assets are included in downloads.","project_url":"https://github.com/PatrikScully/OpenSpidey","updated":"2026-10-16","strategy":"Continues an existing PC-game decompilation and reverse-engineering project to build a native application; compares behavior with the original binary and does not execute code from that binary.","language":"","source_available":"Public source; no project-wide license is declared by GitHub. Downloads omit original game assets and require the user’s own PC game data. Runtime and third-party licenses are described separately in the repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC game decompilation and native desktop port","target_type":"Game","sources":[{"label":"Maintainer README: supported PC game input, native platform packages, asset policy, current gameplay checkpoint, incomplete status and upstream decompilation lineage","url":"https://github.com/PatrikScully/OpenSpidey/blob/af3905328bfa009b36d03c9360436b226963931f/README.md"},{"label":"Latest release, v0.0.2 (2026-09-04)","url":"https://github.com/PatrikScully/OpenSpidey/releases/tag/v0.0.2"},{"label":"Upstream Spider-Man PC decompilation credited by OpenSpidey","url":"https://github.com/krystalgamer/spidey-decomp"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/PatrikScully/OpenSpidey"},{"label":"Latest project release","url":"https://github.com/PatrikScully/OpenSpidey/releases/tag/v0.0.2"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/PatrikScully/OpenSpidey/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6950653,"C":4415099,"Python":142520,"Makefile":28216,"Assembly":19339,"Linker Script":12690,"CMake":5683,"Shell":4144,"BitBake":2777,"Batchfile":518},"source_url":"https://api.github.com/repos/PatrikScully/OpenSpidey/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total (6,950,653 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opentesarena","title":"OpenTESArena","game":"The Elder Scrolls: Arena","platform":"DOS → Windows/Linux/macOS","kind":"Reimplementation","status":"Work in progress; the project README describes core exploration, combat, shops, citizens, and travel systems, while quests, spells, saving, and loading remain incomplete.","summary":"Clean-room C++ reimplementation of The Elder Scrolls: Arena. It does not distribute the original game data; users provide their own files.","project_url":"https://github.com/afritz1/OpenTESArena","updated":"2026-10-15","strategy":"Clean-room native game reimplementation","language":"","source_available":"Public C++ source repository; original Arena game data required and not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Clean-room engine and game reimplementation","target_type":"Game","sources":[{"label":"Maintainer repository README: clean-room scope, current features, platforms, and required data","url":"https://github.com/afritz1/OpenTESArena"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4252976,"CMake":47247,"GLSL":23182,"Batchfile":8973,"Shell":3384},"source_url":"https://api.github.com/repos/afritz1/OpenTESArena/languages","evidence":"Official GitHub REST Languages API breakdown for afritz1/OpenTESArena: source-code byte counts are {\"Batchfile\": 8973, \"C++\": 4252976, \"CMake\": 47247, \"GLSL\": 23182, \"Shell\": 3384}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opentitus-moktar","title":"OpenTitus (Moktar)","game":"Moktar (French version of Titus the Fox)","platform":"DOS game data → Linux and Windows","kind":"Reimplementation","status":"Alpha per the SourceForge project page.","summary":"SDL/C rewrite of the Moktar game engine, sharing the OpenTitus project with Titus the Fox and parsing original game data files.","project_url":"https://sourceforge.net/projects/opentitus/","updated":"2026-10-16","strategy":"Native SDL engine rewrite parsing original game data","language":"","source_available":"Public SourceForge project/source; the engine reads original game data files.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"DOS game-engine reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: Moktar identified as the French version and original-data parsing","url":"https://sourceforge.net/projects/opentitus/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/opentitus/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"opentitus-titus-fox","title":"OpenTitus (Titus the Fox)","game":"Titus the Fox","platform":"DOS game data → Linux and Windows","kind":"Reimplementation","status":"Alpha per the SourceForge project page.","summary":"SDL/C rewrite of the Titus the Fox engine that parses the original game’s data files.","project_url":"https://sourceforge.net/projects/opentitus/","updated":"2026-10-16","strategy":"Native SDL engine rewrite parsing original game data","language":"","source_available":"Public SourceForge project/source; the engine reads original game data files.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"DOS game-engine reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: titles, engine rewrite, data parsing, platforms and alpha state","url":"https://sourceforge.net/projects/opentitus/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/opentitus/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"openttd-transport-tycoon-deluxe-reimplementation","title":"OpenTTD","game":"OpenTTD / Transport Tycoon Deluxe","platform":"Linux, macOS, and Windows; the README says other platforms may work but are not actively tested or maintained.","kind":"Reimplementation","status":"The latest GitHub release is 16.0-beta4 (2026-09-20); the repository was pushed on 2026-10-15 and is not archived. The README lists Linux, macOS, and Windows as currently supported platforms.","summary":"OpenTTD is an open-source transport simulation game based upon Transport Tycoon Deluxe. Its README provides free OpenGFX, OpenSFX, and OpenMSX data sets, and also documents use of original TTD graphics, sound, and music files. The project supports add-on content and mods.","project_url":"https://github.com/OpenTTD/OpenTTD","updated":"2026-10-16","strategy":"Open-source cross-platform game implementation based on Transport Tycoon Deluxe, with its own game code and add-on framework.","language":"","source_available":"Public source code; the README states that OpenTTD is licensed under GPL version 2. It links free OpenGFX/OpenSFX/OpenMSX data, and users can optionally supply original Transport Tycoon Deluxe data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Open-source transport simulation based on Transport Tycoon Deluxe","target_type":"Game","sources":[{"label":"Maintainer README: game lineage, platforms, free/original data options, add-on content, and GPL version 2","url":"https://github.com/OpenTTD/OpenTTD/blob/master/README.md"},{"label":"Latest GitHub release checked 2026-10-16","url":"https://github.com/OpenTTD/OpenTTD/releases/tag/16.0-beta4"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/OpenTTD/OpenTTD"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/OpenTTD/OpenTTD/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13330605,"C":1423267,"CMake":208196,"Squirrel":179883,"Objective-C++":87000,"HTML":13769,"Objective-C":10282,"Awk":6841,"PowerShell":6115,"JavaScript":4463,"Python":4378,"Shell":2672,"Batchfile":595,"Dockerfile":334},"source_url":"https://api.github.com/repos/OpenTTD/OpenTTD/languages","evidence":"Exact byte totals returned by the repository's official GitHub Languages API on 2026-10-16. C++ is the largest reported category (13,330,605 of 15,278,400 recognized bytes). Repository-wide totals can include build files, utilities, generated files, dependencies, or vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openttd-android-port","title":"OpenTTD unofficial Android port","game":"OpenTTD / Transport Tycoon Deluxe","platform":"DOS/Windows PC → Android","kind":"Reimplementation","status":"The unofficial Android source port remains active in its issue tracker, which has a report dated 2026-10-12; the Play Store listing was last updated 2025-05-08. The cited Android sources do not state a minimum Android version, ABI list, or device-test matrix. Players can use the free OpenGFX/OpenSFX base sets instead of original Transport Tycoon Deluxe assets.","summary":"SDL-based Android port of OpenTTD with an installable app and public source. Free OpenGFX graphics and optional OpenSFX/OpenMSX data avoid the need for Transport Tycoon Deluxe assets; users may alternatively import original graphics or music.","project_url":"https://github.com/pelya/openttd-android","updated":"2026-10-15","strategy":"Android source port using SDL and touchscreen controls","language":"","source_available":"Public C++ Android port source and Google Play listing; free OpenTTD base sets are available, while original TTD files are optional","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Android source port","target_type":"Game","sources":[{"label":"Android port README and installation/data instructions","url":"https://github.com/pelya/openttd-android"},{"label":"OpenTTD wiki Android build and installation guide","url":"https://wiki.openttd.org/en/Community/Patches/Compiling%20and%20installing%20the%20unofficial%20Android%20port"},{"label":"Google Play listing and listing update date","url":"https://play.google.com/store/apps/details?id=org.openttd.sdl"},{"label":"Official game installation and graphics-set requirements","url":"https://wiki.openttd.org/en/Manual/Installation"},{"label":"Current Android issue activity","url":"https://github.com/pelya/openttd-android/issues"},{"label":"Official free base set information","url":"https://www.openttd.org/downloads"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11332338,"C":1642511,"CMake":173488,"Squirrel":154336,"Objective-C++":81241,"Shell":14573,"HTML":14242,"Objective-C":8897,"Batchfile":6424,"Awk":6317,"JavaScript":4982,"PowerShell":4889,"Dockerfile":127},"source_url":"https://api.github.com/repos/pelya/openttd-android/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (11332338 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"opentyrian-original-xbox-port","title":"OpenTyrian Original Xbox Port","game":"Tyrian","platform":"DOS PC → Original Xbox","kind":"Reimplementation","status":"The public Xbox fork documents an NXDK `Makefile.nxdk` build and use of Tyrian 2.1 data, which the README identifies as freeware. It gives a build path but no explicit hardware or campaign-completion result.","summary":"Original Xbox adaptation of OpenTyrian, the open-source port of the DOS vertical-scrolling shooter Tyrian.","project_url":"https://github.com/Ryzee119/opentyrianX","updated":"2026-10-15","strategy":"Port the OpenTyrian C codebase to the Original Xbox using NXDK","language":"","source_available":"Public GPL-2.0 source repository; the required Tyrian 2.1 freeware data archive is separate","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: Xbox target, NXDK build command, and freeware data requirement","url":"https://github.com/Ryzee119/opentyrianX"},{"label":"Upstream OpenTyrian source project","url":"https://github.com/opentyrian/opentyrian"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1140154,"Makefile":3349,"Roff":2141,"Shell":325},"source_url":"https://api.github.com/repos/Ryzee119/opentyrianX/languages","evidence":"GitHub's official language endpoint for https://github.com/Ryzee119/opentyrianX reports 1,140,154 bytes of C, the largest language total (99.5% of 1,145,969 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openug2","title":"OpenUG2","game":"Need for Speed: Underground 2","platform":"Windows/Linux/macOS (x86 and ARM targets documented)","kind":"Reimplementation","status":"Early prototype; the README documents asset loading, rendering, driving, and races, with only selected content verified. This is not a complete or drop-in game replacement.","summary":"Clean-room C/C++ engine prototype for Need for Speed: Underground 2. It reads the user’s original game data and does not include EA code or assets.","project_url":"https://github.com/whoismept/OpenUG2","updated":"2026-10-15","strategy":"Clean-room native game engine reimplementation","language":"","source_available":"Public source repository; user-supplied Need for Speed: Underground 2 data required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Early-stage clean-room engine prototype","target_type":"Game","sources":[{"label":"Maintainer repository README and roadmap: clean-room scope, prototype features, platforms, and data requirements","url":"https://github.com/whoismept/OpenUG2"},{"label":"Maintainer development roadmap","url":"https://github.com/whoismept/OpenUG2/issues/5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3814795,"C++":488743,"Python":113578,"Makefile":42011,"GLSL":20334},"source_url":"https://api.github.com/repos/whoismept/OpenUG2/languages","evidence":"Official GitHub REST Languages API breakdown for whoismept/OpenUG2: source-code byte counts are {\"C\": 3814795, \"C++\": 488743, \"GLSL\": 20334, \"Makefile\": 42011, \"Python\": 113578}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openurma-unified-bus-protocol","title":"OpenURMA (Unified Bus Protocol implementation)","game":"Unified Bus (UB) transport and transaction protocol","platform":"UB Base Specification 2.0.1 → synthesizable FPGA RTL, a cycle-level SystemC model, and a gem5 full-system model.","kind":"Reimplementation","status":"Research implementation; no release is listed and the repository's latest push checked was 2026-06-12. README documents a smoke and paper-reproduction workflow across the RTL, SystemC, and gem5 models; reported performance results are the authors' measurements.","summary":"An Apache-2.0 open implementation of the Unified Bus protocol's transport and transaction layers, with corresponding hardware and software-facing validation. It is a specialized networking research artifact, not a desktop application or a general RDMA replacement.","project_url":"https://github.com/bojieli/OpenURMA","updated":"2026-10-16","strategy":"Clean-room implementation of a published protocol specification","language":"","source_available":"Public Apache-2.0 source, RTL, simulator, paper, and reproduction scripts.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Protocol implementation and hardware/software research system","target_type":"Software","sources":[{"label":"Project README: protocol layers, three implementation tiers, and reproduction workflow","url":"https://github.com/bojieli/OpenURMA/blob/main/README.md"},{"label":"Project architecture documentation","url":"https://github.com/bojieli/OpenURMA/blob/main/docs/architecture.md"},{"label":"Project license","url":"https://github.com/bojieli/OpenURMA/blob/main/LICENSE"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/bojieli/OpenURMA/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":988116,"C":324262,"Python":277261,"TeX":176831,"Shell":141017,"Makefile":1743},"source_url":"https://api.github.com/repos/bojieli/OpenURMA/languages","evidence":"Official GitHub Languages endpoint; C++ has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openwave-elgato-wave-link-linux-reimplementation","title":"OpenWave (Linux control application for Elgato Wave devices)","game":"Elgato Wave Link control behavior and USB configuration protocol for Wave XLR, XLR Dock, and Wave:3","platform":"Linux desktop; Rust, GTK4/libadwaita, PipeWire, and supported Elgato Wave USB hardware","kind":"Reimplementation","status":"Released v1.2.0 on 2026-09-29; GitHub metadata reports source updates through 2026-10-15. The project describes itself as an independent, reverse-engineered Linux alternative to Elgato Wave Link. Documented hardware coverage is limited to listed Wave XLR, XLR Dock, and Wave:3 profiles; the project does not claim a complete replacement for every Elgato device or Wave Link feature.","summary":"A native Linux desktop controller for supported Elgato Wave audio interfaces. It reimplements device controls such as microphone gain/mute, headphone volume, phantom power on supported models, hardware synchronization, scenes, and PipeWire routing using the devices' USB protocol. The README says the protocol was reverse-engineered from the macOS Wave Link application using Frida and describes OpenWave as independent from Elgato.","project_url":"https://github.com/rikkichy/openwave","updated":"2026-10-16","strategy":"Reverse-engineered USB protocol and configuration implementation, with device-specific profiles and a native Linux control and audio-routing application.","language":"","source_available":"Public MIT-licensed source. The project describes itself as independent and does not claim affiliation with Elgato.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Linux peripheral-control and audio-routing application","target_type":"Software","sources":[{"label":"Official README: scope, supported devices, protocol method, and controls","url":"https://github.com/rikkichy/openwave"},{"label":"Latest GitHub release v1.2.0","url":"https://github.com/rikkichy/openwave/releases/tag/v1.2.0"},{"label":"Official repository license","url":"https://github.com/rikkichy/openwave/blob/main/LICENSE"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/rikkichy/openwave/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1798038,"Shell":74106,"Nix":11049,"Makefile":5563,"CSS":1563},"source_url":"https://api.github.com/repos/rikkichy/openwave/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 1,798,038 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openwebview2loader-reimplementation","title":"OpenWebView2Loader","game":"Microsoft WebView2Loader library (specific WebView2 SDK/runtime version not pinned)","platform":"Windows C++ application library for applications embedding the Microsoft Edge WebView2 Runtime","kind":"Reimplementation","status":"The author intends feature parity with the WebView2Loader shipped in the WebView2 NuGet package, while recommending Microsoft's official loader for most uses. The intended parity is not independently verified; no release or WebView2 version matrix is published. The latest repository push checked was 2022-08-25.","summary":"An ISC-licensed C++ reimplementation of Microsoft's WebView2Loader component, which applications use to initialize and locate the Edge WebView2 runtime. It reconstructs the loader library, not the Edge browser engine or WebView2 runtime itself.","project_url":"https://github.com/jchv/OpenWebView2Loader","updated":"2026-10-15","strategy":"C++ reimplementation of the WebView2Loader library interface and loader behavior","language":"","source_available":"Public ISC-licensed source","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows browser-embedding middleware / loader library","target_type":"Software","sources":[{"label":"Maintainer README: intended WebView2Loader feature parity and recommendation to use Microsoft's official loader","url":"https://github.com/jchv/OpenWebView2Loader"},{"label":"OpenWebView2Loader ISC license","url":"https://github.com/jchv/OpenWebView2Loader/blob/master/LICENSE.md"},{"label":"GitHub repository metadata: latest push and declared license checked 2026-10-15","url":"https://api.github.com/repos/jchv/OpenWebView2Loader"},{"label":"GitHub source-language breakdown for OpenWebView2Loader","url":"https://api.github.com/repos/jchv/OpenWebView2Loader/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":274708,"C":741,"Makefile":556},"source_url":"https://api.github.com/repos/jchv/OpenWebView2Loader/languages","evidence":"GitHub's official language endpoint for https://github.com/jchv/OpenWebView2Loader reports 274,708 bytes of C++, the largest language total (99.5% of 276,005 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openwrt-router-firmware","title":"OpenWrt","game":"Vendor router / embedded-device firmware","platform":"Supported routers, access points, switches, and other embedded devices; exact model, revision, flash layout and install image are in the Hardware Database and Firmware Selector.","kind":"Reimplementation","status":"Active; the latest GitHub release at verification was v25.12.5 (2026-07-01). The 2026-10-15 source update is in the project’s GitHub reference mirror; the upstream repository is git.openwrt.org.","summary":"A Linux operating system for embedded devices that can replace factory firmware on supported hardware. It provides a writable filesystem and package management; migration images and device-specific installation instructions are selected per exact hardware model.","project_url":"https://github.com/openwrt/openwrt","updated":"2026-10-16","strategy":"Embedded Linux firmware replacement","language":"","source_available":"Public source; the project README says GPL-2.0, while bundled packages retain their respective upstream licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded Linux/router firmware distribution","target_type":"Software","sources":[{"label":"Project README: OS, factory migration images, license and support links","url":"https://github.com/openwrt/openwrt/blob/main/README.md"},{"label":"Official OpenWrt Hardware Database","url":"https://openwrt.org/supported_devices"},{"label":"Official Firmware Selector","url":"https://firmware-selector.openwrt.org/"},{"label":"v25.12.5 release","url":"https://github.com/openwrt/openwrt/releases/tag/v25.12.5"},{"label":"GitHub mirror language breakdown","url":"https://api.github.com/repos/openwrt/openwrt/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9342201,"Makefile":3571322,"Shell":1234125,"ucode":409398,"Perl":401096,"Pascal":170170,"Python":122950,"Assembly":61606},"source_url":"https://api.github.com/repos/openwrt/openwrt/languages","evidence":"The official GitHub REST language endpoint reports C as the largest repository category. The repository is a mirror and includes build and package sources.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"octeon-cn50xx-hardware-flow-offload-reimplementation","title":"OpenWrt Octeon hardware flow-offload reimplementation","game":"Cavium Octeon+ CN50xx hardware flow offload used by Ubiquiti EdgeRouter Lite 3","platform":"Target: Ubiquiti EdgeRouter Lite 3 / Cavium Octeon+ CN50xx; OpenWrt mainline Linux kernel.; This is a kernel module and OpenWrt package, not a whole replacement operating system.","kind":"Reimplementation","status":"The maintainer documents hardware tests on an ERLite-3 / CN5020 with OpenWrt kernel 6.18.34 and comparative throughput/latency results. GitHub lists release v0.1.0 (2026-06-10); the latest repository push was 2026-08-08.","summary":"Clean-room nftables flow-offload backend for mainline OpenWrt on the EdgeRouter Lite 3. It recreates hardware-accelerated NAT/routing behavior associated with proprietary EdgeOS offload using GPL kernel sources and public OCTEON documentation.","project_url":"https://github.com/packerlschupfer/octeon-flowtable","updated":"2026-10-16","strategy":"API / kernel-driver reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"API / kernel-driver reimplementation","target_type":"Software","sources":[{"label":"Maintainer README","url":"https://github.com/packerlschupfer/octeon-flowtable/blob/main/README.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/packerlschupfer/octeon-flowtable"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/packerlschupfer/octeon-flowtable/languages"},{"label":"Repository license","url":"https://github.com/packerlschupfer/octeon-flowtable/blob/main/LICENSE"},{"label":"GitHub releases","url":"https://github.com/packerlschupfer/octeon-flowtable/releases"},{"label":"Latest published release v0.1.0","url":"https://github.com/packerlschupfer/octeon-flowtable/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":58735,"Shell":14406,"Makefile":3732},"source_url":"https://api.github.com/repos/packerlschupfer/octeon-flowtable/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"openxcom","title":"OpenXcom","game":"UFO: Enemy Unknown / X-COM: UFO Defense and X-COM: Terror from the Deep","platform":"DOS → Windows/macOS/Linux","kind":"Reimplementation","status":"Active open-source clone; original game resources required","summary":"C++/SDL clone of the two original X-COM games that uses resource files from user-owned copies.","project_url":"https://github.com/OpenXcom/OpenXcom","updated":"2026-10-15T12:46:53Z","strategy":"Native game reimplementation","language":"","source_available":"Public source repository; original UFO: Enemy Unknown / X-COM and Terror from the Deep resources required. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"C++/SDL engine reimplementation for two classic X-COM games","target_type":"Game","sources":[{"label":"OpenXcom README: supported games and resource-file requirement","url":"https://github.com/OpenXcom/OpenXcom"},{"label":"Project README or evidence page","url":"https://github.com/OpenXcom/OpenXcom/blob/master/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/OpenXcom/OpenXcom"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5009648,"GLSL":144788,"C":54791,"CMake":45071,"NSIS":19755,"Objective-C":11562,"Shell":5727,"Python":2081,"Makefile":283,"Batchfile":220},"source_url":"https://api.github.com/repos/OpenXcom/OpenXcom/languages","evidence":"GitHub's official language endpoint for https://github.com/OpenXcom/OpenXcom reports 5,009,648 bytes of C++, the largest language total (94.6% of 5,293,926 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openxcom-3ds-port","title":"OpenXCOM-3DS","game":"X-COM: UFO Defense and X-COM: Terror from the Deep","platform":"DOS PC game data / OpenXcom Extended → New Nintendo 3DS family","kind":"Reimplementation","status":"The maintainer documents `.3dsx` and `.cia` build/install formats and a software-rendering path for New 3DS, New 3DS XL, and New 2DS XL. Original 3DS/2DS are explicitly unsupported; game data is not included. No campaign-completion claim is made.","summary":"Native New Nintendo 3DS port of OpenXcom Extended 8.6.1, the community engine recreation for the original X-COM games. The port adds 3DS touchscreen controls and optimized software rendering.","project_url":"https://github.com/TheRumble/OpenXCOM-3DS","updated":"2026-10-15","strategy":"Port OpenXcom Extended to devkitARM/libctru with a 3DS-optimized software renderer and dual-screen controls","language":"","source_available":"Public GPL-3.0 source repository and build guide; the user must supply original X-COM data files","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"New Nintendo 3DS native port","target_type":"Game","sources":[{"label":"Maintainer README: supported X-COM titles, supported 3DS models, formats, and data requirements","url":"https://github.com/TheRumble/OpenXCOM-3DS"},{"label":"Maintainer source-build instructions for 3DSX and CIA outputs","url":"https://github.com/TheRumble/OpenXCOM-3DS#building-from-source"},{"label":"OpenXcom upstream game-engine recreation","url":"https://github.com/OpenXcom/OpenXcom"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10683058,"C":419259,"GLSL":144788,"NSIS":101964,"PLSQL":49600,"CMake":42003,"Python":14733,"Objective-C":11562,"Shell":9267,"Assembly":491,"Makefile":283,"Roff":15},"source_url":"https://api.github.com/repos/TheRumble/OpenXCOM-3DS/languages","evidence":"GitHub's official language endpoint for https://github.com/TheRumble/OpenXCOM-3DS reports 10,683,058 bytes of C++, the largest language total (93.1% of 11,477,023 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"openxr-vulkan-d3d12-interop","title":"OpenXR Vulkan/OpenGL on Direct3D 12 Interoperability Layer","game":"OpenXR applications requesting Vulkan or OpenGL graphics (multi-title)","platform":"OpenXR applications using Vulkan/OpenGL → OpenXR runtimes exposing Direct3D 12; tested upstream with the original Windows Mixed Reality runtime and NVIDIA/AMD GPUs","kind":"API Translation","status":"The latest listed release is 1.1.1 (2023-09-22); the latest upstream source push surfaced by GitHub is 2025-12-14. The README says testing has focused on the original Windows Mixed Reality runtime and NVIDIA/AMD GPUs; it notes the layer is unnecessary with runtimes that already support Vulkan.","summary":"An OpenXR API layer that lets Vulkan- or OpenGL-based OpenXR applications interoperate with runtimes that expose Direct3D 12 but not those graphics APIs. It imports shared swapchain resources and synchronizes with the runtime rather than copying and recomposing frames. This is graphics API interoperability inside OpenXR, not a general Vulkan-to-D3D12 implementation for arbitrary applications.","project_url":"https://github.com/mbucchia/OpenXR-Vk-D3D12","updated":"2025-12-14","strategy":"OpenXR API layer bridging Vulkan/OpenGL swapchains to a D3D12-backed runtime","language":"","source_available":"Public MIT-licensed source repository with Windows MSI releases","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"OpenXR graphics API interop layer","target_type":"Software","sources":[{"label":"Maintainer README: graphics API direction, zero-copy resource interop, tested runtimes, and limits","url":"https://github.com/mbucchia/OpenXR-Vk-D3D12"},{"label":"Latest listed release 1.1.1 (2023-09-22)","url":"https://github.com/mbucchia/OpenXR-Vk-D3D12/releases/tag/1.1.1"},{"label":"GitHub repository metadata: license and latest source push","url":"https://api.github.com/repos/mbucchia/OpenXR-Vk-D3D12"},{"label":"GitHub language statistics","url":"https://api.github.com/repos/mbucchia/OpenXR-Vk-D3D12/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":133,"C":514,"C#":4206,"C++":187788,"PowerShell":2950,"Python":16016},"source_url":"https://api.github.com/repos/mbucchia/OpenXR-Vk-D3D12/languages","evidence":"Official GitHub REST Languages API byte counts; predominant language is the entry with the greatest byte count across the repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"opera-3do","title":"Opera (libretro)","game":"All compatible 3DO Interactive Multiplayer software","platform":"3DO Interactive Multiplayer (1993)","kind":"Emulator","status":"Maintained open-source fork","summary":"Open-source libretro 3DO emulator derived from 4DO, itself descended from FreeDO. The project was renamed when 4DO became dormant and adopted a renewed development focus.","project_url":"https://github.com/libretro/opera-libretro","updated":"2026-10-13","strategy":"Low-level software emulation of the 3DO console, descended from the FreeDO/4DO core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"3DO Interactive Multiplayer emulator core for Libretro","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/libretro/opera-libretro"},{"label":"Libretro history, license, and system documentation","url":"https://docs.libretro.com/library/opera/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/libretro/opera-libretro"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3437280,"C++":168496,"Makefile":24417,"Python":4333,"Shell":3551,"Perl":39},"source_url":"https://api.github.com/repos/libretro/opera-libretro/languages","evidence":"GitHub's official language endpoint for https://github.com/libretro/opera-libretro reports 3,437,280 bytes of C, the largest language total (94.5% of 3,638,116 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oracle-of-ages-godot-reconstruction","title":"Oracle of Ages: Godot Reconstruction","game":"The Legend of Zelda: Oracle of Ages","platform":"Game Boy Color → Windows / Linux (Godot 4.7.1/.NET)","kind":"Reimplementation","status":"Playable but incomplete; the maintainer’s status document reports Spirit’s Grave and Wing Dungeon playable end to end and substantial work in later dungeons and story segments. It says a complete manual playthrough and exhaustive clean-U.S.-ROM parity comparison remain unperformed. No tagged release is published.","summary":"An in-progress Godot 4.7.1/.NET reimplementation of Oracle of Ages guided by the clean U.S. game and the upstream oracles-disasm project. It imports disassembly data and generates local game assets instead of running a ROM in an emulator. The maintainer says generated game data and assets are intended for personal, non-commercial research.","project_url":"https://github.com/SHOEGAZEssb/ooa-godot","updated":"2026-10-16","strategy":"Godot/.NET reimplementation guided by original ROM behavior and a pinned upstream disassembly; source-derived game data is imported and generated locally.","language":"","source_available":"Public C# and PowerShell source. GitHub reports no repository license; the README says original game data and generated assets are intended for personal, non-commercial research. The import tool builds a clean U.S. ROM from the pinned disassembly checkout, so a user ROM is not required.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Godot 4.7.1/.NET reconstruction","target_type":"Game","sources":[{"label":"Reddit discovery lead in r/decomps; repository status verified independently (the post is a community lead, not status authority)","url":"https://www.reddit.com/r/decomps/comments/1wpfidw/zelda_oracle_of_ages_pc_port_is_finally_in_the_works/"},{"label":"Maintainer README: Godot reconstruction scope, supported platform setup, and data generation","url":"https://github.com/SHOEGAZEssb/ooa-godot#readme"},{"label":"Maintainer implementation-status document: playable coverage boundaries and unverified completion","url":"https://github.com/SHOEGAZEssb/ooa-godot/blob/main/docs/implementation-status.md"},{"label":"Pinned upstream disassembly submodule named by the README","url":"https://github.com/Stewmath/oracles-disasm"},{"label":"GitHub repository metadata (no repository license detected; activity checked 2026-10-16)","url":"https://api.github.com/repos/SHOEGAZEssb/ooa-godot"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/SHOEGAZEssb/ooa-godot/languages"},{"label":"Current primary README","url":"https://github.com/SHOEGAZEssb/ooa-godot/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":16740445,"PowerShell":2514668,"Shell":2275},"source_url":"https://api.github.com/repos/SHOEGAZEssb/ooa-godot/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-orao","title":"Orao MiSTer Core","game":"Orao home-computer software and tape programs","platform":"Orao home computer on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2025-12-09; GitHub returned no tagged release. The README documents monitor/BASIC entry and tape loading, and lists occasional loading failures and horizontal-border video work as known issues.","summary":"Verilog MiSTer FPGA core for the Orao, an 8-bit Croatian home computer. The repository includes compressed tape-software archives and models monitor/BASIC/system ROM regions; the README does not provide a separate rights statement for those ROM or tape assets.","project_url":"https://github.com/MiSTer-devel/Orao_MiSTer","updated":"2025-12-09","strategy":"FPGA hardware emulation core for the Orao computer on MiSTer.","language":"","source_available":"Public MIT source repository. The repository also includes software tape archives and ROM regions; their rights are not independently stated in the README.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA home-computer emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Orao_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Orao_MiSTer/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Orao_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Orao_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":351296,"VHDL":166893,"SystemVerilog":153525,"Tcl":22720,"Shell":719,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Orao_MiSTer/languages","evidence":"Official GitHub Languages API reports 351,296 bytes of Verilog as the largest language count (50.5% of 695,825 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"orbital-ps4-emulator","title":"Orbital","game":"Sony PlayStation 4 system software (experimental)","platform":"PlayStation 4; README lists Windows, Linux, and macOS x86-64 hosts with AVX/BMI1 and virtualization support plus Vulkan 1.0","kind":"Emulator","status":"Experimental research project; the README says it is not ready for end users and provides no binaries. Maintainer issues document decrypted-kernel tests for firmware 4.55 and 5.00, not commercial-game compatibility. No GitHub releases were listed; latest default-branch commit is dated 2024-03-04 and current maintenance is unclear.","summary":"An experimental virtualization-based PS4 emulator focused on booting decrypted kernels. The upstream explicitly warns that configuration is difficult and binaries are not provided; do not imply retail games are playable.","project_url":"https://github.com/AlexAltea/orbital","updated":"2024-04-06","strategy":"Experimental virtualization-based PS4 system emulation","language":"","source_available":"Public MIT-licensed source repository; project requires user-provided console keys and firmware","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Console system emulator (PlayStation 4; research-stage)","target_type":"Software","sources":[{"label":"Maintainer README: status, kernel boot tests, end-user warning, and host requirements","url":"https://github.com/AlexAltea/orbital"},{"label":"Maintainer issue for PS4 4.55 decrypted-kernel test","url":"https://github.com/AlexAltea/orbital/issues/3"},{"label":"Maintainer issue for PS4 5.00 decrypted-kernel test","url":"https://github.com/AlexAltea/orbital/issues/4"},{"label":"GitHub repository metadata and pushed date","url":"https://api.github.com/repos/AlexAltea/orbital"},{"label":"Latest default-branch commit metadata (2024-03-04)","url":"https://api.github.com/repos/AlexAltea/orbital/commits?per_page=1"},{"label":"GitHub language-byte breakdown","url":"https://api.github.com/repos/AlexAltea/orbital/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5471661,"C++":370740,"Python":70018,"JavaScript":59474,"HTML":14894,"CMake":3743,"Makefile":2798,"CSS":1919,"Kaitai Struct":1812,"GDB":609},"source_url":"https://api.github.com/repos/AlexAltea/orbital/languages","evidence":"GitHub official language endpoint reports C as the largest repository byte count (91.2% of 5,997,668 recognized bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-oric","title":"Oric MiSTer Core","game":"Oric-1, Oric Atmos and Pravetz 8D software","platform":"Oric-1 / Oric Atmos and Pravetz 8D 8-bit computers on MiSTer FPGA","kind":"Emulator","status":"Maintained FPGA core; upstream source last pushed 2026-06-11. The README documents tape loading, snapshots, ULA/video/6502/VIA/AY hardware and Pravetz 8D disk support. The latest checked-in RBF is dated 2026-06-03, close to the repository’s 2026-06-11 source update.","summary":"MiSTer FPGA hardware core for Oric-1 and Oric Atmos systems, including a Pravetz 8D compatibility option. The public source has no declared GitHub license; the tracked source tree includes a Microdisc ROM binary with no separate firmware rights statement.","project_url":"https://github.com/MiSTer-devel/Oric_MiSTer","updated":"2026-10-16","strategy":"FPGA core ported from earlier MiST/SiDi Oric work, recreating the Oric CPU, ULA video, VIA, AY sound, tape and disk paths.","language":"","source_available":"Public source repository, but GitHub reports no declared license. A Microdisc ROM binary is tracked in the repository and its redistribution rights were not established; tape images and other system ROMs require separate rights.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA vintage-computer hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Oric_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Oric_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1514960,"Verilog":391289,"SystemVerilog":209387,"Python":34005,"Tcl":22648,"Shell":4871,"Batchfile":721},"source_url":"https://api.github.com/repos/MiSTer-devel/Oric_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,514,960 bytes of VHDL as the largest language count (69.6% of 2,177,881 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ork-driver-rockchip-rk35xx-npu-library","title":"ork-driver (Rockchip RK35xx NPU matmul library)","game":"Rockchip RK35xx NPU register-command ISA and matmul execution path","platform":"ARM64 Rockchip Linux userspace on systems with the in-tree rknpu DRM kernel driver; not a kernel module. RK3588 is hardware-validated, RK3576 is listed as needing on-device validation, and RK3562/RK3568 support is not yet added.","kind":"Reimplementation","status":"Active development; source was pushed through 2026-10-14 and no tagged release is listed. Upstream reports RK3588 validation on a Radxa ROCK 5B for fp16, int8/w8a8 and int4 matrix multiplication, with example workloads compared against CPU references. The RK3576 path uses inherited tuning parameters and still needs device validation. This is a focused matmul implementation, not a full API-compatible replacement for Rockchip's proprietary runtime.","summary":"A clean-room userspace library that synthesizes Rockchip NPU register-command programs and submits them through the open rknpu DRM kernel driver. Upstream says it reverse-engineered the regcmd instruction set from scratch and does not use proprietary librknnrt; the library implements matmul functionality rather than the full proprietary inference-runtime API.","project_url":"https://github.com/oRKLLM/ork-driver","updated":"2026-10-16","strategy":"Upstream-declared clean-room reimplementation of the RK35xx register-command execution path for matmul, using the existing open rknpu kernel driver; not an API-compatible full SDK replacement.","language":"","source_available":"Public source under the ISC License.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Userspace NPU matmul library and direct hardware driver","target_type":"Software","sources":[{"label":"Maintainer README: clean-room claim, NPU interface, proprietary-runtime boundary, supported SoCs and hardware validation","url":"https://github.com/oRKLLM/ork-driver"},{"label":"SoC support matrix and roadmap","url":"https://github.com/oRKLLM/ork-driver/blob/main/ROADMAP.md"},{"label":"ISC License","url":"https://github.com/oRKLLM/ork-driver/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/oRKLLM/ork-driver"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4185396,"C++":105539,"Makefile":81460,"Shell":69816,"Python":27395},"source_url":"https://api.github.com/repos/oRKLLM/ork-driver/languages","evidence":"GitHub's official repository Languages endpoint reports C as predominant (4,185,396 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"osfree-os2-operating-system-reimplementation","title":"osFree (OS/2 clone)","game":"IBM OS/2 user-mode system and command-line components (specific compatibility level not stated)","platform":"OS/2-compatible user-mode components and an experimental OS/2 personality for the L4 microkernel; project build scripts support Windows, Linux/Unix, and OS/2 hosts","kind":"Reimplementation","status":"The official status page labels the project deep alpha: current work includes low-level loader components, command-line tools, and an experimental OS/2 personality for L4. It does not claim a complete, generally usable OS/2 replacement. The main source repository was pushed on 2026-10-14; this activity date does not change the official deep-alpha status.","summary":"A multi-repository open-source OS/2 clone project. Its main repository documents a source tree with submodules; the official status page lists finished and incomplete user-mode components alongside unfinished system work. No specific OS/2 binary-compatibility level or release version is documented.","project_url":"https://github.com/osfree-project/osfree","updated":"2026-10-15","strategy":"OS/2 system and user-mode component reimplementation, including an experimental L4 personality","language":"","source_available":"Public main repository and linked submodules; the official component status page lists mixed per-component licenses","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Operating system / OS/2 user-mode and system components","target_type":"Software","sources":[{"label":"osFree main repository README: project goal, main repo, submodules, and build hosts","url":"https://github.com/osfree-project/osfree"},{"label":"Official osFree status page: deep-alpha status, current work, and component-by-component completion and licensing table","url":"https://osfree.org/doku/doku.php?id=en:status"},{"label":"GitHub repository metadata: latest push and predominant language checked 2026-10-15","url":"https://api.github.com/repos/osfree-project/osfree"},{"label":"GitHub source-language breakdown for the main osFree repository","url":"https://api.github.com/repos/osfree-project/osfree/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":53888792,"HTML":7727153,"C++":2883187,"Makefile":1770140,"Pascal":731758,"Shell":727857,"Batchfile":651073,"Assembly":367165,"REXX":107864,"IGOR Pro":88447,"Yacc":53290,"Roff":52470,"Perl":49160,"SWIG":40080,"Awk":27033,"Rich Text Format":26657,"Python":22739,"M4":14047,"WebAssembly":7205,"CSS":4952,"sed":1859,"XSLT":1834,"BitBake":1707,"Lex":665,"Dockerfile":306},"source_url":"https://api.github.com/repos/osfree-project/osfree/languages","evidence":"GitHub's official language endpoint for https://github.com/osfree-project/osfree reports 53,888,792 bytes of C, the largest language total (77.8% of 69,247,440 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"osfree-janus-windows-30","title":"osFree Janus Windows 3.0 Reimplementation","game":"Microsoft Windows 3.0 (Win16 environment)","platform":"16-bit x86 DOS and osFree virtual DOS machine","kind":"Reimplementation","status":"Very early alpha; the project says GDI is not implemented and USER is only partly implemented. Its first practical goal is launching simple system programs such as WinVer and Clock.","summary":"Open-source reimplementation of the Windows 3.0 environment, including its kernel, graphics and user-interface subsystems, drivers, and core components. The README says it reuses code from TWIN, Wine, ReactOS, and HX-DOS and relies on published Windows-internals references; it does not claim recovered Microsoft source.","project_url":"https://github.com/osfree-project/WIN16","updated":"2026-10-15","strategy":"Win16 environment reimplementation using existing open-source components and published technical references","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Operating system environment","target_type":"Software","sources":[{"label":"Maintainer README: implementation approach, sources, current alpha status, and Win16 targets","url":"https://github.com/osfree-project/WIN16"},{"label":"osFree project overview and current status","url":"https://osfree.org/doku/doku.php?id=en:docs:win16"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13523795,"HTML":5995645,"C++":1050604,"JavaScript":678394,"CSS":530985,"Assembly":468948,"Pascal":267395,"Makefile":115204,"Batchfile":31259,"Shell":21348,"Rich Text Format":9740,"Lex":8368,"Ruby":2411,"CMake":1858},"source_url":"https://api.github.com/repos/osfree-project/WIN16/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/osfree-project/WIN16 reports 13,523,795 bytes of C, the largest language total (59.6% of 22,705,954 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ostranauts-zh-tw","title":"Ostranauts Traditional Chinese Localization Mod","game":"Ostranauts","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"Released v1.0.0 on 2026-08-05. README requires Ostranauts v0.15.0.38+ and BepInEx 5.4 Unity Mono.","summary":"Traditional Chinese runtime localization mod for the English PC game, implemented with BepInEx and translation data.","project_url":"https://github.com/AosakiReiya/ostranauts-tw-localization","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Traditional Chinese","source_available":"Public plugin/source/release; user installs alongside their own game.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"PC game localization mod","target_type":"Game","sources":[{"label":"README: install and compatibility","url":"https://github.com/AosakiReiya/ostranauts-tw-localization"},{"label":"v1.0.0 release","url":"https://github.com/AosakiReiya/ostranauts-tw-localization/releases/tag/v1.0.0"},{"label":"Official Steam page","url":"https://store.steampowered.com/app/1022980/?l=english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":102983,"Python":40357,"Shell":5576,"PowerShell":3033},"source_url":"https://github.com/AosakiReiya/ostranauts-tw-localization/languages","evidence":"GitHub reports C# 102,983 bytes, Python 40,357, Shell 5,576 and PowerShell 3,033; C# is predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"otogirisou-sfc-en","title":"Otogirisou Super Famicom English Translation","game":"Otogirisou","platform":"Super Famicom","kind":"Fan Localization","status":"Released; the maintainer's repository identifies v1.2 as the latest patch version.","summary":"English translation patch for the Japanese Super Famicom sound novel, with a Latin font, revised line breaking, and translations of important graphics. Two patch variants let players enable or disable honorifics; the maintainer also restored some unused text and graphics.","project_url":"https://github.com/ButThouMust/otogirisou-english","updated":"2026-10-16","strategy":"Fan localization patch with a custom English text renderer and graphics edits","language":"English","source_available":"Public BPS patches and source tools; the game ROM is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom sound-novel translation","target_type":"Game","sources":[{"label":"Project README: supported ROM fingerprint, patch format, and translation features","url":"https://github.com/ButThouMust/otogirisou-english"},{"label":"Project GitHub releases: patch files and version history","url":"https://github.com/ButThouMust/otogirisou-english/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ButThouMust/otogirisou-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"otogirisou-sosei-hen-ps1-en-es","title":"Otogirisou: Sosei Hen English and Spanish Translation","game":"Otogirisou – Sosei Hen","platform":"PlayStation","kind":"Fan Localization","status":"Active multilingual release; v1.6 published 2026-10-16. The repository says the full script, menus, save/copy/erase screens, end screens and controller image are translated into both English and Spanish.","summary":"Separate English and Spanish BPS patches for the PlayStation remake Sound Novel Evolution 1. The maintainer builds them from the user’s original Japanese Rev. 1 disc; no game image is included.","project_url":"https://github.com/Secabel/Otogirisou-Sosei-Hen","updated":"2026-10-16","strategy":"Fan translation patch","language":"English, Spanish","source_available":"GitHub v1.6 release supplies English and Spanish BPS patches only; requires the matching user-owned Japanese Rev. 1 disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PlayStation multilingual fan translation","target_type":"Game","sources":[{"label":"Maintainer README: both locales, full script/menu coverage, v1.6 release, patch-only notice and exact Japanese Rev. 1 disc hash","url":"https://github.com/Secabel/Otogirisou-Sosei-Hen"},{"label":"v1.6 release assets","url":"https://github.com/Secabel/Otogirisou-Sosei-Hen/releases/tag/v1.6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":498941},"source_url":"https://api.github.com/repos/Secabel/Otogirisou-Sosei-Hen/languages","evidence":"Official GitHub REST Languages API returned {\"Python\":498941}; Python is the unique largest byte-count entry (498941 of 498941 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ottsel-jak-phone","title":"Ottsel: Jak and Daxter native Apple port","game":"Jak and Daxter: The Precursor Legacy","platform":"PlayStation 2 → iPadOS/iOS and macOS","kind":"Decompilation","status":"Developer preview; physical iPad Pro M2 reported at 60 FPS; iPhone has only been simulator-tested.","summary":"Apple-platform native port based on OpenGOAL decompiled game source, compiled ahead of time to ARM64. The maintainer reports a physical iPad Pro M2 test; iPhone is simulator-only so far. Requires a user-supplied PS2 disc and a local build.","project_url":"https://github.com/chrissotraidis/ottsel","updated":"2026-10-12T14:37:50Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (ISC license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"OpenGOAL source compiled to ARM64","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/chrissotraidis/ottsel"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/ottsel"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":307324,"Python":283047,"Objective-C++":85463,"Shell":78404,"Swift":5502,"C":1955,"Assembly":1388},"source_url":"https://api.github.com/repos/chrissotraidis/ottsel/languages","evidence":"GitHub's official language endpoint for https://github.com/chrissotraidis/ottsel reports 307,324 bytes of C++, the largest language total (40.3% of 763,083 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"our-life-beginnings-always-jp","title":"Our Life: Beginnings & Always Japanese Patch","game":"Our Life: Beginnings & Always","platform":"PC (Steam/itch); Android (itch APK)","kind":"Fan Localization","status":"Released; v1.20 dated 2026-09-04; route and choice QA is incomplete","summary":"Unofficial Japanese story-text patch for the English-language visual novel, including DLC text and an optional Japanese/English switching package. Most menus and settings remain English, and the maintainer says not all routes and choices have been fully tested.","project_url":"https://nekomint-2.itch.io/olba-jp-patch","updated":"2026-09-04","strategy":"Fan translation patch","language":"Japanese","source_available":".rpa patch files distributed in ZIP archives","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer itch page; supported versions, patch format, release history and distribution terms","url":"https://nekomint-2.itch.io/olba-jp-patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://nekomint-2.itch.io/olba-jp-patch","evidence":"Project page/source reviewed for repository availability: https://nekomint-2.itch.io/olba-jp-patch. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"outrun-online-arcade-xbla-crownpark","title":"OutRun Online Arcade XBLA Recompilation (CrownPark Native Ports)","game":"OutRun Online Arcade (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable and a title-specific v1 launcher release is public. A per-title source directory was not present in the inspected main branch; Windows/Linux support is documented, with per-release notes defining platform testing.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public title-specific launcher release; the title-specific source directory is absent from the inspected main branch; game files are user-supplied and not bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release outrun-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/outrun-v1"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub's official language endpoint for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest language total (98.0% of 2,256,996,438 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"overwatch-dxmt-shader-stutter-fix","title":"Overwatch Mac shader-stutter fix","game":"Overwatch","platform":"Windows Direct3D 11 Overwatch under CrossOver 26.3 on Apple silicon macOS; tested by the author on M1 Pro/macOS 27","kind":"API Translation","status":"Public patch set with no tagged release; latest repository activity checked was 2026-10-03. The README’s hitch measurements are from an M1 Pro and a small set of runs with a stated replay/cache setup, not a broad compatibility benchmark. It warns that anti-cheat handling is outside the author’s control.","summary":"A game-specific DXMT patch and installer that changes shader-pipeline scheduling, prewarming, compiler priorities, and diagnostics to reduce first-use stutters in Overwatch under CrossOver. It modifies a private copy of CrossOver’s Wine runtime, not the game files. It is a patch set for a D3D11-to-Metal layer, not a new general-purpose renderer.","project_url":"https://github.com/tholtman1-del/overwatch-mac-stutter-fix","updated":"2026-10-15","strategy":"Game-specific patches to DXMT D3D11-to-Metal shader pipeline and compiler scheduling","language":"","source_available":"Public patch/source repository; no license declared in GitHub metadata. Requires CrossOver and a private Wine runtime copy; no game files included.","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"Overwatch DXMT shader compilation patch set for macOS","target_type":"Game","sources":[{"label":"Project README and patch files","url":"https://github.com/tholtman1-del/overwatch-mac-stutter-fix"},{"label":"Reddit discovery post","url":"https://www.reddit.com/r/macgaming/comments/1wwzb98/overwatch_on_mac_fixed_the_shadercompile_stutter/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":12664,"Python":2671},"source_url":"https://api.github.com/repos/tholtman1-del/overwatch-mac-stutter-fix/languages","evidence":"GitHub's official language endpoint for https://github.com/tholtman1-del/overwatch-mac-stutter-fix reports 12,664 bytes of Shell, the largest language total (82.6% of 15,335 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ovmf-uefi-firmware","title":"OVMF (TianoCore EDK II)","game":"PC BIOS firmware for QEMU virtual machines","platform":"QEMU x86/IA32 and x86_64 virtual machines; EDK II supports additional UEFI platform implementations beyond this scoped OVMF record.","kind":"Reimplementation","status":"Active; the EDK II repository’s latest stable release is edk2-stable202608 (2026-08-21); source was updated 2026-10-16.","summary":"OVMF is the EDK II-based UEFI firmware image for QEMU. This entry tracks the resulting firmware implementation, not the generic EDK II build framework: OVMF replaces the legacy BIOS/firmware presented by a virtual machine.","project_url":"https://github.com/tianocore/edk2","updated":"2026-10-16","strategy":"UEFI firmware implementation for QEMU","language":"","source_available":"Public EDK II source. The repository contains multiple license families and component-level exceptions; confirm each package’s notices rather than applying one repo-wide license.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"QEMU OVMF UEFI firmware","target_type":"Software","sources":[{"label":"TianoCore EDK II source repository","url":"https://github.com/tianocore/edk2"},{"label":"OVMF package documentation","url":"https://github.com/tianocore/edk2/tree/master/OvmfPkg"},{"label":"Latest stable EDK II release","url":"https://github.com/tianocore/edk2/releases/tag/edk2-stable202608"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/tianocore/edk2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":78919724,"Assembly":24444024,"Python":7973805,"C++":1399489,"Rich Text Format":1356984,"ASL":91150},"source_url":"https://api.github.com/repos/tianocore/edk2/languages","evidence":"Official GitHub REST language endpoint reports C as largest for the full EDK II tree; this is not an OVMF-package-only measurement.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"oxpinyin-libpinyin-reimplementation","title":"oxpinyin (libpinyin C ABI Reimplementation in Rust)","game":"libpinyin 15-series C ABI and output behavior","platform":"Linux distributions including Fedora Rawhide, Debian testing, and NixOS are listed as parity-tested. The README also documents macOS build paths through Homebrew; Windows support is not documented.","kind":"Reimplementation","status":"Stage 1 is marked complete: the maintainer reports 1,571/1,571 corpus rows and 79 exported symbols, with one remaining gap because the differential suite does not exercise the full exported ABI. Stage 2 is in progress; no GitHub release is listed. Repository activity continued through 2026-10-16.","summary":"A pure-Rust reimplementation of libpinyin that provides a drop-in libpinyin.so.15 and the same C ABI. The maintainer uses a pinned, source-built libpinyin oracle and differential tests; the project is GPL-3.0-or-later.","project_url":"https://github.com/shenghaoc/oxpinyin","updated":"2026-10-16","strategy":"Clean-room Rust reimplementation of libpinyin APIs with C ABI compatibility and differential output comparison against a pinned libpinyin oracle.","language":"","source_available":"Public Rust source under GPL-3.0-or-later, with build instructions, differential tests, and project status documentation.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Input-method engine library","target_type":"Software","sources":[{"label":"Maintainer README: libpinyin target, compatibility status, hosts, and license","url":"https://github.com/shenghaoc/oxpinyin/blob/main/README.md"},{"label":"Maintainer roadmap: stage completion and remaining work","url":"https://github.com/shenghaoc/oxpinyin/blob/main/ROADMAP.md"},{"label":"Maintainer oracle documentation: upstream build and pinned comparison setup","url":"https://github.com/shenghaoc/oxpinyin/blob/main/docs/testing/oracle-environment.md"},{"label":"Repository GPL-3.0 license","url":"https://github.com/shenghaoc/oxpinyin/blob/main/LICENSE"},{"label":"Official GitHub release list; no releases were listed at review time","url":"https://api.github.com/repos/shenghaoc/oxpinyin/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":5420467,"Python":900561,"C":795161,"Shell":594751,"C++":64469},"source_url":"https://api.github.com/repos/shenghaoc/oxpinyin/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Rust is the largest repository-wide tracked byte category (5,420,467 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pt-android-port","title":"P.T. Android Port (pt4droid)","game":"P.T. (PlayStation 4, CUSA01127 reference dump)","platform":"PlayStation 4 game data → Android 10+ ARM64; Vulkan 1.3 required","kind":"Reimplementation","status":"The latest test release found is v0.2.1-test.15 for Android. The README requires Android 10+, ARM64, Vulkan 1.3, and about 1.4 GB for game files plus app/cache; it says a full playthrough and Mali visual checks are still needed before a stable release. The source does not report a named device-test matrix, so compatibility and sustained performance remain unverified.","summary":"Unofficial Android fork of the community native P.T. PC port, with an Android launcher, customizable touch controls, controller support, graphics settings, and Vulkan rendering. It does not include game files. The importer accepts a fake package made from the user's own dump or extracted files for the US CUSA01127 version; encrypted PlayStation Store packages are unsupported.","project_url":"https://github.com/XHYN-PH/pt4droid","updated":"2026-10-16","strategy":"Android port of the native C++ P.T. PC project, adding an Android app shell, user-data importer, touch input, and Vulkan device support.","language":"","source_available":"Public source and prerelease Android APK; users supply game files from their own PS4 dump. The repository and APK contain no game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Experimental Android ARM64 port; Vulkan 1.3; user-supplied PS4 game data; touch controls","target_type":"Game","sources":[{"label":"Maintainer README: test status, Android requirements, data import, and controls","url":"https://github.com/XHYN-PH/pt4droid"},{"label":"Latest v0.2.1-test.15 prerelease APK and test notes","url":"https://github.com/XHYN-PH/pt4droid/releases/tag/pt4droid-v0.2.1-test.15"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/XHYN-PH/pt4droid/languages"},{"label":"Project repository latest recorded commit (2026-10-16): Release Test 15: phone rumble, teaser, touch camera and Mali safeguar…","url":"https://github.com/XHYN-PH/pt4droid/commit/15996554d2320788995d60dc2ff010961350e42b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":2822,"C#":13780,"C++":5296175,"CMake":72501,"GLSL":220650,"Java":413949,"PowerShell":2526,"Python":882655,"Shell":12893},"source_url":"https://api.github.com/repos/XHYN-PH/pt4droid/languages","evidence":"GitHub's official Languages REST endpoint reports 5,296,175 bytes of C++ as the largest total (76.6% of 6,917,951 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pt-android-native-port-stonecoldos","title":"P.T. Android Port (StoneColdOS)","game":"P.T. (CUSA01127; user-supplied PS4 game data)","platform":"P.T. native PC reimplementation → Android 10+ arm64 with Qualcomm Adreno 6xx/7xx/8xx","kind":"Reimplementation","status":"Experimental. Latest published release v0.2.6 (2026-10-12). The maintainer documents Android 10+ ARM64 and tested Adreno 740, 710 and 810 devices; Mali, Immortalis, Xclipse, PowerVR, Tensor and MediaTek GPUs are unsupported. Gameplay performance varies by device and resolution. The app adds Android packaging, driver setup, touch controls, microphone support and AYN Thor second-screen features to LoreanXavier’s existing native PC reimplementation; it is not an emulator and does not include game files.","summary":"An unofficial Android port of LoreanXavier’s native C++/Vulkan P.T. PC reimplementation. It adds the Android APK and device-specific setup around the upstream game code, requires the user’s own P.T. dump, and supports a limited set of Snapdragon Adreno GPUs.","project_url":"https://github.com/StoneColdOS/pt-pc","updated":"2026-10-16","strategy":"Android platform port of an existing native PC reimplementation; same native game code with Android packaging and platform services, not emulation","language":"","source_available":"Public source. The README says the Android-specific additions are MIT-licensed; upstream PC-port code retains its upstream terms. The repository includes no P.T. game files; the user must supply their own dump.","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"C++","subtype":"Android port of a native PC game reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: upstream relationship, Android/GPU requirements, tested devices, controls and user-supplied data","url":"https://github.com/StoneColdOS/pt-pc/blob/android-port/README.md"},{"label":"Latest published release v0.2.6 (2026-10-12)","url":"https://github.com/StoneColdOS/pt-pc/releases/tag/android-v0.2.6"},{"label":"Repository license file for Android-specific code","url":"https://github.com/StoneColdOS/pt-pc/blob/android-port/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5001498,"Python":709286,"Java":292663,"GLSL":200273,"CMake":70600,"C#":13780,"Shell":12529,"Batchfile":2822,"PowerShell":2526},"source_url":"https://api.github.com/repos/StoneColdOS/pt-pc/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 5,001,498 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pt-ipad-native-source-port","title":"P.T. for iPad","game":"P.T.","platform":"PlayStation 4 → iPadOS ARM64 (port of the native pt-pc C++ reimplementation)","kind":"Reimplementation","status":"Working development port, not a finished release. The README reports build 9 installed on an M2 iPad; startup and the original corridor were verified on build 5. Full physical-device progression, visual fidelity and sustained performance remain open; stable 60 FPS is not accepted. No app binary is distributed.","summary":"Compiles the reconstructed C++ engine and game systems from the native pt-pc port directly to Apple ARM64 and adds iPad packaging, touch input, lifecycle handling and verified user-data installation. The renderer uses Vulkan translated to Metal through MoltenVK; the project does not run the original PlayStation executable or emulate its CPU. Game assets are separately supplied by the user.","project_url":"https://github.com/buberlo/pt-ipad","updated":"2026-10-16","strategy":"Apple ARM64 source port of an existing native C++ P.T. reimplementation, with a Vulkan renderer translated to Metal through MoltenVK.","language":"","source_available":"Public MIT-licensed source. Builds, provisioning material and original game data are not distributed; the maintainer documents local build and signing steps.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Native iPad source port","target_type":"Game","sources":[{"label":"Project README, source boundary, build/device status and license","url":"https://github.com/buberlo/pt-ipad/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/buberlo/pt-ipad/blob/main/LICENSE"},{"label":"Device testing evidence","url":"https://github.com/buberlo/pt-ipad/blob/main/docs/DEVICE_TESTING.md"}],"media":[{"kind":"image","label":"Icon","url":"https://raw.githubusercontent.com/buberlo/pt-ipad/main/art/Icon.png","preview_url":"https://raw.githubusercontent.com/buberlo/pt-ipad/main/art/Icon.png","source_url":"https://github.com/buberlo/pt-ipad/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":268548,"C":46990,"Objective-C":6684,"C++":3617,"Swift":3402},"source_url":"https://api.github.com/repos/buberlo/pt-ipad/languages","evidence":"GitHub's official Languages endpoint reports Python as the largest tracked source total, including source preparation and patch tooling; the README identifies the runtime/game systems as C++ and the Apple adaptation as SDL3/UIKit. The complete repository-wide byte map is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pt-ps4-pc-reimplementation","title":"P.T. PS4 Teaser PC Reimplementation","game":"P.T.","platform":"PlayStation 4 → Windows x64, Linux x86-64, macOS x64/Apple silicon","kind":"Reimplementation","status":"Latest published release v1.0.5 (2026-10-16 01:00 UTC) is a hotfix for a v1.0.4 startup crash affecting Linux/macOS, plus other fixes. The maintainer’s Oct 15 status still reports the entire teaser from first-boot options/preface through the ending, including the voice step; small lighting/material differences and timing details remain. The release updates the latest-version field and does not itself add a new completion milestone.","summary":"User supplies a PS4 dump/FPKG for CUSA01127; repository and installer contain no game data.","project_url":"https://github.com/LoreanXavier/pt-pc","updated":"2026-10-16","strategy":"New C++ Hallway Engine recreates game logic from observed behavior and renders with Vulkan; reads original assets at runtime.","language":"C++","source_available":"Public source repository; the project’s own port code is MIT-licensed. The 2026-10-16 v1.0.5 release publishes Windows and Linux setup programs, portable Windows/Linux archives, and macOS arm64/x64 archives and disk images. No game data is in the repository or installer; users supply their own PS4 dump or fake PKG.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"New c++ hallway engine recreates game logic from observed behavior and renders with vulkan","target_type":"Game","sources":[{"label":"Project repository and current releases","url":"https://github.com/LoreanXavier/pt-pc"},{"label":"Maintainer release history","url":"https://github.com/LoreanXavier/pt-pc/releases"},{"label":"Installer and platform-specific requirements","url":"https://github.com/LoreanXavier/pt-pc/blob/main/docs/installer.md"},{"label":"GitHub language breakdown API","url":"https://api.github.com/repos/LoreanXavier/pt-pc/languages"},{"label":"Verified release or build","url":"https://github.com/LoreanXavier/pt-pc/releases/tag/v1.0.4"},{"label":"Maintainer status post in r/silenthill","url":"https://www.reddit.com/r/silenthill/comments/1wu0152/im_decompiling_and_rebuilding_pt_as_a_native_pc/"},{"label":"GitHub API: current repository push timestamp","url":"https://api.github.com/repos/LoreanXavier/pt-pc"},{"label":"v1.0.5 release page and published installer/archive assets (2026-10-16)","url":"https://github.com/LoreanXavier/pt-pc/releases/tag/v1.0.5"},{"label":"Maintainer README: MIT license scope, supported host platforms, and user-supplied PS4 game-data requirement","url":"https://github.com/LoreanXavier/pt-pc/blob/main/README.md"},{"label":"Repository MIT license file","url":"https://github.com/LoreanXavier/pt-pc/blob/main/LICENSE"},{"label":"GitHub API: v1.0.5 publication time and exact uploaded release assets","url":"https://api.github.com/repos/LoreanXavier/pt-pc/releases?per_page=100"}],"media":[{"kind":"image","label":"Lisa in the hallway (maintainer README gameplay GIF)","url":"https://raw.githubusercontent.com/LoreanXavier/pt-pc/main/docs/media/lisa.gif","preview_url":"https://raw.githubusercontent.com/LoreanXavier/pt-pc/main/docs/media/lisa.gif","source_url":"https://github.com/LoreanXavier/pt-pc/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7200063,"Python":868605,"GLSL":236776,"CMake":118082,"Objective-C++":39292,"C#":12144,"Shell":8633,"Batchfile":2822,"PowerShell":2526,"C":554},"source_url":"https://api.github.com/repos/LoreanXavier/pt-pc/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 7,200,063 bytes; the manifest breakdown contains all 10 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pacman-ce-dx-psvita-port","title":"PAC-MAN Championship Edition DX PS Vita Port","game":"PAC-MAN Championship Edition DX","platform":"Android → PlayStation Vita","kind":"API Translation","status":"README identifies a V3 build dated 2026-09-12 and says it restores effects and gameplay modifiers from the PC/console version. The browser installer generates a Vita VPK and data folder from user-supplied Android game files; no full-game completion claim was verified.","summary":"Game-specific PlayStation Vita homebrew port that loads the Android game library through a Vita-side .so loader, stubs Android/Java APIs, and bridges OpenGL ES through a patched vitaGL. Users supply their legally obtained Android APK and OBB; an optional Steam PAC-MAN.dat can provide PC audio assets.","project_url":"https://github.com/mcallbosco/pacman-cedx-vita","updated":"2026-09-12","strategy":"Android native-library loader with Android/Java API stubs and an OpenGL ES bridge","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project identity, V3 label/date, installation flow, source platform, target, port method, asset requirements, and build wrapper.","url":"https://github.com/mcallbosco/pacman-cedx-vita/blob/main/README.md"},{"label":"MIT license for the repository source.","url":"https://github.com/mcallbosco/pacman-cedx-vita/blob/main/LICENSE"},{"label":"Repository creation, push/update dates, default branch, repository language field, and license metadata.","url":"https://api.github.com/repos/mcallbosco/pacman-cedx-vita"},{"label":"Exact GitHub language byte breakdown.","url":"https://api.github.com/repos/mcallbosco/pacman-cedx-vita/languages"},{"label":"The repository currently has no GitHub Releases entries; README V3 refers to the project/site build flow.","url":"https://github.com/mcallbosco/pacman-cedx-vita/releases"},{"label":"Browser installer endpoint linked by the README.","url":"https://pacmancedx.mcallbos.co/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6942944,"C++":1471627,"Makefile":68194,"GLSL":33782,"CMake":18217,"Shell":844,"JavaScript":406,"Batchfile":268},"source_url":"https://api.github.com/repos/mcallbosco/pacman-cedx-vita/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pac-man-neo-geo-pocket-color-spanish","title":"Pac-Man Spanish Translation","game":"Pac-Man","platform":"Neo-Geo Pocket Color","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"Spanish fan localization for Pac-Man on Neo-Geo Pocket Color. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/pac-man-spanish-translation-neo-geo-pocket-color","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"Batchfile","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/pac-man-spanish-translation-neo-geo-pocket-color"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":3510820,"Python":117924,"Assembly":32955,"HTML":30803,"NewLisp":13},"source_url":"https://api.github.com/repos/sewave/translations/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for sewave/translations on 2026-10-16; Batchfile is the largest bucket at 3,510,820 bytes. Counts cover the full repository and do not isolate code for this catalog entry. This repository contains multiple translation projects, so its totals are not project-specific.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"padport-rpg-maker-android","title":"PadPort: RPG Maker Android Runtime","game":"RPG Maker MV/MZ/XP/VX/VX Ace games (multi-title)","platform":"Windows PC RPG Maker game folders → Android 8.0+ on ARM64 phones, tablets, and handhelds","kind":"Emulator","status":"Active preview; latest public release is signed development APK PadPort 0.6.1 (2026-10-06), not a stable production release. README documents MV/MZ support, experimental XP/VX/VX Ace support, and game-specific experimental second-screen panels; the release APK was tested by its maintainer on an AYN Thor.","summary":"Android game launcher/runtime that lets players copy an existing RPG Maker PC game folder to a phone or handheld. MV/MZ games run in bundled GeckoView or Android System WebView; legacy XP/VX/VX Ace support uses the mkxp-z engine and is experimental. It adds controller remapping, optional touch controls, save import/export, and experimental game-specific dual-screen panels. It does not modify game files and includes no games.","project_url":"https://github.com/mkaflowski/PadPort","updated":"2026-10-16","strategy":"Android runtime and compatibility launcher: browser engines for RPG Maker MV/MZ web games and mkxp-z for experimental RGSS-era games; game-specific Android input and display adaptations.","language":"","source_available":"Public GPL-3.0-or-later application source and signed preview/debug APK releases; game files are not included. The XP/VX/VX Ace support uses the GPL mkxp-z engine.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Multi-title Android runtime for user-supplied PC RPG Maker game folders","target_type":"Software","sources":[{"label":"Maintainer repository and supported-game/platform README","url":"https://github.com/mkaflowski/PadPort"},{"label":"PadPort 0.6.1 preview release and APK details","url":"https://github.com/mkaflowski/PadPort/releases/tag/v0.6.1"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/mkaflowski/PadPort/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":510892,"JavaScript":198761,"Python":56802,"Ruby":30530,"HTML":16545},"source_url":"https://api.github.com/repos/mkaflowski/PadPort/languages","evidence":"Official GitHub REST Languages endpoint reports Java as the largest language total; repository language totals include all tracked project files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pakon-macos-f135-scanner-app","title":"Pakon","game":"Kodak/Pakon F-135 and F-135+ 35mm film scanners","platform":"macOS 13+ Apple Silicon app; source build also supports Linux, with Windows build planned","kind":"Reimplementation","status":"The README marks the F-135 as fully working. F-135+ scans using settings recorded from another F-135+ and currently have fewer options. F-235/F-335 are explicitly unsupported. Kodak's color engine/assets are used as-is under separate third-party terms, and Digital ICE remains listed as upcoming.","summary":"Replaces the aging Kodak/Pakon scanner client with a modern Mac application and source-buildable scanner workflow. It reconstructs the USB/protocol host side, performs film framing and exports JPEG/TIFF/raw scans; the repository separates AGPL project code from Kodak firmware, binaries, profiles, and other third-party material.","project_url":"https://github.com/jorshhh/pakon-macos","updated":"2026-10-15","strategy":"Reverse-engineered userspace USB protocol and source-reimplemented scanner client","language":"English","source_available":"Public AGPL-3.0-or-later code; bundled Kodak binaries, firmware, and profiles have separate terms and are not covered by the project license.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Legacy film scanner desktop app and driver reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: scanner status, platform support, feature limits, third-party assets, and license","url":"https://github.com/jorshhh/pakon-macos"},{"label":"Maintainer hardware and implementation status notes","url":"https://github.com/jorshhh/pakon-macos/blob/main/STATUS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":361120,"Python":277388,"HTML":67869,"CSS":14151,"Shell":9479,"Handlebars":8552,"CMake":3760},"source_url":"https://api.github.com/repos/jorshhh/pakon-macos/languages","evidence":"GitHub's official language endpoint for https://github.com/jorshhh/pakon-macos reports 361,120 bytes of C, the largest language total (48.6% of 742,319 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pakon-fx35-modern-windows-drivers","title":"Pakon F-X35 Custom Drivers","game":"Pakon F-X35 family film-scanner Windows driver and firmware-loader stack","platform":"Modern 64-bit Windows, including Windows 11","kind":"Reimplementation","status":"Public driver source replaces the vendor's unavailable 64-bit driver path and fixes a 32-bit driver issue that prevented operation on Windows Vista and later. The repository contains firmware loader, scanner driver, model resources, and installer components; no packaged release is listed on the README page.","summary":"A reverse-engineered driver stack for Pakon F-X35 film scanners, created to restore compatibility with modern 64-bit Windows after the original vendor drivers were limited to 32-bit systems and had a post-Vista defect. The maintainer documents the research and provides separate loader, USB driver, model package, and installer components.","project_url":"https://github.com/ktkaufman03/FX35","updated":"2026-10-15","strategy":"Reverse-engineered Windows kernel/USB driver and firmware-loader implementation","language":"English","source_available":"Public source code; the repository page does not state a license. Consult the source and bundled firmware terms before redistribution.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Legacy film scanner driver reimplementation / Windows compatibility","target_type":"Software","sources":[{"label":"Maintainer README: modern x64 target, original driver failure, components, and source status","url":"https://github.com/ktkaufman03/FX35"},{"label":"Maintainer reverse-engineering account of reviving the Pakon F-X35 scanner","url":"https://ktkaufman03.github.io/blog/2022/09/04/pakon-reverse-engineering/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":203909,"C":140172,"C#":6276},"source_url":"https://api.github.com/repos/ktkaufman03/FX35/languages","evidence":"GitHub's official language endpoint for https://github.com/ktkaufman03/FX35 reports 203,909 bytes of C++, the largest language total (58.2% of 350,357 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pakon-mac-f135-cross-platform-experimental","title":"pakon-mac","game":"Kodak/Pakon F-135/F-135+ film-scanner control and color-processing software","platform":"macOS, Windows, and Linux userspace driver/application","kind":"Reimplementation","status":"Highly experimental and explicitly WIP. The project reports an unresolved brightness offset, a production Go renderer still using a placeholder while the Python engine has the verified tone chain, broken black-and-white scanning, and no real-hardware verification for F-235/F-335. The app UI is unfinished.","summary":"Independent userspace driver, desktop client, and OEM color-engine reconstruction for Pakon scanners. The maintainer documents live emulation and physical-hardware checks against the original Kodak DLLs, but the remaining rendering and model-coverage gaps mean this is an active research implementation rather than a dependable finished scanner app.","project_url":"https://github.com/gazzdingo/pakon-mac","updated":"2026-10-15","strategy":"Userspace protocol reimplementation plus reverse-engineered color pipeline validated against vendor DLL behavior","language":"English","source_available":"Public source; repository license has a non-commercial restriction and OEM resources are present, so review its license and third-party notices before reuse.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Experimental film scanner application and vendor color-engine reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: WIP status, verified subsystems, unresolved rendering bugs, and model limitations","url":"https://github.com/gazzdingo/pakon-mac"},{"label":"Independent implementation-agnostic Pakon reference compares the active clients and license boundaries","url":"https://github.com/alibosworth/pakon-reference"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":5028398,"C":1228997,"Go":483206,"JavaScript":216297,"Assembly":71353,"CSS":26967,"Shell":22567,"HTML":541},"source_url":"https://api.github.com/repos/gazzdingo/pakon-mac/languages","evidence":"GitHub's official language endpoint for https://github.com/gazzdingo/pakon-mac reports 5,028,398 bytes of Python, the largest language total (71.0% of 7,078,326 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pakon-tlx-macos-driver-api-translation","title":"pakon-tlx-macos","game":"Kodak TLXClientDemo / F-X35 COM stack for Pakon F-135 scanners","platform":"Original 32-bit Windows XP-era client via Wine 11 on macOS 15+; Apple Silicon or Intel","kind":"API Translation","status":"The maintainer reports it works on a base F-135 and has been confirmed by other owners on an F-135+ and another base unit. F-235/F-335 are untried. It replaces the kernel USB-driver calls with a libusb shim, while the Kodak client and imaging DLLs remain unmodified and must be supplied externally.","summary":"Runs the genuine Windows Kodak TLX scanner client on modern macOS by using Wine and translating its five Pakon135 kernel-driver calls through a local shim to libusb. It preserves the vendor's imaging and Digital ICE behavior rather than reimplementing the full scanner app; OEM software and firmware are required from a source trusted by the user.","project_url":"https://github.com/pablonavarrob/pakon-tlx-macos","updated":"2026-10-15","strategy":"Wine compatibility plus a Win32 kernel-driver API shim to libusb","language":"English","source_available":"Public MIT bridge source. It contains no Kodak code or firmware, but it requires the external proprietary TLX client, DLLs, and firmware.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Legacy scanner client macOS compatibility/API translation layer","target_type":"Software","sources":[{"label":"Maintainer README: unmodified client, exact driver API bridge, verified hardware, and requirements","url":"https://github.com/pablonavarrob/pakon-tlx-macos"},{"label":"Independent scanner-family reference cross-checks which OEM DLL serves each Pakon model","url":"https://pakon-reference.alibosworth.com/scanner-family/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":178388,"C":55185,"Shell":39967,"Makefile":975},"source_url":"https://api.github.com/repos/pablonavarrob/pakon-tlx-macos/languages","evidence":"GitHub's official language endpoint for https://github.com/pablonavarrob/pakon-tlx-macos reports 178,388 bytes of Python, the largest language total (65.0% of 274,515 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"panda3ds","title":"Panda3DS","game":"Nintendo 3DS","platform":"Windows, macOS, Linux, and Android arm64","kind":"Emulator","status":"Public source project with repository activity through 2026-10-04; latest formal release v0.9 dates to 2024-12-25.","summary":"C++ high-level Nintendo 3DS emulator. The maintainer describes it as early-stage: many games boot, while graphics issues and incomplete audio remain.","project_url":"https://github.com/wheremyfoodat/Panda3DS","updated":"2026-10-04","strategy":"Emulation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS","target_type":"Software","sources":[{"label":"Maintainer README, supported hosts, and compatibility limitations","url":"https://github.com/wheremyfoodat/Panda3DS"},{"label":"Maintainer release history","url":"https://github.com/wheremyfoodat/Panda3DS/releases"},{"label":"GitHub repository metadata: most recent source push on 2026-10-04","url":"https://api.github.com/repos/wheremyfoodat/Panda3DS"},{"label":"Maintainer latest formal release v0.9, published 2024-12-25","url":"https://github.com/wheremyfoodat/Panda3DS/releases/tag/v0.9"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3689725,"Java":248799,"Makefile":56674,"CMake":46169,"Metal":28849,"GLSL":25498,"C":19497,"Swift":6197,"Objective-C++":3173,"Shell":1325,"Objective-C":311},"source_url":"https://api.github.com/repos/wheremyfoodat/Panda3DS/languages","evidence":"GitHub's official language endpoint for https://github.com/wheremyfoodat/Panda3DS reports 3,689,725 bytes of C++, the largest language total (89.4% of 4,126,217 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"scansnap-panelbeater-linux","title":"Panelbeater","game":"Fujitsu/Ricoh ScanSnap iX1500 touchscreen panel host and scan workflow","platform":"Linux over Wi-Fi or USB","kind":"Reimplementation","status":"Python utility tested on a real iX1500 over Wi-Fi (USB scan path also documented). iX1400/iX1600 compatibility is described as probable, not tested. Wi-Fi network scanning is fixed at 300 dpi color while USB resolution is adjustable; a USB cable disables the network registration path.","summary":"Reimplements the ScanSnap iX1500 touchscreen panel protocol so the physical Scan button can launch a scan on Linux without the vendor application. It enrolls a Linux host, receives panel jobs, builds PDFs, and optionally runs OCR; the protocol document explains the device's network and USB behaviors.","project_url":"https://github.com/appositeit/panelbeater","updated":"2026-10-15","strategy":"Reverse-engineered touchscreen-panel and scan-host protocol implementation","language":"English","source_available":"Public GPL-2.0 source; no vendor software required.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Document scanner panel/scan-client reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: tested iX1500 hardware, scan features, limits, and platform scope","url":"https://github.com/appositeit/panelbeater"},{"label":"Maintainer protocol specification for discovery, enrolment, panel notices, and scan sequence","url":"https://github.com/appositeit/panelbeater/blob/main/docs/PROTOCOL.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":137191,"Shell":5852},"source_url":"https://api.github.com/repos/appositeit/panelbeater/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/appositeit/panelbeater reports 137,191 bytes of Python, the largest language total (95.9% of 143,043 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pangya-pc-2011-qa-matching-decomp","title":"PangYa PC 2011 QA Client Matching Decompilation","game":"PangYa PC client and Direct3D renderer","platform":"Windows PC x86 (ProjectG_ReleaseQA.exe and wangreal_ReleaseQA.dll, 2011-10-21 build)","kind":"Decompilation","status":"Work in progress; a function counts as complete only when the rebuilt machine code matches the 2011 QA binaries exactly. It is a research/decompilation tree, not a playable release.","summary":"A function-by-function C++ matching decompilation of the PangYa PC client and renderer using the original Visual C++ .NET 2003 toolchain.","project_url":"https://github.com/hsreina/YaPang","updated":"2026-10-16","strategy":"Windows x86 matching decompilation with original-toolchain builds","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC matching decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/hsreina/YaPang"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/hsreina/YaPang"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14454040,"C":54082,"CMake":2824},"source_url":"https://api.github.com/repos/hsreina/YaPang/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 14,454,040 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pangya-super-swing-golf-wii-decomp","title":"PangYa: Super Swing Golf (Wii) Decompilation","game":"PangYa: Super Swing Golf (Wii USA RPYE9B)","platform":"Nintendo Wii USA RPYE9B → matching source reconstruction","kind":"Decompilation","status":"The README describes the project as unusable at present: initial split/section setup exists, but no matched code is reported.","summary":"Early Wii decompilation setup for PangYa: Super Swing Golf, currently limited to initial binary splits.","project_url":"https://codeberg.org/retreev/pyssg-decomp","updated":"2026-10-16","strategy":"Initial binary split and source decompilation setup","language":"","source_available":"Public source repository; the original USA Wii game image is required and not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Project README: game revision, WIP state and required original image","url":"https://codeberg.org/retreev/pyssg-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":105338},"source_url":"https://codeberg.org/api/v1/repos/retreev/pyssg-decomp/languages","evidence":"The official repository language endpoint reports 105,338 bytes of Python as the largest language total (100.0% of 105,338 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"paper-airplane-chase-gx-wii-port","title":"Paper Airplane Chase GX Wii Homebrew Port","game":"Paper Airplane Chase","platform":"Nintendo DSiWare → Nintendo Wii homebrew","kind":"Reimplementation","status":"The maintainer published Wii release v1.0.2 on 2026-10-08. The README documents the Homebrew Channel install and supports the USA English/French/Spanish DSiWare ROM only; it does not report a hardware compatibility matrix.","summary":"A native Wii homebrew adaptation of Paper Airplane Chase. The README says it reuses the original gameplay code, music, and sound effects, and adds Wii menus, controller support, graphics options, and local two-player Race. Users provide the supported DSiWare ROM; Nintendo game data is excluded.","project_url":"https://github.com/cmyksoda/Paper-Airplane-Chase-GX","updated":"2026-10-16","strategy":"Native Wii homebrew adaptation; the README reports original gameplay code reuse but does not claim a matching decompilation or static recompilation","language":"","source_available":"Public GPL-3.0 source and Wii release; requires the user’s own supported USA English/French/Spanish DSiWare ROM. Nintendo game data is excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: original-game relationship, Wii features, ROM requirements, and license","url":"https://github.com/cmyksoda/Paper-Airplane-Chase-GX#readme"},{"label":"Maintainer v1.0.2 release published 2026-10-08","url":"https://github.com/cmyksoda/Paper-Airplane-Chase-GX/releases/tag/v1.0.2"},{"label":"Official GitHub repository metadata and license","url":"https://api.github.com/repos/cmyksoda/Paper-Airplane-Chase-GX"},{"label":"Current primary README","url":"https://github.com/cmyksoda/Paper-Airplane-Chase-GX/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/cmyksoda/Paper-Airplane-Chase-GX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":663290,"C++":103560,"Python":5143,"Makefile":4655},"source_url":"https://api.github.com/repos/cmyksoda/Paper-Airplane-Chase-GX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"paper-mario-3ds-port","title":"Paper Mario 3DS Port","game":"Paper Mario","platform":"Nintendo 64 → Nintendo 3DS","kind":"Decompilation","status":"Release v1.0.7 was published 2026-10-15 and fixes partner battle-move icons, key-item labels, and choice-box appearance. The maintainer’s release notes report 60 fps on the New 3DS family and about 30 fps on original 3DS/2DS using the CIA build; users must provide their own US or EU Paper Mario ROM.","summary":"Native 3DS port based on the Paper Mario decompilation.","project_url":"https://github.com/SecondaryLifer/StarHaven","updated":"2026-10-16","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/SecondaryLifer/StarHaven"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/SecondaryLifer/StarHaven"},{"label":"Maintainer README: platform support and current build","url":"https://github.com/SecondaryLifer/StarHaven#readme"},{"label":"Maintainer release v1.0.7 (2026-10-15)","url":"https://github.com/SecondaryLifer/StarHaven/releases/tag/v1.0.7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":32740409,"Python":1023244,"Makefile":227817,"Assembly":167944,"Linker Script":112435,"C++":41899,"Shell":26794,"Nix":11445,"Dockerfile":1169,"PHP":143},"source_url":"https://api.github.com/repos/SecondaryLifer/StarHaven/languages","evidence":"GitHub's official language endpoint for https://github.com/SecondaryLifer/StarHaven reports 32,740,409 bytes of C, the largest language total (95.3% of 34,353,299 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"paper-mario-n64-decomp","title":"Paper Mario Decompilation","game":"Paper Mario","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress; US, Japan, PAL, and iQue targets documented","summary":"The repository documents work-in-progress ROM builds for four regional versions and a matching decompilation workflow.","project_url":"https://github.com/pmret/papermario","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/pmret/papermario"},{"label":"Project README or evidence page","url":"https://github.com/pmret/papermario/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pmret/papermario"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/pmret/papermario/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30623706,"Python":899213,"Assembly":166350,"Shell":12421,"Nix":11445,"PHP":143,"Linker Script":141},"source_url":"https://api.github.com/repos/pmret/papermario/languages","evidence":"GitHub's official language endpoint for https://github.com/pmret/papermario reports 30,623,706 bytes of C, the largest language total (96.6% of 31,713,419 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"paper-mario-n64-switch-port-paperboat","title":"Paper Mario Nintendo Switch Port (PaperBoat)","game":"Paper Mario","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Decompilation","status":"Release v1.0.2 includes paperboat.nro and the game-data package. The README lists Switch controls, SD-card setup, and a supported US ROM hash.","summary":"Nintendo Switch build of HarbourMasters’ PaperBoat native port of Paper Mario 64, based on the game decompilation. The target package uses the player’s supported N64 ROM or a locally generated O2R game-data file.","project_url":"https://github.com/Thorhax/PaperBoat-NX-Modern","updated":"2026-10-16","strategy":"Decompilation-based native port with a target-specific Switch package","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as CC0-1.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Thorhax/PaperBoat-NX-Modern"},{"label":"Release v1.0.2","url":"https://github.com/Thorhax/PaperBoat-NX-Modern/releases/tag/v1.0.2"},{"label":"Current primary README","url":"https://github.com/Thorhax/PaperBoat-NX-Modern/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: CC0-1.0)","url":"https://api.github.com/repos/Thorhax/PaperBoat-NX-Modern"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Thorhax/PaperBoat-NX-Modern/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":38615443,"Assembly":903535,"C++":897591,"Python":788425,"Java":206301,"CMake":105396,"Kotlin":51657,"Nix":28470,"HTML":9000,"Batchfile":4147,"Shell":2870,"JavaScript":2813,"PowerShell":2188,"PHP":143,"Linker Script":141},"source_url":"https://api.github.com/repos/Thorhax/PaperBoat-NX-Modern/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ttyd-decomp","title":"Paper Mario: The Thousand-Year Door Decompilation","game":"Paper Mario: The Thousand-Year Door","platform":"GameCube","kind":"Decompilation","status":"Work in progress; the README tracks DOL and REL decompilation progress and requires an existing game copy for builds.","summary":"doldecomp work-in-progress matching decompilation.","project_url":"https://github.com/doldecomp/ttyd","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube DOL and REL source decompilation","target_type":"Game","sources":[{"label":"Project organization","url":"https://github.com/doldecomp"},{"label":"Project README","url":"https://github.com/doldecomp/ttyd#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/doldecomp/ttyd"}],"media":[{"kind":"image","label":"Objdiff comparison window linked in the project's decompilation guide","url":"https://raw.githubusercontent.com/doldecomp/ttyd/62131fc31866f85a12e4817a8dc37f0c25eb5f8c/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/doldecomp/ttyd/62131fc31866f85a12e4817a8dc37f0c25eb5f8c/assets/objdiff.png","source_url":"https://github.com/doldecomp/ttyd/blob/62131fc31866f85a12e4817a8dc37f0c25eb5f8c/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4950217,"Python":144829,"Assembly":122603,"Rust":32531,"Makefile":12486,"Linker Script":7831,"CMake":2273},"source_url":"https://api.github.com/repos/doldecomp/ttyd/languages","evidence":"GitHub REST repository Languages endpoint reports 4,950,217 bytes of C out of 5,272,770 measured source bytes (93.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"paper-rs-paper-desktop-0515-reimplementation","title":"paper-rs (Paper Design desktop behavior reimplementation)","game":"Paper Design desktop application, version 0.5.15 (as documented by the project)","platform":"Paper Desktop 0.5.15 behavior → local native Rust infinite-canvas design/whiteboard app; Linux has been exercised under Xvfb, while macOS is type-checked but not reported as run on hardware","kind":"Reimplementation","status":"No tagged release was found; the latest source push recorded by GitHub was 2026-10-11. The README documents implemented design and whiteboard workflows plus known gaps. It says the Linux window was exercised under Xvfb, and the macOS target has not been launched on Mac hardware.","summary":"A local-first native Rust design and whiteboard application modeled on Paper Desktop. It stores projects locally and implements pages, infinite canvases, frames, vector paths, components, auto layout, constraints, drawing, whiteboard tools, and export. The project's parity table is self-reported and lists known behavioral differences from the source product.","project_url":"https://github.com/michaelshimeles/paper-rs","updated":"2026-10-11","strategy":"Behavior-focused reimplementation based on the author's study of a licensed Paper Desktop 0.5.15 install and public documentation; no original app code or assets are claimed to be included.","language":"","source_available":"Public Apache-2.0 source. The README describes the work as clean-room-style and says it contains no original Paper code, shaders, icons, fonts, or assets. Inter is separately licensed under SIL OFL 1.1. This author-described process is not a legal guarantee.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Native design and whiteboard application","target_type":"Software","sources":[{"label":"Project README, target version, features, and development gaps","url":"https://github.com/michaelshimeles/paper-rs#readme"},{"label":"Paper Desktop architecture observations","url":"https://github.com/michaelshimeles/paper-rs/blob/main/analysis/PAPER_ARCHITECTURE.md"},{"label":"Feature-parity matrix and known gaps","url":"https://github.com/michaelshimeles/paper-rs#feature-parity-paper--figma--excalidraw-vs-paper-rs"},{"label":"Apache-2.0 license","url":"https://github.com/michaelshimeles/paper-rs/blob/main/LICENSE-APACHE"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/michaelshimeles/paper-rs"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/michaelshimeles/paper-rs/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1246646},"source_url":"https://api.github.com/repos/michaelshimeles/paper-rs/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 1,246,646 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"paper-mario-n64-android-paperboat","title":"PaperBoat Android Port for Paper Mario 64","game":"Paper Mario","platform":"Nintendo 64 → Android (arm64-v8a)","kind":"Decompilation","status":"Experimental Android fork of HarbourMasters PaperBoat. The public repository contains an Android app and Kotlin/Java/JNI/NDK build; its Gradle configuration sets Android API 24 as the minimum and targets arm64-v8a. GitHub Actions completed an Android build successfully on 2026-09-17 and produced a PaperBoat-android-arm64-debug artifact, marked unexpired when checked 2026-10-16. No tagged release is listed, and the latest source push is 2026-09-17. A Reddit user reports that it runs on an Android handheld, but the repository gives no end-to-end campaign compatibility claim.","summary":"An unofficial Android arm64 port of HarbourMasters PaperBoat, the native Paper Mario 64 project based on the Paper Mario decompilation. This fork adds an Android launcher, JNI bridge and NDK build. It does not include the supported retail game copy; users must provide their own ROM.","project_url":"https://github.com/YlPorts/PaperBoat-android","updated":"2026-10-16","strategy":"Decompilation-based native Android port through a PaperBoat fork, with Android app, JNI and NDK integration.","language":"","source_available":"Public GitHub fork. PaperBoat’s upstream README says copyrighted game assets are not included and a supported user-provided copy is required. GitHub repository metadata reports CC0-1.0 for this fork; upstream component notices remain relevant.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android arm64 port of decompilation-based PaperBoat","target_type":"Game","sources":[{"label":"Reddit discovery lead in r/OdinHandheld; post author links the fork and reports APKs in Actions (secondary provenance)","url":"https://www.reddit.com/r/OdinHandheld/comments/1wtswga/paperboat_android_fork_looks_and_works_great_so/"},{"label":"Public fork repository and Android source tree","url":"https://github.com/YlPorts/PaperBoat-android"},{"label":"Maintainer Android build documentation","url":"https://github.com/YlPorts/PaperBoat-android/blob/develop/docs/android-ios-web.md"},{"label":"Android Gradle configuration: API 24 minimum and arm64-v8a ABI","url":"https://github.com/YlPorts/PaperBoat-android/blob/develop/android/app/build.gradle.kts"},{"label":"Successful Android GitHub Actions run; Android arm64 debug artifact metadata is available through the run","url":"https://github.com/YlPorts/PaperBoat-android/actions/runs/35263909902"},{"label":"GitHub Actions artifact API: PaperBoat-android-arm64-debug, 11,786,670 bytes, not expired on 2026-10-16","url":"https://api.github.com/repos/YlPorts/PaperBoat-android/actions/runs/35263909902/artifacts"},{"label":"Upstream PaperBoat README: game identity and user-provided supported copy requirement","url":"https://github.com/HarbourMasters/PaperBoat#readme"},{"label":"GitHub repository Languages API byte totals","url":"https://api.github.com/repos/YlPorts/PaperBoat-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":38692269,"Assembly":903535,"Python":788425,"C++":699126,"Java":206301,"CMake":101888,"Kotlin":51657,"Nix":28470,"HLSL":24562,"Metal":24377,"GLSL":22496,"HTML":9000,"Batchfile":4147,"JavaScript":2813,"PowerShell":2187,"Shell":2031,"PHP":143,"Linker Script":141},"source_url":"https://api.github.com/repos/YlPorts/PaperBoat-android/languages","evidence":"GitHub Languages API byte counts retrieved 2026-10-16. C is the largest category (38,692,269 of 41,563,568 recognized bytes; 93.1%). This is a repository-wide measure for an upstream fork and includes the large C game/runtime code; it does not describe the Android-only source mix.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"paperpad-paper-mario-64","title":"PaperPad: Paper Mario Apple Port","game":"Paper Mario","platform":"Nintendo 64 → Apple Silicon macOS, iOS/iPadOS","kind":"Decompilation","status":"Latest repository release v0.2.2; the current README identifies the PaperBoat app as PaperPad 0.2.0. The current status record reports early macOS gameplay, physical-iPad Preview 2 gameplay, and an iPhone build that launches while hands-on gameplay remains unaccepted. No prebuilt signed download, App Store/TestFlight release, or notarized macOS build is available. PaperPad Original is a separate retired preview line.","summary":"An Apple-platform port built from the Paper Mario decompilation and maintained PaperBoat source, with native Metal rendering, touch controls and private ROM import. It supports only an unmodified US 1.0 ROM and includes no game data.","project_url":"https://github.com/chrissotraidis/paperpad","updated":"2026-10-15","strategy":"Decompilation-based native Apple port using PaperBoat","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C++","subtype":"Apple-platform native port","target_type":"Game","sources":[{"label":"Project README: current app, supported ROM, platform build and testing status","url":"https://github.com/chrissotraidis/paperpad"},{"label":"Project releases","url":"https://github.com/chrissotraidis/paperpad/releases"},{"label":"Maintainer’s original PaperPad announcement; historical preview context, with current status verified in the README","url":"https://www.reddit.com/r/macgaming/comments/1vo47mm/paper_mario_now_runs_natively_on_apple_silicon/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/paperpad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":135495,"C++":121055,"Python":48341,"Shell":40458,"CMake":15798,"C":4161},"source_url":"https://api.github.com/repos/chrissotraidis/paperpad/languages","evidence":"The github.com repository languages endpoint reports Objective-C++ as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"papple2-apple-ii-research","title":"papple2","game":"Apple II software (debugging and research use)","platform":"Apple II; Python 3/Pygame desktop window or headless scripted host (complete host-OS matrix not stated)","kind":"Emulator","status":"The repository was pushed 2026-10-16; no formal release was found. The maintainer describes it as a small research/debugging instrument rather than a speed- or completeness-oriented player. The README reports booting the Monitor and Integer BASIC and documents selected game experiments.","summary":"Python Apple II emulator and instrumentation workbench, ported from ApplePy. It adds assembler/disassembler tools, stand-ins for disk routines, scripted stop/inspect workflows, and a documented Lode Runner reverse-engineering example; reported game behavior should be treated as project research results, not broad compatibility.","project_url":"https://github.com/fschuhi/papple2","updated":"2026-10-16","strategy":"Python 6502/Apple II emulation with debugging and reverse-engineering instrumentation","language":"","source_available":"Public MIT-licensed source repository; no formal release found.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Research/debugging emulator","target_type":"Software","sources":[{"label":"Maintainer README: intended use, machine behavior, experiments, and license","url":"https://github.com/fschuhi/papple2/blob/main/README.md"},{"label":"Maintainer data-file policy for Apple II binaries and game media","url":"https://github.com/fschuhi/papple2/blob/main/docs/data-files.md"},{"label":"GitHub releases page (no formal release found during review)","url":"https://github.com/fschuhi/papple2/releases"},{"label":"Tracked MIT license","url":"https://github.com/fschuhi/papple2/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/fschuhi/papple2"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/fschuhi/papple2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":723939,"Makefile":7236},"source_url":"https://api.github.com/repos/fschuhi/papple2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"parallels-desktop-x86-emulator","title":"Parallels Desktop x86 emulator","game":"Intel x86_64 operating systems on Apple silicon Macs","platform":"x86_64 UEFI guest operating systems → Apple silicon macOS inside Parallels Desktop Pro, Business, or Enterprise; supports 64-bit Windows and selected Linux guests.","kind":"Emulator","status":"Early preview introduced in Parallels Desktop 20.2.0 and still described as active development in the support article last reviewed 2026-03-01. It is highly constrained: one vCPU, up to 8 GB guest RAM, UEFI only, no sound or USB, and low performance (Windows boot is reported at about 2–7 minutes). Imported Windows 10/11, Server 2019/2022, and selected Linux VMs are listed; new Windows VM creation is limited to Windows 10 22H2 and Server 2019/2022. Windows 11 x86_64 builds 26100+ may need unsupported vCPU/TPM features.","summary":"Parallels' early-preview full-system x86_64 emulator boots Intel-based Windows and Linux operating systems in virtual machines on Apple silicon Macs. It emulates a complete Intel guest rather than relying on Windows-on-Arm app emulation or merely packaging Wine.","project_url":"https://kb.parallels.com/en/130217","updated":"2026-10-15","strategy":"Emulation","language":"","source_available":"Project page / product documentation","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"","target_type":"Software","sources":[{"label":"Parallels x86 emulator preview and limitations","url":"https://kb.parallels.com/en/130217"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://kb.parallels.com/en/130217","evidence":"The current project record points to https://kb.parallels.com/en/130217; no linked public source-language map was identified in its catalog sources as of 2026-10-16.","verified_at":"2026-10-16","reason_unknown":"No linked public source repository or authoritative source-language map is available for this project record; the project page was checked on 2026-10-16 and implementation language remains unknown."}},{"id":"paranormasight-honjo-simplified-chinese-fan-patch","title":"PARANORMASIGHT: The Seven Mysteries of Honjo Simplified Chinese Fan Patch","game":"PARANORMASIGHT: The Seven Mysteries of Honjo","platform":"Windows PC (Steam); Nintendo Switch","kind":"Fan Localization","status":"Historical released Simplified Chinese patch v1.0.0 (2023-09-22) for game version 1.1; the project page states that official Simplified and Traditional Chinese localizations have since been added.","summary":"Volunteer Simplified Chinese fan localization for the Japanese game build on Steam and Nintendo Switch. The fan patch remains a documented historical effort but has been superseded for players by the game's official Chinese localization.","project_url":"https://github.com/Qi-Busiyi-Hanhuazu/ParanormasightChsLocalization","updated":"2026-10-16","strategy":"Game-specific text fan localization patch","language":"Simplified Chinese","source_available":"Public GitHub repository with separate Steam and Nintendo Switch patch downloads and source text changes.","first_found":"2026-10-16","project_started":null,"programming_language":"PowerShell","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Project README: languages, platform/version support, translator credits, and official-localization notice","url":"https://github.com/Qi-Busiyi-Hanhuazu/ParanormasightChsLocalization"},{"label":"Project page: patch distribution, target language selection, and CC BY-NC-SA 4.0 terms","url":"https://7.xzonn.top/ParanormasightChsLocalization/"},{"label":"v1.0.0 release","url":"https://github.com/Qi-Busiyi-Hanhuazu/ParanormasightChsLocalization/releases/tag/1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":644},"source_url":"https://api.github.com/repos/Qi-Busiyi-Hanhuazu/ParanormasightChsLocalization/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"parappa-2-ps2-decomp","title":"PaRappa the Rapper 2 Decompilation","game":"PaRappa the Rapper 2","platform":"PlayStation 2","kind":"Decompilation","status":"Work in progress; currently targets the July 12 NTSC-J prototype. The README lists separate Emotion Engine and IOP workstreams and does not claim a completed matching executable.","summary":"A matching decompilation of the PS2 game, currently targeting the July 12 NTSC-J prototype. The public repository tracks Emotion Engine and IOP modules; game data must be supplied from the user's own copy.","project_url":"https://github.com/parappadev/parappa2","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; user-supplied game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 2 matching decompilation","target_type":"Game","sources":[{"label":"Project README: target build and progress structure","url":"https://github.com/parappadev/parappa2#readme"},{"label":"Project decompilation guide","url":"https://github.com/parappadev/parappa2/blob/main/docs/decompilation.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2278720,"Python":194626,"C++":140691,"BitBake":11826,"Makefile":742,"Shell":402},"source_url":"https://api.github.com/repos/parappadev/parappa2/languages","evidence":"GitHub's official language endpoint for https://github.com/parappadev/parappa2 reports 2,278,720 bytes of C, the largest language total (86.7% of 2,627,007 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"parappa-rapper-ps1-recomp","title":"PaRappa the Rapper Static Recompilation","game":"PaRappa the Rapper","platform":"PlayStation USA (SCUS-94183) → Windows x64, Linux x86-64","kind":"Recompilation","status":"Experimental preview; Stage 1 timing probes are documented, but full-stage completion and the other stages remain unverified. A fork adds timing assist and widescreen experiments; it is not listed separately.","summary":"Game-specific static recompilation built on PSXRecomp; the canonical upstream is listed once, with a fork noted only as supplemental validation evidence.","project_url":"https://github.com/kirby1237/PaRappaTheRapperRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied SCUS-94183 disc required; no disc image or retail BIOS is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Canonical project README","url":"https://github.com/kirby1237/PaRappaTheRapperRecomp#readme"},{"label":"Fork DISC.md: exact USA disc identity and validation scope","url":"https://github.com/mstan/PaRappaTheRapperRecomp/blob/main/DISC.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":26740873,"Python":16391,"CMake":4490,"PowerShell":3546,"Shell":2344},"source_url":"https://api.github.com/repos/kirby1237/PaRappaTheRapperRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 26,740,873 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"parasite-eve-hd-remaster-static-recomp-pc","title":"Parasite Eve HD Remaster (Native Windows Recompilation)","game":"Parasite Eve (North American PlayStation release, both discs)","platform":"PlayStation (North American two-disc release) → native Windows executable","kind":"Recompilation","status":"The project README’s latest dated news (2026-09-23) says the North American two-disc game runs as a playable native Windows executable using a static recompilation and describes the HD remaster work. The repository is a progress/news hub: it contains no source code, executables, or game data; GitHub lists no releases, and the README roadmap still lists a public release as future work.","summary":"A reported static recompilation of the North American PlayStation release into a native Windows executable, with an HD remaster layer for backgrounds, textures, and text. The public repository documents progress but does not publish the code or executable.","project_url":"https://github.com/faligame/Parasite-Eve-HD-Remaster","updated":"2026-10-16","strategy":"Static recompilation of both North American PS1 discs with a project-specific HD texture/background remaster; no emulator is claimed","language":"","source_available":"The public GitHub repository is a project progress hub only; it contains no source code, executable, or game data. GitHub repository metadata reports no license, and no public release is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Native Windows PS1 static recompilation / HD remaster","target_type":"Game","sources":[{"label":"Maintainer README: stated static-recompilation method, playable status, latest news, roadmap, and explicit source availability","url":"https://github.com/faligame/Parasite-Eve-HD-Remaster#readme"},{"label":"GitHub releases page; no releases were listed when checked 2026-10-16","url":"https://github.com/faligame/Parasite-Eve-HD-Remaster/releases"},{"label":"GitHub repository metadata checked 2026-10-16 (license field is null)","url":"https://api.github.com/repos/faligame/Parasite-Eve-HD-Remaster"},{"label":"Official GitHub language endpoint returned an empty object because the public repository has no code-language files","url":"https://api.github.com/repos/faligame/Parasite-Eve-HD-Remaster/languages"},{"label":"Current primary README","url":"https://github.com/faligame/Parasite-Eve-HD-Remaster/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/faligame/Parasite-Eve-HD-Remaster/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"parasite-eve-2-decomp","title":"Parasite Eve II Decompilation","game":"Parasite Eve II","platform":"PlayStation","kind":"Decompilation","status":"Complete for the US release; open points remain documented","summary":"The README reports byte-identical C builds for the US executable, overlays, and 446 packages; Japanese versions are outside the current target.","project_url":"https://github.com/GabeRealB/parasite-eve-2-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/GabeRealB/parasite-eve-2-decomp"},{"label":"Project README or evidence page","url":"https://github.com/GabeRealB/parasite-eve-2-decomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/GabeRealB/parasite-eve-2-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/GabeRealB/parasite-eve-2-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":57256818,"Python":4679526,"Shell":291419,"Assembly":169541,"HTML":134677,"BitBake":10613,"Dockerfile":956,"Batchfile":610},"source_url":"https://api.github.com/repos/GabeRealB/parasite-eve-2-decomp/languages","evidence":"GitHub's official language endpoint for https://github.com/GabeRealB/parasite-eve-2-decomp reports 57,256,818 bytes of C, the largest language total (91.5% of 62,544,160 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"parasite-eve-ps1-decomp","title":"Parasite Eve PS1 Decompilation","game":"Parasite Eve (USA Disc 1, SLUS-006.62)","platform":"PlayStation (USA Disc 1, SLUS-006.62)","kind":"Decompilation","status":"Work in progress. The repository uses objdiff against retail binaries and enforces module SHA-1 checks, but the README does not claim complete decompilation.","summary":"A matching C decompilation of the North American PlayStation executable and its room/scene overlays. The repository is source-only; users supply their own executable/disc, PSYQ SDK files, and local toolchain, and generated assembly/output is not distributed.","project_url":"https://github.com/khasinski/parasite-eve-decomp","updated":"2026-10-15","strategy":"Matching C decompilation checked through the stock PSX compiler pipeline","language":"","source_available":"Public source repository; requires user-supplied game executable/disc, PSYQ SDK files, and compiler toolchain; no game data or generated output is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target build, matching policy, and current progress","url":"https://github.com/khasinski/parasite-eve-decomp#readme"},{"label":"Project architecture and overlay build documentation","url":"https://github.com/khasinski/parasite-eve-decomp/blob/main/docs/ARCHITECTURE.md"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/khasinski/parasite-eve-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5596146,"Python":2148428,"C++":33968,"Shell":18227,"Makefile":16017,"BitBake":10577,"Pawn":3018},"source_url":"https://api.github.com/repos/khasinski/parasite-eve-decomp/languages","evidence":"GitHub's official language endpoint for https://github.com/khasinski/parasite-eve-decomp reports 5,596,146 bytes of C, the largest language total (71.5% of 7,826,381 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-party-4-partyboard-mobile","title":"Party Board: Mario Party 4 Native Port (Android Phone)","game":"Mario Party 4","platform":"Nintendo GameCube → Android phone (arm64-v8a); also Windows, Linux, macOS, and Meta Quest","kind":"Decompilation","status":"Pre-release v0.19.0 published 2026-10-13 includes a phone arm64-v8a APK. The maintainer describes native execution from the GameCube decompilation, on-screen GameCube controls, and online play between Android phones and PC. Android minimum OS is not stated. The README supports U.S. rev 0/rev 1 and Europe; Japan is recognized but not supported. No full-game completion claim is made.","summary":"Native Mario Party 4 port built on the GameCube decompilation, not an emulator. The phone APK includes a touch GameCube controller and online play. Players supply their own disc image; the repository contains no game assets or assembly. The current repository is a separate continuation release stream; its README credits the earlier Party Board project, which published an Android ARM64 alpha in May 2026.","project_url":"https://github.com/zeranemesis/Marioparty4","updated":"2026-10-16","strategy":"GameCube decompilation-based native port","language":"English, French, German, Spanish, and Italian on supported European discs; Japanese disc is recognized but not yet supported","source_available":"Public source repository; GitHub does not report a license. Game assets and assembly are not included; requires the user's own supported GameCube disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Party Board continuation; Android phone arm64-v8a APK; touch controls and phone-to-PC online play","target_type":"Game","sources":[{"label":"Current Party Board repository and README: method, supported platforms/discs, Android controls, online play, and game-data requirement","url":"https://github.com/zeranemesis/Marioparty4"},{"label":"Latest Android phone release v0.19.0 (pre-release, published 2026-10-13) and APK asset list","url":"https://github.com/zeranemesis/Marioparty4/releases/tag/v0.19.0"},{"label":"Upstream lineage README on the main branch identifies the earlier Party Board project","url":"https://github.com/zeranemesis/Marioparty4/blob/main/README.md"},{"label":"Earlier upstream Party Board README: Windows/Linux/macOS/Android/iOS work-in-progress port and supported U.S. revisions","url":"https://github.com/mariopartyrd/partyboard/blob/main/README.md"},{"label":"Earlier upstream Android ARM64 alpha package (v0.2.0, 2026-05-08); linked for lineage, not proposed as a second record","url":"https://github.com/mariopartyrd/partyboard/releases/tag/partyboard_0.2.0"},{"label":"GitHub Languages API for the current continuation repository","url":"https://api.github.com/repos/zeranemesis/Marioparty4/languages"},{"label":"GitHub repository API: current branch, activity, source license metadata, and repository identity","url":"https://api.github.com/repos/zeranemesis/Marioparty4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14031089,"C++":2256758,"Java":543773,"PowerShell":451901,"C#":265046,"Python":238843,"CMake":187521,"Assembly":39031,"Pawn":23279,"Shell":18112,"Objective-C":7531,"Batchfile":5395,"Makefile":2146,"Linker Script":493},"source_url":"https://api.github.com/repos/zeranemesis/Marioparty4/languages","evidence":"GitHub's official Languages API reports C as the largest repository language total; this is repository-level evidence across the current continuation, not a claim that Android-specific code is written only in C.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pash-windows-powershell","title":"Pash","game":"Windows PowerShell (target release unspecified)","platform":"Windows PowerShell → Mono runtime (the README does not enumerate supported host operating systems)","kind":"Reimplementation","status":"Archived and described as Alpha. The README says development stopped after Microsoft open-sourced Windows PowerShell; it had been useful in constrained scenarios such as Xamarin Studio's NuGet Console.","summary":"Public-source reimplementation of Windows PowerShell for Mono. The repository does not identify a specific Windows PowerShell release target; its README also says historical license provenance is ambiguous (BSD/GPL).","project_url":"https://github.com/Pash-Project/Pash","updated":"2026-10-15","strategy":"Mono-based reimplementation of the Windows PowerShell shell and command behavior","language":"","source_available":"Public source repository; README notes ambiguous historical BSD/GPL license provenance","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Cross-platform shell","target_type":"Software","sources":[{"label":"Maintainer README: reimplementation target, alpha status, archived state, Mono setup, and licensing caveat","url":"https://github.com/Pash-Project/Pash#readme"},{"label":"Maintainer archive rationale","url":"https://github.com/Pash-Project/Pash/issues/429"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":3244932,"HTML":721068,"Visual Basic":50014,"C++":28426,"CSS":6667,"JavaScript":1582,"XSLT":1348,"Batchfile":78},"source_url":"https://api.github.com/repos/Pash-Project/Pash/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository Pash-Project/Pash (repository API ID 4869221, https://github.com/Pash-Project/Pash). The exact response reported 3,244,932 bytes of C#, the largest category, out of 4,054,115 recognized-language bytes (80.0%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"patapon-psp-recomp","title":"Patapon PSP Static Recompilation","game":"Patapon","platform":"PlayStation Portable USA (UCUS-98643) → macOS","kind":"Recompilation","status":"WIP; deterministic recompile reaches a visually verified Patapon logo and NEW GAME/CONTINUE title screen. Gameplay has not been reached.","summary":"One title target in a PSP static recompilation project; no game-specific runtime patch is used for this title.","project_url":"https://github.com/wizardengineer/psprecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public toolkit and per-game config; user-supplied UCUS-98643 game data required; no disc/game data included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/wizardengineer/psprecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1034144,"Rust":736731,"C":180915,"Shell":54563,"TypeScript":52507,"Python":49521,"Java":31500,"CMake":12810},"source_url":"https://api.github.com/repos/wizardengineer/psprecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,034,144 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"paterson-listings-86dos-source-recovery","title":"Paterson Listings: Early DOS Source Recovery","game":"86-DOS 1.00, PC-DOS 1.00 prerelease kernels/utilities, and Microsoft BASIC-86 runtime","platform":"8086 PC and Seattle Computer Products 86-DOS development environment","kind":"Recompilation","status":"Microsoft announced the public release on 2026-04-28. The repository contains transcriptions, extracted printed files, and compilable source; bundles 9 and 10 remain untranscribed, so this is a partial recovery of the original paper corpus rather than a complete archive.","summary":"Historical operating-system source reconstructed by scanning and transcribing Tim Paterson's paper listings. The public source tree includes 86-DOS 1.00 and multiple early PC-DOS kernel snapshots plus utilities and the BASIC-86 runtime. The README describes building with the original Seattle Computer Products assembler and HEX2BIN; archival scans are hosted separately.","project_url":"https://github.com/DOS-History/Paterson-Listings","updated":"2026-10-16","strategy":"Primary-source transcription of original printed listings into buildable 8086 assembly, with archival scans and historical assembler inputs","language":"","source_available":"Microsoft states the repository materials are licensed under MIT. Original listing text retains historical Microsoft/SCP copyright notices; the transcription remains incomplete for bundles 9 and 10. Period SCP assembler and HEX2BIN may be needed to reproduce builds.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Classic operating system source recovery","target_type":"Software","sources":[{"label":"Public repository README: recovered listing scope, transcription stages, and build inputs","url":"https://github.com/DOS-History/Paterson-Listings#readme"},{"label":"Repository MIT license","url":"https://github.com/DOS-History/Paterson-Listings/blob/main/LICENSE"},{"label":"Microsoft Open Source announcement and licensing statement dated 2026-04-28","url":"https://opensource.microsoft.com/blog/2026/04/28/continuing-the-story-of-early-dos-development/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2022139},"source_url":"https://api.github.com/repos/DOS-History/Paterson-Listings/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 2,022,139 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"path-of-building-2-macos-native-port","title":"Path of Building 2 Native macOS Port","game":"Path of Building 2 / Path of Exile 2 build planner","platform":"Path of Building Community's PoE2 planner → Apple Silicon macOS ARM64 native app; the project README describes its target as Metal/ARM64","kind":"Reimplementation","status":"The latest listed macOS release is v0.18.0 (2026-09-05), with a downloadable app archive. The README lists missing direct OAuth character selection, possible calculation differences, some missing item textures, and incomplete Japanese localization. The minimum macOS version is not stated; GitHub provides no license classification and the repository has no LICENSE file.","summary":"An unofficial macOS app port of the Path of Building Community PoE2 planner, based on its Lua source and packaged as a native Apple Silicon app. The repository contains a macOS build script, LuaJIT launcher, and macOS graphic/input runtime libraries; its release notes document compatibility fixes for upstream Lua syntax and tree assets. The repository does not declare a software license.","project_url":"https://github.com/kokagex/PoB2-for-macOS","updated":"2026-10-16","strategy":"Native macOS/ARM64 source port of the upstream Lua application with a platform launcher, native runtime libraries, and macOS-specific asset and syntax adaptations.","language":"","source_available":"Public repository and downloadable app release; no LICENSE file or GitHub SPDX license classification found.","first_found":"2026-10-16","project_started":null,"programming_language":"Lua","subtype":"Native macOS port of desktop build-planning software","target_type":"Software","sources":[{"label":"Maintainer README: project relationship, macOS target, current release history, and known issues","url":"https://github.com/kokagex/PoB2-for-macOS"},{"label":"Maintainer build guide: Apple Silicon requirement, app bundle structure, runtime, and packaging pipeline","url":"https://github.com/kokagex/PoB2-for-macOS/blob/main/BUILD.md"},{"label":"Latest macOS v0.18.0 release and downloadable app archive","url":"https://github.com/kokagex/PoB2-for-macOS/releases/tag/macos-v0.18.0"},{"label":"GitHub repository metadata; no SPDX license classifier","url":"https://api.github.com/repos/kokagex/PoB2-for-macOS"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/kokagex/PoB2-for-macOS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":74061713,"Python":98033,"TypeScript":51585,"Shell":18323,"HTML":13482,"C":2335},"source_url":"https://api.github.com/repos/kokagex/PoB2-for-macOS/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. Lua is largest (74,061,713 of 74,245,471 recognized bytes, 99.8%); these totals include the extensive application data/source tree.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"patina-rust-uefi-firmware","title":"Patina Rust UEFI Firmware","game":"UEFI firmware components and platform integrations","platform":"UEFI/PI platform firmware → pure-Rust implementation; x64 and AArch64 build targets, with platform-specific integration required","kind":"Reimplementation","status":"Active development; v23.3.5 was published 2026-10-13. The project describes stabilization, component growth, and platform integration as ongoing, so it is not presented as a universal ready-to-flash BIOS.","summary":"A pure-Rust UEFI firmware implementation intended to replace core firmware components traditionally written in C while retaining PI-spec compatibility. The public repository includes the core, DXE core, SDK, and component model; deploying it requires a platform integration and its hardware-specific components. Apache-2.0.","project_url":"https://github.com/OpenDevicePartnership/patina","updated":"2026-10-16","strategy":"Independent pure-Rust UEFI firmware implementation","language":"","source_available":"Public repository (Apache-2.0); platform-specific integration is required","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"System firmware / UEFI implementation","target_type":"Software","sources":[{"label":"Project README and implementation scope","url":"https://github.com/OpenDevicePartnership/patina"},{"label":"Latest project release","url":"https://github.com/OpenDevicePartnership/patina/releases"},{"label":"Official getting started and platform integration documentation","url":"https://opendevicepartnership.github.io/patina/"},{"label":"Apache-2.0 license","url":"https://github.com/OpenDevicePartnership/patina/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":6335478,"Assembly":31369,"Batchfile":356,"Shell":325},"source_url":"https://api.github.com/repos/OpenDevicePartnership/patina/languages","evidence":"Official GitHub REST Languages API breakdown for OpenDevicePartnership/patina: source-code bytes are {\"Assembly\": 31369, \"Batchfile\": 356, \"Rust\": 6335478, \"Shell\": 325}. The largest byte-count language is Rust; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"turok-rage-wars-n64-paxdino-recomp","title":"PaxDino: Turok: Rage Wars Recompilation","game":"Turok: Rage Wars (Nintendo 64 USA)","platform":"Nintendo 64 USA → Windows native; Linux and Steam Deck experimental","kind":"Recompilation","status":"Beta. Public v0.1.0 release published 2026-10-16. The maintainer documents a native Windows build and experimental Linux/Steam Deck builds. Features include local multiplayer for up to four players and bot matches; no end-to-end completion claim is made.","summary":"A native PC port made by statically recompiling the N64 game with N64Recomp, running it on N64ModernRuntime, and using RT64 for rendering. The repository includes no game data; the user must provide their own licensed USA ROM. The README notes that its Co-op Frag Tag trial fix requires the 1.0 USA ROM.","project_url":"https://github.com/wootbeer/PaxDino","updated":"2026-10-16","strategy":"Static recompilation of Nintendo 64 code with N64Recomp, N64ModernRuntime, and RT64","language":"","source_available":"Public source and v0.1.0 release under GPL-3.0. No game data is included; the user supplies their own licensed Turok: Rage Wars USA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"N64 static recompilation to native PC","target_type":"Game","sources":[{"label":"Maintainer README: method, target, platforms, beta status, and game-file requirement","url":"https://github.com/wootbeer/PaxDino#readme"},{"label":"Maintainer release v0.1.0 Beta","url":"https://github.com/wootbeer/PaxDino/releases/tag/v0.1.0"},{"label":"GitHub official language breakdown","url":"https://api.github.com/repos/wootbeer/PaxDino/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":418277,"Python":41283,"CMake":17732,"PowerShell":11730,"C":6436,"Shell":5294},"source_url":"https://api.github.com/repos/wootbeer/PaxDino/languages","evidence":"GitHub's official Languages REST endpoint reports 418,277 bytes of C++ as the largest total (83.5% of 500,752 recognized language bytes) for the complete repository. Repository-wide totals may include dependencies or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-turbografx16-mister","title":"PC Engine / TurboGrafx-16, including CD systems MiSTer FPGA Core","game":"PC Engine / TurboGrafx-16, including CD systems","platform":"PC Engine / TurboGrafx-16, including CD systems on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-07-09.","summary":"FPGA system-emulation core for PC Engine / TurboGrafx-16, including CD systems on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/TurboGrafx16_MiSTer","updated":"2026-07-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/TurboGrafx16_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/TurboGrafx16_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/TurboGrafx16_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/TurboGrafx16_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":872248,"Verilog":325370,"SystemVerilog":199231,"Tcl":23427,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/TurboGrafx16_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 872,248 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-pc88","title":"PC-88 MiSTer Core","game":"NEC PC-8801mkII SR software and games","platform":"NEC PC-8801mkII SR computer on MiSTer FPGA with SDRAM; supports disk, cassette, and Sound Board II configurations","kind":"Emulator","status":"Active upstream repository, last pushed 2026-10-16. The README documents D88 2D/2HD floppy images, T88/CMT tape input, YM2203/YM2608 plus ADPCM, and a required user-assembled PC-88 `boot.rom`; the latest checked-in RBF is dated 2026-04-15.","summary":"FPGA hardware emulator core for the NEC PC-8801mkII SR, including its memory, video, sound-board, disk, and tape paths. It is a MiSTer system core rather than a frontend or a software port. The BIOS, kanji/font and disk ROM images are not included in the tracked tree and must be sourced lawfully by the user.","project_url":"https://github.com/MiSTer-devel/PC88_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of the NEC PC-8801mkII SR; source describes the modeled CPU, video, Sound Board II, floppy and tape interfaces.","language":"","source_available":"Public source repository; GitHub reports no declared repository license, so source use and redistribution permissions are unspecified. No BIOS/kanji/font/disk ROM images are included; README requires the user to assemble a boot.rom from machine ROM files, whose copyright is separate.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA Japanese home-computer hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/PC88_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/PC88_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1193642,"Verilog":721914,"SystemVerilog":267295,"Tcl":24039,"Batchfile":627,"Python":257},"source_url":"https://api.github.com/repos/MiSTer-devel/PC88_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,193,642 bytes of VHDL as the largest language count (54.1% of 2,207,774 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-pcfx","title":"PC-FX MiSTer Core","game":"NEC PC-FX software and games","platform":"NEC PC-FX console on MiSTer FPGA with SDRAM; CD support currently uses a custom Main_MiSTer build","kind":"Emulator","status":"Active early-stage core; upstream source last pushed 2026-09-27 and RBF artifacts are dated through 2026-09-12. The README documents a required PC-FX BIOS image and external FX-BMP ROM, and says CD support uses the maintainer’s custom Main_MiSTer branch or prebuilt binary. A complete title compatibility matrix is not provided.","summary":"MiSTer FPGA hardware emulator for NEC’s PC-FX. The repository provides the core source and bitstreams, not the commercial console BIOS, FX-BMP ROM, or game discs; CD operation currently depends on the project’s custom MiSTer framework build.","project_url":"https://github.com/MiSTer-devel/PCFX_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of the PC-FX; the README uses Mednafen and MAME documentation as technical references and describes a custom MiSTer main-binary requirement for CD support.","language":"","source_available":"Public GPL-2.0 source repository. `boot.rom` (PC-FX BIOS) and external FX-BMP ROM are user-supplied and are not in the tracked tree; commercial firmware and game-disc rights are separate.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"MiSTer FPGA home-console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/PCFX_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/PCFX_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1828642,"SystemVerilog":581508,"C++":497338,"Verilog":327507,"VHDL":213664,"Tcl":22720,"Python":4620,"Makefile":3198,"Assembly":2255,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/PCFX_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,828,642 bytes of C as the largest language count (52.5% of 3,482,160 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-pcxt-ega","title":"PC/XT EGA MiSTer Core","game":"IBM PC/XT-compatible DOS and early Windows software","platform":"IBM PC/XT 5160-compatible machine with EGA video on MiSTer FPGA","kind":"Emulator","status":"Active; upstream source last pushed 2026-09-04 and release RBF artifacts are dated through 2026-08-30. The README describes an EGA video path that also handles CGA-compatible software, and says the EGA BIOS option ROM is required.","summary":"MiSTer FPGA core for an IBM PC/XT-compatible system with a full EGA implementation. The repository includes several alternative BIOS binary files in its `SW` tree; IBM firmware is copyrighted, and the README identifies an EGA option ROM requirement.","project_url":"https://github.com/MiSTer-devel/PCXT-EGA_MiSTer","updated":"2026-10-16","strategy":"FPGA recreation of the IBM PC/XT and EGA adapter, with compatibility for CGA software through the EGA path.","language":"","source_available":"Public GPL-3.0 core source, with BIOS binaries also present in the repository’s `SW` tree. The required EGA option ROM and PC system firmware have separate rights; IBM ROMs are copyrighted and should not be presumed redistributable under the core license.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA IBM PC-compatible hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/PCXT-EGA_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/PCXT-EGA_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1583697,"Verilog":1226662,"Assembly":537000,"VHDL":218879,"C++":136557,"C":117881,"Tcl":37372,"Shell":26476,"Python":8965,"Makefile":6835,"CMake":3722,"PowerShell":3092,"Batchfile":1725,"Go Template":1140,"Scilab":122},"source_url":"https://api.github.com/repos/MiSTer-devel/PCXT-EGA_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,583,697 bytes of SystemVerilog as the largest language count (40.5% of 3,910,125 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pc6001vx-nec-pc6001","title":"PC6001VX","game":"NEC PC-6001 series computer software and games","platform":"NEC PC-6001 family, including PC-6001/A, PC-6001mkII, PC-6601, PC-6001mkIISR, and PC-6601SR modes","kind":"Emulator","status":"Active; v4.5.1 was released 2026-10-02. The maintainer targets Linux/Unix-like systems and Android; Windows binaries are also published as a portability check. Original ROM dumps are normally required, with an embedded compatible-ROM option whose supported BASIC modes have documented limits.","summary":"Cross-platform derivative of the PC6001V emulator for NEC's PC-6001 family. It models the selected machine and its ROMs, tape/disk media, and peripherals; the documentation distinguishes original ROM dumps from its more limited compatible-ROM mode.","project_url":"https://github.com/eighttails/PC6001VX","updated":"2026-10-02","strategy":"System-level PC-6001 hardware emulation based on PC6001V, with model-specific ROM and peripheral support","language":"","source_available":"Yes; public LGPL-2.1 source repository","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Japanese 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer manual: target models, ROM requirements, host builds, and version history","url":"https://github.com/eighttails/PC6001VX/blob/master/README.adoc"},{"label":"Maintainer release v4.5.1","url":"https://github.com/eighttails/PC6001VX/releases/tag/v4.5.1"},{"label":"GitHub repository metadata: source activity and license","url":"https://api.github.com/repos/eighttails/PC6001VX"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/eighttails/PC6001VX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1982307,"Assembly":570944,"C":373770,"HTML":63341,"Shell":37601,"CMake":23081,"QML":4158,"Dockerfile":1933,"Perl":1699,"Objective-C++":1216,"QMake":1139},"source_url":"https://api.github.com/repos/eighttails/PC6001VX/languages","evidence":"GitHub's official language endpoint for https://github.com/eighttails/PC6001VX reports 1,982,307 bytes of C++, the largest language total (64.8% of 3,061,189 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pce-stenzek","title":"pce (stenzek)","game":"IBM XT/AT compatibles and documented 386, 486, and Pentium-class PC configurations","platform":"Windows build project is present; README does not give a complete host-platform matrix","kind":"Emulator","status":"Experimental x86 PC emulator/simulator; repository last pushed 2025-08-09 and README marks the UI and debugger incomplete","summary":"C++ PC simulator/emulator covering systems from 8086 through Pentium, with documented XT/AT, 386, 486, and Pentium-class configurations. It is a separate implementation from PCem and 86Box.","project_url":"https://github.com/stenzek/pce","updated":"2025-08-09","strategy":"Simulates x86 PC hardware and peripherals, then boots compatible firmware and operating-system images.","language":"","source_available":"Public source repository (GPL-3.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"IBM PC simulator/emulator targeting 8086 through Pentium systems","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/stenzek/pce"},{"label":"Project GPL-3.0 license","url":"https://github.com/stenzek/pce/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13142181,"C++":6975296,"Objective-C":694303,"Python":169386,"CMake":21382,"Roff":3678,"Assembly":2101,"Batchfile":970},"source_url":"https://api.github.com/repos/stenzek/pce/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/stenzek/pce reports 13,142,181 bytes of C, the largest language total (62.6% of 21,009,297 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pcejs-classic-browser","title":"PCE.js","game":"Mac Plus, IBM PC/XT and Atari ST software","platform":"Macintosh Plus, IBM PC/XT and Atari ST; web browsers","kind":"Emulator","status":"Legacy browser project; the source repository was last updated 2022-06-23 and has no GitHub releases. The README identifies it as a browser port of Hampa Hug’s PCE emulator.","summary":"A browser build of the PCE classic-computer emulator, compiling the C source to a JavaScript-compatible runtime. It is an emulator port, not a frontend shell; guest disk/system images are separate.","project_url":"https://github.com/jsdf/pce","updated":"2026-10-16","strategy":"Browser execution of classic computer system emulation, built from LLVM bitcode.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Browser classic-computer emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/jsdf/pce"},{"label":"Official browser demo and documentation","url":"https://jamesfriend.com.au/pce-js/"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/jsdf/pce"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3810080,"Makefile":52605,"Assembly":48571,"Shell":31255,"Roff":20294,"JavaScript":13667,"C++":10133,"HTML":8361,"Objective-C":115},"source_url":"https://api.github.com/repos/jsdf/pce/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pcem","title":"PCem","game":"Games and software for emulated IBM PC compatibles","platform":"IBM PC compatible systems (x86)","kind":"Emulator","status":"Active development; v17 (2022-01-13) remains the latest stable release, while the source repository continued to receive updates through 2026-10-13.","summary":"Open-source full-system emulator for historical IBM PC compatible machines, covering several CPU generations from 8088 through Pentium II and emulating period graphics, sound, and other peripherals for legacy software and games.","project_url":"https://github.com/sarah-walker-pcem/pcem","updated":"2026-10-16","strategy":"Configure a virtual PC model and peripherals, then install or boot a compatible operating system and run its games and software.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"IBM PC-compatible hardware emulator","target_type":"Software","sources":[{"label":"Official PCem source repository, release, license, and supported hardware","url":"https://github.com/sarah-walker-pcem/pcem"},{"label":"Official release notes","url":"https://github.com/sarah-walker-pcem/pcem/releases"},{"label":"Official PCem downloads and latest listed release","url":"https://pcem-emulator.github.io/downloads.html"},{"label":"Official PCem development page","url":"https://pcem-emulator.github.io/development.html"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/sarah-walker-pcem/pcem/main/README"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11845716,"C++":918909,"CMake":78795},"source_url":"https://api.github.com/repos/sarah-walker-pcem/pcem/languages","evidence":"GitHub's official language endpoint for https://github.com/sarah-walker-pcem/pcem reports 11,845,716 bytes of C, the largest language total (92.2% of 12,843,420 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pcjs","title":"PCjs","game":"IBM PC compatibles, 6502 and 8080 microcomputers, DEC minicomputers and terminals, and TI calculators","platform":"Web browsers and Node.js/server environments","kind":"Emulator","status":"Maintained; source repository and project site are current","summary":"Collection of browser-based emulators for historical PCs and other computer systems, including the PCx86 IBM PC emulator and 6502/8080 systems.","project_url":"https://www.pcjs.org/","updated":"2026-10-15","strategy":"Runs system emulators implemented in JavaScript, with project machines available through browser pages and server-side use.","language":"","source_available":"Public source repository (MIT license; excludes third-party archival/demo material)","first_found":"2026-10-15","project_started":null,"programming_language":"JavaScript","subtype":"Browser-based x86 PC and historical-computer emulator suite","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://www.pcjs.org/"},{"label":"Project repository and README","url":"https://github.com/jeffpar/pcjs"},{"label":"Project MIT license","url":"https://github.com/jeffpar/pcjs/blob/master/LICENSE.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":23123089,"Assembly":8428380,"Java":800314,"XSLT":315013,"HTML":230117,"BASIC":165036,"CSS":48407,"C":47725,"C++":30434,"SCSS":15539,"Makefile":10334,"Python":4517,"Shell":4398,"Batchfile":1035,"Ruby":221,"Dockerfile":83},"source_url":"https://api.github.com/repos/jeffpar/pcjs/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/jeffpar/pcjs reports 23,123,089 bytes of JavaScript, the largest language total (69.6% of 33,224,642 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pcrecomp-pc-software-static-recompilation-toolkit","title":"pcrecomp (PC software static recompilation toolkit)","game":"PC applications and software binaries (multi-target toolkit)","platform":"DOS, Win16, Win32, Win64, and i386 NeXTSTEP binaries → generated C; documented native Windows and Linux host runtimes","kind":"Recompilation","status":"Active toolkit development; latest main-branch commit checked 2026-10-15, with no GitHub release listed. The README documents x86-16/32/64 lifting and an implemented Linux Win32 HLE runtime; its SimCity 2000 example reaches the main window and toolbar, which is a limited bring-up result rather than broad application compatibility.","summary":"A reusable toolchain for analyzing legacy PC binaries, recovering function boundaries, lifting x86 code to C, and linking it against native or reimplemented platform runtimes. Its documented software example is the MFC startup path of SimCity 2000; the repository also includes game-oriented work, which is outside this record’s target scope.","project_url":"https://github.com/sp00nznet/pcrecomp","updated":"2026-10-16","strategy":"Static binary recompilation: x86-16/32/64 disassembly and lifting to C, followed by linking against a native Windows or project-provided platform runtime.","language":"","source_available":"Public source repository; README and LICENSE state MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC binary recompilation toolkit","target_type":"Software","sources":[{"label":"Project README: target formats, lifting pipeline, host runtimes, and SimCity 2000 bring-up scope","url":"https://github.com/sp00nznet/pcrecomp/blob/main/README.md"},{"label":"Project license: MIT","url":"https://github.com/sp00nznet/pcrecomp/blob/main/LICENSE"},{"label":"Latest checked source commit (2026-10-15)","url":"https://github.com/sp00nznet/pcrecomp/commit/9d3e4c9e3f7807f0ad0908c0b2bbd872f9609c8d"},{"label":"GitHub Languages API (official language breakdown)","url":"https://api.github.com/repos/sp00nznet/pcrecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1511633,"C":1199352,"Java":20285,"Assembly":7965,"JavaScript":3599,"Shell":1838},"source_url":"https://api.github.com/repos/sp00nznet/pcrecomp/languages","evidence":"GitHub’s official Languages REST endpoint reports Python as the largest language by bytes. C is the second-largest language and is used extensively in the project runtimes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pcsx-redux","title":"PCSX-Redux","game":"Final Fantasy VII","platform":"PlayStation","kind":"Emulator","status":"Active; usable emulator under ongoing development","summary":"An open-source PCSX-derived PS1 emulator; maintainer issue reports document commercial games such as Final Fantasy VII running.","project_url":"https://github.com/grumpycoders/pcsx-redux","updated":"2026-10-16","strategy":"PS1 hardware emulation with CPU dynamic recompilation and software/OpenGL GPU implementations.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation emulator and development/reverse-engineering tool suite","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/grumpycoders/pcsx-redux"},{"label":"Maintainer issue: Final Fantasy VII run report","url":"https://github.com/grumpycoders/pcsx-redux/issues/1845"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/grumpycoders/pcsx-redux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8506704,"Lua":359729,"C":291692,"Xmake":43639,"Python":30158,"Makefile":19197,"Dockerfile":18709,"PowerShell":12535,"Java":9502,"Verilog":8745,"Nix":7062,"HTML":5633,"Assembly":5442,"Shell":4411,"Objective-C++":1972,"Batchfile":1069},"source_url":"https://api.github.com/repos/grumpycoders/pcsx-redux/languages","evidence":"GitHub's official language endpoint for https://github.com/grumpycoders/pcsx-redux reports 8,506,704 bytes of C++, the largest language total (91.2% of 9,326,199 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pcsx-reloaded","title":"PCSX-Reloaded","game":"Games for supported systems","platform":"PlayStation","kind":"Emulator","status":"Historical/legacy; no recent development evident, with repository activity last shown in 2018","summary":"A public-source continuation of the original PCSX emulator, now effectively a legacy project.","project_url":"https://github.com/pcsxr/PCSX-Reloaded","updated":"2018-07-11","strategy":"Traditional PS1 emulation with support for software and hardware rendering and optional HLE BIOS.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sony PlayStation system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/pcsxr/PCSX-Reloaded"},{"label":"PCSX-Reloaded mirror with project description","url":"https://github.com/mirror/pcsxr"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pcsxr/PCSX-Reloaded"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4681721,"Objective-C":365718,"C++":361407,"CMake":97390,"Assembly":4737,"Roff":1036,"HTML":367,"Shell":69},"source_url":"https://api.github.com/repos/pcsxr/PCSX-Reloaded/languages","evidence":"GitHub's official language endpoint for https://github.com/pcsxr/PCSX-Reloaded reports 4,681,721 bytes of C, the largest language total (84.9% of 5,512,445 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pcsx2","title":"PCSX2","game":"PlayStation 2 games, applications, and homebrew","platform":"PlayStation 2","kind":"Emulator","status":"Active; development release v2.9.127 published 2026-10-14.","summary":"The mature open-source PS2 emulator; the official project documents broad commercial-game support.","project_url":"https://github.com/PCSX2/pcsx2","updated":"2026-10-16","strategy":"PS2 hardware emulation using interpreters and dynamic recompilers for the system's processors and emulated graphics hardware.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2 system emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/PCSX2/pcsx2"},{"label":"Official project site","url":"https://pcsx2.net/"},{"label":"Official upstream release history","url":"https://github.com/PCSX2/pcsx2/releases"}],"media":[{"kind":"video","label":"PCSX2 splash video embedded on the official project homepage","url":"https://pcsx2.net/videos/splash.webm","preview_url":null,"source_url":"https://pcsx2.net/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13135245,"C":422820,"HTML":375152,"GLSL":178813,"Objective-C++":152739,"CMake":121327,"HLSL":108704,"Metal":99207,"Python":50162,"TeX":30759,"Perl":14829,"Batchfile":3996,"Assembly":3437,"JavaScript":3433,"Shell":3000,"CSS":1392,"Objective-C":1145},"source_url":"https://api.github.com/repos/PCSX2/pcsx2/languages","evidence":"GitHub's official language endpoint for https://github.com/PCSX2/pcsx2 reports 13,135,245 bytes of C++, the largest language total (89.3% of 14,706,160 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pdfcraft-adobe-acrobat","title":"PdfCraft (Adobe Acrobat reimplementation)","game":"Adobe Acrobat","platform":"macOS, Windows, Linux, FreeBSD, and web via WebAssembly","kind":"Reimplementation","status":"Alpha per the README; latest release v0.8.0 (2026-10-14).","summary":"A clean-room Rust PDF reader and editor for Acrobat-style viewing, organization, annotation, forms, and security workflows. The README says behavior is based on ISO 32000 and black-box observation.","project_url":"https://github.com/storytold/pdfcraft","updated":"2026-10-16","strategy":"Clean-room Rust implementation based on ISO 32000 and black-box observation, as described by the project.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"PDF reader and editor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/pdfcraft"},{"label":"Project owner release v0.8.0","url":"https://github.com/storytold/pdfcraft/releases/tag/v0.8.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12203257,"HTML":66351,"PowerShell":37759,"Shell":34426,"Python":6162,"Rich Text Format":419},"source_url":"https://api.github.com/repos/storytold/pdfcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 12,203,257 bytes of Rust, the largest language total (98.8% of 12,348,374 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pea-shootin-pete-dos-matching-decomp","title":"Pea Shootin' Pete DOS Matching Decompilation","game":"Pea Shootin' Pete","platform":"DOS PC (PETE.EXE; Borland C++ 3.1 / Mystic Worx Toolkit)","kind":"Decompilation","status":"Active WIP matching decompilation. Machine-generated README status reports 51/454 target functions verified exact (11.59%), with 56 attempted; the maintainer says exactness is retained only after compiling with the target-era toolchain and comparing against the executable. Repository created 2026-10-07 and last pushed 2026-10-15.","summary":"Source reconstruction of PETE.EXE for the DOS game Pea Shootin' Pete. The repository machine-checks C-source builds against the original bytes using Borland C++ 3.1 and publishes a generated function-level status table.","project_url":"https://github.com/bImPatman/pea-shootin-pete-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":"2026-10-07","programming_language":"Python","subtype":"DOS executable matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/bImPatman/pea-shootin-pete-decomp"},{"label":"Maintainer-generated matching status and target executable","url":"https://github.com/bImPatman/pea-shootin-pete-decomp/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/bImPatman/pea-shootin-pete-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":23565600,"C++":7042790,"HTML":2890285,"C":2560984,"Java":2458672,"HLSL":595852,"GLSL":521782,"Assembly":270319,"Yacc":129414,"Shell":110750,"PowerShell":76612,"Batchfile":64667,"TeX":58985,"Hack":31483,"Lex":22745,"Makefile":17137,"CSS":7733,"GDB":3289,"Dockerfile":2353,"JavaScript":2299,"Lua":180},"source_url":"https://api.github.com/repos/bImPatman/pea-shootin-pete-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 23,565,600 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pegasos-ii-smartfirmware-reimplementation","title":"Pegasos II SmartFirmware Replacement","game":"Pegasos II PowerPC motherboard BIOS / OpenFirmware-style boot ROM","platform":"Pegasos II PowerPC motherboard and QEMU `pegasos2` machine; 512 KiB firmware image","kind":"Reimplementation","status":"v0.5 is a pre-release. The README reports validation only in QEMU `pegasos2`, booting AmigaOS 4.1 Final Edition Update 3 from one IDE disk; physical Pegasos II hardware has not been flashed or validated. Linux and MorphOS loaders, and CD-ROM, USB, network, and floppy boot, are not implemented. GitHub lists v0.5 as published 2026-04-25 and the last source push as 2026-04-26.","summary":"A Pegasos II BIOS/OpenFirmware-style replacement built from public hardware specifications and the publicly released SmartFirmware codebase. The project says it did not inspect or copy bytes from the original Pegasos II ROM; the current tested path boots AmigaOS 4 in QEMU only.","project_url":"https://github.com/derfsss/pegasos2-firmware","updated":"2026-10-16","strategy":"PowerPC OpenFirmware implementation using public hardware specifications and SmartFirmware-derived source","language":"","source_available":"Public source. GitHub reports license `Other` / `NOASSERTION`, not a single SPDX license. The repository documents CodeGen SmartFirmware terms for SmartFirmware and new firmware files, and separate SciTech-derived terms for vendored x86emu code; consult those per-file notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PowerPC motherboard boot firmware","target_type":"Software","sources":[{"label":"README with tested configuration and unimplemented loaders","url":"https://github.com/derfsss/pegasos2-firmware"},{"label":"v0.5 QEMU pre-release","url":"https://github.com/derfsss/pegasos2-firmware/releases/tag/v0.5"},{"label":"CodeGen SmartFirmware license scope","url":"https://github.com/derfsss/pegasos2-firmware/blob/main/LICENSES/CodeGen-smartfirmware.txt"},{"label":"Vendored x86emu license scope","url":"https://github.com/derfsss/pegasos2-firmware/blob/main/LICENSES/SciTech-x86emu.txt"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/derfsss/pegasos2-firmware/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5747215,"C++":1838055,"PHP":586321,"HTML":146301,"Makefile":107856,"Assembly":96378,"CWeb":84604,"GAP":64653,"Forth":51459,"Python":43375,"Yacc":40674,"Berry":20544,"Roff":10483,"Shell":9044,"OpenEdge ABL":6593,"Linker Script":4567},"source_url":"https://api.github.com/repos/derfsss/pegasos2-firmware/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 5,747,215 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"peggle-2-xbox360-switch-recomp","title":"Peggle 2 Xbox 360 Switch Recompilation","game":"Peggle 2","platform":"Xbox 360 (Xbox Live Arcade) → Nintendo Switch homebrew","kind":"Recompilation","status":"Release v1.0.0 includes peggle2.nro. The README documents a console-tested PGO build and a 30 FPS default that matches the Xbox 360 game, with an optional 60 Hz presentation setting.","summary":"Native Switch recompilation of the Xbox 360/XBLA default.xex using ReXGlue, a native Vulkan/NVK renderer, and a target-specific runtime. The supported setup supplements Xbox 360 game content with selected material from the PS4 Magical Masters edition.","project_url":"https://github.com/ChanseyIsTheBest/peggle2-nx","updated":"2026-10-16","strategy":"Static PowerPC recompilation to C++ with a native Switch renderer","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/ChanseyIsTheBest/peggle2-nx"},{"label":"Build documentation","url":"https://github.com/ChanseyIsTheBest/peggle2-nx/blob/main/docs/building.md"},{"label":"Release v1.0.0","url":"https://github.com/ChanseyIsTheBest/peggle2-nx/releases/tag/v1.0.0"},{"label":"Current primary README","url":"https://github.com/ChanseyIsTheBest/peggle2-nx/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: GPL-3.0)","url":"https://api.github.com/repos/ChanseyIsTheBest/peggle2-nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ChanseyIsTheBest/peggle2-nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13529930,"C++":12936948,"Python":891963,"CMake":135243,"GLSL":51355,"PowerShell":46828,"Shell":34164,"HLSL":14780,"Pawn":1111,"SourcePawn":967},"source_url":"https://api.github.com/repos/ChanseyIsTheBest/peggle2-nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"peonpad-warcraft-ii-ipad","title":"PeonPad: Warcraft II Native iPad Port","game":"Warcraft II: Tides of Darkness / Beyond the Dark Portal","platform":"Warcraft II PC data → iPadOS 16+ (iPad only; ARM64; M2 iPad Pro tested)","kind":"Reimplementation","status":"Developer preview. The v0.1.0-preview.1 release is an unsigned, data-free IPA. The maintainer reports device testing on one 12.9-inch M2 iPad Pro on iPadOS 26.5.2: both campaigns, skirmish, touch commands, and save/load work; a complete start-to-victory match still needs regression coverage. Keyboard/mouse acceptance and iPad multiplayer are unverified. The supported product target is iPad; a separate iPhone bring-up exposed unresolved layout and multitouch gaps.","summary":"A native ARM64 iPadOS adaptation of the Stratagus/Wargus engine. SDL2 renders through Metal and the app maps touch gestures to classic RTS controls. It runs engine code directly rather than Windows binaries or emulation. Players provide Warcraft II data extracted from their own copy; no game data or artwork is distributed.","project_url":"https://github.com/chrissotraidis/peonpad","updated":"2026-10-16","strategy":"Native iPadOS source-engine port of Stratagus/Wargus with Metal rendering and touch input","language":"","source_available":"Public GPL-2.0 source repository and unsigned preview IPA. The repository and IPA contain no Warcraft II game data or artwork; users supply data from their own copy.","first_found":"2026-10-16","project_started":"2026-07-10","programming_language":"C++","subtype":"Native iPadOS ARM64 port; touch-first RTS controls","target_type":"Game","sources":[{"label":"Maintainer README: target, source engine, campaign/skirmish support, hardware and limits","url":"https://github.com/chrissotraidis/peonpad"},{"label":"iPad test notes and regression status","url":"https://github.com/chrissotraidis/peonpad/blob/main/docs/ipad-test-notes.md"},{"label":"Unsigned v0.1.0 preview IPA release","url":"https://github.com/chrissotraidis/peonpad/releases/tag/v0.1.0-preview.1"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/chrissotraidis/peonpad"},{"label":"Current primary README","url":"https://github.com/chrissotraidis/peonpad/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/chrissotraidis/peonpad/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5317705,"C":1612675,"Lua":1373315,"GLSL":559460,"HTML":453386,"Python":169311,"CMake":146046,"Shell":93854,"NSIS":23632,"Roff":9023,"Batchfile":8706,"Makefile":4145,"Objective-C++":3382,"Ruby":1266},"source_url":"https://api.github.com/repos/chrissotraidis/peonpad/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"perfect-dark-android","title":"Perfect Dark Android Port","game":"Perfect Dark","platform":"Nintendo 64 → Android 5+ (arm64-v8a, armeabi-v7a, x86_64, x86)","kind":"Decompilation","status":"Android 2.0.0 is released. The project describes the game as mostly functional, with single-player and split-screen working; netplay is untested. The Android branch documents Android 5.0+ and four supported ABIs. No named-device test is documented.","summary":"Android build of the Perfect Dark port based on the game decompilation. The project’s android-features branch documents APK build instructions, supported Android ABIs, and an on-screen controller; physical-device coverage is unspecified.","project_url":"https://github.com/izzy2lost/perfect_dark","updated":"2026-10-15","strategy":"Decompilation-based native port with Android packaging","language":"","source_available":"Public MIT-licensed source repository and automatic builds; the user must supply a supported Perfect Dark ROM, which is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android fork of the Perfect Dark PC port","target_type":"Game","sources":[{"label":"Maintainer Android README: Android 5/API 21+, supported ABIs, and user-supplied ROM","url":"https://github.com/izzy2lost/perfect_dark/blob/android-features/README.md"},{"label":"Maintainer Android 2.0.0 release","url":"https://github.com/izzy2lost/perfect_dark/releases/tag/2.0.0"},{"label":"Project README: Android testing and functionality","url":"https://github.com/izzy2lost/perfect_dark"},{"label":"Android releases","url":"https://github.com/izzy2lost/perfect_dark/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/izzy2lost/perfect_dark"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/izzy2lost/perfect_dark/blob/port/README.md"},{"label":"GitHub Languages API — C: 14,446,598 bytes (85.69% of 16,860,010 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/izzy2lost/perfect_dark/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":385342,"BitBake":59,"C":14446598,"C++":411898,"CMake":25690,"Java":226805,"Linker Script":696355,"Makefile":121,"PHP":57,"Python":665163,"Shell":1922},"source_url":"https://api.github.com/repos/izzy2lost/perfect_dark/languages","evidence":"C: 14,446,598 bytes (85.69% of 16,860,010 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"perfect-dark-decomp","title":"Perfect Dark Matching Decompilation","game":"Perfect Dark","platform":"Nintendo 64","kind":"Decompilation","status":"Complete matching decompilation; the README lists six ROM IDs across NTSC, PAL, and Japan, with NTSC 8.7 final as the default. A user-supplied game ROM is required.","summary":"Recreates the Nintendo 64 source project and rebuilds the retail ROM byte for byte with the original compiler workflow; the README says the GitHub repository mirrors the canonical GitLab project.","project_url":"https://github.com/n64decomp/perfect_dark","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/n64decomp/perfect_dark"},{"label":"Project README or evidence page","url":"https://github.com/n64decomp/perfect_dark/blob/master/README.md"},{"label":"Project README, ROM Versions section","url":"https://raw.githubusercontent.com/n64decomp/perfect_dark/master/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/n64decomp/perfect_dark"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13331382,"Python":613024,"Assembly":390109,"C++":231176,"Makefile":26130,"Shell":605,"PHP":57},"source_url":"https://api.github.com/repos/n64decomp/perfect_dark/languages","evidence":"GitHub's official language endpoint for https://github.com/n64decomp/perfect_dark reports 13,331,382 bytes of C, the largest language total (91.4% of 14,592,483 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"perfect-dark-psp-port","title":"Perfect Dark PSP Port","game":"Perfect Dark (Nintendo 64)","platform":"Nintendo 64-derived PC port → Sony PSP homebrew (also listed for Vita ePSP)","kind":"Reimplementation","status":"README claims the game is playable start-to-finish at roughly N64-like frame rate. It also says the native renderer migration still needs visual/performance validation on PSP/PPSSPP; Ad-hoc multiplayer has not been tested between two devices.","summary":"A PSP-targeted port based on the existing Perfect Dark PC port. Requires a matching user-supplied N64 ROM; the Vita note refers to PSP emulation (ePSP), not a native Vita target.","project_url":"https://github.com/z2442/perfect_dark-PSP","updated":"2026-09-29","strategy":"PSP-targeted native port adapted from the existing Perfect Dark PC port/decompilation; renders through PSPSDK sceGu command lists","language":"","source_available":"Public port source. The README requires a supported user-supplied Perfect Dark N64 ROM; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Separate PSP target fork of catalogued Perfect Dark PC/Switch project","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/z2442/perfect_dark-PSP"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/z2442/perfect_dark-PSP/blob/PSP-Port/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/z2442/perfect_dark-PSP"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/z2442/perfect_dark-PSP/languages"},{"label":"Maintainer PSP renderer validation notes","url":"https://github.com/z2442/perfect_dark-PSP/blob/PSP-Port/docs/psp-ge-renderer.md"},{"label":"Maintainer Ad-hoc multiplayer limitations","url":"https://github.com/z2442/perfect_dark-PSP/blob/PSP-Port/docs/psp-adhoc.md"},{"label":"Upstream PC port/decompilation repository","url":"https://github.com/perfect-dark-pc-port/perfect_dark"},{"label":"Latest project release","url":"https://github.com/z2442/perfect_dark-PSP/releases/tag/latest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14723332,"Linker Script":696355,"C++":687096,"Python":665163,"Assembly":390238,"CMake":30321,"Shell":3865,"Makefile":121,"BitBake":59,"PHP":57},"source_url":"https://api.github.com/repos/z2442/perfect_dark-PSP/languages","evidence":"GitHub's official Languages API reports C: 14,723,332 bytes, Linker Script: 696,355 bytes, C++: 687,096 bytes, Python: 665,163 bytes, Assembly: 390,238 bytes, CMake: 30,321 bytes, Shell: 3,865 bytes, Makefile: 121 bytes, BitBake: 59 bytes, PHP: 57 bytes. C is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"perfect-dark-remaster-xbox360-recomp","title":"Perfect Dark Remaster 2010 Xbox 360 Recompilation","game":"Perfect Dark Remaster (2010, Xbox 360/XBLA, Title ID 584109C2)","platform":"Xbox 360/XBLA → Windows x86-64; Linux/macOS build presets documented","kind":"Recompilation","status":"Release 1.3 is available. README reports a clean 15,032-function code generation, successful build, D3D12 rendering, audio, and controller support; it does not claim the full game is playable. README’s game-input section says Xbox One ISO despite its Xbox 360/XBLA title and title ID, so dump identity needs confirmation.","summary":"Static PowerPC-to-C++ recompilation via ReXGlue. Windows uses Direct3D 12; the repo builds a Vulkan backend and documents Linux/macOS presets. The project requires game files from the supported title.","project_url":"https://github.com/nikolaygorb/PerfectDarkRemasterRecomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation with ReXGlue and D3D12/Vulkan backends","language":"","source_available":"Public source repository and release; user must provide matching game files; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"2010 Perfect Dark Xbox 360/XBLA recompilation; input-dump documentation inconsistent","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/nikolaygorb/PerfectDarkRemasterRecomp/blob/main/README.md"},{"label":"Release 1.3","url":"https://github.com/nikolaygorb/PerfectDarkRemasterRecomp/releases/tag/1.3"},{"label":"Game data requirements and supported input notes","url":"https://github.com/nikolaygorb/PerfectDarkRemasterRecomp/blob/main/README.md#getting-the-game-data"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/nikolaygorb/PerfectDarkRemasterRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":50610,"CMake":11850,"Python":6333,"PowerShell":6186,"Shell":5274,"C":1900},"source_url":"https://api.github.com/repos/nikolaygorb/PerfectDarkRemasterRecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/nikolaygorb/PerfectDarkRemasterRecomp reports 50,610 bytes of C++, the largest language total (61.6% of 82,153 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"perfect-dark-switch-port","title":"Perfect Dark Switch Port","game":"Perfect Dark","platform":"Nintendo 64 → Nintendo Switch","kind":"Decompilation","status":"The README reports single-player and split-screen multiplayer working in the general port, with minor graphics/gameplay issues and possible crashes; Nintendo Switch is an officially supported and tested ARM64 target with automatic builds. US Rev 1 is recommended; other supported regions need their matching executable.","summary":"Nintendo Switch build target of the Perfect Dark decompilation-based native port, not a Nintendo 64 emulator. The same repository documents Windows, Linux, macOS, and Switch builds and requires user-supplied ROM data.","project_url":"https://github.com/perfect-dark-pc-port/perfect_dark","updated":"2026-10-15","strategy":"Decompilation-based native port with Switch ARM64 build","language":"","source_available":"Public source and automatic Switch builds; requires the user's supported Perfect Dark ROM. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/perfect-dark-pc-port/perfect_dark"},{"label":"Maintainer README: source method, supported ROM revisions, status, and tested platform matrix","url":"https://github.com/perfect-dark-pc-port/perfect_dark/blob/port/README.md"},{"label":"Maintainer automatic Switch builds","url":"https://github.com/perfect-dark-pc-port/perfect_dark/actions"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/perfect-dark-pc-port/perfect_dark"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14449400,"Linker Script":696355,"Python":665163,"C++":408683,"Assembly":385342,"CMake":23954,"Shell":1922,"Makefile":121,"BitBake":59,"PHP":57},"source_url":"https://api.github.com/repos/perfect-dark-pc-port/perfect_dark/languages","evidence":"GitHub's official language endpoint for https://github.com/perfect-dark-pc-port/perfect_dark reports 14,449,400 bytes of C, the largest language total (86.9% of 16,631,056 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"perfect-dark-original-xbox-port","title":"Perfect Dark X Original Xbox Port","game":"Perfect Dark","platform":"Nintendo 64 decompilation/PC port → Original Xbox","kind":"Reimplementation","status":"Release v1.1.2 was published 2026-09-14. The maintainer reports campaign, Combat Simulator, menus, sound, dual-analog controls, and two-to-four-player split screen tested on real Original Xbox hardware and XEMU. The project remains under active technical development; its README calls out an incomplete 720p path.","summary":"A native Original Xbox port of the open-source Perfect Dark PC port based on the Nintendo 64 decompilation. It targets a stock 64 MiB Xbox with NXDK, pbkit/NV2A rendering, Xbox input, and audio; users provide legally obtained game data and assets.","project_url":"https://github.com/GTTeancum/Perfect-Dark-X","updated":"2026-10-16","strategy":"Native NXDK/pbkit port of the open-source Perfect Dark PC port","language":"","source_available":"Public MIT source and asset-processing tools; users must supply their own source-game files/assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native source port","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/GTTeancum/Perfect-Dark-X#readme"},{"label":"Maintainer release v1.1.2","url":"https://github.com/GTTeancum/Perfect-Dark-X/releases/tag/v1.1.2"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/GTTeancum/Perfect-Dark-X"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/GTTeancum/Perfect-Dark-X/languages"},{"label":"Current primary README","url":"https://github.com/GTTeancum/Perfect-Dark-X/blob/port/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14668418,"Python":1103454,"Linker Script":696355,"C++":605826,"Assembly":385342,"CMake":42655,"Shell":9324,"PowerShell":4116,"Makefile":121,"BitBake":59,"PHP":57},"source_url":"https://api.github.com/repos/GTTeancum/Perfect-Dark-X/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"perfect-dark-zero-xbox360-recomp","title":"Perfect Dark Zero Xbox 360 Static Recompilation","game":"Perfect Dark Zero (Xbox 360, 2005)","platform":"Xbox 360 → Windows x86-64; Linux/macOS build presets are untested","kind":"Recompilation","status":"The maintainer reports the game fully playable on Windows, including video, audio, achievements, and saves. Linux and macOS presets exist but only Windows has been tested. Release 1.5 is available.","summary":"The Xbox 360 PowerPC code is statically recompiled to native C++ using ReXGlue. The project includes optional 60 FPS/widescreen patches and requires the user’s own game files.","project_url":"https://github.com/nikolaygorb/PerfectDarkZeroRecomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using ReXGlue","language":"","source_available":"Public source repository and release; user-supplied Xbox 360 game files required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation; Windows verified","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/nikolaygorb/PerfectDarkZeroRecomp/blob/main/README.md"},{"label":"Release 1.5","url":"https://github.com/nikolaygorb/PerfectDarkZeroRecomp/releases/tag/1.5"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/nikolaygorb/PerfectDarkZeroRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":47385,"CMake":17928,"C":100},"source_url":"https://api.github.com/repos/nikolaygorb/PerfectDarkZeroRecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/nikolaygorb/PerfectDarkZeroRecomp reports 47,385 bytes of C++, the largest language total (72.4% of 65,413 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"persona-psp-latam-es","title":"Persona (PSP) Latin American Spanish Fan Translation","game":"Persona (Shin Megami Tensei: Persona)","platform":"PlayStation Portable","kind":"Fan Localization","status":"Playable; story dialogue complete, interface and some graphics remain untranslated","summary":"A Spanish-language patch for the European PSP release. The project reports end-to-end playable story text and documents untranslated interface/assets and minor text overflow issues.","project_url":"https://github.com/Jose-Chavez96/Traduccion_persona_es","updated":"2026-07-05","strategy":"Fan translation patch","language":"Latin American Spanish","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository and patching instructions","url":"https://github.com/Jose-Chavez96/Traduccion_persona_es"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Jose-Chavez96/Traduccion_persona_es"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1054662,"JavaScript":5367},"source_url":"https://api.github.com/repos/Jose-Chavez96/Traduccion_persona_es/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Python (1,054,662 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"persona-2-innocent-sin-ps1-static-recomp","title":"Persona 2: Innocent Sin PS1 Static Recompilation","game":"Persona 2: Innocent Sin (Japan PS1, SLPS-02100; reference cue identifies Gemini English translation v1.0a)","platform":"PlayStation 1 (Japan, SLPS-02100) → Linux x86-64, Windows x86-64, macOS x86-64 / Apple silicon","kind":"Recompilation","status":"In progress; first tagged release v0.1.0 was published 2026-10-13 for Linux x86-64, Windows x86-64, macOS Intel and Apple silicon. The release calls compatibility, performance and completeness limited. The reference is the Japanese v1.0 disc, serial SLPS-02100; the cue filename records a Gemini English patch, which is not supplied.","summary":"A static recompilation of Persona 2: Innocent Sin for native desktop hosts. Public source includes checked-in generated C derived from a user-supplied commercial disc; the maintainer explicitly excludes generated/ game-derived code from the root GPL grant and warns that the notices do not grant redistribution rights. No disc or retail BIOS is included; bundled OpenBIOS is used by default.","project_url":"https://github.com/jermspeaks/Persona2Recomp","updated":"2026-10-16","strategy":"Static MIPS recompilation to generated C with a native SDL runtime using PSXRecomp.","language":"","source_available":"Public source repository and v0.1.0 release assets; requires the user’s compatible Japanese PS1 disc. Generated C is committed but explicitly excluded from the root GPL-3.0-only grant; the release warns that its notices do not grant rights to redistribute game-derived source or binaries. PSXRecomp is a separately licensed PolyForm Noncommercial dependency.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native desktop release / early in-progress recompilation","target_type":"Game","sources":[{"label":"Project README: exact game/version, method, targets, source contents and licensing scope","url":"https://github.com/jermspeaks/Persona2Recomp/blob/main/README.md"},{"label":"Published first tagged release v0.1.0 (2026-10-13), target builds and release caveats","url":"https://github.com/jermspeaks/Persona2Recomp/releases/tag/v0.1.0"},{"label":"Root project license","url":"https://github.com/jermspeaks/Persona2Recomp/blob/main/LICENSE"},{"label":"Generated-code license notice","url":"https://github.com/jermspeaks/Persona2Recomp/blob/main/GENERATED-CODE-NOTICE.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/jermspeaks/Persona2Recomp"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/jermspeaks/Persona2Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":180695122,"Python":3698,"CMake":3371,"Shell":2362},"source_url":"https://api.github.com/repos/jermspeaks/Persona2Recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"persona-2-innocent-sin-psp-french","title":"Persona 2: Innocent Sin PSP French Translation","game":"Persona 2: Innocent Sin","platform":"PlayStation Portable (European release ULES01557)","kind":"Fan Localization","status":"Public beta v0.2.8-beta published 2026-10-10. The README marks the main story and NPC dialogue 100% translated and EBOOT menus/system text about 15% complete. The latest release addresses all 393 reported dialogue data-size overflows; the project remains a beta.","summary":"English → French patch for the European PSP release ULES01557. The public xdelta patch covers the French main story and NPC dialogue; system menus are still in progress. An optional HD texture pack and browser patcher are documented. The patch requires the user's own European ISO.","project_url":"https://github.com/chenetulipe/P2-FR-IS-PSP","updated":"2026-10-16","strategy":"Fan translation patch (xdelta; optional HD texture overlay)","language":"French","source_available":"Public xdelta patch, source repository, and browser patcher; requires the user-provided European ULES01557 ISO.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PSP fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: target, progress, patcher, and media links","url":"https://github.com/chenetulipe/P2-FR-IS-PSP/blob/main/README.md"},{"label":"Latest public beta v0.2.8 and supported European ISO","url":"https://github.com/chenetulipe/P2-FR-IS-PSP/releases/tag/v0.2.8-beta"},{"label":"Maintainer contribution guide: original English text is displayed beside French proposals","url":"https://github.com/chenetulipe/P2-FR-IS-PSP/blob/main/CONTRIBUTING.md"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/chenetulipe/P2-FR-IS-PSP/languages"}],"media":[{"kind":"video","label":"Persona 2: Innocent Sin French patch gameplay preview","url":"https://www.youtube.com/watch?v=vuuCnP3waik","preview_url":"https://img.youtube.com/vi/vuuCnP3waik/maxresdefault.jpg","source_url":"https://github.com/chenetulipe/P2-FR-IS-PSP/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"French patch installation tutorial","url":"https://www.youtube.com/watch?v=rGHRMPw-bbo","preview_url":"https://img.youtube.com/vi/rGHRMPw-bbo/maxresdefault.jpg","source_url":"https://github.com/chenetulipe/P2-FR-IS-PSP/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":461652,"HTML":22876,"Batchfile":2377,"JavaScript":2023},"source_url":"https://api.github.com/repos/chenetulipe/P2-FR-IS-PSP/languages","evidence":"Exact API byte map. Python is predominant; HTML is markup. The human localization is English → French.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"persona-3-aigis-first-mission-steam-en","title":"Persona 3 - Aigis THE FIRST MISSION English Fan Patch","game":"Persona 3 - Aigis THE FIRST MISSION","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"English patch v1.0 is linked from the maintainer's patch index; the README does not state completeness or a patch date.","summary":"English fan patch for the Japanese Steam release of Persona 3 - Aigis THE FIRST MISSION.","project_url":"https://github.com/MKCAMK/G-MODE-Archives-translations","updated":"2026-10-16","strategy":"Game-specific text fan localization patch","language":"English","source_available":"Public GitHub repository and a linked v1.0 patch download.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Steam-only scope and English patch v1.0","url":"https://github.com/MKCAMK/G-MODE-Archives-translations"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/MKCAMK/G-MODE-Archives-translations/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"persona-3-portable-new-3ds-recomp","title":"Persona 3 Portable — New Nintendo 3DS Static Recompilation","game":"Shin Megami Tensei: Persona 3 Portable","platform":"PlayStation Portable → New Nintendo 3DS, New 3DS XL, and New 2DS XL","kind":"Recompilation","status":"Release v0.3.1 was published on 2026-10-11; the maintainer describes the port as playable early. On New 2DS XL, the first days and first battle have been tested, saves work, field play is about 28–30 fps and battles 16–25 fps. Sound and the opening movie are not implemented, later game sections are untested, and Old 3DS is unsupported.","summary":"A static recompilation of the North American Persona 3 Portable release (ULUS-10512) for the New Nintendo 3DS family, with an interpreter fallback and native PICA200 rendering. Building requires the user’s own ISO; the repository contains no copyrighted game assets or proprietary executable.","project_url":"https://github.com/endercodezz/P3P3DS","updated":"2026-10-16","strategy":"Static recompilation of PSP game code to C++ with a native New Nintendo 3DS runtime and renderer.","language":"","source_available":"Public MIT-licensed project source and builder; requires a user-owned ULUS-10512 ISO and does not distribute game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation Portable static recompilation to New Nintendo 3DS","target_type":"Game","sources":[{"label":"Maintainer README: target ISO/revision, New 3DS support, hardware status, and limitations","url":"https://github.com/endercodezz/P3P3DS#readme"},{"label":"Maintainer release v0.3.1 (published 2026-10-11)","url":"https://github.com/endercodezz/P3P3DS/releases/tag/v0.3.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/endercodezz/P3P3DS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3240900,"Python":148371,"CMake":46091,"Batchfile":16037,"Shell":15768,"GLSL":11184,"C#":8649,"PowerShell":5590,"Nix":3157,"Java":1758},"source_url":"https://api.github.com/repos/endercodezz/P3P3DS/languages","evidence":"Exact repository byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C++ is the largest category (3,240,900 of 3,497,505 recognized bytes). Repository-wide totals can include build and tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"persona5x-italian","title":"Persona 5: The Phantom X Italian Translation Mod","game":"Persona 5: The Phantom X","platform":"PC (Windows)","kind":"Fan Localization","status":"Ongoing/released mod; build 2025-07-21-Build1 documented","summary":"An unofficial Italian runtime localization mod using BepInEx plugins for text translation and texture replacement; the author describes translation review as ongoing.","project_url":"https://github.com/GamePatchingTeam/P5X_PatchIT","updated":"2025-07-21","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Batchfile","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/GamePatchingTeam/P5X_PatchIT"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/GamePatchingTeam/P5X_PatchIT"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":2459},"source_url":"https://api.github.com/repos/GamePatchingTeam/P5X_PatchIT/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Batchfile (2,459 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"persona-q2-3ds-simplified-chinese-localization","title":"Persona Q2: New Cinema Labyrinth — Simplified Chinese Patch","game":"Persona Q2: New Cinema Labyrinth","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Work in progress and explicitly incomplete; README documents patch update and some Japanese-character/font limitations.","summary":"Simplified Chinese fan patch for Japanese 3DS game; user supplies original game and installs patch on hardware or compatible emulator.","project_url":"https://github.com/Qi-Busiyi-Hanhuazu/PersonaQ2ChsLocalization","updated":"2026-10-16","strategy":"Fan translation patch (Japanese → Simplified Chinese)","language":"Simplified Chinese","source_available":"Public patch source; requires user-owned Japanese game; no complete game data included; license not verified.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo 3DS Simplified Chinese localization patch","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Qi-Busiyi-Hanhuazu/PersonaQ2ChsLocalization#readme"},{"label":"Project repository latest recorded commit (2026-09-13): feat: Update translations (#3)","url":"https://github.com/Qi-Busiyi-Hanhuazu/PersonaQ2ChsLocalization/commit/15ca3ffda260133bfb090fc8a5b5ea896553f37c"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":62248,"Assembly":6126,"PowerShell":4965},"source_url":"https://api.github.com/repos/Qi-Busiyi-Hanhuazu/PersonaQ2ChsLocalization/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Qi-Busiyi-Hanhuazu/PersonaQ2ChsLocalization (repository API id 857247725, https://github.com/Qi-Busiyi-Hanhuazu/PersonaQ2ChsLocalization). The exact response reported 62,248 bytes of Python, the largest category, out of 73,339 recognized-language bytes (84.9%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"persona-anomalous-tower-chronicle-steam-en","title":"Persona: Anomalous Tower Chronicle English Fan Patch","game":"Persona: Anomalous Tower Chronicle","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"English patch v1.0 is linked from the maintainer's patch index; the README does not state completeness or a patch date.","summary":"English fan patch for the Japanese Steam release. Its maintainer says it follows the official PSP English localization of Shin Megami Tensei: Persona with deliberate changes.","project_url":"https://github.com/MKCAMK/G-MODE-Archives-translations","updated":"2026-10-16","strategy":"Game-specific text fan localization patch","language":"English","source_available":"Public GitHub repository and a linked v1.0 patch download.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Steam-only scope, title, English patch v1.0, and localization note","url":"https://github.com/MKCAMK/G-MODE-Archives-translations"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/MKCAMK/G-MODE-Archives-translations/languages","evidence":"GitHub Languages API returned an exact empty object.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an exact empty object."}},{"id":"pes-2013-fextendo-switch-port","title":"PES13 NX (FEXTendo)","game":"Pro Evolution Soccer 2013 (PC version 1.0)","platform":"Windows x86 PC → Nintendo Switch homebrew","kind":"Reimplementation","status":"Latest official release v0.4.2 was published 2026-10-12. It provides a bundled FEXTendo runtime and a complete Switch installation package; users provide their own PC v1.0 files and installation metadata. Release notes say package validation is not a Switch hardware test, so community FPS claims are not treated as maintainer-verified compatibility guarantees.","summary":"A game-specific Switch launcher and compatibility wrapper for the Windows PC release of PES 2013. It combines FEX-Emu CPU translation, Wine and DXVK rather than recompiling the game statically.","project_url":"https://github.com/Ibnuard/pes13_nx","updated":"2026-10-16","strategy":"FEX-Emu x86 translation with Wine and DXVK on Switch, integrated into a PES-specific launcher and runtime package.","language":"","source_available":"Public source repository and v0.4.2 Switch package. Game files and installation metadata are not included and must come from the user’s own PC v1.0 copy.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC-game compatibility wrapper for Nintendo Switch using FEX-Emu/Wine/DXVK","target_type":"Game","sources":[{"label":"GBAtemp PES13 NX thread used as discovery lead; performance comments are community reports","url":"https://gbatemp.net/threads/pes13-nx-switch-port.684842/"},{"label":"Maintainer README and FEXTendo project documentation","url":"https://github.com/Ibnuard/pes13_nx#readme"},{"label":"https://github.com/Ibnuard/pes13_nx/releases","url":"https://github.com/Ibnuard/pes13_nx/releases"},{"label":"Current primary README","url":"https://github.com/Ibnuard/pes13_nx/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Ibnuard/pes13_nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Ibnuard/pes13_nx/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/Ibnuard/pes13_nx/releases/tag/v0.4.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2896076,"C":1278088,"C++":87535,"Shell":12969,"Assembly":11040},"source_url":"https://api.github.com/repos/Ibnuard/pes13_nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-galaxy-macios-native-port","title":"Petari for Apple Silicon: Super Mario Galaxy Native macOS Port","game":"Super Mario Galaxy (USA Wii RMGE01 revision 0)","platform":"Wii USA RMGE01 revision 0 → macOS on Apple Silicon ARM64 (Metal via Aurora); developed on macOS 27","kind":"Recompilation","status":"The maintainer describes the game as playable in a development build. Automated tests enter all 135 galaxy missions and check movement, jump, spin, camera and pause; not every mission has been completed and the ending is unplayed. Physical controllers are untested and visual fidelity is not yet systematically compared.","summary":"An independent native Apple Silicon port based on the Petari Super Mario Galaxy decompilation. It compiles the original game code for ARM64 and renders through Metal using Aurora rather than an emulator. The port adds native menus and optional gameplay helpers; users must supply/extract their own USA revision-0 disc data. The repository is explicit that this native-port work is not decompilation work and is not intended for upstream Petari.","project_url":"https://github.com/classicrob/MacioGalaxy","updated":"2026-10-16","strategy":"Native ARM64 compilation of Petari's reconstructed game code with a Metal renderer through Aurora; game-specific native port changes are maintained separately.","language":"","source_available":"Public port source, licensed CC0-1.0. The user supplies the USA RMGE01 revision-0 disc data; the repository contains no Nintendo game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Decompilation-based native macOS port","target_type":"Game","sources":[{"label":"Maintainer README: source lineage, method, supported game revision, current test coverage and known limitations","url":"https://github.com/classicrob/MacioGalaxy/blob/main/README.md"},{"label":"Upstream Petari decompilation used as the source base","url":"https://github.com/SMGCommunity/Petari"},{"label":"Aurora Metal/WebGPU rendering backend used by the port","url":"https://github.com/encounter/aurora"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/classicrob/MacioGalaxy"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20695802,"C":5225519,"Python":909356,"CMake":135623,"Assembly":22971,"Swift":8487,"JavaScript":2766,"Shell":606,"Objective-C":293},"source_url":"https://api.github.com/repos/classicrob/MacioGalaxy/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C++ is largest (20,695,802 of 27,001,423 recognized bytes, 76.6%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-laoo-pgmemu","title":"PGMEmu IGS PolyGame Master Emulator","game":"IGS PolyGame Master arcade system","platform":"Windows x64, Linux x86-64 and macOS Apple silicon release builds","kind":"Emulator","status":"Version v0.1.1 was published 2026-10-14; README says all games supported by the June 2026 MiSTer core run, including protected titles.","summary":"C++ emulator of the IGS PolyGame Master arcade board, ported from the MiSTer FPGA core. README documents supported protection devices and `.pgm` images produced by PGMBuilder; it does not include BIOS or games.","project_url":"https://github.com/laoo/PGMEmu","updated":"2026-10-14","strategy":"Arcade system emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Arcade system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/laoo/PGMEmu"},{"label":"GitHub release history","url":"https://github.com/laoo/PGMEmu/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/laoo/PGMEmu/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/laoo/PGMEmu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1310497,"C":245314,"Python":27444,"CMake":22185,"Shell":12452,"GLSL":3864},"source_url":"https://api.github.com/repos/laoo/PGMEmu/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,310,497 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phantasy-star-gaiden-en-patchclan","title":"Phantasy Star Gaiden — English Translation","game":"Phantasy Star Gaiden","platform":"Game Gear","kind":"Fan Localization","status":"Alpha v0.1; English IPS patch updated 2026-09-13.","summary":"Patch Clan's English fan translation of the Japanese Game Gear RPG. An alpha IPS patch is available through its Patreon post while translation review and gameplay testing continue.","project_url":"https://www.patchclan.com/#/jogo/phantasy-star-gaiden","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English","source_available":"Patch Clan lists the English IPS file, exact Japanese source ROM name and MD5, and alpha version. Its Patreon post hosts the patch; no game ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: alpha version, English patch format/date, and supported source checksum","url":"https://www.patchclan.com/#/jogo/phantasy-star-gaiden"},{"label":"Patch Clan Patreon post for the English alpha patch","url":"https://www.patreon.com/patchclan/posts/phantasy-star-of-170186540"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/phantasy-star-gaiden","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"phantasy-star-generation-1-ps2-de","title":"Phantasy Star Generation:1 German Fan Translation","game":"SEGA AGES 2500 Series Vol. 1: Phantasy Star Generation:1","platform":"PlayStation 2","kind":"Fan Localization","status":"German v1.0 patch released 2026-10-13. The creator explicitly says the German text is based on FlamePurge’s prior English script, linguistically adapted and reinserted, rather than translated directly from Japanese.","summary":"German localization patch for the Japanese PS2 remake of Phantasy Star. It covers dialogue, menus, status/help text and battle commands and includes an xdelta patch; users need the original Japanese BIN/CUE.","project_url":"https://github.com/Karlhungus79/Phantasy-Star-Generation-1-German-Fan-Translation","updated":"2026-10-13","strategy":"Fan translation patch","language":"German","source_available":"GitHub release contains an xdelta patch only; requires the original Japanese PS2 BIN/CUE with serial SLPM-62362 and the listed hashes.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation 2 German fan localization","target_type":"Game","sources":[{"label":"Maintainer README: source-English-script disclosure, German coverage, v1.0, xdelta distribution and exact Japanese disc hashes","url":"https://github.com/Karlhungus79/Phantasy-Star-Generation-1-German-Fan-Translation"},{"label":"v1.0 patch release","url":"https://github.com/Karlhungus79/Phantasy-Star-Generation-1-German-Fan-Translation/releases/tag/V1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Karlhungus79/Phantasy-Star-Generation-1-German-Fan-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"phantasy-star-ii-genesis-disasm","title":"Phantasy Star II Disassembly","game":"Phantasy Star II","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The repository identifies itself as a Phantasy Star II Mega Drive/Genesis disassembly; its README does not state completeness or byte-match status.","summary":"A public assembly disassembly repository for Phantasy Star II.","project_url":"https://github.com/jon13doe/SEGA_ps2_disasm","updated":"2026-10-16","strategy":"Annotated 68000 disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/jon13doe/SEGA_ps2_disasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4281303,"Shell":11795,"C":4887,"Batchfile":2714},"source_url":"https://api.github.com/repos/jon13doe/SEGA_ps2_disasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phantasy-star-iii-genesis-disasm","title":"Phantasy Star III Disassembly","game":"Phantasy Star III: Generations of Doom","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"Version 1.0 source disassembly released 2019-08-23. The project page says it can be reassembled with Macro Assembler AS and labels pointers and offsets for editing; it does not claim a byte-perfect rebuild.","summary":"A downloadable 68000/Z80 assembly disassembly of Phantasy Star III, with documented labels and an assembler workflow.","project_url":"https://retrohackers.net/document-details.php?id=690","updated":"2026-10-16","strategy":"Annotated 68000/Z80 disassembly with reassembly support","language":"","source_available":"Disassembly download listed on the Retrohackers project page","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Phantasy Star III disassembly release details","url":"https://retrohackers.net/document-details.php?id=690"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4525019,"Batchfile":3944,"C":5005,"Shell":7319},"source_url":"https://api.github.com/repos/brecert/ps3disasm/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":4525019,\"Batchfile\":3944,\"C\":5005,\"Shell\":7319}; Assembly is the unique largest byte-count entry (4525019 of 4541287 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phantasy-star-iv-genesis-disasm","title":"Phantasy Star IV Disassembly","game":"Phantasy Star IV","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The repository identifies itself as a Phantasy Star IV Mega Drive/Genesis disassembly; its README does not state completeness or byte-match status.","summary":"A public assembly disassembly repository for Phantasy Star IV.","project_url":"https://github.com/squidfeatures/ps4disasm","updated":"2026-10-16","strategy":"Annotated 68000 disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/squidfeatures/ps4disasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":18080179,"Python":28317,"Shell":7546,"C":5005,"Batchfile":3946},"source_url":"https://api.github.com/repos/squidfeatures/ps4disasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phantasy-star-online-ver-2-dreamcast-decomp","title":"Phantasy Star Online Ver. 2 Dreamcast Matching Decompilation","game":"Phantasy Star Online Ver. 2","platform":"Dreamcast Europe (MK-5119350, V1.000; header date 20020110)","kind":"Decompilation","status":"Work in progress. README reports 7,475 exact matching functions in 7,391 modules replacing 633,088/4,162,912 bytes of the decoded executable (15.2078% image coverage). This is an early hybrid image: it is not yet buildable from source alone, and the code-only completion fraction and total function count are not established. Repository created 2026-10-07 and last pushed 2026-10-16.","summary":"Matching source reconstruction of the Dreamcast European Ver. 2 reference (MK-5119350, V1.000). The maintainer measures exact function matches by decoded-executable bytes and explicitly distinguishes hybrid image coverage from source-only completion.","project_url":"https://github.com/finalbillybong/pso_ver2_dc_decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game data not included","first_found":"2026-10-16","project_started":"2026-10-07","programming_language":"C","subtype":"Dreamcast Europe decoded-executable matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/finalbillybong/pso_ver2_dc_decomp"},{"label":"Maintainer progress, hybrid-image caveat, and exact European reference","url":"https://github.com/finalbillybong/pso_ver2_dc_decomp/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/finalbillybong/pso_ver2_dc_decomp"}],"media":[{"kind":"image","label":"Image coverage","url":"https://raw.githubusercontent.com/finalbillybong/pso_ver2_dc_decomp/main/docs/progress.svg","preview_url":"https://raw.githubusercontent.com/finalbillybong/pso_ver2_dc_decomp/main/docs/progress.svg","source_url":"https://github.com/finalbillybong/pso_ver2_dc_decomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4272208,"C++":948336,"Python":265041,"Java":9475},"source_url":"https://api.github.com/repos/finalbillybong/pso_ver2_dc_decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 4,272,208 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phantasy-star-retranslation-multilingual","title":"Phantasy Star Retranslation Project","game":"Phantasy Star","platform":"Sega Master System","kind":"Fan Localization","status":"Released v2.6.1; v2.7 beta is in progress","summary":"A retranslation and multilingual patch project listing English, French, extended French, German, Brazilian Portuguese, Spanish, Catalan, and Latin variants.","project_url":"https://github.com/maxim-zhao/psrp","updated":"2026-08-07","strategy":"Fan translation patch","language":"English; French; extended French; German; Brazilian Portuguese; Spanish; Catalan; Latin","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository and release notes","url":"https://github.com/maxim-zhao/psrp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/maxim-zhao/psrp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":18759379,"HTML":166709,"Python":31138,"Makefile":6858,"JavaScript":1534,"Max":46},"source_url":"https://api.github.com/repos/maxim-zhao/psrp/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Assembly (18,759,379 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"phantom-hourglass-decomp","title":"Phantom Hourglass Decompilation","game":"The Legend of Zelda: Phantom Hourglass","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; code is decompiled by hand. The repository contains no assets or assembly, so building requires an existing game copy.","summary":"ZeldaRET project reconstructing the game code by hand.","project_url":"https://github.com/zeldaret/ph","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are omitted and a user-owned copy is required for building. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Hand decompilation of Nintendo DS code; assets are extracted from user-owned game data","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/zeldaret/ph"},{"label":"Project README","url":"https://github.com/zeldaret/ph#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zeldaret/ph"}],"media":[],"links":[{"kind":"docs","label":"Phantom Hourglass decompilation install guide","url":"https://github.com/zeldaret/ph/blob/main/INSTALL.md","source_url":"https://github.com/zeldaret/ph","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1068123,"C":87773,"Python":49492},"source_url":"https://api.github.com/repos/zeldaret/ph/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (1,068,123 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"phantom-hourglass-ds-recomp","title":"Phantom Hourglass Recomp","game":"The Legend of Zelda: Phantom Hourglass","platform":"Nintendo DS → Windows x64, Android ARM64","kind":"Recompilation","status":"The maintainer reports play on Windows 11 and a Pixel 8. On that phone, 3× rendering holds 60 fps while 6× can stutter as the device warms; other phones are untested. Only the supported USA dump and its listed D-pad patch are accepted.","summary":"The game's ARM9 program and 62 overlays are statically translated to C. The project uses melonDS for ARM7 and DS graphics/sound hardware, so the recompilation covers the main game CPU while a console core supplies the remaining hardware behavior.","project_url":"https://github.com/dguillot-gh/phantom-hourglass-recomp","updated":"2026-10-15","strategy":"Static ARM9 recompilation with melonDS hardware core for ARM7, graphics, and sound","language":"","source_available":"Public source repository; user must supply a supported USA ROM; no game data is included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo DS static code recompilation with Android application target","target_type":"Game","sources":[{"label":"Project README, supported ROMs, and tested hosts","url":"https://github.com/dguillot-gh/phantom-hourglass-recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/dguillot-gh/phantom-hourglass-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":434715,"Java":58774,"PowerShell":53025,"Python":33646,"C":27222,"CMake":10891},"source_url":"https://api.github.com/repos/dguillot-gh/phantom-hourglass-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for dguillot-gh/phantom-hourglass-recomp: source-code byte counts are {\"C\": 27222, \"C++\": 434715, \"CMake\": 10891, \"Java\": 58774, \"PowerShell\": 53025, \"Python\": 33646}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phantom-hourglass-phantom-native-ios-builder","title":"Phantom Native Builder","game":"The Legend of Zelda: Phantom Hourglass","platform":"Nintendo DS → iOS/iPhone ARM64","kind":"Recompilation","status":"Experimental builder. Its validation note dated 2026-10-13 reports all native banks regenerated from a fresh setup and a full unsigned iPhoneOS ARM64 build; that validation did not install the app on a device or build a simulator target. The README says full-game completion, sustained thermal performance and every puzzle are not certified.","summary":"A local builder for an experimental native iPhone port. It statically recompiles ARM7/ARM9 and overlay code from a user-supplied Nintendo DS ROM to native ARM64, with a Metal frontend and melonDS-derived rendering support; it stops on missing native dispatch instead of falling back to an interpreter. ROM, BIOS, generated game code and ready-to-play IPA are not distributed.","project_url":"https://github.com/EzexnDev/phantom-native","updated":"2026-10-16","strategy":"Title-specific static recompilation of Nintendo DS ARM7/ARM9 program banks to native ARM64, paired with a Metal frontend and melonDS-derived renderer/runtime components.","language":"","source_available":"Public CC0-1.0 builder and iOS frontend. The project excludes the ROM, BIOS, firmware, generated game code, saves and IPA; third-party dependencies have separate notices.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Experimental native iOS static recompilation builder","target_type":"Game","sources":[{"label":"Project README, recompilation design and experimental scope","url":"https://github.com/EzexnDev/phantom-native/blob/main/README.md"},{"label":"Fresh-build validation note","url":"https://github.com/EzexnDev/phantom-native/blob/main/docs/validation.md"},{"label":"CC0-1.0 license","url":"https://github.com/EzexnDev/phantom-native/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":69102,"Objective-C++":65912,"Metal":33020,"Shell":4668,"C++":3999,"CMake":2854,"Objective-C":2677,"C":908},"source_url":"https://api.github.com/repos/EzexnDev/phantom-native/languages","evidence":"GitHub's official Languages endpoint reports Python as the largest tracked source total; the repository also contains Objective-C++ and Metal portions of the native iOS frontend. The complete repository-wide byte map is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pharaoh-gold-native-ipados-recomp","title":"Pharaoh Gold Native iPadOS Static Recompilation (Pharaoh Recomp)","game":"Pharaoh Gold with Cleopatra expansion (GOG release, patch 2.1; Pharaoh.exe 2.1.0.0, built 2000-08-28)","platform":"Windows PC x86 → native iPadOS ARM64 (iPadOS 17+; iPad Pro touch test); Android 10+ ARM64/Vulkan APK build target is documented but has never run on-device","kind":"Recompilation","status":"No GitHub release is listed. The README reports the iPad Pro running the intro, frontend and first mission at 800×600 with music and touch controls. The Android 10+ ARM64/Vulkan APK can be built and includes FFmpeg libraries, but the maintainer says it has never run on an Android device and first-mission play is unverified there. The game executable and all original content are generated/loaded from the user’s copy locally.","summary":"Static recompilation of the supported x86 Pharaoh Gold executable into C and a native host, with an iPadOS Metal presentation/input path and Android build target. The runtime, translator and host are in the separate recomp-kit submodule; this repository contains game-specific configuration, tests, tools and documentation. The repository’s MIT license applies to its native implementation/configuration and does not relicense original game materials; the kit retains its own license.","project_url":"https://github.com/veritr1x/pharaoh-recomp","updated":"2026-09-21","strategy":"Ahead-of-time x86-to-C translation plus a native recomp-kit host/runtime, with iPadOS Metal/touch support and a documented Android Vulkan build target.","language":"","source_available":"Public game-specific source/configuration; no GitHub release. The repository license is MIT for the native implementation described in NOTICE, while recomp-kit has its own license. Pharaoh.exe, art, audio, maps, generated code and replacement packs are excluded and must be prepared from the user’s own copy.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows PC static recompilation to native iPadOS with unverified Android build target","target_type":"Game","sources":[{"label":"Maintainer README: supported game executable, method, iPad first-mission evidence and per-platform Android caveat","url":"https://github.com/veritr1x/pharaoh-recomp"},{"label":"Port analysis and run log: platform work and verification limits","url":"https://github.com/veritr1x/pharaoh-recomp/blob/main/docs/analysis.md"},{"label":"NOTICE: supported Pharaoh.exe version/hash, game-data exclusions, and separate recomp-kit terms","url":"https://github.com/veritr1x/pharaoh-recomp/blob/main/NOTICE"},{"label":"MIT license scope","url":"https://github.com/veritr1x/pharaoh-recomp/blob/main/LICENSE"},{"label":"GitHub Releases: none listed when checked 2026-10-16","url":"https://github.com/veritr1x/pharaoh-recomp/releases"},{"label":"GitHub repository metadata: latest push and NOASSERTION license classifier","url":"https://api.github.com/repos/veritr1x/pharaoh-recomp"},{"label":"GitHub Languages API byte totals (game host/runtime is in a separate submodule)","url":"https://api.github.com/repos/veritr1x/pharaoh-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":15373},"source_url":"https://api.github.com/repos/veritr1x/pharaoh-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 15,373 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-cdi-mister","title":"Philips CD-i Mono I and DVC extension MiSTer FPGA Core","game":"Philips CD-i Mono I and DVC extension","platform":"Philips CD-i Mono I and DVC extension on MiSTer FPGA","kind":"Emulator","status":"README says titles requiring the Digital Video Cartridge are experimental; core is still under active development. README describes active FPGA implementation work on the Philips CD-i Mono I; no published GitHub release was listed; source repository was last pushed 2026-10-05.","summary":"FPGA system-emulation core for Philips CD-i Mono I and DVC extension on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/CDi_MiSTer","updated":"2026-10-05","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/CDi_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/CDi_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/CDi_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/CDi_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":2898416,"SystemVerilog":698640,"Assembly":689369,"C":380798,"VHDL":376723,"C++":111609,"Python":36901,"Tcl":29011,"Stata":21449,"Shell":9004,"Makefile":3023,"Linker Script":2075,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/CDi_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 2,898,416 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"phoenix-doom-3do-desktop-port","title":"Phoenix DOOM (3DO) Desktop Source Port","game":"DOOM (3DO version)","platform":"3DO → Windows, macOS, Linux","kind":"Reimplementation","status":"Playable source port for Windows, macOS, and Linux; the project documents known rendering/gameplay issues and requires a user-supplied 3DO Doom .IMG disc image.","summary":"A backport and remaster derived from Rebecca Heineman’s released 3DO DOOM source, preserving the 3DO version while adding desktop support and quality-of-life changes.","project_url":"https://github.com/BodbDearg/phoenix_doom","updated":"2026-10-15","strategy":"3DO-source-derived native C++ desktop port","language":"","source_available":"Public C++ source; original 3DO DOOM disc image is required and is not distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"3DO source port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/BodbDearg/phoenix_doom"},{"label":"Play requirements","url":"https://github.com/BodbDearg/phoenix_doom/blob/master/docs/How%20To%20Play.md"},{"label":"Known issues","url":"https://github.com/BodbDearg/phoenix_doom/blob/master/docs/Known%20Issues.md"},{"label":"Build platforms","url":"https://github.com/BodbDearg/phoenix_doom/blob/master/docs/Building%20The%20Code.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10364075,"C++":4236568,"Objective-C":604797,"Shell":336274,"M4":219153,"CMake":157077,"HTML":66347,"C#":41359,"Perl":20074,"Makefile":16953,"PowerShell":12518,"Metal":3849,"Python":2490,"Batchfile":1371,"Objective-C++":140},"source_url":"https://api.github.com/repos/BodbDearg/phoenix_doom/languages","evidence":"GitHub's official language endpoint for https://github.com/BodbDearg/phoenix_doom reports 10,364,075 bytes of C, the largest language total (64.4% of 16,083,045 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-benedictemarty-phosphoric","title":"Phosphoric ORIC-1 / Atmos Emulator","game":"Oric-1 and Oric Atmos computer software","platform":"Oric-1 / Atmos; native Linux, Windows, and macOS builds plus a WebAssembly browser build","kind":"Emulator","status":"Public C11 emulator; repository last pushed 2026-10-05. GitHub lists release v2.1.1 (2026-09-30), while the current README advertises v2.30.0, so the published-version state is inconsistent. The README and LICENSE declare EUPL-1.2 (GitHub license metadata is NOASSERTION). Users supply the BASIC ROM and tape/disk images; the README says ROM files are not distributed.","summary":"Cycle-stepped emulator for Oric-1 and Oric Atmos computers. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"photocraft-adobe-photoshop","title":"PhotoCraft (Adobe Photoshop reimplementation)","game":"Adobe Photoshop","platform":"macOS, Windows, Linux, FreeBSD, and web via WebAssembly","kind":"Reimplementation","status":"Early alpha; latest release v0.9.0 (2026-10-14).","summary":"A clean-room Rust raster-image editor for Photoshop-style layered editing, including PSD documents, masks, adjustment layers, and effects.","project_url":"https://github.com/storytold/photocraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Adobe Photoshop image-editing workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Raster image editor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/photocraft"},{"label":"Project owner release v0.9.0","url":"https://github.com/storytold/photocraft/releases/tag/v0.9.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":26405125,"WGSL":59745,"Shell":59378,"PowerShell":16708,"Python":10288,"HTML":3588,"Dockerfile":3342},"source_url":"https://api.github.com/repos/storytold/photocraft/languages","evidence":"GitHub's official Languages REST endpoint reports 26,405,125 bytes of Rust, the largest language total (99.4% of 26,558,174 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pichau-aqua-240x-linux-display-driver","title":"Pichau Aqua 240X Linux Driver","game":"Pichau PC SmartMonitor LED display protocol for the Aqua 240X AIO cooler","platform":"Linux over USB serial device 1A86:484A","kind":"Reimplementation","status":"Early project with four commits and no packaged release. The maintainer reports real-hardware testing on Ubuntu 24.04 with Intel coretemp and NVIDIA nvidia-smi; AMD sensors and other distributions are implemented but explicitly unverified.","summary":"Independently reimplements the proprietary Windows PC SmartMonitor LED protocol as a small Linux Python driver for the Pichau Aqua 240X pump display. Its protocol note documents recovery from the vendor Windows application and empirical verification of a temperature frame on the physical display. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"picodrive","title":"PicoDrive","game":"SG-1000; SC-3000; Master System; Game Gear; Genesis / Mega Drive; Sega CD / Mega CD; 32X; Sega Pico","platform":"8-bit and 16-bit Sega home systems, handhelds, and add-ons","kind":"Emulator","status":"Active development primarily in the irixxxx upstream fork","summary":"Open-source Sega emulator known for broad 8-bit and 16-bit system coverage, Sega CD and 32X support, and performance-oriented CPU and video cores. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"fm1-pigeon-performance-sampler-firmware","title":"PIGEON (M-VAVE FM-1 performance sampler firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; local sample-management tools and USB installer","kind":"Reimplementation","status":"Release v0.3 was published 2026-10-15. The maintainer says basic installation and sample/chop preservation were verified on an FM-1, while extended hardware checks remain pending; sustained 8+4 voice playback also still needs physical testing.","summary":"A Felucca-derived audio-only performance sampler for the FM-1, with two song samples, 16-pad drums, up to 32 chops per song, sequenced patterns and arrangements, live effects, sample-management tools, and full-device backup.","project_url":"https://github.com/TheShrimpBlimp/pigeon","updated":"2026-10-16","strategy":"GPL-3.0-only Felucca-derived sampler firmware with sample chopping, playback, sequencing, and local transfer/backup tools.","language":"","source_available":"Public source under GPL-3.0-only, with inherited copyright notices and third-party licenses preserved; license does not grant rights to commercial recordings users import.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded performance sampler firmware","target_type":"Software","sources":[{"label":"Maintainer README: current v0.3, features, hardware-test limits, and licensing","url":"https://github.com/TheShrimpBlimp/pigeon/blob/main/README.md"},{"label":"Release v0.3 (published 2026-10-15)","url":"https://github.com/TheShrimpBlimp/pigeon/releases/tag/v0.3"},{"label":"GPL-3.0-only license","url":"https://github.com/TheShrimpBlimp/pigeon/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/TheShrimpBlimp/pigeon"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/TheShrimpBlimp/pigeon/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3963520,"JavaScript":401338,"HTML":392391,"Python":344187,"Shell":48466,"C++":16622,"CSS":10698,"Assembly":4051,"Linker Script":3847},"source_url":"https://api.github.com/repos/TheShrimpBlimp/pigeon/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (76.4% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pigskin-footbrawl-genesis-recomp","title":"Pigskin Footbrawl Genesis Static Recompilation","game":"Jerry Glanville’s Pigskin Footbrawl","platform":"Sega Genesis USA ROM (revision not stated) → Windows x64","kind":"Recompilation","status":"Alpha; README reports logos/menu and a running one-player match. Final whistle, audio by ear and two-player play are not verified.","summary":"Static Sega Genesis recompilation to native Windows using the shared 68K engine.","project_url":"https://github.com/sp00nznet/pigskin","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied Genesis ROM required; game ROM is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/pigskin#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":7896,"C":3712,"CMake":897,"Batchfile":227},"source_url":"https://api.github.com/repos/sp00nznet/pigskin/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; PowerShell is the largest bucket at 7,896 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pikmin-2-gamecube-decomp","title":"Pikmin 2 Decompilation","game":"Pikmin 2","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README lists U.S., PAL, and Japanese retail revisions plus two U.S. demos, with separate code/data/linked-code progress indicators.","summary":"GameCube source decompilation project for Pikmin 2 with five named regional or demo targets.","project_url":"https://github.com/projectPiki/pikmin2","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"USA, PAL, Japan retail; USA Demo 17 and Demo 18","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/projectPiki/pikmin2#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/projectPiki/pikmin2"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/projectPiki/pikmin2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11971310,"C":2250141,"Assembly":1376527,"Python":222122,"Makefile":93829,"Shell":103},"source_url":"https://api.github.com/repos/projectPiki/pikmin2/languages","evidence":"GitHub's official language endpoint for https://github.com/projectPiki/pikmin2 reports 11,971,310 bytes of C++, the largest language total (75.2% of 15,914,032 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pikmin-decomp","title":"Pikmin Decompilation","game":"Pikmin","platform":"GameCube","kind":"Decompilation","status":"Complete matching decompilation","summary":"Project README identifies this as a complete matching GameCube decompilation with a build system that extracts required assets from a user-provided copy.","project_url":"https://github.com/projectPiki/pikmin","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/projectPiki/pikmin"},{"label":"Project README or evidence page","url":"https://github.com/projectPiki/pikmin/blob/main/README.MD"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/projectPiki/pikmin"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/projectPiki/pikmin/main/README.MD"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9850922,"C++":6055468,"Assembly":152537,"Python":143284,"Shell":115},"source_url":"https://api.github.com/repos/projectPiki/pikmin/languages","evidence":"GitHub's official language endpoint for https://github.com/projectPiki/pikmin reports 9,850,922 bytes of C, the largest language total (60.8% of 16,202,326 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pilotwings-64-decomp","title":"Pilotwings 64 Decompilation","game":"Pilotwings 64","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress; the README explicitly calls this a matching decompilation and currently lists North American retail support.","summary":"Matching N64 source reconstruction project for Pilotwings 64 North America; the repository excludes game assets and assembly and requires the user’s copy.","project_url":"https://github.com/n64decomp/pw64","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; original ROM required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"North American retail target","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/n64decomp/pw64#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/n64decomp/pw64"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3279861,"Python":14972,"Makefile":11463,"Linker Script":6240,"BitBake":2956,"Assembly":1015,"Dockerfile":647,"Shell":510},"source_url":"https://api.github.com/repos/n64decomp/pw64/languages","evidence":"GitHub's official language endpoint for https://github.com/n64decomp/pw64 reports 3,279,861 bytes of C, the largest language total (98.9% of 3,317,664 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pilotwings-64-pc-recomp","title":"Pilotwings 64 Recompiled","game":"Pilotwings 64","platform":"Nintendo 64 → Windows / Linux","kind":"Recompilation","status":"v0.1.1 release; README documents Windows and Linux builds and requires the USA dump.","summary":"Native PC build produced by statically recompiling the N64 game with N64Recomp.","project_url":"https://github.com/danielgomesvieira2000/pilotwings-64-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/danielgomesvieira2000/pilotwings-64-recomp#readme"},{"label":"Latest project release (v0.1.1)","url":"https://github.com/danielgomesvieira2000/pilotwings-64-recomp/releases/tag/v0.1.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/danielgomesvieira2000/pilotwings-64-recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/danielgomesvieira2000/pilotwings-64-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":203529,"Python":74752,"C":66406,"CMake":26130,"Shell":15849,"PowerShell":14693,"Linker Script":2811},"source_url":"https://api.github.com/repos/danielgomesvieira2000/pilotwings-64-recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pinmame","title":"PinMAME","game":"Solid-state pinball machine ROMs and supported homebrew modifications","platform":"Multiple pinball controller families from the 1970s through 2017","kind":"Emulator","status":"Active; release v3.7.0-477-6589fc5 was published 2026-09-02, with source changes through 2026-10-15.","summary":"Pinball hardware emulator covering roughly 770 unique machine implementations and more than 2,700 sets across Williams, Bally, Data East, Sega, Stern, Gottlieb, and other controllers. The project notes that hardware support is not complete for every machine.","project_url":"https://github.com/vpinball/pinmame","updated":"2026-10-15","strategy":"Software emulation of pinball machine CPUs, controller boards, displays, lamps, switches, and solenoids; also exposes a library interface for pinball simulators.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Pinball","target_type":"Software","sources":[{"label":"Maintainer README, machine coverage, supported hosts, and limitations","url":"https://github.com/vpinball/pinmame"},{"label":"Maintainer supported machines list","url":"https://github.com/vpinball/pinmame/blob/master/SUPPORTED_MACHINES.md"},{"label":"Maintainer releases","url":"https://github.com/vpinball/pinmame/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/vpinball/pinmame"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":37293623,"C++":9505478,"HTML":361329,"Makefile":122089,"HolyC":99122,"CMake":91637,"Perl":86665,"Shell":70172,"Tcl":68145,"Batchfile":66133,"Python":48398,"Roff":40518,"Assembly":39610,"Objective-C":32175,"Visual Basic 6.0":25001,"JavaScript":17364,"CSS":2641,"Go Template":1086},"source_url":"https://api.github.com/repos/vpinball/pinmame/languages","evidence":"GitHub's official language endpoint for https://github.com/vpinball/pinmame reports 37,293,623 bytes of C, the largest language total (77.7% of 47,971,186 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pirates-at-worlds-end-xbox360-recomp","title":"Pirates of the Caribbean: At World's End Xbox 360 Recompilation","game":"Pirates of the Caribbean: At World's End (Xbox 360, 2007)","platform":"Xbox 360 (default.xex CRC32 A31B1069; region/revision not stated) → Windows 10/11 x64","kind":"Recompilation","status":"Early v0.1.0 release. The maintainer reports playing the first levels in hour-long sessions without problems; later levels have not been tested.","summary":"Statically recompiles the Xbox 360 PowerPC executable to C++ with ReXGlue. Its default NativeXRenderer draws through Vulkan; an alternate Xenos GPU path is also available through the ReXGlue runtime. The player extracts the game from their own disc/image so assets/default.xex is present; the expected executable CRC is checked at startup. No game data is included.","project_url":"https://github.com/ElGuslml/PiratesAtWorldsEndRecomp","updated":"2026-10-15","strategy":"Static Xbox 360 PowerPC-to-C++ recompilation using ReXGlue; NativeXRenderer Vulkan backend with Xenos fallback","language":"","source_available":"Public source and v0.1.0 release; requires the user's own Xbox 360 copy and locally extracted game files; no game files or links to them are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation and native Windows rendering","target_type":"Game","sources":[{"label":"Maintainer README: exact executable check, game-data requirements, method, and test scope","url":"https://github.com/ElGuslml/PiratesAtWorldsEndRecomp#readme"},{"label":"Release v0.1.0","url":"https://github.com/ElGuslml/PiratesAtWorldsEndRecomp/releases/tag/v0.1.0"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/ElGuslml/PiratesAtWorldsEndRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":109418,"CMake":15477,"PowerShell":4802,"JavaScript":3139,"C":193},"source_url":"https://api.github.com/repos/ElGuslml/PiratesAtWorldsEndRecomp/languages","evidence":"Official GitHub REST Languages API breakdown for ElGuslml/PiratesAtWorldsEndRecomp: source-code byte counts are {\"C\": 193, \"C++\": 109418, \"CMake\": 15477, \"JavaScript\": 3139, \"PowerShell\": 4802}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pitfall-atari2600-to-megadrive-port","title":"Pitfall! (Atari 2600 → Mega Drive) Port and Remaster","game":"Pitfall!","platform":"Atari 2600 → Sega Mega Drive / Genesis","kind":"Reimplementation","status":"The current main branch combines Original, Enhanced, and Remaster presentations; tag v0.0.1 preserves the standalone 1:1 port. The README says published builds are available.","summary":"A C/SGDK port of Pitfall! guided by a public commented 2600 disassembly, with source-faithful gameplay and optional 16-bit presentation upgrades.","project_url":"https://github.com/paulomanrique/pitfall-2600-genesis","updated":"2026-10-15","strategy":"Behavioral reimplementation in C/SGDK using the 2600 disassembly as a reference","language":"","source_available":"Public Mega Drive port source; original game ROM is not committed, and the source disassembly is fetched as a separate build input.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Cross-console source port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/paulomanrique/pitfall-2600-genesis"},{"label":"Published build page","url":"https://sirvh.itch.io/pitfall-2600-genesis"},{"label":"Reference 2600 disassembly document","url":"https://www.romhacking.net/documents/521/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":102108,"C":53746,"C++":47029,"Lua":4369,"PowerShell":4200},"source_url":"https://api.github.com/repos/paulomanrique/pitfall-2600-genesis/languages","evidence":"GitHub's official language endpoint for https://github.com/paulomanrique/pitfall-2600-genesis reports 102,108 bytes of Python, the largest language total (48.3% of 211,452 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pitfall-atari-2600-disassembly","title":"Pitfall! (Atari 2600) Commented Disassembly","game":"Pitfall!","platform":"Atari 2600 VCS","kind":"Decompilation","status":"The file is a commented and labeled 6502 disassembly attributed to Thomas Jentzsch; the file describes a DASM-compatible source, with no byte-match test documented in this repository.","summary":"A public, annotated assembly reconstruction of the Atari 2600 game that later served as reference material for cross-console ports.","project_url":"https://github.com/johnidm/asm-atari-2600/blob/master/pitfall.asm","updated":"2026-10-15","strategy":"Commented 6502 disassembly in DASM-compatible source","language":"","source_available":"Public assembly listing; source file attribution identifies the disassembler/commentator. No original binary parity test is claimed.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Atari 2600 disassembly","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/johnidm/asm-atari-2600/blob/master/pitfall.asm"},{"label":"Annotated source and attribution","url":"https://github.com/johnidm/asm-atari-2600/blob/master/pitfall.asm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":753881,"C":18914},"source_url":"https://api.github.com/repos/johnidm/asm-atari-2600/languages","evidence":"GitHub's official language endpoint for https://github.com/johnidm/asm-atari-2600 reports 753,881 bytes of Assembly, the largest language total (97.6% of 772,795 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pixel-cafe-steam-ko","title":"Pixel Cafe Korean Patch","game":"Pixel Cafe","platform":"Windows PC / Steam (AppID 2409360)","kind":"Fan Localization","status":"Public v0.8.0 beta release dated 2026-09-30, for Steam Build ID 16578917. README lists 3,312 Korean translations, 531 English fallbacks and 2 intentional blanks.","summary":"Korean patch for Pixel Cafe with localized UI/game strings and role-specific Korean fonts. Installation replaces game resources, with manual restore or Steam file verification.","project_url":"https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch","updated":"2026-10-16","strategy":"Unity resource/font patch","language":"Korean","source_available":"Public GitHub release ZIP; game files not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Windows Steam fan localization patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch"},{"label":"Patch download/release page","url":"https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch/releases/tag/v0.8.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/dcinside-yangmal/PixelCafe_KoreanPatch/languages","evidence":"The official GitHub Languages API returned an empty byte map for https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch; repository metadata is available, but no code-language bytes were measured. The public patch page is https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch. Do not infer programming language from the translation pair (English → Korean (Korean is written into the Spanish locale slot; English fallback entries remain)) or patch format.","verified_at":"2026-10-16","reason_unknown":"The official GitHub Languages API returned an empty byte map for https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch; repository metadata is available, but no code-language bytes were measured. The public patch page is https://github.com/dcinside-yangmal/PixelCafe_KoreanPatch. Do not infer programming language from the translation pair (English → Korean (Korean is written into the Spanish locale slot; English fallback entries remain)) or patch format."}},{"id":"canon-pixma-g3010-macos-rust-driver","title":"pixma-rs","game":"Canon PIXMA G3010 CHMP scanner and IPP printer interfaces","platform":"Native macOS Ventura, Sonoma, and Sequoia; printer/scanner reached over Wi-Fi","kind":"Reimplementation","status":"Rust 0.1.0 release with a downloadable installer. G3010 is tested and working; G2010, G4010, G3020, and G2020 are listed as likely compatible but unverified. It exposes scanning to Image Capture/Preview through an eSCL-to-CHMP bridge and printing through IPP Everywhere.","summary":"Clean-room implementation of Canon's proprietary CHMP scanning protocol, based on network captures, plus an eSCL bridge and IPP Everywhere print path for the PIXMA G3010 on modern macOS. The repository explicitly says it does not decompile or redistribute Canon software.","project_url":"https://github.com/pdrgds/pixma-rs","updated":"2026-10-15","strategy":"Clean-room CHMP protocol reconstruction with eSCL and IPP compatibility services","language":"English","source_available":"Public MIT OR Apache-2.0 source and v0.1.0 package; Canon software is not required.","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Native macOS printer/scanner driver reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: exact models, working/tested boundary, architecture, and clean-room basis","url":"https://github.com/pdrgds/pixma-rs"},{"label":"Maintainer release page: v0.1.0 package availability","url":"https://github.com/pdrgds/pixma-rs/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":69470,"Shell":2075},"source_url":"https://api.github.com/repos/pdrgds/pixma-rs/languages","evidence":"GitHub's official Languages REST endpoint reports 69,470 bytes of Rust as the largest total (97.1% of 71,545 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"plaid-nintendo-64-rom-static-recompilation-tool","title":"Plaid — Nintendo 64 ROM Static Recompilation Research Tool","game":"Nintendo 64 ROMs (multi-title tool; examples include Super Mario 64 USA, Ocarina of Time USA 1.2, and Mario Party 2 USA)","platform":"Nintendo 64 ROM → native x86-64 or ARM64 application; README says only Windows has been tested with RT64","kind":"Recompilation","status":"Active research tool, not a completed general-purpose game compatibility layer. The README reports native full-speed Super Mario 64 gameplay, Ocarina of Time reaching its first graphics task, and Mario Party 2 boot-window coverage; whole-ROM closure without assumptions remains open for the demonstrated ROMs. Only Windows with RT64 is reported tested.","summary":"An automatic N64 ROM-to-native recompilation research tool with detailed closure measurements and multiple game-specific experiments.","project_url":"https://github.com/sting-raider/plaid","updated":"2026-10-16","strategy":"Automatic static ROM analysis, lowering to C, and native linking; no emulator is included in the final application","language":"","source_available":"Public source repository. ROMs stay local and are not committed. Project code offers MIT or Apache-2.0; the Mupen64Plus instrumentation under instruments/mupen is separately GPL-2.0-or-later and is not part of the native product.","first_found":"2026-10-16","project_started":"2026-10-08","programming_language":"Rust","subtype":"Multi-title Nintendo 64 recompilation tool","target_type":"Software","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/sting-raider/plaid/blob/main/README.md"},{"label":"Measured title progress and remaining closure gaps","url":"https://github.com/sting-raider/plaid/blob/main/docs/STATUS.md"},{"label":"Architecture: analysis tools versus native product","url":"https://github.com/sting-raider/plaid/blob/main/docs/ARCHITECTURE.md"},{"label":"Dual project license","url":"https://github.com/sting-raider/plaid/blob/main/LICENSE-MIT"},{"label":"Alternative project license","url":"https://github.com/sting-raider/plaid/blob/main/LICENSE-APACHE"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/sting-raider/plaid/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":2087735,"Python":1751867,"C++":540648,"C":93850,"CMake":1541,"PowerShell":245,"Shell":185},"source_url":"https://api.github.com/repos/sting-raider/plaid/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 2,087,735 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"planet-blupi-wii-u-port","title":"Planet Blupi Wii U Port","game":"Planet Blupi","platform":"Windows PC → Wii U","kind":"Reimplementation","status":"The maintainer reports the game is playable and verified on real Wii U hardware, including the mission and training campaigns, saves, audio, and FMVs. The project remains beta quality.","summary":"Native Aroma homebrew port built from the open-source SDL2 game code, with Wii U GamePad touch input used as the mouse and a WUHB build target.","project_url":"https://github.com/vs-sr-dev/wiiu-planetblupi","updated":"2026-10-15","strategy":"Native source port with Wii U GamePad input and Aroma packaging","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii U","target_type":"Game","sources":[{"label":"Project README with hardware status and build instructions","url":"https://github.com/vs-sr-dev/wiiu-planetblupi"},{"label":"Project change log","url":"https://github.com/vs-sr-dev/wiiu-planetblupi/blob/main/CHANGELOG.md"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/vs-sr-dev/wiiu-planetblupi/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1461087,"Blueprint":202178,"CMake":74048,"C":52077,"Shell":3016,"AppleScript":1559},"source_url":"https://api.github.com/repos/vs-sr-dev/wiiu-planetblupi/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (1461087 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pvz-fusion-multilingual-localization","title":"Plants vs. Zombies Fusion Community Translations","game":"Plants vs. Zombies Fusion","platform":"Windows PC; Android (English port)","kind":"Fan Localization","status":"PC multilingual build available; 4.0.5.2 Alpha release dated 2026-10-01; Android English prerelease dated 2026-09-15","summary":"Community translation project for the Chinese Plants vs. Zombies Fusion fan game. Upstream lists English, Indonesian, French, Spanish, Vietnamese, Japanese, Ukrainian, Romanian and Korean; Android port evidence currently covers English.","project_url":"https://github.com/Teyliu/PVZF-Translation","updated":"2026-10-01","strategy":"Fan translation patch / pretranslated build","language":"English, Indonesian, French, Spanish, Vietnamese, Japanese, Ukrainian, Romanian, Korean","source_available":"Pretranslated builds and translation project files","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Upstream translation project and language/status list","url":"https://github.com/Teyliu/PVZF-Translation"},{"label":"Maintainer PC release 4.0.5 Alpha","url":"https://github.com/Teyliu/PVZF-Translation/releases/tag/4.0.5_alpha"},{"label":"Upstream-linked Android English translation port release","url":"https://github.com/silvershadowkat/pvzf-android-translation/releases/tag/v3.9-release-9"},{"label":"GitHub Languages API — Python: 29,534 bytes (100.00% of 29,534 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/Teyliu/PVZF-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":29534},"source_url":"https://api.github.com/repos/Teyliu/PVZF-Translation/languages","evidence":"Python: 29,534 bytes (100.00% of 29,534 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"plants-vs-zombies-xbla-xbox360-windows-recomp","title":"Plants vs. Zombies Xbox 360 Console Edition Recompilation","game":"Plants vs. Zombies (Xbox Live Arcade edition)","platform":"Xbox 360 XBLA → Windows x64","kind":"Recompilation","status":"Beta v0.7.0. The maintainer says the console edition is playable from start to finish, including console-specific modes, with remaining rough edges; it requires the user's own Xbox Live Arcade package or disc image.","summary":"A native Windows static recompilation of the Xbox 360 Plants vs. Zombies console edition using ReXGlue, with mouse input added for menus/gameplay and console-exclusive modes retained. This is separate from the existing PC/Android fan-localization record for Plants vs. Zombies Fusion.","project_url":"https://github.com/ITSeniy/pvz-console-edition","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation via ReXGlue with mouse input added to the native Windows port","language":"","source_available":"Public source and beta v0.7.0 release; requires the user's Xbox Live Arcade package or disc image. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 XBLA recompilation and native Windows port","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/ITSeniy/pvz-console-edition#readme"},{"label":"Beta release and completion claim","url":"https://github.com/ITSeniy/pvz-console-edition/releases/tag/v0.7.0"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/ITSeniy/pvz-console-edition/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":541982,"Python":229407,"PowerShell":46919,"CMake":12397,"Batchfile":11901,"C":635},"source_url":"https://api.github.com/repos/ITSeniy/pvz-console-edition/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ITSeniy/pvz-console-edition reports 541,982 bytes of C++, the largest language total (64.3% of 843,241 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pvz-scared-windows-en","title":"Plants vs. Zombies: Scared English Translation Patch","game":"Plants vs. Zombies: Scared / PvZ Horror Edition","platform":"Windows PC","kind":"Fan Localization","status":"Public v1.3 English patch released 2026-10-13. README says most text is translated by hand; the launcher can machine-translate remaining text once with an internet connection. The Chinese game's logo and developer names remain untranslated.","summary":"English translation patch and launcher for a free Chinese Plants vs. Zombies fan game. The Windows app installs the translation into the user's existing game folder, provides a restore option and does not ship the game executable.","project_url":"https://github.com/UnluckyManDev/pvz-scared-english-patch","updated":"2026-10-16","strategy":"Windows translation installer/launcher in a release ZIP; no ROM-delta format","language":"English","source_available":"Windows translation installer/launcher in a release ZIP; no ROM-delta format; README explicitly says the game is not included and directs users to obtain it from its creators first.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, source game language, no-game statement, install method and translation status","url":"https://github.com/UnluckyManDev/pvz-scared-english-patch/blob/main/README.md"},{"label":"GitHub API v1.3 release and date","url":"https://api.github.com/repos/UnluckyManDev/pvz-scared-english-patch/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/UnluckyManDev/pvz-scared-english-patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":39629,"JavaScript":4782,"Batchfile":781},"source_url":"https://api.github.com/repos/UnluckyManDev/pvz-scared-english-patch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 39,629 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"play-","title":"Play!","game":"PlayStation 2 software","platform":"PlayStation 2","kind":"Emulator","status":"Active; experimental compatibility work continues","summary":"An open-source PS2 emulator targeting desktop, mobile, and web platforms; it does not require a dumped PS2 BIOS.","project_url":"https://github.com/jpd002/Play-","updated":"2026-10-14","strategy":"PS2 system emulation with a high-level emulated BIOS and emulated CPU, graphics, and device behavior.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2 system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/jpd002/Play-"},{"label":"Official project site","url":"https://purei.org/"},{"label":"Maintainer compatibility tracker","url":"https://github.com/jpd002/Play-Compatibility"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/jpd002/Play-"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4025460,"C":247987,"Java":93026,"CMake":72546,"Objective-C++":61375,"TypeScript":24005,"Objective-C":14322,"NSIS":8375,"HTML":6394,"Shell":4323,"CSS":2441,"JavaScript":2000,"Batchfile":865},"source_url":"https://api.github.com/repos/jpd002/Play-/languages","evidence":"GitHub's official language endpoint for https://github.com/jpd002/Play- reports 4,025,460 bytes of C++, the largest language total (88.2% of 4,563,119 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"playstation-all-stars-ps3-windows-static-recomp","title":"PlayStation All-Stars Battle Royale PS3 Windows Recompilation","game":"PlayStation All-Stars Battle Royale (PS3 USA BCUS98472)","platform":"PlayStation 3 USA (BCUS98472) → Windows x64 / Direct3D 12","kind":"Recompilation","status":"The maintainer README reports a built Windows executable and boot through the PS3 CRT, SPURS, game BootCheck, FIOS and D3D12 initialization. It currently stalls at a FIOS worker condition; the menus and gameplay are not reached.","summary":"An active early native Windows static recompilation of PlayStation All-Stars Battle Royale. The public repository contains the port project and runtime patches, but no game binaries or assets.","project_url":"https://github.com/ColinGamez/allstars-ps3","updated":"2026-10-16","strategy":"Static PPU-to-C recompilation linked to ps3recomp, with game-specific PS3 HLE/runtime patches","language":"","source_available":"Public source; the README requires the user’s own BCUS98472 disc and decryption key and states that no Sony code, keys, firmware, game binaries or assets are included. No explicit license is stated.","first_found":"2026-10-16","project_started":"2026-09-24","programming_language":"C++","subtype":"Game-specific PS3-to-PC recompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/ColinGamez/allstars-ps3"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/ColinGamez/allstars-ps3#readme"},{"label":"Official GitHub repository metadata (created 2026-09-24, last pushed 2026-09-28)","url":"https://api.github.com/repos/ColinGamez/allstars-ps3"},{"label":"Maintainer boot log and blockers","url":"https://github.com/ColinGamez/allstars-ps3/blob/main/docs/STATUS.md"},{"label":"Current primary README","url":"https://github.com/ColinGamez/allstars-ps3/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ColinGamez/allstars-ps3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20632,"CMake":12327,"Python":3020},"source_url":"https://api.github.com/repos/ColinGamez/allstars-ps3/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"playstation-vr2-app-pc-decompilation","title":"PlayStation VR2 App (PC) dnSpy Decompilation","game":"Sony PlayStation VR2 App for Windows PC","platform":"Windows desktop PC; the official app is installed through Steam and supports PS VR2 PC setup","kind":"Decompilation","status":"The repository contains seven commits, was created and last pushed on 2025-06-17, and has no published GitHub releases. Its history includes a commit titled ‘It compiles now!’; the README instructs builders to supply the original app DLLs, language files, and JSON files before building and running. The repository does not document parity testing, and GitHub reports no license metadata.","summary":"An application-specific dnSpy decompilation of Sony’s Windows PlayStation VR2 PC companion app. The repository includes recovered C# source and a Visual Studio solution targeting a .NET 8 x64 Windows executable. Its build instructions depend on user-supplied DLLs, localization files, and JSON files from the proprietary app; the project does not claim a complete clean-room replacement or document feature-parity testing.","project_url":"https://github.com/AwesomeTornado/PlayStationVR2App","updated":"2026-10-16","strategy":"dnSpy decompilation into C# source and a .NET 8 x64 WinExe solution, rebuilt with user-supplied original application DLLs and resources","language":"","source_available":"Public decompiled C# project and Visual Studio solution. Original PlayStation VR2 App DLLs, language files, and JSON files are required to build and run; no GitHub release artifacts or license metadata are listed.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Windows desktop companion-application decompilation","target_type":"Software","sources":[{"label":"Maintainer repository description and README: dnSpy decompilation and build prerequisites","url":"https://github.com/AwesomeTornado/PlayStationVR2App#readme"},{"label":"Project file: .NET 8 Windows executable and x64 target","url":"https://github.com/AwesomeTornado/PlayStationVR2App/blob/master/PlayStationVR2App.csproj"},{"label":"Official Sony setup guide: PlayStation VR2 App is installed through Steam for Windows PC setup","url":"https://www.playstation.com/en-us/support/hardware/pc-ps-vr2-set-up/"},{"label":"Official GitHub repository metadata: creation date, latest push, primary language, and license classification","url":"https://api.github.com/repos/AwesomeTornado/PlayStationVR2App"},{"label":"GitHub Releases page; no releases listed when checked 2026-10-16","url":"https://github.com/AwesomeTornado/PlayStationVR2App/releases"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/AwesomeTornado/PlayStationVR2App/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":905569},"source_url":"https://api.github.com/repos/AwesomeTornado/PlayStationVR2App/languages","evidence":"Official GitHub Languages API byte totals retrieved on 2026-10-16 via authenticated gh CLI. GitHub reports 905,569 recognized bytes of C# and no other language categories. The project file independently identifies a .NET 8 x64 WinExe; repository-level totals describe the whole source tree.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pockemul-pocket-computer-calculator-emulator","title":"PockEmul","game":"Vintage pocket computers, calculators, and their peripherals (multiple manufacturers)","platform":"Windows 10/11 and macOS desktop; Android and iOS applications","kind":"Emulator","status":"Official download page lists desktop version 2.10.1 for Windows and macOS and links to mobile applications. Full desktop model access requires an active subscription; the page does not state a release date.","summary":"Proprietary emulator for a large catalog of vintage pocket computers and calculators, including Casio, HP, Sharp, TI, Tandy/Radio Shack, and other models. The portfolio labels Sharp PC-1211 as a simulator because its ROM is unavailable, so the implementation method varies by model.","project_url":"https://pockemul.com/","updated":"2026-10-16","strategy":"Software and firmware emulation; model-specific simulation where original ROM is unavailable","language":"","source_available":"No public source repository or source license identified; official site distributes proprietary binaries. An older author interview linked from the site says machine ROMs are copyrighted and embedded, with removal offered on request; current permission for bundled ROM redistribution is unclear.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Pocket computers and calculators","target_type":"Software","sources":[{"label":"Official project homepage","url":"https://pockemul.com/"},{"label":"Official emulated-model portfolio","url":"https://pockemul.com/pockemul-portfolio/"},{"label":"Official download page and current desktop requirements","url":"https://pockemul.com/download/"},{"label":"Author interview discussing integrated copyrighted ROMs","url":"https://pockemul.com/Documents/PCEXPERT_N3_POCKEMUL.pdf"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10057145,"C":976687,"HTML":928495,"JavaScript":649125,"QML":350332,"QMake":115879,"CSS":70543,"Objective-C":40607,"Visual Basic":20481,"Java":8879,"Makefile":3759,"CMake":1355,"Batchfile":135},"source_url":"https://api.github.com/repos/matsumo/PockEmul/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository matsumo/PockEmul (repository API ID 104955105, https://github.com/matsumo/PockEmul). The exact response reported 10,057,145 bytes of C++, the largest category, out of 13,223,422 recognized-language bytes (76.1%). Counts are repository-wide and can include shared code, tests, build files, and tooling. Repository identity is linked to the catalog target by the matching PockEmul README (https://github.com/matsumo/PockEmul#readme), its original commits authored as pockemul@free.fr (https://github.com/matsumo/PockEmul/commit/898c891abb25da94df8951f13a9fc4a0b986c69d), and the official site's statement that the same source is compiled for WebAssembly (https://pockemul.com/index.php/2020/05/27/pockemul-online-2/). This published source history is older than the current desktop release, so the map describes the linked source tree.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pocket-mirror-classic-vietnamese-translation","title":"Pocket Mirror Classic Vietnamese Translation","game":"Pocket Mirror (2016 RPG Maker VX Ace release; not Goldenertraum)","platform":"Pocket Mirror 2016 → Windows; requires .NET Framework 4.8 and does not target Goldenertraum","kind":"Fan Localization","status":"Work in progress. Release v0.0.1 (2026-08-25) is a demo translated through the end of the Egliette arc; the README says the translation is unfinished. Codeberg repository metadata was updated 2026-10-16.","summary":"An unofficial Vietnamese localization mod for the 2016 RPG Maker VX Ace game Pocket Mirror. The mod uses code-injection techniques and requires the original Windows game plus .NET Framework 4.8; the author says a Goldenertraum translation is planned only after this version is finished.","project_url":"https://codeberg.org/Meigyoku-Thmn/Pocket-Mirror-Classic-Vietnamese-Translation","updated":"2026-10-16","strategy":"Fan localization mod for the Windows RPG Maker VX Ace game, implemented with code-injection techniques and Ruby helper scripts.","language":"Vietnamese","source_available":"Public source-available repository and demo release; the maintainer explicitly says the project is not open source. The user needs the original game installation.","first_found":"2026-10-16","project_started":null,"programming_language":"Ruby","subtype":"RPG Maker VX Ace Vietnamese localization mod","target_type":"Game","sources":[{"label":"Maintainer README: exact game version, translated arc, Windows/.NET requirements, and source-available status","url":"https://codeberg.org/Meigyoku-Thmn/Pocket-Mirror-Classic-Vietnamese-Translation/src/branch/main/README.md"},{"label":"Release v0.0.1 demo (2026-08-25)","url":"https://codeberg.org/Meigyoku-Thmn/Pocket-Mirror-Classic-Vietnamese-Translation/releases/tag/v0.0.1"},{"label":"Codeberg project metadata: description and last update","url":"https://codeberg.org/api/v1/repos/Meigyoku-Thmn/Pocket-Mirror-Classic-Vietnamese-Translation"},{"label":"Codeberg language byte totals","url":"https://codeberg.org/api/v1/repos/Meigyoku-Thmn/Pocket-Mirror-Classic-Vietnamese-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Ruby","breakdown":{"Ruby":173160,"Python":800},"source_url":"https://codeberg.org/api/v1/repos/Meigyoku-Thmn/Pocket-Mirror-Classic-Vietnamese-Translation/languages","evidence":"Codeberg's official repository Languages API returned this exact byte map on 2026-10-16; Ruby is the largest bucket at 173,160 bytes. Counts cover the full repository and do not isolate localization content.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pocket-muumuu-ps1-en","title":"Pocket MuuMuu English Translation","game":"Pocket MuuMuu","platform":"PlayStation","kind":"Fan Localization","status":"English v1.0 release listed 2026-10-09. Project coverage includes the game menus/dialogue and the 101 PocketStation applications.","summary":"English fan localization for the Japanese PlayStation/PocketStation game. The RomhackPlaza entry offers a project download and identifies the PS1 game/platform; its own distribution entry is the source of release status.","project_url":"https://www.romhackplaza.org/translations/pocket-muumuu-english-translation-playstation","updated":"2026-10-09","strategy":"Fan translation patch","language":"English","source_available":"RomhackPlaza provides a project download and records the Japanese game; the page does not specify patch format or explicitly describe archive contents, so confirm those before claiming patch-only distribution.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation fan localization","target_type":"Game","sources":[{"label":"RomhackPlaza project entry: v1.0 date, game-specific scope including PocketStation apps and download listing","url":"https://www.romhackplaza.org/translations/pocket-muumuu-english-translation-playstation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/pocket-muumuu-english-translation-playstation","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"pocket-wormhole-ftl-android","title":"Pocket Wormhole Android Port","game":"FTL: Faster Than Light (Steam/GOG PC data)","platform":"Windows PC Steam/GOG release → Android 8.0+ (API 26; OpenGL ES 3.0; APK ABI not specified in README)","kind":"Reimplementation","status":"The latest release found is v0.2.7 (2026-10-11), with an Android APK. The README documents touch controls, a working import flow, and known touch/UI limitations; it does not report a full-game completion test or specify the APK ABI.","summary":"Native Android port of Project Wormhole, the clean-room reimplementation of the FTL engine. The Android app loads assets from the user's own Steam/GOG PC installation via ftl.dat; it does not include FTL assets. Android 8.0/API 26 and a GLES 3.0 GPU are required.","project_url":"https://github.com/adamkulik/pocket-wormhole","updated":"2026-10-15","strategy":"Android port of the clean-room Project Wormhole engine reimplementation, with Android GLES 3.0 rendering and touch controls.","language":"","source_available":"Public source and Android APK releases; no FTL assets are included. User must own the game and provide ftl.dat from a Steam or GOG PC installation.","first_found":"2026-10-15","project_started":null,"programming_language":"Kotlin","subtype":"Android target for a clean-room engine reimplementation; user imports PC game assets","target_type":"Game","sources":[{"label":"Maintainer README: engine method, Steam/GOG data requirement, controls, and Android requirements","url":"https://github.com/adamkulik/pocket-wormhole"},{"label":"Latest release found: v0.2.7 APK and notes","url":"https://github.com/adamkulik/pocket-wormhole/releases/tag/v0.2.7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":2084466,"Java":549704,"GLSL":1588},"source_url":"https://api.github.com/repos/adamkulik/pocket-wormhole/languages","evidence":"GitHub's official language endpoint for https://github.com/adamkulik/pocket-wormhole reports 2,084,466 bytes of Kotlin, the largest language total (79.1% of 2,635,758 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pocketzot-dcss-mobile","title":"PocketZot","game":"Dungeon Crawl Stone Soup","platform":"Windows/Linux PC → iOS/Android browser","kind":"Reimplementation","status":"The project is a live, installable progressive web app for iPhone and Android browsers, with no App Store or Play Store package. Online play connects to WebTiles servers; optional offline play fetches a separate DCSS WebAssembly engine. The project does not publish minimum OS/browser requirements or a device test matrix.","summary":"Unofficial mobile-first DCSS web client with portrait touch controls and ASCII/tile rendering. The public TypeScript client handles online WebTiles sessions; a companion public C++ engine port compiled to WebAssembly enables offline local games. No user-owned PC game files are required.","project_url":"https://github.com/pocketzot/pocketzot","updated":"2026-10-15","strategy":"Mobile web client with optional local WebAssembly engine","language":"","source_available":"Public TypeScript client source and separate public C++ WebAssembly engine source; no commercial data required","first_found":"2026-10-15","project_started":null,"programming_language":"TypeScript","subtype":"Installable iOS/Android PWA; online WebTiles client and offline engine","target_type":"Game","sources":[{"label":"Project README, live PWA, install method, and mobile features","url":"https://github.com/pocketzot/pocketzot"},{"label":"Attribution and details separating online client from offline WebAssembly engine","url":"https://github.com/pocketzot/pocketzot/blob/main/ATTRIBUTION.md"},{"label":"Separate offline engine source","url":"https://github.com/pocketzot/pocketzot-engine"},{"label":"GitHub client repository language breakdown","url":"https://api.github.com/repos/pocketzot/pocketzot/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":2364428,"CSS":243540,"JavaScript":23754,"HTML":6398},"source_url":"https://api.github.com/repos/pocketzot/pocketzot/languages","evidence":"Official GitHub REST Languages API breakdown for pocketzot/pocketzot: source-code byte counts are {\"CSS\": 243540, \"HTML\": 6398, \"JavaScript\": 23754, \"TypeScript\": 2364428}. Predominant language is the largest byte-count language (TypeScript); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemini-libretro","title":"PokeMini (libretro core)","game":"Nintendo Pokémon Mini","platform":"Libretro-compatible hosts; README lists Android, Linux, Windows, and Wii build targets","kind":"Emulator","status":"Maintained core source; repository changes through 2026-07-31. README identifies core version v0.60; no GitHub release is published.","summary":"Libretro port of the PokeMini emulator for Nintendo's Pokémon Mini handheld, maintained in the Libretro organization.","project_url":"https://github.com/libretro/PokeMini","updated":"2026-07-31","strategy":"Pokémon Mini handheld hardware emulation exposed through Libretro.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Pokémon Mini / libretro core","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/libretro/PokeMini"},{"label":"Official Libretro core documentation","url":"https://docs.libretro.com/library/pokemini/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/libretro/PokeMini"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1271888,"Assembly":23240,"Makefile":792,"Perl":78},"source_url":"https://api.github.com/repos/libretro/PokeMini/languages","evidence":"GitHub's official language endpoint for https://github.com/libretro/PokeMini reports 1,271,888 bytes of C, the largest language total (98.1% of 1,295,998 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokket-pocketstation","title":"Pokket","game":"Sony PocketStation software and games","platform":"Sony PocketStation; Windows desktop, libretro core and browser build","kind":"Emulator","status":"Active; latest release v1.23 (2026-10-13); source updated 2026-10-16. The maintainer describes it as stable and broadly community-tested.","summary":"A portable C PocketStation emulator supplied as a libretro core, Windows desktop application and browser build. No PocketStation BIOS is included; users must provide a BIOS dump. The core/tests are MIT-licensed while the repository-level license detection is GPL-3.0.","project_url":"https://github.com/mentalfoundry/Pokket","updated":"2026-10-16","strategy":"Cycle-oriented PocketStation hardware emulation using user-provided system firmware.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Handheld emulator core","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/mentalfoundry/Pokket"},{"label":"Official GitHub releases","url":"https://github.com/mentalfoundry/Pokket/releases"},{"label":"Official browser build and BIOS note","url":"https://daznet.neocities.org/pocketstation"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/mentalfoundry/Pokket"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1444526,"Assembly":180827,"CMake":16002,"Python":13911,"Makefile":2124,"Shell":1739,"Linker Script":1719},"source_url":"https://api.github.com/repos/mentalfoundry/Pokket/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokket-sx-playstation-pocketstation","title":"PokketSX","game":"Sony PlayStation and PocketStation emulation software","platform":"Sony PlayStation and PocketStation","kind":"Emulator","status":"Maintained hard fork; the maintainer says PocketStation-to-PS1 communication is functional and broadly compatible. Rolling release `latest` published 2026-10-11; source push 2026-10-13.","summary":"A DuckStation hard fork focused on adding PocketStation support to PlayStation emulation. It integrates the Pokket PocketStation core and lets a PocketStation replace a memory card.","project_url":"https://github.com/mentalfoundry/PokketSX","updated":"2026-10-16","strategy":"Emulation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation emulator fork with integrated PocketStation emulation and PS1-to-peripheral communication.","target_type":"Software","sources":[{"label":"Maintainer README and project page","url":"https://github.com/mentalfoundry/PokketSX"},{"label":"GitHub release metadata","url":"https://api.github.com/repos/mentalfoundry/PokketSX/releases/latest"},{"label":"GitHub repository metadata API","url":"https://api.github.com/repos/mentalfoundry/PokketSX"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/mentalfoundry/PokketSX/languages"},{"label":"PokketSX bundled PocketStation core","url":"https://github.com/mentalfoundry/Pokket"},{"label":"Latest published release","url":"https://github.com/mentalfoundry/PokketSX/releases/tag/latest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":34501029,"C":8730628,"HLSL":177514,"HTML":148683,"CMake":130290,"Objective-C++":120709,"Python":49775,"Shell":48322,"GLSL":46419,"Batchfile":41916,"Objective-C":8841,"Assembly":4589,"Metal":1818},"source_url":"https://api.github.com/repos/mentalfoundry/PokketSX/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-azoth-en","title":"Pokémon Azoth English Translation","game":"Pokémon Azoth (Pokémon Mercury)","platform":"Game Boy Advance","kind":"Fan Localization","status":"Beta; English patch publicly released, project reports ongoing translation polishing and playtesting","summary":"English text translation of the Chinese Pokémon Azoth fan game. The maintainer publishes a BPS patch that applies to a clean Pokémon FireRed US/EU v1.0 ROM.","project_url":"https://github.com/RiFa-Innovation/pkmn-azoth-translation","updated":"2026-10-13","strategy":"Fan translation patch","language":"English","source_available":"BPS patch","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Translation project README and patch instructions","url":"https://github.com/RiFa-Innovation/pkmn-azoth-translation"},{"label":"Maintainer releases","url":"https://github.com/RiFa-Innovation/pkmn-azoth-translation/releases"},{"label":"Latest maintainer patch release, beta-22","url":"https://github.com/RiFa-Innovation/pkmn-azoth-translation/releases/tag/beta-22"},{"label":"GitHub Languages API — Python: 259,842 bytes (99.05% of 262,326 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/RiFa-Innovation/pkmn-azoth-translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Assembly":2484,"Python":259842},"source_url":"https://api.github.com/repos/RiFa-Innovation/pkmn-azoth-translation/languages","evidence":"Python: 259,842 bytes (99.05% of 262,326 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-battle-revolution-decomp","title":"Pokémon Battle Revolution Decompilation","game":"Pokémon Battle Revolution","platform":"Wii","kind":"Decompilation","status":"Work in progress for PAL rev. 0 (`RPBP01`); README snapshot reports 21.05% code matched (6,410/13,890 functions) and 2.32% linked.","summary":"Matching decompilation with byte-for-byte `main.dol` reproduction; repository contains no game data or assembly.","project_url":"https://github.com/pbr-ret/pbr-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game data or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/pbr-ret/pbr-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/pbr-ret/pbr-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2783690,"C++":2733152,"Python":348006,"Java":2274},"source_url":"https://api.github.com/repos/pbr-ret/pbr-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-berry-fix-program-decomp","title":"Pokémon Berry Fix Program Decompilation","game":"Pokémon Berry Fix Program","platform":"Game Boy Advance","kind":"Decompilation","status":"The README identifies the program as the berry-glitch patch multiboot included in Ruby/Sapphire and documents its rebuilt GBA ROM hash.","summary":"Decompilation of the GBA Berry Fix Program, a multiboot utility that patches the Ruby/Sapphire berry glitch.","project_url":"https://github.com/pret/berry-fix","updated":"2026-10-15","strategy":"GBA multiboot program decompilation","language":"","source_available":"Public source repository; user-supplied baserom required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GBA multiboot utility ROM","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/berry-fix#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/pret/berry-fix"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":327186,"C++":93854,"Assembly":45043,"Makefile":13617,"sed":234},"source_url":"https://api.github.com/repos/pret/berry-fix/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/berry-fix reports 327,186 bytes of C, the largest language total (68.2% of 479,934 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-black-decomp","title":"Pokémon Black Decompilation","game":"Pokémon Black","platform":"Nintendo DS (USA/EUR v1.0 NDSi Enhanced)","kind":"Decompilation","status":"Unclear; the catalogued Goldoire repository URL returns 404 as of 2026-10-16, so the current status of that project cannot be verified.","summary":"Matching decompilation of Pokémon Black for Nintendo DS; canonical repository builds the documented USA/EUR NDSi Enhanced v1.0 ROM.","project_url":"https://github.com/squiddonaut/pokeblack","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Previously recorded GitHub repository returns 404; public source availability is unconfirmed as checked 2026-10-16.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/Goldoire/pokeblack"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/Goldoire/pokeblack"},{"label":"GitHub Languages API (predominant repository language)","url":"https://api.github.com/repos/squiddonaut/pokeblack/languages"},{"label":"Current maintainer repository and README","url":"https://github.com/squiddonaut/pokeblack"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":33773462,"Python":164890,"Makefile":21543,"C":15122,"Shell":3427,"Dockerfile":314,"Prolog":32},"source_url":"https://api.github.com/repos/squiddonaut/pokeblack/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 33,773,462 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-colosseum-gamecube-decomp-current","title":"Pokémon Colosseum GameCube Decompilation","game":"Pokémon Colosseum","platform":"GameCube","kind":"Decompilation","status":"Current continuation reports 98.38% function match, 91.86% code match and 97.59% data match for USA `GC6E01`; all 26 DOL/REL outputs retain canonical hashes with original fallback objects where needed.","summary":"Matching decompilation continuation of `dougchansan/pkmn-colosseum`; do not infer playability from matching metrics.","project_url":"https://github.com/grant-might/Colosseum_Decomp","updated":"2026-10-16","strategy":"Matching decompilation (continuation)","language":"","source_available":"Repository; user-supplied game files required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/grant-might/Colosseum_Decomp"},{"label":"Maintainer README and project status","url":"https://github.com/grant-might/Colosseum_Decomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":32204287,"Python":863625,"C++":28223,"Smarty":5295},"source_url":"https://api.github.com/repos/grant-might/Colosseum_Decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-colosseum-multiboot-decomp","title":"Pokémon Colosseum Multiboot Decompilation","game":"Pokémon Colosseum GBA multiboot application","platform":"Game Boy Advance (multiboot image bundled with FireRed, LeafGreen, and Emerald)","kind":"Decompilation","status":"The README documents two build outputs for the multiboot image embedded in Pokémon FireRed, LeafGreen, and Emerald.","summary":"Source project for the Pokémon Colosseum GBA multiboot image; the maintainer description identifies it as a decompilation.","project_url":"https://github.com/pret/colosseum-mb","updated":"2026-10-15","strategy":"GBA multiboot image decompilation","language":"","source_available":"Public source repository; bundled original image is not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game Boy Advance multiboot software","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/colosseum-mb#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/pret/colosseum-mb"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1161413,"C":936800,"Assembly":166957,"SourcePawn":25314,"Pawn":19120,"Makefile":14299,"PHP":8138,"Python":114},"source_url":"https://api.github.com/repos/pret/colosseum-mb/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/colosseum-mb reports 1,161,413 bytes of C++, the largest language total (49.8% of 2,332,155 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-crystal-gbc-ar","title":"Pokémon Crystal Arabic Translation","game":"Pokémon Crystal Version","platform":"Game Boy Color","kind":"Fan Localization","status":"Public BPS patch v1.0.1 released 2026-10-05; the update fixes three bugs. The full game is translated in right-to-left Arabic with joined letter shaping. The CGB's second VRAM bank is required, so original DMG hardware and DMG-mode emulation are unsupported. A save created on v1.0 preserves a previously blank rival name after the update.","summary":"Complete Arabic fan localization of Pokémon Crystal, including a custom right-to-left text engine and joined Arabic glyphs across dialogue, menus and other game text. The public BPS patch requires the US/Europe v1.0 ROM with SHA-1 f4cd194bdee0d04ca4eac29e09b8e4e9d818c133; no ROM is distributed. The GitHub repository has release notes and patch assets but no explicit source-code licence was found.","project_url":"https://github.com/SherlockedMain/Pokemon_Crystal_Arabic","updated":"2026-10-16","strategy":"Arabic fan translation and binary BPS patch with right-to-left text-engine modifications","language":"Arabic","source_available":"Public v1.0.1 BPS patch and release notes; no ROM and no explicit source-code licence identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Arabic fan translation patch","target_type":"Game","sources":[{"label":"Maintainer v1.0.1 release, patch format, exact base ROM and hardware caveat","url":"https://github.com/SherlockedMain/Pokemon_Crystal_Arabic/releases/tag/v1.0.1"},{"label":"RomHackPlaza language, coverage and project listing","url":"https://romhackplaza.org/index.php/translations/pokemon-crystal-version-arabic-translation-game-boy-color"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/SherlockedMain/Pokemon_Crystal_Arabic/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"pokecrystal","title":"Pokémon Crystal Disassembly","game":"Pokémon Crystal","platform":"Game Boy Color","kind":"Decompilation","status":"The README identifies this as a Pokémon Crystal disassembly and lists build outputs for U.S. versions 1.0 and 1.1, the Australian release, and patches. It does not state a project-completion or gameplay-compatibility milestone.","summary":"Annotated assembly disassembly with build targets for multiple regions and revisions.","project_url":"https://github.com/pret/pokecrystal","updated":"2026-10-16","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/pret/pokecrystal"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/pret/pokecrystal"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/pret/pokecrystal/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-06, 3bc8daa417; activity evidence only)","url":"https://github.com/pret/pokecrystal/commit/3bc8daa4173e96a7f4011dad3922eb6fa5dad5c6"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Crystal documentation","url":"https://pret.github.io/pokecrystal/","source_url":"https://github.com/pret/pokecrystal","notes":"README links the project documentation."},{"kind":"tools","label":"Pokémon Crystal assembly tools","url":"https://github.com/pret/gb-asm-tools","source_url":"https://github.com/pret/pokecrystal","notes":"README links the tools repository."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":8565727,"C":79419,"Makefile":17668,"Python":4095},"source_url":"https://api.github.com/repos/pret/pokecrystal/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (8,565,727 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-crystal-gen2recomped-console","title":"Pokémon Crystal — Gen2Recomped Console Builds","game":"Pokémon Crystal","platform":"Game Boy Color → Nintendo Switch homebrew / Xbox UWP (Developer Mode)","kind":"Reimplementation","status":"Release v0.8.27 includes Nintendo Switch and Xbox UWP developer-mode packages. The README lists canonical US ROM revisions for this title and describes the supported import and console installation paths.","summary":"Native LÖVE2D/Lua recreation for Pokémon Crystal; game data is decoded from a player-supplied supported US Game Boy Color ROM. The maintainer states that the project does not emulate the Game Boy or transpile game assembly; the same repository packages Switch and Xbox UWP builds.","project_url":"https://github.com/UNDERdecoded/Gen2Recomped","updated":"2026-10-16","strategy":"Hand-written Lua game and hardware recreation with ROM-based data import","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Lua","subtype":"Nintendo Switch homebrew and Xbox UWP Developer Mode","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/UNDERdecoded/Gen2Recomped"},{"label":"Release v0.8.27 with Switch and Xbox UWP packages","url":"https://github.com/UNDERdecoded/Gen2Recomped/releases/tag/v0.8.27"},{"label":"Current primary README","url":"https://github.com/UNDERdecoded/Gen2Recomped/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":44657497,"C":35243621,"C++":14876707,"Shell":1814899,"Python":1640301,"HTML":1268157,"Makefile":1171821,"Java":777695,"Objective-C":699606,"Assembly":512891,"CMake":473258,"M4":423688,"Perl":152766,"JavaScript":83404,"PowerShell":72892,"Kotlin":44722,"CSS":44268,"DIGITAL Command Language":35813,"C#":31918,"Batchfile":31316,"Roff":28248,"TypeScript":21247,"Objective-C++":15958,"Swift":15244,"Pascal":15229,"Rich Text Format":6874,"Awk":3962,"Metal":3691,"Dockerfile":3577,"sed":236},"source_url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-diamond-pearl-decomp","title":"Pokémon Diamond and Pearl Decompilation","game":"Pokémon Diamond and Pearl","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; the README lists U.S. Diamond and Pearl ROM build outputs with reference SHA-1 hashes.","summary":"pret work-in-progress decompilation with Diamond and Pearl build targets.","project_url":"https://github.com/pret/pokediamond","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Nintendo DS C-source decompilation with U.S. Diamond and Pearl build targets","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/pret/pokediamond"},{"label":"Project README","url":"https://github.com/pret/pokediamond#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/pokediamond"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Diamond and Pearl install guide","url":"https://github.com/pret/pokediamond/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokediamond","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":22535959,"C":4264545,"C++":1699601,"Makefile":887251,"Python":60723,"Shell":8177,"CMake":1897,"PHP":1110,"Dockerfile":273},"source_url":"https://api.github.com/repos/pret/pokediamond/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (22,535,959 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-emerald-3ds-native-port","title":"Pokémon Emerald 3DS Dual Screen","game":"Pokémon Emerald","platform":"Game Boy Advance → Nintendo 3DS / 2DS homebrew","kind":"Decompilation","status":"Release v0.3.1 (2026-10-10) provides the native port and ROM-based builder. The optional voxel overworld remains a work in progress; most of the map and nearly all interiors are still flat. The project does not claim full-game completion in the reviewed evidence.","summary":"Native ARM11 port based on a pinned revision of the pret/pokeemerald C decompilation, with two-screen touch controls and optional stereoscopic voxel overworld. A local builder processes the user's supported clean ROM; no ROM-derived game data is distributed.","project_url":"https://github.com/ZallaxDev/pokeemerald-3Ds-dualscreen","updated":"2026-10-15","strategy":"Decompilation-based native 3DS port with a local user-ROM data builder","language":"","source_available":"Public source and v0.3.1 builder release; requires 3DS/2DS custom firmware and the user's own clean supported Pokémon Emerald ROM, processed locally; no game content is included; DSP firmware is separate for sound","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS / 2DS native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: source base, local ROM processing, features, and voxel-mode status","url":"https://github.com/ZallaxDev/pokeemerald-3Ds-dualscreen#readme"},{"label":"Latest v0.3.1 source and builder release","url":"https://github.com/ZallaxDev/pokeemerald-3Ds-dualscreen/releases/tag/v0.3.1"},{"label":"Installation instructions: supported ROM and sound setup","url":"https://github.com/ZallaxDev/pokeemerald-3Ds-dualscreen/blob/main/docs/INSTALLATION.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1591111,"Python":1060849,"Makefile":43007,"PowerShell":10222},"source_url":"https://api.github.com/repos/ZallaxDev/pokeemerald-3Ds-dualscreen/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,591,111 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokeemerald","title":"Pokémon Emerald Decompilation","game":"Pokémon Emerald","platform":"Game Boy Advance","kind":"Decompilation","status":"In progress","summary":"pret project reconstructing the game in C; check the repository for current matching progress.","project_url":"https://github.com/pret/pokeemerald","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/pret/pokeemerald"},{"label":"pret organization","url":"https://github.com/pret"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/pret/pokeemerald"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/pret/pokeemerald/master/README.md"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/pret/pokeemerald/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-01, 731ad5bfd6; activity evidence only)","url":"https://github.com/pret/pokeemerald/commit/731ad5bfd6e6f265508d0efcca0ba42f9dcf5881"}],"media":[{"kind":"video","label":"Setting up and compiling the pokeemerald decompilation (third-party tutorial)","url":"https://www.youtube.com/watch?v=q0H_22K9f9Q","preview_url":"https://img.youtube.com/vi/q0H_22K9f9Q/hqdefault.jpg","source_url":"https://www.youtube.com/watch?v=q0H_22K9f9Q","discovered_on":"2026-10-16"}],"links":[{"kind":"docs","label":"Pokémon Emerald install guide","url":"https://github.com/pret/pokeemerald/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokeemerald","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":22379067,"Assembly":5953073,"C++":1164514,"Linker Script":59941,"Makefile":41423,"PowerShell":2942,"Shell":941,"Awk":650},"source_url":"https://api.github.com/repos/pret/pokeemerald/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (22,379,067 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-emerald-dualscreen-android","title":"Pokémon Emerald Dual Screen","game":"Pokémon Emerald","platform":"Game Boy Advance → Android (dual-screen devices)","kind":"Decompilation","status":"The latest published APK is v0.6.0 (2026-10-13). The README targets the AYN Thor and other dual-screen Android devices, but does not document a named physical-device test.","summary":"Native Android dual-screen mod/port built on the Pokémon Emerald decompilation. It adds a second-screen party, map, bag, settings and battle UI with touch or physical controls; the user supplies a USA or Europe Emerald ROM, and ROM hacks are unsupported.","project_url":"https://github.com/Goldoire/pokeemerald-dualscreen","updated":"2026-10-15","strategy":"Android native port and dual-screen mod built from the pret/pokeemerald decompilation; no GBA emulator is used.","language":"","source_available":"Public source repository (GitHub)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dual-screen Android port of a GBA decompilation","target_type":"Game","sources":[{"label":"Maintainer README: features and Android setup","url":"https://github.com/Goldoire/pokeemerald-dualscreen"},{"label":"Maintainer v0.6.0 APK release (2026-10-13)","url":"https://github.com/Goldoire/pokeemerald-dualscreen/releases/tag/v0.6.0"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/Goldoire/pokeemerald-dualscreen"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":24122787,"Assembly":6209208,"C++":1110610,"Java":232575,"Python":93102,"Makefile":73534,"Linker Script":59514,"Shell":5303,"CMake":5081,"PowerShell":2942},"source_url":"https://api.github.com/repos/Goldoire/pokeemerald-dualscreen/languages","evidence":"Official GitHub REST Languages API breakdown for Goldoire/pokeemerald-dualscreen: source-code byte counts are {\"Assembly\": 6209208, \"C\": 24122787, \"C++\": 1110610, \"CMake\": 5081, \"Java\": 232575, \"Linker Script\": 59514, \"Makefile\": 73534, \"PowerShell\": 2942, \"Python\": 93102, \"Shell\": 5303}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-emerald-japanese-disassembly","title":"Pokémon Emerald Japanese Version Disassembly","game":"Pokémon Emerald (Japanese version)","platform":"Game Boy Advance","kind":"Decompilation","status":"The README identifies the Japanese baserom required and the resulting GBA ROM target.","summary":"Japanese-version Emerald source disassembly project with an explicit build output and SHA-1.","project_url":"https://github.com/pret/pokeemerald-jp","updated":"2026-10-15","strategy":"ARM/Thumb assembly disassembly","language":"","source_available":"Public source repository; user supplies the Japanese baserom","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Japanese version","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pokeemerald-jp#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/pret/pokeemerald-jp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":18069347,"C++":1115806,"C":208275,"NASL":37738,"Python":31641,"PHP":9106,"SourcePawn":4024,"Makefile":3915,"Shell":726},"source_url":"https://api.github.com/repos/pret/pokeemerald-jp/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pokeemerald-jp reports 18,069,347 bytes of Assembly, the largest language total (92.8% of 19,480,578 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-emerald-decompilation-android","title":"Pokémon Emerald Multiplatform Android Port","game":"Pokémon Emerald (Game Boy Advance; upstream US base ROM SHA-1 f3ae088181bf583e55daf962a92bb46f4f1d07b7)","platform":"Game Boy Advance → Android armeabi-v7a (experimental SDL2 build)","kind":"Decompilation","status":"Windows and Linux builds are available in the parent repository’s v1 release (published 2026-08-11); its release assets are desktop archives only, with no Android APK. The maintainer documents the Android ARMv7 SDL2 build as working but experimental, requires Android API 36 / armeabi-v7a, and names no tested physical device. The parent repository’s latest push was 2026-08-15.","summary":"A multiplatform native port of the Pokémon Emerald decompilation. It compiles the game code directly rather than bundling a GBA emulator and adds Android SDL2 rendering, audio, saves, lifecycle handling and touch controls.","project_url":"https://github.com/gradenGnostic/pokeemerald-multiplatform","updated":"2026-10-16","strategy":"Compile the decompiled GBA game code for desktop and Android, with SDL2 providing the mobile platform layer.","language":"","source_available":"Public source repository. Its LICENSE applies only to original multiplatform-port modifications and does not relicense upstream decompilation code, third-party components or game assets. No commercial ROM is included; inherited code rights remain scoped.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GBA decompilation-based Android port","target_type":"Game","sources":[{"label":"Maintainer README and source repository","url":"https://github.com/KamiKitsune420/pokeemerald-multiplatform"},{"label":"GitHub repository metadata (pushed_at, license and activity)","url":"https://api.github.com/repos/KamiKitsune420/pokeemerald-multiplatform"},{"label":"Upstream Pokémon Emerald decompilation","url":"https://github.com/pret/pokeemerald"},{"label":"Maintainer README in the parent repository for the already-cataloged Android multiplatform fork; confirms Windows/Linux working, experimental Android ARMv7 build, API 36/armeabi-v7a requirement, and no game ROM distribution","url":"https://github.com/gradenGnostic/pokeemerald-multiplatform/blob/main/README.md"},{"label":"Parent GitHub repository metadata; parent lineage and last push checked 2026-10-16","url":"https://api.github.com/repos/gradenGnostic/pokeemerald-multiplatform"},{"label":"Official parent repository GitHub Languages API exact byte totals checked 2026-10-16","url":"https://api.github.com/repos/gradenGnostic/pokeemerald-multiplatform/languages"},{"label":"Parent repository v1 release (2026-08-11) with Windows/Linux archives only; no Android APK asset","url":"https://github.com/gradenGnostic/pokeemerald-multiplatform/releases/tag/v1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":23246288,"Assembly":6209208,"C++":1110610,"Makefile":73534,"Linker Script":59514,"Python":44997,"Java":12018,"CMake":4713,"PowerShell":2942,"Shell":919},"source_url":"https://api.github.com/repos/gradenGnostic/pokeemerald-multiplatform/languages","evidence":"Exact GitHub REST Languages API byte totals for the repository; totals cover the full repository (including host app, runtime, tooling and support code) and are not counts of game implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-emerald-recomp","title":"Pokémon Emerald Recomp","game":"Pokémon Emerald","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable bring-up v0.0.1: Emerald boots through the BIOS intro into gameplay, but is not exhaustively tested; the README calls out RTC and battle/contest code paths and documents interpreter/JIT coverage healing.","summary":"GBA ARM7TDMI code is statically translated to native code, with interpreter execution for uncovered paths followed by persisted JIT compilation. Emerald is a separate target from the FireRed/LeafGreen and Ruby/Sapphire repositories; users provide the ROM and BIOS.","project_url":"https://github.com/mstan/EmeraldRecomp","updated":"2026-10-16","strategy":"Static recompilation with interpreter/JIT coverage healing","language":"","source_available":"Public repository; user-supplied game ROM and GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/EmeraldRecomp"},{"label":"Project README and runtime coverage model","url":"https://github.com/mstan/EmeraldRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/EmeraldRecomp"},{"label":"Maintainer README (Windows x64 release and Windows build prerequisites)","url":"https://github.com/mstan/EmeraldRecomp#readme"},{"label":"Maintainer GitHub releases","url":"https://github.com/mstan/EmeraldRecomp/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/EmeraldRecomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":222135,"Python":72452,"PowerShell":21623,"Shell":17218,"CMake":10385,"Dockerfile":1682},"source_url":"https://api.github.com/repos/mstan/EmeraldRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C++ (222,135 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-emerald-rogue-vita-port","title":"Pokémon Emerald Rogue EX Vita Port","game":"Pokémon Emerald Rogue EX","platform":"Game Boy Advance → PlayStation Vita","kind":"Reimplementation","status":"Maintainer reports 60 FPS on PS Vita 1000; the project requires the matching user-owned game image.","summary":"Native ARM port of the C game to PS Vita; it does not emulate Game Boy Advance hardware.","project_url":"https://github.com/MinZe25/pokeemerald-rogue-vita","updated":"2026-10-15","strategy":"Native platform port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/MinZe25/pokeemerald-rogue-vita"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/MinZe25/pokeemerald-rogue-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":33999028,"Assembly":4913607,"C++":1981730,"C#":374985,"Makefile":282644,"Linker Script":62930,"Python":29666,"Shell":12131,"HTML":9575,"Lua":9067,"PowerShell":2942,"Batchfile":2806,"JavaScript":32},"source_url":"https://api.github.com/repos/MinZe25/pokeemerald-rogue-vita/languages","evidence":"GitHub's official language endpoint for https://github.com/MinZe25/pokeemerald-rogue-vita reports 33,999,028 bytes of C, the largest language total (81.6% of 41,681,143 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-emerald-voxel-android","title":"Pokémon Emerald Voxel Project","game":"Pokémon Emerald","platform":"Game Boy Advance → Android (armeabi-v7a, API 36), Windows, Linux","kind":"Decompilation","status":"Experimental Android SDL2 build is marked working; the README provides a debug-APK build/install path and requires Android API 36 with armeabi-v7a. No named physical-device test or public release APK is documented.","summary":"Native port that runs the decompiled Pokémon Emerald C code directly through SDL2, not a GBA emulator. Android includes a labeled multitouch overlay and SDL gamepad input; a compatible Emerald ROM is required for code generation and is not included.","project_url":"https://github.com/ZallaxDev/pokeemerald-voxel-project","updated":"2026-08-12T23:22:25Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android ARMv7 build of decompiled GBA source","target_type":"Game","sources":[{"label":"Maintainer README: platform status, Android ABI/build and controls","url":"https://github.com/ZallaxDev/pokeemerald-voxel-project"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ZallaxDev/pokeemerald-voxel-project"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":92241049,"Assembly":6209208,"C++":1110610,"Python":478389,"Makefile":75657,"Linker Script":59514,"JavaScript":47171,"Java":12018,"HTML":7131,"CMake":4713,"PowerShell":2942,"Shell":2849},"source_url":"https://api.github.com/repos/ZallaxDev/pokeemerald-voxel-project/languages","evidence":"GitHub's official language endpoint for https://github.com/ZallaxDev/pokeemerald-voxel-project reports 92,241,049 bytes of C, the largest language total (92.0% of 100,251,251 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-firered-leafgreen-decomp","title":"Pokémon FireRed and LeafGreen Decompilation","game":"Pokémon FireRed and LeafGreen","platform":"Game Boy Advance","kind":"Decompilation","status":"In progress","summary":"pret project reconstructing the English releases and building supported ROM revisions.","project_url":"https://github.com/pret/pokefirered","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/pret/pokefirered"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pret/pokefirered"}],"media":[],"links":[{"kind":"docs","label":"Pokémon FireRed and LeafGreen install guide","url":"https://github.com/pret/pokefirered/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokefirered","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16305757,"Assembly":3213721,"C++":1151744,"Linker Script":87240,"Makefile":60962,"Shell":2224},"source_url":"https://api.github.com/repos/pret/pokefirered/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (16,305,757 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-firered-recomp","title":"Pokémon FireRed Recomp","game":"Pokémon FireRed","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable bring-up v0.0.1: the USA release boots through the BIOS intro into gameplay, but content is not exhaustively tested and some code paths use a one-time interpreter followed by persisted JIT compilation.","summary":"GBA ARM7TDMI code is statically translated to native code; uncovered paths first run through an interpreter and are then JIT-compiled and cached. FireRed and LeafGreen are separate targets in one public repository; the game ROM and BIOS are user supplied.","project_url":"https://github.com/mstan/FireRedLeafGreenRecomp","updated":"2026-10-16","strategy":"Static recompilation with interpreter/JIT coverage healing","language":"","source_available":"Public repository; user-supplied game ROM and GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/FireRedLeafGreenRecomp"},{"label":"Project README and runtime coverage model","url":"https://github.com/mstan/FireRedLeafGreenRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/FireRedLeafGreenRecomp"},{"label":"Maintainer README (Windows x64 release and Windows build prerequisites)","url":"https://github.com/mstan/FireRedLeafGreenRecomp#readme"},{"label":"Maintainer GitHub releases","url":"https://github.com/mstan/FireRedLeafGreenRecomp/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/FireRedLeafGreenRecomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2887473,"CMake":8874,"PowerShell":8535,"Shell":5984,"C++":5679},"source_url":"https://api.github.com/repos/mstan/FireRedLeafGreenRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (2,887,473 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokegold-disassembly","title":"Pokémon Gold and Silver Disassembly","game":"Pokémon Gold and Silver","platform":"Game Boy Color","kind":"Decompilation","status":"Ongoing disassembly; the README lists Gold and Silver retail ROM outputs plus debug builds.","summary":"Annotated assembly disassembly; this is a pure disassembly project.","project_url":"https://github.com/pret/pokegold","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GBZ80 assembly disassembly with Gold/Silver and debug ROM targets","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/pret/pokegold"},{"label":"Project README","url":"https://github.com/pret/pokegold#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/pokegold"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Gold and Silver install guide","url":"https://github.com/pret/pokegold/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokegold","notes":"README links the install guide."},{"kind":"tools","label":"Pokémon Gold and Silver assembly tools","url":"https://github.com/pret/gb-asm-tools","source_url":"https://github.com/pret/pokegold","notes":"README links the tools repository."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":6633324,"C":65349,"Makefile":17102},"source_url":"https://api.github.com/repos/pret/pokegold/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (6,633,324 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-gold-silver-spaceworld-1997-disassembly","title":"Pokémon Gold and Silver Space World 1997 Demo Disassembly","game":"Pokémon Gold and Silver (Space World 1997 prototype demo)","platform":"Nintendo Game Boy","kind":"Decompilation","status":"The README lists reproducible Gold and Silver prototype/demo outputs, including debug variants and checksums.","summary":"Assembly disassembly project for the Pokémon Gold/Silver prototypes shown at Space World 1997.","project_url":"https://github.com/pret/pokegold-spaceworld","updated":"2026-10-15","strategy":"GB-Z80 prototype disassembly","language":"","source_available":"Public source repository; prototype binaries are not distributed as source assets","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Gold/Silver prototype and debug ROM targets","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pokegold-spaceworld#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/pret/pokegold-spaceworld"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":3451802,"C":24776,"Makefile":7522},"source_url":"https://api.github.com/repos/pret/pokegold-spaceworld/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pokegold-spaceworld reports 3,451,802 bytes of Assembly, the largest language total (99.1% of 3,484,100 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-gold-gen2recomped-console","title":"Pokémon Gold — Gen2Recomped Console Builds","game":"Pokémon Gold","platform":"Game Boy Color → Nintendo Switch homebrew / Xbox UWP (Developer Mode)","kind":"Reimplementation","status":"Release v0.8.27 includes Nintendo Switch and Xbox UWP developer-mode packages. The README lists canonical US ROM revisions for this title and describes the supported import and console installation paths.","summary":"Native LÖVE2D/Lua recreation for Pokémon Gold; game data is decoded from a player-supplied supported US Game Boy Color ROM. The maintainer states that the project does not emulate the Game Boy or transpile game assembly; the same repository packages Switch and Xbox UWP builds.","project_url":"https://github.com/UNDERdecoded/Gen2Recomped","updated":"2026-10-16","strategy":"Hand-written Lua game and hardware recreation with ROM-based data import","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Lua","subtype":"Nintendo Switch homebrew and Xbox UWP Developer Mode","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/UNDERdecoded/Gen2Recomped"},{"label":"Release v0.8.27 with Switch and Xbox UWP packages","url":"https://github.com/UNDERdecoded/Gen2Recomped/releases/tag/v0.8.27"},{"label":"Current primary README","url":"https://github.com/UNDERdecoded/Gen2Recomped/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":44657497,"C":35243621,"C++":14876707,"Shell":1814899,"Python":1640301,"HTML":1268157,"Makefile":1171821,"Java":777695,"Objective-C":699606,"Assembly":512891,"CMake":473258,"M4":423688,"Perl":152766,"JavaScript":83404,"PowerShell":72892,"Kotlin":44722,"CSS":44268,"DIGITAL Command Language":35813,"C#":31918,"Batchfile":31316,"Roff":28248,"TypeScript":21247,"Objective-C++":15958,"Swift":15244,"Pascal":15229,"Rich Text Format":6874,"Awk":3962,"Metal":3691,"Dockerfile":3577,"sed":236},"source_url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-hgss-decomp","title":"Pokémon HeartGold and SoulSilver Decompilation","game":"Pokémon HeartGold and SoulSilver","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; the README identifies a disassembly and lists U.S. HeartGold and SoulSilver ROM build outputs with hashes.","summary":"pret project with build and byte-comparison instructions for both releases.","project_url":"https://github.com/pret/pokeheartgold","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Nintendo DS disassembly with separate U.S. HeartGold and SoulSilver build targets","target_type":"Game","sources":[{"label":"Project repository and build instructions","url":"https://github.com/pret/pokeheartgold"},{"label":"Project README: method and build targets","url":"https://raw.githubusercontent.com/pret/pokeheartgold/master/README.md"},{"label":"Project README","url":"https://github.com/pret/pokeheartgold#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/pokeheartgold"}],"media":[],"links":[{"kind":"docs","label":"Pokémon HeartGold and SoulSilver install guide","url":"https://github.com/pret/pokeheartgold/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokeheartgold","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":25950801,"C":11775600,"C++":1423278,"Meson":357070,"Python":127107,"Shell":36929,"Makefile":19033,"CMake":2894,"Dockerfile":2834},"source_url":"https://api.github.com/repos/pret/pokeheartgold/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (25,950,801 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-heartgold-soulsilver-portemon","title":"Pokémon HeartGold and SoulSilver Portemon","game":"Pokémon HeartGold and SoulSilver","platform":"Nintendo DS → LÖVE desktop and mobile platforms","kind":"Reimplementation","status":"Active engine-port project; the user supplies a HeartGold or SoulSilver ROM, which is read locally. The repository does not include game data.","summary":"A game-specific engine port implemented in LÖVE, not a Nintendo DS emulator. It provides a native cross-platform engine for the two closely related DS releases.","project_url":"https://github.com/portemon-nitro/portemon","updated":"2026-10-16","strategy":"Game-specific engine reimplementation in LÖVE","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Lua","subtype":"Nintendo DS engine port","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/portemon-nitro/portemon"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/portemon-nitro/portemon"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":37358240,"Python":456960,"Shell":53278,"GLSL":44537,"Dockerfile":2945,"CSS":2622},"source_url":"https://api.github.com/repos/portemon-nitro/portemon/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository portemon-nitro/portemon (repository API ID 1321785975, https://github.com/portemon-nitro/portemon). The exact response reported 37,358,240 bytes of Lua, the largest category, out of 37,918,582 recognized-language bytes (98.5%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"infinite-fusion-pt-br","title":"Pokémon Infinite Fusion Brazilian Portuguese Patch","game":"Pokémon Infinite Fusion","platform":"PC (fangame)","kind":"Fan Localization","status":"Released; v1.1.6","summary":"A PT-BR language patch for Pokémon Infinite Fusion with thousands of translated entries; the project documents remaining untranslated Pokédex content and UI details.","project_url":"https://github.com/ExtremestoneGG/infinite-fusion-ptbr","updated":"2026-06-20","strategy":"Fan translation patch","language":"Brazilian Portuguese","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Ruby","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository and releases","url":"https://github.com/ExtremestoneGG/infinite-fusion-ptbr"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ExtremestoneGG/infinite-fusion-ptbr"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Ruby","breakdown":{"Ruby":1594761,"C#":87585,"Python":32330,"PowerShell":15212,"Batchfile":229},"source_url":"https://api.github.com/repos/ExtremestoneGG/infinite-fusion-ptbr/languages","evidence":"GitHub REST repository Languages endpoint reports 1,594,761 bytes of Ruby out of 1,730,117 measured source bytes (92.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-leafgreen-recomp","title":"Pokémon LeafGreen Recomp","game":"Pokémon LeafGreen","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable bring-up v0.0.1: the USA release boots through the BIOS intro into gameplay, but content is not exhaustively tested and some code paths use a one-time interpreter followed by persisted JIT compilation.","summary":"GBA ARM7TDMI code is statically translated to native code; uncovered paths first run through an interpreter and are then JIT-compiled and cached. FireRed and LeafGreen are separate targets in one public repository; the game ROM and BIOS are user supplied.","project_url":"https://github.com/mstan/FireRedLeafGreenRecomp","updated":"2026-10-16","strategy":"Static recompilation with interpreter/JIT coverage healing","language":"","source_available":"Public repository; user-supplied game ROM and GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/FireRedLeafGreenRecomp"},{"label":"Project README and runtime coverage model","url":"https://github.com/mstan/FireRedLeafGreenRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/FireRedLeafGreenRecomp"},{"label":"Maintainer README (Windows x64 release and Windows build prerequisites)","url":"https://github.com/mstan/FireRedLeafGreenRecomp#readme"},{"label":"Maintainer GitHub releases","url":"https://github.com/mstan/FireRedLeafGreenRecomp/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/FireRedLeafGreenRecomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2887473,"CMake":8874,"PowerShell":8535,"Shell":5984,"C++":5679},"source_url":"https://api.github.com/repos/mstan/FireRedLeafGreenRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (2,887,473 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-moon-europe-3ds-decomp","title":"Pokémon Moon — European 3DS Decompilation and PC Runtime","game":"Pokémon Moon","platform":"Nintendo 3DS; separate native PC runtime","kind":"Decompilation","status":"Canonical progress data reports 2,984/18,945 functions (15.75%), including 298 exact ARM, 2,682 semantically verified nonmatching, and 53 runtime-ready functions.","summary":"ARM source reconstruction/decompilation plus separate portable C++ PC runtime; user supplies decrypted game files. No game binaries/assets included.","project_url":"https://github.com/gradenGnostic/pokemoon","updated":"2026-09-16","strategy":"ARM source decompilation; separate native C++ runtime","language":"","source_available":"Public source repository; user-provided decrypted dump required; no game data included; license not verified.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"European Pokémon Moon base v1.0, title version 0; separate runtime is not part of the 3DS build.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/gradenGnostic/pokemoon#readme"},{"label":"Project repository latest recorded commit (2026-09-16): Merge pull request #11 from gradenGnostic/promote-yellow-progress-2996","url":"https://github.com/gradenGnostic/pokemoon/commit/7a5936eee5d08889d6cc534e6916a86b39fde694"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2411809,"Python":312688,"Java":34769,"CMake":9176,"Shell":8856,"Makefile":7973},"source_url":"https://api.github.com/repos/gradenGnostic/pokemoon/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository gradenGnostic/pokemoon (repository API id 1350542056, https://github.com/gradenGnostic/pokemoon). The exact response reported 2,411,809 bytes of C++, the largest category, out of 2,785,271 recognized-language bytes (86.6%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-mystery-dungeon-explorers-sky-disassembly","title":"Pokémon Mystery Dungeon: Explorers of Sky Disassembly","game":"Pokémon Mystery Dungeon: Explorers of Sky","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; the README lists U.S., European, and Japanese NDS build targets with hashes.","summary":"Nintendo DS disassembly project for Explorers of Sky with three explicitly listed regional ROM outputs.","project_url":"https://github.com/pret/pmd-sky","updated":"2026-10-15","strategy":"Nintendo DS ARM assembly disassembly","language":"","source_available":"Public source repository; user supplies a supported game copy","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"U.S., Europe, and Japan targets","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pmd-sky#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/pret/pmd-sky"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":15844763,"C":3750771,"C++":1448294,"Python":120732,"Makefile":33931,"Shell":6518,"Dockerfile":1385,"Nix":808,"Meson":685},"source_url":"https://api.github.com/repos/pret/pmd-sky/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pmd-sky reports 15,844,763 bytes of Assembly, the largest language total (74.7% of 21,207,887 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pmd-red-decomp","title":"Pokémon Mystery Dungeon: Red Rescue Team Decompilation","game":"Pokémon Mystery Dungeon: Red Rescue Team","platform":"Game Boy Advance","kind":"Decompilation","status":"In progress","summary":"pret decompilation project with a documented GBA build target.","project_url":"https://github.com/pret/pmd-red","updated":"2026-10-09","strategy":"Source decompilation; matching fidelity unverified","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Source decompilation (matching status unverified)","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/pret/pmd-red"},{"label":"Project README: decompilation and build evidence","url":"https://raw.githubusercontent.com/pret/pmd-red/master/README.md"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pret/pmd-red"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Mystery Dungeon: Red Rescue Team install guide","url":"https://github.com/pret/pmd-red/blob/master/INSTALL.md","source_url":"https://github.com/pret/pmd-red","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":85814301,"Assembly":25969829,"C++":1132536,"Linker Script":69656,"Makefile":21267,"Python":16193,"CMake":696,"Shell":535},"source_url":"https://api.github.com/repos/pret/pmd-red/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (85,814,301 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pok-mon-origin-heartgold-nintendo-ds-english","title":"Pokémon Origin HeartGold English Translation","game":"Pokémon Origin HeartGold","platform":"Nintendo DS","kind":"Fan Localization","status":"Active; latest release 1.0.0-rc8 published 2026-10-13","summary":"English fan localization for Pokémon Origin HeartGold on Nintendo DS. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/originheartgold/origin-heart-gold-EN-translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"GitHub releases and project browser patcher; no ROM distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer GitHub releases","url":"https://github.com/originheartgold/origin-heart-gold-EN-translation/releases"},{"label":"Maintainer browser patcher and base-ROM instructions","url":"https://originheartgold.github.io/origin-heart-gold-EN-translation/patch/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":6784755,"TypeScript":1384983,"C":1038025,"JavaScript":454871,"Assembly":247606,"Astro":227975,"CSS":95382,"MDX":32826,"C++":26089,"HTML":5771,"Makefile":4863,"Shell":4652,"Pawn":3650,"Linker Script":3424},"source_url":"https://api.github.com/repos/originheartgold/origin-heart-gold-EN-translation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for originheartgold/origin-heart-gold-EN-translation on 2026-10-16; Python is the largest bucket at 6,784,755 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-pinball-gbc-disassembly","title":"Pokémon Pinball Disassembly","game":"Pokémon Pinball","platform":"Game Boy Color","kind":"Decompilation","status":"Buildable disassembly; ongoing repository activity","summary":"pret's annotated assembly disassembly builds the US retail ROM. This is a pure disassembly project.","project_url":"https://github.com/pret/pokepinball","updated":"2026-10-12","strategy":"Annotated disassembly","language":"","source_available":"Public source repository; game files/assets are not included","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Assembly disassembly","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/pret/pokepinball"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pret/pokepinball"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2537077,"Python":18006,"C":15637,"Makefile":1756},"source_url":"https://api.github.com/repos/pret/pokepinball/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Assembly (2,537,077 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-pinball-ruby-sapphire-disassembly","title":"Pokémon Pinball: Ruby & Sapphire Disassembly","game":"Pokémon Pinball: Ruby & Sapphire","platform":"Game Boy Advance","kind":"Decompilation","status":"The README identifies a buildable GBA ROM target and hash.","summary":"GBA assembly disassembly project for Pokémon Pinball: Ruby & Sapphire.","project_url":"https://github.com/pret/pokepinballrs","updated":"2026-10-15","strategy":"ARM/Thumb assembly disassembly","language":"","source_available":"Public source repository; user supplies the supported baserom","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GBA ROM output","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pokepinballrs#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/pret/pokepinballrs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":3444544,"C":2533728,"C++":136516,"HTML":61410,"Python":26928,"Makefile":9641,"Shell":5480,"sed":117},"source_url":"https://api.github.com/repos/pret/pokepinballrs/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pokepinballrs reports 3,444,544 bytes of Assembly, the largest language total (55.4% of 6,218,364 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-platinum-decomp","title":"Pokémon Platinum Decompilation","game":"Pokémon Platinum","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; the README lists U.S. Platinum revision 0 and revision 1 ROM build targets with hashes.","summary":"pret project reconstructing Pokémon Platinum.","project_url":"https://github.com/pret/pokeplatinum","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS decompilation with U.S. revision 0 and revision 1 build targets","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/pret/pokeplatinum"},{"label":"Project README","url":"https://github.com/pret/pokeplatinum#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/pokeplatinum"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Platinum install guide","url":"https://github.com/pret/pokeplatinum/blob/main/INSTALL.md","source_url":"https://github.com/pret/pokeplatinum","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":28539798,"Assembly":4443353,"Meson":672666,"C++":549669,"Python":176408,"Shell":17909,"Makefile":5186},"source_url":"https://api.github.com/repos/pret/pokeplatinum/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (28,539,798 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-platinum-pureplatinum-pc-switch-port","title":"Pokémon Platinum Native PC and Switch Port (Pure Platinum)","game":"Pokémon Platinum","platform":"Nintendo DS → 64-bit PC / Nintendo Switch homebrew","kind":"Reimplementation","status":"The fork's README describes the PC port as experimental and says a full playthrough should be possible while warning of crashes and graphical bugs. It labels the NX build target as working but with poor performance. The fork has no release listed; GitHub metadata identifies it as a fork of cybervisi0n/pokeplatinum.","summary":"Native port based on pret's Pokémon Platinum decompilation and libntr, which replaces NitroSDK for DS-title ports. The Pure Platinum fork documents Windows/Linux PC builds and a devkitA64 Nintendo Switch build; game data is supplied by the user.","project_url":"https://github.com/evoluketion/PokemonPurePlatinum","updated":"2026-10-16","strategy":"Native source port built on the Pokémon Platinum decompilation and libntr","language":"","source_available":"Public source fork; the user must provide a legally obtained U.S. Pokémon Platinum ROM. Build instructions cover PC and Nintendo Switch targets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Fork of cybervisi0n/pokeplatinum; NX target documented as working with poor performance","target_type":"Game","sources":[{"label":"Maintainer README: project lineage, status, and NX build target","url":"https://github.com/evoluketion/PokemonPurePlatinum#readme"},{"label":"Upstream PC port used by this fork","url":"https://github.com/cybervisi0n/pokeplatinum#readme"},{"label":"Matching Pokémon Platinum decompilation","url":"https://github.com/pret/pokeplatinum"},{"label":"libntr libraries used to replace NitroSDK","url":"https://github.com/cybervisi0n/libntr"},{"label":"Current primary README","url":"https://github.com/evoluketion/PokemonPurePlatinum/blob/single-screen/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/evoluketion/PokemonPurePlatinum"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/evoluketion/PokemonPurePlatinum/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":28650356,"Assembly":4443353,"Meson":718272,"C++":559638,"Python":172106,"Shell":23884,"Makefile":6951,"Dockerfile":1533,"PowerShell":937},"source_url":"https://api.github.com/repos/evoluketion/PokemonPurePlatinum/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-platinum-3ds-native-port","title":"Pokémon Platinum Nintendo 3DS Native Port","game":"Pokémon Platinum","platform":"Nintendo DS → New Nintendo 3DS","kind":"Reimplementation","status":"Early phase-one port/toolchain test. README reports 1,012 C files compile/link into a 3DS program that starts the game and opens the title/new-game flow; it says nothing playable yet.","summary":"Native 3DS reimplementation/port effort built from decompiled game code; game content is not included.","project_url":"https://github.com/GabeSud0/pokeplatinum-3ds","updated":"2026-10-16","strategy":"Native port / reimplementation","language":"","source_available":"Repository; user’s own game dump required; no game content included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS to 3DS","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/GabeSud0/pokeplatinum-3ds"},{"label":"Maintainer README and project status","url":"https://github.com/GabeSud0/pokeplatinum-3ds/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1275447,"Python":391807,"Makefile":63922,"Shell":10621},"source_url":"https://api.github.com/repos/GabeSud0/pokeplatinum-3ds/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-platinum-psp-port","title":"Pokémon Platinum PSP Port","game":"Pokémon Platinum","platform":"Nintendo DS → PlayStation Portable","kind":"Decompilation","status":"Beta native PSP port; project marks the supported US revision playable around 30 FPS, with feature and hardware limits.","summary":"Native PSP EBOOT built from community decompilation C source; not a DS emulator.","project_url":"https://github.com/IbrahimIrfan/pspoke","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/IbrahimIrfan/pspoke"},{"label":"Project README","url":"https://github.com/IbrahimIrfan/pspoke#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/IbrahimIrfan/pspoke"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2802120,"C++":762003,"Python":702168,"Makefile":52508,"Shell":45767,"Assembly":7632},"source_url":"https://api.github.com/repos/IbrahimIrfan/pspoke/languages","evidence":"GitHub's official language endpoint for https://github.com/IbrahimIrfan/pspoke reports 2,802,120 bytes of C, the largest language total (64.1% of 4,372,198 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-puzzle-challenge-disassembly","title":"Pokémon Puzzle Challenge Disassembly","game":"Pokémon Puzzle Challenge","platform":"Game Boy Color","kind":"Decompilation","status":"The README identifies the U.S. ROM as a base and documents assembly of a rebuilt ROM plus a patch.","summary":"Game Boy Color assembly disassembly for Pokémon Puzzle Challenge with a buildable ROM output.","project_url":"https://github.com/pret/pokepuzzle","updated":"2026-10-15","strategy":"GB-Z80 assembly disassembly","language":"","source_available":"Public source repository; user supplies the supported baserom","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"U.S. Game Boy Color version","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pokepuzzle#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/pret/pokepuzzle"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2055551,"C":34539,"Makefile":3434},"source_url":"https://api.github.com/repos/pret/pokepuzzle/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pokepuzzle reports 2,055,551 bytes of Assembly, the largest language total (98.2% of 2,093,524 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-puzzle-league-n64-matching-decomp","title":"Pokémon Puzzle League N64 Decompilation","game":"Pokémon Puzzle League (Nintendo 64 North American ROM; SHA-1 8173866fc8c7652abd44c48efcab85441c6806a1)","platform":"Nintendo 64 (USA, Europe, France, Germany builds)","kind":"Decompilation","status":"Work in progress; README builds the USA output and checks its expected MD5 (e722576a15182cfed6782379ce4bc8be). Current matching code progress from public regional badges: USA 57.10%, Europe 57.18%, France 56.82%, Germany 54.58%. Last push was 2026-10-13; repository is unarchived.","summary":"Leak-free matching source decompilation that rebuilds Pokémon Puzzle League for N64. The default target is North America; EUR, FRA, and GER configurations are also provided. Users supply their own matching ROM.","project_url":"https://github.com/AngheloAlf/puzzleleague64","updated":"2026-10-13","strategy":"Multi-region matching decompilation and ROM rebuild","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: build workflow and supported regional targets","url":"https://github.com/AngheloAlf/puzzleleague64#readme"},{"label":"USA target configuration and ROM SHA-1","url":"https://github.com/AngheloAlf/puzzleleague64/blob/main/config/usa/puzzleleague64.usa.yaml"},{"label":"Public matching progress histories and regional percentages","url":"https://decomp.dev/AngheloAlf/puzzleleague64"},{"label":"MIT license","url":"https://github.com/AngheloAlf/puzzleleague64/blob/main/LICENSE"},{"label":"GitHub metadata: current archive state and latest push","url":"https://api.github.com/repos/AngheloAlf/puzzleleague64"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/AngheloAlf/puzzleleague64/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3585605,"Python":544465,"Assembly":103006,"Makefile":42511,"Rust":35015,"BitBake":4178,"CSS":1702,"Shell":1066,"Linker Script":65},"source_url":"https://api.github.com/repos/AngheloAlf/puzzleleague64/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,585,605 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-reborn-japanese","title":"Pokémon Reborn Japanese Translation Patch","game":"Pokémon Reborn (fan game)","platform":"PC (Windows; Linux AppImage)","kind":"Fan Localization","status":"Released; v19.5.43-ja.14 (2026-09-10); 99.9% of listed lines translated","summary":"An unofficial fan-made English-to-Japanese patch for Pokémon Reborn 19.5.43, with 82,524 of 82,619 reported lines translated. The ZIP overlays translation data and modified scripts onto the user's installed game; the maintainer warns it is incompatible with other game versions.","project_url":"https://github.com/Xephy/reborn-19.5.43-ja","updated":"2026-09-10","strategy":"Fan translation patch","language":"Japanese","source_available":"Public GitHub source repository and patch ZIP release; existing game required","first_found":"2026-10-15","project_started":null,"programming_language":"Ruby","subtype":"Fan game localization patch","target_type":"Game","sources":[{"label":"Maintainer README: unofficial status, exact game version, coverage and install format","url":"https://github.com/Xephy/reborn-19.5.43-ja"},{"label":"Maintainer release v19.5.43-ja.14","url":"https://github.com/Xephy/reborn-19.5.43-ja/releases/tag/v19.5.43-ja.14"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Ruby","breakdown":{"Ruby":5749979,"Python":283475,"Shell":6426},"source_url":"https://api.github.com/repos/Xephy/reborn-19.5.43-ja/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for Xephy/reborn-19.5.43-ja on 2026-10-16; Ruby is the largest bucket at 5,749,979 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokered","title":"Pokémon Red and Blue Disassembly","game":"Pokémon Red and Blue","platform":"Game Boy","kind":"Decompilation","status":"The README identifies this as a Pokémon Red and Blue disassembly and lists U.S. ROM build outputs, a debug build, and patches. It does not state a project-completion or gameplay-compatibility milestone.","summary":"Annotated assembly disassembly that rebuilds supported ROMs. This is a pure disassembly project.","project_url":"https://github.com/pret/pokered","updated":"2026-10-16","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/pret/pokered"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/pret/pokered"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/pret/pokered/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-06, af51989971; activity evidence only)","url":"https://github.com/pret/pokered/commit/af519899719f0754965776faac0e836a3b906e6d"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Red and Blue install guide","url":"https://github.com/pret/pokered/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokered","notes":"README links the install guide."},{"kind":"tools","label":"Pokémon Red and Blue assembly tools","url":"https://github.com/pret/gb-asm-tools","source_url":"https://github.com/pret/pokered","notes":"README links the tools repository."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":3807035,"C":41846,"Makefile":5999},"source_url":"https://api.github.com/repos/pret/pokered/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (3,807,035 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-red-blue-gb-recomp","title":"Pokémon Red and Blue Recompilation","game":"Pokémon Red and Blue","platform":"Game Boy → Windows x64","kind":"Recompilation","status":"Prototype; README reports playable progression from title to Elite Four","summary":"Native recompilation based on gb-recompiled; original ROM data is loaded at runtime.","project_url":"https://github.com/mstan/PokemonRedAndBlueRecomp","updated":"2026-07-23","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game Boy native recompilation; separate from the existing Pokémon disassembly","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/mstan/PokemonRedAndBlueRecomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/mstan/PokemonRedAndBlueRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":413383,"C++":20514,"Shell":11339,"CMake":1051},"source_url":"https://api.github.com/repos/mstan/PokemonRedAndBlueRecomp/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (413,383 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-rejuvenation-italian","title":"Pokémon Rejuvenation Italian Translation Patch","game":"Pokémon Rejuvenation","platform":"PC (Windows, Linux, macOS) and mobile (Android/iOS)","kind":"Fan Localization","status":"Released; latest repository release v1.1","summary":"The maintainer's v1.1 release targets Pokémon Rejuvenation v14.0; v1.0 reports 99.9% text coverage and v1.1 corrects Italian terminology and gender agreement. Windows uses a PowerShell installer; Android, iOS, Linux and macOS use the patch folder. The patch requires the user's installed game and does not alter game files or saves.","project_url":"https://github.com/giosci1994/rejuvenation-ita-patch/releases","updated":"2026-09-21","strategy":"Fan translation patch","language":"Italian","source_available":"Public GitHub patch release; patch files only, user supplies installed game","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Maintainer GitHub releases: v1.1 date, game version, coverage, platform instructions and patch-only behavior","url":"https://github.com/giosci1994/rejuvenation-ita-patch/releases"},{"label":"Project repository","url":"https://github.com/giosci1994/rejuvenation-ita-patch"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/giosci1994/rejuvenation-ita-patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":105154,"PowerShell":11606,"Ruby":2275},"source_url":"https://api.github.com/repos/giosci1994/rejuvenation-ita-patch/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Python (105,154 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-ruby-sapphire-decomp","title":"Pokémon Ruby and Sapphire Decompilation","game":"Pokémon Ruby and Sapphire","platform":"Game Boy Advance","kind":"Decompilation","status":"Disassembly repository; the README lists ROM build outputs for both Pokémon Ruby and Pokémon Sapphire.","summary":"pret project; the repository identifies supported Ruby and Sapphire ROM builds.","project_url":"https://github.com/pret/pokeruby","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game Boy Advance assembly disassembly with Ruby and Sapphire build targets","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/pret/pokeruby"},{"label":"Project README: method and build targets","url":"https://raw.githubusercontent.com/pret/pokeruby/master/README.md"},{"label":"Project README","url":"https://github.com/pret/pokeruby#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/pokeruby"}],"media":[],"links":[{"kind":"docs","label":"Pokémon Ruby and Sapphire install guide","url":"https://github.com/pret/pokeruby/blob/master/INSTALL.md","source_url":"https://github.com/pret/pokeruby","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":15982746,"Assembly":1809937,"C++":1154249,"Makefile":64218,"Shell":3186},"source_url":"https://api.github.com/repos/pret/pokeruby/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (15,982,746 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-ruby-recomp","title":"Pokémon Ruby Recomp","game":"Pokémon Ruby","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable bring-up v0.0.1: the USA release boots through the BIOS intro into gameplay, but is not exhaustively tested; the README warns of early-boot, flash, and RTC quirks and documents interpreter/JIT coverage healing.","summary":"GBA ARM7TDMI code is statically translated to native code, with interpreter execution for uncovered paths followed by persisted JIT compilation. Ruby and Sapphire are separate targets in the same public repository and share the source tree and engine.","project_url":"https://github.com/mstan/RubySapphireRecomp","updated":"2026-10-16","strategy":"Static recompilation with interpreter/JIT coverage healing","language":"","source_available":"Public repository; user-supplied game ROM and GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/RubySapphireRecomp"},{"label":"Project README and Ruby/Sapphire runtime notes","url":"https://github.com/mstan/RubySapphireRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/RubySapphireRecomp"},{"label":"Maintainer README (Windows x64 release and Windows build prerequisites)","url":"https://github.com/mstan/RubySapphireRecomp#readme"},{"label":"Maintainer GitHub releases","url":"https://github.com/mstan/RubySapphireRecomp/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/RubySapphireRecomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":20229,"C++":9181,"PowerShell":9011,"CMake":8123,"Shell":5983},"source_url":"https://api.github.com/repos/mstan/RubySapphireRecomp/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (20,229 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-rumble-wii-decomp","title":"Pokémon Rumble Wii Decompilation","game":"Pokémon Rumble","platform":"Nintendo WiiWare — USA Rev. 0, WPSE01_01","kind":"Decompilation","status":"Very early work in progress; the README says documentation is sparse and names only USA Rev. 0 (WPSE01_01). No release is listed; the latest reported push is 2026-04-24.","summary":"A very early WiiWare decompilation project for Pokémon Rumble. The README describes extracting the DOL from a user-provided WAD and says the repository contains no game assets or assembly; several source files are explicitly named placeholders.","project_url":"https://github.com/KooShnoo/pokemon-rumble","updated":"2026-10-16","strategy":"Work-in-progress WiiWare decompilation","language":"","source_available":"Public source and build configuration; user supplies the WAD or extracted game data. The repository says it contains no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"WiiWare decompilation","target_type":"Game","sources":[{"label":"Maintainer README: WIP status, supported version, and extraction/build steps","url":"https://github.com/KooShnoo/pokemon-rumble#readme"},{"label":"Maintainer source tree: placeholder modules identified in the README summary","url":"https://github.com/KooShnoo/pokemon-rumble/tree/main/src"},{"label":"Official GitHub repository metadata and activity","url":"https://api.github.com/repos/KooShnoo/pokemon-rumble"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/KooShnoo/pokemon-rumble/releases"},{"label":"Current primary README","url":"https://github.com/KooShnoo/pokemon-rumble/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/KooShnoo/pokemon-rumble/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2309869,"C":1801257,"Python":160830,"Assembly":1645},"source_url":"https://api.github.com/repos/KooShnoo/pokemon-rumble/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-sapphire-recomp","title":"Pokémon Sapphire Recomp","game":"Pokémon Sapphire","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable bring-up v0.0.1: the USA release boots through the BIOS intro into gameplay, but is not exhaustively tested; the README warns of early-boot, flash, and RTC quirks and documents interpreter/JIT coverage healing.","summary":"GBA ARM7TDMI code is statically translated to native code, with interpreter execution for uncovered paths followed by persisted JIT compilation. 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The README lists canonical US ROM revisions for this title and describes the supported import and console installation paths.","summary":"Native LÖVE2D/Lua recreation for Pokémon Silver; game data is decoded from a player-supplied supported US Game Boy Color ROM. The maintainer states that the project does not emulate the Game Boy or transpile game assembly; the same repository packages Switch and Xbox UWP builds.","project_url":"https://github.com/UNDERdecoded/Gen2Recomped","updated":"2026-10-16","strategy":"Hand-written Lua game and hardware recreation with ROM-based data import","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Lua","subtype":"Nintendo Switch homebrew and Xbox UWP Developer Mode","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/UNDERdecoded/Gen2Recomped"},{"label":"Release v0.8.27 with Switch and Xbox UWP packages","url":"https://github.com/UNDERdecoded/Gen2Recomped/releases/tag/v0.8.27"},{"label":"Current primary README","url":"https://github.com/UNDERdecoded/Gen2Recomped/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Lua","breakdown":{"Lua":44657497,"C":35243621,"C++":14876707,"Shell":1814899,"Python":1640301,"HTML":1268157,"Makefile":1171821,"Java":777695,"Objective-C":699606,"Assembly":512891,"CMake":473258,"M4":423688,"Perl":152766,"JavaScript":83404,"PowerShell":72892,"Kotlin":44722,"CSS":44268,"DIGITAL Command Language":35813,"C#":31918,"Batchfile":31316,"Roff":28248,"TypeScript":21247,"Objective-C++":15958,"Swift":15244,"Pascal":15229,"Rich Text Format":6874,"Awk":3962,"Metal":3691,"Dockerfile":3577,"sed":236},"source_url":"https://api.github.com/repos/UNDERdecoded/Gen2Recomped/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-snap-3ds-unity-reimplementation","title":"Pokémon Snap 3DS Unity Reimplementation","game":"Pokémon Snap-inspired fan game","platform":"Unity → Nintendo 3DS (designed especially for New 3DS; other builds are mentioned in the opening post, but recent performance validation is for New 3DS)","kind":"Reimplementation","status":"The creator’s latest development post shows beta v0.3.8 (2026-09-22) and reports the gameplay interactions implemented, with a stable 30 fps during a route on New 3DS only because of performance and memory limits. 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update)","url":"https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e882a30a-012e-476b-be99-5af57eaba6bd/dmrzqxk-ab5f489c-2b21-4efa-834b-83af22a9cb61.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiIvZi9lODgyYTMwYS0wMTJlLTQ3NmItYmU5OS01YWY1N2VhYmE2YmQvZG1yenF4ay1hYjVmNDg5Yy0yYjIxLTRlZmEtODM0Yi04M2FmMjJhOWNiNjEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.F_EUsJYfOCwDOxEVmKDf3JFS5EBMDRkSbXBjndhyfl8","preview_url":"https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e882a30a-012e-476b-be99-5af57eaba6bd/dmrzqxk-ab5f489c-2b21-4efa-834b-83af22a9cb61.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiIvZi9lODgyYTMwYS0wMTJlLTQ3NmItYmU5OS01YWY1N2VhYmE2YmQvZG1yenF4ay1hYjVmNDg5Yy0yYjIxLTRlZmEtODM0Yi04M2FmMjJhOWNiNjEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.F_EUsJYfOCwDOxEVmKDf3JFS5EBMDRkSbXBjndhyfl8","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/page-4","discovered_on":"2026-10-16"},{"kind":"video","label":"Pokémon Snap 3DS - Unity Engine - Implementing Mew Boss Fight","url":"https://www.youtube.com/watch?v=SXsdQCtprzU","preview_url":null,"source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/page-4","discovered_on":"2026-10-16"},{"kind":"image","label":"Pokémon Snap 3DS Mew boss fight gameplay 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Snap 3DS - Custom actor builder - multiple sequenced interactions","url":"https://www.youtube.com/watch?v=W_n4WYvxkDo","preview_url":null,"source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/page-4","discovered_on":"2026-10-16"},{"kind":"image","label":"Pokémon Snap 3DS New 3DS route screenshot (v0.3.8 creator update #65)","url":"https://www.whackahack.com/foro/attachments/1790019967179-png.22294/","preview_url":"https://www.whackahack.com/foro/attachments/1790019967179-png.22294/","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/page-4","discovered_on":"2026-10-16"},{"kind":"video","label":"Pokémon Snap 3DS - Unity Engine - v0.3.8 - All interactions after reworking all actor systems","url":"https://www.youtube.com/watch?v=RsjutQhb9Mg","preview_url":null,"source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/page-4","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/","evidence":"No public source repository or explicit programming-language statement was found in the creator’s forum thread. It identifies Unity as the development engine but does not establish the implementation language; language is unknown and no language is inferred from Unity.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-soulsilver-psp-port","title":"Pokémon SoulSilver PSP Port","game":"Pokémon SoulSilver","platform":"Nintendo DS → PlayStation Portable","kind":"Decompilation","status":"Beta native PSP port; project marks the supported US SoulSilver revision playable around 30 FPS, with feature and hardware limits.","summary":"Native PSP EBOOT built from community decompilation C source; not a DS emulator.","project_url":"https://github.com/IbrahimIrfan/pspoke","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/IbrahimIrfan/pspoke"},{"label":"Project README","url":"https://github.com/IbrahimIrfan/pspoke#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/IbrahimIrfan/pspoke"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2802120,"C++":762003,"Python":702168,"Makefile":52508,"Shell":45767,"Assembly":7632},"source_url":"https://api.github.com/repos/IbrahimIrfan/pspoke/languages","evidence":"GitHub's official language endpoint for https://github.com/IbrahimIrfan/pspoke reports 2,802,120 bytes of C, the largest language total (64.1% of 4,372,198 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-soulsilver-single-screen-static-recomp","title":"Pokémon SoulSilver Single-Screen Static Recompilation (ssrecomp)","game":"Pokémon SoulSilver (US Nintendo DS retail ROM)","platform":"Nintendo DS → native single-screen build with an experimental Android ARM64 target (Android 7+; phones and handhelds); Linux and Windows desktop builds are also documented","kind":"Recompilation","status":"The latest published tag when checked was v0.2.6 (2026-10-16), marked prerelease. The README provides an experimental Android APK build/install workflow from the user’s ROM, touch controls and controller support, but does not identify an Android device test; mobile runtime status should therefore remain unverified. This is a hybrid: the game’s ARM9 code is statically recompiled to C++, while the melonDS core supplies DS hardware behavior, including ARM7, graphics, sound, cartridge and save memory.","summary":"A one-screen native build of Pokémon SoulSilver that statically recompiles ARM9 game code to C++ using output from the pret/pokeheartgold decompilation build and runs it with a vendored melonDS hardware core. A PC setup app builds an Android APK from the user’s own US retail ROM; the APK and generated game code are not provided as game-data downloads. It is a game-code recompilation combined with DS hardware emulation, rather than a pure decompilation port.","project_url":"https://github.com/ClickingMaster/ssrecomp","updated":"2026-10-16","strategy":"Static ARM9-to-C++ recompilation from pokeheartgold build output, integrated with the melonDS DS hardware core and a single-screen native frontend.","language":"","source_available":"Public GPL-3.0 source and setup application; no ROM or generated game code is included. Users supply their own US SoulSilver cartridge dump and generate the title-specific code locally. The vendored melonDS core retains its upstream GPLv3 terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo DS ARM9 static recompilation with emulated DS hardware; experimental Android target","target_type":"Game","sources":[{"label":"Maintainer README: recompilation method, melonDS hybrid hardware core, US ROM requirement and experimental Android build/input workflow","url":"https://github.com/ClickingMaster/ssrecomp"},{"label":"Latest prerelease v0.2.6 (2026-10-16); Android experimental build first documented in v0.2.3","url":"https://github.com/ClickingMaster/ssrecomp/releases/tag/v0.2.6"},{"label":"v0.2.3 Android experimental release notes","url":"https://github.com/ClickingMaster/ssrecomp/releases/tag/v0.2.3"},{"label":"GPL-3.0 repository license and notices","url":"https://github.com/ClickingMaster/ssrecomp/blob/main/LICENSE"},{"label":"GitHub repository metadata: latest push and license classifier","url":"https://api.github.com/repos/ClickingMaster/ssrecomp"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/ClickingMaster/ssrecomp/languages"}],"media":[{"kind":"image","label":"Pokémon SoulSilver route 29 in widescreen","url":"https://raw.githubusercontent.com/ClickingMaster/ssrecomp/main/docs/screenshots/route-widescreen.png","preview_url":"https://raw.githubusercontent.com/ClickingMaster/ssrecomp/main/docs/screenshots/route-widescreen.png","source_url":"https://github.com/ClickingMaster/ssrecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3980364,"C":2768254,"Python":80675,"CMake":55390,"Assembly":43141,"Shell":16009,"Ruby":7690,"Objective-C++":5494,"Nix":3417,"Makefile":1581,"Objective-C":1498},"source_url":"https://api.github.com/repos/ClickingMaster/ssrecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 3,980,364 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-stadium-2-decomp","title":"Pokémon Stadium 2 Decompilation","game":"Pokémon Stadium 2","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress; the README describes U.S./Japanese targets and requires a user-provided ROM.","summary":"N64 decompilation project for Pokémon Stadium 2 with U.S. and Japanese build targets.","project_url":"https://github.com/pret/pokestadiumgs","updated":"2026-10-15","strategy":"Matching C decompilation","language":"","source_available":"Public source repository; original ROM required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S. and Japanese targets","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pokestadiumgs#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/pret/pokestadiumgs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2709952,"Python":433970,"Linker Script":431459,"C++":176496,"Assembly":120104,"Makefile":34732,"PHP":2959,"OpenEdge ABL":1365,"Shell":1341,"CSS":851},"source_url":"https://api.github.com/repos/pret/pokestadiumgs/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pokestadiumgs reports 2,709,952 bytes of C, the largest language total (69.3% of 3,913,229 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-stadium-decomp","title":"Pokémon Stadium N64 Decompilation","game":"Pokémon Stadium","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress; the README documents a US 1.0 ROM rebuild but publishes no numerical function or C-match percentage.","summary":"Nintendo 64 decompilation project for the US 1.0 release, with C source and a documented ROM build workflow. Requires a user-provided original ROM.","project_url":"https://github.com/pret/pokestadium","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/pret/pokestadium"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/pret/pokestadium/blob/6995f32445e344c03f9b0c774eabcd157559f867/README.md"},{"label":"Latest default-branch commit at check (6995f32)","url":"https://github.com/pret/pokestadium/commit/6995f32445e344c03f9b0c774eabcd157559f867"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/pret/pokestadium/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/pokestadium"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11071764,"Python":618697,"Assembly":347085,"C++":176496,"Makefile":94209,"Shell":41071,"Linker Script":18649,"PHP":2959,"CSS":1702,"OpenEdge ABL":1365},"source_url":"https://api.github.com/repos/pret/pokestadium/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 11,071,764 bytes; the manifest breakdown contains all 10 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-stadium-native-recomp","title":"Pokémon Stadium Recompiled (SS Anne)","game":"Pokémon Stadium","platform":"Nintendo 64 → Windows","kind":"Recompilation","status":"Archived / no longer maintained since August 2026. Release v0.4.7-beta repairs clean-checkout setup and passed a short launch smoke test; the README says v0.4.6-beta remains playable as-is.","summary":"Static recompilation of the US v1.0 game to a native PC program, including the game’s own GB Tower emulator and Transfer Pak features.","project_url":"https://github.com/mstan/PokemonStadiumRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/mstan/PokemonStadiumRecomp#readme"},{"label":"Latest project release (v0.4.7-beta)","url":"https://github.com/mstan/PokemonStadiumRecomp/releases/tag/v0.4.7-beta"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/mstan/PokemonStadiumRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/PokemonStadiumRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":975437,"C":163610,"Python":55839,"CMake":15693,"Batchfile":11710,"PowerShell":3880,"Shell":3046,"HLSL":784},"source_url":"https://api.github.com/repos/mstan/PokemonStadiumRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-sword-switch-matching-decomp","title":"Pokémon Sword Switch Decompilation","game":"Pokémon Sword (Nintendo Switch, build 562)","platform":"Nintendo Switch (build 562; AArch64/NX64)","kind":"Decompilation","status":"Work in progress. README reports 32,532/152,062 functions matched (21.39%) but only 356,092/38,172,368 code bytes (about 0.93% byte-weighted). Every currently emitted function passes the project byte verifier. The active repository was last pushed 2026-10-15; it is a fork of notyourav/pokesword, whose last push was 2020-11-08.","summary":"Switch matching decompilation for build 562 with C/C++ source and automated function-level verification. The project notes matches are concentrated in tiny accessors, so byte-weighted progress is much lower than the function count.","project_url":"https://github.com/charlieduzstuf/pokesword","updated":"2026-10-15","strategy":"C/C++ source decompilation with function and linked-image byte verification","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch","target_type":"Game","sources":[{"label":"Active fork README: exact build, matching totals, byte-weighted progress, and verification","url":"https://github.com/charlieduzstuf/pokesword#readme"},{"label":"Original upstream repository (last push 2020-11-08)","url":"https://github.com/notyourav/pokesword"},{"label":"GitHub metadata for active fork: parent, latest push, archive state","url":"https://api.github.com/repos/charlieduzstuf/pokesword"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/charlieduzstuf/pokesword/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":83406706,"C++":34249051,"Python":1348938,"Gnuplot":168724,"Pawn":70357,"CMake":34752,"Java":17014,"SourcePawn":3117,"Linker Script":2454,"Perl":2036,"PowerShell":1674,"Dockerfile":1339,"Batchfile":405},"source_url":"https://api.github.com/repos/charlieduzstuf/pokesword/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 83,406,706 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"poketcg2-disassembly","title":"Pokémon Trading Card Game 2 Disassembly","game":"Pokémon Trading Card Game 2: The Invasion of Team GR!","platform":"Game Boy Color","kind":"Decompilation","status":"Disassembly project for the Japanese Card GB2 release; the README requires that base ROM and builds poketcg2.gbc.","summary":"pret annotated assembly disassembly; this is a pure disassembly project.","project_url":"https://github.com/pret/poketcg2","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository; the documented build requires a user-supplied Japanese base ROM","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Japanese Game Boy Color assembly disassembly with user-supplied base ROM","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/pret/poketcg2"},{"label":"Project README","url":"https://github.com/pret/poketcg2#readme"}],"media":[],"links":[{"kind":"tools","label":"RGBDS assembler releases","url":"https://github.com/gbdev/rgbds/releases","source_url":"https://github.com/pret/poketcg2","notes":"README links RGBDS as a project toolchain."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":9098914,"Python":171292,"C":13564,"Makefile":3457},"source_url":"https://api.github.com/repos/pret/poketcg2/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (9,098,914 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"poketcg-disassembly","title":"Pokémon Trading Card Game Disassembly","game":"Pokémon Trading Card Game","platform":"Game Boy Color","kind":"Decompilation","status":"Buildable disassembly; the README lists the U.S. Pokémon Trading Card Game ROM output and hash.","summary":"pret annotated assembly disassembly; this is a pure disassembly project.","project_url":"https://github.com/pret/poketcg","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Game Boy Color assembly disassembly with RGBDS build target","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/pret/poketcg"},{"label":"Project README","url":"https://github.com/pret/poketcg#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pret/poketcg"}],"media":[],"links":[{"kind":"tools","label":"RGBDS assembler releases","url":"https://github.com/gbdev/rgbds/releases","source_url":"https://github.com/pret/poketcg","notes":"README links RGBDS as a project toolchain."}],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4263728,"Python":240577,"C":43908,"Makefile":5766},"source_url":"https://api.github.com/repos/pret/poketcg/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Assembly (4,263,728 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-unbound-de-german","title":"Pokémon Unbound DE – German Translation","game":"Pokémon Unbound","platform":"Game Boy Advance","kind":"Fan Localization","status":"Beta; v0.1.3 released 2026-10-12. Public BPS patches are available for either FireRed (USA) Rev 0 or the English Pokémon Unbound v1.0.1 base.","summary":"German fan localization patch for Pokémon Unbound on Game Boy Advance. The maintainer distributes BPS patches only; no game ROM is included.","project_url":"https://github.com/pokemon-unbound-de/pokemon-unbound-de/releases/tag/v0.1.3","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"German","source_available":"The maintainer's v0.1.3 release publicly lists two BPS patch assets and MD5.txt; it does not distribute a ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer v0.1.3 release and changelog","url":"https://github.com/pokemon-unbound-de/pokemon-unbound-de/releases/tag/v0.1.3"},{"label":"Maintainer source repository","url":"https://github.com/pokemon-unbound-de/pokemon-unbound-de"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/pokemon-unbound-de/pokemon-unbound-de/languages","evidence":"GitHub's official repository Languages API for pokemon-unbound-de/pokemon-unbound-de returned an empty JSON object ({}) on 2026-10-16; no language byte totals were available to identify a predominant programming language.","verified_at":"2026-10-16","reason_unknown":"The official GitHub Languages API returned no language byte totals for this repository."}},{"id":"pokemon-unbound-french","title":"Pokémon Unbound French Translation Patch","game":"Pokémon Unbound","platform":"Game Boy Advance","kind":"Fan Localization","status":"French BPS patch included in public toolkit release v2.1.179, published 2026-10-13. The maintainer calls French the complete, byte-perfect reference translation; this patch targets Pokémon Unbound 2.1.1.1 built from the specified US FireRed image.","summary":"English → French BPS fan patch for Pokémon Unbound 2.1.1.1. The French patch is the toolkit's stated complete reference localization; apply it to the English Unbound ROM created from the exact FireRed (USA) Squirrels base. The release also bundles other language outputs, but this catalog record covers the distinct French target.","project_url":"https://github.com/AntonyKervazoCanut/gba_translator","updated":"2026-10-16","strategy":"ROM translation and BPS patch","language":"French","source_available":"Public toolkit source and downloadable BPS patch; original ROM is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"GBA fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: English base-ROM instructions, French patch, toolkit scope, and completeness claim","url":"https://github.com/AntonyKervazoCanut/gba_translator/blob/unbound/README.md"},{"label":"v2.1.179 release: French BPS asset, manifest, checksums, and release date","url":"https://github.com/AntonyKervazoCanut/gba_translator/releases/tag/v2.1.179"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/AntonyKervazoCanut/gba_translator/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":4257349,"TypeScript":553977,"Makefile":30867,"Lua":26727,"Shell":11333,"JavaScript":6255,"HTML":2069},"source_url":"https://api.github.com/repos/AntonyKervazoCanut/gba_translator/languages","evidence":"Exact API byte map. Python has the largest measured code-byte total. The French patch is English → French; translation language is unrelated to the code-language assignment.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-unbound-indonesian","title":"Pokémon Unbound Indonesian Translation Patch","game":"Pokémon Unbound","platform":"Game Boy Advance","kind":"Fan Localization","status":"Release-ready Indonesian translation; BPS patch published 2026-09-09. The maintainer says the toolchain is still early and has primarily been tested with Italian.","summary":"Indonesian fan text localization for Pokémon Unbound, distributed as a BPS patch from the maintainer's game-specific translation toolchain.","project_url":"https://github.com/Simopich/unbound-translator/releases/tag/ready-20260909-091536-65f303a","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"Indonesian","source_available":"The maintainer release lists unbound-translated-id.bps. No ROM is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release with Indonesian BPS asset","url":"https://github.com/Simopich/unbound-translator/releases/tag/ready-20260909-091536-65f303a"},{"label":"Maintainer README with supported source ROM and ready-translation status","url":"https://github.com/Simopich/unbound-translator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":498668},"source_url":"https://api.github.com/repos/Simopich/unbound-translator/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for Simopich/unbound-translator on 2026-10-16; Python is the largest bucket at 498,668 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-unbound-italian-revised-v7","title":"Pokémon Unbound Italian Revised Translation v7","game":"Pokémon Unbound","platform":"Game Boy Advance","kind":"Fan Localization","status":"Beta; public v7 BPS patch is tracked in the maintainer repository. No formal GitHub release or release date is stated.","summary":"Revised Italian text and graphics patch for Pokémon Unbound. The maintainer says v7 builds on Simopich's original Italian translation, uses a clean English Unbound ROM, and does not distribute game data.","project_url":"https://github.com/giacomo-spadoni/pokemon-unbound-ita","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"Italian","source_available":"The maintainer repository exposes patch/pokemon-unbound-ita-v7.bps; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README (English and Italian project notes)","url":"https://github.com/giacomo-spadoni/pokemon-unbound-ita"},{"label":"Public v7 BPS patch","url":"https://github.com/giacomo-spadoni/pokemon-unbound-ita/blob/main/patch/pokemon-unbound-ita-v7.bps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":181135,"Shell":1707},"source_url":"https://api.github.com/repos/giacomo-spadoni/pokemon-unbound-ita/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for giacomo-spadoni/pokemon-unbound-ita on 2026-10-16; Python is the largest bucket at 181,135 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-x-3ds-recomp-rdcomp","title":"Pokémon X — Recompilation and Decompilation Toolkit","game":"Pokémon X","platform":"Nintendo 3DS → Linux PC","kind":"Recompilation","status":"README claims 71,163/74,340 functions (95.7%) reached for Pokémon X v1.0 recompilation and 134/134 modules byte-identical in its matching-decomp track; maintainer-reported metrics.","summary":"Umbrella reverse-engineering project with Linux native static-recompilation and separate matching-decomp/tooling tracks. Requires user-owned decrypted dump; game-derived files excluded.","project_url":"https://github.com/CyrixJD115/PokeXYZ-RDComp","updated":"2026-10-15","strategy":"Static recompilation plus parallel matching-decomp/reverse-engineering work","language":"","source_available":"Public source repository; own decrypted game dump required; no game binaries/assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Quantified target is Pokémon X v1.0; no matching Y progress is claimed. Project code license is not verified.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/CyrixJD115/PokeXYZ-RDComp#readme"},{"label":"Project repository latest recorded commit (2026-10-15): clippy/fmt: finish the chunks_exact → as_chunks sweep in gfx/render","url":"https://github.com/CyrixJD115/PokeXYZ-RDComp/commit/878c089e436b37c2db15ae5fc9a2cfba9744927f"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":846255,"C":359132,"Python":219709,"Svelte":32319,"Shell":8785,"TypeScript":4857,"Java":3639,"CSS":1872,"C++":970,"HTML":295,"JavaScript":116},"source_url":"https://api.github.com/repos/CyrixJD115/PokeXYZ-RDComp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository CyrixJD115/PokeXYZ-RDComp (repository API id 1414098866, https://github.com/CyrixJD115/PokeXYZ-RDComp). The exact response reported 846,255 bytes of Rust, the largest category, out of 1,477,949 recognized-language bytes (57.3%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-xd-teamorre-decomp","title":"Pokémon XD: Gale of Darkness Decompilation (TeamOrre)","game":"Pokémon XD: Gale of Darkness","platform":"GameCube","kind":"Decompilation","status":"Work in progress for USA Rev. 0 (`GXXE01`) and a Japanese demo disc (`NXXJ01`).","summary":"TeamOrre matching-decompilation effort; maintainer README lists retail and demo targets and excludes copyrighted assets.","project_url":"https://github.com/TeamOrre/xd-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; no ROMs, ISOs, or copyrighted assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/TeamOrre/xd-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/TeamOrre/xd-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2329276,"Python":170673,"C++":105070,"Assembly":3524},"source_url":"https://api.github.com/repos/TeamOrre/xd-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-xd-independent-decomp","title":"Pokémon XD: Gale of Darkness Independent Decompilation","game":"Pokémon XD: Gale of Darkness","platform":"GameCube","kind":"Decompilation","status":"Independent continuation/fork of TeamOrre’s project. README snapshot reports 50.01% US code and 21.35% data matched; JP demo progress not measured.","summary":"Separate independently maintained matching-decompilation repository; do not merge with the TeamOrre row because it publishes its own code/status stream.","project_url":"https://github.com/DonovanMontoya/pokemon-xd-decomp","updated":"2026-10-16","strategy":"Matching decompilation (independent continuation)","language":"","source_available":"Repository; own game copy required; no game assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/DonovanMontoya/pokemon-xd-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/DonovanMontoya/pokemon-xd-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8797994,"C":3011906,"Python":194457,"Assembly":6394},"source_url":"https://api.github.com/repos/DonovanMontoya/pokemon-xd-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-yellow-disassembly","title":"Pokémon Yellow Disassembly","game":"Pokémon Yellow","platform":"Nintendo Game Boy","kind":"Decompilation","status":"The README documents builds for the Yellow retail ROM, a debug ROM, and a patch, with hashes for each target.","summary":"Assembly disassembly project that rebuilds Pokémon Yellow and its associated debug and patch outputs.","project_url":"https://github.com/pret/pokeyellow","updated":"2026-10-15","strategy":"GB-Z80 assembly disassembly","language":"","source_available":"Public source repository; user supplies a supported baserom","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Retail and debug build targets","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/pret/pokeyellow#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/pret/pokeyellow"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4299950,"C":46397,"Makefile":5064,"Python":4012},"source_url":"https://api.github.com/repos/pret/pokeyellow/languages","evidence":"GitHub's official language endpoint for https://github.com/pret/pokeyellow reports 4,299,950 bytes of Assembly, the largest language total (98.7% of 4,355,423 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-lets-go-eevee-switch-recomp","title":"Pokémon: Let's Go, Eevee! Switch Recompilation","game":"Pokémon: Let's Go, Eevee!","platform":"Nintendo Switch v1.0.0 → Windows x64","kind":"Recompilation","status":"Release v0.1.2 was published 2026-10-16 UTC. The README reports the Eevee v1.0.0 base game playable on Windows at a stable 30 fps from the opening movie and introduction through exploration, wild captures, trainer battles, menus, Pokédex, Play with Eevee, and save/load. The game has not been played from start to finish; only the specified Eevee base-game version is supported, and Pikachu/update versions are not.","summary":"A native Windows port using static recompilation via LAS Recomp. It supports an extracted user-supplied base-game copy and reports functioning exploration, capture, battles, menus, and saves.","project_url":"https://github.com/raulzrrs/letsgo-recomp","updated":"2026-10-16","strategy":"Static recompilation of Switch code through LAS Recomp into native PC code","language":"","source_available":"Public source and v0.1.0 release; requires the user's extracted Pokémon: Let's Go, Eevee! v1.0.0 base-game files (exefs and romfs). No game files are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Eevee edition v1.0.0 only; Windows 10/11 x64; other Switch versions and operating systems are not documented as supported","target_type":"Game","sources":[{"label":"Maintainer README: method, exact game version, supported host, requirements, and tested status","url":"https://github.com/raulzrrs/letsgo-recomp#readme"},{"label":"Maintainer release v0.1.0","url":"https://github.com/raulzrrs/letsgo-recomp/releases/tag/v0.1.0"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/raulzrrs/letsgo-recomp/languages"},{"label":"Maintainer README: current playable scope, tested version, and end-to-end caveat","url":"https://github.com/raulzrrs/letsgo-recomp#status"},{"label":"Latest release v0.1.2","url":"https://github.com/raulzrrs/letsgo-recomp/releases/tag/v0.1.2"},{"label":"GitHub repository metadata: activity and license detection","url":"https://api.github.com/repos/raulzrrs/letsgo-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1053439,"Python":155799,"Objective-C++":48581,"Shell":14511,"Makefile":13368,"C++":3650,"PowerShell":2166,"Objective-C":939},"source_url":"https://api.github.com/repos/raulzrrs/letsgo-recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/raulzrrs/letsgo-recomp reports 1,053,439 bytes of C, the largest language total (81.5% of 1,292,453 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokepark-wii-pikachus-adventure-decomp","title":"PokéPark Wii: Pikachu’s Adventure Decompilation","game":"PokéPark Wii: Pikachu’s Adventure","platform":"Wii","kind":"Decompilation","status":"Work in progress targeting USA Rev. 0 (`R8AE01`); repository contains no game assets or assembly.","summary":"Matching decompilation for the Wii release.","project_url":"https://github.com/SephDB/pokepark-wii-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/SephDB/pokepark-wii-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/SephDB/pokepark-wii-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":951427,"Python":149034,"C++":93087,"Java":10024},"source_url":"https://api.github.com/repos/SephDB/pokepark-wii-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-blue-pokerecomp-mobile","title":"PokéRecomp: Pokémon Blue Android and iOS Reimplementation","game":"Pokémon Blue","platform":"Game Boy → Android/iOS/iPadOS","kind":"Reimplementation","status":"Latest v0.1.78 release includes Android APK and iOS IPA; README reports play from the bedroom through the Hall of Fame and credits. README does not identify physical phone/tablet gameplay tests.","summary":"Native Godot 4/GDScript reimplementation of Pokémon Blue, built from scratch rather than emulation or static recompilation. It accepts a verified user-supplied cartridge dump and provides Android and unsigned iOS/iPadOS builds; project claims the game reaches its Hall of Fame and credits.","project_url":"https://github.com/Decryptu/pokerecomp","updated":"2026-10-15","strategy":"Native Godot 4 reimplementation in GDScript","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"GDScript","subtype":"Multi-title native Game Boy reimplementation; game-specific record","target_type":"Game","sources":[{"label":"Project README: game support, method, ROM verification, and mobile targets","url":"https://github.com/Decryptu/pokerecomp"},{"label":"Release v0.1.78: Android APK and iOS IPA","url":"https://github.com/Decryptu/pokerecomp/releases/tag/v0.1.78"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Decryptu/pokerecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"GDScript","breakdown":{"GDScript":16304861,"GAP":100298,"Shell":33865,"Kotlin":12454,"Objective-C++":8549,"C++":3267,"Objective-C":1631},"source_url":"https://api.github.com/repos/Decryptu/pokerecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/Decryptu/pokerecomp reports 16,304,861 bytes of GDScript, the largest language total (99.0% of 16,464,925 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-crystal-pokerecomp-mobile","title":"PokéRecomp: Pokémon Crystal Android and iOS Reimplementation","game":"Pokémon Crystal","platform":"Game Boy Color → Android/iOS/iPadOS","kind":"Reimplementation","status":"Latest v0.1.78 release includes Android APK and iOS IPA; README reports play from the bedroom through the Hall of Fame and credits. README does not identify physical phone/tablet gameplay tests.","summary":"Native Godot 4/GDScript reimplementation of Pokémon Crystal, built from scratch rather than emulation or static recompilation. It accepts a verified user-supplied cartridge dump and provides Android and unsigned iOS/iPadOS builds; project claims the game reaches its Hall of Fame and credits.","project_url":"https://github.com/Decryptu/pokerecomp","updated":"2026-10-15","strategy":"Native Godot 4 reimplementation in GDScript","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"GDScript","subtype":"Multi-title native Game Boy reimplementation; game-specific record","target_type":"Game","sources":[{"label":"Project README: game support, method, ROM verification, and mobile targets","url":"https://github.com/Decryptu/pokerecomp"},{"label":"Release v0.1.78: Android APK and iOS IPA","url":"https://github.com/Decryptu/pokerecomp/releases/tag/v0.1.78"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Decryptu/pokerecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"GDScript","breakdown":{"GDScript":16304861,"GAP":100298,"Shell":33865,"Kotlin":12454,"Objective-C++":8549,"C++":3267,"Objective-C":1631},"source_url":"https://api.github.com/repos/Decryptu/pokerecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/Decryptu/pokerecomp reports 16,304,861 bytes of GDScript, the largest language total (99.0% of 16,464,925 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokemon-crystal-pokerecomp-pc","title":"PokéRecomp: Pokémon Crystal Native PC Port","game":"Pokémon Crystal","platform":"Game Boy Color → Windows x86 (MSYS2/MinGW32)","kind":"Decompilation","status":"Listed as playable via recompiled Game Boy Color code; requires the external sibling pokegold-native build.","summary":"PokeRecomp adds Pokémon Crystal to a shared native PC launcher through recompiled Game Boy Color code, linking symbol-prefixed objects from the sibling pokegold-native repository. That sibling source is not bundled; without it, the README says the build only supports FireRed and LeafGreen. The player supplies a ROM.","project_url":"https://github.com/sonsegajp/PokeRecomp","updated":"2026-10-16","strategy":"Decompilation-based source port: compiles pret C game source for x86 and links an SDL2 native platform layer; this is not static recompilation of a retail binary.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Shared multi-game PC port; each row represents a separately named GBA/GBC target.","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/sonsegajp/PokeRecomp"},{"label":"v2.1.3 release","url":"https://github.com/sonsegajp/PokeRecomp/releases/tag/v2.1.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":39540686,"Assembly":9208386,"C++":2316258,"Python":271137,"Linker Script":147181,"Makefile":108723,"JavaScript":66152,"C#":28298,"PowerShell":9780,"CSS":6813,"Batchfile":6260,"Shell":3616,"HTML":921,"Awk":650},"source_url":"https://api.github.com/repos/sonsegajp/PokeRecomp/languages","evidence":"Exact repository-wide GitHub Languages API byte totals checked 2026-10-16: C is largest at 39,540,686 of 51,714,861 recognized bytes (76.5%). The full byte map is recorded; this is repository-wide and includes build, test, and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pokemon-firered-pokerecomp-pc","title":"PokéRecomp: Pokémon FireRed Native PC Port","game":"Pokémon FireRed","platform":"Game Boy Advance → Windows x86 (MSYS2/MinGW32)","kind":"Decompilation","status":"Playable, according to the project README; v2.1.3 was published 2026-10-14.","summary":"The shared PokeRecomp launcher compiles the pret FireRed C source for x86 and links an SDL2 platform layer. The README marks FireRed playable. 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The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pokewalker-firmware-matching-decompilation","title":"Pokéwalker Firmware Matching Decompilation","game":"Nintendo Pokéwalker firmware (H8/38606 target)","platform":"Nintendo Pokéwalker accessory firmware on the Renesas H8/38606. The maintainer reports successful reconstruction builds on macOS Arm64 and Windows x86_64; macOS runs the 32-bit Windows Renesas tools through Wine and Rosetta.","kind":"Decompilation","status":"The maintainer describes the matching reconstruction as complete. With a supported Renesas HEW toolchain and the retail artwork, the source can be built and checked against the retail firmware hash. 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The repository also supplies BPS-based two-player split-screen and graphics patches, built from the user’s own ROM.","project_url":"https://github.com/Miasmark/poleposition2-7800-disassembly","updated":"2026-10-15","strategy":"Partial 6502 disassembly, byte-identical cartridge rebuild, and BPS gameplay patches","language":"","source_available":"Public disassembly and tools; cartridge ROM and Atari 7800 BIOS are not included and must be supplied locally.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari 7800 reverse engineering","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/Miasmark/poleposition2-7800-disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":411510,"Lua":190774,"Batchfile":7612,"Shell":7224},"source_url":"https://api.github.com/repos/Miasmark/poleposition2-7800-disassembly/languages","evidence":"GitHub's official language endpoint for https://github.com/Miasmark/poleposition2-7800-disassembly reports 411,510 bytes of Python, the largest language total (66.7% of 617,120 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pom2-apple-ii","title":"POM2","game":"Apple II family software","platform":"Apple ][, ][+, //e, //c, //c+; Windows, macOS, Linux, Raspberry Pi, WebAssembly","kind":"Emulator","status":"Active; latest release v0.9.6 (2026-10-13); source updated 2026-10-14. README notes that the browser build tracks main and may differ from tagged releases.","summary":"A multi-profile Apple II family emulator with native and WebAssembly builds. The package includes firmware, fonts and interface artwork; third-party notices are documented separately. Users can load their own disk images.","project_url":"https://github.com/habib256/pom2","updated":"2026-10-16","strategy":"Cycle-accurate Apple II system emulation across nine documented machine profiles.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Apple II family computer emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/habib256/pom2"},{"label":"Official GitHub releases","url":"https://github.com/habib256/pom2/releases"},{"label":"Official browser build","url":"https://habib256.github.io/pom2/wasm/"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/habib256/pom2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13537266,"CMake":502947,"Shell":191240,"C":159761,"Python":128994,"HTML":11503,"Batchfile":5357,"Objective-C++":3995,"Makefile":3887},"source_url":"https://api.github.com/repos/habib256/pom2/languages","evidence":"GitHub official repository language endpoint byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pomme-classic-mac-api","title":"Pomme","game":"Mac OS 7–9 games written for the Macintosh Toolbox C API","platform":"Classic Macintosh Toolbox APIs → modern cross-platform builds through SDL; used by macOS, Windows, and Linux game ports","kind":"Reimplementation","status":"Public source repository. The README describes a deliberately partial Toolbox implementation, says complete source compatibility is out of scope, and lists eight games ported with Pomme. No GitHub release is listed.","summary":"A cross-platform partial reimplementation of Macintosh Toolbox C APIs for porting source code from Mac OS 7–9 games. It covers selected classic file/resource, QuickDraw 2D, Sound Manager, QuickTime, and 3D data functions. It is a library for source ports, not a runtime for unmodified classic Mac binaries.","project_url":"https://github.com/jorio/Pomme","updated":"2026-10-16","strategy":"Partial Macintosh Toolbox API reimplementation for source ports","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Classic Mac API source-porting library","target_type":"Software","sources":[{"label":"Pomme README: scope, compatibility caveat, ported games, and implemented APIs","url":"https://github.com/jorio/Pomme#readme"},{"label":"Pomme source repository","url":"https://github.com/jorio/Pomme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":471612,"C":151825,"CMake":5090},"source_url":"https://api.github.com/repos/jorio/Pomme/languages","evidence":"Official GitHub repository Languages endpoint byte counts; the predominant language is the largest reported total. These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pool-of-radiance-dos-v13-source-reconstruction","title":"Pool of Radiance DOS v1.3 source reconstruction","game":"Pool of Radiance (IBM PC DOS v1.3 release)","platform":"Original IBM PC DOS v1.3 release → planned portable C desktop game; later Windows/Linux/macOS parity is roadmap work, and there is currently no native playable route","kind":"Decompilation","status":"Active repository; GitHub reports a push on 2026-10-16. The roadmap (2026-10-12) reports 62 full-C game routines translated and behavior-checked; the companion WORKSTREAMS page reports 66 under its strict full-C measure. These counts use distinct criteria. The maintainer says DOS-oracle exploration and a one-step move test work, but no native playable route exists and native save/load parity remains open. Portable release and source-license selection are later roadmap stages.","summary":"A source-level reconstruction of the Pool of Radiance DOS v1.3 engine as portable C, recovering resident and overlay code, game rules and ECL behavior against an owner-supplied DOS oracle. It has independently tested recovered routines and format/data-layer work, but the maintainer explicitly reports that no native playable route exists yet. Original game files are kept in ignored local resources. This is a separate repository and method from the catalog’s OpenGold C++/Godot reimplementation of Pool of Radiance.","project_url":"https://github.com/huntergdavis/poolrad-decomp","updated":"2026-10-16","strategy":"Reverse-engineer DOS v1.3 resident/overlay code and ECL behavior, translate evidence-backed routines into C, and compare state/behavior against the original DOS game. The project roadmap distinguishes this from simply emulating the original EXE or using a decompiler’s pseudocode as a runnable source tree.","language":"","source_available":"Public source; no project-wide source license is declared. The roadmap says license choice is deferred to a later portable release. README says original game binaries, saves, extracted assets and text are kept in ignored local resources and must not be committed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"DOS game engine source reconstruction and behavior decompilation","target_type":"Game","sources":[{"label":"Maintainer README: DOS v1.3 target, portable C reconstruction scope, user-owned originals and data-retention policy","url":"https://github.com/huntergdavis/poolrad-decomp/blob/4c818e5bdac0b8e6d8da2ee0bad991af2d0f43fc/README.md"},{"label":"Maintainer roadmap (2026-10-12): current translation/behavior evidence, no native playable route, parity and licensing milestones","url":"https://github.com/huntergdavis/poolrad-decomp/blob/4c818e5bdac0b8e6d8da2ee0bad991af2d0f43fc/ROADMAP.md"},{"label":"Maintainer workstreams: active C recovery, ECL behavior work and current verified-translation accounting","url":"https://github.com/huntergdavis/poolrad-decomp/blob/4c818e5bdac0b8e6d8da2ee0bad991af2d0f43fc/WORKSTREAMS.md"},{"label":"GitHub repository metadata API: checked license/archive/fork/activity fields on 2026-10-16","url":"https://api.github.com/repos/huntergdavis/poolrad-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4194404,"Python":2545774,"CMake":308573,"Shell":72651,"Assembly":10830,"Java":6214},"source_url":"https://api.github.com/repos/huntergdavis/poolrad-decomp/languages","evidence":"GitHub's official Languages endpoint reports C as the largest tracked source total (4,194,404 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"popn-music-cs1-psx-decomp","title":"pop'n music CS1 PSX Decompilation","game":"pop'n music (PS1 console release, SLPM_861.83)","platform":"PlayStation 1 (Japan, SLPM_861.83)","kind":"Decompilation","status":"Early-stage decompilation. The progress table identifies SLPM_861.83 as the full-game executable but does not provide a readable percentage in the README. Build instructions require the user’s own disc image; the documented check target compares the rebuilt executable with the reference. No game release is listed; latest source push was 2026-02-08.","summary":"Public decompilation project for the PS1 home-console version of BEMANI's pop'n music. The README specifies the Japanese SLPM_861.83 executable, a user-supplied disc, and build/check workflows.","project_url":"https://github.com/Erizur/slpm86183","updated":"2026-10-16","strategy":"Matching-oriented MIPS decompilation; the repository documents a checksum comparison build target","language":"","source_available":"Public source; the README requires the user’s own matching PS1 disc image and does not include the executable or game data.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"PSX home-console release of the BEMANI rhythm game","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Erizur/slpm86183"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/Erizur/slpm86183/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/Erizur/slpm86183"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/Erizur/slpm86183/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":470840,"BitBake":11826,"Python":10713,"Makefile":8133,"Nix":3341,"Shell":94},"source_url":"https://api.github.com/repos/Erizur/slpm86183/languages","evidence":"GitHub’s official Languages API reports C: 470,840 bytes, BitBake: 11,826 bytes, Python: 10,713 bytes, Makefile: 8,133 bytes, Nix: 3,341 bytes, Shell: 94 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"popolocrois-monogatari-ii-ps1-english","title":"Popolocrois Monogatari II English Translation","game":"Popolocrois Monogatari II","platform":"PlayStation","kind":"Fan Localization","status":"Complete; v1.34 released 2026-06-30","summary":"Complete English patch for the three-disc PlayStation RPG. The release listing provides downloads, a manual, per-disc target hashes, and compatibility testing notes.","project_url":"https://romhackplaza.org/translations/popolocrois-monogatari-ii-english-translation-playstation","updated":"2026-06-30","strategy":"Fan translation patch","language":"English","source_available":"Public per-disc xdelta patches and patch manual linked from release listing","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Release listing, version, date, downloads and disc hashes","url":"https://romhackplaza.org/translations/popolocrois-monogatari-ii-english-translation-playstation"},{"label":"Community release thread and patch-format discussion","url":"https://community.romhackplaza.org/threads/popolocrois-monogatari-ii-english-translation-playstation.1709/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":30112,"Batchfile":4045,"Shell":3424},"source_url":"https://api.github.com/repos/SnowyAria/Translation_Scripts/languages","evidence":"GitHub's official repository Languages API returned this exact byte map for SnowyAria/Translation_Scripts on 2026-10-16; Python is the largest bucket at 30,112 bytes. Counts cover the full repository and do not isolate code for this catalog entry.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pops-ps2-ps1-emulator-decompilation","title":"POPS PlayStation 2 Decompilation","game":"Sony POPS PS1-compatibility emulator for PlayStation 2 HDD systems","platform":"PlayStation 2 software (POPS.ELF)","kind":"Decompilation","status":"Proof of concept only. The README claims all 1,022 functions from the stripped POPS.ELF have been reconstructed into structured C, but says no build has been attempted; residual EE inline assembly, cross-function jumps, and generated-output cleanup remain.","summary":"Static analysis and structured C reconstruction of the PS2 POPS executable, which implements PS1 compatibility on PS2 HDD systems.","project_url":"https://github.com/Gageformer/Open-Source-Pops","updated":"2026-04-13","strategy":"Static binary analysis and structured C reconstruction","language":"","source_available":"Public reconstructed C and analysis files; README says no original Sony source was used and does not claim a working build.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 software decompilation","target_type":"Software","sources":[{"label":"Canonical repository and detailed README","url":"https://github.com/Gageformer/Open-Source-Pops"},{"label":"Maintainer’s PSX-Place discovery thread","url":"https://www.psx-place.com/threads/open-sourced-pops.49935/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1865658},"source_url":"https://api.github.com/repos/Gageformer/Open-Source-Pops/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; C is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"porpoise-dolphin-ps5-emulator","title":"Porpoise (Dolphin Emulator for PS5)","game":"Porpoise (GameCube/Wii emulator)","platform":"Nintendo GameCube and Wii → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Experimental; latest official release Porpoise 3.0 was published 2026-10-10. The release adds online-service setup, network game shares and controller/picture options. Some enhancements are marked beta; release notes do not establish broad game compatibility.","summary":"A native PS5 homebrew port of the Dolphin GameCube/Wii emulator. The release supports user-provided game files and describes optional network-play and rendering features.","project_url":"https://github.com/elripalda/Porpoise-Dolphin-Emulator-for-PS5","updated":"2026-10-16","strategy":"Dolphin emulator port with PS5-specific launcher, controls, graphics and online-service integration.","language":"","source_available":"Public source repository and downloadable PS5 homebrew release. Game files and firmware are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube/Wii emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit discovery lead for Porpoise 3.0; not used as status authority","url":"https://www.reddit.com/r/PS5_Jailbreak/comments/1x2pwvy/porpoise_30_dolphinps5_new_online_hub_stick/"},{"label":"Maintainer README describing Dolphin emulation on PS5","url":"https://github.com/elripalda/Porpoise-Dolphin-Emulator-for-PS5#readme"},{"label":"https://github.com/elripalda/Porpoise-Dolphin-Emulator-for-PS5/releases","url":"https://github.com/elripalda/Porpoise-Dolphin-Emulator-for-PS5/releases"},{"label":"Current primary README","url":"https://github.com/elripalda/Porpoise-Dolphin-Emulator-for-PS5/blob/Main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/elripalda/Porpoise-Dolphin-Emulator-for-PS5"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/elripalda/Porpoise-Dolphin-Emulator-for-PS5/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/elripalda/Porpoise-Dolphin-Emulator-for-PS5/releases/tag/v3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3112144,"Pawn":1533667,"Python":127000,"Shell":81991,"GLSL":67493,"C":35945,"Linker Script":4757,"CMake":2480,"Makefile":2226},"source_url":"https://api.github.com/repos/elripalda/Porpoise-Dolphin-Emulator-for-PS5/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"portablekit-psp-recomp-framework","title":"PortableKit","game":"PlayStation Portable software (multi-title framework)","platform":"PSP Allegrex binaries → native C++ applications with an OS/runtime and Vulkan rendering","kind":"Recompilation","status":"Work in progress and explicitly incomplete; latest source push checked 2026-10-07, with no stable release. The README names Yakumo as playable but notes it still carries a separate framework copy; Tenkawa is not playable and currently reaches only its title screen under an interpreter.","summary":"Open PSP native-port framework combining ahead-of-time Allegrex-to-C++ recompilation with a PSP system/runtime layer, Vulkan renderer, audio, save data, networking, and interface. It contains no game data; its README warns of missing system calls and breaking interfaces.","project_url":"https://github.com/TeamGDB/PortableKit","updated":"2026-10-15","strategy":"Ahead-of-time Allegrex-to-C++ recompilation with a reimplemented PSP system and Vulkan host renderer","language":"","source_available":"Public MIT-licensed source repository; third-party components retain their own licenses and no game data is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PSP static recompiler and native-port runtime","target_type":"Software","sources":[{"label":"Maintainer README: architecture, work-in-progress warning, and separate game-port status","url":"https://github.com/TeamGDB/PortableKit"},{"label":"Project source provenance and third-party license notes","url":"https://github.com/TeamGDB/PortableKit/blob/main/docs/SOURCE_PROVENANCE.md"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/TeamGDB/PortableKit"},{"label":"GitHub releases page; no stable tagged release listed when checked 2026-10-15","url":"https://github.com/TeamGDB/PortableKit/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3366424,"CMake":90167,"Shell":63752,"GLSL":20235,"PowerShell":18337,"Python":16635,"Java":9865},"source_url":"https://api.github.com/repos/TeamGDB/PortableKit/languages","evidence":"GitHub's official language endpoint for https://github.com/TeamGDB/PortableKit reports 3,366,424 bytes of C++, the largest language total (93.9% of 3,585,415 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"portps5","title":"PortPS5","game":"Multiple PlayStation 5 games","platform":"PlayStation 5 → Windows PC","kind":"API Translation","status":"Pre-1.0 research build. The maintainer’s 2026-09-30 PRD says none of the five gate-title requirements had been demonstrated in a gate-title run; most titles are reported not to boot. Windows PC host and user-supplied decrypted PS5 files are required.","summary":"A Windows-first PS5 compatibility layer that relinks user-supplied decrypted x86-64 game executables, replaces the PS5 system libraries they call, and translates graphics calls to Vulkan. It executes the translated code on the host CPU rather than emulating the PS5 CPU.","project_url":"https://github.com/ymatrix1/PortPS5","updated":"2026-10-15","strategy":"Binary relinking and console API / graphics translation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 5","target_type":"Software","sources":[{"label":"Project README: execution model, graphics path, fork relationship, and status","url":"https://github.com/ymatrix1/PortPS5"},{"label":"Maintainer user guide: requirements and limitations","url":"https://github.com/ymatrix1/PortPS5/blob/main/docs/USER_GUIDE.md"},{"label":"Maintainer PRD: dated compatibility gate status","url":"https://github.com/ymatrix1/PortPS5/blob/main/docs/PRD.md"},{"label":"GitHub language breakdown API","url":"https://api.github.com/repos/ymatrix1/PortPS5/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6553737,"Python":209887,"CMake":144815,"C":924,"Makefile":823,"GLSL":524},"source_url":"https://api.github.com/repos/ymatrix1/PortPS5/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (6553737 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"post-void-native-android-port","title":"Post Void Mobile Native Android Port","game":"POST VOID","platform":"Windows PC Steam game data → Android ARM64/ARMv7; iOS is planned","kind":"Reimplementation","status":"A nightly Android APK was published on 2026-09-14. The maintainer’s README lists Android 7.0+, ARM64/ARMv7, touch controls, and gamepad input, and claims parity with Steam build v1.4C. The reviewed sources give no named-device or full-run test report. iOS is described as a future target and has no current IPA release.","summary":"A game-specific Android runtime and launcher for POST VOID. The app takes the player’s own PC Steam `data.win` file and applies an on-device patch to a mobile data container; the maintainer describes the resulting runtime as native Android execution without Wine, Box64, FEX, or QEMU. The repository and APK do not include the commercial game files.","project_url":"https://github.com/SanGraphic/PostVoidMobile","updated":"2026-09-16T09:19:55Z","strategy":"Game-specific GameMaker bytecode runtime with on-device patching of user-supplied PC game data and native Android packaging.","language":"","source_available":"Public source repository and nightly Android APK. The README states an MIT license, while GitHub’s repository license metadata is NOASSERTION. User-supplied PC Steam game files are required and no retail data is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental native Android ARM64/ARMv7 port with touch and gamepad input","target_type":"Game","sources":[{"label":"Maintainer README: Android target, requirements, patching method, controls, and stated maturity","url":"https://github.com/SanGraphic/PostVoidMobile"},{"label":"Nightly Android APK release (2026-09-14)","url":"https://github.com/SanGraphic/PostVoidMobile/releases/tag/nightly"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/SanGraphic/PostVoidMobile"},{"label":"GitHub release asset listing","url":"https://github.com/SanGraphic/PostVoidMobile/releases"}],"media":[{"kind":"image","label":"POST VOID Mobile main menu with direct-touch UI","url":"https://raw.githubusercontent.com/SanGraphic/PostVoidMobile/main/screenshots/main_menu.jpg","preview_url":"https://raw.githubusercontent.com/SanGraphic/PostVoidMobile/main/screenshots/main_menu.jpg","source_url":"https://github.com/SanGraphic/PostVoidMobile/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"POST VOID Mobile gameplay with touch HUD","url":"https://raw.githubusercontent.com/SanGraphic/PostVoidMobile/main/screenshots/gameplay_touch_hud.jpg","preview_url":"https://raw.githubusercontent.com/SanGraphic/PostVoidMobile/main/screenshots/gameplay_touch_hud.jpg","source_url":"https://github.com/SanGraphic/PostVoidMobile/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"POST VOID Mobile interactive HUD editor","url":"https://raw.githubusercontent.com/SanGraphic/PostVoidMobile/main/screenshots/hud_editor.jpg","preview_url":"https://raw.githubusercontent.com/SanGraphic/PostVoidMobile/main/screenshots/hud_editor.jpg","source_url":"https://github.com/SanGraphic/PostVoidMobile/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":620202,"C++":168714,"Kotlin":99515,"C#":19445,"Java":8145,"CMake":2377},"source_url":"https://api.github.com/repos/SanGraphic/PostVoidMobile/languages","evidence":"GitHub REST Languages endpoint reports 620,202 bytes of C as the largest total (67.5% of 918,398 recognized language bytes). Repository byte counts do not isolate the Android-specific application layer.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"postal-1-3ds-port","title":"Postal 1 — Nintendo 3DS Port","game":"Postal","platform":"PC source game → Nintendo 3DS","kind":"Reimplementation","status":"Release 1.0.0 was published on 2026-09-17. The maintainer says the port loads original game archives and can play the campaign on real hardware, but remains alpha with possible performance and level-compatibility issues. Old 3DS support is untested.","summary":"A Nintendo 3DS port built from the publicly available Postal engine source. The repository contains the engine and 3DS platform code, but excludes game data, music, maps, and other copyrighted assets; players supply files from their own legally obtained copy. The README warns that a startup black screen may require pressing START.","project_url":"https://github.com/Taifuoguru/Postal-1-3DS","updated":"2026-10-16","strategy":"Port of the publicly available Postal engine source to Nintendo 3DS homebrew.","language":"","source_available":"Public GPL-2.0 engine and platform source; requires user-supplied Postal 1 files and distributes no game data or copyrighted assets.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Nintendo 3DS source port","target_type":"Game","sources":[{"label":"Maintainer README: port source, alpha/hardware status, required game data, and Old 3DS testing note","url":"https://github.com/Taifuoguru/Postal-1-3DS#readme"},{"label":"Maintainer release 1.0.0 (published 2026-09-17)","url":"https://github.com/Taifuoguru/Postal-1-3DS/releases/tag/1.0.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Taifuoguru/Postal-1-3DS"}],"media":[{"kind":"image","label":"Postal 1 Nintendo 3DS port screenshot 1","url":"https://github.com/user-attachments/assets/0c3188f7-33bc-42bd-9d20-2ef9eea75577","preview_url":"https://github.com/user-attachments/assets/0c3188f7-33bc-42bd-9d20-2ef9eea75577","source_url":"https://github.com/Taifuoguru/Postal-1-3DS/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Postal 1 Nintendo 3DS port screenshot 2","url":"https://github.com/user-attachments/assets/c34f1430-143d-4b14-bb5f-282dda6163c6","preview_url":"https://github.com/user-attachments/assets/c34f1430-143d-4b14-bb5f-282dda6163c6","source_url":"https://github.com/Taifuoguru/Postal-1-3DS/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Postal 1 Nintendo 3DS port HUD/demo photo 1","url":"https://github.com/user-attachments/assets/c4277a6f-d9c8-4f17-88ec-615db2060a57","preview_url":"https://github.com/user-attachments/assets/c4277a6f-d9c8-4f17-88ec-615db2060a57","source_url":"https://github.com/Taifuoguru/Postal-1-3DS/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Postal 1 Nintendo 3DS port HUD/demo photo 2","url":"https://github.com/user-attachments/assets/d30a0014-794d-4dd9-8a3f-c5da8d383f5f","preview_url":"https://github.com/user-attachments/assets/d30a0014-794d-4dd9-8a3f-c5da8d383f5f","source_url":"https://github.com/Taifuoguru/Postal-1-3DS/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Postal 1 Nintendo 3DS port HUD/demo photo 3","url":"https://github.com/user-attachments/assets/9e164d8e-5ff0-4598-b2cd-0315b260a102","preview_url":"https://github.com/user-attachments/assets/9e164d8e-5ff0-4598-b2cd-0315b260a102","source_url":"https://github.com/Taifuoguru/Postal-1-3DS/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Taifuoguru/Postal-1-3DS/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"postman-desktop-cn","title":"Postman CN Modern — Simplified Chinese UI Localization","game":"Postman Desktop","platform":"Windows 10/11; Postman Desktop 12.x (12.17.2 specifically tested)","kind":"Fan Localization","status":"Source-installable community localization; maintainer recommends Postman Desktop 12.x and identifies 12.17.2 as the main verified version. Repository has no tagged release or packaged installer release; the last repository push reported by GitHub API was 2026-07-01.","summary":"Reversible Simplified Chinese UI localization for Postman Desktop. A Node CLI and installer unpack the app ASAR, install a preload-based DOM localizer, retain a backup of the original app archive, and translate visible remote and native Electron menu text. The maintainer documents version limits and a live workflow for finding missing strings.","project_url":"https://github.com/zipenglu1/postman-cn-modern","updated":"2026-07-01","strategy":"Desktop application UI localization patch","language":"Simplified Chinese","source_available":"Public MIT source repository, dictionary files, Node CLI, and Windows install/restore script; no tagged release archive identified.","first_found":"2026-10-15","project_started":"2026-04-25","programming_language":"PHP","subtype":"Windows desktop software UI localization","target_type":"Software","sources":[{"label":"Maintainer README: supported versions, installer and restore behavior, platform requirements, and license","url":"https://github.com/zipenglu1/postman-cn-modern#readme"},{"label":"Releases page; no tagged release is listed","url":"https://github.com/zipenglu1/postman-cn-modern/releases"},{"label":"GitHub API repository metadata (last-push activity date)","url":"https://api.github.com/repos/zipenglu1/postman-cn-modern"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PHP","breakdown":{"PHP":1848789,"JavaScript":127711,"Python":15225,"PowerShell":3155,"Batchfile":2347},"source_url":"https://api.github.com/repos/zipenglu1/postman-cn-modern/languages","evidence":"GitHub's official language endpoint for https://github.com/zipenglu1/postman-cn-modern reports 1,848,789 bytes of PHP, the largest language total (92.6% of 1,997,227 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"postmarketos","title":"postmarketOS","game":"Proprietary Android/mobile OS installations","platform":"Supported mobile devices and architectures by community/testing/stable tiers; verify exact device state from the official download/device selector.","kind":"Reimplementation","status":"Active; official download page identifies v26.06 as latest stable. Source activity in the pmaports repository was recorded on 2026-10-16.","summary":"An Alpine Linux-based mobile OS distribution intended to replace stock software on phones and extend device life. Its image and hardware integration vary by device; the project explicitly separates community and testing status and does not claim every port is a daily-driver replacement.","project_url":"https://postmarketos.org/","updated":"2026-10-16","strategy":"Alpine-based mobile OS distribution and device porting","language":"","source_available":"Public source and package recipes across several repositories; package licenses vary. GitLab labels most pmaports content as Alpine Abuild recipes, so there is no meaningful single predominant general-purpose programming language.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Mobile Linux OS / per-device ports","target_type":"Software","sources":[{"label":"Official postmarketOS project and project status","url":"https://postmarketos.org/"},{"label":"Official downloads and current stable/device support tiers","url":"https://postmarketos.org/download/"},{"label":"pmaports source tree","url":"https://gitlab.postmarketos.org/postmarketOS/pmaports"},{"label":"pmaports GitLab language endpoint","url":"https://gitlab.postmarketos.org/api/v4/projects/postmarketOS%2Fpmaports/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":{"Alpine Abuild":89.58,"Shell":7.13,"Python":1.91,"OpenRC runscript":0.5,"C":0.35},"source_url":"https://gitlab.postmarketos.org/api/v4/projects/postmarketOS%2Fpmaports/languages","evidence":"The official GitLab Languages endpoint reports Alpine Abuild recipe files as 89.58% of pmaports, then Shell 7.13%, Python 1.91%, OpenRC runscript 0.5%, and C 0.35%. Abuild is a package-recipe DSL, so no single conventional programming language is assigned.","verified_at":"2026-10-16","reason_unknown":"The source repository is a package recipe collection rather than the complete set of OS source repositories."}},{"id":"potator-libretro","title":"Potator (libretro core)","game":"Watara SuperVision","platform":"Libretro-compatible hosts; official Kodi add-on packages listed for Windows, Android, and macOS","kind":"Emulator","status":"Maintained core source; repository changes through 2026-06-04. Kodi's official catalog lists version 1.0.5.28 dated 2026-08-26.","summary":"Open-source Watara SuperVision emulator based on Normmatt's Potator implementation, maintained as a libretro core and packaged by Kodi's official game add-on repository.","project_url":"https://github.com/libretro/potator","updated":"2026-06-04","strategy":"Watara Supervision handheld hardware emulation exposed through Libretro.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Watara SuperVision / libretro core","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/libretro/potator"},{"label":"Official Kodi add-on source and description","url":"https://github.com/kodi-game/game.libretro.potator"},{"label":"Official Kodi catalog with version and platform packages","url":"https://kodi.tv/addons/omega/game.libretro.potator/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/libretro/potator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":300145,"Makefile":25380,"Perl":39},"source_url":"https://api.github.com/repos/libretro/potator/languages","evidence":"GitHub's official language endpoint for https://github.com/libretro/potator reports 300,145 bytes of C, the largest language total (92.2% of 325,564 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pound","title":"Pound","game":"Nintendo Switch and Switch 2 software (prototype)","platform":"Nintendo Switch / Nintendo Switch 2","kind":"Emulator","status":"early development","summary":"Open-source, highly experimental emulator project targeting Switch 1 and Switch 2. The maintainers say development is currently focused on a new ARM recompiler, and the repository does not claim commercial-game support.","project_url":"https://github.com/pound-emu/pound","updated":"2026-09-11","strategy":"Prototype CPU recompilation with a planned SM86-to-SPIR-V-to-Vulkan graphics path; system emulation remains highly incomplete.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Prototype Nintendo Switch and Switch 2 system emulator","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/pound-emu/pound"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pound-emu/pound"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":139788,"CMake":13577},"source_url":"https://api.github.com/repos/pound-emu/pound/languages","evidence":"GitHub's official language endpoint for https://github.com/pound-emu/pound reports 139,788 bytes of C, the largest language total (91.1% of 153,365 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"blast-corps-power-dozer-pc-recomp","title":"Power Dozer (Blast Corps Recompiled)","game":"Blast Corps","platform":"Nintendo 64 USA Rev 1 → Linux / Windows x86-64","kind":"Recompilation","status":"v0.84 beta candidate with native Linux and Windows packages. Project QA documents movement, restart and progress checks in Simian Acres; full level/audio/controller coverage is not claimed. Requires a user-owned USA Rev 1 ROM; none included.","summary":"N64Recomp + N64ModernRuntime + RT64 static recompilation.","project_url":"https://github.com/djultra64/Power-Dozer","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/djultra64/Power-Dozer"},{"label":"Project release: v0.84","url":"https://github.com/djultra64/Power-Dozer/releases"}],"media":[{"kind":"image","label":"Player bulldozer demolishing a structure in Simian Acres, running in Power Dozer","url":"https://raw.githubusercontent.com/djultra64/Power-Dozer/main/assets/screenshots/simian-acres-gameplay.png","preview_url":"https://raw.githubusercontent.com/djultra64/Power-Dozer/main/assets/screenshots/simian-acres-gameplay.png","source_url":"https://github.com/djultra64/Power-Dozer/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2724623,"Python":298567,"CMake":38728,"PowerShell":2018,"C":959,"HLSL":815,"Shell":568},"source_url":"https://api.github.com/repos/djultra64/Power-Dozer/languages","evidence":"GitHub's official Languages API reports 2,724,623 bytes of C++ out of 3,066,278 recognized language bytes for https://github.com/djultra64/Power-Dozer; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"power-drift-saturn-en","title":"Power Drift Sega Saturn Seven-Sprite English Patch","game":"Power Drift","platform":"Sega Saturn","kind":"Fan Localization","status":"Version v1.0.1 was released 2026-08-20. The maintainer explicitly says the patch replaces just seven Japanese sprites with English arcade sprites; v1.0.1 fixes a black-screen crash on real Saturn hardware. README testing includes Ymir, Mednafen, and Satiator.","summary":"A deliberately limited XDelta sprite replacement for the Japanese Sega Ages: Power Drift release. The project is presented as an English-localization improvement, not a full text translation.","project_url":"https://github.com/ExxistanceDC/Power-Drift-English-Translation","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Power-Drift-English-Translation#readme"},{"label":"Maintainer release v1.0.1","url":"https://github.com/ExxistanceDC/Power-Drift-English-Translation/releases/tag/v1.0.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Power-Drift-English-Translation"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Power-Drift-English-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Power-Drift-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"powerpuff-girls-z-nds-decomp","title":"Powerpuff Girls Z (Nintendo DS Japan) Decompilation","game":"Powerpuff Girls Z (Nintendo DS Japan)","platform":"Nintendo DS (Japan build, product code YPPJ)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 904/2361 functions matched (18.62% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Powerpuff Girls Z (Nintendo DS Japan), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/powerpuff-girls-z-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/powerpuff-girls-z-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/powerpuff-girls-z-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2361245,"Python":326137},"source_url":"https://api.github.com/repos/liolu/powerpuff-girls-z-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ppsspp","title":"PPSSPP","game":"PlayStation Portable games and homebrew","platform":"PlayStation Portable","kind":"Emulator","status":"Active; release v1.20.4 published 2026-05-16.","summary":"A mature open-source PSP emulator with broad game compatibility across desktop and mobile systems.","project_url":"https://github.com/hrydgard/ppsspp","updated":"2026-10-16","strategy":"High-level PSP system emulation; it does not require the PSP BIOS to run games.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Portable system emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/hrydgard/ppsspp"},{"label":"Official project site","url":"https://www.ppsspp.org/"},{"label":"Official upstream release history","url":"https://github.com/hrydgard/ppsspp/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/hrydgard/ppsspp"}],"media":[{"kind":"image","label":"PPSSPP official homepage hero image","url":"https://www.ppsspp.org/static/img/front/gameroll.jpg","preview_url":"https://www.ppsspp.org/static/img/front/gameroll.jpg","source_url":"https://www.ppsspp.org/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":28384235,"C":11554119,"Shell":256938,"CMake":241061,"Objective-C++":178033,"Java":171006,"Python":126663,"Rust":125652,"Makefile":75215,"GLSL":65851,"Objective-C":20922,"HTML":16970,"Batchfile":11629,"Assembly":8339,"Inno Setup":5322,"Raku":944,"Dockerfile":478,"Perl":39},"source_url":"https://api.github.com/repos/hrydgard/ppsspp/languages","evidence":"GitHub's official language endpoint for https://github.com/hrydgard/ppsspp reports 28,384,235 bytes of C++, the largest language total (68.8% of 41,243,416 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"previous-next","title":"Previous","game":"NeXTSTEP, OPENSTEP, NetBSD, Plan 9, and selected compatible software","platform":"NeXTcube, NeXTcube Turbo, NeXTstation, and NeXTstation variants","kind":"Emulator","status":"Official SourceForge revision r1858 released Previous v4.5; the project site lists v4.5 builds for macOS and Windows and v4.4 builds for Linux. It emulates NeXT hardware and documents NEXTSTEP, OPENSTEP, NetBSD, and Plan 9 guest support.","summary":"Open-source NeXT computer emulator based on Hatari, using WinUAE’s m68k emulation core and a separate i860 emulator. The official compatibility page lists m68k NEXTSTEP through 3.3, OPENSTEP 4.0–4.2, NetBSD, and Plan 9; users supply the operating-system images.","project_url":"https://previous.nextcommunity.net/","updated":"2026-10-10","strategy":"Full NeXT hardware emulation using m68k and i860 CPU emulation","language":"","source_available":"Public Subversion source repository; license not established by the sources reviewed","first_found":"2026-10-15","project_started":"","programming_language":"","subtype":"Workstation computer emulator","target_type":"Software","sources":[{"label":"Official project site: models, guest operating systems, current builds, and limitations","url":"https://previous.nextcommunity.net/"},{"label":"Maintainer SourceForge source tree (revision r1858)","url":"https://sourceforge.net/p/previous/code/HEAD/tree/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://previous.nextcommunity.net/","evidence":"Project page/source reviewed for repository availability: https://previous.nextcommunity.net/. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"pridroid-prison-architect-android","title":"PriDroid: Prison Architect Android Runtime","game":"Prison Architect (Linux PC build; GOG DRM-free edition)","platform":"Linux x86_64 PC game → Android 11+ ARM64 phones and tablets; GOG DRM-free Linux build only at the time checked","kind":"API Translation","status":"Very early pre-release, earlier than beta according to its maintainer. The official repo released v0.1.3 on 2026-09-20 and had code activity through 2026-09-26. The Steam build is not supported yet; device testing is limited and the renderer/compatibility-mode choices are still important.","summary":"Unofficial Android compatibility launcher for the native Linux x86_64 release of Prison Architect. It uses a Box64 fork to run the game on ARM64, with an in-app X server, Android touch/gamepad input, and selectable Zink/OpenGL-to-Vulkan or NG-GL4ES/OpenGL-to-OpenGL ES graphics. It supports user-owned GOG DRM-free game files and DLC; Steam ownership verification is not implemented. No game files are distributed.","project_url":"https://github.com/udarmolota/pridroid","updated":"2026-10-16","strategy":"Game-specific Android compatibility launcher using Box64 x86_64-to-ARM64 translation, an in-app X server, ALSA-to-AAudio bridge, and selectable OpenGL-to-Vulkan (Zink) or OpenGL-to-OpenGL ES (NG-GL4ES) graphics backends.","language":"","source_available":"Public GPL-3.0 launcher source with third-party component notices. Does not distribute game files; users supply their own DRM-free Linux GOG edition and optional DLC. Steam support is not implemented.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Linux PC game compatibility runtime for Android; early community fork of RimDroid","target_type":"Game","sources":[{"label":"Maintainer repository and technical README","url":"https://github.com/udarmolota/pridroid"},{"label":"Latest official PriDroid v0.1.3 release","url":"https://github.com/udarmolota/pridroid/releases/tag/v0.1.3"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/udarmolota/pridroid/languages"},{"label":"Recent maintainer Reddit introduction to the ZomDroid/RimDroid/PriDroid launchers","url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wamxu6/zomdroid_rimdroid_pridroid_my_three_android/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":1187902,"C":298694,"HTML":83940,"C++":11032,"CMake":8553},"source_url":"https://api.github.com/repos/udarmolota/pridroid/languages","evidence":"GitHub repository language API byte breakdown; Java is the largest language by bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"prince-of-persia-classic-ps-vita-api-port","title":"Prince of Persia Classic PS Vita Wrapper","game":"Prince of Persia Classic","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android Cocos2d-x build (exact version not stated))","kind":"API Translation","status":"The repository is an open-source Vita wrapper/loader for the Android ARM libraries. The README says trophy integration remains work in progress; it does not claim full compatibility.","summary":"The wrapper adapts Android Cocos2d-x shared libraries to PlayStation Vita using the Android SO loader architecture and Vita-native rendering/services.","project_url":"https://github.com/MetalSyntax/prince-of-persia-classic-psvita-port","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/prince-of-persia-classic-psvita-port"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/prince-of-persia-classic-psvita-port#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/prince-of-persia-classic-psvita-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/prince-of-persia-classic-psvita-port","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"prince-of-persia-dos-sdlpop-3ds-port","title":"Prince of Persia Nintendo 3DS Port (SDLPoP)","game":"Prince of Persia (1989 DOS version)","platform":"DOS PC → Nintendo 3DS homebrew","kind":"Reimplementation","status":"The maintainer reports testing on real original 3DS hardware; the game runs after a 10–20 second startup load. Release v1.1 was published on 2026-08-19. Music is disabled to avoid gameplay lag on original 3DS, and the README notes that some New 3DS users need the 3DSX build because the CIA may not appear on the HOME Menu.","summary":"A native 3DS homebrew port of SDLPoP, the open-source Prince of Persia engine. The repository provides source and build instructions, and the README says the installed file includes the game data.","project_url":"https://github.com/larm504/SDLPoP-3DS","updated":"2026-10-16","strategy":"Nintendo 3DS port of the open-source SDLPoP Prince of Persia reimplementation","language":"","source_available":"Public source under GPLv3 with devkitPro build instructions; the maintainer says the CIA/3DSX contains game data.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Nintendo 3DS homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: SDLPoP basis, original 3DS hardware testing, releases, build instructions, and known issues","url":"https://github.com/larm504/SDLPoP-3DS/blob/master/README.md"},{"label":"Maintainer v1.1 release","url":"https://github.com/larm504/SDLPoP-3DS/releases/tag/v1.1"},{"label":"GPLv3 license file","url":"https://github.com/larm504/SDLPoP-3DS/blob/master/COPYING"},{"label":"Official GitHub Languages API: repository language byte totals","url":"https://api.github.com/repos/larm504/SDLPoP-3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1198792,"Makefile":8648,"CMake":4932,"Python":3447,"Batchfile":2502,"Shell":331},"source_url":"https://api.github.com/repos/larm504/SDLPoP-3DS/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,198,792 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"prince-of-persia-sands-of-time-xbox-recomp","title":"Prince of Persia: The Sands of Time Xbox Recompilation","game":"Prince of Persia: The Sands of Time (original Xbox demo and retail)","platform":"Xbox executable (XBE) → native Windows static recompilation","kind":"Recompilation","status":"As of 2026-10-15, the maintainer reports the E3 demo playable through a scripted third-level sequence at 55–60 fps and a retail build reaching the opening scene after intro/menu/profile setup; retail gameplay has not yet been reached.","summary":"A static recompilation of the original Xbox demo and retail builds to native Windows, with separate status for the demo and retail executable. The repository contains no game files.","project_url":"https://github.com/FulGerNet/rePOP","updated":"2026-10-15","strategy":"Static PowerPC-to-C recompilation with Xbox runtime","language":"","source_available":"Public source repository; user supplies their own disc files; game code and assets are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/FulGerNet/rePOP"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/FulGerNet/rePOP/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":82586578,"Python":17723,"PowerShell":12742,"CMake":4479},"source_url":"https://api.github.com/repos/FulGerNet/rePOP/languages","evidence":"GitHub's official language endpoint for https://github.com/FulGerNet/rePOP reports 82,586,578 bytes of C, the largest language total (100.0% of 82,621,522 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"prince-of-persia-warrior-within-steam-ko","title":"Prince of Persia: The Warrior Within Korean Patch","game":"Prince of Persia: The Warrior Within","platform":"Windows PC / Steam","kind":"Fan Localization","status":"Public v0.9 release dated 2026-09-29 (exact GitHub release timestamp verified through API). README/release says dialogue review is not yet finished.","summary":"Korean patch installer for the English Steam PC release. README documents menu, tutorial, map, dialogue, video text, added voice subtitles, skip-video behavior and compatibility with named third-party mods.","project_url":"https://github.com/slam64/PoPWW-Korean-Patch","updated":"2026-10-16","strategy":"Game file translation patch and installer","language":"Korean","source_available":"Public `PoPWW_Korean_v0.9.zip`; package includes changed-file differences, installer/uninstaller and some compatible third-party patch components; game files excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"PowerShell","subtype":"Windows Steam fan localization patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/slam64/PoPWW-Korean-Patch"},{"label":"Patch download/release page","url":"https://github.com/slam64/PoPWW-Korean-Patch/releases/tag/v0.9"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":50286,"Batchfile":585},"source_url":"https://api.github.com/repos/slam64/PoPWW-Korean-Patch/languages","evidence":"Exact GitHub Languages API map: {\"Batchfile\": 585, \"PowerShell\": 50286}. Staged value PowerShell identifies the project's measured source/tooling language and is distinct from translation direction English → Korean.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"microsoft-prism-arm-emulator","title":"Prism (Windows on Arm emulator)","game":"Windows x86/x64 applications on ARM64 Windows","platform":"x86/x64 Windows user-mode apps → ARM64 Windows 11 24H2+; also applies inside an ARM Windows guest virtualized on Apple silicon Macs.","kind":"Emulator","status":"Bundled with Windows 11 on Arm 24H2 and later on supported devices; no separate install is required. Microsoft says some performance features require Snapdragon X hardware, although Prism is available across supported Windows 11 on Arm devices. It translates user-mode code only; kernel drivers must be native Arm64.","summary":"Microsoft's built-in Windows-on-Arm emulator JIT-compiles x86 and x64 instruction blocks into Arm64 and caches the translated code. It runs within Windows, including an ARM Windows VM on Apple silicon, rather than translating Windows applications directly into macOS applications.","project_url":"https://learn.microsoft.com/en-us/windows/arm/apps-on-arm-x86-emulation","updated":"2026-10-15","strategy":"Emulation","language":"","source_available":"Bundled Windows component; no standalone source listed","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"","target_type":"Software","sources":[{"label":"Microsoft Learn: Windows on Arm emulation and Prism","url":"https://learn.microsoft.com/en-us/windows/arm/apps-on-arm-x86-emulation"},{"label":"Parallels: Windows 11 ARM guest on Apple silicon","url":"https://kb.parallels.com/en/125375"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://learn.microsoft.com/en-us/windows/arm/apps-on-arm-x86-emulation","evidence":"The current project record points to https://learn.microsoft.com/en-us/windows/arm/apps-on-arm-x86-emulation; no linked public source-language map was identified in its catalog sources as of 2026-10-16.","verified_at":"2026-10-16","reason_unknown":"No linked public source repository or authoritative source-language map is available for this project record; the project page was checked on 2026-10-16 and implementation language remains unknown."}},{"id":"private-eye-dol-pce-english-translation","title":"Private Eye Dol (PC Engine CD) English Translation","game":"Private Eye Dol","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"Version 1.0 English patch is released; the maintainer describes the game as fully translated.","summary":"A full English fan translation for the PC Engine Super CD-ROM² adventure game, with source tools and a downloadable patch.","project_url":"https://github.com/suppertails66/pidoltools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original disc","language":"English","source_available":"Public source materials and patch release; user supplies a supported original game disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/pidoltools"},{"label":"Maintainer translation page, v1.0 patch","url":"https://stargood.org/trans/pidol.php"},{"label":"GitHub Languages API — C: 1,293,367 bytes (38.87% of 3,327,696 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/pidoltools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":652198,"Batchfile":2502,"C":1293367,"C++":1282110,"CMake":15687,"Makefile":23669,"Python":10323,"Shell":47840},"source_url":"https://api.github.com/repos/suppertails66/pidoltools/languages","evidence":"C: 1,293,367 bytes (38.87% of 3,327,696 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"probatio-voluptuous-016-api-reimplementation","title":"Probatio (Voluptuous-compatible Python validation library)","game":"Voluptuous 0.16.0 public API and data-validation behavior","platform":"Voluptuous-style Python schemas → Probatio package for Python 3.12 and newer","kind":"Reimplementation","status":"Active pre-1.0 project; v0.13.0 was released 2026-10-02 and source changes continued through 2026-10-16. The README says the Voluptuous 0.16.0 test suite runs against Probatio and that divergences are documented; it also reports Home Assistant config-validation coverage. API parity is not claimed to be bug-for-bug.","summary":"A fresh Python data-validation library that implements Voluptuous's public API while adding cross-field rules, dataclass and TypedDict schemas, additional validators, and richer path-aware errors. It is aimed at replacing the import while retaining existing schemas, with deliberate behavioral differences documented by the project.","project_url":"https://github.com/frenck/probatio","updated":"2026-10-16","strategy":"Maintainer-described clean-room implementation of Voluptuous's public API; the repository documents the rationale in ADR-001 and uses Voluptuous 0.16.0's test suite as a compatibility check.","language":"","source_available":"Public MIT-licensed source. The maintainer says implementation code was written fresh and not copied; the project credits Voluptuous and documents intentional API divergences. Check the upstream test suite's separate provenance and license when redistributing any test material.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Python data-validation library and API-compatible replacement","target_type":"Software","sources":[{"label":"Project README, Python requirement, compatibility scope, and test suites","url":"https://github.com/frenck/probatio#readme"},{"label":"ADR-001 clean-room rationale","url":"https://github.com/frenck/probatio/blob/main/adr/001-clean-room-reimplementation-of-voluptuous.md"},{"label":"Probatio v0.13.0 release","url":"https://github.com/frenck/probatio/releases/tag/v0.13.0"},{"label":"MIT license","url":"https://github.com/frenck/probatio/blob/main/LICENSE"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/frenck/probatio"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/frenck/probatio/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1657569,"Just":5328,"Dockerfile":583,"Shell":490},"source_url":"https://api.github.com/repos/frenck/probatio/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 1,657,569 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"progenitor-pc98-en","title":"Progenitor PC-98 English Translation","game":"Progenitor","platform":"NEC PC-9801","kind":"Fan Localization","status":"Released; the maintainer says the translation is playable from start to end, while noting that some side scenarios lack context.","summary":"English translation patch for the Japanese PC-98 science-fiction game. The release includes a recreated and translated manual and box back, a star-systems map, translation notes, and an xdelta patch.","project_url":"https://bonoko.itch.io/progenitor","updated":"2026-10-16","strategy":"Fan localization patch using xdelta","language":"English","source_available":"Maintainer itch.io page provides a 7z bundle containing an xdelta patch and supporting documents; the user supplies the game.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC-98 fan translation","target_type":"Game","sources":[{"label":"Maintainer release page: status, release date, patch format, system requirements, and caveats","url":"https://bonoko.itch.io/progenitor"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://bonoko.itch.io/progenitor","evidence":"The official project page is the source for the patch and its documentation, but it does not link a code-host repository exposing a language-statistics endpoint.","verified_at":"2026-10-16","reason_unknown":"The project is distributed through the maintainer's itch.io page as an xdelta patch bundle; no public GitHub, GitLab, or Codeberg source repository with a language endpoint is linked from the reviewed project material."}},{"id":"call-of-duty-3-project-1944-xbox360-recomp","title":"Project 1944: Call of Duty 3 Xbox 360 Recompilation","game":"Call of Duty 3 (Xbox 360)","platform":"Xbox 360 (USA/Europe; Title ID 415607E1, Media ID 2E07093A) → Windows 10/11 x64, Direct3D 12","kind":"Recompilation","status":"Native Windows release v2.0. The documented campaign test scope is the first Saint-Lô mission, checkpoint save/load, and a 120 Hz timing trace on one PC; the full campaign and other hardware are unverified. The v2.0 release adds a separately recompiled multiplayer executable and networking features, with the README identifying remaining test limitations.","summary":"An independent Call of Duty 3 PC implementation that statically recompiles Xbox 360 PowerPC code to C++ with ReXGlue and builds a native Windows x64 host, using Xenia-derived kernel and graphics layers. The user supplies a matching Xbox 360 ISO, extracted default.xex, or supported Games on Demand package; the supported default.xex hash is checked locally. No game files or generated game code are kept in the repository.","project_url":"https://github.com/zenit2893-cmyk/project-1944","updated":"2026-10-15","strategy":"Xbox 360 PowerPC-to-C++ static recompilation with ReXGlue; native Windows host and Xenia-derived kernel/graphics components","language":"","source_available":"Public source plus v2.0 release; requires the user's own supported USA/Europe Xbox 360 game copy; no game or generated game code is included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Independent Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: current method, target, supported game build, and test scope","url":"https://github.com/zenit2893-cmyk/project-1944#readme"},{"label":"Latest Project 1944 v2.0 release","url":"https://github.com/zenit2893-cmyk/project-1944/releases/tag/v2.0"},{"label":"Project 1944 v1.0 release and original test-scope statement","url":"https://github.com/zenit2893-cmyk/project-1944/releases/tag/v1.0.0"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/zenit2893-cmyk/project-1944/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":681363,"PowerShell":619265,"C++":512817,"CMake":97117,"C#":6432,"Batchfile":1607,"C":216},"source_url":"https://api.github.com/repos/zenit2893-cmyk/project-1944/languages","evidence":"Official GitHub REST Languages API breakdown for zenit2893-cmyk/project-1944: source-code byte counts are {\"Batchfile\": 1607, \"C\": 216, \"C#\": 6432, \"C++\": 512817, \"CMake\": 97117, \"PowerShell\": 619265, \"Python\": 681363}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-fox-snes-static-recompilation-carlosrmz009","title":"Project Arwing (Star Fox SNES Recompilation)","game":"Star Fox (USA Rev 2 SNES ROM)","platform":"SNES 65816/SuperFX → Windows x64, macOS, Linux x86-64 and Linux ARM64","kind":"Recompilation","status":"Release v1.0 was published 2026-10-11. The project disassembles the USA Rev 2 SNES release and statically translates 65816 and SuperFX instructions to C, with a custom runtime and interpreter fallback. The README specifies the supported ROM revision and hash; users supply the ROM.","summary":"A native Windows, macOS and Linux static recompilation of Star Fox USA Rev 2 for SNES, with an original runtime, optional HD 3D rendering and a user-supplied ROM requirement.","project_url":"https://github.com/carlosrmz009/arwing","updated":"2026-10-16","strategy":"Static translation of 65816 and SuperFX instructions to C plus a custom runtime and interpreter fallback","language":"","source_available":"Public source. MIT applies to project tools/runtime/installer; Nintendo game disassembly is not MIT-licensed. No ROM is distributed, and the README requires the specified USA Rev 2 ROM.","first_found":"2026-10-16","project_started":"2026-10-11","programming_language":"Assembly","subtype":"SNES static recompilation and native PC runtime","target_type":"Game","sources":[{"label":"Maintainer README: target ROM, instruction-to-C method, host platforms and user-supplied ROM","url":"https://github.com/carlosrmz009/arwing/blob/master/README.md"},{"label":"Release v1.0 (2026-10-11)","url":"https://github.com/carlosrmz009/arwing/releases/tag/1.0"},{"label":"Maintainer license and game-content notice","url":"https://github.com/carlosrmz009/arwing/blob/master/LICENSE"}],"media":[{"kind":"image","label":"Star Fox Attack Carrier with HD 3D rendering","url":"https://raw.githubusercontent.com/carlosrmz009/arwing/master/res/screens/carrier_hd.png","preview_url":"https://raw.githubusercontent.com/carlosrmz009/arwing/master/res/screens/carrier_hd.png","source_url":"https://github.com/carlosrmz009/arwing/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":811358,"C":252906,"Python":61746,"Shell":6008,"BitBake":3201,"Objective-C":2342,"Batchfile":805},"source_url":"https://api.github.com/repos/carlosrmz009/arwing/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 811,358 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-fox-2-snes-classic-static-recompilation-carlosrmz009","title":"Project Arwing 2 (Star Fox 2 SNES Classic Recompilation)","game":"Star Fox 2 (SNES Classic/Mini release)","platform":"SNES 65816/SuperFX → Windows x64, macOS, Linux x86-64 and Linux ARM64","kind":"Recompilation","status":"Release v1.0 was published 2026-10-10. The README describes a byte-identical disassembly of the SNES Classic/Mini release, static translation of 65816 and SuperFX instructions to C, a custom runtime, and an interpreter fallback. It requires the specific SNES Classic/Mini ROM; 1995 prototypes are not supported.","summary":"A native Windows, macOS and Linux recompilation of the SNES Classic/Mini edition of Star Fox 2, with its own runtime and graphics options. The user supplies the specified ROM.","project_url":"https://github.com/carlosrmz009/arwing2","updated":"2026-10-16","strategy":"Static translation of 65816 and SuperFX instructions to C plus a custom runtime and interpreter fallback","language":"","source_available":"Public source. MIT applies to project tools/runtime/installer; Nintendo game disassembly is separate. The repository does not distribute the ROM.","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"Assembly","subtype":"SNES Classic static recompilation and native PC runtime","target_type":"Game","sources":[{"label":"Maintainer README: SNES Classic/Mini target ROM, static recompilation method, host platforms and data requirement","url":"https://github.com/carlosrmz009/arwing2/blob/main/README.md"},{"label":"Release v1.0 (2026-10-10)","url":"https://github.com/carlosrmz009/arwing2/releases/tag/1.0"},{"label":"Maintainer license and game-content notice","url":"https://github.com/carlosrmz009/arwing2/blob/main/LICENSE"}],"media":[{"kind":"image","label":"Star Fox 2 Great Fox with HD 3D rendering","url":"https://raw.githubusercontent.com/carlosrmz009/arwing2/main/res/screens/greatfox_hd.png","preview_url":"https://raw.githubusercontent.com/carlosrmz009/arwing2/main/res/screens/greatfox_hd.png","source_url":"https://github.com/carlosrmz009/arwing2/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1486031,"C":255516,"Python":60854,"Shell":6036,"BitBake":3201,"Objective-C":2342,"Batchfile":801},"source_url":"https://api.github.com/repos/carlosrmz009/arwing2/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 1,486,031 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"system-shock-3ds-project-citadel","title":"Project Citadel 3DS","game":"System Shock (1994)","platform":"PC → New Nintendo 3DS","kind":"Reimplementation","status":"Release v2.0.0 shipped on 2026-08-14. The README reports final New 3DS measurements of 30.832 FPS mono and 23.836 FPS true stereo; renderer work is frozen at v2.0.0, with future work limited to focused hotfixes.","summary":"Native Nintendo 3DS port of System Shock (1994), based on Shockolate. It uses a native Citro3D world renderer with stereo presentation; the original game data is not included.","project_url":"https://github.com/benny04131985-lab/Project-Citadel-3DS","updated":"2026-10-16","strategy":"Native 3DS source port based on Shockolate","language":"","source_available":"Public source and v2.0.0 release; the user must provide legally obtained System Shock game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native Citro3D renderer; qualified on New Nintendo 3DS","target_type":"Game","sources":[{"label":"Maintainer README: port basis, release status, and hardware measurements","url":"https://github.com/benny04131985-lab/Project-Citadel-3DS#readme"},{"label":"Release v2.0.0","url":"https://github.com/benny04131985-lab/Project-Citadel-3DS/releases/tag/v2.0.0"},{"label":"Current primary README","url":"https://github.com/benny04131985-lab/Project-Citadel-3DS/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/benny04131985-lab/Project-Citadel-3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/benny04131985-lab/Project-Citadel-3DS/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18995869,"C++":1337717,"Python":1254967,"CMake":54841,"Shell":15991,"Objective-C":11505,"GLSL":1858,"Assembly":1569,"Batchfile":86},"source_url":"https://api.github.com/repos/benny04131985-lab/Project-Citadel-3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"project-gotham-racing-4-xbox360-recomp","title":"Project Gotham Racing 4 Recompilation","game":"Project Gotham Racing 4 (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Latest release v1.2.1 is an unfinished work in progress. The status page reports that UI, graphics, races, AI, and stability work, but not all cars do; the Lotus Esprit Essex Turbo fails to load.","summary":"The Xbox 360 PowerPC game code is statically recompiled to C++ with ReXGlue for a native PC executable. The user must provide the game data.","project_url":"https://github.com/beatrixzy/PGR4-Recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using ReXGlue","language":"","source_available":"Public source repository and Windows release; requires the user’s own Xbox 360 game data","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation; Windows x86-64 target","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/beatrixzy/PGR4-Recomp/blob/main/README.md"},{"label":"Current recompilation status","url":"https://github.com/beatrixzy/PGR4-Recomp/blob/main/Status.md"},{"label":"Latest release v1.2.1","url":"https://github.com/beatrixzy/PGR4-Recomp/releases/tag/v1.2.1"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/beatrixzy/PGR4-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1706,"CMake":528},"source_url":"https://api.github.com/repos/beatrixzy/PGR4-Recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/beatrixzy/PGR4-Recomp reports 1,706 bytes of C++, the largest language total (76.4% of 2,234 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ace-combat-6-project-gracemeria-xenon-module","title":"Project Gracemeria — Ace Combat 6 Xenon Game Module","game":"Ace Combat 6: Fires of Liberation","platform":"Xbox 360 USA retail TU0 → Project Xenon generated native game module; host support follows Xenon's evolving runtime","kind":"Recompilation","status":"Early title-specific module and tooling. The maintainer documents a USA retail TU0 profile and commands to generate a Xenon game module from a user-supplied XEX, but makes no in-game compatibility or playability claim for Ace Combat 6 in this repository. The exact effective-XEX hash and version are intentionally left for real-title validation.","summary":"A title-specific module for the separate Project Xenon Xbox 360 recompilation runtime. It supplies Ace Combat 6 revision identity, analysis hints, symbols, and compatibility metadata; it is not a second runtime or a standalone game port. It migrated some configuration and analysis metadata from the existing ReXGlue-based AC6_recomp project.","project_url":"https://github.com/nimauria/Project-Gracemeria","updated":"2026-10-16","strategy":"Static recompilation through Project Xenon title module","language":"","source_available":"Public source repository; game XEX is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 title-specific recompilation module and metadata tools","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/nimauria/Project-Gracemeria/blob/59e37e9cb8bcf0717a460d9ce033bb9d5649cf15/README.md"},{"label":"Existing ReXGlue-based Ace Combat 6 recompilation project (lineage reference)","url":"https://github.com/sal063/AC6_recomp"},{"label":"Canonical public source repository","url":"https://github.com/nimauria/Project-Gracemeria"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/nimauria/Project-Gracemeria/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":45655,"Python":6214,"CMake":3848},"source_url":"https://api.github.com/repos/nimauria/Project-Gracemeria/languages","evidence":"Exact GitHub Languages API per-language byte counts for the reviewed repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"project-igi-pc-ps-vita-static-recomp","title":"Project I.G.I. PC Static Recompilation for macOS and PS Vita","game":"Project I.G.I.: I’m Going In (original PC release; supported IGI.exe SHA-1 e4daed6ab0feb7ca5614a0d61fa8aa6c14bd8164)","platform":"Windows PC x86 (supported 2000 IGI.exe) → native macOS and PlayStation Vita / PlayStation TV","kind":"Recompilation","status":"The source repository README reports the full game playable on macOS and PS Vita hardware and Vita3K, with stable 30 fps Vita gameplay at 444 MHz and in-engine AVI cutscenes. It supports the exact original PC IGI.exe by SHA-1. The separate igi-vita repository is the release/update channel; its latest listed release is v0.5.0.","summary":"A source-available static x86-to-C recompilation of Project I.G.I. with native macOS and PS Vita builds. Users supply the supported original PC game files; the Vita VPK releases and updater live in the maintainer’s separate igi-vita repository.","project_url":"https://github.com/HenryKun55/igi-recomp","updated":"2026-10-16","strategy":"Static x86-to-C recompilation with a Windows API shim for kernel32/user32, DirectDraw/Direct3D 7, DirectSound, DirectInput and AVI; hot paths are replaced by hand-written C and the Vita build uses vitaGL","language":"","source_available":"Public MIT-licensed source; the Vita build’s vitaGL patches follow LGPL-3.0 and the build links vitaGL/FFmpeg under LGPL terms. The game data and executable are not included; users provide their own original PC copy.","first_found":"2026-10-16","project_started":"2026-10-02","programming_language":"C","subtype":"PC-to-macOS / Vita static recompilation port","target_type":"Game","sources":[{"label":"Primary source repository","url":"https://github.com/HenryKun55/igi-recomp"},{"label":"Maintainer README: recompilation method, supported targets and gameplay status","url":"https://github.com/HenryKun55/igi-recomp#readme"},{"label":"Official GitHub repository metadata (created 2026-10-02, last pushed 2026-10-14)","url":"https://api.github.com/repos/HenryKun55/igi-recomp"},{"label":"Maintainer Vita release/update documentation identifying igi-vita as the release-only repository","url":"https://github.com/HenryKun55/igi-recomp/blob/master/docs/VITA_RELEASE.md"},{"label":"Official Vita v0.5.0 release","url":"https://github.com/HenryKun55/igi-vita/releases/tag/v0.5.0"},{"label":"Current primary README","url":"https://github.com/HenryKun55/igi-recomp/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/HenryKun55/igi-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1330570,"Python":391746,"Shell":17381,"CMake":10480,"Swift":981},"source_url":"https://api.github.com/repos/HenryKun55/igi-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ar-tonelico-2-metafalica-en","title":"Project Metafalica 2.0 — Ar tonelico II English Retranslation","game":"Ar tonelico II: Melody of Metafalica","platform":"PlayStation 2","kind":"Fan Localization","status":"Complete; v2.0 official release dated 2026-09-24","summary":"A complete English retranslation of Ar tonelico II from its Japanese script, replacing the existing English localization and including technical fixes. The maintainer provides separate patches for four retail game editions.","project_url":"https://www.projectmetafalica.com/?p=537","updated":"2026-09-24","strategy":"Fan retranslation patch","language":"English","source_available":"Version-specific xdelta patches","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"English retranslation","target_type":"Game","sources":[{"label":"Maintainer project, downloads, compatibility and release history","url":"https://www.projectmetafalica.com/?p=537"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.projectmetafalica.com/?p=537","evidence":"Project page/source reviewed for repository availability: https://www.projectmetafalica.com/?p=537. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"project-picori-n64-port","title":"Project Picori Nintendo 64 Port","game":"The Legend of Zelda: The Minish Cap","platform":"Game Boy Advance → Nintendo 64","kind":"Reimplementation","status":"Research-grade work in progress; the README says the same decompiled game logic is built for big-endian N64 and documents the required user-supplied GBA ROM.","summary":"Native N64 build of Project Picori, a PC port based on the GBA decompilation; N64-specific changes are maintained as gated patches and use libdragon.","project_url":"https://github.com/999sian/picori-n64","updated":"2026-10-15","strategy":"Native source port of the decompiled game to N64","language":"","source_available":"Public source repository; no game ROM is included; user supplies a supported GBA ROM","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native Nintendo 64 port using libdragon","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/999sian/picori-n64#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/999sian/picori-n64"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":77837,"Pawn":15373,"Shell":9922,"Python":2080},"source_url":"https://api.github.com/repos/999sian/picori-n64/languages","evidence":"GitHub's official language endpoint for https://github.com/999sian/picori-n64 reports 77,837 bytes of C, the largest language total (74.0% of 105,212 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-3-nemesis-ps1-recomp","title":"Project RE: Visited — Resident Evil 3: Nemesis","game":"Resident Evil 3: Nemesis (PlayStation 1 NTSC-U, SLUS-00923; executable SLUS_009.23)","platform":"PlayStation 1 NTSC-U (SLUS-00923) → Windows 10/11 x86-64","kind":"Recompilation","status":"A public, non-prerelease Windows x64 release v1.4.3 was published on 2026-10-16. Its notes describe maintenance and polish for dialogue cadence, camera cuts, room transitions, and packaging. The README marks its listed features implemented and verified, but neither the README nor release reports an end-to-end campaign compatibility test.","summary":"The project reports clean-room ahead-of-time static translation of the NTSC-U PlayStation executable SLUS_009.23 (3,328 MIPS R3000A functions) into C, with a native Windows x64 runtime and hardware-abstraction layer using OpenGL, SDL2, and bundled OpenBIOS. Its setup wizard extracts the executable from the user's original disc image.","project_url":"https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3","updated":"2026-10-16","strategy":"Clean-room static AOT recompilation of PlayStation MIPS R3000A machine code to C with a native Windows hardware-abstraction runtime","language":"","source_available":"Public repository and Windows x64 release v1.4.3; setup requires the user's own original NTSC-U disc image (.bin/.cue/.iso) and extracts SLUS_009.23 locally. The repository says original game assets and disc data are not distributed; clean-room MIT OpenBIOS is bundled. GitHub repository metadata has license=null, and CREDITS lists PSXRecomp under PolyForm Noncommercial 1.0.0.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 1 NTSC-U static recompilation for Windows x86-64","target_type":"Game","sources":[{"label":"Project README, target binary, recompilation method, and setup","url":"https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3/blob/main/README.md"},{"label":"Latest project release","url":"https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3/releases"},{"label":"GitHub repository metadata, including detected license field","url":"https://api.github.com/repos/BrazilianHobbyist/Project-RE-Visited-RE3"},{"label":"v1.4.3 release notes and Windows x64 package","url":"https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3/releases/tag/v1.4.3"},{"label":"CREDITS.md: PSXRecomp and third-party license attributions","url":"https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3/blob/main/CREDITS.md"},{"label":"PSX Data Center NTSC-U title and serial identification","url":"https://psxdatacenter.com/games/U/R/SLUS-00923.html"},{"label":"GitHub Languages REST endpoint: repository language bytes","url":"https://api.github.com/repos/BrazilianHobbyist/Project-RE-Visited-RE3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":147375,"Python":70762,"PowerShell":7819,"Java":2436,"CMake":1760},"source_url":"https://api.github.com/repos/BrazilianHobbyist/Project-RE-Visited-RE3/languages","evidence":"Official GitHub REST Languages API breakdown for BrazilianHobbyist/Project-RE-Visited-RE3: source-code byte counts are {\"C++\": 147375, \"CMake\": 1760, \"Java\": 2436, \"PowerShell\": 7819, \"Python\": 70762}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"project64","title":"Project64","game":"Nintendo 64/Nintendo 64 Disk Drive","platform":"Windows","kind":"Emulator","status":"Active; official repository continues to receive development and publishes current builds.","summary":"Long-running N64 emulator with public source, development tools, and support for N64DD content.","project_url":"https://github.com/project64/project64","updated":"2026-09-28","strategy":"Standalone Windows software emulator with selectable graphics plugins.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/project64/project64"},{"label":"Official Project64 site support page","url":"https://project64.org/support/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/project64/project64"}],"media":[{"kind":"image","label":"screenshot","url":"https://raw.githubusercontent.com/project64/project64/develop/Docs/img/screen.png","preview_url":"https://raw.githubusercontent.com/project64/project64/develop/Docs/img/screen.png","source_url":"https://github.com/project64/project64/blob/develop/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9178280,"C":661980,"Java":465082,"HTML":190309,"Inno Setup":31288,"Shell":30037,"Batchfile":21983,"AIDL":11594,"CMake":11064,"VBScript":10716,"Makefile":1675,"Assembly":731,"JavaScript":249,"Scala":55},"source_url":"https://api.github.com/repos/project64/project64/languages","evidence":"GitHub's official language endpoint for https://github.com/project64/project64 reports 9,178,280 bytes of C++, the largest language total (86.5% of 10,615,043 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"projectcraft-microsoft-project-style-scheduler","title":"ProjectCraft (Microsoft Project-style scheduling application)","game":"Microsoft Project-style project-planning workflow (specific Microsoft Project version not named)","platform":"New native Rust desktop application (the README does not specify a complete operating-system matrix) and browser WebAssembly; reads and writes its own .projectcraft JSON files.","kind":"Reimplementation","status":"The README identifies ProjectCraft as pre-alpha 0.0.1, with a scheduler, command engine and first Gantt view. No GitHub release was found; the repository received source updates through 2026-10-16. The README describes its workflow as an alternative to Microsoft Project but does not claim .mpp or API compatibility.","summary":"A clean-room project scheduler with a task sheet, Gantt chart, dependency links, working calendars and critical-path calculation. It is a new Microsoft Project-style application rather than a binary or file-format-compatible implementation; its native format is .projectcraft JSON.","project_url":"https://github.com/UCS-Care-Group/projectcraft","updated":"2026-10-16","strategy":"The README says the app was written from scratch using public documentation about project scheduling and observation of planners, without anyone’s code or assets. It names Microsoft Project as the alternative being addressed and disclaims affiliation; it does not specify a target product version or promise interoperability with Microsoft Project files.","language":"","source_available":"Public source dual-licensed MIT or Apache-2.0. The README says it is not affiliated with Microsoft and was built without Microsoft Project code or assets.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Project scheduling desktop application","target_type":"Software","sources":[{"label":"Project README: target comparison, pre-alpha status, platform direction and clean-room method","url":"https://github.com/UCS-Care-Group/projectcraft#readme"},{"label":"MIT license","url":"https://github.com/UCS-Care-Group/projectcraft/blob/main/LICENSE-MIT"},{"label":"Apache-2.0 license","url":"https://github.com/UCS-Care-Group/projectcraft/blob/main/LICENSE-APACHE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/UCS-Care-Group/projectcraft"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/UCS-Care-Group/projectcraft/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":285981},"source_url":"https://api.github.com/repos/UCS-Care-Group/projectcraft/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 285,981 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"projectm-milkdrop","title":"projectM MilkDrop-Compatible Visualization Library","game":"Winamp MilkDrop music visualization plug-in","platform":"Winamp MilkDrop behavior → projectM library with Windows, Linux, macOS, WebAssembly, and Android build targets","kind":"Reimplementation","status":"The current README says this repository contains only libprojectM for developers and warns that official end-user frontends are development previews, not feature-complete. Frontends live in separate repositories.","summary":"Open-source reimplementation of Winamp MilkDrop as a cross-platform visualization library. This record covers the reusable engine and preset behavior; the repository is not a complete standalone media player or visualizer app.","project_url":"https://github.com/projectM-visualizer/projectm","updated":"2026-10-15","strategy":"MilkDrop visualization behavior reimplementation as a reusable cross-platform library","language":"","source_available":"Public source repository (LGPL-2.1); frontends and presets are separate projects","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Music visualization library","target_type":"Software","sources":[{"label":"Maintainer README: MilkDrop target, library scope, platform builds, frontend maturity, and source","url":"https://github.com/projectM-visualizer/projectm#readme"},{"label":"Maintainer frontend repository and preview releases","url":"https://github.com/projectM-visualizer/frontend-sdl-cpp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1451618,"CMake":142530,"C":101755,"GLSL":22479,"Shell":12856},"source_url":"https://api.github.com/repos/projectM-visualizer/projectm/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository projectM-visualizer/projectm (repository API ID 12046604, https://github.com/projectM-visualizer/projectm). The exact response reported 1,451,618 bytes of C++, the largest category, out of 1,731,238 recognized-language bytes (83.8%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"namco22-prop-cycle-reconstruction","title":"Prop Cycle Namco System 22 Code Reconstruction","game":"Prop Cycle","platform":"Arcade (Namco System 22)","kind":"Recompilation","status":"Playable start to finish; project offers release packages","summary":"Namco 2x Systems project reconstructs the arcade program; README says Ghidra output was converted to C and fixed by hand, then checked against MAME. Method: Ghidra-to-C reconstruction with hand correction; project describes piece-by-piece checks against MAME, not a traditional byte-matching decomp.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"prosper","title":"prosper","game":"Multiple PlayStation 5 games","platform":"PlayStation 5 x86-64 → Linux and Windows 10/11 x86-64; macOS x86-64 exercises the Darwin substrate only. AGC/RDNA2 graphics → Vulkan 1.4/SPIR-V.","kind":"API Translation","status":"Experimental research compatibility layer; the official compatibility overview was last updated 2026-10-12. The current generated tracker lists 84 titles by highest measured milestone: 14 reached a reviewed automatic gameplay snapshot guard, 1 a PS5 hardware comparison, 3 manual visual verification, 12 gameplay with a rendered scene, 23 title screen, 11 any real graphics, and 20 not started. These are title-specific routed milestones, not a claim that those games are fully playable. The latest listed release remains v0.2.4 (2026-10-10).","summary":"Experimental user-space PS5-to-PC compatibility layer for Linux and Windows, with macOS x86-64 documented for the Darwin substrate only. PS5 x86-64 game code runs directly on the host CPU; the project loads/links SELF and ELF modules, reimplements selected PS5 system libraries and ABI details, and translates AGC/PM4 graphics plus RDNA2 shaders to Vulkan 1.4/SPIR-V. It is explicitly not a product or general-purpose game runner. Its source describes specific user-supplied dump routes and milestones, which do not establish full-game completion.","project_url":"https://github.com/mattias800/prosper","updated":"2026-10-16","strategy":"Console-to-desktop compatibility and graphics translation","language":"","source_available":"Public project repository; license status is documented in the evidence","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Console compatibility stack with system/graphics API translation","target_type":"Software","sources":[{"label":"Maintainer README: architecture and compatibility limits","url":"https://github.com/mattias800/prosper"},{"label":"Prosper maintainer compatibility overview, last updated 2026-10-12","url":"https://github.com/mattias800/prosper/blob/main/COMPATIBILITY.md"},{"label":"Project documentation","url":"https://github.com/mattias800/prosper/releases"},{"label":"Project documentation","url":"https://github.com/mattias800/prosper/blob/main/BUILDING.md"},{"label":"Prosper v0.2.4 release (2026-10-10)","url":"https://github.com/mattias800/prosper/releases/tag/v0.2.4"},{"label":"Prosper generated 84-title milestone tracker and its caveats","url":"https://github.com/mattias800/prosper/blob/main/PROGRESS_TRACKER.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":36041234,"Python":4083198,"CMake":502422,"Shell":199563,"C":156834,"Objective-C++":51607,"PowerShell":35275,"GDB":10570,"GLSL":1096,"Makefile":698},"source_url":"https://api.github.com/repos/mattias800/prosper/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (36,041,234 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"prosperoeden-switch-ps5-emulator","title":"ProsperoEden","game":"ProsperoEden (Nintendo Switch emulator)","platform":"Nintendo Switch → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Early alpha; latest listed pre-release v1.003.000 was published 2026-10-16. Its notes describe game-specific fixes, memory options and controller work, while stating performance and compatibility vary by game. A tested title reaching a menu is not evidence that all updates/mods or games work.","summary":"An experimental PlayStation 5 port of the Eden Nintendo Switch emulator. The maintainer publishes PS5 homebrew builds and game-by-game caveats; users provide their own keys, firmware and game files.","project_url":"https://github.com/blackbearreloaded/ProsperoEden","updated":"2026-10-16","strategy":"Port of Eden’s Switch emulation core to PS5 homebrew with PS5-specific controls, memory and Vulkan integration.","language":"","source_available":"Public source repository and downloadable pre-release PS5 homebrew build. Switch firmware, keys and games are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit discovery lead for ProsperoEden; not used as status authority","url":"https://www.reddit.com/r/ps5homebrew/comments/1wtytlr/nintendo_switch_emulator_prosperoeden_v100020_is/"},{"label":"Maintainer README identifying the experimental Eden port and user requirements","url":"https://github.com/blackbearreloaded/ProsperoEden#readme"},{"label":"https://github.com/blackbearreloaded/ProsperoEden/releases","url":"https://github.com/blackbearreloaded/ProsperoEden/releases"},{"label":"Current primary README","url":"https://github.com/blackbearreloaded/ProsperoEden/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/blackbearreloaded/ProsperoEden"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/blackbearreloaded/ProsperoEden/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2670828,"Python":524669,"C":441587,"CMake":350094,"GLSL":74509,"Shell":62645,"NASL":11577,"Nix":7823,"Makefile":4867,"Assembly":2460,"Linker Script":1048,"Dockerfile":696},"source_url":"https://api.github.com/repos/blackbearreloaded/ProsperoEden/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"prosystem-atari-7800","title":"ProSystem","game":"All compatible Atari 7800 software","platform":"Atari 7800 ProSystem (1986)","kind":"Emulator","status":"Historical / no longer regularly released","summary":"Greg Stanton's Windows emulator is a historically important 7800 implementation and the source of the ProSystem libretro core and later derivative work.","project_url":"https://github.com/gstanton/ProSystem1_3","updated":"2022-08-26","strategy":"Software emulation of Atari 7800 hardware and NTSC/PAL video standards.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Atari 7800 console emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/gstanton/ProSystem1_3"},{"label":"Libretro ProSystem core documentation","url":"https://docs.libretro.com/library/prosystem/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/gstanton/ProSystem1_3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":354852,"C":129849,"HTML":30735,"Objective-C":18219},"source_url":"https://api.github.com/repos/gstanton/ProSystem1_3/languages","evidence":"GitHub's official language endpoint for https://github.com/gstanton/ProSystem1_3 reports 354,852 bytes of C++, the largest language total (66.5% of 533,655 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"proton","title":"Proton","game":"Windows games (multi-title)","platform":"Windows-exclusive games → Linux desktop through Steam Play; Valve's source documents x86-64 use and a separate ARM64 build target, which cannot be used by x86 Steam running through FEX.","kind":"API Translation","status":"Active; latest listed stable branch release Proton 11.0-2e was published 2026-10-09, alongside the Experimental channel. WineD3D can be selected as an OpenGL backend in place of Vulkan-based DXVK for supported Direct3D versions.","summary":"Valve's Wine-based Steam Play compatibility tool runs Windows games on Linux. It combines Windows API compatibility with selectable graphics/audio/input components; it is a compatibility stack rather than a console emulator or a single graphics API translator.","project_url":"https://github.com/ValveSoftware/Proton","updated":"2026-10-16","strategy":"Steam Play compatibility tool based on Wine for Windows user-mode APIs, with bundled DXVK and vkd3d-proton Direct3D-to-Vulkan components; WineD3D's OpenGL path can be selected for supported D3D9/10/11 games.","language":"","source_available":"Public project repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Compatibility stack","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/ValveSoftware/Proton"},{"label":"Official Proton changelog","url":"https://github.com/ValveSoftware/Proton/wiki/Changelog"},{"label":"Official Proton version channels","url":"https://github.com/ValveSoftware/Proton/wiki/Proton-Versions"},{"label":"GitHub release proton-11.0-2e (2026-10-09)","url":"https://github.com/ValveSoftware/Proton/releases/tag/proton-11.0-2e"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/ValveSoftware/Proton"},{"label":"GitHub latest commit listed for default branch (2026-09-23, bc896217ff; activity evidence only)","url":"https://github.com/ValveSoftware/Proton/commit/bc896217ffcd67f892f952b010f898fe7bd0f0a1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":61352507,"KCL":27542738,"C":24665360,"C#":1082597,"Python":398727,"Makefile":119590,"Roff":90540,"Shell":10924,"KFramework":962},"source_url":"https://api.github.com/repos/ValveSoftware/Proton/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (61,352,507 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"prototype-2-xbox360-switch-recomp","title":"Prototype 2 Xbox 360 Switch Static Recompilation (Prototype2-NX)","game":"Prototype 2","platform":"Xbox 360 → Nintendo Switch ARM64/Horizon with Vulkan","kind":"Recompilation","status":"v0.2.0 release. The canonical project's English README documents a native ARM64/Vulkan ReXGlue port and a known data-loading/pipeline slowdown. The related fungalspores package, built from this project's sources with fixes, reports city gameplay around 25–30 FPS on an overclocked Switch OLED; this is a single-device claim, not a broad compatibility result.","summary":"The canonical Prototype 2 Xbox 360 static recompilation for Nintendo Switch. The upstream project translates Xbox 360 PowerPC code to ARM64 and renders via Vulkan/NVK; a separate Switch package includes fixes and adjusted settings but is not counted as another target implementation here.","project_url":"https://github.com/penettrator/Prototype2-NX","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation via ReXGlue to ARM64 with Vulkan/NVK on Nintendo Switch","language":"","source_available":"Public GPL-3.0 source and v0.2.0 release; user supplies their own Xbox 360 game data. No game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 to Nintendo Switch native static recompilation","target_type":"Game","sources":[{"label":"Canonical Prototype2-NX English README","url":"https://github.com/penettrator/Prototype2-NX/blob/main/README.en.md"},{"label":"Maintainer release v0.2.0","url":"https://github.com/penettrator/Prototype2-NX/releases/tag/v0.2.0"},{"label":"Related bundled fork and one-device performance report","url":"https://github.com/fungalspores/prototype-switch#readme"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/penettrator/Prototype2-NX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":886881,"Python":115435,"C":61718,"CMake":14782,"GLSL":13838,"Shell":12792,"PowerShell":1751},"source_url":"https://api.github.com/repos/penettrator/Prototype2-NX/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/penettrator/Prototype2-NX reports 886,881 bytes of C++, the largest language total (80.1% of 1,107,197 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"prototype-xbox360-switch-recomp","title":"Prototype Xbox 360 Switch Static Recompilation (fungalspores)","game":"Prototype (2009)","platform":"Xbox 360 → Nintendo Switch ARM64/Horizon with Vulkan","kind":"Recompilation","status":"The combined Switch release labels Prototype playable and documents sound and saves. The maintainer reports roughly 25–30 gameplay FPS on an overclocked Switch OLED/Mariko; lower performance is expected at stock clocks. It requires the specific Russian Xbox 360 edition (Title ID 4156084E); no full playthrough is stated.","summary":"A static recompilation of the Xbox 360 game's PowerPC code into C++/ARM64 with ReXGlue and a native Vulkan/NVK renderer for Switch. This repository contains the Prototype port; the bundled Prototype 2 build is a separate upstream port and is recorded against its canonical repository instead. Game files are not included.","project_url":"https://github.com/fungalspores/prototype-switch","updated":"2026-10-16","strategy":"Xbox 360 PowerPC-to-ARM64 static recompilation with ReXGlue and native Vulkan on Horizon OS","language":"","source_available":"Public GPL-3.0 source and v1.0.0 Switch release; requires the user's own Xbox 360 game. README says no game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 to Nintendo Switch native static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/fungalspores/prototype-switch#readme"},{"label":"Bundled Switch release and performance notes","url":"https://github.com/fungalspores/prototype-switch/releases/tag/v1.0.0"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/fungalspores/prototype-switch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1601769,"Python":152960,"C":124133,"GLSL":27676,"CMake":22177,"Shell":18577,"PowerShell":1751},"source_url":"https://api.github.com/repos/fungalspores/prototype-switch/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/fungalspores/prototype-switch reports 1,601,769 bytes of C++, the largest language total (82.2% of 1,949,043 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"protracker-2-3d-desktop-clone","title":"ProTracker 2 Clone","game":"ProTracker 2.3D for Amiga","platform":"ProTracker 2.3D for Amiga → portable C/SDL2 application; maintainer builds are listed for Windows 7 SP1+ and macOS 10.11+ (Intel and Apple silicon), with Linux source/build instructions","kind":"Reimplementation","status":"The maintainer's download page lists ProTracker 2 Clone v1.92 dated 2026-07-24 for Windows and macOS. The repository identifies Windows, macOS, and Linux as targets and provides compile instructions; it notes that Linux packages depend on distribution availability. The stated goal is a highly accurate clone, not a complete compatibility guarantee.","summary":"A portable desktop reconstruction of the classic ProTracker 2.3D music tracker for Amiga. It reproduces the tracker interface and adds audio filters and mixer improvements intended to approximate Amiga playback behavior.","project_url":"https://github.com/8bitbubsy/pt2-clone","updated":"2026-10-15","strategy":"Portable C/SDL2 desktop clone of the ProTracker 2.3D application","language":"","source_available":"Public GitHub source under BSD-3-Clause with build instructions","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Desktop music tracker / application clone","target_type":"Software","sources":[{"label":"Maintainer README: ProTracker 2.3D target, clone goal, audio differences, and Linux instructions","url":"https://github.com/8bitbubsy/pt2-clone/blob/master/README.md"},{"label":"Maintainer download page: v1.92 release date and supported Windows/macOS builds","url":"https://16-bits.org/pt2.php"},{"label":"GitHub BSD-3-Clause license","url":"https://github.com/8bitbubsy/pt2-clone/blob/master/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-15: public, non-fork, unarchived repository and latest push","url":"https://api.github.com/repos/8bitbubsy/pt2-clone"},{"label":"GitHub language breakdown for the source repository checked 2026-10-15","url":"https://api.github.com/repos/8bitbubsy/pt2-clone/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8788529,"C++":110039,"Objective-C":34585,"CMake":11909,"Shell":5439},"source_url":"https://api.github.com/repos/8bitbubsy/pt2-clone/languages","evidence":"GitHub's official language endpoint for https://github.com/8bitbubsy/pt2-clone reports 8,788,529 bytes of C, the largest language total (98.2% of 8,950,501 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ps-switch-kit","title":"PS Switch Kit","game":"Reusable PlayStation matching-decompilation port framework","platform":"PlayStation 1 matching-decompilation C → Nintendo Switch homebrew (.nro, AArch64/libnx); tested in Eden","kind":"Reimplementation","status":"No release listed. The README claims that Silent Hill 1's decompiled C builds to AArch64 and reaches its warning screen in the Eden emulator using a software PSX rasterizer. The roadmap describes layer-0 build/presentation as proven and lists GTE coverage, the full game engine, main loop, title/menu/gameplay, audio/input, and validation on a second game as unfinished.","summary":"Reusable framework for bringing matching PlayStation decompilations to native Switch homebrew. It compiles game C for AArch64 and links it with a Psy-Q SDK shim, PSX VRAM/rasterizer runtime, and libnx platform layer. The repository is intentionally separate from any one game's decompilation.","project_url":"https://github.com/HayatoG/ps-switch-kit","updated":"2026-10-16","strategy":"Compile matching-decompilation C for AArch64 and link it against a reusable Psy-Q shim, PSX VRAM/software-rasterizer runtime, and libnx Switch backend.","language":"","source_available":"Public source repository. GitHub identifies an AGPL-3.0 LICENSE file, while the README and roadmap say the kit's license is still TBD and discuss future vendored code; verify license coverage before redistribution.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-title PS1 decompilation port kit","target_type":"Software","sources":[{"label":"Maintainer README: framework method, Silent Hill 1 proof, Eden target, and project status","url":"https://github.com/HayatoG/ps-switch-kit"},{"label":"Maintainer roadmap: current engine milestones and pending work","url":"https://github.com/HayatoG/ps-switch-kit/blob/master/docs/ROADMAP.md"},{"label":"Repository LICENSE file; GitHub detects AGPL-3.0, although the README says project licensing remains TBD","url":"https://github.com/HayatoG/ps-switch-kit/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://github.com/HayatoG?tab=repositories&page=1","evidence":"GitHub's repository-list card for HayatoG/ps-switch-kit displays C as the repository's primary language. The Languages API returned a rate-limit error during this audit, so no byte totals are recorded.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twisted-metal-psone-classics-ps3-emulator-recomp","title":"PS1 netemu Static Recompilation (Twisted Metal PSOne Classic test)","game":"Sony PS3 firmware PS1 emulator ps1_netemu (tested with PSOne Classic titles)","platform":"PlayStation 3 firmware PS1 emulator module → native PC executable","kind":"Recompilation","status":"The README shows a native run through BIOS, disc mount, intro FMV, title and attract mode for Twisted Metal; Twisted Metal 2 reaches its title, WipEout renders its intro FMV, and Crash Bandicoot boots but presents a black frame. The target is the PS3 firmware emulator, not the individual PS1 game binaries.","summary":"A static recompilation of Sony’s PS3 firmware PS1 emulator so it can run PSOne Classic content as a native PC executable. The repository demonstrates multiple titles on the same emulator binary and explicitly distinguishes the emulator target from the game data.","project_url":"https://github.com/sp00nznet/twistedmetal-psn","updated":"2026-10-16","strategy":"Static recompilation of Sony’s PS3 PS1 emulator module; game discs remain emulator input data","language":"","source_available":"Public source and analysis scripts; game packages, firmware module binaries, keys and disc images are user supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Multi-title emulator-module recompilation","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/twistedmetal-psn"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/sp00nznet/twistedmetal-psn#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/sp00nznet/twistedmetal-psn"}],"media":[{"kind":"image","label":"Animated native run through Twisted Metal PSOne Classic","url":"https://raw.githubusercontent.com/sp00nznet/twistedmetal-psn/master/docs/img/00-running.gif","preview_url":"https://raw.githubusercontent.com/sp00nznet/twistedmetal-psn/master/docs/img/00-running.gif","source_url":"https://github.com/sp00nznet/twistedmetal-psn#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/sp00nznet/twistedmetal-psn","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ps1recomp-static-recompiler-framework","title":"PS1Recomp","game":"PlayStation 1 executables and games (multi-title framework)","platform":"PlayStation 1 MIPS R3000A binaries → native C++ with an SDL2/OpenGL runtime","kind":"Recompilation","status":"Active experimental project; latest source push checked 2026-10-12 and no tagged release is listed. The README reports that its Crash Bandicoot 1 (USA) test boots to the main game loop; this is an early boot milestone, not a complete playable-port claim.","summary":"C++ static recompilation pipeline for PS1 binaries: analyzes ELF/BIN files, emits native C++ from MIPS R3000A code, and links a runtime with BIOS HLE, graphics, audio, CD-ROM, DMA, and controller subsystems. The README describes active development and test coverage.","project_url":"https://github.com/PS1Recomp/ps1-recomp","updated":"2026-10-15","strategy":"Static MIPS R3000A-to-C++ translation with a host-side PS1 subsystem runtime","language":"","source_available":"Public GPL-3.0-or-later source repository; no game images are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 1 static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README: analyzer/recompiler/runtime pipeline and Crash Bandicoot boot status","url":"https://github.com/PS1Recomp/ps1-recomp"},{"label":"GPL-3.0-or-later project license","url":"https://github.com/PS1Recomp/ps1-recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata: source activity checked 2026-10-15","url":"https://api.github.com/repos/PS1Recomp/ps1-recomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/PS1Recomp/ps1-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1492098,"Python":142649,"CMake":14558,"Shell":9210,"Lua":4093,"C":3851,"Java":2368},"source_url":"https://api.github.com/repos/PS1Recomp/ps1-recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/PS1Recomp/ps1-recomp reports 1,492,098 bytes of C++, the largest language total (89.4% of 1,668,827 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ps2native-recompilation-toolkit","title":"PS2Native Experimental Recompilation Toolkit","game":"PS2Native (PlayStation 2 recompilation toolkit)","platform":"PlayStation 2 EE MIPS programs → generated C++20 and native host runtime","kind":"Recompilation","status":"Experimental toolkit, not a game-specific port. The README documents synthetic capture/generation/reuse tests and subsystem work; it says 0 of 5 commercial-title menus are qualified, and does not claim universal compatibility or a playable game.","summary":"An experimental PS2 recompilation pipeline built on PS2Recomp that analyzes user-provided discs, emits C++20, and can recover newly reached EE code offline, compile it, and replay. Its public evidence is strongest for project-owned fixtures; commercial-title compatibility remains unqualified.","project_url":"https://github.com/Pedrohs1771/ps2-native","updated":"2026-10-16","strategy":"Static MIPS recompilation with offline EE code recovery, native-code reuse and replay testing","language":"","source_available":"Public GPL-3.0 source repository; commercial game captures and derived binaries are not published.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Experimental multi-title PS2 recompilation tool","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/Pedrohs1771/ps2-native"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/Pedrohs1771/ps2-native#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/Pedrohs1771/ps2-native"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://api.github.com/repos/Pedrohs1771/ps2-native","evidence":"The official GitHub repository metadata endpoint reports language='C++'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ps2recomp-static-recompiler-framework","title":"PS2Recomp","game":"PlayStation 2 executables and modules (multi-title framework)","platform":"PlayStation 2 ELF/MIPS R5900, with PS2 MMI/VU0 support → generated C++ and a native runtime","kind":"Recompilation","status":"Experimental. The latest GitHub release is v0.4, published as a prerelease on 2026-04-05. The README describes static recompilation of PS2 ELF binaries to C++; it does not establish broad game compatibility.","summary":"Open static recompilation toolkit for PlayStation 2 binaries. Its analyzer and recompiler decode R5900 code and emit C++, while a runtime supplies memory, syscall dispatch, IOP execution, and hardware-facing stubs; title-specific configs and progress live outside the framework.","project_url":"https://github.com/ran-j/PS2Recomp","updated":"2026-10-16","strategy":"Static MIPS R5900-to-C++ recompilation with a PS2 runtime","language":"","source_available":"Public GPL-3.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2 static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/ran-j/PS2Recomp"},{"label":"GitHub release v0.4 (2026-04-05; prerelease)","url":"https://github.com/ran-j/PS2Recomp/releases/tag/v0.4"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/ran-j/PS2Recomp"},{"label":"GitHub latest commit listed for default branch (2026-10-14, eb8688b2fd; activity evidence only)","url":"https://github.com/ran-j/PS2Recomp/commit/eb8688b2fd191129f103a39543002c005b33409c"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":15902468,"Java":51261,"CMake":42447,"Shell":8268,"C":34},"source_url":"https://api.github.com/repos/ran-j/PS2Recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/ran-j/PS2Recomp reports 15,902,468 bytes of C++, the largest language total (99.4% of 16,004,478 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ps2sdk-playstation-2-homebrew-sdk","title":"PS2SDK","game":"PlayStation 2 system libraries and homebrew development APIs","platform":"PlayStation 2 Emotion Engine and I/O Processor APIs → homebrew applications built with the PS2DEV toolchain","kind":"Reimplementation","status":"Maintained open-source SDK. Its README describes source libraries for system functions, controllers, memory cards, USB, networking, storage, discs, and sound; the source tree separates Emotion Engine and I/O Processor components. GitHub recorded a push on 2026-10-13. The README's historical feature list is not a claim that every Sony SDK function is covered.","summary":"A consolidated source SDK for building PlayStation 2 homebrew applications. It provides libraries and tools that expose PS2 system and device functions, including BIOS calls and networking, and is built from separate Emotion Engine, I/O Processor, and common components.","project_url":"https://github.com/ps2dev/ps2sdk","updated":"2026-10-16","strategy":"Open-source SDK libraries and low-level interfaces for PlayStation 2 homebrew development","language":"","source_available":"Public source repository; README states Academic Free License 2.0. Check component-specific notices before reuse.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 homebrew SDK","target_type":"Software","sources":[{"label":"Maintainer README: PS2 target, SDK libraries, system interfaces, source layout, history, and stated license","url":"https://github.com/ps2dev/ps2sdk#readme"},{"label":"PS2DEV getting-started documentation linked by the SDK README","url":"https://ps2dev.github.io/"},{"label":"GitHub repository metadata: archive state and latest push date","url":"https://api.github.com/repos/ps2dev/ps2sdk"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/ps2dev/ps2sdk/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9162980,"Makefile":295658,"Assembly":159594,"VCL":6439,"Shell":2048,"Dockerfile":1165,"C++":845,"CMake":592},"source_url":"https://api.github.com/repos/ps2dev/ps2sdk/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 9,162,980 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ps3recomp-static-recompiler-framework","title":"ps3recomp","game":"PlayStation 3 PPU/SPU software (multi-title framework)","platform":"PlayStation 3 Cell PPU/PowerPC and SPU binaries → ahead-of-time C/C++ and native host runtimes; title/host compatibility is tracked per port","kind":"Recompilation","status":"Active; v0.14.0 was published 2026-10-13. The toolkit README links module and per-port status tables; native runtime support and game progress vary by host and title.","summary":"Static PlayStation 3 recompilation toolkit with binary-analysis tools, code generation, system stubs, and runtime libraries. It translates PPU/SPU code ahead of time into C/C++ and supplies host-side services; game-specific ports are separate repositories and provide the actual compatibility evidence.","project_url":"https://github.com/sp00nznet/ps3recomp","updated":"2026-10-15","strategy":"Ahead-of-time translation of Cell PPU/SPU code into native C/C++ with title-specific runtime support","language":"","source_available":"Public MIT-licensed source repository; game data and generated title code are not included in the toolkit.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 3 static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README: static recompilation design, tool/runtime scope, and linked status documentation","url":"https://github.com/sp00nznet/ps3recomp"},{"label":"Version 0.14.0 release (2026-10-13)","url":"https://github.com/sp00nznet/ps3recomp/releases/tag/v0.14.0"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/ps3recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5536344,"Python":1421951,"C++":1414999,"Objective-C":156839,"CMake":52756,"Java":16620,"Shell":5651,"GLSL":1272,"Batchfile":1181},"source_url":"https://api.github.com/repos/sp00nznet/ps3recomp/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/ps3recomp reports 5,536,344 bytes of C, the largest language total (64.3% of 8,607,613 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ps4recomp-static-recompiler-framework","title":"PS4Recomp Static Recompiler Framework","game":"PlayStation 4 software (multi-title AOT recompilation framework)","platform":"PlayStation 4 x86-64 ELF → macOS Apple Silicon / ARM64 with Metal","kind":"Recompilation","status":"Experimental macOS Apple Silicon framework, not a game-specific compatibility release. The README describes function/CFG recovery, AMD64-to-C generation and a Metal/GNM runtime. It runs on already-decrypted/extracted game folders supplied by the user; its Hollow Knight: Silksong example is an early startup trace, not a claim of playable compatibility. The sole listed release contains OpenOrbis test binaries. GitHub repository API identifies wie-project/PS4Recomp as the current non-fork repository; the README’s clone instructions still point at a different account/repository.","summary":"An experimental PS4 x86-64 ELF static recompiler for macOS Apple Silicon. It translates guest instructions ahead of time to C, then links against native Metal/GNM and Orbis/POSIX services; title-specific compatibility remains unproven by the README example.","project_url":"https://github.com/wie-project/PS4Recomp","updated":"2026-10-16","strategy":"Ahead-of-time x86-64-to-C recompilation with an Apple Metal/GNM native runtime","language":"","source_available":"Public GPL-2.0 source repository with third-party dependencies under their own terms. Requires an already-decrypted and extracted game directory supplied by the user; no commercial game files are provided.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"General-purpose PlayStation 4 toolchain; experimental","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/wie-project/PS4Recomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/wie-project/PS4Recomp/blob/main/README.md"},{"label":"Published project release","url":"https://github.com/wie-project/PS4Recomp/releases/tag/binaries"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/wie-project/PS4Recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/wie-project/PS4Recomp/languages"},{"label":"Experimental OpenOrbis test-binary release","url":"https://github.com/wie-project/PS4Recomp/releases/tag/binaries"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":918398,"Go":818261,"Objective-C":70895,"Objective-C++":37615,"C++":7623},"source_url":"https://api.github.com/repos/wie-project/PS4Recomp/languages","evidence":"GitHub’s official Languages API reports C: 918,398 bytes, Go: 818,261 bytes, Objective-C: 70,895 bytes, Objective-C++: 37,615 bytes, C++: 7,623 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ps5-vulkan-mpereiraesaa","title":"ps5-vulkan (Native PlayStation 5 Vulkan Implementation)","game":"Vulkan applications and homebrew on PlayStation 5","platform":"Vulkan 1.3 applications → native PlayStation 5 homebrew on AMD GFX1013; applications link the static SDK library","kind":"API Translation","status":"Experimental and explicitly non-conformant. The maintainer documents a bounded Vulkan 1.3 profile and static library; it does not currently provide a Vulkan loader or ICD. A 2026-09-29 DXVK 2.6.2 D3D11 feature-level 11_0 workload renders and reads back 4,096 pixels offscreen on PS5 and tears down cleanly. That is a narrow runtime test, not a presented frame or broad game-compatibility result. No GitHub release is listed; the repository is unarchived and was last pushed 2026-09-29.","summary":"A separate native Vulkan graphics implementation for PlayStation 5 homebrew on GFX1013. It exposes a constrained Vulkan 1.3 API through a static SDK library, compiles runtime SPIR-V, and presents through native PS5 facilities. The maintainer documents bounded feature coverage and non-conformance; the repo's DXVK workload demonstrates one offscreen D3D11-over-Vulkan test but does not establish general DXVK or game compatibility.","project_url":"https://github.com/mpereiraesaa/ps5-vulkan","updated":"2026-10-16","strategy":"Native Vulkan API implementation and shader/runtime mapping to PS5 GFX1013 facilities; no console emulation or Windows game-binary translation is involved.","language":"","source_available":"Public source under GPL-3.0-or-later; no GitHub release binaries listed.","first_found":"2026-10-16","project_started":"2026-09-12","programming_language":"C","subtype":"Experimental native Vulkan driver/API implementation for PlayStation 5","target_type":"Software","sources":[{"label":"Maintainer README: architecture, supported target, requirements, current limits and license","url":"https://github.com/mpereiraesaa/ps5-vulkan"},{"label":"Maintainer's bounded Vulkan 1.3 API and feature profile","url":"https://github.com/mpereiraesaa/ps5-vulkan/blob/main/API.md"},{"label":"Maintainer DXVK 2.6.2 workload backlog and 2026-09-29 offscreen render/readback evidence","url":"https://github.com/mpereiraesaa/ps5-vulkan/blob/main/docs/DXVK_V262_BACKLOG.md"},{"label":"GitHub repository metadata: creation, activity and license classifier","url":"https://api.github.com/repos/mpereiraesaa/ps5-vulkan"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/mpereiraesaa/ps5-vulkan/languages"},{"label":"GitHub releases; none listed when checked 2026-10-16","url":"https://github.com/mpereiraesaa/ps5-vulkan/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5679133,"Python":2832745,"GLSL":129012,"C++":116435,"Makefile":75846,"Linker Script":2361,"CMake":1591},"source_url":"https://api.github.com/repos/mpereiraesaa/ps5-vulkan/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 5,679,133 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ps5-vulkan-radv-native-driver","title":"PS5Vulkan (Mesa RADV / PS5 winsys)","game":"Vulkan software and homebrew applications on PlayStation 5 (multi-application)","platform":"Vulkan 1.4 workloads → native Sony PlayStation 5 through Mesa RADV with a PS5 winsys; the earlier ps5vk driver exposes Vulkan 1.1. RADV submits through the console’s AGC, kernel, and VideoOut interfaces using the public PS5 payload toolchain.","kind":"API Translation","status":"Experimental and actively developed. The maintainer reports that RADV advertises Vulkan 1.4 and runs Khronos CTS on PS5, while conformanceVersion remains 0.0.0.0 until a complete CTS run passes. The last full run described in the README (finished 2026-09-29) had 1,569,390 passing cases, 0 failures, 1,350,306 unsupported cases, 60 quality warnings, and one case recorded as a crash after the CTS title was closed mid-batch; targeted reruns and port-caused gaps remain. Maintainer-supported examples include vkQuake and PS5 RetroArch. No release is listed for this driver repository; its latest main-branch commit is dated 2026-10-13 and GitHub reports a push on 2026-10-15.","summary":"A native PlayStation 5 Vulkan driver project. Its current route ports Mesa RADV with a PS5-specific winsys for memory, command submission, and presentation through the console’s AGC, kernel, and VideoOut interfaces; an earlier Mesa-derived ps5vk driver directly implements Vulkan 1.1. Maintainer docs show extensive console CTS and application testing but explicitly withhold Vulkan conformance until a full run passes. This translates Vulkan applications onto PS5 hardware; it does not translate PS5 game binaries to desktop or emulate a console CPU.","project_url":"https://github.com/mihawk-99/PS5_Vulkan","updated":"2026-10-16","strategy":"Vulkan ICD and PS5 winsys over Mesa RADV, mapping Vulkan device, submission, and display operations to PS5 AGC, kernel, and VideoOut interfaces; legacy ps5vk is a Mesa-derived Vulkan 1.1 driver.","language":"","source_available":"Public source repository; the README badge states GPL-3.0-or-later and GitHub classifies it as GPL-3.0. No direct releases are listed. Building uses separate public PS5 payload SDK and companion Mesa / CTS forks; those components have their own source and license terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native PlayStation 5 Vulkan driver and API implementation","target_type":"Software","sources":[{"label":"Maintainer README: driver direction, RADV and ps5vk architecture, dated CTS results, and application tests","url":"https://github.com/mihawk-99/PS5_Vulkan"},{"label":"Maintainer CTS gap ledger: remaining conformance and platform limitations, including later targeted results","url":"https://github.com/mihawk-99/PS5_Vulkan/blob/main/docs/CTS_GAPS.md"},{"label":"Maintainer RADV phase log: implementation milestones and validation chronology","url":"https://github.com/mihawk-99/PS5_Vulkan/blob/main/docs/RADV_PHASE.md"},{"label":"Repository license","url":"https://github.com/mihawk-99/PS5_Vulkan/blob/main/LICENSE"},{"label":"PS5 RetroArch release that uses the RADV driver (separate dependent project)","url":"https://github.com/mihawk-99/PS5_RetroArch/releases/tag/v0.5.6-alpha.5"},{"label":"GitHub repository metadata checked 2026-10-16: activity dates, archive state, primary language, and license classifier","url":"https://api.github.com/repos/mihawk-99/PS5_Vulkan"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mihawk-99/PS5_Vulkan/languages"},{"label":"GitHub releases endpoint checked 2026-10-16; no releases listed","url":"https://github.com/mihawk-99/PS5_Vulkan/releases"},{"label":"Current primary README","url":"https://github.com/mihawk-99/PS5_Vulkan/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2263152,"C++":1871302,"Python":474056,"Shell":399023,"GLSL":150013,"Makefile":18382,"Linker Script":3164,"GDB":1157},"source_url":"https://api.github.com/repos/mihawk-99/PS5_Vulkan/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ps5x360-xbox-360-emulator","title":"PS5X360","game":"PS5X360 (Xbox 360 emulator)","platform":"Xbox 360 → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Experimental; latest official release v0.6.0 was published 2026-10-11. The release adds frame generation, title-update/DLC handling, and a Kinect phone path, and reports several games getting past loading screens. The notes do not establish broad compatibility or a general performance level.","summary":"A PlayStation 5 homebrew port of Xenia Canary for Xbox 360 emulation, with PS5-native controls, storage and graphics integration. Users provide their own game files; the repository and release do not include them.","project_url":"https://github.com/BrinooTk/PS5X360","updated":"2026-10-16","strategy":"Port of the Xenia Canary Xbox 360 emulator with a native PS5 homebrew interface and Vulkan graphics path.","language":"","source_available":"Public source repository and downloadable PS5 homebrew release. Game data is not included; users must supply their own legally obtained files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit discovery lead about the PS5 Xbox 360 emulator; not used as status authority","url":"https://www.reddit.com/r/PS5_Jailbreak/comments/1wxvst3/ps5xbox360_now_runs_games/"},{"label":"Maintainer repository describing the Xenia Canary basis and PS5 target","url":"https://github.com/BrinooTk/PS5X360#readme"},{"label":"https://github.com/BrinooTk/PS5X360/releases","url":"https://github.com/BrinooTk/PS5X360/releases"},{"label":"Current primary README","url":"https://github.com/BrinooTk/PS5X360/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/BrinooTk/PS5X360"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/BrinooTk/PS5X360/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/BrinooTk/PS5X360/releases/tag/v0.6.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":722411,"Python":278353,"C":43572,"CMake":34857,"Shell":34070,"JavaScript":10156,"HTML":6916,"PowerShell":4356,"Batchfile":1344},"source_url":"https://api.github.com/repos/BrinooTk/PS5X360/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"psflycast-dreamcast-ps5-emulator","title":"PSFlycast","game":"PSFlycast (Dreamcast, NAOMI and Atomiswave emulator)","platform":"Dreamcast, NAOMI and Atomiswave → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Latest official release v1.1.0 was published 2026-10-07. The release identifies Flycast as the emulator core and RADV/Vulkan as its PS5 graphics path, and adds RetroAchievements, experimental rewind and memory-card management. No BIOS or game files are included.","summary":"A native homebrew application porting the Flycast emulator to jailbroken PS5 for Dreamcast, NAOMI and Atomiswave systems.","project_url":"https://github.com/Press5elect/PSFlycast","updated":"2026-10-16","strategy":"Flycast-based console emulator port with a PS5-native controller interface and RADV/Vulkan rendering.","language":"","source_available":"Public source repository and downloadable PS5 homebrew release. BIOS and game images are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast/NAOMI/Atomiswave emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit discovery lead announcing PSFlycast release candidate; not used as status authority","url":"https://www.reddit.com/r/PS5_Jailbreak/comments/1wz9uvo/psflycast_v110rc1_dreamcast_naomi_atomiswave/"},{"label":"Maintainer repository and README for the PS5 Flycast port","url":"https://github.com/Press5elect/PSFlycast#readme"},{"label":"https://github.com/Press5elect/PSFlycast/releases","url":"https://github.com/Press5elect/PSFlycast/releases"},{"label":"Current primary README","url":"https://github.com/Press5elect/PSFlycast/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Press5elect/PSFlycast"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Press5elect/PSFlycast/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/Press5elect/PSFlycast/releases/tag/v1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":25331311,"C":15873576,"HTML":13007186,"Roff":725255,"CMake":342533,"JavaScript":218381,"Python":167341,"Java":156124,"Objective-C++":75015,"Makefile":66778,"Assembly":60288,"Objective-C":56455,"Shell":44954,"CSS":31558,"Swift":31206,"Batchfile":6028,"Ruby":4894,"Linker Script":3740,"Dockerfile":3467,"VBScript":3131,"Lua":1585,"Perl":1416},"source_url":"https://api.github.com/repos/Press5elect/PSFlycast/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-psikyo-sh2","title":"Psikyo SH-2 Arcade MiSTer Core","game":"First- and second-generation Psikyo SH-2 arcade hardware and compatible games","platform":"MiSTer FPGA arcade platform; README specifies a 64 MB SDRAM module for PS3/PS5 boards or 128 MB for PS4 boards.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-09-13, with archived=false and fork=false. A MiSTer FPGA core for the first and second generation Psikyo SH-2 arcade platform. The README documents supported SDRAM configurations and loading the core and MRA files. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for the first and second generation Psikyo SH-2 arcade platform. The README documents supported SDRAM configurations and loading the core and MRA files.","project_url":"https://github.com/MiSTer-devel/Arcade-PsikyoSH2_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of First- and second-generation Psikyo SH-2 arcade hardware and compatible games; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2026-08-16","programming_language":"SystemVerilog","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-PsikyoSH2_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-PsikyoSH2_MiSTer/main/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-PsikyoSH2_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-PsikyoSH2_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-PsikyoSH2_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":616106,"Verilog":301179,"VHDL":117842,"Tcl":22198,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-PsikyoSH2_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is SystemVerilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pakon-psix-linux-f135plus","title":"psix","game":"Kodak/Pakon F-135+ 35mm film scanner","platform":"Linux userspace USB driver and local browser-based app","kind":"Reimplementation","status":"Explicit proof of concept: the maintainer says firmware load, scan transport, and negative-to-positive image pipeline work end to end, while the UI is far from finished. Users must provide Kodak firmware for their hardware revision; it is not bundled.","summary":"Linux scanner interface for the Pakon F-135+ with a userspace USB driver, image transport, C-41 negative inversion, live grading, and IR dust/scratch removal. The repository describes itself as a working end-to-end proof of concept rather than a finished scanner application.","project_url":"https://github.com/veroc/psix","updated":"2026-10-15","strategy":"Reverse-engineered USB driver and source-level image-pipeline reimplementation","language":"English","source_available":"Public LGPL-3.0 source. The user must supply Kodak firmware; the maintainer states it is proprietary and not bundled.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Film scanner Linux driver and processing app","target_type":"Software","sources":[{"label":"Maintainer README: exact F-135+ target, end-to-end proof-of-concept status, and firmware boundary","url":"https://github.com/veroc/psix"},{"label":"Repository license","url":"https://github.com/veroc/psix/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":350805,"CSS":47037,"JavaScript":26659,"HTML":24163,"Shell":4184},"source_url":"https://api.github.com/repos/veroc/psix/languages","evidence":"GitHub's official language endpoint for https://github.com/veroc/psix reports 350,805 bytes of Python, the largest language total (77.5% of 452,848 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"psl1ght-playstation-3-homebrew-sdk","title":"PSL1GHT","game":"PlayStation 3 GameOS homebrew SDK and libraries","platform":"PlayStation 3 GameOS APIs → homebrew applications built with the PS3DEV PPU/SPU toolchain","kind":"Reimplementation","status":"Open-source PS3 homebrew SDK; the repository was pushed on 2026-10-08. Its README says the SDK builds and tests with ps3toolchain, while sample coverage is incomplete and CI currently verifies only a top-level make. The repository is distinct from the ps3dev meta-repository that assembles the complete toolchain environment.","summary":"A community-maintained SDK repository providing libraries for PlayStation 3 GameOS homebrew applications, headers, build rules, tools, and subsystem samples such as graphics, audio, and input. It is one component of the wider ps3dev toolchain.","project_url":"https://github.com/ps3dev/PSL1GHT","updated":"2026-10-16","strategy":"Open-source libraries, headers, and build rules for PlayStation 3 GameOS homebrew development","language":"","source_available":"Public source repository; GitHub identifies an MIT license. Optional sample workflows may rely on separately licensed or proprietary tools, including NVIDIA Cg.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 3 homebrew SDK","target_type":"Software","sources":[{"label":"PSL1GHT README: GameOS homebrew libraries, toolchain relationship, build behavior, sample coverage, and limitations","url":"https://github.com/ps3dev/PSL1GHT#readme"},{"label":"GitHub repository metadata: fork flag, license, archive state, and latest push date","url":"https://api.github.com/repos/ps3dev/PSL1GHT"},{"label":"GitHub Languages API byte totals for the ps3dev-maintained repository","url":"https://api.github.com/repos/ps3dev/PSL1GHT/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3719485,"C++":540618,"Makefile":171081,"Python":41257,"Assembly":22586,"Linker Script":9473,"Shell":1222},"source_url":"https://api.github.com/repos/ps3dev/PSL1GHT/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,719,485 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"psport-ps4-linux-api-translation","title":"psport — PS4 Titles natively on Linux","game":"PlayStation 4 x86-64 commercial software (multi-title compatibility layer)","platform":"PlayStation 4 → Linux x86-64 / Vulkan","kind":"API Translation","status":"Active multi-title compatibility work. The README reports Bloodborne reaching several playable areas with saves/audio/pad, Atelier Ryza reaching its field with player control, and Call of Duty: Black Ops II reaching the first mission’s river-barge checkpoint and resuming from save. Other entries range from menus to render/sound smoke tests; the author reports thorough testing on one AMD RX 7800 XT / Mesa RADV machine. These milestones are not full-completion claims.","summary":"A Linux compatibility layer loads original PS4 x86-64 executables without CPU emulation, provides PS4 user-space libraries, and translates GNM/GCN GPU work to Vulkan. It is derived from bbport and shadPS4 and has per-title profiles; users provide their own game dumps.","project_url":"https://github.com/yerasuu/psport","updated":"2026-10-16","strategy":"Native x86-64 execution with PS4 system-library HLE and GNM/GCN-to-Vulkan translation","language":"","source_available":"Public source; users provide their own PS4 game dumps. The repository does not include game data or console system modules.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-title PS4 compatibility layer","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/yerasuu/psport"},{"label":"Maintainer README: architecture, tested titles and hardware scope","url":"https://github.com/yerasuu/psport#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C":1516020,"C++":17630811,"CMake":20878,"GLSL":3992,"Nix":17407,"Perl":4885,"Python":289323,"Shell":90197},"source_url":"https://api.github.com/repos/yerasuu/psport/languages","evidence":"GitHub’s official Languages API reports C: 1,516,020 bytes, C++: 17,630,811 bytes, CMake: 20,878 bytes, GLSL: 3,992 bytes, Nix: 17,407 bytes, Perl: 4,885 bytes, Python: 289,323 bytes, Shell: 90,197 bytes. C++ is the largest total; the README documents inherited shadPS4 rendering/recompiler code and game-independent runtime components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"psprecomp-static-recompiler-framework","title":"psprecomp","game":"PlayStation Portable games (multi-title framework)","platform":"PlayStation Portable Allegrex MIPS32r2 binaries → generated C and native host runtime","kind":"Recompilation","status":"Experimental toolkit; last source push checked 2026-07-21 and no tagged release is listed. Its README says a retail game recompiles, builds, links, and executes, but does not yet render; the flagship currently stalls during startup, and threading is not implemented.","summary":"Static PSP recompilation toolkit with container/decryption tools, Allegrex decoding and function discovery, C emission, HLE firmware services, and a graphics path under development. It is a reusable framework; title-specific game data is not included.","project_url":"https://github.com/sp00nznet/psprecomp","updated":"2026-10-15","strategy":"Ahead-of-time Allegrex-to-C translation with a native PSP system runtime","language":"","source_available":"Public MIT-licensed source repository; game dumps and generated code are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PSP static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README: pipeline, implementation coverage, and explicit current rendering/startup limits","url":"https://github.com/sp00nznet/psprecomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/psprecomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/sp00nznet/psprecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":497247,"CMake":4131},"source_url":"https://api.github.com/repos/sp00nznet/psprecomp/languages","evidence":"GitHub's official language endpoint for https://github.com/sp00nznet/psprecomp reports 497,247 bytes of C, the largest language total (99.2% of 501,378 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"psprism-psp-static-recompilation","title":"psprism — PSP static-recompilation engine","game":"psprism","platform":"PlayStation Portable ISO / ELF / PRX → native macOS and Windows; PSP testbench and partial overlays","kind":"Recompilation","status":"No tagged releases found (checked 2026-10-16); maintainer README reports macOS and Windows host backends working, with Linux planned.","summary":"C++20 static-recompilation framework lifts Allegrex MIPS executables to portable C++ and runs them through the Refract host compatibility layer. The PSP rebuild path is documented as a diagnostics, round-trip verification, and partial overlay/patching harness; full-game execution on PSP is limited by CPU and memory constraints.","project_url":"https://github.com/anthonyhfm/psprism","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Static recompiler and host runtime","target_type":"Software","sources":[{"label":"Project repository","url":"https://github.com/anthonyhfm/psprism"},{"label":"Maintainer README","url":"https://github.com/anthonyhfm/psprism/blob/main/README.md"},{"label":"Releases page","url":"https://github.com/anthonyhfm/psprism/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1657036,"C":787536,"Objective-C++":90694,"Shell":20112,"CMake":17314,"Makefile":8873,"Python":5787,"Assembly":3010},"source_url":"https://github.com/anthonyhfm/psprism/languages","evidence":"Exact GitHub repository language byte counts from the staged GitHub REST /languages response; counts are source bytes, not percentages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"psx-android-static-recomp","title":"PSX Android (psxrecomp multi-title builds)","game":"PlayStation 1 games (multi-title)","platform":"PlayStation → Android","kind":"Recompilation","status":"Per-title status varies: the README marks several games playable and others build-only, setup-only, untested, or not working.","summary":"Build harness and Android runtime for PS1 games statically recompiled to C and compiled as native phone apps. The README status matrix lists Einhänder, Final Fantasy VII, Parasite Eve 1/2, Persona, Persona 2: Eternal Punishment, Policenauts and Tomba 1/2 as playable; other titles have separate, less mature states. Users build locally from their own discs.","project_url":"https://github.com/dguillot-gh/psx-android","updated":"2026-10-11T03:24:47Z","strategy":"Static recompilation to native C","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Multi-title build harness / Android runtime","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/dguillot-gh/psx-android"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/dguillot-gh/psx-android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":229119,"Java":227967,"C#":80074,"Python":6925,"C":929,"Makefile":689,"CMake":554},"source_url":"https://api.github.com/repos/dguillot-gh/psx-android/languages","evidence":"GitHub's official language endpoint for https://github.com/dguillot-gh/psx-android reports 229,119 bytes of PowerShell, the largest language total (41.9% of 546,257 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-srgtcauliflour-psx-gbc","title":"PSX-GBC Game Boy Emulator for PlayStation","game":"Nintendo Game Boy and Game Boy Color","platform":"Original Sony PlayStation (PS1) homebrew","kind":"Emulator","status":"Active reconstruction of a PS1 homebrew emulator; README reports CPU and mapper test suites plus commercial ROM testing; no GitHub release was listed; source repository was last pushed 2026-10-16.","summary":"Rebuilds the aGBe Game Boy/Game Boy Color emulator for original PlayStation homebrew using PSn00bSDK. README documents CPU test suites, cartridge mappers, audio/video and real game ROM tests; it is still under active repair.","project_url":"https://github.com/srgtcauliflour/PSX-GBC","updated":"2026-10-16","strategy":"Console emulator port","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Console emulator port","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/srgtcauliflour/PSX-GBC"},{"label":"GitHub release history","url":"https://github.com/srgtcauliflour/PSX-GBC/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/srgtcauliflour/PSX-GBC/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/srgtcauliflour/PSX-GBC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":584867,"Shell":1444,"Makefile":1195,"CMake":840},"source_url":"https://api.github.com/repos/srgtcauliflour/PSX-GBC/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 584,867 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"psxrecomp-static-recompiler-framework","title":"PSXRecomp","game":"PlayStation 1 software (multi-title static-recompiler framework)","platform":"PlayStation 1 MIPS R3000A binaries → native Windows, macOS and Linux apps","kind":"Recompilation","status":"The maintainer describes PSXRecomp as alpha/beta: the recompiled SCPH1001 BIOS boots and hands off to packaged game executables; the game EXE pipeline and multi-platform packaging are present. Most of a supported title can run as native code, but overlay capture and 100% static coverage remain in progress; no universal game-compatibility claim is made.","summary":"PSXRecomp is the Titus-focused PS1 MIPS R3000A-to-C framework and PS1 hardware runtime. Game-specific packages are built through its Studio tools; users provide their own BIOS and game disc.","project_url":"https://github.com/Cybertwip/RecompilationStudio","updated":"2026-10-16","strategy":"Ahead-of-time MIPS-to-C static recompilation linked to a PS1 hardware runtime; recompiled BIOS boots packaged games and captured overlays can be compiled for later runs","language":"","source_available":"Public source; README states the framework uses the PolyForm Noncommercial 1.0.0 license. BIOS and game data are not included; players supply their own.","first_found":"2026-10-16","project_started":"2026-07-15","programming_language":"C","subtype":"PlayStation 1 static-recompiler framework","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/Cybertwip/RecompilationStudio"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/Cybertwip/RecompilationStudio#readme"},{"label":"Official GitHub repository metadata (created 2026-07-15, last pushed 2026-09-19)","url":"https://api.github.com/repos/Cybertwip/RecompilationStudio"},{"label":"Maintainer release notes","url":"https://github.com/Cybertwip/RecompilationStudio/blob/master/RELEASE_NOTES.md"},{"label":"Current primary README","url":"https://github.com/Cybertwip/RecompilationStudio/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Cybertwip/RecompilationStudio/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13959625,"C++":11726220,"Python":886806,"CMake":318693,"Less":200665,"Makefile":172300,"DIGITAL Command Language":63988,"Shell":51018,"M4":45761,"Assembly":24632,"Java":21982,"PowerShell":18300,"HTML":18013,"Pawn":16555,"Meson":15152,"Perl":13048,"GLSL":10428,"CSS":5225,"Awk":3962,"Roff":2888,"JavaScript":1600,"Cuda":905,"Starlark":729,"Lua":209},"source_url":"https://api.github.com/repos/Cybertwip/RecompilationStudio/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"punch-out-nintendo-entertainment-system-spanish","title":"Punch-Out!! Spanish Translation","game":"Punch-Out!!","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; v1.3 (2026-06-20)","summary":"Spanish fan localization patch for Punch-Out!! on Nintendo Entertainment System; the current maintainer readme confirms translated text and records the supported ROM build.","project_url":"https://traduccioneswave.top/?search=4584","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Maintainer page links the IPS patch ZIP directly: https://traduccioneswave.top/hacks/20260620/punchoutnes/punchoutnes.zip","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer project listing (target language and current version)","url":"https://traduccioneswave.top/?search=4584"},{"label":"Maintainer patch readme (format, version/date, source ROM checksum and notes)","url":"https://traduccioneswave.top/hacks/20260620/punchoutnes/punchoutnes_readme.txt"},{"label":"Maintainer direct patch ZIP","url":"https://traduccioneswave.top/hacks/20260620/punchoutnes/punchoutnes.zip"},{"label":"Wave June 20 2026 update post","url":"https://traduccioneswave.blogspot.com/2026/06/actualizaciones-varias.html"},{"label":"RHP legacy translation index (older metadata superseded by the current readme)","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduccioneswave.top/?search=4584","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"punic-carthage-clean-room-reimplementation","title":"Punic (Carthage clean-room dependency-manager reimplementation)","game":"Carthage dependency management and Xcode dependency workflows","platform":"Python 3.6-compatible per README; macOS/Xcode dependency workflows. A broader host and Xcode compatibility matrix is not specified.","kind":"Reimplementation","status":"The Esri fork’s latest commit and latest release are dated 2020-03-26; its newest release, 0.2.14, is marked prerelease. GitHub marks the Esri fork archived as of 2026-02-24. The README says the original maintainer could no longer maintain the project and reports prior production use. It does not claim compatibility with a specific Carthage version.","summary":"A Python implementation intended as a clean-room replacement for Carthage dependency management. It accepts Carthage-style Cartfiles and provides commands to resolve, fetch, build, update, cache, and copy Xcode dependencies. The candidate is the Esri-published fork, which contains the 0.2.14 prerelease; the original upstream is linked separately.","project_url":"https://github.com/Esri/punic","updated":"2026-10-16","strategy":"The repository description explicitly calls Punic a clean-room reimplementation of Carthage. The README describes compatible Cartfile syntax and the dependency-management workflow. This is a functional tool reimplementation; the target Carthage release/version is unspecified.","language":"Python","source_available":"Public Python source under MIT. Esri/punic is a fork of SixiemeEtage/punic; GitHub metadata identifies the upstream parent. The newest Esri release is a prerelease.","first_found":"2026-10-16","project_started":"2017-05-19","programming_language":"Python","subtype":"Build and dependency-management tool reimplementation","target_type":"Software","sources":[{"label":"Esri fork README: stated Carthage replacement intent, Cartfile behavior, Python compatibility, maintainer and usage status","url":"https://github.com/Esri/punic/blob/master/README.markdown"},{"label":"Repository description explicitly identifying a clean-room reimplementation","url":"https://api.github.com/repos/Esri/punic"},{"label":"Latest Esri fork release 0.2.14 (prerelease)","url":"https://github.com/Esri/punic/releases/tag/0.2.14"},{"label":"MIT license","url":"https://github.com/Esri/punic/blob/master/LICENSE.txt"},{"label":"Upstream repository","url":"https://github.com/SixiemeEtage/punic"},{"label":"Official GitHub language-byte endpoint for the Esri fork","url":"https://api.github.com/repos/Esri/punic/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":129475},"source_url":"https://api.github.com/repos/Esri/punic/languages","evidence":"GitHub's official Languages endpoint reports Python as the largest tracked source total (129,475 bytes); the complete returned repository-wide byte breakdown is preserved. This is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pure-xbox360-recomp","title":"Pure (2008) Xbox 360 Decompilation and Static Recompilation","game":"Pure (2008 Xbox 360 ATV game)","platform":"Xbox 360 → macOS Apple Silicon and Linux x86-64 tested; runtime builds target Windows/macOS/Linux x86-64 and arm64","kind":"Recompilation","status":"Early-stage decompilation plus static recompilation. README reports the tutorial and all modes/events reach results, with game code running at about 30 FPS on Linux x86-64 and on Apple M4 (tutorial about 20–26 FPS). These are maintainer tests; no full campaign completion claim is stated.","summary":"A user-disc-driven pipeline translates the Xbox 360 XEX to C++ using XenonRecomp and loads the result into a Rust/Bevy runtime. The runtime has run on Linux and Apple Silicon macOS; Windows runtime builds are supported, but this README's game tests are on Linux/macOS. No game code is included.","project_url":"https://github.com/IanWorley/impure","updated":"2026-10-16","strategy":"XenonRecomp static PowerPC-to-C++ translation at first launch with a Rust/Bevy host runtime","language":"","source_available":"Public MIT source and runtime; the player supplies their own Xbox 360 disc/image. README says the runtime builds without containing game code.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Xbox 360 static recompilation with a multi-platform Rust runtime","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/IanWorley/impure#readme"},{"label":"Current run scope and tested host systems","url":"https://github.com/IanWorley/impure/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/IanWorley/impure/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":785541,"Shell":26220,"C++":20774,"Python":10786,"Java":5465,"CMake":701,"Handlebars":616},"source_url":"https://api.github.com/repos/IanWorley/impure/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/IanWorley/impure reports 785,541 bytes of Rust, the largest language total (92.4% of 850,103 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"puyo-pop-fever-dc-en","title":"Puyo Pop Fever English Patch","game":"Puyo Pop Fever","platform":"Dreamcast","kind":"Fan Localization","status":"Released","summary":"Patch defaults to English and translates VMU metadata; original language selection remains available.","project_url":"https://github.com/DerekPascarella/PuyoPopFever-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/PuyoPopFever-EnglishPatchDreamcast"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/PuyoPopFever-EnglishPatchDreamcast"}],"media":[{"kind":"video","label":"Switching Puyo Pop Fever to English","url":"https://www.youtube.com/watch?v=nC6fn-emt3s","preview_url":"https://i.ytimg.com/vi/nC6fn-emt3s/hqdefault.jpg","source_url":"https://github.com/DerekPascarella/PuyoPopFever-EnglishPatchDreamcast","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Puyo Pop Fever English Patch","url":"https://raw.githubusercontent.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast/main/in_game_small.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast/main/in_game_small.png","source_url":"https://github.com/DerekPascarella/PuyoPopFever-EnglishPatchDreamcast","discovered_on":"2026-10-15"}],"links":[{"kind":"patch","label":"Puyo Puyo Fever English v1.0 Dreamcast patch","url":"https://github.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast/releases/download/1.0/Puyo.Puyo.Fever.English.v1.0.dcp","source_url":"https://github.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast","notes":"README links the project DCP patch."},{"kind":"patch","label":"Puyo Puyo Fever English v1.0 xdelta patch","url":"https://github.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast/releases/download/1.0/Puyo.Puyo.Fever.English.v1.0.xdelta","source_url":"https://github.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast","notes":"README links the xdelta patch."},{"kind":"tools","label":"Universal Dreamcast Patcher","url":"https://github.com/DerekPascarella/UniversalDreamcastPatcher","source_url":"https://github.com/DerekPascarella/PuyoPuyoFever-EnglishPatchDreamcast","notes":"README links this tools repository."}],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/PuyoPopFever-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"puyo-puyo-da-dreamcast-ko","title":"Puyo Puyo DA! Dreamcast Korean Patch","game":"Puyo Puyo DA!","platform":"Dreamcast","kind":"Fan Localization","status":"The series index lists v1.0.0 dated 2026-09-11. The README says it localizes the title, menus, rankings, gameplay graphics, game introductions, and ending graphics for the Japanese T-6601M V1.003 disc; QA is credited to the maintainer.","summary":"A DCP Korean patch for the Japanese Dreamcast music/puzzle game Puyo Puyo DA!, with checksum-identified source disc files and linked patcher code.","project_url":"https://github.com/mcpads/puyo-puyo-kr-patch/dc-puyopuyo-da","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/puyo-puyo-kr-patch/dc-puyopuyo-da"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/puyo-puyo-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/dc-puyopuyo-da-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"puyo-puyo-tetris-3ds-en","title":"Puyo Puyo Tetris 3DS English Localization Patch","game":"Puyo Puyo Tetris","platform":"Nintendo 3DS; real 3DS and Azahar testing documented","kind":"Fan Localization","status":"Build 1.1.1 / DLC 0.2.10 available; most text and voices localized, but some assets and later content remain unverified","summary":"Carries Sega's official English text and voices from the PC release onto the Japan-only 3DS edition, extending earlier fan work. It includes xdelta and LayeredFS options and a Japanese-voice edition; the release bundle also contains a pre-patched DLC CIA, while the base game is not distributed.","project_url":"https://github.com/Akoi89/puyopuyotetris-3ds-english-patch","updated":"2026-09-28","strategy":"Fan localization patch using official regional assets","language":"English","source_available":"xdelta and LayeredFS patch packages; a patched DLC CIA is also listed in the release files","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text, voice and UI localization","target_type":"Game","sources":[{"label":"Maintainer README; supported title/update, formats, release files and test notes","url":"https://github.com/Akoi89/puyopuyotetris-3ds-english-patch"},{"label":"Maintainer release notes; v1.1.1 / DLC 0.2.10 current changes","url":"https://github.com/Akoi89/puyopuyotetris-3ds-english-patch/blob/master/RELEASE_NOTES.md"},{"label":"Project repository latest recorded commit (2026-09-28): 1.1.1 / DLC 0.2.10: Sega's text on the lines that still had fan wordi…","url":"https://github.com/Akoi89/puyopuyotetris-3ds-english-patch/commit/e650ca73ee493c17775c69d27bd4bca5c7186620"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":461341,"PowerShell":3036},"source_url":"https://api.github.com/repos/Akoi89/puyopuyotetris-3ds-english-patch/languages","evidence":"Official GitHub REST Languages API breakdown for Akoi89/puyopuyotetris-3ds-english-patch: source-code byte counts are {\"PowerShell\": 3036, \"Python\": 461341}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"puyo-puyo-20th-wii-decomp","title":"Puyo Puyo!! 20th Anniversary Wii Decompilation","game":"Puyo Puyo!! 20th Anniversary (Wii)","platform":"Nintendo Wii (game ID SAUJ8P; region/revision not stated)","kind":"Decompilation","status":"Early scaffold. The public tree includes title-specific configuration, symbol maps, and split maps, but the README is still the generic decomp-toolkit template and does not state build or matching progress.","summary":"A Wii decompilation project with game-specific SAUJ8P configuration and symbol/split maps. 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The README template instructs contributors to provide an original game image; no game-specific source implementation or release is documented.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo Wii; configured game ID SAUJ8P","target_type":"Game","sources":[{"label":"Maintainer repository and README template","url":"https://github.com/Fatih120/puyo20th-rvl#readme"},{"label":"Title-specific SAUJ8P configuration and symbol/split maps","url":"https://github.com/Fatih120/puyo20th-rvl/tree/main/config/SAUJ8P"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/Fatih120/puyo20th-rvl/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":105201},"source_url":"https://api.github.com/repos/Fatih120/puyo20th-rvl/languages","evidence":"GitHub's official language endpoint for https://github.com/Fatih120/puyo20th-rvl reports 105,201 bytes of Python, the largest language total (100.0% of 105,201 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"puyo-puyon-dreamcast-ko","title":"Puyo Puyo~n (Puyo Puyo 4) Dreamcast Korean Patch","game":"Puyo Puyo~n (Puyo Puyo 4)","platform":"Dreamcast","kind":"Fan Localization","status":"The series index lists v1.0.1 dated 2026-07-10. The patch README says this update fixes a first-save crash, moves option/continue sprite tables away from executable code, and removes a subtitle-background reference that could affect GDEMU compatibility; it does not state a full-game QA boundary.","summary":"A DCP patch for the Japanese Dreamcast release Puyo Puyo~n. The repository provides checksums and links to the Dreamcast patcher source; no original GDI is included.","project_url":"https://github.com/mcpads/puyo-puyo-kr-patch/dc-puyopuyon","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/puyo-puyo-kr-patch/dc-puyopuyon"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/puyo-puyo-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/dc-puyo-puyon-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/puyo-puyo-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"pulirula-saturn-en","title":"Pu·Li·Ru·La Arcade Gears Vol. 1 English Patch","game":"Pu·Li·Ru·La Arcade Gears Vol. 1","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0 available since 2026-09-21","summary":"English patch for the Japanese Saturn release with two script choices: the original arcade English text or DaVince21’s revised 2015 English translation. The patch also translates the options and backup screens and includes gameplay fixes.","project_url":"https://segaxtreme.net/resources/arcade-gears-vol-1-pu-li-ru-la-japan-english.575/","updated":"2026-09-21","strategy":"Fan translation and enhancement patch","language":"English","source_available":"Public xdelta patch kit on SegaXtreme","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Text and interface localization","target_type":"Game","sources":[{"label":"Maintainer resource: Japanese Saturn image, xdelta instructions, both English script variants, and changes","url":"https://segaxtreme.net/resources/arcade-gears-vol-1-pu-li-ru-la-japan-english.575/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/arcade-gears-vol-1-pu-li-ru-la-japan-english.575/","evidence":"The cataloged project page was checked as a primary-source lead, but it did not provide a project language breakdown or an explicit programming-language statement that identifies the project code. The translated human language was not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No primary-source programming-language evidence or repository language statistics were found for this project; preserve the programming language as unknown rather than infer it."}},{"id":"pvz-portable","title":"PvZ-Portable","game":"Plants vs. Zombies: Game of the Year Edition (PC release; multi-platform reimplementation)","platform":"Windows PC game data → Windows, Linux, macOS, Android, iOS/iPadOS, WebAssembly, and Nintendo Switch; prebuilt Android APK is arm64-v8a (Android 7.0+); iOS requires arm64/iOS 16.4+ and sideloading","kind":"Reimplementation","status":"Maintained cross-platform community reimplementation; latest GitHub release found is v0.2.5 (2026-10-10), with repository activity through 2026-10-16. The README lists Android and iOS/iPadOS as working. The prebuilt Android APK is arm64-v8a; iOS ships as an unsigned IPA for sideloading. Touch input maps to mouse input and the original 4:3 layout is kept; mobile-specific controls are not implemented.","summary":"Cross-platform, manually written reimplementation of the Plants vs. Zombies GOTY engine based on public community research and game testing, not a decompilation. Players supply the original GOTY data files; the repository does not distribute game art, audio, fonts, or other copyrighted assets. Android and iOS builds share saves with desktop builds.","project_url":"https://github.com/wszqkzqk/PvZ-Portable","updated":"2026-10-16","strategy":"Manual engine/gameplay reimplementation using community research and game testing; SDL2 with OpenGL ES 2.0 on mobile.","language":"","source_available":"Public source repository (LGPL-3.0 and GPL-3.0 project files; third-party components retain their own terms). No copyrighted game data is included; users supply game files from a legally acquired Plants vs. Zombies GOTY copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-platform Plants vs. Zombies GOTY reimplementation; Android and iOS mobile builds","target_type":"Game","sources":[{"label":"Maintainer repository and platform/status README","url":"https://github.com/wszqkzqk/PvZ-Portable"},{"label":"Latest official release v0.2.5","url":"https://github.com/wszqkzqk/PvZ-Portable/releases/tag/0.2.5"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/wszqkzqk/PvZ-Portable/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4759936,"C":3389208,"CMake":157073,"Python":84297,"HTML":30858,"Visual Basic 6.0":26773,"Java":23284,"Shell":13881,"Reason":79},"source_url":"https://api.github.com/repos/wszqkzqk/PvZ-Portable/languages","evidence":"Official GitHub REST Languages endpoint reports C++ as the largest byte total for the canonical repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"px68k-libretro","title":"PX68K Libretro Core","game":"SHARP X68000 computer software and games","platform":"SHARP X68000; Libretro-compatible host systems","kind":"Emulator","status":"Community-maintained Libretro fork; the latest repository push checked was 2026-08-22. No tagged release was listed. The README requires users to supply X68000 BIOS files and supported disk-image content.","summary":"GPL-2.0 Libretro core for emulating SHARP X68000 computers, based on the hissorii px68k project with a C68K CPU-core backport for x64 support. It accepts X68000 disk and hard-disk formats through Libretro frontends.","project_url":"https://github.com/libretro/px68k-libretro","updated":"2026-08-22","strategy":"Full X68000 system emulation exposed through the Libretro core interface.","language":"","source_available":"Public GPL-2.0 source repository.","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Libretro computer-emulator core","target_type":"Software","sources":[{"label":"Maintainer README: X68000 BIOS setup, supported content formats, and Libretro usage","url":"https://github.com/libretro/px68k-libretro/blob/master/README.MD"},{"label":"GPL-2.0 license","url":"https://github.com/libretro/px68k-libretro/blob/master/COPYING"},{"label":"Maintainer source repository and activity","url":"https://github.com/libretro/px68k-libretro"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2216894,"Assembly":1641799,"C++":1388126,"Pascal":107176,"Makefile":726,"Perl":39},"source_url":"https://api.github.com/repos/libretro/px68k-libretro/languages","evidence":"GitHub's official language endpoint for https://github.com/libretro/px68k-libretro reports 2,216,894 bytes of C, the largest language total (41.4% of 5,354,760 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"pxp2-psp-android","title":"PXP2","game":"PlayStation Portable software and homebrew","platform":"PlayStation Portable; Android","kind":"Emulator","status":"Early-stage but functional; README reports the PSP 6.61 XMB and Dragon Ball Z: Shin Budokai working on tested devices; source repository last updated 2026-09-29. No license declaration was found in the repository metadata.","summary":"An independently written Java PSP emulator for Android. It downloads and decrypts PSP system software 6.61 directly from PlayStation servers; nothing from Sony is bundled. Game images are user-provided.","project_url":"https://github.com/nahalewski/PXP2","updated":"2026-10-16","strategy":"From-scratch PSP system emulation with HLE service implementations.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Android handheld emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/nahalewski/PXP2"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/nahalewski/PXP2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":1464096,"Python":245113,"C":136821,"PowerShell":7619,"Makefile":5382,"Shell":3419,"Assembly":1747,"Batchfile":1539,"Lex":763},"source_url":"https://api.github.com/repos/nahalewski/PXP2/languages","evidence":"GitHub official repository language endpoint byte counts; Java has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"pyboy-gameboy","title":"PyBoy","game":"Nintendo Game Boy software","platform":"Nintendo Game Boy; Windows, Linux, and macOS hosts","kind":"Emulator","status":"Maintained; latest stable release is v2.8.1 (2026-10-07) and the repository was pushed 2026-10-15. The project describes itself as under development; treat per-game compatibility and API behavior as project-reported.","summary":"A Python Game Boy emulator with an API for programmatic input, state inspection, screenshots, memory access, and reinforcement-learning / Gym workflows. 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README limits the tested target to the M110 and describes text/image printing, a queue-backed web service, and a Python library; it does not claim support for other printer models.","summary":"A clean-room Python client that prints labels to the Phomemo M110 over Bluetooth LE. Its README credits earlier open reverse-engineering projects for protocol observations and says no source code was copied.","project_url":"https://github.com/mkuhlmann/pyphomemo","updated":"2026-10-16","strategy":"Clean-room Bluetooth protocol reimplementation","language":"","source_available":"Public MIT-licensed source; no printer firmware is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Hardware protocol client and printer utility","target_type":"Software","sources":[{"label":"Maintainer README: M110 scope, CLI/API behavior, and protocol provenance","url":"https://github.com/mkuhlmann/pyphomemo/blob/main/README.md"},{"label":"Project license","url":"https://github.com/mkuhlmann/pyphomemo/blob/main/LICENSE"},{"label":"Release v0.2.0","url":"https://github.com/mkuhlmann/pyphomemo/releases/tag/v0.2.0"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/mkuhlmann/pyphomemo/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":50761,"HTML":4930,"Shell":469},"source_url":"https://api.github.com/repos/mkuhlmann/pyphomemo/languages","evidence":"Official GitHub Languages endpoint; Python has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"qemu","title":"QEMU","game":"General-purpose computer systems, including x86 PCs for DOS and Windows games","platform":"Host operating systems and CPU architectures vary by build. System emulation provides full guest machines; current QEMU documentation lists TCG on Linux, other POSIX systems, Windows, and macOS, with Arm and x86 host architectures. On macOS Arm, cross-architecture CPU targets rely on TCG software emulation. Linux/BSD user mode runs foreign-architecture processes through guest-to-host system-call translation.","kind":"Emulator","status":"Active upstream development; current QEMU 11.1.50 master documentation describes both full-system and user-mode emulation, TCG dynamic translation, and optional hardware-assisted virtualization.","summary":"QEMU is a multi-architecture machine emulator and virtualizer. In system mode, its TCG dynamically translates guest CPU instructions and emulates devices; supported hypervisors can accelerate virtual machines. Linux/BSD user mode runs foreign-architecture processes with translated instructions and guest-to-host system-call translation. These are CPU/ABI emulation and virtualization modes, not graphics API translation.","project_url":"https://www.qemu.org/","updated":"2026-10-16","strategy":"TCG dynamic binary translation for guest ISAs; full-system device emulation or Linux/BSD user-mode system-call translation; optional hardware-assisted virtualization","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-architecture full-system and user-mode emulator; ISA translator with separate VM acceleration backends","target_type":"Software","sources":[{"label":"Official QEMU description and system emulation guide","url":"https://www.qemu.org/docs/master/about/index.html"},{"label":"Official QEMU system emulation documentation","url":"https://www.qemu.org/docs/master/system/index.html"},{"label":"Official QEMU source mirror","url":"https://github.com/qemu/qemu"},{"label":"QEMU TCG translator internals: dynamic guest-to-host instruction translation","url":"https://www.qemu.org/docs/master/devel/tcg.html"},{"label":"QEMU user-space emulator: foreign-architecture processes and system-call translation","url":"https://www.qemu.org/docs/master/user/main.html"},{"label":"QEMU system-emulation host and accelerator matrix; TCG is listed for macOS Arm and x86 hosts","url":"https://www.qemu.org/docs/master/system/introduction.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":80352701,"C++":10974652,"Python":4189084,"Shell":1196675,"Assembly":676273,"Meson":631368,"Rust":389552,"Haxe":381161,"Perl":166726,"Objective-C":149893,"Makefile":66693,"Pawn":48118,"SmPL":31614,"Linker Script":30891,"Yacc":29697,"Lex":23760,"NSIS":6939,"DenizenScript":3107,"GLSL":585,"GDB":326,"DTrace":231,"Vim Script":220,"Emacs Lisp":75},"source_url":"https://api.github.com/repos/qemu/qemu/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/qemu/qemu reports 80,352,701 bytes of C, the largest language total (80.9% of 99,350,341 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"qiling-binary-emulation-framework","title":"Qiling","game":"Native binaries, firmware, and kernel modules across multiple OS/architecture targets","platform":"PE, Mach-O, ELF, COM, and MBR across Windows, macOS, Linux, Android, BSD, UEFI, and DOS; x86, x86-64, ARM/AArch64, MIPS, RISC-V, and PowerPC","kind":"Emulator","status":"Active; v1.4.11 was released 2026-09-06 and source changes continued through 2026-09-24.","summary":"Python binary-emulation framework for running and instrumenting executables in modeled operating-system environments. It supports configurable sandboxes, syscall and memory hooks, state save/restore, and debugging, and is commonly used to build custom reverse-engineering and security-analysis tools.","project_url":"https://github.com/qilingframework/qiling","updated":"2026-10-15","strategy":"User-mode binary emulation with configurable OS services, instrumentation, and sandboxing","language":"","source_available":"Public GPL-2.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Cross-platform binary emulation and analysis framework","target_type":"Software","sources":[{"label":"Maintainer README: supported OSes, architectures, formats, instrumentation, and sandbox features","url":"https://github.com/qilingframework/qiling"},{"label":"Version 1.4.11 release (2026-09-06)","url":"https://github.com/qilingframework/qiling/releases/tag/v1.4.11"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/qilingframework/qiling"}],"media":[{"kind":"image","label":"Qiling Tutorial: Emulating and Fuzz ARM router firmware","url":"https://raw.githubusercontent.com/qilingframework/theme.qiling.io/master/source/img/fuzzer.jpg","preview_url":"https://raw.githubusercontent.com/qilingframework/theme.qiling.io/master/source/img/fuzzer.jpg","source_url":"https://github.com/qilingframework/qiling/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Qiling DEMO: Emulating MBR","url":"https://raw.githubusercontent.com/qilingframework/theme.qiling.io/master/source/img/mbr.png","preview_url":"https://raw.githubusercontent.com/qilingframework/theme.qiling.io/master/source/img/mbr.png","source_url":"https://github.com/qilingframework/qiling/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"#HITBLockdown002 VIRTUAL LAB: Qiling Framework: Build a Fuzzer Based on a 1day Bug - Lau Kai Jern","url":"https://www.youtube.com/watch?v=e3_T3KLh2NU","preview_url":"https://i.ytimg.com/vi/e3_T3KLh2NU/hqdefault.jpg","source_url":"https://github.com/qilingframework/qiling/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3550446,"CodeQL":5399,"Dockerfile":912,"Shell":639,"Batchfile":318},"source_url":"https://api.github.com/repos/qilingframework/qiling/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/qilingframework/qiling reports 3,550,446 bytes of Python, the largest language total (99.8% of 3,557,714 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-qix","title":"Qix Arcade Board MiSTer FPGA Core","game":"Qix arcade hardware and compatible games: Qix, Complex X, Space Dungeon, Kram, Zoo Keeper, Electric Yo-Yo, and Slither","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-10-13, with archived=false and fork=false. A MiSTer FPGA core for Qix-family hardware; the README displays the related compatible titles and describes MRA/ROM support. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for Qix-family hardware; the README displays the related compatible titles and describes MRA/ROM support.","project_url":"https://github.com/MiSTer-devel/Arcade-Qix_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Qix arcade hardware and compatible games: Qix, Complex X, Space Dungeon, Kram, Zoo Keeper, Electric Yo-Yo, and Slither; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2026-04-12","programming_language":"Assembly","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-Qix_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Qix_MiSTer/main/README.MD"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Qix_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-Qix_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Qix_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1245931,"C++":1165689,"Verilog":888695,"VHDL":745982,"UnrealScript":671744,"SystemVerilog":339333,"Tcl":49912,"Go":18980,"Python":3638,"Shell":3096,"BitBake":646,"Wolfram Language":289,"Makefile":95},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Qix_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Assembly.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"qmk-keyboard-firmware-framework","title":"QMK Custom Keyboard Firmware","game":"Keyboard firmware for supported Atmel AVR and Arm microcontroller boards","platform":"Supported Atmel AVR and Arm keyboard controllers → programmable USB keyboard firmware","kind":"Reimplementation","status":"Actively maintained; the official repository received source changes through 2026-10-15. The repository documents supported keyboards and controller families; compatibility is specific to each keyboard/MCU and its keymap rather than universal.","summary":"An open-source keyboard-firmware framework for customizing keymaps, layers, macros, and device behavior on supported AVR- and Arm-based keyboards. Builds are board-specific; hardware support is defined in the repository's keyboard tree and the QMK hardware documentation. GPL-2.0.","project_url":"https://github.com/qmk/qmk_firmware","updated":"2026-10-16","strategy":"Open-source programmable keyboard firmware framework","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded input-device firmware","target_type":"Software","sources":[{"label":"QMK firmware repository and supported keyboard tree","url":"https://github.com/qmk/qmk_firmware"},{"label":"Official QMK documentation","url":"https://docs.qmk.fm/"},{"label":"GPL-2.0 license","url":"https://github.com/qmk/qmk_firmware/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":32219555,"C++":2279116,"Python":662409,"Makefile":424847,"Linker Script":86413,"Shell":67250,"Assembly":9414,"Go":7521,"TypeScript":5957,"Jinja":4941,"Vue":810,"CSS":372,"Dockerfile":225},"source_url":"https://api.github.com/repos/qmk/qmk_firmware/languages","evidence":"Official GitHub REST Languages API breakdown for qmk/qmk_firmware: source-code bytes are {\"Assembly\": 9414, \"C\": 32219555, \"C++\": 2279116, \"CSS\": 372, \"Dockerfile\": 225, \"Go\": 7521, \"Jinja\": 4941, \"Linker Script\": 86413, \"Makefile\": 424847, \"Python\": 662409, \"Shell\": 67250, \"TypeScript\": 5957, \"Vue\": 810}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"quake-dreamcast-source-port","title":"Quake Dreamcast Source Port (DCQ1)","game":"Quake","platform":"Windows PC / released Quake source → Sega Dreamcast","kind":"Reimplementation","status":"The source backup README reports working Quake and GLQuake builds, with color/transparency bugs and no networking. It documents booting from CD-ROM/CD-R or dcload-IP and using shareware or commercial data; it does not make a modern compatibility claim.","summary":"Historical Sega Dreamcast port of the released Quake source code (DCQ1), with software and OpenGL render paths and support for mods using compatible data.","project_url":"https://github.com/Shockblast/quake-dreamcast","updated":"2026-10-15","strategy":"Adapt released Quake C source to KallistiOS and the Dreamcast SH-4, with software and GL rendering builds","language":"","source_available":"Public source-code backup; Quake shareware or commercial data files are required separately","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Historical Sega Dreamcast source port","target_type":"Game","sources":[{"label":"Maintainer source backup README: working render paths, known issues, data requirements, and Dreamcast launch methods","url":"https://github.com/Shockblast/quake-dreamcast"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":519762,"Makefile":2843},"source_url":"https://api.github.com/repos/Shockblast/quake-dreamcast/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Shockblast/quake-dreamcast reports 519,762 bytes of C, the largest language total (99.5% of 522,605 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"quake-ii-dreamcast-source-port","title":"Quake II Dreamcast Source Port (DCQ2)","game":"Quake II","platform":"Windows PC / released Quake II source → Sega Dreamcast","kind":"Reimplementation","status":"The source backup README reports a working software renderer and map loading, with audio and CD music disabled in the documented configuration and no network support. It documents CD-ROM/CD-R and dcload-IP layouts for shareware or commercial data; no full campaign result is stated.","summary":"Historical Sega Dreamcast port of the released Quake II source code (DCQ2), with a software renderer, controller support, and VMU save support documented by the maintainer.","project_url":"https://github.com/Shockblast/quake2-dreamcast","updated":"2026-10-15","strategy":"Adapt the released Quake II C code to KallistiOS and Dreamcast hardware; retain a software rendering path to fit the target","language":"","source_available":"Public source-code backup; Quake II shareware or commercial data files are required separately","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Historical Sega Dreamcast source port","target_type":"Game","sources":[{"label":"Maintainer source backup README: status, renderer, known limits, and data requirements","url":"https://github.com/Shockblast/quake2-dreamcast"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":537496,"Makefile":75423,"C++":50042,"Perl":381},"source_url":"https://api.github.com/repos/Shockblast/quake2-dreamcast/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Shockblast/quake2-dreamcast reports 537,496 bytes of C, the largest language total (81.0% of 663,342 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"quake-ii-psp-source-port","title":"Quake II PSP Source Port","game":"Quake II","platform":"Released Quake II PC source and user-provided PC game data → PlayStation Portable homebrew (all PSP models claimed compatible)","kind":"Reimplementation","status":"Release v0.2 was published 2025-02-11. The maintainer describes software and hardware rendering, audio/vaudio, network play over Infrastructure and Ad Hoc, MP3 playback, shared game modules, and compatibility with all PSP models. The README still lists mip texturing in hardware rendering as an outstanding task; it does not document physical-PSP test details. The default branch’s latest commit retrieved is dated 2025-12-18 and fixes networking shutdown/module unloading; the GitHub repository API reports a later push timestamp of 2026-09-16, which may reflect ref activity and does not establish gameplay verification. A PSPSDK Make build is documented, and the v0.2 release offers a ZIP. The player supplies the original PC game’s `baseq2` data.","summary":"Native PlayStation Portable source port of id Software’s released Quake II source. The documented PSPSDK build supports hardware GU or software rendering and requires the user to copy the original PC game’s `baseq2` data beside the EBOOT.","project_url":"https://github.com/Crow-bar/PSPQuake2","updated":"2026-10-16","strategy":"Native PSP source port of released Quake II code using PSPSDK; hardware GU and software renderers are selectable.","language":"","source_available":"Public source. GitHub repository metadata reports no recognized SPDX license; the repository includes GNU GPL version 2 license text in `gnu.txt`, but the repository does not declare a single license through GitHub metadata. The PC game’s `baseq2` data must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PSP homebrew source port","target_type":"Game","sources":[{"label":"Maintainer README: PSP target and compatibility claim, completed features, outstanding rendering task, PSPSDK Make commands, and PC game-data requirement","url":"https://github.com/Crow-bar/PSPQuake2"},{"label":"Maintainer release v0.2 (2025-02-11) and downloadable PSP package","url":"https://github.com/Crow-bar/PSPQuake2/releases/tag/v0.2"},{"label":"Repository GPL version 2 license text; per-file coverage is not declared by GitHub metadata","url":"https://github.com/Crow-bar/PSPQuake2/blob/master/gnu.txt"},{"label":"GitHub repository API: fork identity, no recognized SPDX license, and activity timestamp","url":"https://api.github.com/repos/Crow-bar/PSPQuake2"},{"label":"GitHub Languages API repository-wide byte totals","url":"https://api.github.com/repos/Crow-bar/PSPQuake2/languages"},{"label":"Upstream released Quake II source repository","url":"https://github.com/id-Software/Quake-2"},{"label":"Latest default-branch commit retrieved (2025-12-18): networking shutdown and module-unloading fix","url":"https://github.com/Crow-bar/PSPQuake2/commit/0afb4ed0a2522ae2b5a0335ba5ed1ddf61174585"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3879926,"Assembly":159856,"Makefile":13637},"source_url":"https://api.github.com/repos/Crow-bar/PSPQuake2/languages","evidence":"GitHub Languages API returned the exact repository-wide byte map on 2026-10-16. C is largest at 3,879,926 bytes; Assembly totals 159,856 bytes and Makefile 13,637 bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"quake-ii-saturn-shareware-port","title":"Quake II Sega Saturn Shareware Demo Port","game":"Quake II (shareware demo)","platform":"Quake II shareware PC source/data → Sega Saturn (4 MB RAM cartridge required)","kind":"Reimplementation","status":"The maintainer documents the three shareware-demo levels running in Mednafen. Its PAL fight benchmark reports 25 FPS (39.8 ms per frame), with separate six-view timing measurements. Saving and full-resolution textures remain unfinished; the project does not report a retail Saturn hardware test.","summary":"A bare-metal Sega Saturn port of Quake II’s shareware demo, using both SH-2 CPUs, the SCU DSP, and the sound CPU. It includes the demo’s levels, enemies, weapons, items, and sounds, and requires a 4 MB RAM cartridge. Quake II game data is supplied separately by the user.","project_url":"https://github.com/roperman/saturn-q2","updated":"2026-10-16","strategy":"Native Saturn source port with custom bare-metal engine and Quake II shareware game code","language":"","source_available":"Public GPL-2.0-or-later source and build scripts; the Quake II shareware PAK is not included in the repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Sega Saturn source port; three demo levels, emulator-tested, hardware validation not reported","target_type":"Game","sources":[{"label":"Maintainer README, tested scope, and Mednafen benchmarks","url":"https://github.com/roperman/saturn-q2#readme"},{"label":"Maintainer measured development log","url":"https://github.com/roperman/saturn-q2/blob/main/OVERNIGHT.md"},{"label":"Maintainer project plan","url":"https://github.com/roperman/saturn-q2/blob/main/PLAN.md"},{"label":"Current primary README","url":"https://github.com/roperman/saturn-q2/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/roperman/saturn-q2"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/roperman/saturn-q2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1071851,"Python":181967,"Assembly":143483,"Faust":57791,"Shell":19668,"Linker Script":2992},"source_url":"https://api.github.com/repos/roperman/saturn-q2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"quake-iii-arena-xbox-one-ioquake3-port","title":"Quake III Arena Xbox One ioQuake3 UWP Port","game":"Quake III Arena","platform":"ioquake3 source → Xbox One UWP (Developer Mode)","kind":"Reimplementation","status":"The latest release is tag `1.4` (2026-08-25), and GitHub reports the latest push on 2026-08-25. The README's shared port status reports booting, map loading, gameplay with bots, and 60 fps at 1920×1080. It does not claim a complete campaign or broad compatibility; mouse and physical keyboard input are unavailable in Dev Mode.","summary":"The Quake III Arena flavor is a separately built Xbox One UWP app using the ioquake3 source tree and the `baseq3` game-data directory. The README reports the shared port reaching gameplay with bots; game data is not included and must come from the user's legal install.","project_url":"https://github.com/Mayo1970/ioQuake3-One","updated":"2026-10-16","strategy":"ioquake3 C source port adapted for Xbox One UWP; GLES is translated to D3D11 through ANGLE","language":"","source_available":"Public GPL-2.0 source and release 1.4 UWP packages. Quake III Arena game data is not included and must be supplied separately.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox One UWP source port (Quake III Arena flavor)","target_type":"Game","sources":[{"label":"Project README, flavor table, and status","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/README.md"},{"label":"Xbox One installation and game-data requirements","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/INSTALLATION.md"},{"label":"Latest release 1.4","url":"https://github.com/Mayo1970/ioQuake3-One/releases/tag/1.4"},{"label":"Repository GPL-2.0 license","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/LICENSE"},{"label":"GitHub repository metadata (activity and license field)","url":"https://api.github.com/repos/Mayo1970/ioQuake3-One"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/Mayo1970/ioQuake3-One/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8863942,"HTML":69263,"GLSL":65694,"CMake":64326,"Roff":21060,"Assembly":20133,"C++":5790,"Yacc":4613,"Objective-C":3253},"source_url":"https://api.github.com/repos/Mayo1970/ioQuake3-One/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"quasi88","title":"QUASI88","game":"PC-8801 computer software and games","platform":"NEC PC-8801mkIISR and later models","kind":"Emulator","status":"Public source repository last pushed 2026-06-19; latest numbered release v0.7.4 was published 2026-05-18. The official README identifies this as an SDL2 port of the PC-8801 emulator and documents PC-8801mkIISR and later models.","summary":"Open-source emulator for NEC’s PC-8801 family. The current SDL2-based port supports Windows, macOS, Linux, and Raspberry Pi packages and models the Z80 CPUs, display, sound, disks, tape, and peripherals.","project_url":"https://github.com/bubio/QUASI88","updated":"2026-06-19","strategy":"Software emulation of PC-8801 hardware and peripherals","language":"","source_available":"Yes; public BSD-3-Clause source repository","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Japanese 8-bit home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported models, hardware, host builds, and media formats","url":"https://github.com/bubio/QUASI88/blob/main/README.md"},{"label":"Maintainer release history","url":"https://github.com/bubio/QUASI88/releases"},{"label":"Maintainer source repository and BSD-3-Clause license","url":"https://github.com/bubio/QUASI88"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5268648,"C++":131513,"Makefile":47697,"CMake":10583,"Objective-C":8412},"source_url":"https://api.github.com/repos/bubio/QUASI88/languages","evidence":"Official GitHub REST Languages API breakdown for bubio/QUASI88: source-code byte counts are {\"C\": 5268648, \"C++\": 131513, \"CMake\": 10583, \"Makefile\": 47697, \"Objective-C\": 8412}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"queens-gate-spiral-chaos-psp-english","title":"Queen’s Gate: Spiral Chaos PSP English Translation","game":"Queen’s Gate: Spiral Chaos","platform":"PlayStation Portable (Japan ISO ULJS00377; PPSSPP replacement textures supported)","kind":"Fan Localization","status":"Released; latest patch v1.3.2 was published 2026-07-21. The release contains an xdelta patch, translated game text, subtitled movies, and interface replacement textures.","summary":"Japanese → English translation patch for the Japanese PSP release ULJS00377. The maintainer repository distributes the xdelta patch and PPSSPP texture overlay only and explicitly excludes the ISO/game. No license or translation source code is declared; credits identify leecherboy as the provider of translated text materials.","project_url":"https://github.com/Neokitsune5/QG_English_Patch","updated":"2026-10-16","strategy":"Fan translation patch (xdelta plus PPSSPP texture overlay)","language":"English","source_available":"Public patch release only; repository says it does not include the game/ISO. No license or source code is declared.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PSP fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: ULJS00377, patch instructions, content, and no-ISO statement","url":"https://github.com/Neokitsune5/QG_English_Patch/blob/main/README.md"},{"label":"v1.3.2 patch release","url":"https://github.com/Neokitsune5/QG_English_Patch/releases/tag/v1.3.2"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/Neokitsune5/QG_English_Patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Neokitsune5/QG_English_Patch/languages","evidence":"GitHub Languages API returned {}; repository contains documentation only.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an empty byte map; no predominant programming language is measurable."}},{"id":"quesa-quickdraw3d-reimplementation","title":"Quesa","game":"QuickDraw 3D applications and 3DMF assets","platform":"Apple QuickDraw 3D APIs → macOS and Windows using OpenGL 3.2","kind":"Reimplementation","status":"The public C++ repository describes Quesa as the reimplementation of Apple's QuickDraw 3D API and reports that rendering was upgraded to OpenGL 3.2. The README identifies the current maintainer and recent camera and FilamentViewer work. No GitHub release is listed.","summary":"A BSD-licensed 3D rendering and scene-graph library that reimplements Apple's QuickDraw 3D APIs for macOS and Windows applications. It handles QuickDraw 3D concepts and the 3DMF object format through a modern OpenGL renderer; applications use the library at source/build time rather than loading old Mac binaries.","project_url":"https://github.com/jwwalker/Quesa","updated":"2026-10-16","strategy":"QuickDraw 3D API and scene-graph reimplementation using OpenGL","language":"","source_available":"Public C++ source repository (BSD-3-Clause)","first_found":"2026-10-16","project_started":"2000","programming_language":"C++","subtype":"Mac graphics API reimplementation library","target_type":"Software","sources":[{"label":"Quesa README: QuickDraw 3D reimplementation, platforms, renderer, and recent work","url":"https://github.com/jwwalker/Quesa#readme"},{"label":"Quesa source repository and BSD-3-Clause license","url":"https://github.com/jwwalker/Quesa"},{"label":"Quesa GitHub releases page (none listed at date checked)","url":"https://github.com/jwwalker/Quesa/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7647059,"C":2710229,"Rez":500291,"Perl":447153,"Objective-C":361637,"Shell":344248,"Roff":333591,"Objective-C++":268176,"Makefile":75101,"HTML":23302,"M4":6749,"POV-Ray SDL":1727,"Rich Text Format":1365,"Batchfile":308},"source_url":"https://api.github.com/repos/jwwalker/Quesa/languages","evidence":"Official GitHub repository Languages endpoint byte counts; the predominant language is the largest reported total. These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"quest-bbc-micro-byte-exact-source-reconstruction","title":"Quest (BBC Micro) Byte-Exact Source Reconstruction","game":"Quest (BBC Micro)","platform":"BBC Micro","kind":"Decompilation","status":"The repository describes a complete, byte-exact BeebAsm reconstruction of the $.QUEST1 payload. Its validation assembles the sources and checks the payload size and SHA-256 against the authority established by the reverse-engineering project. The repository was last pushed 2026-09-10.","summary":"Reconstructs Quest's BBC Micro program payload as maintained BeebAsm source, including executable code, tables, text, graphics, sprites, and room data. The README says the source builds without the original disk image or authority payload; no original disk image is included.","project_url":"https://github.com/retro-foundry/quest-decomp","updated":"2026-10-16","strategy":"Byte-exact assembly source reconstruction","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"BBC Micro; BeebAsm reconstruction of the $.QUEST1 program payload","target_type":"Game","sources":[{"label":"Maintainer README and validation procedure","url":"https://github.com/retro-foundry/quest-decomp#readme"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/retro-foundry/quest-decomp"},{"label":"Current primary README","url":"https://github.com/retro-foundry/quest-decomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/retro-foundry/quest-decomp/languages"},{"label":"Maintainer repository","url":"https://github.com/retro-foundry/quest-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":680202,"Python":38580,"PowerShell":11101},"source_url":"https://api.github.com/repos/retro-foundry/quest-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-strikers-meta-quest-3-mr-port","title":"Quest 3 Strikers: Super Mario Strikers Mixed-Reality Port","game":"Super Mario Strikers","platform":"Nintendo GameCube → Meta Quest 3 standalone (Android ARM64 / OpenXR)","kind":"Decompilation","status":"Free alpha; v0.1.11-alpha1 APK was published on 2026-10-16. The maintainer reports testing on Quest 3, including online matches between two Quest 3 headsets; other headset models are untested. The release requires the user’s own Super Mario Strikers game image and contains no game files.","summary":"Quest 3-specific native ARM/OpenXR port built from the Super Mario Strikers community decompilation and based on the catalogued Android phone port. It adds passthrough mixed reality, a tabletop pitch and stadium VR modes. This is a decompilation-based source port, not static recompilation or emulation.","project_url":"https://github.com/LanceSweatpants/Strikers-Quest-MR","updated":"2026-10-16","strategy":"Native source port using community decompilation code","language":"","source_available":"Public GPL-3.0 source and Quest APK release; README states that no game files are included and a user-owned GameCube game image is required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Decompilation-based native source port; Meta Quest 3 Android ARM64/OpenXR mixed-reality application","target_type":"Game","sources":[{"label":"Canonical Quest project README at reviewed release commit","url":"https://github.com/LanceSweatpants/Strikers-Quest-MR/blob/4035b980bda4c2635cb6c538736370ae4b073a56/README.md"},{"label":"Latest alpha APK and maintainer release notes","url":"https://github.com/LanceSweatpants/Strikers-Quest-MR/releases/tag/v0.1.11-alpha1"},{"label":"Catalogued Android phone port identified by the Quest README as its base","url":"https://github.com/luisxl15/Strikers-Android-Port"},{"label":"Community matching decompilation identified by the Android base README","url":"https://github.com/yannicksuter/smstrikers-decomp"},{"label":"GPL-3.0 license","url":"https://github.com/LanceSweatpants/Strikers-Quest-MR/blob/4035b980bda4c2635cb6c538736370ae4b073a56/LICENSE"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/LanceSweatpants/Strikers-Quest-MR/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10030193,"C":4396793,"Java":339816,"JavaScript":61043,"CMake":56994,"Shell":50324,"Python":42765,"Assembly":26752,"GLSL":18434,"PowerShell":2791,"Makefile":441},"source_url":"https://api.github.com/repos/LanceSweatpants/Strikers-Quest-MR/languages","evidence":"Exact GitHub Languages API repository byte counts fetched 2026-10-16. C++ is the largest repository bucket; this is a repository-wide map and includes shared/decompilation-based game code, not only Quest-specific changes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"quest-64-static-recomp","title":"Quest 64 Recompiled","game":"Quest 64","platform":"Nintendo 64 → Windows","kind":"Recompilation","status":"v0.1 release; the README documents a Windows executable, with no other host build verified here.","summary":"Title-specific N64 static recompilation into a native PC build.","project_url":"https://github.com/Rainchus/Quest64-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Rainchus/Quest64-Recomp#readme"},{"label":"Latest project release (v0.1)","url":"https://github.com/Rainchus/Quest64-Recomp/releases/tag/v0.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Rainchus/Quest64-Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Rainchus/Quest64-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":691706,"C":58957,"SCSS":57193,"CMake":17402,"CSS":13847,"Linker Script":3860,"Objective-C++":2415,"Makefile":1085,"HLSL":784},"source_url":"https://api.github.com/repos/Rainchus/Quest64-Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ridge-racer-type-4-ps1-native-recomp","title":"R4: Ridge Racer Type 4 Recompilation","game":"R4: Ridge Racer Type 4 (US; SLUS-00797)","platform":"PlayStation → Windows, macOS, and Linux","kind":"Recompilation","status":"In-development bring-up preview: boots, plays races, supports 2-player VS Battle over netplay and online 2–4-player Link Battle, but is not yet verified end to end according to its README.","summary":"Recompiles the US PlayStation executable into a native multi-platform runtime with a game-specific launcher and extensive graphics, control, and netplay options.","project_url":"https://github.com/tetrisgm/RidgeRacerType4Recomp","updated":"2026-10-16","strategy":"Static translation of MIPS game code to C, executed through the psxrecomp PS1 hardware-simulation runtime","language":"","source_available":"Public game-specific source and generated C; disc image and retail game data are not included, and users provide a legally obtained disc.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS1 static recompilation","target_type":"Game","sources":[{"label":"Canonical repository, README, and bring-up status","url":"https://github.com/tetrisgm/RidgeRacerType4Recomp"},{"label":"Maintainer release list","url":"https://github.com/tetrisgm/RidgeRacerType4Recomp/releases"},{"label":"Disc identity and supported release notes","url":"https://github.com/tetrisgm/RidgeRacerType4Recomp/blob/master/DISC.md"}],"media":[{"kind":"image","label":"Ridge Racer Type 4 launcher artwork from the project repository","url":"https://raw.githubusercontent.com/tetrisgm/RidgeRacerType4Recomp/master/recomp/launcher/boxart.png","preview_url":"https://raw.githubusercontent.com/tetrisgm/RidgeRacerType4Recomp/master/recomp/launcher/boxart.png","source_url":"https://github.com/tetrisgm/RidgeRacerType4Recomp#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":67318817,"Python":311516,"Shell":28903,"CMake":14988,"C++":8769,"Batchfile":1366},"source_url":"https://api.github.com/repos/tetrisgm/RidgeRacerType4Recomp/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; C is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rabbit-saturn-en","title":"Rabbit English Translation Patch","game":"Rabbit","platform":"Sega Saturn","kind":"Fan Localization","status":"Released","summary":"Repository provides patch and installation instructions for the fighting game.","project_url":"https://github.com/DerekPascarella/Rabbit-EnglishPatchSaturn","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Perl","subtype":"Sega Saturn fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/Rabbit-EnglishPatchSaturn"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/Rabbit-EnglishPatchSaturn"}],"media":[{"kind":"image","label":"Image from Rabbit English Translation Patch","url":"https://raw.githubusercontent.com/DerekPascarella/Rabbit-EnglishPatchSaturn/main/images/options.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/Rabbit-EnglishPatchSaturn/main/images/options.png","source_url":"https://github.com/DerekPascarella/Rabbit-EnglishPatchSaturn","discovered_on":"2026-10-15"}],"links":[{"kind":"patch","label":"Rabbit English v1.0 Saturn patch","url":"https://github.com/DerekPascarella/Rabbit-EnglishPatchSaturn/releases/download/1.0/Rabbit.English.-.v1.0.ssp","source_url":"https://github.com/DerekPascarella/Rabbit-EnglishPatchSaturn","notes":"README links the v1.0 patch."},{"kind":"tools","label":"Universal Dreamcast Patcher","url":"https://github.com/DerekPascarella/UniversalDreamcastPatcher","source_url":"https://github.com/DerekPascarella/Rabbit-EnglishPatchSaturn","notes":"README links this tools repository."}],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":9985},"source_url":"https://api.github.com/repos/DerekPascarella/Rabbit-EnglishPatchSaturn/languages","evidence":"GitHub REST repository Languages endpoint reports 9,985 bytes of Perl out of 9,985 measured source bytes (100.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rad-therapy-half-life-clean-room-reimplementation","title":"Rad-Therapy (Half-Life game reimplementation in QuakeC)","game":"Half-Life (1998) gameplay and game logic","platform":"Half-Life gameplay logic → QuakeC game module running on the FTE engine/Nuclide SDK; original game data or a compatible data package is needed.","kind":"Reimplementation","status":"Long-running project; last repository push checked was 2025-11-12 and the latest GitHub release is dated 2024-03-05. README says the game logic is QuakeC rather than native code, is not derived from original source, and single-player completion remains a goal.","summary":"A QuakeC recreation of Half-Life's game logic and network behavior for the FTE engine. It is a game-module implementation rather than a wrapper around the original Half-Life executable; the README does not claim completed single-player parity.","project_url":"https://github.com/eukara/freehl","updated":"2026-10-16","strategy":"Clean-room game-logic reimplementation in QuakeC","language":"","source_available":"Public ISC-licensed source; README links a separately hosted package artifact, so that artifact's content should be reviewed separately.","first_found":"2026-10-16","project_started":null,"programming_language":"QuakeC","subtype":"QuakeC game module and gameplay reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: game-module method, engine requirement, and non-goals","url":"https://github.com/eukara/freehl/blob/master/README.md"},{"label":"Project license","url":"https://github.com/eukara/freehl/blob/master/LICENSE"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/eukara/freehl/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"QuakeC","breakdown":{"QuakeC":130912,"GLSL":33306,"C":25237,"C++":6921,"Shell":6355,"Makefile":581,"ShaderLab":242},"source_url":"https://api.github.com/repos/eukara/freehl/languages","evidence":"Official GitHub Languages endpoint; QuakeC has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"radio-helicopter-wii-decomp","title":"Radio Helicopter Wii Decompilation","game":"Radio Helicopter (MiniCopter: Adventure Flight)","platform":"Nintendo Wii — Europe, build RGCPGT","kind":"Decompilation","status":"Work in progress; the maintainer describes it as a matching decompilation and identifies the supported European build as RGCPGT. No release is listed; the repository says it contains no game assets or assembly.","summary":"A matching decompilation project for Radio Helicopter, also released as MiniCopter: Adventure Flight in the Americas and Puchi Copter Wii in Japan. The user supplies the game copy; the public repository contains source and build configuration, not game assets or assembly.","project_url":"https://github.com/Bsquo/pcopter_wii","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source and build configuration; user supplies the supported game copy. The repository says it does not contain game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii decompilation","target_type":"Game","sources":[{"label":"Maintainer README: title aliases, supported build, and user-supplied game data","url":"https://github.com/Bsquo/pcopter_wii#readme"},{"label":"Official GitHub repository metadata: matching-decompilation description and activity","url":"https://api.github.com/repos/Bsquo/pcopter_wii"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/Bsquo/pcopter_wii/releases"},{"label":"Current primary README","url":"https://github.com/Bsquo/pcopter_wii/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Bsquo/pcopter_wii/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3260153,"C++":1005245,"Python":155081},"source_url":"https://api.github.com/repos/Bsquo/pcopter_wii/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"radtel-950-pro-firmware-reverse-engineering","title":"Radtel 950 Pro firmware reverse-engineering workspace","game":"Radtel 950 Pro dual-band mobile-radio OEM firmware","platform":"Radtel 950 Pro radio; Artery AT32F403A Cortex-M4F; README maps BK4829 transceivers, SI4732 receiver, display, controls, and firmware behavior.","kind":"Decompilation","status":"Reverse-engineering workspace rather than a replacement-firmware release. The README describes decrypted OEM images, Ghidra work, decompiled function maps, and peripheral analysis; custom firmware is only a long-term goal. No release or exact OEM firmware revision is identified. Latest source commit was 2025-10-26; repository metadata was updated 2026-09-19.","summary":"A hardware and firmware analysis workspace for the Radtel 950 Pro. It includes decompiled output, decrypted firmware and Ghidra artifacts, a function catalogue, and notes on the display and RF peripherals. The README describes future custom-firmware work, but does not document a replacement build.","project_url":"https://github.com/JKI757/radtel-950-pro","updated":"2026-10-16","strategy":"Inspect decrypted OEM firmware in Ghidra, annotate the disassembly/decompiler output, and map MCU peripherals against the reference BSP and hardware.","language":"","source_available":"Public repository with decompiled outputs, tools, and hardware notes; no repository-wide license is declared by GitHub. README attributes OEM firmware and Artery reference materials to their owners; it does not describe the contents as relicensed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Mobile-radio embedded firmware reverse engineering","target_type":"Software","sources":[{"label":"Maintainer README: exact radio target, decompiled artifacts, peripheral analysis, and stated future goal","url":"https://github.com/JKI757/radtel-950-pro"},{"label":"Function catalogue cited by the README","url":"https://github.com/JKI757/radtel-950-pro/blob/main/docs/Function_Names.csv"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/JKI757/radtel-950-pro"},{"label":"Official GitHub release list; no releases returned at review time","url":"https://api.github.com/repos/JKI757/radtel-950-pro/releases"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/JKI757/radtel-950-pro/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":33430525,"HTML":308126,"Assembly":152440,"Linker Script":114296,"CMake":100755,"C#":26098,"Python":23621,"Shell":483},"source_url":"https://api.github.com/repos/JKI757/radtel-950-pro/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C is the largest repository-wide tracked byte category (33,430,525 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"radtel-rt950-pro-bare-metal-replacement-firmware","title":"Radtel RT-950 Pro Bare-Metal Replacement Firmware","game":"Radtel RT-950 Pro handheld radio firmware","platform":"Radtel RT-950 Pro; Artery AT32F403A ARM Cortex-M4F; OEM bootloader and encrypted BTF upload format","kind":"Reimplementation","status":"GPL-3.0 work in progress. The maintainer reports boot splash, LEDs, LCD and GPIO running on real hardware; most remaining peripherals and the application stack are described as code-complete but untested. It is not a finished radio replacement yet.","summary":"A public bare-metal C replacement for the RT-950 Pro radio firmware, targeting the AT32F403A and retaining the OEM bootloader for uploads. The repository documents drivers, RF controls, APRS/DTMF, UI, storage, CPS protocol, and BTF tooling. It also includes official vendor firmware binaries and versioned encryption keys for analysis/recovery, which remain proprietary inputs.","project_url":"https://github.com/Hertzz58/Radtel-RT950-Pro-Firmware","updated":"2026-10-16","strategy":"Reverse-engineered bare-metal replacement firmware for the OEM application slot, built with ARM GCC and uploaded in the radio's BTF container","language":"","source_available":"GPL-3.0 project source. The repository also contains original Radtel BTF firmware binaries and vendor-specific keys; those proprietary assets are not relicensed by the project code license.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Two-way radio replacement firmware","target_type":"Software","sources":[{"label":"Public README: exact radio/MCU, build and upload method, feature status, and OEM binaries","url":"https://github.com/Hertzz58/Radtel-RT950-Pro-Firmware#readme"},{"label":"GPL-3.0 license","url":"https://github.com/Hertzz58/Radtel-RT950-Pro-Firmware/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4975452,"C":762755,"Python":111350,"Makefile":5347,"Linker Script":3625},"source_url":"https://api.github.com/repos/Hertzz58/Radtel-RT950-Pro-Firmware/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository Hertzz58/Radtel-RT950-Pro-Firmware (repository API ID 1196657348, https://github.com/Hertzz58/Radtel-RT950-Pro-Firmware). The exact response reported 4,975,452 bytes of Assembly, the largest category, out of 5,858,529 recognized-language bytes (84.9%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rage-racer-ps1-byte-matching-decomp","title":"Rage Racer PlayStation Byte-Matching Decompilation","game":"Rage Racer (PAL SCES_006.50; USA SLUS_004.03; Japan SLPS_006.00 v1.0 and v1.1)","platform":"PlayStation (PAL SCES_006.50; USA SLUS_004.03; Japan SLPS_006.00 v1.0/v1.1)","kind":"Decompilation","status":"Matching is complete for the PAL executable: the README reports all 1,200 functions and 100% of code bytes matched, with a byte-identical linked executable. It says the USA and Japanese targets have complete source coverage using shared PAL C where possible and region-specific C where needed. Some translation units retain inline or hand-written assembly.","summary":"A source-only reconstruction of the PlayStation version of Rage Racer, with regional builds for PAL, USA and Japan. The project uses the original PSYQ-era toolchain to produce matching executables and requires users to supply their own game copies and toolchain.","project_url":"https://github.com/khasinski/rage-racer-decomp","updated":"2026-10-16","strategy":"Byte-exact matching decompilation","language":"","source_available":"Public source-only repository; the README says game images, extracted assets, SDK files and compiler binaries are not included. GitHub license detection returns NOASSERTION, so the source license is unclear.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: regional executable targets, source-reconstruction method, matching progress and project status","url":"https://github.com/khasinski/rage-racer-decomp#readme"},{"label":"GitHub repository metadata: dates, archive/fork state and license detection (NOASSERTION)","url":"https://api.github.com/repos/khasinski/rage-racer-decomp"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/khasinski/rage-racer-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2176643,"Assembly":420749,"Python":306545,"HTML":31041,"BitBake":11033,"Makefile":8644,"Shell":2448},"source_url":"https://api.github.com/repos/khasinski/rage-racer-decomp/languages","evidence":"Exact repository-wide language byte totals returned by GitHub Languages API, checked 2026-10-16; byte counts can include tools and dependencies and do not isolate game-specific code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raging-thunder-2-ps-vita-api-port","title":"Raging Thunder 2 PS Vita Port","game":"Raging Thunder 2","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.16)","kind":"API Translation","status":"The README reports menus and races fully playable on real Vita hardware.","summary":"The port runs the original Android ARM library through a loader and bridges Android lifecycle/input/graphics/audio to Vita services.","project_url":"https://github.com/MetalSyntax/Raging-Thunder-2-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Raging-Thunder-2-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Raging-Thunder-2-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Raging-Thunder-2-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Raging-Thunder-2-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raging-thunder-ps-vita-api-port","title":"Raging Thunder PS Vita Port","game":"Raging Thunder","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.2.1)","kind":"API Translation","status":"Menus and races are playable on real hardware without crashes; save persistence is implemented but not yet tested, according to the README.","summary":"The port loads the original Android ARM game library and adapts its Java/GLES/audio/input expectations to Vita-native services.","project_url":"https://github.com/MetalSyntax/Raging-Thunder-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Raging-Thunder-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Raging-Thunder-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Raging-Thunder-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Raging-Thunder-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"arcade-raiden2-mister-core","title":"Raiden II & Raiden DX for MiSTer","game":"Seibu Kaihatsu Raiden II (1993) and Raiden DX (1994) arcade boards","platform":"MiSTer FPGA on DE10-Nano","kind":"Emulator","status":"Maintainer README reports both games booting and playing at full speed with sound and passing 22 built-in tests on DE10-Nano. The current SDRAM-load issue is believed fixed but not proven; Raiden DX remains more lightly tested. Last repository push 2026-08-23.","summary":"FPGA recreation of the Seibu Raiden II/DX arcade board, including the V30, Seibu COP, graphics chips, sound, and video timing. The repository supplies core bitstreams and MRAs but no game ROMs; users provide the corresponding MAME ROM sets.","project_url":"https://github.com/spacestate1/Arcade-Raiden2_MiSTer","updated":"2026-08-23","strategy":"FPGA hardware recreation (arcade board core)","language":"","source_available":"Public GPL-3.0 source and core builds. The README says game ROM data are not included and the user must supply MAME ROM sets; game data rights remain separate.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"Seibu Raiden II / Raiden DX arcade hardware","target_type":"Software","sources":[{"label":"Maintainer README with hardware tests, known limitations, and ROM setup","url":"https://github.com/spacestate1/Arcade-Raiden2_MiSTer"},{"label":"Maintainer release artifacts","url":"https://github.com/spacestate1/Arcade-Raiden2_MiSTer/tree/main/releases"},{"label":"Repository GPL-3.0 license","url":"https://github.com/spacestate1/Arcade-Raiden2_MiSTer/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":825567,"Verilog":551206,"VHDL":236667,"Python":38200,"Tcl":24395,"Batchfile":672,"MATLAB":527},"source_url":"https://api.github.com/repos/spacestate1/Arcade-Raiden2_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 825,567 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-raiden","title":"Raiden MiSTer core","game":"Seibu Kaihatsu Raiden arcade hardware and supported variants","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Active; README identifies v1.8 (2026-08-23) as running end-to-end with sound, video, and input on real MiSTer hardware. Repository updated 2026-09-24.","summary":"An FPGA recreation of the Raiden arcade board using twin V30 CPUs, Z80 audio control, YM3812, and OKI M6295. Supported MAME-compatible ROM sets are user supplied.","project_url":"https://github.com/rmonic79/Arcade-Raiden_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation; tested on MiSTer hardware with user-provided arcade ROM sets.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository and hardware status","url":"https://github.com/rmonic79/Arcade-Raiden_MiSTer"},{"label":"GPL-3.0 license","url":"https://github.com/rmonic79/Arcade-Raiden_MiSTer/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/rmonic79/Arcade-Raiden_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1704563,"Verilog":685619,"VHDL":467987,"Tcl":44557,"Python":3863,"MATLAB":527,"Fortran":318},"source_url":"https://api.github.com/repos/rmonic79/Arcade-Raiden_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raiders-lost-ark-atari-2600-disassembly","title":"Raiders of the Lost Ark (Atari 2600) Reverse-Engineered Source","game":"Raiders of the Lost Ark","platform":"Atari 2600 VCS","kind":"Decompilation","status":"The maintainer describes the commented source as fully reverse-engineered; the project builds with DASM, but does not claim a byte-for-byte ROM match.","summary":"A commented 6502 assembly reconstruction of the 1982 Atari 2600 game, with build/run scripts for Windows and Linux.","project_url":"https://github.com/halkuncode/Raiders2600","updated":"2026-10-15","strategy":"Commented 6502 assembly reconstruction assembled with DASM","language":"","source_available":"Public assembly source, DASM build files, and documentation; no byte-identical rebuild claim is made.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Atari 2600 disassembly","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/halkuncode/Raiders2600"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":265134,"C":5713,"Makefile":406,"Batchfile":315},"source_url":"https://api.github.com/repos/halkuncode/Raiders2600/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/halkuncode/Raiders2600 reports 265,134 bytes of Assembly, the largest language total (97.6% of 271,568 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rainbow-cotton-dc-en","title":"Rainbow Cotton English Translation","game":"Rainbow Cotton","platform":"Dreamcast","kind":"Fan Localization","status":"Released","summary":"Release describes full English coverage of text, graphics, and subtitled FMVs.","project_url":"https://github.com/DerekPascarella/RainbowCotton-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Perl","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/RainbowCotton-EnglishPatchDreamcast"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/RainbowCotton-EnglishPatchDreamcast"}],"media":[],"links":[{"kind":"patch","label":"Rainbow Cotton English patch file","url":"https://github.com/DerekPascarella/RainbowCotton-EnglishPatchDreamcast/releases/download/1.0/Rainbow.Cotton.ENG.v1.0.dcp","source_url":"https://github.com/DerekPascarella/RainbowCotton-EnglishPatchDreamcast","notes":"README links this direct patch release asset."}],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":8830},"source_url":"https://api.github.com/repos/DerekPascarella/RainbowCotton-EnglishPatchDreamcast/languages","evidence":"GitHub REST repository Languages endpoint reports 8,830 bytes of Perl out of 8,830 measured source bytes (100.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"raine","title":"Raine","game":"Classic arcade systems, especially Taito and other 2D boards","platform":"Windows and Linux","kind":"Emulator","status":"Active; the official downloads page lists v0.97.6b Arch packages dated 2026-03-23 and v0.97.5 Windows builds. Source activity includes macOS ARM64 renderer-selection and full-screen fixes dated 2026-06-24.","summary":"An arcade emulator that began with Taito games and now covers multiple arcade hardware families. The project publishes Windows builds and source archives, with Linux build instructions.","project_url":"https://raine.1emulation.com/","updated":"2026-10-16","strategy":"Arcade-board emulation with CPU and device-specific code; the project documents a C/C++ 64-bit build.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade-system emulator and frontend","target_type":"Software","sources":[{"label":"Official latest downloads page, including dated Arch packages and Windows builds","url":"https://raine.1emulation.com/download/latest.html"},{"label":"Raine source compilation instructions","url":"https://raine.1emulation.com/download/install.html"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/zelurker/raine"},{"label":"Project repository latest recorded commit (2026-06-24): macOS arm64: renderer selection + fullscreen fixes (follow-up to #80)…","url":"https://github.com/zelurker/raine/commit/cf1e6af50d45be2c653660cfda24f33259bc06c0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13729470,"Assembly":3122886,"C++":860599,"GLSL":132539,"Perl":81705,"Makefile":52877,"Raku":2291,"Shell":1457,"Awk":836,"Pawn":684,"Batchfile":246},"source_url":"https://api.github.com/repos/zelurker/raine/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/zelurker/raine reports 13,729,470 bytes of C, the largest language total (76.3% of 17,985,590 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rallisport-challenge-2-xbox-static-recomp","title":"RalliSport Challenge 2 Xbox Static Recompilation","game":"RalliSport Challenge 2","platform":"Xbox NTSC → native Linux PC; Windows x64 build tested under Wine","kind":"Recompilation","status":"Native Linux release builds are available; the Windows build is cross-compiled and tested under Wine. Game data and generated C are supplied by the user at build time.","summary":"A PC port made by statically recompiling the original Xbox executable with xboxrecomp and a project-specific renderer, audio, input and kernel layer.","project_url":"https://github.com/Mortify7612/RallisportChallenge2-decomp","updated":"2026-10-16","strategy":"Original Xbox x86 static recompilation with xboxrecomp","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/Mortify7612/RallisportChallenge2-decomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/Mortify7612/RallisportChallenge2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3192793,"Python":1667670,"CMake":44794,"Shell":36017,"GLSL":17061,"Perl":6225,"Java":5446,"C++":4522,"Assembly":2555},"source_url":"https://api.github.com/repos/Mortify7612/RallisportChallenge2-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,192,793 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rampage-2-universal-tour-n64-pc-recomp","title":"Rampage 2: Universal Tour Recompiled","game":"Rampage 2: Universal Tour","platform":"Nintendo 64 → Windows / Linux PC","kind":"Recompilation","status":"Boots with four threads and processes the title state, but has a black screen because the RSP task handoff to the render scheduler is not connected.","summary":"N64Recomp + RT64 static recompilation.","project_url":"https://github.com/sp00nznet/Rampage","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/sp00nznet/Rampage"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2614564,"C++":622226,"Python":90915,"CMake":15272,"HTML":13896,"PowerShell":10797,"JavaScript":6279,"Linker Script":3860,"Objective-C++":2415,"Batchfile":1543,"Makefile":1085,"HLSL":784},"source_url":"https://api.github.com/repos/sp00nznet/Rampage/languages","evidence":"GitHub's official Languages API reports 2,614,564 bytes of C out of 3,383,636 recognized language bytes for https://github.com/sp00nznet/Rampage; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rampage-world-tour-ps3-recomp","title":"Rampage World Tour PS3 Recompilation","game":"Rampage World Tour (PS3 PSN release, NPUB30003)","platform":"PlayStation 3 PSN → native PC","kind":"Recompilation","status":"Work in progress; the maintainer reports that boot reaches the PS3 package's Midway/Backbone logo sequence, but menus, input, and gameplay have not been reached.","summary":"Static recompilation of the PS3 release's generic Midway arcade-emulator executable, distributed with Rampage World Tour game data, to native PC through ps3recomp. The README clarifies that the executable can address several Midway arcade ROM names; users supply their own PSN package and no game data is included.","project_url":"https://github.com/sp00nznet/rampage-ps3","updated":"2026-10-15","strategy":"Static PS3 PPU/SPU recompilation of the release's arcade-emulator shell","language":"","source_available":"Public source and build configuration; requires the user's own PS3 PSN package, executable, and game data; no game code, ROMs, or assets are distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 3 package-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: PSN package, emulator-shell scope, build requirements, and current status","url":"https://github.com/sp00nznet/rampage-ps3#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/rampage-ps3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4432,"CMake":3578,"Shell":2542},"source_url":"https://api.github.com/repos/sp00nznet/rampage-ps3/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sp00nznet/rampage-ps3 reports 4,432 bytes of C, the largest language total (42.0% of 10,552 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rampage-world-tour-n64-pc-recomp","title":"Rampage World Tour Recompiled","game":"Rampage World Tour","platform":"Nintendo 64 → Windows / Linux PC","kind":"Recompilation","status":"README reports gameplay across title, menus, character select and play at 60 FPS; keyboard/controller work. Audio output is not implemented (SN64 engine stubbed).","summary":"N64Recomp + RT64 static recompilation.","project_url":"https://github.com/sp00nznet/Rampage","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/sp00nznet/Rampage"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2614564,"C++":622226,"Python":90915,"CMake":15272,"HTML":13896,"PowerShell":10797,"JavaScript":6279,"Linker Script":3860,"Objective-C++":2415,"Batchfile":1543,"Makefile":1085,"HLSL":784},"source_url":"https://api.github.com/repos/sp00nznet/Rampage/languages","evidence":"GitHub's official Languages API reports 2,614,564 bytes of C out of 3,383,636 recognized language bytes for https://github.com/sp00nznet/Rampage; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rance-4-1-save-the-medicine-plant-pc-98-english","title":"Rance 4.1: Save the Medicine Plant English Translation","game":"Rance 4.1: Save the Medicine Plant","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v1.5","summary":"English fan localization for Rance 4.1: Save the Medicine Plant on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://www.romhackplaza.org/translations/rance-4-1-save-the-medicine-plant-english-translation-pc-98","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://www.romhackplaza.org/translations/rance-4-1-save-the-medicine-plant-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/rance-4-1-save-the-medicine-plant-english-translation-pc-98","evidence":"The cataloged Romhack Plaza listing for Rance 4.1: Save the Medicine Plant English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Rance 4.1: Save the Medicine Plant English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"rance-4-2-angel-army-pc-98-english","title":"Rance 4.2: Angel Army English Translation","game":"Rance 4.2: Angel Army","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v1.5","summary":"English fan localization for Rance 4.2: Angel Army on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/rance-4-2-angel-army-english-translation-pc-98","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/rance-4-2-angel-army-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/rance-4-2-angel-army-english-translation-pc-98","evidence":"The cataloged Romhack Plaza listing for Rance 4.2: Angel Army English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Rance 4.2: Angel Army English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"rance-ii-the-rebellious-maidens-pc-98-english","title":"Rance II: The Rebellious Maidens English Translation","game":"Rance II: The Rebellious Maidens","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v2.0","summary":"English fan localization for Rance II: The Rebellious Maidens on PC-98. 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The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/rance-ii-the-rebellious-maidens-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/rance-ii-the-rebellious-maidens-english-translation-pc-98","evidence":"The cataloged Romhack Plaza listing for Rance II: The Rebellious Maidens English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Rance II: The Rebellious Maidens English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"rance-the-quest-for-hikari-pc-98-english","title":"Rance: The Quest for Hikari English Translation","game":"Rance: The Quest for Hikari","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v2.0","summary":"English fan localization for Rance: The Quest for Hikari on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/rance-the-quest-for-hikari-english-translation-pc-98/","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/rance-the-quest-for-hikari-english-translation-pc-98/"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/rance-the-quest-for-hikari-english-translation-pc-98/","evidence":"The cataloged Romhack Plaza listing for Rance: The Quest for Hikari English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Rance: The Quest for Hikari English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"raptor-call-of-the-shadows-gamecube-port","title":"Raptor: Call of the Shadows GameCube Port","game":"Raptor: Call of the Shadows","platform":"DOS PC v1.2 → Nintendo GameCube","kind":"Reimplementation","status":"A GameCube V1.0.2 release package is available. The reviewed README/release notes do not establish full-game completion or hardware test coverage.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Nintendo GameCube as a native homebrew source port. The README says the port is based on nukeykt’s reverse-engineered codebase and that the original DOS v1.2 GLB data is required; no game assets beyond the shareware set are provided.","project_url":"https://github.com/RetroGamer02/raptor-consoles","updated":"2026-10-16","strategy":"Native Nintendo GameCube source port of the reverse-engineered DOS game code","language":"","source_available":"Public source and target release/build instructions; the release provides shareware v1.2 GLB assets, while the user must supply the compatible DOS v1.2 full-version GLB files for full-version play.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"DOS PC reverse-engineered source port to Nintendo GameCube","target_type":"Game","sources":[{"label":"Maintainer README: reversed-engineered source, DOS v1.2 data, supported targets, and builds","url":"https://github.com/RetroGamer02/raptor-consoles#readme"},{"label":"Maintainer release: GameCube V1.0.2 build","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/PowerPC-Sys-V1.0.2"},{"label":"Current primary README","url":"https://github.com/RetroGamer02/raptor-consoles/blob/multi-sys/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/MultiSys-V1.0.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11958303,"C++":1124219,"CMake":67506,"Objective-C":50743,"M4":35367,"Shell":25663,"JavaScript":18010,"Makefile":13716,"Batchfile":11069,"Roff":10475,"Python":3344,"AppleScript":1828,"HTML":755,"Ruby":516,"Java":271},"source_url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raptor-call-of-the-shadows-3ds-port","title":"Raptor: Call of the Shadows Nintendo 3DS Port","game":"Raptor: Call of the Shadows","platform":"DOS PC v1.2 → Nintendo 3DS","kind":"Reimplementation","status":"Nintendo 3DS SDL2 v0.9.1 release is available; release notes identify hardware-accelerated video, and the maintainer credits testing on New 3DS models. Full-game completion is not claimed in the reviewed sources.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Nintendo 3DS as a native homebrew source port. 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The maintainer reports a Bravo Sector wave 8 crash fix and notes that music and full-version GLB assets require an Expansion Pak; this is not a final release.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Nintendo 64 as a native homebrew source port. 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The reviewed sources do not establish campaign completion or hardware-wide compatibility.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Nintendo DS as a native homebrew source port. The README says the port is based on nukeykt’s reverse-engineered codebase and that the original DOS v1.2 GLB data is required; no game assets beyond the shareware set are provided.","project_url":"https://github.com/RetroGamer02/raptor-consoles","updated":"2026-10-16","strategy":"Native Nintendo DS source port of the reverse-engineered DOS game code","language":"","source_available":"Public source and target release/build instructions; the release provides shareware v1.2 GLB assets, while the user must supply the compatible DOS v1.2 full-version GLB files for full-version play.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"DOS PC reverse-engineered source port to Nintendo DS","target_type":"Game","sources":[{"label":"Maintainer README: reversed-engineered source, DOS v1.2 data, supported targets, and builds","url":"https://github.com/RetroGamer02/raptor-consoles#readme"},{"label":"Maintainer release: Nintendo DS v1.0.9 and DSi loading fixes","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/MultiSys-V1.0.3"},{"label":"Current primary README","url":"https://github.com/RetroGamer02/raptor-consoles/blob/multi-sys/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/MultiSys-V1.0.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11958303,"C++":1124219,"CMake":67506,"Objective-C":50743,"M4":35367,"Shell":25663,"JavaScript":18010,"Makefile":13716,"Batchfile":11069,"Roff":10475,"Python":3344,"AppleScript":1828,"HTML":755,"Ruby":516,"Java":271},"source_url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raptor-call-of-the-shadows-switch-port","title":"Raptor: Call of the Shadows Nintendo Switch Port","game":"Raptor: Call of the Shadows","platform":"DOS PC v1.2 → Nintendo Switch","kind":"Reimplementation","status":"A first Nintendo Switch build is available in release 1.0.5, and the repository lists a Switch build target. The reviewed sources do not state current hardware playability or full-game completion.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Nintendo Switch as a native homebrew source port. The README says the port is based on nukeykt’s reverse-engineered codebase and that the original DOS v1.2 GLB data is required; no game assets beyond the shareware set are provided.","project_url":"https://github.com/RetroGamer02/raptor-consoles","updated":"2026-10-16","strategy":"Native Nintendo Switch source port of the reverse-engineered DOS game code","language":"","source_available":"Public source and target release/build instructions; the release provides shareware v1.2 GLB assets, while the user must supply the compatible DOS v1.2 full-version GLB files for full-version play.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"DOS PC reverse-engineered source port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: reversed-engineered source, DOS v1.2 data, supported targets, and builds","url":"https://github.com/RetroGamer02/raptor-consoles#readme"},{"label":"Maintainer release 1.0.5: first Nintendo Switch build","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/1.0.5"},{"label":"Current primary README","url":"https://github.com/RetroGamer02/raptor-consoles/blob/multi-sys/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/MultiSys-V1.0.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11958303,"C++":1124219,"CMake":67506,"Objective-C":50743,"M4":35367,"Shell":25663,"JavaScript":18010,"Makefile":13716,"Batchfile":11069,"Roff":10475,"Python":3344,"AppleScript":1828,"HTML":755,"Ruby":516,"Java":271},"source_url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raptor-call-of-the-shadows-xbox-port","title":"Raptor: Call of the Shadows Original Xbox Port","game":"Raptor: Call of the Shadows","platform":"DOS PC v1.2 → Original Xbox","kind":"Reimplementation","status":"An Xbox test build is attached to release 1.0RC1 and the repository lists an Xbox build target. No hardware gameplay or completion claim was found, so this remains an experimental target.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Original Xbox as a native homebrew source port. The README says the port is based on nukeykt’s reverse-engineered codebase and that the original DOS v1.2 GLB data is required; no game assets beyond the shareware set are provided.","project_url":"https://github.com/RetroGamer02/raptor-consoles","updated":"2026-10-16","strategy":"Native Original Xbox source port of the reverse-engineered DOS game code","language":"","source_available":"Public source and target release/build instructions; the release provides shareware v1.2 GLB assets, while the user must supply the compatible DOS v1.2 full-version GLB files for full-version play.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"DOS PC reverse-engineered source port to Original Xbox","target_type":"Game","sources":[{"label":"Maintainer README: reversed-engineered source, DOS v1.2 data, supported targets, and builds","url":"https://github.com/RetroGamer02/raptor-consoles#readme"},{"label":"Maintainer release candidate: 3DS release and Xbox test build","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/1.0RC1"},{"label":"Current primary README","url":"https://github.com/RetroGamer02/raptor-consoles/blob/multi-sys/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/MultiSys-V1.0.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11958303,"C++":1124219,"CMake":67506,"Objective-C":50743,"M4":35367,"Shell":25663,"JavaScript":18010,"Makefile":13716,"Batchfile":11069,"Roff":10475,"Python":3344,"AppleScript":1828,"HTML":755,"Ruby":516,"Java":271},"source_url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"raptor-call-of-the-shadows-wii-port","title":"Raptor: Call of the Shadows Wii Port","game":"Raptor: Call of the Shadows","platform":"DOS PC v1.2 → Nintendo Wii","kind":"Reimplementation","status":"A Wii V1.0.2 release package and Wii build target are available. The reviewed README/release notes do not establish full-game completion or hardware test coverage.","summary":"Native source port of the DOS v1.2 reverse-engineered Raptor codebase to Nintendo Wii as a native homebrew source port. The README says the port is based on nukeykt’s reverse-engineered codebase and that the original DOS v1.2 GLB data is required; no game assets beyond the shareware set are provided.","project_url":"https://github.com/RetroGamer02/raptor-consoles","updated":"2026-10-16","strategy":"Native Nintendo Wii source port of the reverse-engineered DOS game code","language":"","source_available":"Public source and target release/build instructions; the release provides shareware v1.2 GLB assets, while the user must supply the compatible DOS v1.2 full-version GLB files for full-version play.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"DOS PC reverse-engineered source port to Nintendo Wii","target_type":"Game","sources":[{"label":"Maintainer README: reversed-engineered source, DOS v1.2 data, supported targets, and builds","url":"https://github.com/RetroGamer02/raptor-consoles#readme"},{"label":"Maintainer release: Wii V1.0.2 build","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/PowerPC-Sys-V1.0.2"},{"label":"Current primary README","url":"https://github.com/RetroGamer02/raptor-consoles/blob/multi-sys/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/RetroGamer02/raptor-consoles/releases/tag/MultiSys-V1.0.4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11958303,"C++":1124219,"CMake":67506,"Objective-C":50743,"M4":35367,"Shell":25663,"JavaScript":18010,"Makefile":13716,"Batchfile":11069,"Roff":10475,"Python":3344,"AppleScript":1828,"HTML":755,"Ruby":516,"Java":271},"source_url":"https://api.github.com/repos/RetroGamer02/raptor-consoles/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-clank-ps2-native-pc","title":"Ratchet & Clank PS2 Native PC Port","game":"Ratchet & Clank (2002; PS2 NTSC-U SCUS-97199; PAL SCES-50916 support is untested)","platform":"PlayStation 2 → Linux PC (Windows build experimental)","kind":"Reimplementation","status":"Release v0.3.0 (2026-10-15) reports ported code through every planet, the final fight, credits, and end menu. Later levels are not fully tested; Linux has been tested on one machine, while Windows support is experimental.","summary":"A native desktop port of the PS2 game, carried over function by function and compared against the original. Players provide their own disc; setup extracts the needed data locally.","project_url":"https://github.com/daino-selvatico/rac1-native-game","updated":"2026-10-15","strategy":"Function-by-function C++ source port of the original game code, checked against the PS2 behavior; not emulation or static binary recompilation","language":"","source_available":"Public port source. The README requires a user-supplied PS2 disc; the project does not bundle the game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native desktop source port; PAL support awaiting testing","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/daino-selvatico/rac1-native-game"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/daino-selvatico/rac1-native-game/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/daino-selvatico/rac1-native-game"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/daino-selvatico/rac1-native-game/languages"},{"label":"Maintainer status page","url":"https://github.com/daino-selvatico/rac1-native-game/blob/main/docs/status.md"},{"label":"Maintainer setup and disc requirements","url":"https://github.com/daino-selvatico/rac1-native-game/blob/main/docs/setup.md"},{"label":"Latest project release","url":"https://github.com/daino-selvatico/rac1-native-game/releases/tag/v0.3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10146973,"Python":503749,"Shell":56518,"CMake":32495,"PowerShell":8361,"Batchfile":3093},"source_url":"https://api.github.com/repos/daino-selvatico/rac1-native-game/languages","evidence":"GitHub's official Languages API reports C++: 10,146,973 bytes, Python: 503,749 bytes, Shell: 56,518 bytes, CMake: 32,495 bytes, PowerShell: 8,361 bytes, Batchfile: 3,093 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-and-clank-ps2-pal-decomp","title":"Ratchet & Clank PS2 PAL Matching Decompilation","game":"Ratchet & Clank (PS2, PAL v2.00)","platform":"PlayStation 2 → PlayStation 2 (PAL SCES_509.16)","kind":"Decompilation","status":"Work in progress; matched functions rebuild against retail, while unfinished functions are supplied from disassembly so the full executable links and matches outside active functions.","summary":"PAL v2.00 project, distinct from the NTSC US decompilation referenced by the owner; user supplies their game executable.","project_url":"https://github.com/OpenRAC/rac1-decomp","updated":"2026-10-15","strategy":"Matching C/C++ decompilation using the original PS2 toolchain, with retail byte comparison.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching c/c++ decompilation using the original ps2 toolchain, with retail byte comparison.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/OpenRAC/rac1-decomp"},{"label":"Owner releases page (no published release object at 2026-10-15 check)","url":"https://github.com/OpenRAC/rac1-decomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/OpenRAC/rac1-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17021116,"Python":867343,"Shell":29487,"GDScript":15186,"Dockerfile":4873,"BitBake":4631,"Java":1892,"Batchfile":95},"source_url":"https://api.github.com/repos/OpenRAC/rac1-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 17,021,116 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ratchet-and-clank-ps2-openrac-decomp","title":"Ratchet & Clank PS2 PAL/NTSC-U OpenRAC Decompilation","game":"Ratchet & Clank","platform":"PlayStation 2 PAL SCES_509.16 and NTSC-U SCUS_971.99; PAL native PC port","kind":"Decompilation","status":"Matching source is 88.30% complete for PAL and 86.55% for NTSC-U by bytes. The PAL game is the first native PC port and plays its main campaign; remaining assembly is logged.","summary":"A function-matched PS2 decompilation and native PC port in the OpenRAC multi-game repository. The user supplies the supported disc image. ","project_url":"https://github.com/OpenRAC/OpenRAC","updated":"2026-10-16","strategy":"PlayStation 2 matching decompilation; native PC port for PAL release","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 decompilation and native port","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/OpenRAC/OpenRAC"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/OpenRAC/OpenRAC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":42224211,"Python":2898133,"C++":2174089,"Rust":188185,"Svelte":86549,"Shell":81920,"TypeScript":72103,"CMake":46393,"GLSL":39864,"GDScript":33877,"JavaScript":31111,"CSS":19384,"Makefile":17689,"Java":17602,"BitBake":11683,"Linker Script":9800,"Dockerfile":6517,"Objective-C++":4139,"HTML":2609,"PHP":258,"Batchfile":95},"source_url":"https://api.github.com/repos/OpenRAC/OpenRAC/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 42,224,211 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-and-clank-going-commando-ps2-decomp","title":"Ratchet & Clank: Going Commando PS2 Decompilation","game":"Ratchet & Clank: Going Commando","platform":"PlayStation 2 (USA v1.01, SCUS_972.68)","kind":"Decompilation","status":"Work in progress; the maintainer README reports 2,941 of 9,100 distinct functions represented as C (5.75% of code), across the boot program and levels. No game files, rebuilt executables, or proprietary tools are included.","summary":"Matching decompilation of Ratchet & Clank: Going Commando for the USA v1.01 PS2 release. The build pipeline reconstructs the boot executable and 27 level programs; a native PC port is described as future work, not a current deliverable.","project_url":"https://github.com/OpenRAC/rac2-gc-decomp","updated":"2026-10-16","strategy":"Matching PS2 decompilation; C functions are linked into retail program images and compared byte-for-byte","language":"","source_available":"Public C source and build tools; user must supply the specified game copy. No game data or rebuilt executable is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/OpenRAC/rac2-gc-decomp/blob/master/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/OpenRAC/rac2-gc-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3224848,"Python":165783,"Java":15710,"Shell":6420,"CMake":3562,"Dockerfile":1644},"source_url":"https://api.github.com/repos/OpenRAC/rac2-gc-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-and-clank-going-commando-ps2-openrac-decomp","title":"Ratchet & Clank: Going Commando PS2 OpenRAC Decompilation","game":"Ratchet & Clank: Going Commando","platform":"PlayStation 2 NTSC-U SCUS_972.68","kind":"Decompilation","status":"Work in progress; the repository reports 5.75% byte-matched progress for the supported NTSC-U executable and its level programs.","summary":"A function-by-function PS2 decompilation in the OpenRAC multi-game repository; the game image is supplied by the user. ","project_url":"https://github.com/OpenRAC/OpenRAC","updated":"2026-10-16","strategy":"PlayStation 2 function-level matching decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/OpenRAC/OpenRAC"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/OpenRAC/OpenRAC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":42224211,"Python":2898133,"C++":2174089,"Rust":188185,"Svelte":86549,"Shell":81920,"TypeScript":72103,"CMake":46393,"GLSL":39864,"GDScript":33877,"JavaScript":31111,"CSS":19384,"Makefile":17689,"Java":17602,"BitBake":11683,"Linker Script":9800,"Dockerfile":6517,"Objective-C++":4139,"HTML":2609,"PHP":258,"Batchfile":95},"source_url":"https://api.github.com/repos/OpenRAC/OpenRAC/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 42,224,211 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-clank-size-matters-ps2-usa-decomp","title":"Ratchet & Clank: Size Matters PS2 USA Matching Decompilation","game":"Ratchet & Clank: Size Matters (PlayStation 2, USA SCUS_976.15)","platform":"PlayStation 2 (USA, SCUS_976.15, SYSTEM.CNF version 1.00)","kind":"Decompilation","status":"Early matching-decompilation workspace. The maintainer reports no general qualified compiler, complete retail function catalogue, or ByteMatch progress report. Narrow private gates cover one boot C function and two shared level functions; reconstructed load images and assembly sections are documented separately. No public release is listed.","summary":"Early matching-decompilation workspace for the USA PlayStation 2 build of Ratchet & Clank: Size Matters. Repository instructions keep game-derived material local; source match claims are limited to individually gated functions and explicitly scoped load images.","project_url":"https://github.com/OpenRAC/rac5-sm-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (GPL-3.0); game image and derived materials are not included and must be supplied locally.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PlayStation 2 MIPS matching decompilation; early workspace","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/OpenRAC/rac5-sm-decomp/blob/b4327e3f37081bf509f26eb7b919788bf9526669/README.md"},{"label":"Canonical public repository","url":"https://github.com/OpenRAC/rac5-sm-decomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/OpenRAC/rac5-sm-decomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/OpenRAC/rac5-sm-decomp/languages"},{"label":"Repository license file at reviewed commit","url":"https://github.com/OpenRAC/rac5-sm-decomp/blob/b4327e3f37081bf509f26eb7b919788bf9526669/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":462883,"Java":6394,"C":5573,"Linker Script":2726},"source_url":"https://api.github.com/repos/OpenRAC/rac5-sm-decomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-clank-up-your-arsenal-ps2-decomp","title":"Ratchet & Clank: Up Your Arsenal Decompilation","game":"Ratchet & Clank: Up Your Arsenal","platform":"PlayStation 2 (NTSC-U, SCUS-97353)","kind":"Decompilation","status":"Work in progress. The README reports that three supported executables currently build byte-identically and gives separate function-progress counts; this does not imply that every executable is fully matched or that the game has a native playable port.","summary":"Matching C decompilation of the PS2 NTSC-U release, tracked against executable byte output. The repository documents retail-build identifiers and does not include the original game files.","project_url":"https://github.com/OpenRAC/rac3-uya-decomp","updated":"2026-10-15","strategy":"Matching decompilation of PS2 executable code","language":"","source_available":"Public source repository; user-supplied PS2 game data required; game files are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 2 NTSC-U matching decompilation","target_type":"Game","sources":[{"label":"Project README, executable IDs, and byte-match progress","url":"https://github.com/OpenRAC/rac3-uya-decomp"},{"label":"GitHub repository language metadata","url":"https://api.github.com/repos/OpenRAC/rac3-uya-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3074945,"Python":559036,"JavaScript":44082,"Makefile":15562,"CSS":14600,"Linker Script":9800,"HTML":4630,"BitBake":4427},"source_url":"https://api.github.com/repos/OpenRAC/rac3-uya-decomp/languages","evidence":"GitHub's official repository Languages endpoint reports C as the largest language total for this repository.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ratchet-and-clank-up-your-arsenal-ps2-openrac-decomp","title":"Ratchet & Clank: Up Your Arsenal PS2 OpenRAC Decompilation","game":"Ratchet & Clank: Up Your Arsenal","platform":"PlayStation 2 NTSC-U SCUS_973.53","kind":"Decompilation","status":"Work in progress; the repository reports 1.28% byte-matched progress for the supported NTSC-U boot, frontend and launcher programs.","summary":"A function-by-function PS2 decompilation in the OpenRAC multi-game repository; the game image is supplied by the user. ","project_url":"https://github.com/OpenRAC/OpenRAC","updated":"2026-10-16","strategy":"PlayStation 2 function-level matching decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/OpenRAC/OpenRAC"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/OpenRAC/OpenRAC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":42224211,"Python":2898133,"C++":2174089,"Rust":188185,"Svelte":86549,"Shell":81920,"TypeScript":72103,"CMake":46393,"GLSL":39864,"GDScript":33877,"JavaScript":31111,"CSS":19384,"Makefile":17689,"Java":17602,"BitBake":11683,"Linker Script":9800,"Dockerfile":6517,"Objective-C++":4139,"HTML":2609,"PHP":258,"Batchfile":95},"source_url":"https://api.github.com/repos/OpenRAC/OpenRAC/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 42,224,211 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-deadlocked-ps2-decomp","title":"Ratchet: Deadlocked PS2 Matching Decompilation","game":"Ratchet: Deadlocked (Ratchet: Gladiator in PAL regions)","platform":"PlayStation 2 (NTSC-U, SCUS_974.65 v1.00)","kind":"Decompilation","status":"Work in progress. The repository's progress table had no function or byte totals populated at review, so no numeric completion claim is supportable. The target is NTSC-U only; the maintainers say a PAL target may follow if a PAL-disc contributor joins.","summary":"Matching decompilation aiming to rebuild the NTSC-U retail executable byte-for-byte with its original toolchain, then refactor matched code toward readable C/C++. The repository contains no game assets, executable, or disassembly; contributors provide their own game copy.","project_url":"https://github.com/OpenRAC/rac-deadlocked-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; requires the user's own retail game copy and toolchain","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Canonical repository, target build, and progress policy","url":"https://github.com/OpenRAC/rac-deadlocked-decomp"},{"label":"Maintainer live progress dashboard","url":"https://decomp.dev/OpenRAC/rac-deadlocked-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":510122,"Python":148553,"Shell":9644,"BitBake":2625,"Dockerfile":1722},"source_url":"https://api.github.com/repos/OpenRAC/rac-deadlocked-decomp/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-deadlocked-ps2-openrac-decomp","title":"Ratchet: Deadlocked PS2 OpenRAC Decompilation","game":"Ratchet: Deadlocked","platform":"PlayStation 2 NTSC-U SCUS_974.65","kind":"Decompilation","status":"Work in progress; the repository reports 0.51% byte-matched progress for the supported NTSC-U executable and overlays.","summary":"A function-by-function PS2 decompilation in the OpenRAC multi-game repository; the game image is supplied by the user. ","project_url":"https://github.com/OpenRAC/OpenRAC","updated":"2026-10-16","strategy":"PlayStation 2 function-level matching decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/OpenRAC/OpenRAC"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/OpenRAC/OpenRAC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":42224211,"Python":2898133,"C++":2174089,"Rust":188185,"Svelte":86549,"Shell":81920,"TypeScript":72103,"CMake":46393,"GLSL":39864,"GDScript":33877,"JavaScript":31111,"CSS":19384,"Makefile":17689,"Java":17602,"BitBake":11683,"Linker Script":9800,"Dockerfile":6517,"Objective-C++":4139,"HTML":2609,"PHP":258,"Batchfile":95},"source_url":"https://api.github.com/repos/OpenRAC/OpenRAC/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 42,224,211 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"namco22-rave-racer-reconstruction","title":"Rave Racer Namco System 22 Code Reconstruction","game":"Rave Racer","platform":"Arcade (Namco System 22)","kind":"Recompilation","status":"Playable; supports online play per README","summary":"Namco 2x Systems project translates the game program to C and is rewriting parts by hand; project documents checks against MAME and provides release packages. Method: Lifted C with ongoing hand rewrite; checked against MAME but not described as a matching source decompilation.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"raw2x-another-world-gp2x","title":"Raw2x (Another World engine port)","game":"Another World","platform":"Another World original game files → GP2X","kind":"Reimplementation","status":"Beta per the project page; no current compatibility claim is documented.","summary":"GP2X port of RAW, an open-source reimplementation of the Another World engine.","project_url":"https://sourceforge.net/projects/raw2x/","updated":"2026-10-16","strategy":"GP2X port of the RAW engine reimplementation","language":"","source_available":"Public SourceForge project/files; original Another World game files are required.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Game-engine reimplementation port","target_type":"Game","sources":[{"label":"SourceForge project page: RAW lineage, GP2X target, beta state and original-data requirement","url":"https://sourceforge.net/projects/raw2x/"},{"label":"SourceForge files page: latest listed package","url":"https://sourceforge.net/projects/raw2x/files/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/raw2x/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"rax-multi-architecture-emulator","title":"rax","game":"Linux guest software, bare-metal programs, and bytecode for supported CPU architectures","platform":"x86-64, Arm/AArch64, Qualcomm Hexagon, RISC-V RV64, eBPF, and Solana SBPF guest architectures","kind":"Emulator","status":"Active research project; v0.1.2 was released 2026-09-16 and the repository continued to receive changes on 2026-10-15. The README documents Linux boot paths for x86-64/AArch64, bare-metal Hexagon and RISC-V paths, and user-mode Linux ELF execution. The maintainer says it is not a production hypervisor or security sandbox.","summary":"Rust CPU and system emulator covering multiple processor and bytecode architectures. The documented current paths include x86-64 and AArch64 Linux guests, bare-metal Hexagon/RISC-V programs, and user-mode Linux executables; the project describes itself as research software.","project_url":"https://github.com/HexRaysSA/rax","updated":"2026-10-15","strategy":"Multi-architecture software CPU emulation, user-mode execution, and virtual-machine system models","language":"","source_available":"Yes; public MIT-licensed source repository","first_found":"2026-10-15","project_started":"","programming_language":"Rust","subtype":"Research multi-architecture CPU/full-system emulator","target_type":"Software","sources":[{"label":"Maintainer README: guest architectures, system/user-mode paths, limitations, and research status","url":"https://github.com/HexRaysSA/rax"},{"label":"Maintainer release v0.1.2","url":"https://github.com/HexRaysSA/rax/releases/tag/v0.1.2"},{"label":"GitHub repository metadata: source activity and MIT license","url":"https://api.github.com/repos/HexRaysSA/rax"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/HexRaysSA/rax/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":157404493,"ASL":1811036,"Python":230874,"C":173446,"C++":45520,"Shell":32001,"Makefile":16708,"CMake":14506,"Linker Script":3448,"Ruby":2544},"source_url":"https://api.github.com/repos/HexRaysSA/rax/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/HexRaysSA/rax reports 157,404,493 bytes of Rust, the largest language total (98.5% of 159,734,576 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rayman2-n64-recomp","title":"Rayman 2 N64 Recomp","game":"Rayman 2: The Great Escape (N64 version)","platform":"Nintendo 64 → PC","kind":"Recompilation","status":"Unclear; the catalogued project repository returns 404 as of 2026-10-16, so its earlier boot/no-render report cannot be revalidated.","summary":"Static recompilation targeting the N64 edition, distinct from ports of other versions.","project_url":"https://github.com/danielgomesvieira2000/rayman-2-the-great-escape-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Previously recorded GitHub repository returns 404; public source availability is unconfirmed as checked 2026-10-16.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/danielgomesvieira2000/rayman-2-the-great-escape-recomp"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/danielgomesvieira2000/rayman-2-the-great-escape-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/danielgomesvieira2000/rayman-2-the-great-escape-recomp/languages","evidence":"The official API request failed: gh: Not Found (HTTP 404). The catalog's separate website-repository link is not the emulator implementation repository.","verified_at":"2026-10-15","reason_unknown":"GitHub's official Languages REST endpoint for https://github.com/danielgomesvieira2000/rayman-2-the-great-escape-recomp returned HTTP 404 on 2026-10-15; no public language breakdown was available to verify."}},{"id":"rayman-2-dreamcast-static-recomp","title":"Rayman 2: The Great Escape Dreamcast Recompilation","game":"Rayman 2: The Great Escape","platform":"Sega Dreamcast (USA, 17707N) → native PC","kind":"Recompilation","status":"Very early boot validation only: the README reports 898 frames over 15 seconds without a fault, while correctness beyond “does not crash” has not been checked.","summary":"Static SH-4-to-C++ recompilation using the pinned dream-recomp submodule; title-specific work is limited to configuration/relocations.","project_url":"https://github.com/phobos665/Raymanian-2-recomp","updated":"2026-10-16","strategy":"Static SH-4-to-C++ recompilation using the pinned dream-recomp submodule; title-specific work is limited to configuration/relocations.","language":"","source_available":"Public project configuration and notes; disc data is not included and must be supplied locally.","first_found":"2026-10-16","project_started":null,"programming_language":"CMake","subtype":"Dreamcast static recompilation research / native PC build","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/phobos665/Raymanian-2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":397},"source_url":"https://api.github.com/repos/phobos665/Raymanian-2-recomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rayman-3-readvanced","title":"Rayman 3 Readvanced","game":"Rayman 3 (Game Boy Advance and Nokia N-Gage versions)","platform":"Game Boy Advance and Nokia N-Gage → Windows x64 (macOS, Linux, and Android are planned, not current supported targets)","kind":"Reimplementation","status":"In development; the maintainer says there are no downloadable builds yet. Windows 7+ x64 is the only listed supported platform; GBA, N-Gage, and specified regional ROM/data variants can be supplied to the program. Future host platforms are explicitly described as planned.","summary":"A MonoGame/C# recreation of the GBA and N-Gage versions of Rayman 3, with original decompiled C behavior rewritten in C# rather than a byte-matching source reconstruction. It requires user-supplied game data, adds optional high-resolution and quality-of-life features, and currently has no released build.","project_url":"https://github.com/RayCarrot/Rayman3Readvanced","updated":"2026-10-15","strategy":"Decompilation-informed C# game reimplementation","language":"","source_available":"Public GPL-3.0 C# source; original GBA or N-Gage game data is required and not supplied","first_found":"2026-10-15","project_started":"","programming_language":"C#","subtype":"GBA and N-Gage recreation for modern PC","target_type":"Game","sources":[{"label":"Maintainer README: method, maturity, current host, supported game data, and enhancements","url":"https://github.com/RayCarrot/Rayman3Readvanced/blob/main/README.md"},{"label":"Maintainer engine notes: code reconstruction from GBA and N-Gage versions","url":"https://github.com/RayCarrot/Rayman3Readvanced/blob/main/docs/engine_documentation.md"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/RayCarrot/Rayman3Readvanced/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":4268638,"HLSL":13208},"source_url":"https://api.github.com/repos/RayCarrot/Rayman3Readvanced/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/RayCarrot/Rayman3Readvanced reports 4,268,638 bytes of C#, the largest language total (99.7% of 4,281,846 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rayman-jungle-run-ps-vita-api-port","title":"Rayman Jungle Run PS Vita Port","game":"Rayman Jungle Run","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.3.x or compatible ARMv7 build)","kind":"API Translation","status":"The README identifies the supported Android build and Vita loader requirements, but does not state verified playability on hardware.","summary":"The port adapts the Android ARM library and required services to the Vita platform using the project’s loader and Vita graphics/runtime components.","project_url":"https://github.com/MetalSyntax/Rayman-Jungle-Run-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Rayman-Jungle-Run-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Rayman-Jungle-Run-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Rayman-Jungle-Run-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Rayman-Jungle-Run-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rayman-origins-xbox360-recomp","title":"Rayman Origins Xbox 360 Recompilation","game":"Rayman Origins (Xbox 360)","platform":"Xbox 360 → Android ARM64, macOS Apple silicon; Windows x86-64 build documented","kind":"Recompilation","status":"The maintainer reports the game running on Apple Silicon and Android, with the Android build at 60 FPS on Galaxy S23 and tested performance on Galaxy A56 and Redmi 10C. Graphics, audio, movies, and controls are reported working; no GitHub release is listed.","summary":"XenonRecomp translates the Xbox 360 PowerPC code to C++ for x86-64/ARM64; a host runtime supplies Xbox services, with ReXGlue and a native Vulkan renderer documented. The user builds locally from their own game dump; no game code or assets are stored in the repository.","project_url":"https://github.com/XDanfr/RaymanOriginsRecomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation using XenonRecomp with ReXGlue services and a native Vulkan renderer","language":"","source_available":"Public source repository; user supplies their own Xbox 360 game dump; no game files/assets or generated game code are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 recompilation with Android and desktop host targets","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/XDanfr/RaymanOriginsRecomp/blob/main/README.md"},{"label":"Android setup and tested-device documentation","url":"https://github.com/XDanfr/RaymanOriginsRecomp/blob/main/docs/ANDROID.md"},{"label":"Android performance measurements","url":"https://github.com/XDanfr/RaymanOriginsRecomp/blob/main/docs/ANDROID_PERFORMANCE.md"},{"label":"Native renderer implementation notes","url":"https://github.com/XDanfr/RaymanOriginsRecomp/blob/main/docs/NATIVE_RENDERER.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/XDanfr/RaymanOriginsRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":443198,"Java":292027,"Python":24860,"HTML":16225,"Shell":11663,"CMake":11120,"C":1258,"Batchfile":702},"source_url":"https://api.github.com/repos/XDanfr/RaymanOriginsRecomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/XDanfr/RaymanOriginsRecomp reports 443,198 bytes of C++, the largest language total (55.3% of 801,053 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rayman-raving-rabbids-nds-decomp","title":"Rayman Raving Rabbids Nintendo DS Decompilation","game":"Rayman Raving Rabbids","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress targeting USA; README snapshot reports 45.95% code, 0.04% data and 2,509/3,608 functions matched.","summary":"Matching decompilation using the original DS compiler; no assets or assembly are included.","project_url":"https://github.com/liolu/Rayman-RR-usa-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game copy required; no assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/liolu/Rayman-RR-usa-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/liolu/Rayman-RR-usa-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2814913,"Python":355497,"Batchfile":299},"source_url":"https://api.github.com/repos/liolu/Rayman-RR-usa-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rca-studio2-studio3-emulator","title":"RCA Studio II and Studio III Emulator","game":"RCA Studio II/III games and software for COSMAC VIP, FRED, and RCA arcade systems","platform":"RCA Studio II and Studio III; COSMAC VIP; RCA FRED and related CDP1802 systems","kind":"Emulator","status":"Maintained personal preservation project; the repository received source updates through 2026-06-19. The author describes the application as a Processing-language port and extension of Paul Robson’s COSMAC/Studio II emulation code. No SPDX license is declared in the checked repository.","summary":"Processing application that emulates RCA Studio II/III systems and related CDP1802 machines, including COSMAC VIP/CHIP-8, RCA FRED, and RCA arcade hardware. It models CPU timing and system video/audio, and accepts program/cartridge image files supplied by the user.","project_url":"https://github.com/ajavamind/rca-studio2","updated":"2026-06-19","strategy":"CDP1802 instruction and timing emulation with platform-specific video, audio, memory, and input devices.","language":"","source_available":"Public source repository; no project license declaration was found in the checked tree.","first_found":"2026-10-15","project_started":"","programming_language":"Processing","subtype":"Early home-console and single-board-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported RCA systems, emulation implementation, and file formats","url":"https://github.com/ajavamind/rca-studio2/blob/master/README.md"},{"label":"Maintainer source repository and activity","url":"https://github.com/ajavamind/rca-studio2"},{"label":"Maintainer commit history","url":"https://github.com/ajavamind/rca-studio2/commits/master"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Processing","breakdown":{"Processing":157585,"Assembly":132734},"source_url":"https://api.github.com/repos/ajavamind/rca-studio2/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/ajavamind/rca-studio2 reports 157,585 bytes of Processing, the largest language total (54.3% of 290,319 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-rca-studio-ii","title":"RCA Studio II MiSTer Core","game":"RCA Studio II/III, Visicom and compatible RCA-family software","platform":"RCA Studio II, RCA Studio III, Visicom, and compatible systems on MiSTer FPGA","kind":"Emulator","status":"Actively developed; upstream source last pushed 2026-10-10 and includes release bitstreams. The README lists RCA Studio II, Studio III, Visicom and compatible models, reports 100% software compatibility across known games/homebrew, and requires four BIOS images for BIOS-dependent systems; selected CHIP-8 and bare-metal programs boot without a BIOS.","summary":"FPGA core for RCA Studio II-family consoles, including the unreleased Studio III and compatible Visicom variant, with a dedicated CHIP-8 path. BIOS ROMs are not included in the tracked tree; some programs can run without a BIOS.","project_url":"https://github.com/MiSTer-devel/StudioII_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware emulation of RCA Studio II-family devices; includes a separate CHIP-8 interpreter implemented for the core.","language":"","source_available":"Public GPL-2.0 source repository. README asks users to supply four BIOS images (RCA Studio II, Studio III PAL/NTSC, and Visicom); these ROMs and game images are not included in the tracked tree and retain separate rights.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"MiSTer FPGA early home-console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/StudioII_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/StudioII_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4163446,"C":893469,"Verilog":355681,"SystemVerilog":271726,"VHDL":108491,"Python":62173,"Shell":40926,"Tcl":22228,"Makefile":18283,"Lua":6478,"Batchfile":3422},"source_url":"https://api.github.com/repos/MiSTer-devel/StudioII_MiSTer/languages","evidence":"Official GitHub Languages API reports 4,163,446 bytes of C++ as the largest language count (70.0% of 5,946,323 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-1-5-prototype-playstation-static-recomp","title":"RE15pc (Resident Evil 1.5 prototype preservation port)","game":"Biohazard 2 November 6, 1996 prototype (Resident Evil 1.5)","platform":"PlayStation prototype disc → Windows x64","kind":"Recompilation","status":"Latest release is v0.4.0 (2026-09-29), a self-contained Windows x64 build. It requires the user’s November 6, 1996 prototype disc to import the game’s sectors once; the imported data then runs without a disc image. The maintainer says phase 2 of 5 has passed locally: cold boot/title, Leon and Elza entry paths, first-room movement/collision, limited combat, audio checks, and overlay exercises are recorded. The disc ledger has 40 partially observed files and 294 unverified files; full room/scenario coverage, save/load persistence, representative stability, and full-game playability remain unverified.","summary":"A Windows x64 preservation project for the unreleased Biohazard 2 November 6, 1996 prototype known as Resident Evil 1.5. RecompOne statically recompiles the disc’s MIPS executable and seven overlays to C#, which the .NET host runs without an emulator, BIOS, or interpreter. The latest release supplies a prebuilt Windows executable; users provide their own prototype disc to import game sectors once, then can run from the imported data store. The README describes published binaries as including recompiled guest code but contradicts itself in its top notice, which says none is distributed; no license is asserted over disc-derived material. Most disc files and scenarios remain unverified.","project_url":"https://github.com/JulioCacko/RE15pc","updated":"2026-10-16","strategy":"Static recompilation of the prototype's MIPS main executable and seven overlays to C# using RecompOne; the Windows host executes the translated guest code natively on a host GPU.","language":"","source_available":"Public MIT-licensed scripts, configuration, documentation, and project assets; RecompOne is MIT. The maintainer asserts no license over disc-derived material. The release contains a prebuilt Windows executable that the README describes as carrying recompiled guest code, while its top notice says no recompiled output is distributed; flag this internal disclosure conflict. The release does not include the prototype disc; the player must supply it to import game sectors once.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"PlayStation prototype preservation recompilation","target_type":"Game","sources":[{"label":"Maintainer README: prototype identity, static recompilation method, scope, and status","url":"https://github.com/JulioCacko/RE15pc"},{"label":"Latest release v0.4.0","url":"https://github.com/JulioCacko/RE15pc/releases/tag/v0.4.0"},{"label":"Maintainer phase and verification status","url":"https://github.com/JulioCacko/RE15pc/blob/main/docs/phases.md"},{"label":"Project license and game-derived material notice","url":"https://github.com/JulioCacko/RE15pc/blob/main/NOTICE"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/JulioCacko/RE15pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":196220,"PowerShell":150082,"Shell":8601},"source_url":"https://api.github.com/repos/JulioCacko/RE15pc/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C# is the largest bucket at 196,220 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"metal-gear-solid-integral-reintegral-windows-port","title":"RE:INTEGRAL — Metal Gear Solid: Integral Windows Source Port","game":"Metal Gear Solid: Integral (Japanese PlayStation release)","platform":"PlayStation → Windows 10/11; native x86 gameplay runtime with x64 Godot presentation and tools","kind":"Reimplementation","status":"The maintainer’s 2026-10-15 Reddit post announces RE:INTEGRAL 0.3.0 and the repository README describes the Godot renderer and visual-modding SDK, but the GitHub Releases page still lists 0.2.0-alpha.1 (published 2026-10-10) as the latest release. The README reports the native main campaign was played through to credits on 2026-10-10; visual fidelity, hardware compatibility, and performance work remain open, and locked 60 FPS is not guaranteed. It requires the user’s own Japanese Integral Disc 1 and Disc 2 in BIN/CUE format; no game assets are included.","summary":"An unofficial Windows source port for Metal Gear Solid: Integral built on FoxdieTeam’s recovered C code and the PsyZ platform library. Its native runtime handles gameplay, collision, animation, audio, saves, and timing; Godot supplies a renderer and visual-modding SDK. The README scopes the project’s MIT license to its own software and documentation, while recovered code, dependencies, and patches retain separate terms.","project_url":"https://github.com/Drommedhar/mgs-reintegral","updated":"2026-10-16","strategy":"Native source-port runtime from recovered C code and PsyZ, with a Godot renderer and visual-modding SDK","language":"","source_available":"Public source repository. The README scopes MIT terms to the project’s own software and documentation; recovered code, game data, third-party material, and upstream patches have separate terms. No original game assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation source-based Windows port with Godot presentation/modding","target_type":"Game","sources":[{"label":"Maintainer Reddit post announcing 0.3.0; discovery lead and release claim checked against GitHub Releases","url":"https://www.reddit.com/r/decomps/comments/1x6yod6/reintegral_03_metal_gear_solid_integral_source/"},{"label":"Maintainer README: architecture, current platform, campaign status, disc requirement, and license scope","url":"https://github.com/Drommedhar/mgs-reintegral#readme"},{"label":"GitHub releases page; latest listed release is 0.2.0-alpha.1 as checked 2026-10-16","url":"https://github.com/Drommedhar/mgs-reintegral/releases"},{"label":"GitHub Languages API endpoint (rate-limited during verification)","url":"https://api.github.com/repos/Drommedhar/mgs-reintegral/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":12057806,"GDScript":1487432,"Python":604149,"C#":192621,"PowerShell":162989,"CMake":102494,"GDShader":41992,"GAP":16217,"GLSL":8340,"C++":3298},"source_url":"https://api.github.com/repos/Drommedhar/mgs-reintegral/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Drommedhar/mgs-reintegral (repository API id 1413215725, https://github.com/Drommedhar/mgs-reintegral). The exact response reported 12,057,806 bytes of C, the largest category, out of 14,677,338 recognized-language bytes (82.2%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"reactos-windows-nt-os-reimplementation","title":"ReactOS","game":"Microsoft Windows NT-compatible operating system","platform":"x86 PC; Windows NT-family application and driver compatibility, currently focused on Windows Server 2003","kind":"Reimplementation","status":"The project says its current focus is Windows Server 2003 compatibility. The README links Alpha-stage releases and warns about serious problems and possible disk corruption.","summary":"Open-source operating system intended to run applications and drivers written for the Windows NT family. Its contributor policy calls for clean-room reverse-engineering practices; the README also says much of user-mode code is based on Wine and that the projects cooperate.","project_url":"https://github.com/reactos/reactos","updated":"2026-10-16","strategy":"Windows NT compatibility implementation with contributor clean-room rules and documented Wine-derived user-mode components","language":"","source_available":"Public source repository and daily builds","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Operating system","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/reactos/reactos"},{"label":"Contributor policy: source-exposure restrictions and clean-room practices","url":"https://github.com/reactos/reactos/blob/master/CONTRIBUTING.md"},{"label":"Official downloads","url":"https://reactos.org/download/"},{"label":"GitHub release 0.4.16-release (2026-08-29)","url":"https://github.com/reactos/reactos/releases/tag/0.4.16-release"},{"label":"GitHub latest commit listed for default branch (2026-07-15, 7772194f8f; activity evidence only)","url":"https://github.com/reactos/reactos/commit/7772194f8f28722293e5446c9f8ea8f28157eaff"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/reactos/reactos"}],"media":[{"kind":"image","label":"ReactOS desktop screenshot (Mizu Desktop)","url":"https://reactos.org/sites/default/files/Mizu-Desktop.png","preview_url":"https://reactos.org/sites/default/files/Mizu-Desktop.png","source_url":"https://reactos.org/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":250655212,"C++":29283230,"Python":2604151,"Assembly":1409395,"CMake":1317450,"Yacc":744225,"JavaScript":359034,"VBScript":190624,"Batchfile":171629,"HTML":86083,"Lex":75635,"Makefile":59697,"Perl":46034,"Shell":43822,"Ruby":29247,"Smarty":28152,"M4":18861,"Roff":14415,"HLSL":13096,"Linker Script":7141,"XSLT":5796,"C#":3780,"RenderScript":2673,"Scilab":1718,"CSS":383,"Objective-C":281,"BitBake":40,"GLSL":27},"source_url":"https://api.github.com/repos/reactos/reactos/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/reactos/reactos reports 250,655,212 bytes of C, the largest language total (87.3% of 287,171,831 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"real-racing-3-linux-arm-port","title":"Real Racing 3 Linux ARM Port","game":"Real Racing 3 (Android v2.7.0 ROW build)","platform":"Android v2.7.0 ROW, armeabi-v7a → Linux ARM handhelds through PortMaster","kind":"API Translation","status":"The maintainer reports the game playable, including front-end, 3D scene, gamepad, and sound; performance is roughly 15–20 FPS on RK3326-class handhelds. The target requires about 2.4 GB of old game data that the README says can no longer be downloaded from the origin. PortMaster release v1.0.6 is available; GitHub reports the repository is not archived and was last pushed 2026-08-12.","summary":"Loads the original Android native library through a Bionic/JNI compatibility layer on Linux ARM handhelds without an Android runtime or emulator. It targets the v2.7.0 ROW build and validates the regions it patches; users must supply the APK and complete legacy data directory.","project_url":"https://github.com/EapRules/realracing3-native-arm","updated":"2026-10-16","strategy":"Android Bionic/JNI API translation and native-library loading for Linux ARM handhelds","language":"","source_available":"Public GPL-3.0 source and PortMaster package; no EA binary or game assets are included. A user-provided v2.7.0 APK and roughly 2.4 GB data directory are required; the README says the old data is no longer downloadable from the origin.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android binary compatibility port to ARM Linux handhelds","target_type":"Game","sources":[{"label":"Maintainer README: exact v2.7.0 ROW target, Bionic/JNI method, playability, performance, and unavailable legacy data","url":"https://github.com/EapRules/realracing3-native-arm#readme"},{"label":"PortMaster release v1.0.6","url":"https://github.com/EapRules/realracing3-native-arm/releases/tag/v1.0.6"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/EapRules/realracing3-native-arm"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/EapRules/realracing3-native-arm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1314204,"C":546464,"Python":178529,"Shell":106254,"Makefile":3710},"source_url":"https://api.github.com/repos/EapRules/realracing3-native-arm/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C++ has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rec-rs-obs-macos-recorder-reimplementation","title":"Rec (rec-rs macOS capture and streaming app)","game":"OBS Studio screen-recording and streaming workflow","platform":"macOS 15+ on Apple Silicon; tested by maintainer on macOS 27/M4 Pro","kind":"Reimplementation","status":"Active, untagged early project; repository pushed 2026-10-14. README documents recording, replay-buffer, RTMP/RTMPS and WHIP workflows plus unit and end-to-end self-tests. It depends on Apple frameworks and is not a cross-platform OBS replacement.","summary":"A native Rust/macOS screen and camera recorder that reconstructs OBS-style capture workflows using ScreenCaptureKit, AVFoundation, CoreImage/Metal, and VideoToolbox. It records screen, system audio, microphone, and webcam, and can also stream; the README says OBS was studied for architecture only and no OBS code or assets were copied.","project_url":"https://github.com/michaelshimeles/rec-rs","updated":"2026-10-16","strategy":"Independent clean-room-style native application built against macOS media APIs after studying OBS architecture and behavior; no OBS runtime or frontend code is used.","language":"","source_available":"Public source under MIT OR Apache-2.0; no OBS source or assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Screen recorder and live-streaming application","target_type":"Software","sources":[{"label":"Project README and stated OBS clean-room boundary","url":"https://github.com/michaelshimeles/rec-rs"},{"label":"OBS architecture notes","url":"https://github.com/michaelshimeles/rec-rs/blob/main/analysis/OBS_ARCHITECTURE.md"},{"label":"Performance and capture implementation notes","url":"https://github.com/michaelshimeles/rec-rs/blob/main/PERFORMANCE.md"},{"label":"Repository source and license metadata","url":"https://github.com/michaelshimeles/rec-rs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":531839,"Shell":22543,"Swift":8740,"Python":4030},"source_url":"https://api.github.com/repos/michaelshimeles/rec-rs/languages","evidence":"GitHub's official Languages endpoint reports Rust as the largest language total (531,839 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"recall-overwatch-apple-silicon","title":"Recall","game":"Overwatch","platform":"Windows Overwatch → Apple silicon Mac M1+ on macOS 26.5+ through a bundled Wine-based runtime","kind":"API Translation","status":"Stable v1.4.0 and prerelease v1.4.1-rc1 were available on 2026-10-15. The maintainer’s comparison is documented for one M1 Pro Mac under stated settings; Blizzard does not officially support playing on Mac. The project bundles the runtime and installs the game through Battle.net.","summary":"A free, open-source macOS app that sets up and launches the Windows version of Overwatch on Apple silicon through Wine and bundled compatibility components. It adds Mac-specific input and graphics features, but the game remains the Windows build; Recall says it does not modify game files or inject into the process.","project_url":"https://github.com/AsherJN/recall","updated":"2026-10-15","strategy":"Game-specific macOS Wine runtime and launcher with graphics/input integration","language":"","source_available":"Public source under Apache-2.0; the Overwatch game is downloaded through the user’s Battle.net account and is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Overwatch-specific Apple silicon Wine launcher/runtime","target_type":"Game","sources":[{"label":"Project README, requirements, and methodology","url":"https://github.com/AsherJN/recall"},{"label":"Latest prerelease v1.4.1-rc1","url":"https://github.com/AsherJN/recall/releases/tag/v1.4.1-rc1"},{"label":"Latest stable release v1.4.0","url":"https://github.com/AsherJN/recall/releases/tag/v1.4.0"},{"label":"Reddit community discovery post","url":"https://www.reddit.com/r/macgaming/comments/1wwvub4/i_built_a_free_opensource_app_for_playing/"}],"media":[{"kind":"image","label":"Recall and CrossOver benchmark comparison in the project README","url":"https://raw.githubusercontent.com/AsherJN/recall/main/app/Resources/ReadmeBenchmark.png","preview_url":"https://raw.githubusercontent.com/AsherJN/recall/main/app/Resources/ReadmeBenchmark.png","source_url":"https://github.com/AsherJN/recall/blob/main/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1035925,"Swift":401989,"Objective-C":265109,"C":119004,"C++":30770,"Shell":117},"source_url":"https://api.github.com/repos/AsherJN/recall/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/AsherJN/recall reports 1,035,925 bytes of Python, the largest language total (55.9% of 1,852,914 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"jackie-chan-stuntmaster-switch-port","title":"ReChan: Jackie Chan Stuntmaster Nintendo Switch Port","game":"Jackie Chan Stuntmaster","platform":"PlayStation (NTSC-U SLUS-00684) → Nintendo Switch homebrew","kind":"Reimplementation","status":"The Switch-maintained fork publishes v1.0.1-switch.1 (2026-08-31) with a Switch homebrew package. The README requires the user’s own NTSC-U disc image and says the project does not emulate PS1; no real-hardware playability report is stated in the reviewed README.","summary":"Nintendo Switch target of ReChan, a C++ reimplementation of Jackie Chan Stuntmaster. The Switch fork maintains a libnx target and extracts required data locally from the user-provided disc; the release includes no original game data.","project_url":"https://github.com/CostelaCNX/ReChan-Switch","updated":"2026-10-16","strategy":"Reverse-engineered game reimplementation with a libnx Switch platform layer","language":"","source_available":"Public source repository; user-owned disc image required","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew (NRO)","target_type":"Game","sources":[{"label":"Maintainer README: upstream relationship, target version, and Switch setup","url":"https://github.com/CostelaCNX/ReChan-Switch"},{"label":"Switch release v1.0.1-switch.1 (2026-08-31)","url":"https://github.com/CostelaCNX/ReChan-Switch/releases/tag/v1.0.1-switch.1"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/CostelaCNX/ReChan-Switch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4409767,"C":1688682,"Pawn":21217,"Python":10245,"Makefile":8671,"Shell":6826,"Lua":3584,"Batchfile":2721,"PowerShell":2615},"source_url":"https://api.github.com/repos/CostelaCNX/ReChan-Switch/languages","evidence":"Official GitHub Languages API returned 9 language byte totals (6,154,328 bytes); C++ is largest at 4,409,767 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"recolove-gold-beach-english","title":"Reco Love: Gold Beach MTL English Patch","game":"Reco Love: Gold Beach","platform":"PlayStation Vita","kind":"Fan Localization","status":"Playable machine-assisted patch; v0.9 released 2026-08-13","summary":"Machine-assisted English patch for the Vita visual novel, with some human editing. The project publishes xdelta patches and Python tools and targets game version 1.07 with four story DLC packs.","project_url":"https://github.com/gothgirllover67/recolovetr","updated":"2026-08-13","strategy":"Machine-assisted fan translation patch","language":"English","source_available":"Public xdelta patches and Python tools repository","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Patch repository, tools and target requirements","url":"https://github.com/gothgirllover67/recolovetr"},{"label":"Release thread with coverage and quality notes","url":"https://gbatemp.net/threads/recolove-gold-beach-mtl-english-patch-0-9.683736/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":148782,"Batchfile":5600},"source_url":"https://api.github.com/repos/gothgirllover67/recolovetr/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 148,782 bytes. The maintainer-linked repository identifies tools for Reco Love Gold Beach and Blue Ocean; these totals cover the shared repository, not only this catalog row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"recomp-kit-x86-windows-static-recompiler","title":"recomp-kit 32-bit Windows Static Recompilation Toolkit","game":"32-bit x86 Windows games (multi-title toolkit; Populous: The Beginning is the first named target)","platform":"32-bit x86 Windows game executables → native macOS, iOS, Android, Linux, and Windows applications; Metal on macOS/iOS, Vulkan on documented desktop backends, and WebGPU for browser builds","kind":"Recompilation","status":"Experimental public toolkit with a no-game stub build and one separately hosted game integration, Populous: The Beginning. The README documents native Mac builds and platform backends but does not claim broad multi-game compatibility. No versioned GitHub release was listed on 2026-10-16; the latest source push reported by GitHub was 2026-09-21.","summary":"A reusable static recompilation framework that translates 32-bit x86 Windows game instructions to C ahead of time and supplies a native host/runtime for multiple operating systems. Game-specific configuration and integration live in separate repositories; a toolkit build without a game uses a test stub and is not itself a playable title. The Mac backend uses Metal.","project_url":"https://github.com/veritr1x/recomp-kit","updated":"2026-09-21","strategy":"Reusable x86-to-C static recompilation toolkit","language":"","source_available":"Public source repository; title code and assets are supplied/generated separately from the user's own game","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Cross-platform static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: method, supported host targets, separate game repositories, and Metal/Vulkan/WebGPU backends","url":"https://github.com/veritr1x/recomp-kit"},{"label":"Maintainer contribution guide: Apple Silicon and build prerequisites","url":"https://github.com/veritr1x/recomp-kit/blob/main/CONTRIBUTING.md"},{"label":"First title integration, Populous: The Beginning","url":"https://github.com/veritr1x/populous-recomp"},{"label":"GitHub repository metadata and activity","url":"https://api.github.com/repos/veritr1x/recomp-kit"},{"label":"GitHub releases page; no versioned release listed at review time","url":"https://github.com/veritr1x/recomp-kit/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6843975,"Python":900190,"C":223074,"Objective-C++":159257,"CMake":81435,"JavaScript":45533,"Shell":39234,"Java":25137,"HTML":9793,"GLSL":7036,"Objective-C":6145,"Makefile":838},"source_url":"https://api.github.com/repos/veritr1x/recomp-kit/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 6,843,975 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"recompcore-dolphin-static-recomp-cpu","title":"RecompCore","game":"RecompCore","platform":"GameCube game module → native CPU execution inside Dolphin (macOS/Linux build; macOS verified host)","kind":"Recompilation","status":"README verifies the Super Mario Strikers G4QE01 module with 99.908% native dispatch and zero divergences across 37.7 billion lockstep dispatches; covered native functions fall back to Dolphin’s interpreter when needed. Author says this repository will not be iterated further and its approach/code was adopted by ExpansionPak’s GekkoRuntime.","summary":"Dolphin fork with static-recomp CPU core/module loader plus interpreter fallback and lockstep correctness oracle.","project_url":"https://github.com/aharonahdoot/RecompCore","updated":"2026-10-16","strategy":"Static-recompilation emulator/runtime core","language":"","source_available":"Public source repository; GPL-2.0-or-later; user supplies ISO and builds/keeps native module locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Software","target_type":"Software","sources":[{"label":"Project README and primary repository","url":"https://github.com/aharonahdoot/RecompCore"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":15536154,"Kotlin":933677,"C":425148,"CMake":199403,"Objective-C++":167167,"GLSL":73892,"Python":48047,"Java":28033,"Shell":11565,"NSIS":8340,"Makefile":6252,"Assembly":5967,"Objective-C":5314,"JavaScript":3486,"Perl":2587,"Roff":2474,"Smarty":896},"source_url":"https://api.github.com/repos/aharonahdoot/RecompCore/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository aharonahdoot/RecompCore (repository API id 1293738751, https://github.com/aharonahdoot/RecompCore). The exact response reported 15,536,154 bytes of C++, the largest category, out of 17,458,402 recognized-language bytes (89.0%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"real-steel-android-recomp","title":"ReCompiled Steel Android","game":"Real Steel (Xbox Live Arcade for Xbox 360, 2011; title ID 584111E0; title update 000B0000 required)","platform":"Xbox 360 XBLA → Android ARM64 with Vulkan 1.3, or Vulkan 1.1/1.2 with required device extensions","kind":"Recompilation","status":"The latest release found is v0.2.0 (2026-10-15), with an Android ARM64 APK. The README identifies the Retroid Pocket Nova as the main Android test device and reports 60 fps at native 1280x960; it says a few phones have also been tried but gives no broad compatibility matrix. The README does not state an Android API-level minimum.","summary":"The project statically recompiles the Xbox 360 game's original code to native code with the ReXGlue SDK and uses a game-specific native Vulkan renderer. The Android APK includes no game content. Users supply their own Xbox Live Arcade package and required title update; add-on packs are optional.","project_url":"https://github.com/tokeneffortports/ReCompiledSteel","updated":"2026-10-15","strategy":"Static recompilation of the Xbox 360 game code via ReXGlue, with a native Vulkan renderer and Android ARM64 launcher/input integration.","language":"","source_available":"Public GPL-3.0 source repository and Android APK; game package, title update, and add-ons are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 XBLA static recompilation with Android ARM64 APK","target_type":"Game","sources":[{"label":"Maintainer README: exact XBLA target and title update, recompilation method, Vulkan requirements, Android setup, and device status","url":"https://github.com/tokeneffortports/ReCompiledSteel#readme"},{"label":"Latest release found: v0.2.0 Android ARM64 APK","url":"https://github.com/tokeneffortports/ReCompiledSteel/releases/tag/v0.2.0"},{"label":"Maintainer Android build, setup, and platform notes","url":"https://github.com/tokeneffortports/ReCompiledSteel/blob/main/android/README.md"},{"label":"Project license","url":"https://github.com/tokeneffortports/ReCompiledSteel/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1065189,"Python":173325,"C":89861,"Java":43786,"Shell":24855,"CMake":21069,"HLSL":6952,"Batchfile":355},"source_url":"https://api.github.com/repos/tokeneffortports/ReCompiledSteel/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,065,189 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"recompone-ps1-static-recompiler","title":"RecompOne","game":"PlayStation 1 executable software (multi-title framework)","platform":"PlayStation 1 MIPS R3000A executables → C#/.NET code and a PC runtime layer","kind":"Recompilation","status":"Active single-maintainer project; latest source push checked 2026-10-08; no tagged release is listed. The maintainer says available time is limited, so development pace is not guaranteed.","summary":"Static PS1 recompiler that translates MIPS instructions into C# ahead of time and provides a runtime for BIOS, memory-mapped hardware, GPU commands, and CD-ROM behavior. It is a general toolchain; game-specific integrations are separate.","project_url":"https://github.com/BlackLabelHQ/RecompOne","updated":"2026-10-15","strategy":"Ahead-of-time MIPS R3000A-to-C# translation plus a .NET hardware runtime","language":"","source_available":"Public MIT-licensed source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"PlayStation 1 static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README: translation/runtime design and maintainer-capacity caveat","url":"https://github.com/BlackLabelHQ/RecompOne"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/BlackLabelHQ/RecompOne"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/BlackLabelHQ/RecompOne/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":1240360},"source_url":"https://api.github.com/repos/BlackLabelHQ/RecompOne/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/BlackLabelHQ/RecompOne reports 1,240,360 bytes of C#, the largest language total (100.0% of 1,240,360 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"command-conquer-red-alert-2-pc-recomp","title":"Red Alert 2 / Yuri’s Revenge Static Recompilation","game":"Command & Conquer: Red Alert 2 and Yuri’s Revenge (Windows PC releases)","platform":"Windows PC Win32 → Windows x86 / native Linux x86; macOS via Wine/CrossOver","kind":"Recompilation","status":"v0.1.0-dev; no GitHub release published as of 2026-10-16. The README reports the menus, skirmishes, and both campaigns running, with 30/30 scripted playtests for each game.","summary":"A title-specific static recompilation of the two shipping Win32 game builds to C, using a native32 runtime; this is a game project, not the general PC recompiler. Requires the matching Steam The Ultimate Collection game installation (the EA App build is documented as the same code); the README identifies `gamemd.exe` dated 2001-10-31. Native Windows and Linux hosts are documented; macOS uses Wine or CrossOver rather than a native build.","project_url":"https://github.com/sp00nznet/redalert2-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows PC game","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/sp00nznet/redalert2-recomp#readme"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/sp00nznet/redalert2-recomp/languages"},{"label":"Current primary README","url":"https://github.com/sp00nznet/redalert2-recomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/sp00nznet/redalert2-recomp"},{"label":"Maintainer repository","url":"https://github.com/sp00nznet/redalert2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":252861,"Python":75854,"Shell":17404,"PowerShell":17403,"CMake":8722,"Batchfile":1069},"source_url":"https://api.github.com/repos/sp00nznet/redalert2-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"red-viper","title":"Red Viper","game":"Nintendo Virtual Boy","platform":"Nintendo 3DS family, distributed as 3DSX and CIA builds","kind":"Emulator","status":"Active; v1.3.4 released 2026-09-19.","summary":"Virtual Boy emulator for Nintendo 3DS, with stereoscopic 3D, 50 Hz support, saves, multiplayer, and a dynamic recompiler. The maintainer reports full-speed play for all officially licensed games, including on the original 3DS.","project_url":"https://github.com/skyfloogle/red-viper","updated":"2026-09-19","strategy":"Virtual Boy system emulation ported to Nintendo 3DS; the README documents a native homebrew target.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Virtual Boy / Nintendo 3DS homebrew","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/skyfloogle/red-viper"},{"label":"Maintainer releases; latest v1.3.4 dated 2026-09-19","url":"https://github.com/skyfloogle/red-viper/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/skyfloogle/red-viper"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":790982,"C++":23436,"Makefile":11536,"Assembly":5837,"Shell":994},"source_url":"https://api.github.com/repos/skyfloogle/red-viper/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/skyfloogle/red-viper reports 790,982 bytes of C, the largest language total (95.0% of 832,785 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"redcat-spookkasteel-reimplementation","title":"RedCat Spookkasteel Reimplementation","game":"RedCat Spookkasteel (Windows, 2000)","platform":"Windows game → Windows, Linux and browser; Android wrapper is unvalidated","kind":"Reimplementation","status":"The repository says all five levels are playable; a prior 0.9.3 build completed a manual playthrough, while full playthrough/testing of the newer state remains outstanding. The Android wrapper is not device-validated.","summary":"Independent JavaScript/Three.js/WebGL and Electron reimplementation that interprets the original Davi-Script game logic.","project_url":"https://gitlab.com/Nostalgia_Realm/RedCat-Spookkasteel","updated":"2026-10-16","strategy":"Independent JavaScript/WebGL engine and game-logic reimplementation","language":"","source_available":"Public repository; README says the original extracted asset/data directories are included and describes regenerating them from the user’s original install/CD.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Windows game reimplementation","target_type":"Game","sources":[{"label":"Project README: implementation, level coverage, testing limits and asset provenance","url":"https://gitlab.com/Nostalgia_Realm/RedCat-Spookkasteel"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":92.64,"Python":6.23,"HTML":0.77,"CSS":0.31,"Shell":0.05},"source_url":"https://gitlab.com/api/v4/projects/Nostalgia_Realm%2FRedCat-Spookkasteel/languages","evidence":"The official GitLab Languages endpoint reports percentages for the complete repository; the listed language has the highest reported share. This repository-wide breakdown can include supporting code and tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"redream","title":"redream","game":"Dreamcast","platform":"32-bit home console","kind":"Emulator","status":"Maintained closed-source emulator; official site lists stable and development builds","summary":"Standalone Dreamcast emulator for desktop and mobile platforms. The project advertises broad end-to-end library compatibility; its implementation source is not publicly available.","project_url":"https://redream.io/","updated":"2026-10-16","strategy":"Closed-source standalone software emulation.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Sega Dreamcast emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://redream.io/"},{"label":"Official downloads","url":"https://redream.io/download"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://redream.io/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"gravity-defied-regravity-handheld-remake","title":"ReGravity Defied Native Handheld Remake","game":"Gravity Defied","platform":"J2ME → Game Boy Advance / Nintendo DS / DSi / Nintendo 3DS / 2DS / PlayStation Portable","kind":"Reimplementation","status":"The project has a v1.0 release (2026-06-24). Its README documents native builds for GBA, DS/DSi, and 3DS/2DS as well as PSP, all using a shared C game core.","summary":"Open-source remake of the J2ME motorcycle-trials game Gravity Defied. It provides separate handheld builds with platform-specific controls, saves, screen layouts, and 3DS stereoscopic presentation.","project_url":"https://github.com/antoxa2584x/regravity_defied","updated":"2026-10-16","strategy":"Native multi-handheld reimplementation from a shared C game core","language":"","source_available":"Public source, build instructions, and a v1.0 release; this is a remake with its own source rather than a ROM-based recompiler.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"One repository supports GBA, DS/DSi, 3DS/2DS, and PSP","target_type":"Game","sources":[{"label":"Maintainer README: original game, supported targets, and shared-core implementation","url":"https://github.com/antoxa2584x/regravity_defied#readme"},{"label":"Release v1.0","url":"https://github.com/antoxa2584x/regravity_defied/releases/tag/v1.0"},{"label":"Current primary README","url":"https://github.com/antoxa2584x/regravity_defied/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/antoxa2584x/regravity_defied"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/antoxa2584x/regravity_defied/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1732533,"Python":18334,"Roff":5418,"Makefile":3665,"Linker Script":1391,"Assembly":1301,"Shell":250},"source_url":"https://api.github.com/repos/antoxa2584x/regravity_defied/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"regular-show-best-park-ps-vita-port","title":"Regular Show: Best Park in the Universe PS Vita Port","game":"Regular Show: Best Park in the Universe","platform":"Android v1.2.1 → PlayStation Vita","kind":"API Translation","status":"The README documents an installable VPK, Vita controls and a data preparation path for Android v1.2.1; it does not make a complete-campaign or full-hardware-compatibility claim.","summary":"A Vita port of the Android version of Regular Show: Best Park in the Universe, with Vita controls and vitaGL. The project requires the matching Android APK and OBB; the README describes it as heavily AI-assisted.","project_url":"https://github.com/jwfeniello/regular-show-best-park-in-the-universe-vita","updated":"2026-10-16","strategy":"Android game loader and Vita-native input/rendering compatibility layer using vitaGL","language":"","source_available":"Public port source; the README requires the user’s own Android v1.2.1 APK, native library and OBB data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Vita port; versionCode 16 game data required","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/jwfeniello/regular-show-best-park-in-the-universe-vita"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/jwfeniello/regular-show-best-park-in-the-universe-vita#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/jwfeniello/regular-show-best-park-in-the-universe-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/jwfeniello/regular-show-best-park-in-the-universe-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"reicast","title":"Reicast","game":"Dreamcast","platform":"32-bit home console","kind":"Emulator","status":"Discontinued; maintainer marked the project EOL and archived the repository on 2025-09-29","summary":"Historical multiplatform Dreamcast emulator and successor project to nullDC. The maintainer's archived README explicitly says development ended and points users to Flycast.","project_url":"https://github.com/skmp/reicast-emulator","updated":"2025-09-29","strategy":"Native software emulation; archived source is preserved for historical and reference use.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Sega Dreamcast hardware emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/skmp/reicast-emulator"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/skmp/reicast-emulator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11936734,"C":9342435,"C#":116207,"Objective-C":113196,"Java":74013,"Makefile":55544,"Objective-C++":43845,"CMake":39024,"Assembly":17896,"HTML":17718,"Python":10956,"Roff":6304,"Shell":4985,"GLSL":862},"source_url":"https://api.github.com/repos/skmp/reicast-emulator/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/skmp/reicast-emulator reports 11,936,734 bytes of C++, the largest language total (54.8% of 21,779,719 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"reims-vgpu","title":"reims-vgpu","game":"macOS guest virtual GPU in QEMU (multi-version software target)","platform":"arm64 macOS guests on Apple Silicon macOS hosts (Metal by default; optional Vulkan through MoltenVK), and x86_64 macOS guests on x86_64 Linux/KVM hosts (Vulkan through metal2vulkan)","kind":"API Translation","status":"Beta. The README says the implementation has largely stabilized while host- and GPU-driver-dependent differences remain. No GitHub release tags were present on 2026-10-16. The README reports tests for arm64 macOS 13, 14, 15, and 26 guests on an M3 Max, and an x86_64 macOS 26 guest on Linux with an RTX 5080 laptop GPU. Latest default-branch commit checked: c099dd5a4d61107a5527efc64cf1d1ab2f3a9b85 (2026-10-14). These results do not establish support for all guest versions or GPUs.","summary":"A QEMU virtual GPU for macOS guests that reuses Apple’s bundled AppleParavirtGPU.kext without installing a guest driver. It replaces the host-side ParavirtualizedGraphics.framework and runs the guest GPU command stream through native Metal on macOS, or through Vulkan on Linux using metal2vulkan. This is a guest paravirtual-GPU command-stream bridge, not a general application-level Metal, Direct3D, or OpenGL compatibility layer; compatibility remains host/GPU dependent.","project_url":"https://github.com/steelbrain/reims-vgpu","updated":"2026-10-16","strategy":"Implements the host side of Apple’s macOS paravirtual GPU protocol for QEMU: QEMU apple-gfx devices link a C API to a Rust library, which consumes the guest command stream and submits work to Metal or Vulkan. On Linux, the Vulkan platform uses metal2vulkan; on Apple Silicon, native Metal is the default and an optional Vulkan path uses MoltenVK.","language":"","source_available":"Public source. Workspace declares GPL-2.0-or-later OR LGPL-3.0-or-later at the recipient’s choice. QEMU and dependencies preserve their own license terms.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"macOS guest paravirtual GPU command-stream translation","target_type":"Software","sources":[{"label":"Canonical repository README: Beta status, purpose, tested guests/hosts, and no guest-driver requirement","url":"https://github.com/steelbrain/reims-vgpu"},{"label":"README three-pathway matrix: Apple Silicon Metal, Linux Vulkan, and optional Apple Silicon Vulkan through MoltenVK","url":"https://github.com/steelbrain/reims-vgpu/blob/master/README.md#three-pathways"},{"label":"README development section: replacement of ParavirtualizedGraphics.framework and guest command-stream execution","url":"https://github.com/steelbrain/reims-vgpu/blob/master/README.md#developing"},{"label":"QEMU integration and test details","url":"https://github.com/steelbrain/reims-vgpu/blob/master/docs/qemu.md"},{"label":"Repository license terms and dependency-license caveat","url":"https://github.com/steelbrain/reims-vgpu/blob/master/README.md#license"},{"label":"Latest default-branch commit checked 2026-10-16","url":"https://github.com/steelbrain/reims-vgpu/commit/c099dd5a4d61107a5527efc64cf1d1ab2f3a9b85"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/steelbrain/reims-vgpu"},{"label":"GitHub releases API; no tagged releases as checked 2026-10-16","url":"https://api.github.com/repos/steelbrain/reims-vgpu/releases?per_page=10"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":11666220,"Python":3042332,"C":185528,"Objective-C":103840,"Metal":93663,"Shell":42200,"Makefile":7740,"Assembly":1801,"Swift":1167},"source_url":"https://api.github.com/repos/steelbrain/reims-vgpu/languages","evidence":"Exact repository-wide byte totals returned by the official GitHub Languages endpoint on 2026-10-16. Rust is the largest reported bucket. Counts include the QEMU integration, firmware, tests, scripts, and other repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rejoice-aretha-sfc-en","title":"Rejoice: Aretha Oukoku no Kanata English Translation","game":"Rejoice: Aretha Oukoku no Kanata","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Complete English v1.3 patch released 2026-10-05; the project page was updated 2026-10-08. The maintainer describes the full story, menus, items and names as translated.","summary":"English localization patch for the Japanese SNES action RPG. The official project page links a free patch and documents a full translation plus an added dungeon map.","project_url":"https://gametranslate.us/translations/rejoice-english-patch/","updated":"2026-10-08","strategy":"Fan translation patch","language":"English","source_available":"Maintainer project page provides the patch; requires the user’s own Japanese SFC ROM, with no full game distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Game Translate maintainer entry: v1.3, release/update dates, translated coverage and patch","url":"https://gametranslate.us/translations/rejoice-english-patch/"},{"label":"Maintainer patch catalog lists the v1.3 BPS build","url":"https://gametranslate.us/playground/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/translations/rejoice-english-patch/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"reko-binary-decompiler","title":"Reko","game":"Machine-code binaries for desktop, embedded, and legacy systems (multi-architecture)","platform":"x86, ARM/AArch64, MIPS, PowerPC, 6502, Game Boy LR35902, and many other architectures; ELF, PE, Mach-O, Xbox XBE/XEX, DOL, and other listed formats (support maturity varies)","kind":"Decompilation","status":"Active; version 0.12.5 was released 2026-09-29 and source changes continued through 2026-10-14. The supported-binaries matrix gives architecture and format maturity tiers; not every listed target has stable decompilation.","summary":"General-purpose machine-code decompiler with command-line and graphical front ends and a reusable .NET engine. Its maintainer publishes a detailed architecture and executable-format support matrix, including console and home-computer binaries; listed targets range from minimal loader support to thoroughly tested support.","project_url":"https://github.com/uxmal/reko","updated":"2026-10-16","strategy":"Static analysis, lifting, and high-level code reconstruction for machine-code binaries","language":"","source_available":"Public GPL-2.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"General-purpose binary decompiler and analysis suite","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/uxmal/reko"},{"label":"Maintainer supported-binaries matrix with maturity tiers","url":"https://github.com/uxmal/reko/wiki/Supported-binaries"},{"label":"GitHub release version-0.12.5 (2026-09-29)","url":"https://github.com/uxmal/reko/releases/tag/version-0.12.5"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/uxmal/reko"},{"label":"GitHub latest commit listed for default branch (2026-10-14, 63c497aef0; activity evidence only)","url":"https://github.com/uxmal/reko/commit/63c497aef0f3ea23340b1ed560e51b72fd0d4281"}],"media":[{"kind":"image","label":"Byte-map view of a loaded ARM executable, linked from the Reko README","url":"https://raw.githubusercontent.com/uxmal/reko/master/doc/img/mem-map-640.png","preview_url":"https://raw.githubusercontent.com/uxmal/reko/master/doc/img/mem-map-640.png","source_url":"https://github.com/uxmal/reko/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":33041940,"C++":541033,"C":222282,"Assembly":63712,"CMake":58520,"Pawn":30743,"HTML":29770,"Python":19750,"XSLT":13783,"Yacc":8625,"PHP":6971,"TSQL":6167,"Dockerfile":2433,"Makefile":1797,"Batchfile":483,"CSS":350,"JavaScript":240},"source_url":"https://api.github.com/repos/uxmal/reko/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/uxmal/reko reports 33,041,940 bytes of C#, the largest language total (97.0% of 34,048,599 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"relapse-resistance-cross-platform-port","title":"Relapse: Resistance Native Cross-Platform Reimplementation","game":"Relapse: Resistance (2009 iPhone game)","platform":"Original iPhone game → native Linux/Windows desktop and Android; iOS cross-build is documented but no iOS device test is claimed","kind":"Reimplementation","status":"Release v0.1.0 was published 2026-08-17. The maintainer labels the project alpha/experimental but reports a complete six-level run and automated end-to-end suite; Linux completion is measured at 275.8 seconds, and Windows 11 plus Android emulator/NVIDIA Shield targets are listed in the test runner. The intro/ending videos, high-score screens, and level-geometry collision are still missing.","summary":"Reverse-engineered port of a delisted 2009 iPhone Unity game. The project locally extracts and decompiles the user-supplied IPA’s C# assembly as a behavioral reference, rebuilds gameplay in C++17 with SDL2/OpenGL 3.3, and provides Linux, Windows, Android, and an iOS cross-build. The repository says no IPA or game content is redistributed; original code, art, and music remain copyrighted.","project_url":"https://github.com/AdamLovattDevOps/relapse-resistance","updated":"2026-08-17","strategy":"Reimplement the game in C++17/SDL2 from the original client’s decompiled C# and extracted data generated locally from a user-supplied IPA.","language":"","source_available":"Public repository with source and v0.1.0 release, but no project license is declared. README states the original code, art, and music remain the rights holders’ property and describes the teardown as local preservation, not redistribution.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Mobile-origin game reimplementation for desktop and mobile","target_type":"Game","sources":[{"label":"Maintainer README: decompilation/port method, alpha status, tested hosts, content policy, and legal caveat","url":"https://github.com/AdamLovattDevOps/relapse-resistance"},{"label":"Official v0.1.0 release (2026-08-17)","url":"https://github.com/AdamLovattDevOps/relapse-resistance/releases/tag/v0.1.0"},{"label":"Project coverage and fidelity limitations","url":"https://github.com/AdamLovattDevOps/relapse-resistance/blob/main/FIDELITY.md"},{"label":"GitHub metadata: creation, latest push, and absence of repository license metadata","url":"https://api.github.com/repos/AdamLovattDevOps/relapse-resistance"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/AdamLovattDevOps/relapse-resistance/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":206593,"C++":162902,"Python":127371,"Shell":8541,"Makefile":2099,"Dockerfile":1188,"CMake":635},"source_url":"https://api.github.com/repos/AdamLovattDevOps/relapse-resistance/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Java is the largest bucket at 206,593 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dxvk-remix-plus","title":"Remix Plus (DXVK-Remix community fork)","game":"RTX Remix-compatible Direct3D 9 games and plugin integrations (multi-title)","platform":"Direct3D 9 fixed-function rendering → DXVK-Remix/Vulkan RTX Remix runtime; Windows. A 32-bit bridge connects games to the 64-bit renderer.","kind":"API Translation","status":"Community development fork; its README lists SDK/API extensions for plugin integrations and rendering controls. No tagged releases were found, and the latest observed commit was 2026-07-21. This is a downstream Remix runtime, not an NVIDIA upstream release.","summary":"A community fork of NVIDIA's DXVK-Remix runtime that retains the Direct3D 9-to-Vulkan RTX Remix rendering path while adding Remix SDK facilities for plugin and game integrations, including batched geometry/lights, game-state injection, UI access, and VRAM controls. It is cataloged separately for those substantive modding/API extensions; the underlying graphics translation is shared with DXVK-Remix.","project_url":"https://github.com/NightSightProductions/dxvk-remix-plus","updated":"2026-10-15","strategy":"DXVK-Remix Direct3D 9-to-Vulkan translation with extended Remix SDK/plugin APIs","language":"","source_available":"Public source fork (zlib license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Community RTX Remix API and modding runtime fork","target_type":"Software","sources":[{"label":"Maintainer README: fork relationship and added plugin/Remix SDK APIs","url":"https://github.com/NightSightProductions/dxvk-remix-plus"},{"label":"Maintainer source history: latest observed commit date","url":"https://github.com/NightSightProductions/dxvk-remix-plus/commits/main/"},{"label":"NVIDIA upstream RTX Remix SDK documentation: inherited D3D9 translation/runtime context","url":"https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/documentation/RemixSDK.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20266369,"C":4476744,"GLSL":2294649,"Python":190662,"Meson":123400,"PowerShell":62098,"HTML":32260,"Batchfile":28964,"Shell":18566,"CMake":3820},"source_url":"https://api.github.com/repos/NightSightProductions/dxvk-remix-plus/languages","evidence":"GitHub's official Languages REST endpoint reports 20,266,369 bytes of C++ as the largest total (73.7% of 27,497,532 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"renode-embedded-system-simulator","title":"Renode","game":"Embedded firmware, operating systems, and multi-node IoT software","platform":"Virtual boards and systems with ARM Cortex-A/R/M, x86/x86-64, RISC-V, SPARC, POWER, Xtensa, and MSP430X processors","kind":"Emulator","status":"Active; v1.17.0 was released 2026-09-07 and source changes continued through 2026-10-15.","summary":"Open-source embedded-system simulator that runs unmodified firmware and software on modeled virtual boards and SoCs. It can compose multi-node systems and simulate peripherals and wired or wireless links, so it is broader than a CPU-only emulator.","project_url":"https://github.com/renode/renode","updated":"2026-10-15","strategy":"Full embedded-system and peripheral simulation for unmodified guest software","language":"","source_available":"Public MIT-licensed source repository; third-party libraries may have separate licenses.","first_found":"2026-10-15","project_started":null,"programming_language":"RobotFramework","subtype":"Embedded system simulator and emulator","target_type":"Software","sources":[{"label":"Maintainer README: simulation use, supported processor families, and virtual SoC scope","url":"https://github.com/renode/renode"},{"label":"Version 1.17.0 release (2026-09-07)","url":"https://github.com/renode/renode/releases/tag/v1.17.0"},{"label":"MIT license and third-party licensing note","url":"https://github.com/renode/renode/blob/master/LICENSE"},{"label":"GitHub repository metadata: source activity checked 2026-10-15","url":"https://api.github.com/repos/renode/renode"}],"media":[{"kind":"video","label":"Renode simulation hero animation","url":"https://antmicro.com/renode/hero.webm","preview_url":null,"source_url":"https://antmicro.com/platforms/renode/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"RobotFramework","breakdown":{"RobotFramework":2261115,"C#":1224617,"Python":512617,"C++":167229,"C":144247,"SystemVerilog":66321,"Shell":63044,"TypeScript":32471,"CMake":13340,"Inno Setup":5156,"JavaScript":1789,"Batchfile":1192,"GDB":190},"source_url":"https://api.github.com/repos/renode/renode/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/renode/renode reports 2,261,115 bytes of RobotFramework, the largest language total (50.3% of 4,493,328 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"banjo-nuts-and-bolts-renut-android","title":"reNut Android: Banjo-Kazooie: Nuts & Bolts","game":"Banjo-Kazooie: Nuts & Bolts (Xbox 360 version)","platform":"Xbox 360 → Android arm64-v8a (Android 9+, Vulkan; Adreno GPUs only per release notes)","kind":"Recompilation","status":"Experimental Android v0.4.0 APK published 2026-10-12. The release notes claim performance above 30 FPS on a Galaxy S23 Ultra, but the detailed Android development README says the European executable only starts and renders opening images, with menu/gameplay not validated. Treat playable status as unclear pending resolution of these conflicting maintainer statements. The release notes limit supported devices to Adreno GPUs and require Android 9+, ARM64 and Vulkan.","summary":"Android adaptation of the reNut Xbox 360 static recompilation for Banjo-Kazooie: Nuts & Bolts. It imports a user-supplied European game image, compiles the game code locally to ARM64, and renders Direct3D through a Vulkan/Plume layer. The Android development build exposes experimental input/launcher features; game/menu validation is unclear. No game code or assets are committed.","project_url":"https://github.com/Innersargento/Renut-Android","updated":"2026-10-16","strategy":"Xbox 360 static recompilation to ARM64 with a Vulkan/Plume Android renderer","language":"European release; game text languages not separately enumerated by Android-specific docs","source_available":"Public repository; GitHub does not report a license. Game-derived code and shaders are generated locally and excluded; the user supplies the unpatched European Xbox 360 game dump. The release APK is explicitly experimental.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"reNut Android experimental build; user-generated game code; Adreno/Vulkan only per release notes","target_type":"Game","sources":[{"label":"Maintainer repository README: Android branch, opening-image status, and connection to reNut","url":"https://github.com/Innersargento/Renut-Android"},{"label":"Experimental v0.4.0 Android release and compatibility/performance statements (published 2026-10-12)","url":"https://github.com/Innersargento/Renut-Android/releases/tag/0.4.0"},{"label":"Android development README: specific European XEX status, validation limits, tested-device diagnostics, and runtime requirements","url":"https://github.com/Innersargento/Renut-Android/blob/codex/android-xenos-runtime/android/README.md"},{"label":"Android build requirements: only unpatched European disc image is accepted; code generation and game data stay local","url":"https://github.com/Innersargento/Renut-Android/blob/codex/android-xenos-runtime/docs/BUILD.md"},{"label":"Android app Gradle configuration: minSdk 28 and arm64-v8a ABI","url":"https://github.com/Innersargento/Renut-Android/blob/codex/android-xenos-runtime/android/app/build.gradle"},{"label":"GitHub Languages API for the Android repository","url":"https://api.github.com/repos/Innersargento/Renut-Android/languages"},{"label":"GitHub repository API: release branch and source/license metadata","url":"https://api.github.com/repos/Innersargento/Renut-Android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4307472,"Java":216879,"Python":174988,"Kotlin":105439,"GLSL":26574,"CMake":19402,"C":11846,"PowerShell":11380,"Shell":10804,"Assembly":297},"source_url":"https://api.github.com/repos/Innersargento/Renut-Android/languages","evidence":"GitHub's official Languages API reports C++ as the largest repository language total. The project-wide total includes the Android shell, runtime, tools, renderer and dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"reprobit-reproducible-binary-recompilation-verifier","title":"ReproBit (reproducible binary reconstruction and verification)","game":"Legacy Windows software binaries for compiler-matched rebuild projects","platform":"Native Windows, or macOS/Linux using Wine and wineserver. Requires Python 3.11+, Git, a compatible CMake project for source-list refresh, and a reference executable plus the matching compiler/toolchain.","kind":"Recompilation","status":"Pre-release v0.2.2 was published 2026-09-10. It supports compiler profiles for MSVC 4.2 and 5.0, but its README says current end-to-end proof with the real compiler and native Windows CI covers only MSVC 4.2; the 5.0 profiles are modeled without equivalent end-to-end evidence. The project verifies byte identity, logic-preserving adjustments, and provenance from source/toolchain; it does not redistribute reference binaries.","summary":"A framework for rebuilding legacy software from project source with an original compiler and verifying that the output exactly matches a reference executable. It also checks that matching adjustments preserve logic and records how the result was produced; each project must provide or lawfully obtain its own reference binary and compatible toolchain.","project_url":"https://github.com/isledecomp/reprobit","updated":"2026-10-16","strategy":"Compiler-in-the-loop reconstruction with deterministic build settings, byte-for-byte comparison against the project’s reference binary, logic-preservation checks for adjustments, and provenance reporting.","language":"","source_available":"Public source under LGPL-3.0-only. The framework does not include target executables; its README says reference binaries remain project-owned and are never redistributed by ReproBit.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Recompilation reproducibility and binary-match verification framework","target_type":"Software","sources":[{"label":"Project README: verification claims, profile evidence, host requirements, and binary handling","url":"https://github.com/isledecomp/reprobit"},{"label":"Latest v0.2.2 release","url":"https://github.com/isledecomp/reprobit/releases/tag/0.2.2"},{"label":"Python package metadata: version, Python requirement, and LGPL-3.0-only license","url":"https://github.com/isledecomp/reprobit/blob/master/pyproject.toml"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/isledecomp/reprobit/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":9939009,"Shell":15652,"CMake":14184},"source_url":"https://api.github.com/repos/isledecomp/reprobit/languages","evidence":"GitHub's official Languages endpoint reports Python (9,939,009 bytes) as the largest source total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"reprogman-windows-31-program-manager-clone","title":"ReProgman (Windows 3.1 Program Manager clone)","game":"Windows 3.1 Program Manager (progman.exe)","platform":"Windows 3.1 Program Manager UI → Windows 11 x64/ARM64 and Apple silicon macOS application.","kind":"Reimplementation","status":"Released clone build-2 (2026-09-07); README documents Windows 11 x64/ARM and Apple silicon macOS support and a .NET 10 source build.","summary":"A C# desktop clone of the Windows 3.1 Program Manager interface for modern Windows and Apple silicon macOS. The README describes a visual/application recreation and does not claim to replace the Windows shell.","project_url":"https://github.com/mayuki/ReProgman","updated":"2026-10-16","strategy":"Independent desktop-application reimplementation","language":"","source_available":"Public MIT-licensed source.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Classic desktop application clone","target_type":"Software","sources":[{"label":"Maintainer README: target, supported hosts, and build instructions","url":"https://github.com/mayuki/ReProgman/blob/main/README.md"},{"label":"Release build-2","url":"https://github.com/mayuki/ReProgman/releases/tag/build-2"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/mayuki/ReProgman/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":275892,"PowerShell":3429,"Shell":3131},"source_url":"https://api.github.com/repos/mayuki/ReProgman/languages","evidence":"Official GitHub Languages endpoint; C# has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ratchet-clank-rerac-native-pc","title":"ReRAC: Ratchet & Clank Native PC Rewrite","game":"Ratchet & Clank","platform":"PlayStation 2 → macOS Apple Silicon (tested); Windows build (experimental, untested)","kind":"Reimplementation","status":"Early active development; the README says all levels load and render but the project is not yet playable from start to finish. v0.3.4-alpha released 2026-10-15.","summary":"A Rust/Bevy native rewrite of Ratchet & Clank (2002) that ports game systems to a desktop runtime rather than emulating the PS2. Players supply the supported NTSC-U disc. The project says it is still incomplete and its launcher has not yet been released.","project_url":"https://github.com/re-rac/rerac","updated":"2026-10-16","strategy":"Native source reimplementation in Rust/Bevy; game systems run on the host, with no emulator in the execution path.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Early desktop rewrite; supported disc is NTSC-U SCUS-97199.","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/re-rac/rerac"},{"label":"v0.3.4-alpha release","url":"https://github.com/re-rac/rerac/releases/tag/v0.3.4-alpha"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":16484015,"WGSL":110694,"Python":36848,"Shell":5091},"source_url":"https://api.github.com/repos/re-rac/rerac/languages","evidence":"Exact repository-wide GitHub Languages API byte totals checked 2026-10-16: Rust is largest at 16,484,015 of 16,636,648 recognized bytes (99.1%). The full byte map is recorded; this is repository-wide and includes build, test, and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-1997-pc-decomp","title":"Resident Evil 1 PC Decompilation","game":"Resident Evil 1 (1997 PC release; GOG USA binary; Japanese PC support and optional PS1 Director’s Cut content overlay)","platform":"1997 32-bit PC game → Windows Win32 / Direct3D 11 and Linux x86 / SDL2 + OpenGL 3.3","kind":"Decompilation","status":"The latest maintainer release is residentevil-v1.3.0 (2026-09-27). The README calls the port functionally complete and says the original game is playable; its decompilation status lists 1,716 of 1,717 in-scope game-logic functions implemented and 84 of 84 Marni-system functions complete. This is a source reconstruction on modern rendering/audio backends, not a byte-matching build. The original game data is not distributed.","summary":"A source reconstruction of the 1997 Windows PC Resident Evil executable from Ghidra analysis, with the original Marni/DirectX 5 layer implemented on modern Windows and Linux backends. The README reports full-game playability, while the tracked function table records one remaining in-scope logic function. The project expects the user to supply game data; Japanese PC content and a PS1 Director’s Cut overlay are optional.","project_url":"https://github.com/ecruells/resident-evil-pc-decomp","updated":"2026-10-16","strategy":"Ghidra-guided decompilation/source reconstruction of the PC game logic and Marni system, with new platform and renderer backends. Original machine code is not claimed to match byte-for-byte.","language":"","source_available":"Public source under GPL-3.0. The repository does not include original game data; the user must supply files from a legally obtained compatible PC release.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC game decompilation and cross-platform source port","target_type":"Game","sources":[{"label":"Maintainer README: target release, reverse-engineering method, function completion, platform backends, playable status and asset requirements","url":"https://github.com/ecruells/resident-evil-pc-decomp/blob/15004914527567a2b9cecf34997abe8c252bcbf9/README.md"},{"label":"Latest release, residentevil-v1.3.0 (2026-09-27)","url":"https://github.com/ecruells/resident-evil-pc-decomp/releases/tag/residentevil-v1.3.0"},{"label":"GPL-3.0 license","url":"https://github.com/ecruells/resident-evil-pc-decomp/blob/main/LICENSE"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/ecruells/resident-evil-pc-decomp"},{"label":"Project license file","url":"https://github.com/ecruells/resident-evil-pc-decomp/blob/main/LICENSE"},{"label":"Latest project release","url":"https://github.com/ecruells/resident-evil-pc-decomp/releases/tag/residentevil-v1.3.0"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/ecruells/resident-evil-pc-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5632742,"Python":447573,"C":317907,"HTML":157637,"CMake":12199,"JavaScript":10911,"Shell":9705,"PowerShell":4302,"Batchfile":2608},"source_url":"https://api.github.com/repos/ecruells/resident-evil-pc-decomp/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total (5,632,742 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-4-dreamcast-port","title":"Resident Evil 4 Dreamcast Port","game":"Resident Evil 4","platform":"GameCube → Dreamcast","kind":"Decompilation","status":"Experimental Dreamcast port; the latest test 13 prerelease (2026-10-15) reports a console test reaching the end of Chapter 2 part 1. Random GDEMU room-load crashes, sub-30 FPS performance, pauses when entering rooms, and visual gaps remain; no full playthrough is claimed.","summary":"Experimental Dreamcast port based on recovered GameCube code, with platform-specific graphics, audio, disc, and memory-card layers. The latest test 13 prerelease documents continuing crashes, performance and visual issues; its separate benchmark disc is not the game build.","project_url":"https://github.com/lamb2k/re4dc/tree/dreamcast-port","updated":"2026-10-16","strategy":"Recovered-source native port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast branch","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/lamb2k/re4dc/tree/dreamcast-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/lamb2k/re4dc"},{"label":"Current Dreamcast branch README","url":"https://github.com/lamb2k/re4dc/blob/dreamcast-port/README.md"},{"label":"Latest test 13 prerelease and status notes","url":"https://github.com/lamb2k/re4dc/releases/tag/test-05e5ff76-20261015"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20237001,"Python":5080463,"C":3763202,"Makefile":539023,"Shell":398290,"NASL":343688,"Assembly":315417,"Linker Script":155834,"PowerShell":5736,"Smarty":2198,"Dockerfile":1651,"Go Template":1582,"Batchfile":907},"source_url":"https://api.github.com/repos/lamb2k/re4dc/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/lamb2k/re4dc reports 20,237,001 bytes of C++, the largest language total (65.6% of 30,844,992 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-4-andiweli-android-decomp-port","title":"Resident Evil 4 GameCube Android Decompilation Port (Andiweli Prototype)","game":"Resident Evil 4 (GameCube version)","platform":"Nintendo GameCube → Android arm64-v8a","kind":"Decompilation","status":"A maintainer progress post dated 2026-10-09 describes a controller-first Android side project: intro, title menu, and village intro run on a Retroid Pocket Flip 2 (Snapdragon 865/Adreno 650) at 1080p; the maintainer reports stable 60 FPS. Level 1 is a test area for basic systems and later levels still lack enemies. Touch controls are planned; no public code repository or release APK is linked.","summary":"Early Android native port based on the Resident Evil 4 GameCube decompilation, as described by its maintainer. The post says the app reads/analyzes data from both GameCube discs on first launch and stores it in the Android app-data directory; the game is English-only. The status is a maintainer report, not a public binary/source release or a full-game compatibility claim.","project_url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wxp91c/resident_evil_4_decomp_android_first_steps/","updated":"2026-10-16","strategy":"Decompilation-based native Android port; exact build pipeline is not publicly documented","language":"English only (maintainer statement)","source_available":"No Android port source repository or public release linked as of 2026-10-16. The Reddit maintainer post is the status source; the referenced RE4 decompilation repository is a separate project.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Early arm64 Android prototype; controller-first; touch support planned; no release/source repository linked","target_type":"Game","sources":[{"label":"Maintainer progress post: device, current scenes, level-status limits, language, disc ingestion, and controller-first status","url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wxp91c/resident_evil_4_decomp_android_first_steps/"},{"label":"Maintainer's gameplay demonstration linked from the progress post","url":"https://youtu.be/e8UG7uXzCqU"},{"label":"Public GameCube RE4 decompilation project, a separate source project","url":"https://github.com/adonis-singh/re4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wxp91c/resident_evil_4_decomp_android_first_steps/","evidence":"The maintainer progress thread describes the Android port, while the separately linked public RE4 decompilation is not the port source tree; no project-specific GitHub Languages API endpoint is available.","verified_at":"2026-10-16","reason_unknown":"The project record has no public repository for this Android port. Its linked adonis-singh/re4 repository is a separate GameCube decompilation/source project, not the port implementation, so its language totals are not attributed to this project. No Android-port source language can be verified from the project thread."}},{"id":"resident-evil-4-gamecube-debug-decomp","title":"Resident Evil 4 GameCube Debug Build Decompilation","game":"Resident Evil 4 (GameCube debug build, Nov. 25 2004 prototype)","platform":"GameCube","kind":"Decompilation","status":"Complete matching decompilation of debug build `G4BE08`; `main.dol` and all 114 RELs rebuild byte-for-byte. Requires the two debug discs.","summary":"Source reconstruction of the GameCube debug prototype using its symbols and original compiler toolchains.","project_url":"https://github.com/adonis-singh/re4","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user must supply debug-disc images; no game assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube debug-build decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/adonis-singh/re4"},{"label":"Maintainer README and project status","url":"https://github.com/adonis-singh/re4/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14961452,"C":3889771,"Python":1549395,"Makefile":10719,"Shell":10441,"Assembly":3524,"Linker Script":2844},"source_url":"https://api.github.com/repos/adonis-singh/re4/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-code-veronica-x-ps2-native-port","title":"Resident Evil Code: Veronica X Enhanced Native PC Port","game":"Resident Evil Code: Veronica X (PS2 US, SLUS-20184)","platform":"PlayStation 2 → Linux and Windows x86","kind":"Reimplementation","status":"Public Linux and Windows release builds are available. The README documents extensive native rendering, controls, saves, mods, and co-op features, but does not state that the full game has been validated end to end.","summary":"A source-level native PC port built from the separate community decompilation. The original game code and PS2 platform layer are compiled for PC; PS2 services are emulated at subsystem boundaries and native paths replace selected expensive parts. Users provide their own NTSC-U disc image.","project_url":"https://github.com/aikatore/recvx-enhanced-recomp","updated":"2026-10-15","strategy":"Native source port based on a PS2 decompilation, with boundary-level hardware emulation and native rendering paths","language":"","source_available":"Public source and Linux/Windows release builds; user supplies the NTSC-U SLUS-20184 disc image; no game data is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Decompilation-based PS2 native PC port","target_type":"Game","sources":[{"label":"Maintainer README: native port architecture, features, disc requirement, and release builds","url":"https://github.com/aikatore/recvx-enhanced-recomp#readme"},{"label":"Project releases","url":"https://github.com/aikatore/recvx-enhanced-recomp/releases"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/aikatore/recvx-enhanced-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1697245,"Python":535294,"Pawn":165080,"PHP":41962,"C++":40520,"CMake":23299,"Shell":21341,"Dockerfile":1311},"source_url":"https://api.github.com/repos/aikatore/recvx-enhanced-recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/aikatore/recvx-enhanced-recomp reports 1,697,245 bytes of C, the largest language total (67.2% of 2,526,052 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-code-veronica-x-hd-xbox360-linux-rexglue-recomp","title":"Resident Evil Code: Veronica X HD Xbox 360 ReXGlue Linux Recompilation","game":"Resident Evil Code: Veronica X HD","platform":"Xbox 360 → Linux x86-64 (Vulkan)","kind":"Recompilation","status":"Experimental early bring-up/code-generation scaffold; not a finished port. The current manifest is an initial foundation and explicitly has no copied game-specific function addresses.","summary":"Title-specific ReXGlue static recompilation for the PAL Xbox 360 HD edition. Exact supported executable: Title ID `43430822`, Media ID `58A6EFFB`, module `Bio_cv.exe`, `game/Default.xex`, SHA-256 `c552c6995462a5cefdd52c07bebd28fff4481164b19a445c636d7b54736f3c70`. Requires user-owned extracted game data. GPL-3.0.","project_url":"https://github.com/ant0-blase/ResidentEvil-CodeVeronicaX-X360-ReXGlue","updated":"2026-10-14","strategy":"ReXGlue static Xbox 360 recompilation with Xenos/Vulkan Linux runtime","language":"","source_available":"Public Linux codegen/build scaffold; requires user-owned supported PAL XEX and extracted retail data; no game assets included; GPL-3.0.","first_found":"2026-10-16","project_started":"2026-08-26","programming_language":"Shell","subtype":"Experimental Xbox 360 recompilation bring-up","target_type":"Game","sources":[{"label":"Maintainer README: exact PAL Title/Media ID, executable hash, target, and bring-up status","url":"https://github.com/ant0-blase/ResidentEvil-CodeVeronicaX-X360-ReXGlue/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/ant0-blase/ResidentEvil-CodeVeronicaX-X360-ReXGlue"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"CMake":6393,"Shell":69349,"PowerShell":3168,"Python":21870,"C++":5975},"source_url":"https://api.github.com/repos/ant0-blase/ResidentEvil-CodeVeronicaX-X360-ReXGlue/languages","evidence":"Official GitHub Repository.languages API byte counts: 69,349 bytes of Shell, the largest total (65.0% of 106,755 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-code-veronica-x-ps2-decomp","title":"Resident Evil Code: Veronica X PS2 Decompilation","game":"Resident Evil Code: Veronica X (PS2 US release)","platform":"PlayStation 2 (US SLUS-201.84)","kind":"Decompilation","status":"The maintainer announced the supported PS2 US executable as fully decompiled; the README says the project is playable but remains a work in progress and may have bugs or crashes. This is source reconstruction, not a completed native PC port.","summary":"MIPS-to-C decompilation of the US PlayStation 2 executable, with builds tested by repackaging a user-provided game image and running it in PCSX2.","project_url":"https://github.com/AshfordFamily/recvx-decomp","updated":"2026-10-15","strategy":"Reverse-engineers the PlayStation 2 MIPS ELF into C source; the repository uses splat/objdiff tooling and recompiles the resulting project for testing.","language":"C","source_available":"Open source; requires user-supplied game executable, SDK files, and disc image for build/test.","first_found":"2026-10-15","project_started":"2024-07-22","programming_language":"C","subtype":"PlayStation 2 MIPS-to-C decompilation","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/AshfordFamily/recvx-decomp"},{"label":"Community announcement linking the project","url":"https://www.reddit.com/r/decomps/comments/1wvwf30/re_code_veronica_x_has_been_decompiled/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7059665,"Python":37572,"C++":3358,"Assembly":2145,"Shell":1953,"Dockerfile":1122},"source_url":"https://api.github.com/repos/AshfordFamily/recvx-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/AshfordFamily/recvx-decomp reports 7,059,665 bytes of C, the largest language total (99.4% of 7,105,815 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-code-veronica-x-vita-port","title":"Resident Evil Code: Veronica X Vita Port","game":"Resident Evil Code: Veronica X","platform":"PlayStation 2 → PlayStation Vita","kind":"Decompilation","status":"Early port reaches title and gameplay; models, text, FMVs, and performance remain incomplete.","summary":"Converts decompiled PlayStation 2 code into C and replaces system services for a native Vita target.","project_url":"https://github.com/Rinnegatamante/recvx-vita","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Rinnegatamante/recvx-vita"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Rinnegatamante/recvx-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7659611,"Python":37572,"CMake":3979,"C++":3358,"Shell":2605,"Assembly":2145,"Dockerfile":1122},"source_url":"https://api.github.com/repos/Rinnegatamante/recvx-vita/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Rinnegatamante/recvx-vita reports 7,659,611 bytes of C, the largest language total (99.3% of 7,710,392 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-code-veronica-xbox360-recomp","title":"Resident Evil CODE: Veronica Xbox 360 Static Recompilation","game":"Resident Evil CODE: Veronica (Xbox 360 XEX target)","platform":"Xbox 360 → Windows x64; Linux build preset untested","kind":"Recompilation","status":"Work in progress. The public repository provides Windows build steps and a ReXGlue manifest with initial-boot and in-game function entries; the Linux preset is explicitly untested. It does not claim a finished game or downloadable playable release.","summary":"Static recompilation of an Xbox 360 XEX for a native PC build using ReXGlue-SDK; exact game build/revision is not stated in the README or manifest.","project_url":"https://github.com/psxrestore/VeronicaRecomp","updated":"2026-10-15","strategy":"Feeds the Xbox 360 XEX through ReXGlue-SDK to generate C++ and compile a native Windows executable.","language":"C++","source_available":"Public source; build expects the user’s game data under the configured assets directory.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 XEX static recompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/psxrestore/VeronicaRecomp"},{"label":"ReXGlue manifest identifying an XEX input and current function set","url":"https://github.com/psxrestore/VeronicaRecomp/blob/main/veronicarecomp_manifest.toml"},{"label":"Maintainer comment linking the project from the Code: Veronica discussion","url":"https://www.reddit.com/r/decomps/comments/1wvwf30/re_code_veronica_x_has_been_decompiled/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6782,"CMake":6582},"source_url":"https://api.github.com/repos/psxrestore/VeronicaRecomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/psxrestore/VeronicaRecomp reports 6,782 bytes of C++, the largest language total (50.7% of 13,364 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-gaiden-recomp-android","title":"Resident Evil Gaiden: Recompiled (Android)","game":"Resident Evil Gaiden (Game Boy Color, 2001; USA ROM)","platform":"Game Boy Color → Windows x86-64, Android ARM64-v8a (Android 7.0+/API 24+, OpenGL ES 3)","kind":"Recompilation","status":"Android v0.4.1 APK published 2026-09-16. The maintainer marks Android ARM64-v8a as fully supported and documents touch controls; the README does not state a named physical-device test matrix or claim a complete playthrough. Latest repository push reported by GitHub was 2026-09-16.","summary":"Game-specific native static recompilation of Resident Evil Gaiden from the Game Boy Color USA ROM to C/C++ with SDL2 and OpenGL ES 3. Android builds target ARM64-v8a with minSdk 24 (Android 7.0+) and include a touch gamepad. Players must supply the exact legally acquired Resident Evil Gaiden (USA).gbc ROM (2,097,152 bytes; expected SHA-256 9a97678cbd8da02c8763e977674e17f460c06ea8b73bad35c52fe6817f506d44); the repository and APK do not include the ROM or commercial game assets.","project_url":"https://github.com/sergiomanzur/regaiden-recomp","updated":"2026-10-16","strategy":"Game-specific native static recompilation of the GBC title into C/C++ with an SDL2 platform layer and OpenGL ES 3 Android rendering.","language":"","source_available":"Public source repository and v0.4.1 Android ARM64 APK release; user supplies the exact USA ROM. The repository and release omit copyrighted ROM data and commercial game assets.","first_found":"2026-10-16","project_started":"2026-08-25","programming_language":"C","subtype":"Game-specific Android ARM64-v8a recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, supported platforms, Android status, and exact USA ROM requirements","url":"https://github.com/sergiomanzur/regaiden-recomp/blob/master/README.md"},{"label":"v0.4.1 release notes and Android APK asset (2026-09-16)","url":"https://github.com/sergiomanzur/regaiden-recomp/releases/tag/v0.4.1"},{"label":"Android build configuration: minSdk 24, ARM64-v8a ABI, and app version 0.4.1","url":"https://github.com/sergiomanzur/regaiden-recomp/blob/master/android/app/build.gradle"},{"label":"GitHub repository metadata: creation and latest push dates","url":"https://api.github.com/repos/sergiomanzur/regaiden-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":315266139,"C++":1728671,"Objective-C":717218,"Java":424560,"Shell":403439,"M4":304706,"CMake":291336,"Python":101247,"Perl":96689,"Assembly":32239,"Makefile":31027,"JavaScript":18010,"HLSL":17050,"PowerShell":7863,"Batchfile":4843,"Metal":3691,"HTML":755},"source_url":"https://api.github.com/repos/sergiomanzur/regaiden-recomp/languages","evidence":"GitHub's official Languages REST endpoint reports 315,266,139 bytes of C as the largest repository language category (98.69% of 319,449,483 recognized language bytes). This is repository byte prevalence; the README describes the implementation as C11/C++20.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-outbreak-ps2-recomp","title":"Resident Evil Outbreak Recompiled","game":"Resident Evil Outbreak (File #1)","platform":"PlayStation 2 → Windows x86-64","kind":"Recompilation","status":"README reports 3,209 of 3,461 functions recompiled and boot to the main loop; it does not establish full playability.","summary":"Shared REO project translates the two PS2 binaries instruction by instruction to native x86-64 code; this record covers File #1 only.","project_url":"https://github.com/sp00nznet/reo","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/sp00nznet/reo#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/sp00nznet/reo/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sp00nznet/reo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":480270,"Python":78196,"C":71221,"CMake":8665},"source_url":"https://api.github.com/repos/sp00nznet/reo/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-outbreak-file-2-ps2-recomp","title":"Resident Evil Outbreak: File #2 Recompiled","game":"Resident Evil Outbreak: File #2","platform":"PlayStation 2 → Windows x86-64","kind":"Recompilation","status":"README reports all 3,525 File #2 functions recompiled; it does not establish full playability.","summary":"The same REO repository has a separate game target for File #2, sharing the native runtime and build pipeline.","project_url":"https://github.com/sp00nznet/reo","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/sp00nznet/reo#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/sp00nznet/reo/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sp00nznet/reo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":480270,"Python":78196,"C":71221,"CMake":8665},"source_url":"https://api.github.com/repos/sp00nznet/reo/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"resident-evil-dead-aim-ps2-pal-matching-decomp","title":"Resident Evil: Dead Aim PS2 Decompilation (Bullseye)","game":"Resident Evil: Dead Aim (PAL, SLES_514.48)","platform":"PlayStation 2 (PAL SLES_514.48)","kind":"Decompilation","status":"Work in progress. The README reports a byte-identical rebuild of every loadable byte in SLES_514.48, while only 40 of 1,328,837 code bytes (0.0030%) are decompiled; most game code remains included assembly.","summary":"A matching PS2 source reconstruction and reverse-engineering project for the PAL release. Building it requires a user-supplied game dump and PS2 toolchain; the repository does not claim a native PC or alternate-console port.","project_url":"https://github.com/cakehonolulu/Bullseye","updated":"2026-10-16","strategy":"Matching executable reconstruction","language":"","source_available":"Public GitHub repository with source, build configuration and progress data. GitHub repository metadata has no recognized license declaration.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS2 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: PAL executable identity, matching-build method, decompilation progress, requirements and status","url":"https://github.com/cakehonolulu/Bullseye#readme"},{"label":"GitHub repository metadata: dates, archive/fork state and license detection (none reported)","url":"https://api.github.com/repos/cakehonolulu/Bullseye"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/cakehonolulu/Bullseye/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":333935,"C":145378,"Python":116575,"Shell":3420,"Java":3147},"source_url":"https://api.github.com/repos/cakehonolulu/Bullseye/languages","evidence":"Exact repository-wide language byte totals returned by GitHub Languages API, checked 2026-10-16; byte counts can include tools and dependencies and do not isolate game-specific code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"resident-evil-deadly-silence-nds-decomp","title":"Resident Evil: Deadly Silence DS Decompilation","game":"Resident Evil: Deadly Silence (Nintendo DS USA ABHE)","platform":"Nintendo DS USA → matching C source","kind":"Decompilation","status":"Work in progress. The README’s 2026-10-15 report says 10.88% of code is matched (2,064 / 5,825 functions); data matching remains at 0%.","summary":"A matching-decompilation project for the USA Nintendo DS game code, with generated progress and byte checks.","project_url":"https://github.com/liolu/resident-evil-deadly-silence-decomp","updated":"2026-10-15","strategy":"Matching C decompilation with generated progress reports","language":"","source_available":"Public source repository; no game ROM or assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo DS matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/liolu/resident-evil-deadly-silence-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/liolu/resident-evil-deadly-silence-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1282940,"Python":326148},"source_url":"https://api.github.com/repos/liolu/resident-evil-deadly-silence-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/liolu/resident-evil-deadly-silence-decomp reports 1,282,940 bytes of C, the largest language total (79.7% of 1,609,088 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"reskatem-skate-macos-installer","title":"ReSkate for Mac","game":"skate. (EA free-to-play) with the ReSkate offline community package","platform":"Windows skate. → Apple silicon macOS 15.4+ using Apple Game Porting Toolkit (Wine + D3DMetal) and the user’s Steam account","kind":"API Translation","status":"Public installer and launcher repository updated 2026-10-14; no tagged releases found. The README lists Apple silicon, macOS 15.4+, 16 GB recommended and about 18 GB free. The project installs a compatibility stack and the game; it does not provide a native port or implement D3DMetal.","summary":"A game-specific Mac installer/launcher that configures Apple’s Game Porting Toolkit (Wine and D3DMetal), downloads EA’s Windows game through the user’s Steam account, and installs the ReSkate offline package. The Reddit author reports one M4 test; the primary README says online EA servers are unavailable and game files are not included.","project_url":"https://github.com/ValveTextureFile/reskatem","updated":"2026-10-15","strategy":"Game-specific installer around Wine and Apple D3DMetal, which translates the game’s Direct3D 12 graphics to Metal","language":"","source_available":"Public Shell source; no license declared in GitHub metadata. Apple Game Porting Toolkit and the game are separate dependencies; user provides Steam account and game download.","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"skate. Mac compatibility installer and ReSkate launcher","target_type":"Game","sources":[{"label":"Project README, requirements, and dependency manifest","url":"https://github.com/ValveTextureFile/reskatem"},{"label":"Reddit discovery post and platform test report","url":"https://www.reddit.com/r/macgaming/comments/1wzb9tv/skate_reskate_wo_crossover_gptk/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":35917},"source_url":"https://api.github.com/repos/ValveTextureFile/reskatem/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/ValveTextureFile/reskatem reports 35,917 bytes of Shell, the largest language total (100.0% of 35,917 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"retdec-binary-decompiler","title":"RetDec","game":"Machine-code executables and raw binaries (multi-architecture)","platform":"ELF, PE, Mach-O, COFF, AR, Intel HEX, and raw machine code; x86/x86-64, ARM/AArch64, MIPS, PIC32, and PowerPC","kind":"Decompilation","status":"Limited maintenance by the maintainer: basic project maintenance continues and development is very limited. Last source push checked: 2026-05-26; latest tagged release found: v5.0 (2022-12-08).","summary":"LLVM-based retargetable machine-code decompiler and static-analysis suite. It loads common executable formats and raw code, reconstructs C-like output, and can use DWARF/PDB information and recognize compiler, packer, and C++ class metadata.","project_url":"https://github.com/avast/retdec","updated":"2026-10-15","strategy":"LLVM-based static binary analysis and machine-code lifting to C-like source","language":"","source_available":"Public MIT-licensed C++ source; maintainer documents limited maintenance.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"General-purpose machine-code decompiler","target_type":"Software","sources":[{"label":"Maintainer README: method, executable formats, architectures, features, and limited-maintenance notice","url":"https://github.com/avast/retdec"},{"label":"Latest tagged release found: v5.0 (2022-12-08)","url":"https://github.com/avast/retdec/releases/tag/v5.0"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/avast/retdec"}],"media":[{"kind":"video","label":"RetDec: An Open-Source Machine-Code Decompiler - Jakub Křoustek, Peter Matula","url":"https://www.youtube.com/watch?v=HHFvtt5b6yY","preview_url":"https://i.ytimg.com/vi/HHFvtt5b6yY/hqdefault.jpg","source_url":"https://github.com/avast/retdec/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14395357,"YARA":4570488,"Python":285052,"CMake":135934,"C":34920,"Shell":12295,"Dockerfile":1631,"Makefile":714},"source_url":"https://api.github.com/repos/avast/retdec/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/avast/retdec reports 14,395,357 bytes of C++, the largest language total (74.1% of 19,436,391 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"reticulumkit-reticulum-protocol-stack-implementation","title":"ReticulumKit (Swift Reticulum Protocol Stack Implementation)","game":"Reticulum networking protocol and Python Reticulum (RNS) wire behavior","platform":"iOS 16+ and macOS 13+; Swift 6.1+ and Xcode 16+ are listed as requirements. The protocol can use TCP, UDP multicast, and an RNode LoRa radio over Bluetooth LE.","kind":"Reimplementation","status":"The README describes alpha status as v0.1.0 and says the implementation has been wire-tested against Python Reticulum. The GitHub release API lists no published release; latest source push was 2026-05-24.","summary":"An independent pure-Swift implementation of the Reticulum cryptographic networking stack for Apple platforms. It implements identities, packet encoding, announces, encrypted links, routing, and TCP, local UDP multicast, and RNode radio interfaces. The source is MIT-licensed.","project_url":"https://github.com/J-Krush/ReticulumKit","updated":"2026-10-16","strategy":"Clean-room Swift protocol-stack implementation checked for wire interoperability with the reference Python RNS implementation.","language":"","source_available":"Public Swift package source under MIT; README marks the API as alpha and there is no published GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"Cryptographic networking protocol stack","target_type":"Software","sources":[{"label":"Maintainer README: wire protocol, capabilities, platform requirements, alpha status, and license","url":"https://github.com/J-Krush/ReticulumKit/blob/main/README.md"},{"label":"Repository MIT license","url":"https://github.com/J-Krush/ReticulumKit/blob/main/LICENSE"},{"label":"Official GitHub release list; no releases were listed at review time","url":"https://api.github.com/repos/J-Krush/ReticulumKit/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":363942},"source_url":"https://api.github.com/repos/J-Krush/ReticulumKit/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; Swift is the largest repository-wide tracked byte category (363,942 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-pkimpel-retro-lgp21","title":"retro-lgp21 LGP-21 Web Emulator","game":"General Precision LGP-21 computer","platform":"Web browser","kind":"Emulator","status":"Public web emulator source; no GitHub release was listed; source repository was last pushed 2026-10-12.","summary":"Browser-based emulator of the 1963 General Precision LGP-21 computer, including its disk-memory timing and Flexowriter-style I/O model.","project_url":"https://github.com/pkimpel/retro-lgp21","updated":"2026-10-12","strategy":"Computer emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Computer emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/pkimpel/retro-lgp21"},{"label":"GitHub release history","url":"https://github.com/pkimpel/retro-lgp21/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/pkimpel/retro-lgp21/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/pkimpel/retro-lgp21"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":366828,"HTML":65085,"CSS":51760},"source_url":"https://api.github.com/repos/pkimpel/retro-lgp21/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; JavaScript is the largest bucket at 366,828 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-elpapimango-retroclawd","title":"retroclawd Multi-Machine Retro Computer Emulator","game":"Sinclair ZX81/Spectrum, Amstrad CPC, Commodore 64/128","platform":"Desktop Rust/Bevy application with separately loaded machine plugins","kind":"Emulator","status":"README explicitly labels the emulator work in progress; no published GitHub release was listed; source repository was last pushed 2026-10-15.","summary":"Work-in-progress Rust emulator that loads separate Sinclair, Amstrad and Commodore machine plugins. README lists actual models, CPU families and media formats; it references a `docs/firmware.md` file for machine firmware that was absent from the inspected repository tree.","project_url":"https://github.com/elpapimango/retroclawd","updated":"2026-10-15","strategy":"Multi-system computer emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Multi-system computer emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/elpapimango/retroclawd"},{"label":"GitHub release history","url":"https://github.com/elpapimango/retroclawd/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/elpapimango/retroclawd/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/elpapimango/retroclawd"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1061424,"HTML":47052,"WGSL":24263,"Shell":15830,"PowerShell":2008},"source_url":"https://api.github.com/repos/elpapimango/retroclawd/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 1,061,424 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-fperuzzo72-retrocomputer-multiboard","title":"RetroComputer MultiBoard MSX and ZX Spectrum Emulator","game":"MSX1 (Epcom Hotbit HB-8000) and Sinclair ZX Spectrum 48K","platform":"Freenove FNK0103 ESP32 Cheap Yellow Display board","kind":"Emulator","status":"README reports both embedded systems running on target hardware, with MSX at about 20–30 FPS and incomplete Spectrum sound/timing; no published GitHub release was listed; source repository was last pushed 2026-10-04.","summary":"Embedded emulator firmware for the Freenove FNK0103 ESP32 display board; runs an MSX1 Hotbit HB-8000 and ZX Spectrum 48K selected from a boot menu. README reports 20–30 FPS on MSX and partial Spectrum media support.","project_url":"https://github.com/fperuzzo72/RetroComputer-MultiBoard","updated":"2026-10-04","strategy":"Embedded computer emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded computer emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/fperuzzo72/RetroComputer-MultiBoard"},{"label":"GitHub release history","url":"https://github.com/fperuzzo72/RetroComputer-MultiBoard/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/fperuzzo72/RetroComputer-MultiBoard/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/fperuzzo72/RetroComputer-MultiBoard"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1064445,"C++":79128,"SWIG":35460,"Python":20243,"Shell":1249,"Makefile":687},"source_url":"https://api.github.com/repos/fperuzzo72/RetroComputer-MultiBoard/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,064,445 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"retroid-game-boy-portuguese","title":"Retroid Portuguese Translation","game":"Retroid","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Retroid on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/retroid-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/retroid-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/retroid-portuguese-translation-game-boy","evidence":"The cataloged Romhack Plaza listing for Retroid Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Retroid Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"return-double-dragon-snes-es","title":"Return of Double Dragon / Super Double Dragon PLUS Castilian Translation","game":"Return of Double Dragon / Super Double Dragon","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete v0.9 entry dated 2026-10-15 on RomHackPlaza. The patch uses Castilian Spanish. The maintainer's post describes a combined content restoration and localization project with an added intro, inter-level scenes and ending; it also offers a separate English build. The currently listed downloads are public, but the patch file format is not stated in the sources checked.","summary":"Castilian Spanish patch for the Super Nintendo releases Super Double Dragon and Return of Double Dragon, combined with a restoration hack that adds an intro, inter-level cutscenes and an ending. The project uses the Japanese and US ROM variants listed by RomHackPlaza. This is a mixed localization/content-restoration patch rather than a text-only translation. No code licence was found.","project_url":"https://romhackplaza.org/index.php/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo","updated":"2026-10-16","strategy":"Castilian Spanish fan translation combined with a content-restoration ROM hack","language":"Spanish","source_available":"Public patch downloads on RomHackPlaza and a maintainer post; format and source-code licence are not stated. No game ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Spanish fan translation and content-restoration patch","target_type":"Game","sources":[{"label":"RomHackPlaza version, language, source ROMs and download listing","url":"https://romhackplaza.org/index.php/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo"},{"label":"Maintainer blog post describing separate English and Castilian builds and restored scenes","url":"https://jackicblog.blogspot.com/2026/10/super-double-dragon-return-of-double.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo","evidence":"No GitHub source repository is identified by the candidate project URL (https://romhackplaza.org/index.php/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://romhackplaza.org/index.php/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"revive-oculus-openvr-openxr-compatibility","title":"Revive Compatibility Layer","game":"Oculus SDK applications on other PC VR headsets (multi-title)","platform":"Windows Oculus SDK applications → OpenVR/SteamVR or OpenXR-compatible headsets; Oculus Rift software remains a documented prerequisite","kind":"API Translation","status":"The repository is not marked archived. The latest listed release is 3.2.0 (2023-03-20), and the latest source push surfaced by GitHub is 2024-02-18. The project README directs users to a community compatibility list and documents Oculus software as a prerequisite.","summary":"A PC VR compatibility layer that maps Oculus SDK applications to OpenVR/OpenXR so selected Oculus-exclusive software can run on headsets such as HTC Vive or Valve Index. It depends on the Oculus PC software and SteamVR setup described upstream; compatibility is title-specific. This is an API bridge rather than a headset or CPU emulator.","project_url":"https://github.com/LibreVR/Revive","updated":"2024-02-18","strategy":"Oculus SDK compatibility layer forwarding to OpenVR/OpenXR runtimes","language":"","source_available":"Public MIT-licensed source repository; bundled dependencies have separate notices","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC VR runtime API compatibility bridge","target_type":"Software","sources":[{"label":"Upstream README: API direction, headset target, prerequisites, and community compatibility list","url":"https://github.com/LibreVR/Revive"},{"label":"Latest listed release 3.2.0 (2023-03-20)","url":"https://github.com/LibreVR/Revive/releases/tag/3.2.0"},{"label":"MIT license file","url":"https://github.com/LibreVR/Revive/blob/master/LICENSE"},{"label":"GitHub repository metadata, including last source push and archive state","url":"https://api.github.com/repos/LibreVR/Revive"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":907,"C":3457,"C++":464737,"HLSL":810,"JavaScript":6972,"NSIS":5403,"PowerShell":1011,"QML":8479,"QMake":1300},"source_url":"https://api.github.com/repos/LibreVR/Revive/languages","evidence":"Official GitHub REST Languages API byte counts; predominant language is the entry with the greatest byte count across the repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rexauto-xbox360-recompilation-workflow","title":"ReXAuto — Xbox 360 Recompilation Pipeline and Launcher","game":"Xbox 360 ReXGlue recompilation workflow","platform":"Xbox 360 → Windows x86-64; an optional GitHub Actions workflow produces native Android arm64 APKs","kind":"Recompilation","status":"Work in progress. The maintainer lists per-title milestones and documents an automated pipeline that can reach a booting, guest-code-executing build. The README warns that graphics and kernel gaps in ReXGlue can still prevent a title from drawing correctly or staying up. Its Android APK workflow uses an Android patch set and is not a universal compatibility guarantee.","summary":"A desktop front end and orchestration pipeline for ReXGlue, not a separate CPU recompiler or emulator. It extracts game containers, scaffolds projects, recovers jump tables, repairs function boundaries, builds and launches per-title Windows ports, and documents an optional native Android arm64 build workflow. Game files are user-supplied.","project_url":"https://github.com/Player124413/rexauto","updated":"2026-10-16","strategy":"Static recompilation workflow and launcher using ReXGlue","language":"","source_available":"Public source repository; original game data is supplied by the user","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Recompilation orchestration; Windows and Android build workflows","target_type":"Software","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/Player124413/rexauto/blob/dac49b331f2632f0b050f469e35747721300b8b2/README.md"},{"label":"Canonical public source repository","url":"https://github.com/Player124413/rexauto"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/Player124413/rexauto/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":563248,"Java":161373,"C++":139177,"HTML":43609,"CMake":10134,"Shell":2263,"C":864},"source_url":"https://api.github.com/repos/Player124413/rexauto/languages","evidence":"Exact GitHub Languages API per-language byte counts for the reviewed repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rexglue-xbox360-recompilation-sdk","title":"ReXGlue SDK — Xbox 360 Recompilation Runtime and Toolkit","game":"Xbox 360 PowerPC recompilation toolkit","platform":"Xbox 360 PowerPC → portable C++ native projects; host support depends on the evolving shared runtime","kind":"Recompilation","status":"Early development. The maintainer README warns that behavior and public APIs may change substantially. It describes ahead-of-time C++ generation and publishes stable and nightly SDK builds, but gives no general title-compatibility guarantee.","summary":"An Xbox 360 static recompilation SDK that converts PowerPC code to C++ ahead of time and supplies a shared native runtime. The maintainer describes it as based on Xenia research and related static recompiler work; it is not an emulator.","project_url":"https://github.com/rexglue/rexglue-sdk","updated":"2026-10-16","strategy":"Static recompilation runtime and SDK","language":"","source_available":"Public source repository; original game data is supplied by the user","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox 360 ahead-of-time recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/rexglue/rexglue-sdk/blob/c94f5ebdcb3c9d1a460ca48e04f9758448f8d518/README.md"},{"label":"Canonical public source repository","url":"https://github.com/rexglue/rexglue-sdk"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/rexglue/rexglue-sdk/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13410970,"C++":9297893,"Assembly":304693,"CMake":86445,"Python":27309,"PowerShell":22690,"Shell":8615,"GLSL":7119,"HLSL":6177,"Pawn":1111,"SourcePawn":967,"Batchfile":60},"source_url":"https://api.github.com/repos/rexglue/rexglue-sdk/languages","evidence":"Exact GitHub Languages API per-language byte counts for the reviewed repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rez-hd-xbla-crownpark","title":"Rez HD XBLA Recompilation (CrownPark Native Ports)","game":"Rez HD (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release rez-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rhythm-tengoku-arcade-english-patch","title":"Rhythm Heaven Arcade English Translation Patch","game":"Rhythm Tengoku Arcade","platform":"Sega NAOMI (Japanese arcade release)","kind":"Fan Localization","status":"English fan localization/texture pack. README says translation draws on Rhythm Heaven Silver/Advance and computer-aided translation for unique text; contributors can improve the patch.","summary":"BPS ROM patch plus replacement textures for Flycast/custom texture support.","project_url":"https://github.com/CarsonKompon/RhythmHeavenArcadeENG","updated":"2026-10-16","strategy":"BPS ROM patch plus replacement textures for Flycast/custom texture support.","language":"English","source_available":"Patch source/project instructions are public; users supply their own legally obtained ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"English fan localization and texture patch","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/CarsonKompon/RhythmHeavenArcadeENG"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":220037},"source_url":"https://api.github.com/repos/CarsonKompon/RhythmHeavenArcadeENG/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rhythm-tengoku-arcade-naomi-decomp","title":"Rhythm Tengoku Arcade NAOMI Decompilation","game":"Rhythm Tengoku Arcade","platform":"Sega NAOMI (SH-4 arcade)","kind":"Decompilation","status":"Work in progress: the README reports 1,714 functions translated, of which 1,652 currently rebuild byte-exactly; the documented code-byte match is 4%. All 89 sound packages and 165 texture blobs round-trip byte-exactly.","summary":"Experimental ROM reconstruction: SH-4 program to C, with disassembly, assets extraction, matching/build checks, and ROM round-trip tooling.","project_url":"https://github.com/Toritan123/rhytngk-arcade-decomp","updated":"2026-10-16","strategy":"Experimental ROM reconstruction: SH-4 program to C, with disassembly, assets extraction, matching/build checks, and ROM round-trip tooling.","language":"","source_available":"Public source and analysis tooling; no ROM data included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Experimental NAOMI decompilation and ROM reconstruction","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/Toritan123/rhytngk-arcade-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":16205546,"C":772118,"Python":376027,"Makefile":20817,"Lua":5234,"Dockerfile":3929,"C++":2430},"source_url":"https://api.github.com/repos/Toritan123/rhytngk-arcade-decomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ricoh-sp1130n-macos-network-driver","title":"Ricoh / PFU SP-1130N Network Driver for macOS","game":"Ricoh/PFU SP-1130N network scanner using PaperStream FCL","platform":"Network scanner bridge to local eSCL/AirScan on macOS; macOS 26 on Apple Silicon physically tested","kind":"Reimplementation","status":"A newly released Python-built bridge reports a successful physical scan from the SP-1130N on Apple Silicon/macOS 26. Intel binaries are CI-built but not hardware-tested, and related SP-series models are explicitly unverified. The installer is unsigned/not notarized and installs a system LaunchDaemon.","summary":"Implements the SP-1130N's network scanner protocol and presents it as an eSCL/AirScan device to macOS Image Capture, Preview, and other clients. The maintainer says the implementation was derived from observed behavior and official-driver analysis and does not redistribute vendor binaries or firmware.","project_url":"https://github.com/namp/sp-1130n-macos","updated":"2026-10-15","strategy":"Reverse-engineered PaperStream FCL network protocol translated to local eSCL/AirScan","language":"English","source_available":"Public MIT source; no proprietary vendor binaries, firmware, or driver files are included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Network scanner driver/API compatibility bridge","target_type":"Software","sources":[{"label":"Maintainer README: exact model, physically tested macOS/hardware, features, limitations, and installer caveats","url":"https://github.com/namp/sp-1130n-macos"},{"label":"Maintainer protocol documentation","url":"https://github.com/namp/sp-1130n-macos/blob/main/docs/protocol.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":114877,"Shell":5820,"Makefile":259},"source_url":"https://api.github.com/repos/namp/sp-1130n-macos/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/namp/sp-1130n-macos reports 114,877 bytes of Python, the largest language total (95.0% of 120,956 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ridge-racer-6-xbox360-recomp","title":"Ridge Racer 6 Xbox 360 Recompilation","game":"Ridge Racer 6","platform":"Xbox 360 → Windows; experimental Linux/Steam Deck test builds","kind":"Recompilation","status":"Early test release. Windows package launches the game; Linux/Steam Deck test builds remain experimental and the README documents rendering/per-platform caveats.","summary":"Official GitLab repository; user supplies USA Xbox 360 disc image (title ID 4E4D07D3).","project_url":"https://gitlab.com/FermataRest/RidgeRacer6-Recompilation","updated":"2026-10-15","strategy":"PowerPC static recompilation to C++ on ReXGlue; project-specific runtime and renderer.","language":"C++","source_available":"Public source repository (GitLab)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Powerpc static recompilation to c++ on rexglue","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://gitlab.com/FermataRest/RidgeRacer6-Recompilation"},{"label":"GitLab repository API (public visibility verified)","url":"https://gitlab.com/api/v4/projects/FermataRest%2FRidgeRacer6-Recompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/FermataRest%2FRidgeRacer6-Recompilation/languages","evidence":"Official GitLab repository languages API returned percentage shares (not byte totals): C++ 46.43%, C 20.45%, Python 13.74%, Shell 6.74%, Objective-C++ 6.17%. C++ is predominant at 46.43%.","verified_at":"2026-10-15","reason_unknown":"The official GitLab languages endpoint reports language percentages, not source-byte totals; a complete byte breakdown is unavailable."}},{"id":"ridge-racer-ps1-recomp","title":"Ridge Racer Recompilation","game":"Ridge Racer","platform":"PlayStation → Windows/Linux","kind":"Recompilation","status":"Native build boots and plays; 408/408 functions reported matched","summary":"The same repository contains a byte-matching PS1 decompilation and a native static-recompilation build; users supply the Japanese SLPS-00001 disc.","project_url":"https://github.com/kazuyette/rr-decomp","updated":"2026-10-16","strategy":"Static recompilation with matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 static recompilation with matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/kazuyette/rr-decomp"},{"label":"Project README or evidence page","url":"https://github.com/kazuyette/rr-decomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/kazuyette/rr-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/kazuyette/rr-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":654569,"Python":159493,"BitBake":11827,"Shell":1468},"source_url":"https://api.github.com/repos/kazuyette/rr-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/kazuyette/rr-decomp reports 654,569 bytes of C, the largest language total (79.1% of 827,357 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ridge-racer-unbounded-xbox360-crownpark","title":"Ridge Racer Unbounded Xbox 360 Recompilation (CrownPark Native Ports)","game":"Ridge Racer Unbounded (Xbox 360)","platform":"Xbox 360 → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release ridgeracerunbounded-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ridge-racer-v-ps2-recomp","title":"Ridge Racer V Recompilation (Fukami)","game":"Ridge Racer V","platform":"PlayStation 2 → Windows / macOS Apple silicon / Linux (Steam Deck)","kind":"Recompilation","status":"v1.1.0 release; README documents 60 fps gameplay and desktop builds.","summary":"Static MIPS-to-C++ recompilation with a PS2 graphics layer; the maintainer states this is not a general PS2 emulator.","project_url":"https://github.com/danisandoval/fukami","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/danisandoval/fukami#readme"},{"label":"GitHub release v1.1.0 (2026-10-14)","url":"https://github.com/danisandoval/fukami/releases/tag/v1.1.0"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/danisandoval/fukami/languages"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/danisandoval/fukami"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/danisandoval/fukami"},{"label":"GitHub latest commit listed for default branch (2026-10-14, 2ecb2810dd; activity evidence only)","url":"https://github.com/danisandoval/fukami/commit/2ecb2810ddb742245b17fd54500bcf07d1fe6760"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2639179,"Python":796695,"CMake":192575,"Objective-C++":65164,"Shell":64321,"C":31963,"PowerShell":11272,"Dockerfile":1486},"source_url":"https://api.github.com/repos/danisandoval/fukami/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rigelengine-duke-nukem-ii","title":"RigelEngine","game":"Duke Nukem II","platform":"DOS game data → Windows, Linux and macOS","kind":"Reimplementation","status":"All four episodes are documented as fully playable; the project describes itself as stable and in maintenance mode.","summary":"C++ reimplementation of Duke Nukem II reverse-engineered from the original game’s disassembly.","project_url":"https://github.com/lethal-guitar/RigelEngine","updated":"2026-10-16","strategy":"Disassembly-based engine reimplementation","language":"","source_available":"Public source and releases; original shareware or registered game files are required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"DOS game-engine reimplementation","target_type":"Game","sources":[{"label":"Project README: target, method, playable scope, maintenance state and data requirement","url":"https://github.com/lethal-guitar/RigelEngine"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1852565,"C":406638,"CMake":56472,"Shell":1379,"Dockerfile":565},"source_url":"https://api.github.com/repos/lethal-guitar/RigelEngine/languages","evidence":"The official repository language endpoint reports 1,852,565 bytes of C++ as the largest language total (79.9% of 2,317,619 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"riggurly-game-boy-emulator","title":"Riggurly","game":"Game Boy software","platform":"Game Boy → Rust CLI and library core; README does not specify a host-OS support list","kind":"Emulator","status":"The maintainer describes medium/medium-high emulation accuracy. Game-save support varies by ROM; Codeberg repository metadata was updated 2026-10-14, and no release is listed.","summary":"A Game Boy emulator available as a command-line application and a Rust library. It loads user-supplied .gb ROM files and supports saves for ROMs that implement saving.","project_url":"https://codeberg.org/KaonQuantum/riggurly","updated":"2026-10-14","strategy":"Game Boy hardware emulation exposed as a Rust library core and CLI application.","language":"","source_available":"Public MIT-licensed Rust source repository; users supply their own ROMs.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Game Boy emulator and reusable Rust core","target_type":"Software","sources":[{"label":"Maintainer README: target, accuracy characterization, CLI/library use, and saves","url":"https://codeberg.org/KaonQuantum/riggurly/src/branch/main/README.md"},{"label":"Codeberg project metadata: description and last update","url":"https://codeberg.org/api/v1/repos/KaonQuantum/riggurly"},{"label":"Codeberg language byte totals","url":"https://codeberg.org/api/v1/repos/KaonQuantum/riggurly/languages"},{"label":"Project license (MIT)","url":"https://codeberg.org/KaonQuantum/riggurly/src/branch/main/LICENSE.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":232031},"source_url":"https://codeberg.org/api/v1/repos/KaonQuantum/riggurly/languages","evidence":"Official Codeberg/Forgejo repository Languages API returned HTTP 200 on 2026-10-16; the exact response reports 232,031 bytes of Rust, the largest category, out of 232,031 recognized-language bytes (100.0%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rimdroid-rimworld-android","title":"RimDroid: RimWorld Android Runtime","game":"RimWorld 1.5/1.6 (Linux PC build; Android native-engine path for 1.6)","platform":"Linux x86_64 PC game → Android 11+ ARM64 phones and tablets; RimWorld 1.6 also has an experimental Unity Android-native engine path","kind":"API Translation","status":"Active beta. The selected official repository released v0.2.9 on 2026-10-12 and recorded code activity through 2026-10-13. The launcher supports RimWorld 1.5 and 1.6; for 1.6 its default is an experimental native Unity Android engine, with the Linux x86_64/Box64 path retained. Device compatibility, large colonies, DLC and heavy mod lists remain variable.","summary":"Unofficial Android launcher for playing the Linux PC edition of RimWorld on ARM64. It combines a Box64 x86_64 compatibility path with native ARM64 Mono for RimWorld 1.6, and offers an experimental Unity Android-native engine for 1.6. It integrates game/DLC acquisition from user-owned Steam or GOG accounts, Workshop mods, touch/gamepad input and cross-device saves. The project distributes no RimWorld game content.","project_url":"https://github.com/udarmolota/RimDroid","updated":"2026-10-16","strategy":"Game-specific Android compatibility launcher: Box64 x86_64-to-ARM64 translation for the Linux Unity engine, graphics translation via Zink/OpenGL-to-Vulkan or MobileGlues/OpenGL-to-OpenGL ES, plus a separate experimental Unity Android player for RimWorld 1.6.","language":"","source_available":"Public GPL-3.0 launcher source. Box64, Unity Mono, graphics libraries and bundled components have their own notices/licenses; the repository includes no RimWorld game files. Users provide a game copy through Steam/GOG or import their own Linux game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Linux PC game compatibility runtime for Android; hybrid Box64 and experimental native Unity player","target_type":"Game","sources":[{"label":"Maintainer repository, runtime method, supported builds and device requirements","url":"https://github.com/udarmolota/RimDroid"},{"label":"Latest official RimDroid v0.2.9 release","url":"https://github.com/udarmolota/RimDroid/releases/tag/0.2.9"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/udarmolota/RimDroid/languages"},{"label":"Recent maintainer Reddit introduction to the ZomDroid/RimDroid/PriDroid launchers","url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wamxu6/zomdroid_rimdroid_pridroid_my_three_android/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Java":1498446,"C":554446,"C++":233962,"HTML":142664,"C#":34038,"CMake":13218,"Shell":6937,"Python":6867,"PowerShell":1222},"source_url":"https://api.github.com/repos/udarmolota/RimDroid/languages","evidence":"GitHub repository language API byte breakdown; C is the largest language by bytes, ahead of Java. Note the repository includes Box64/native graphics components, so this is not a measure of the Android launcher alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"soulcalibur-ii-gamecube-ringout-switch","title":"Ring Out NX (Soulcalibur II for Switch)","game":"Soulcalibur II","platform":"GameCube PAL GRSPAF (other listed builds untested) → Nintendo Switch homebrew NRO","kind":"Recompilation","status":"Experimental; measured menus at full-speed 50 fps (PAL), fights about 26 fps / 53% speed at 1785 MHz. No audio and saves untested. Requires preparing game locally with upstream Ring Out v1.6.7 and user disc; no NRO/game code distributed.","summary":"Downstream Nintendo Switch adaptation of Ring Out’s GameCube static recompilation; PowerPC translated to C then built as native ARM64 within Dolphin-derived runtime.","project_url":"https://github.com/toniisound/RingOut-nx","updated":"2026-10-16","strategy":"GameCube static recompilation downstream Switch port","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/toniisound/RingOut-nx"},{"label":"Upstream Ring Out project and release v1.6.7","url":"https://github.com/jackpoison-prog/RingOut/releases/tag/v1.6.7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1111161,"C++":576735,"HTML":71856,"CMake":70475,"Assembly":9752,"Shell":8932,"Python":5560,"Makefile":618},"source_url":"https://api.github.com/repos/toniisound/RingOut-nx/languages","evidence":"GitHub's official Languages API reports 1,111,161 bytes of C out of 1,855,089 recognized language bytes for https://github.com/toniisound/RingOut-nx; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rings-of-power-genesis-recomp","title":"Rings of Power Genesis Static Recompilation","game":"Rings of Power","platform":"Sega Genesis / Mega Drive → native Windows and Linux","kind":"Recompilation","status":"Work in progress. The native build is available, with widescreen, smoother scrolling, mouse and gamepad controls, saves, and audio; a complete playthrough is not verified and compatibility remains experimental.","summary":"AOT translation of 68000 and Z80 code to C/C++, linked with a native runtime for Genesis hardware.","project_url":"https://github.com/kruzeman/RROP","updated":"2026-10-16","strategy":"AOT translation of 68000 and Z80 code to C/C++, linked with a native runtime for Genesis hardware.","language":"","source_available":"Public tool source; user supplies the matching ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Genesis static recompilation and native PC port","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/kruzeman/RROP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":487591,"C++":248383,"C":237207,"Makefile":541,"Shell":427},"source_url":"https://api.github.com/repos/kruzeman/RROP/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fnirsi-2c53t-ripcord-firmware-decompilation","title":"ripcord (FNIRSI 2C53T firmware reverse-engineering pipeline)","game":"FNIRSI 2C53T oscilloscope stock firmware V1.0.3–V1.2.0","platform":"FNIRSI 2C53T firmware for the AT32F403A MCU and an opaque Gowin FPGA peripheral; analysis combines Ghidra/PyGhidra with optional Renode and Unicorn execution","kind":"Decompilation","status":"The README labels its current state 2026-05 and reports 15 analyzed targets across four build ecosystems, including four FNIRSI 2C53T stock firmware versions V1.0.3–V1.2.0. Latest source push was 2026-05-30; no GitHub release is listed as of 2026-10-16. The README says FPGA behavior inferred through its software model remains unverified until confirmed against hardware.","summary":"A Python firmware-analysis pipeline that extracts functions, call graphs, MMIO references, decompiled C, and execution traces into a queryable Parquet/DuckDB fact warehouse. Its primary target is the FNIRSI 2C53T firmware range V1.0.3–V1.2.0. It documents and analyzes behavior rather than claiming source-equivalent reconstruction or replacement firmware; analyzed stock firmware binaries are not included.","project_url":"https://github.com/DavidClawson/ripcord","updated":"2026-10-16","strategy":"Ghidra/PyGhidra decompilation and binary analysis, augmented by peripheral classification and Renode/Unicorn execution checks; output is a structured research database rather than reconstructed source","language":"","source_available":"Public MIT-licensed Python source. The analyzed stock firmware binaries are not included; the README says the corpus uses open SDKs or user-supplied target binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Embedded firmware decompilation and analysis pipeline","target_type":"Software","sources":[{"label":"Maintainer README: FNIRSI 2C53T target, exact firmware range, analysis method, current results, and hardware-validation caveat","url":"https://github.com/DavidClawson/ripcord#readme"},{"label":"MIT license; analyzed firmware binaries are excluded","url":"https://github.com/DavidClawson/ripcord/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/DavidClawson/ripcord"},{"label":"GitHub releases page checked 2026-10-16; no tagged release listed","url":"https://github.com/DavidClawson/ripcord/releases"},{"label":"Current primary README","url":"https://github.com/DavidClawson/ripcord/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/DavidClawson/ripcord/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":717894},"source_url":"https://api.github.com/repos/DavidClawson/ripcord/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"riptide-gp-ps-vita-api-port","title":"Riptide GP PS Vita Port","game":"Riptide GP","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.6.3)","kind":"API Translation","status":"The README reports menus and racing on real hardware; release notes track additional fixes and open issues.","summary":"The Vita port loads the original Android binary and bridges required Android APIs and GLES rendering to native Vita services.","project_url":"https://github.com/MetalSyntax/Riptide-GP-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Riptide-GP-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Riptide-GP-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Riptide-GP-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Riptide-GP-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ristar-genesis-disasm","title":"Ristar Disassembly","game":"Ristar","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"Early disassembly. The author describes it as incomplete, lists known bad offsets and TODOs, and invites others to continue; no matching-build claim is made.","summary":"An annotated 68000 disassembly intended to document routines and data structures, including compression, palette, and decompression code.","project_url":"https://github.com/sonicretro/ristar","updated":"2026-10-16","strategy":"Annotated 68000 disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":"2009-12-07","programming_language":"Assembly","subtype":"Early annotated Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicretro/ristar/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":45713},"source_url":"https://api.github.com/repos/sonicretro/ristar/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rival-schools-evolution-disc-ps1-recomp","title":"Rival Schools: Evolution Disc PS1 Recompilation","game":"Rival Schools: United by Fate – Evolution Disc (PlayStation USA SLUS-00771)","platform":"PlayStation MIPS → native Windows/Linux setup package","kind":"Recompilation","status":"Static recompilation using psxrecomp/recomp-ui. Setup requires the user’s own USA Evolution Disc image and SCPH-1001 BIOS; releases are linked from the README. No full-playthrough claim is made.","summary":"A static-recompilation setup kit for the USA Evolution Disc, distinct from the base Rival Schools disc. First-run setup generates and compiles game code locally.","project_url":"https://github.com/Alexbeav/rival-schools-evolution-recomp","updated":"2026-10-15","strategy":"Static MIPS recompilation with user-owned disc and BIOS setup","language":"","source_available":"Public source/release repository; game data, retail BIOS, generated game code, and saves are not distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PS1 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/Alexbeav/rival-schools-evolution-recomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Alexbeav/rival-schools-evolution-recomp/languages"},{"label":"Project releases","url":"https://github.com/Alexbeav/rival-schools-evolution-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":45794,"CMake":4430,"Shell":4036,"C":2619},"source_url":"https://api.github.com/repos/Alexbeav/rival-schools-evolution-recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Alexbeav/rival-schools-evolution-recomp reports 45,794 bytes of Python, the largest language total (80.5% of 56,879 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"riven-wahrk","title":"Riven Wahrk","game":"Riven","platform":"Riven original game art/data → Linux","kind":"Reimplementation","status":"Alpha per SourceForge; last update shown is 2013-05-22, so current activity and compatibility are unclear.","summary":"Linux-focused reimplementation of the Riven puzzle-game engine designed to behave like the original.","project_url":"https://sourceforge.net/projects/riven-wahrk/","updated":"2026-10-16","strategy":"Independent puzzle-game engine reimplementation","language":"","source_available":"Public SourceForge project/source; requires original Riven art such as pictures and music.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Game-engine reimplementation","target_type":"Game","sources":[{"label":"SourceForge project page: engine method, platform, alpha state and original-art requirement","url":"https://sourceforge.net/projects/riven-wahrk/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sourceforge.net/projects/riven-wahrk/","evidence":"The official SourceForge project page lists implementation-language metadata where known, but publishes no public repository-wide language breakdown; SourceForge-only hosting has no GitHub, GitLab or Codeberg language endpoint for this project.","verified_at":"2026-10-16","reason_unknown":"No public repository language breakdown is available for this SourceForge-only project; the SourceForge language label is descriptive metadata, not a measured predominant-language breakdown."}},{"id":"riviera-the-promised-land-wonderswan-color-english","title":"Riviera: The Promised Land English Translation","game":"Riviera: The Promised Land","platform":"WonderSwan Color","kind":"Fan Localization","status":"Released; latest listed v0.9.4","summary":"English fan localization for Riviera: The Promised Land on WonderSwan Color. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub releases page publishes patch assets (BPS except the PS1 Summon Night XDelta); no ROM/disc image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release repository and per-title changelog","url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mariovirgili/WonderSwanColor-AI_Translation/languages","evidence":"GitHub's official repository Languages API for mariovirgili/WonderSwanColor-AI_Translation returned this exact byte map on 2026-10-16: {}. No predominant language can be assigned.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response for mariovirgili/WonderSwanColor-AI_Translation was an explicit empty map ({}) on 2026-10-16; the repository exposes no language byte totals, so the predominant language remains unknown."}},{"id":"rnc-propack-source-decompilation","title":"RNC ProPack source decompilation","game":"RNC ProPack","platform":"DOS PC → reconstructed C source","kind":"Decompilation","status":"Work in progress. The repository identifies the code as a decompilation of the DOS compression utility and documents pack, unpack, search, and extract operations.","summary":"Decompiled C source for RNC ProPack, a standalone DOS file compression utility. This is a software-tool reconstruction rather than a game project.","project_url":"https://github.com/lab313ru/rnc_propack_source","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"DOS compression utility","target_type":"Software","sources":[{"label":"Project repository and usage notes","url":"https://github.com/lab313ru/rnc_propack_source"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/lab313ru/rnc_propack_source"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":46819,"Makefile":729},"source_url":"https://api.github.com/repos/lab313ru/rnc_propack_source/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/lab313ru/rnc_propack_source reports 46,819 bytes of C, the largest language total (98.5% of 47,548 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"road-rash-1996-windows-native-reimplementation","title":"Road Rash (1996 Windows) Native Port","game":"Road Rash (1996 Windows rerelease)","platform":"Windows PC game → native C++/SDL3 on macOS ARM64 and Android ARM64","kind":"Reimplementation","status":"The project has a playable race against seven AI riders and a research viewer. Its current evidence matrix describes partial simulation parity and remaining original systems; 99/99 CTests are reported for Oct. 15, but full tick-by-tick parity remains open.","summary":"A native C++ port of the Windows rerelease. It uses decompiler output as research input and reconstructs gameplay instead of running Windows or emulating x86.","project_url":"https://github.com/arkits/road-rash","updated":"2026-10-15","strategy":"Native source reconstruction with SDL3; no Wine or x86 emulation","language":"","source_available":"Public source repository; commercial assets remain outside source and APK; user imports their own game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows PC game native port","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/arkits/road-rash"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/arkits/road-rash/languages"},{"label":"Current status and acceptance gaps","url":"https://github.com/arkits/road-rash/blob/main/docs/CURRENT_STATUS.md"},{"label":"Version/progress notes","url":"https://github.com/arkits/road-rash/blob/main/docs/PROGRESS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1919901,"C":167024,"Python":129187,"CMake":25358,"Shell":18205,"Java":7154,"Makefile":5585},"source_url":"https://api.github.com/repos/arkits/road-rash/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/arkits/road-rash reports 1,919,901 bytes of C++, the largest language total (84.5% of 2,272,414 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"road-rash-64-pc-recomp","title":"Road Rash 64 Recompiled","game":"Road Rash 64","platform":"Nintendo 64 → Windows / experimental Linux","kind":"Recompilation","status":"v1.4.7 release; the README explicitly labels the Linux build experimental.","summary":"Title-specific N64 static recompilation for native PC play.","project_url":"https://github.com/linkssy2/RoadRash64Recompiled","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/linkssy2/RoadRash64Recompiled#readme"},{"label":"Latest project release (v1.4.7)","url":"https://github.com/linkssy2/RoadRash64Recompiled/releases/tag/v1.4.7"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/linkssy2/RoadRash64Recompiled/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/linkssy2/RoadRash64Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4747800,"Python":743488,"C":121795,"CMake":115440,"PowerShell":56409,"Shell":660},"source_url":"https://api.github.com/repos/linkssy2/RoadRash64Recompiled/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"road-trip-adventure-ps2-recomp","title":"Road Trip Recomp","game":"Road Trip Adventure (Choro Q HG 2)","platform":"PlayStation 2 → Windows/macOS/Android","kind":"Recompilation","status":"Adventure mode (towns, fields, shops and races) and Quick Race are reported playable on Windows, macOS and Android. The Android release requires Android 12+, 64-bit ARM and Vulkan; development used an AYN Thor. Users supply the USA SLUS-20398 disc image. The project does not claim full-game completion.","summary":"The PS2 program, VU1 microcode and sound driver are statically recompiled to native code from the user’s USA SLUS-20398 disc; the build is generated locally and no game data is distributed. Windows and Android use Vulkan, while macOS uses Metal. The Android build supports touch and physical controllers; no named device acceptance result is published beyond the AYN Thor development reference.","project_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository and platform apps; user-supplied USA SLUS-20398 disc required; no game code or data included. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, input, disc and status","url":"https://github.com/silentsudin/RoadTripAdventure-recomp"},{"label":"Project README, supported platforms, and playable modes","url":"https://github.com/silentsudin/RoadTripAdventure-recomp/blob/main/README.md"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/silentsudin/RoadTripAdventure-recomp"},{"label":"Maintainer Android and macOS releases","url":"https://github.com/silentsudin/RoadTripAdventure-recomp/releases"}],"media":[{"kind":"image","label":"Driving in Peach Town on the AYN Thor, with the map on the lower screen","url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/HEAD/docs/screenshots/town-dual-screen.jpg","preview_url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/HEAD/docs/screenshots/town-dual-screen.jpg","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"A quick race","url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/HEAD/docs/screenshots/race-dual-screen.jpg","preview_url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/HEAD/docs/screenshots/race-dual-screen.jpg","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Peach Town","url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/HEAD/docs/screenshots/town.jpg","preview_url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/HEAD/docs/screenshots/town.jpg","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Road Trip Recomp Q Factory gameplay","url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/main/docs/screenshots/q-factory.jpg","preview_url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/main/docs/screenshots/q-factory.jpg","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Road Trip Recomp save states interface","url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/main/docs/screenshots/save-states.jpg","preview_url":"https://raw.githubusercontent.com/silentsudin/RoadTripAdventure-recomp/main/docs/screenshots/save-states.jpg","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Road Trip Adventure Recomp releases","url":"https://github.com/silentsudin/RoadTripAdventure-recomp/releases","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","notes":"README links the project releases."},{"kind":"docs","label":"Road Trip Adventure Recomp development guide","url":"https://github.com/silentsudin/RoadTripAdventure-recomp/blob/main/docs/DEVELOPING.md","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","notes":"README links the development guide."},{"kind":"tools","label":"Road Trip Adventure modding tools","url":"https://github.com/mholeys/roadtrip-choroq-tools","source_url":"https://github.com/silentsudin/RoadTripAdventure-recomp","notes":"README links this tools repository."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":806814,"Python":338229,"Java":235243,"CMake":24676,"Shell":8685,"Objective-C++":2044},"source_url":"https://api.github.com/repos/silentsudin/RoadTripAdventure-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 806,814 bytes of C++ out of 1,415,691 measured source bytes (57.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"robbit-mon-dieu-playstation-english","title":"Robbit Mon Dieu English Translation","game":"Robbit Mon Dieu","platform":"PlayStation","kind":"Fan Localization","status":"Released; RHP reports v0.4","summary":"English fan localization for Robbit Mon Dieu on PlayStation. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/robbit-mon-dieu-english-translation-playstation","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/robbit-mon-dieu-english-translation-playstation"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/robbit-mon-dieu-english-translation-playstation","evidence":"The cataloged Romhack Plaza listing for Robbit Mon Dieu English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Robbit Mon Dieu English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"robin-hood-legend-sherwood-windows11-decomp","title":"Robin Hood: The Legend of Sherwood Windows v1.1 Decompilation","game":"Robin Hood: The Legend of Sherwood (Windows PC v1.1)","platform":"Windows PC v1.1","kind":"Decompilation","status":"Work in progress. The README reports 2,349 of 8,716 game functions decompiled; the target is byte-identical C++ built with Microsoft Visual C++ 6.0 SP6.","summary":"A matching C++ decompilation of the 2002 Windows game version 1.1, using its original compiler and code-comparison tools.","project_url":"https://github.com/sergio-asenjo/Greenwood","updated":"2026-10-16","strategy":"Matching C++ decompilation targeting byte-identical MSVC 6.0 SP6 output.","language":"","source_available":"Public source repository; original game data is not described as bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/sergio-asenjo/Greenwood#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/sergio-asenjo/Greenwood/commit/f1c5bc3f46f64dea48e08a5aec260fada0b3f433"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/sergio-asenjo/Greenwood/languages"},{"label":"Current primary README","url":"https://github.com/sergio-asenjo/Greenwood/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/sergio-asenjo/Greenwood"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3602553,"Python":101411,"Shell":11575,"C":11484,"Java":6155},"source_url":"https://api.github.com/repos/sergio-asenjo/Greenwood/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"robocop-3-sega-master-system-portuguese","title":"RoboCop 3 Portuguese Translation","game":"RoboCop 3","platform":"SEGA Master System","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for RoboCop 3 on SEGA Master System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/robocop-3-portuguese-translation-sega-master-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/robocop-3-portuguese-translation-sega-master-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/robocop-3-portuguese-translation-sega-master-system","evidence":"The cataloged Romhack Plaza listing for RoboCop 3 Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for RoboCop 3 Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"robocop-3-sega-master-system-spanish","title":"RoboCop 3 Spanish Translation","game":"RoboCop 3","platform":"SEGA Master System","kind":"Fan Localization","status":"Released; v2.0 (2026-06-20)","summary":"Spanish fan localization patch for RoboCop 3 on SEGA Master System; the current maintainer readme confirms translated text and records the supported ROM build.","project_url":"https://traduccioneswave.top/?search=3049","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Maintainer page links the IPS patch ZIP directly: https://traduccioneswave.top/hacks/20260620/robocop3sms/robocop3sms.zip","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer project listing (target language and current version)","url":"https://traduccioneswave.top/?search=3049"},{"label":"Maintainer patch readme (format, version/date, source ROM checksum and notes)","url":"https://traduccioneswave.top/hacks/20260620/robocop3sms/robocop3sms_readme.txt"},{"label":"Maintainer direct patch ZIP","url":"https://traduccioneswave.top/hacks/20260620/robocop3sms/robocop3sms.zip"},{"label":"Wave June 20 2026 update post","url":"https://traduccioneswave.blogspot.com/2026/06/actualizaciones-varias.html"},{"label":"RHP legacy translation index (older metadata superseded by the current readme)","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduccioneswave.top/?search=3049","evidence":"Primary project page checked on 2026-10-16: The maintainer listing and v2.0 readme distribute an IPS patch and document translation/hacking work, but publish no source-code repository or language totals. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer listing and v2.0 readme distribute an IPS patch and document translation/hacking work, but publish no source-code repository or language totals. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"rock-band-3-xbox360-independent-decomp","title":"Rock Band 3 Xbox 360 Matching Decompilation (Independent Effort)","game":"Rock Band 3 (Xbox 360, Title Update 5)","platform":"Xbox 360 (PowerPC Xenon, Title Update 5)","kind":"Decompilation","status":"Work in progress. The README's 2026-10-06 snapshot reports 19,106 of 19,312 game functions matched (98.9%) and 95.15% by bytes. The repository identifies itself as an independent AI-assisted effort, separate from the canonical rjkiv/rb3-xenon project.","summary":"Matching decompilation of the Xbox 360 retail build using the original Xbox 360 MSVC toolchain. The README says the engine draws on dc3-decomp and the game code on rb3-Wii, and points to rjkiv/rb3-xenon as a separate canonical effort. No game data is included.","project_url":"https://github.com/freeqaz/rb3-xenon","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game data is not included","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Matching decompilation; separate AI-assisted effort","target_type":"Game","sources":[{"label":"Candidate repository and progress notes","url":"https://github.com/freeqaz/rb3-xenon"},{"label":"Separate canonical Rock Band 3 Xbox 360 decompilation","url":"https://github.com/rjkiv/rb3-xenon"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":21236899,"Python":12379033,"C":8422777,"Shell":423323,"JavaScript":223815,"CMake":144918,"TeX":113549,"Java":39014,"Roff":35211,"Assembly":24051,"Makefile":23974,"Pascal":17155,"SAS":13756,"WebAssembly":13560,"Module Management System":13253,"Smalltalk":10530,"M4":6601,"Lex":5162,"Perl":3985,"Batchfile":1329},"source_url":"https://api.github.com/repos/freeqaz/rb3-xenon/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rockbox-player-firmware","title":"Rockbox","game":"Proprietary portable music-player firmware","platform":"Specific digital audio player models with stable or development ports; use the official device list and model-specific installation page.","kind":"Reimplementation","status":"Active source mirror; updated 2026-10-16. Rockbox’s official site identifies stable ports and separately distinguishes less mature ports; GitHub has no release entry because the repository is a read-only mirror.","summary":"A free replacement firmware for supported digital music players. It replaces the vendor playback interface/firmware on the listed players; support and installation procedures differ by exact player model and bootloader.","project_url":"https://github.com/Rockbox/rockbox","updated":"2026-10-16","strategy":"Portable-player replacement firmware","language":"","source_available":"Public source mirror; firmware source headers state GPL version 2 or, at the user’s option, any later version. Repository-level license metadata is not set.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Digital-audio-player firmware","target_type":"Software","sources":[{"label":"Official Rockbox replacement-firmware and stable-port overview","url":"https://github.com/Rockbox/www/blob/master/index.t"},{"label":"Rockbox source mirror","url":"https://github.com/Rockbox/rockbox"},{"label":"Firmware source license header (GPL-2.0-or-later)","url":"https://github.com/Rockbox/rockbox/blob/master/firmware/export/config.h"},{"label":"GitHub mirror language breakdown","url":"https://api.github.com/repos/Rockbox/rockbox/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":68744517,"C++":5130829,"Assembly":1700044,"TeX":1134318,"Lua":594714,"Perl":446025,"Makefile":308662,"Python":140402},"source_url":"https://api.github.com/repos/Rockbox/rockbox/languages","evidence":"Official GitHub REST language endpoint; C is largest. The mirror spans firmware, apps, plugins and host tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rocket-knight-adventures-genesis-recomp","title":"Rocket Knight Adventures Genesis Native Recompilation","game":"Rocket Knight Adventures","platform":"Sega Genesis USA (1 MiB ROM, CRC32 A6EFEC47) → Windows x64, Linux x86-64","kind":"Recompilation","status":"Released v0.1.13; README documents seven-stage enhancements and gameplay captures, but does not claim a complete campaign validation.","summary":"Native PC port built on the Genesis recompilation framework with adaptive widescreen, remappable input and save-state features.","project_url":"https://github.com/mstan/RocketKnightAdventuresRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and Windows/Linux release packages; user-supplied USA ROM matching CRC32 A6EFEC47 required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/RocketKnightAdventuresRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":81596,"Python":70260,"PowerShell":16408,"Shell":9111,"CMake":8911,"Batchfile":2099},"source_url":"https://api.github.com/repos/mstan/RocketKnightAdventuresRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 81,596 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rocket-slime-3ds-en","title":"Rocket Slime 3DS English Translation","game":"Slime Mori Mori Dragon Quest 3: Daikaizoku to Shippo Dan","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Released; testing incomplete","summary":"Team says menus, images, and NPC text are translated and playable; testing was near complete.","project_url":"https://fantranslators.info/projects/rocket-slime-3ds/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS fan translation patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://fantranslators.info/projects/rocket-slime-3ds/"}],"media":[{"kind":"image","label":"Rocket Slime 3DS translated welcome scene","url":"https://fantranslators.info/wp-content/uploads/2019/07/Welcome-300x179.png","preview_url":"https://fantranslators.info/wp-content/uploads/2019/07/Welcome-300x179.png","source_url":"https://fantranslators.info/projects/rocket-slime-3ds/","discovered_on":"2026-10-15"},{"kind":"image","label":"leaving port","url":"https://fantranslators.info/wp-content/uploads/2019/07/ShipOut.png","preview_url":"https://fantranslators.info/wp-content/uploads/2019/07/ShipOut.png","source_url":"https://fantranslators.info/projects/rocket-slime-3ds/","discovered_on":"2026-10-15"},{"kind":"image","label":"Elasto Blast","url":"https://fantranslators.info/wp-content/uploads/2019/07/Tutorial3-300x225.png","preview_url":"https://fantranslators.info/wp-content/uploads/2019/07/Tutorial3-300x225.png","source_url":"https://fantranslators.info/projects/rocket-slime-3ds/","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://fantranslators.info/projects/rocket-slime-3ds/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"rocket-robot-on-wheels-decomp","title":"Rocket: Robot on Wheels Decompilation","game":"Rocket: Robot on Wheels","platform":"Nintendo 64","kind":"Decompilation","status":"The public README identifies this as an N64 game decompilation and documents building with an unmodified U.S. ROM named baserom.us.z64. It gives make setup and make instructions but does not state a completion percentage or byte-matching status.","summary":"A source decompilation project for Rocket: Robot on Wheels. The public repository contains source, tools, and build files; the user supplies the original U.S. ROM.","project_url":"https://github.com/RocketRet/Rocket-Robot-On-Wheels","updated":"2026-10-16","strategy":"Nintendo 64 MIPS decompilation and source-based ROM build","language":"","source_available":"Public GitHub source and build files; an unmodified U.S. ROM is required and is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"U.S. ROM target; README does not quantify matching progress","target_type":"Game","sources":[{"label":"Maintainer README: project target and ROM/build requirements","url":"https://github.com/RocketRet/Rocket-Robot-On-Wheels/blob/master/README.md"},{"label":"Project repository and source tree","url":"https://github.com/RocketRet/Rocket-Robot-On-Wheels"},{"label":"Latest upstream commit: MIPS toolchain build portability fix (2023-01-15T20:41:51Z)","url":"https://github.com/RocketRet/Rocket-Robot-On-Wheels/commit/cd1fc6d3f575841a240373d7b8a2baf532da2f9f"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1514571,"C++":627817,"Python":65651,"Makefile":8888,"Shell":1209},"source_url":"https://api.github.com/repos/RocketRet/Rocket-Robot-On-Wheels/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rockman-x7-korean-pc-matching-decomp","title":"Rockman X7 Korean PC Matching C Decompilation","game":"Rockman X7 (Korean Windows PC release with the unofficial Korean patch)","platform":"Windows PC patched executable; Linux host is provided for native debugging and tests","kind":"Decompilation","status":"The README reports 8,933/12,944 functions translated (69.0%) and 2,060,550/3,080,189 code bytes (66.9%). Untranslated functions continue running as original machine code, so the README says the game remains complete and playable. It supports only the patched RMX7 V1.exe target; no game files are included.","summary":"Hand-written C functions bound to addresses in the patched Korean PC executable replace matched machine-code functions. A Linux host overlays the C on the original executable for debugging and pixel-identical regression runs; this is not a standalone source port.","project_url":"https://github.com/banzai200/RockmanX7-decomp","updated":"2026-10-16","strategy":"Address-bound matching C reconstruction with executable overlays and differential/pixel-identical tests.","language":"","source_available":"Public source repository; the exact patched Korean game executable and data are user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching PC game decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/banzai200/RockmanX7-decomp#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/banzai200/RockmanX7-decomp/commit/f6327fa1e48997a0d45b95c893514f1fdef80998"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/banzai200/RockmanX7-decomp/languages"},{"label":"Current primary README","url":"https://github.com/banzai200/RockmanX7-decomp/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/banzai200/RockmanX7-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7792557,"Shell":30727,"Python":8881,"Makefile":3467,"GDB":383},"source_url":"https://api.github.com/repos/banzai200/RockmanX7-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rockpod","title":"Rockpod","game":"Stock firmware / Rockbox on iPod Classic and iPod Video","platform":"iPod Classic 6G/7G and iPod Video 5G/5.5G; requires the Rockbox bootloader. Some hardware-specific features are Classic-only.","kind":"Reimplementation","status":"Active custom-firmware fork; latest release v5.5 was published 2026-08-01. Maintainer and community issue activity continued through fall 2026; the README documents device-specific feature and stability limitations.","summary":"A Rockbox-based drop-in replacement firmware fork for named iPod Classic/Video generations. It adds a distinct feature set including Classic-only MFi digital audio output, Cover Flow changes and hardware-specific power management; it requires an existing Rockbox bootloader.","project_url":"https://github.com/nuxcodes/rockpod","updated":"2026-10-16","strategy":"Rockbox-derived iPod replacement firmware","language":"","source_available":"Public source fork; inherited Rockbox files retain their per-file GPL notices. Repository-wide license metadata is absent and included themes have separate licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"iPod Classic/Video custom firmware fork","target_type":"Software","sources":[{"label":"Rockpod README: target generations, features and installation requirements","url":"https://github.com/nuxcodes/rockpod"},{"label":"Latest release v5.5","url":"https://github.com/nuxcodes/rockpod/releases/tag/v5.5"},{"label":"Maintainer fall 2026 update and active compatibility issues","url":"https://github.com/nuxcodes/rockpod/issues"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/nuxcodes/rockpod/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":65801368,"C++":5099716,"Assembly":1471136,"TeX":1118024,"Lua":580716,"Perl":419070,"Makefile":311520,"Shell":130719},"source_url":"https://api.github.com/repos/nuxcodes/rockpod/languages","evidence":"Official GitHub REST language endpoint reports C as largest; this is an inherited Rockbox-sized tree, not a measurement of only Rockpod-specific changes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"roconstruct-roblox-client-decompilation","title":"RoConstruct: Legacy Roblox Client Matching Decompilation","game":"Roblox legacy Windows client software (2007–2012 builds)","platform":"Legacy 32-bit Windows Roblox clients (2007–2012) → source-level matching rebuilds; WebAssembly/Linux/macOS ports are future goals, not current support claims","kind":"Decompilation","status":"Active collaborative matching decompilation. The maintainer's source list identifies eight client builds from 2007–2012 and their exact MSVC versions. The project accepts a match only when the original compiler produces byte-identical code; verified progress is published on the project site.","summary":"Reconstructs functions from classic Roblox client executables as C++ and verifies each against the exact original Microsoft compiler and flags. The project coordinates contributors and agents through a local toolchain and server-verified matching workflow. The clients remain user-supplied: the maintainer explicitly says never to commit or share client files. The project discusses possible ports, but does not claim those as completed targets.","project_url":"https://github.com/colingsnyder2-ux/RoConstruct","updated":"2026-10-16","strategy":"Matching executable decompilation using version-specific Microsoft C++ compilers and byte-identical function checks.","language":"","source_available":"Public tooling, reconstructed source and research; original Roblox client files are not committed or shared and must remain user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Software client decompilation; multi-version matching project","target_type":"Software","sources":[{"label":"Maintainer README: matching method, tool workflow and prohibition on sharing original client files","url":"https://github.com/colingsnyder2-ux/RoConstruct/blob/main/README.md"},{"label":"Maintainer source inventory: eight exact client builds and compiler versions","url":"https://github.com/colingsnyder2-ux/RoConstruct/blob/main/docs/SOURCES.md"},{"label":"Live maintainer progress site","url":"https://colingsnyder2-ux.github.io/RoConstruct/"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/colingsnyder2-ux/RoConstruct"}],"media":[{"kind":"image","label":"RoConstruct project logo","url":"https://raw.githubusercontent.com/colingsnyder2-ux/RoConstruct/main/docs/logo.png","preview_url":"https://raw.githubusercontent.com/colingsnyder2-ux/RoConstruct/main/docs/logo.png","source_url":"https://github.com/colingsnyder2-ux/RoConstruct/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1717116,"JavaScript":23262,"HTML":6651,"Shell":4162,"PowerShell":3953,"Batchfile":3732,"CSS":1148},"source_url":"https://api.github.com/repos/colingsnyder2-ux/RoConstruct/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: Python is largest (1,717,116 of 1,760,024 recognized bytes, 97.6%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rogue-galaxy-ps2-matching-decomp","title":"Rogue Galaxy PS2 Matching Decompilation","game":"Rogue Galaxy (PS2 NTSC-U SCUS-97490 v1.01)","platform":"PlayStation 2 NTSC-U (SCUS-97490 v1.01)","kind":"Decompilation","status":"The README reports all 18,527 game-specific functions in the main executable and five overlays in C/C++, with all six images rebuilding byte-identically. Only 699/1,473 Sony SDK/runtime/library functions in the main executable are C; remaining libraries are linked as found on the user’s disc. This is a decompilation, not a finished native port.","summary":"A complete matching reconstruction of Rogue Galaxy’s game code for the USA v1.01 PS2 release. Library and data extraction still uses the user’s own game files; none are included.","project_url":"https://github.com/Dorgengoa/RGDecomp","updated":"2026-10-16","strategy":"Matching C/C++ reconstruction of the game executables and code overlays","language":"","source_available":"Public source and build scripts; requires user-supplied NTSC-U SCUS-97490 v1.01 game files. No game binaries, assets or data are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Dorgengoa/RGDecomp"},{"label":"Maintainer README: target, code counts and byte-identical builds","url":"https://github.com/Dorgengoa/RGDecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":3287,"BitBake":1248,"C":18795772,"C++":8941533,"Python":322802,"Shell":2871},"source_url":"https://api.github.com/repos/Dorgengoa/RGDecomp/languages","evidence":"GitHub’s official Languages API reports Assembly: 3,287 bytes, BitBake: 1,248 bytes, C: 18,795,772 bytes, C++: 8,941,533 bytes, Python: 322,802 bytes, Shell: 2,871 bytes. C is the largest repository-wide total; the README distinguishes game code from libraries still linked from the user’s disc.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rogue-trip-ps1-recomp","title":"Rogue Trip: Vacation 2012 Recompilation","game":"Rogue Trip: Vacation 2012","platform":"PlayStation → Linux x86-64","kind":"Recompilation","status":"v0.1.0 Linux AppImage; the README reports testing on Garuda x86-64 with menus and the first level working. The rest of the game has not been fully tested.","summary":"A PS1 static recompilation built with PSXRecomp. The README targets the USA SLUS-00643 disc, requires the user's own 17-track image, and reports only Linux testing; OpenBIOS is included.","project_url":"https://github.com/Wuteva/RogueTripRecomp","updated":"2026-10-15","strategy":"Static recompilation using PSXRecomp","language":"","source_available":"Public source repository and Linux release; user-supplied game disc required; OpenBIOS included","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"PS1 game-specific static recompilation","target_type":"Game","sources":[{"label":"Project README: supported disc, release, platform testing, and gameplay status","url":"https://github.com/Wuteva/RogueTripRecomp#readme"},{"label":"Project releases","url":"https://github.com/Wuteva/RogueTripRecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":5167,"CMake":2627,"C":2209},"source_url":"https://api.github.com/repos/Wuteva/RogueTripRecomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Wuteva/RogueTripRecomp reports 5,167 bytes of Shell, the largest language total (51.7% of 10,003 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rollcage-stage-ii-psx-static-recomp","title":"Rollcage Stage II PlayStation Static Recompilation","game":"Rollcage Stage II (PlayStation, USA SLUS-00867)","platform":"PlayStation (USA, SLUS-00867) → Windows x64; Linux x86-64 and macOS packages are produced by CI, but native setup and gameplay are not verified","kind":"Recompilation","status":"v0.1.0 release candidate. The exact Windows setup package passes maintainer-reported clean-extract setup and headless start; a private build was reported playable at the maintainer’s September 12, 2026 operator tally. Linux and macOS packages are generated by CI, but their native setup and gameplay remain unverified. Requires the user’s own disc image and SCPH-1001 BIOS.","summary":"Owned-input PS1 static-recompilation setup kit based on psxrecomp and recomp-ui. It generates and compiles the title locally; the repository and releases do not include the disc, BIOS, derived game code, or saves.","project_url":"https://github.com/alexbeavs-ps1-ports/rollcage-stage-ii-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; game data is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Static recompilation; owned-input setup kit","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/alexbeavs-ps1-ports/rollcage-stage-ii-recomp/blob/643adcf5546a7c149351fa3d7365031f1a2f5e52/README.md"},{"label":"Canonical public source repository","url":"https://github.com/alexbeavs-ps1-ports/rollcage-stage-ii-recomp"},{"label":"v0.1.0 release candidate","url":"https://github.com/alexbeavs-ps1-ports/rollcage-stage-ii-recomp/releases/tag/v0.1.0"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/alexbeavs-ps1-ports/rollcage-stage-ii-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":45794,"CMake":4396,"Shell":3989,"C":2551},"source_url":"https://api.github.com/repos/alexbeavs-ps1-ports/rollcage-stage-ii-recomp/languages","evidence":"Exact GitHub Languages API byte counts. Python is the largest repository language; local generated C is built from the user-supplied disc.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ronde-saturn-en","title":"Ronde Sega Saturn English Translation Beta","game":"Ronde","platform":"Sega Saturn","kind":"Fan Localization","status":"Beta release 0.1.0 was published 2026-10-10. The maintainer says text content is translated and the first three chapters have been play-tested; later chapters, disc 2, endings, and many demon conversations remain untested. It has not been proofread by a fluent Japanese speaker, and the README identifies Claude-assisted translation. It targets the Japanese v1.001 two-disc release.","summary":"An English translation and open Python patcher for the Japanese Sega Saturn strategy RPG Ronde. Text tables, insertion tools, font patch code, checksums, and a patch format are public; the patcher verifies expected source files and patched output.","project_url":"https://github.com/RondeFan67/ronde-patcher","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Public Python patcher, text tables, and build tools; game files are not distributed. GitHub license metadata is NOASSERTION.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Sega Saturn English localization beta","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/RondeFan67/ronde-patcher#readme"},{"label":"Maintainer release 0.1.0","url":"https://github.com/RondeFan67/ronde-patcher/releases/tag/0.1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/RondeFan67/ronde-patcher"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/RondeFan67/ronde-patcher/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":217044},"source_url":"https://api.github.com/repos/RondeFan67/ronde-patcher/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 217,044 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rosetta-2","title":"Rosetta 2","game":"Intel Mac applications and games (multi-title)","platform":"x86_64 macOS → Apple silicon macOS (ARM64); x86_64 Linux binaries → ARM Linux VMs and containers on macOS 27","kind":"Emulator","status":"Apple says Rosetta remains available through macOS 27 for general Intel applications; after that, a subset will remain for older unmaintained games that rely on Intel frameworks.","summary":"Apple's system-level dynamic binary translator lets Apple silicon Macs run apps containing x86_64 instructions. Apple documents AVX and AVX2 translation but not AVX-512, and says macOS 27 also integrates Intel binary translation for Linux binaries in ARM virtual machines and containers.","project_url":"https://developer.apple.com/documentation/apple-silicon/about-the-rosetta-translation-environment","updated":"2026-10-15","strategy":"x86-64 to ARM64 process-level dynamic binary translation (ISA translation)","language":"","source_available":"Proprietary operating-system component; documentation only","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"CPU binary translator (process-level; not API translation or whole-system emulation)","target_type":"Software","sources":[{"label":"Apple documentation: Rosetta translates x86_64 instructions for Apple silicon","url":"https://developer.apple.com/documentation/apple-silicon/about-the-rosetta-translation-environment"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://developer.apple.com/documentation/apple-silicon/about-the-rosetta-translation-environment","evidence":"Apple’s first-party documentation describes Rosetta’s translation behavior and supported macOS versions; it does not expose implementation source or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The proprietary OS component has no public source repository or language breakdown in Apple’s documentation."}},{"id":"rosette-x86-neon-dynamic-translator","title":"Rosette — x86-to-NEON Dynamic Translator","game":"x86/x86-64 instruction streams for a planned Xenia Canary macOS integration","platform":"x86/x86-64 → ARM64/NEON on a Mac host; the project README does not provide a complete supported macOS/hardware matrix and frames Xenia Canary integration as an intended use.","kind":"Emulator","status":"Experimental dynamic binary translation project. Latest tagged release V0.08 was published 2026-07-14; the repository received changes through 2026-10-15. The README describes broad testing and intended Xenia/Xenia Canary use, but does not provide a stable general-purpose app compatibility list. Treat any Xenia/game claims as maintainer-reported experiments, not a released Mac port.","summary":"Rosette is a user-mode x86-to-ARM64/NEON dynamic translator with ABI handshake checks. It is an ISA translation project, not Rosetta 2, not a Windows API layer, and not a complete compatibility environment. The README identifies Xenia/Xenia Canary as the planned integration target; this record does not imply that an end-user Xenia build or a supported game is available.","project_url":"https://github.com/ryanwisemanmusic/Rosette","updated":"2026-10-16","strategy":"Experimental x86-to-ARM64/NEON dynamic binary translation with ABI handshake checks","language":"","source_available":"Public repository under a custom license. The license permits non-commercial use and conditions commercial use by users with annual gross revenue of at least USD 100,000 on explicit permission; GitHub does not identify it as a standard SPDX license. Review bundled/upstream component notices separately.","first_found":"2026-10-16","project_started":null,"programming_language":"Zig","subtype":"Experimental process-level x86 ISA translator; intended for Xenia Canary integration, not a general Windows/macOS compatibility layer","target_type":"Software","sources":[{"label":"Project README: scope, intended integration, and experimental status","url":"https://github.com/ryanwisemanmusic/Rosette"},{"label":"Latest tagged release V0.08 (2026-07-14)","url":"https://github.com/ryanwisemanmusic/Rosette/releases/tag/V0.08"},{"label":"Repository custom license and commercial-use terms","url":"https://github.com/ryanwisemanmusic/Rosette/blob/main/LICENSE"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/ryanwisemanmusic/Rosette/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Zig","breakdown":{"Zig":30725665,"C":7480769,"Pawn":4025316,"Assembly":3943716,"C++":3292585,"Python":1903336,"Shell":385395,"Objective-C":338329,"Perl":297677,"Makefile":239304,"Pascal":186026,"M4":160141,"HTML":85727,"Roff":55071,"CMake":37381,"Cython":34244,"Objective-C++":31207,"Metal":17577,"BitBake":16011,"Lex":15539,"KoLMafia ASH":12352,"Batchfile":11912,"Slash":9562,"PowerShell":7819,"GLSL":6015,"CSS":4451,"PHP":2467,"TeX":2454,"sed":461},"source_url":"https://api.github.com/repos/ryanwisemanmusic/Rosette/languages","evidence":"Official GitHub REST Languages API reports source-code byte counts {\"Assembly\": 3943716, \"Batchfile\": 11912, \"BitBake\": 16011, \"C\": 7480769, \"C++\": 3292585, \"CSS\": 4451, \"CMake\": 37381, \"Cython\": 34244, \"GLSL\": 6015, \"HTML\": 85727, \"KoLMafia ASH\": 12352, \"Lex\": 15539, \"M4\": 160141, \"Makefile\": 239304, \"Metal\": 17577, \"Objective-C\": 338329, \"Objective-C++\": 31207, \"PHP\": 2467, \"Pascal\": 186026, \"Pawn\": 4025316, \"Perl\": 297677, \"PowerShell\": 7819, \"Python\": 1903336, \"Roff\": 55071, \"Shell\": 385395, \"Slash\": 9562, \"TeX\": 2454, \"Zig\": 30725665, \"sed\": 461} for ryanwisemanmusic/Rosette. Zig is the largest category in the official repository-wide language endpoint. This repository also contains a broad Xenia-oriented code tree, so the aggregate should not be interpreted as a translator-only source measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rott94-android","title":"Rott94","game":"Rise of the Triad (1994/1995)","platform":"DOS PC game data → Android (SDL2); also desktop and Windows Runtime targets","kind":"Reimplementation","status":"The source repository was pushed 2026-09-20 and provides v0.91-beta (2026-02-18). The README documents Android installation and touch controls, but the current release assets are desktop ZIPs rather than an Android APK, and the project does not publish a current Android device/test matrix.","summary":"SDL2 C/C++ source port of Apogee’s DOS Rise of the Triad. Android instructions require installing an APK and copying the user’s game files into app storage; touch zones emulate keyboard actions. GPL-2.0 is listed by the repository.","project_url":"https://github.com/h4mu/rott94","updated":"2026-10-16","strategy":"SDL2-based native C/C++ source port with Android touch-to-keyboard controls","language":"","source_available":"Public source under GPL-2.0; README documents Android setup; current tagged release assets are desktop builds and game data is user-supplied","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android source port; README documents APK setup but current release page has no Android APK asset","target_type":"Game","sources":[{"label":"Project README: DOS target, Android install, game files, and touch controls","url":"https://github.com/h4mu/rott94/blob/master/README.md"},{"label":"Latest release and published assets","url":"https://github.com/h4mu/rott94/releases"},{"label":"Repository license file","url":"https://github.com/h4mu/rott94/blob/master/LICENSE"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/h4mu/rott94"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/h4mu/rott94/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16457043,"C++":2656257,"Shell":607239,"Objective-C":595756,"Java":383177,"M4":300741,"CMake":143345,"Assembly":71181,"Makefile":54974,"Perl":21609,"JavaScript":18010,"PowerShell":12820,"HTML":5687,"Metal":3796,"Roff":3003,"Python":2490,"Batchfile":1564},"source_url":"https://api.github.com/repos/h4mu/rott94/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 16,457,043 bytes of C, the largest category (77.1% of 21,338,692 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rpcemu-extended","title":"RPCEmu Extended","game":"RISC OS software and applications","platform":"Acorn Risc PC and A7000 families, including experimental A7000+ and Phoebe configurations; Windows, macOS, and Linux hosts","kind":"Emulator","status":"Active; v2.0.0 was released on 2026-09-07 and the repository shows commits through 2026-10-04. The project documents release builds for Windows, macOS, and Linux, with experimental machine configurations called out separately.","summary":"GPL-2.0 fork of RPCEmu for Acorn Risc PC and A7000 computers. It emulates multiple ARM processor cards and RISC OS configurations and adds a dynamic recompiler, save/resume, expansion devices, networking, debugger, and package-management tools.","project_url":"https://github.com/andrewtimmins/rpcemu-extended","updated":"2026-10-04","strategy":"Full machine emulation for Acorn Risc PC/A7000 hardware, including ARM CPUs, memory, video, storage, expansion devices, and peripherals.","language":"","source_available":"Public GPL-2.0 source repository.","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Desktop workstation emulator","target_type":"Software","sources":[{"label":"Maintainer README: machine models, host platforms, features, and project scope","url":"https://github.com/andrewtimmins/rpcemu-extended/blob/main/README.md"},{"label":"Maintainer release history, including v2.0.0","url":"https://github.com/andrewtimmins/rpcemu-extended/releases"},{"label":"GPL-2.0 license file","url":"https://github.com/andrewtimmins/rpcemu-extended/blob/main/COPYING"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4398155,"C++":1655661,"Assembly":357244,"Shell":137368,"Python":137132,"CMake":114672,"Makefile":16845,"PowerShell":5060},"source_url":"https://api.github.com/repos/andrewtimmins/rpcemu-extended/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/andrewtimmins/rpcemu-extended reports 4,398,155 bytes of C, the largest language total (64.5% of 6,822,137 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rpcs3","title":"RPCS3","game":"PlayStation 3 games, applications, and homebrew","platform":"PlayStation 3","kind":"Emulator","status":"Active; release v0.0.43 published 2026-09-30.","summary":"The leading open-source PS3 emulator, with official compatibility tracking across commercial game releases.","project_url":"https://github.com/RPCS3/rpcs3","updated":"2026-10-16","strategy":"Full PS3 system emulation, including Cell processor execution, system modules, and RSX graphics emulation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 3 system emulator","target_type":"Software","sources":[{"label":"Official source repository","url":"https://github.com/RPCS3/rpcs3"},{"label":"Official FAQ","url":"https://github.com/RPCS3/rpcs3/wiki/FAQ"},{"label":"Official compatibility list","url":"https://rpcs3.io/compatibility"},{"label":"Official RPCS3 game compatibility wiki","url":"https://github.com/RPCS3/rpcs3/wiki/Game-Compatibility"},{"label":"Official upstream release history","url":"https://github.com/RPCS3/rpcs3/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/RPCS3/rpcs3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":18334446,"C":817082,"GLSL":152776,"CMake":59176,"Shell":34644,"Python":18098,"Batchfile":6653,"PowerShell":6064,"Objective-C++":1124,"GDB":60},"source_url":"https://api.github.com/repos/RPCS3/rpcs3/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/RPCS3/rpcs3 reports 18,334,446 bytes of C++, the largest language total (94.4% of 19,430,123 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rpgmaker-mv-mz-android-wrapper","title":"RPG Maker MV/MZ Android Wrapper","game":"RPG Maker MV/MZ web-exported games (per-developer build template)","platform":"RPG Maker MV/MZ web deployment → custom Android APK/AAB built per game project","kind":"Reimplementation","status":"Public MIT-licensed Android starter project; no official release assets or versioned releases were found. The README describes packaging an author's exported MV/MZ web game into a WebView-based Android APK/AAB; the maintainer documents this as a developer template, not a consumer-ready runtime.","summary":"Kotlin Android wrapper template that packages a developer's RPG Maker MV/MZ web export in a native WebView shell, with Play Asset Delivery support and a save-path patch. Each developer must copy their own game files into the template and configure the application identity before building; the repository does not provide a general game player or distribute game content.","project_url":"https://github.com/cellicom/rpgmaker-to-android","updated":"2026-10-16","strategy":"Developer-facing Android WebView wrapper and packaging template for RPG Maker MV/MZ web exports; not an engine decompilation or a general-purpose runtime.","language":"","source_available":"Public MIT-licensed Kotlin wrapper source; game content is not included and the README instructs developers to provide their own game export. No prebuilt release APK/AAB was found.","first_found":"2026-10-16","project_started":null,"programming_language":"Kotlin","subtype":"Per-game developer template to package RPG Maker MV/MZ web builds for Android; no iOS target","target_type":"Software","sources":[{"label":"Maintainer repository and build/package README","url":"https://github.com/cellicom/rpgmaker-to-android"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/cellicom/rpgmaker-to-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":3734,"HTML":1312},"source_url":"https://api.github.com/repos/cellicom/rpgmaker-to-android/languages","evidence":"Official GitHub REST Languages endpoint reports Kotlin as the largest language total; the small HTML count includes the wrapper placeholder page.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-rsdkv3-ios-reimplementation","title":"RSDKv3 iOS — Sonic CD (2011)","game":"Sonic CD (2011)","platform":"Sega CD-derived Retro Engine v3 game → iOS/iPadOS (ARM64)","kind":"Reimplementation","status":"An unsigned IPA is published; the README specifies ARM64 and iOS 13+, with touchscreen support on iPhone and iPad. It requires the user's own Data.rsdk; no physical-device test is stated.","summary":"iOS app for the RSDKv3 engine/game-code reimplementation based on the RSDKModding decompilation. No copyrighted game data is included; users must provide Data.rsdk from a legitimate Sonic CD copy and sideload the IPA.","project_url":"https://github.com/RadiantDelux/RSDKv3-Decompilation-iOS","updated":"2026-10-15","strategy":"iOS engine port/reimplementation based on the RSDKv3 decompilation, packaged as an unsigned native ARM64 app.","language":"","source_available":"Public source repository (GitHub)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native iOS/iPadOS engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: iOS requirements, IPA install and user-data requirements","url":"https://github.com/RadiantDelux/RSDKv3-Decompilation-iOS"},{"label":"Maintainer IPA releases","url":"https://github.com/RadiantDelux/RSDKv3-Decompilation-iOS/releases"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/RadiantDelux/RSDKv3-Decompilation-iOS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1136690,"Java":206113,"CMake":16025,"C":4585,"Makefile":3293,"Shell":1473},"source_url":"https://api.github.com/repos/RadiantDelux/RSDKv3-Decompilation-iOS/languages","evidence":"Official GitHub REST Languages API breakdown for RadiantDelux/RSDKv3-Decompilation-iOS: source-code byte counts are {\"C\": 4585, \"C++\": 1136690, \"CMake\": 16025, \"Java\": 206113, \"Makefile\": 3293, \"Shell\": 1473}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rubber-ducky-ps3-demo-recomp","title":"Rubber Ducky / Bigduck PS3 Tech Demo Recompilation","game":"Rubber Ducky / Bigduck Sample","platform":"PlayStation 3 sample NPEA00003 → Windows x86-64","kind":"Recompilation","status":"WIP tech-demo port; README reports the native build renders the bathroom scene and duck. Water simulation is missing; measured performance is about 4–12 fps depending on SPU simulation.","summary":"Static recompilation of Sony’s PS3 graphics sample EBOOT to native Windows; included as software rather than a commercial game.","project_url":"https://github.com/sp00nznet/rubberducky","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied demo binary and assets required; no proprietary Sony code or demo data is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"","target_type":"Software","sources":[{"label":"Project README and current status","url":"https://github.com/sp00nznet/rubberducky#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":187241,"Python":10938,"CMake":3164,"C":2286},"source_url":"https://api.github.com/repos/sp00nznet/rubberducky/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 187,241 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ruffle-flash-player-emulator","title":"Ruffle Flash Player Emulator","game":"Adobe Flash Player (SWF and ActionScript runtime)","platform":"Desktop and web (WebAssembly); Android is maintained in a separate project","kind":"Emulator","status":"The maintainers say ActionScript 1, 2, and 3 support is still unfinished. The project provides desktop and web nightly builds and a web demo.","summary":"Rust implementation of an Adobe Flash Player emulator for running SWF content. The repository documents desktop and WebAssembly targets and does not claim recovery of original Flash Player source.","project_url":"https://github.com/ruffle-rs/ruffle","updated":"2026-10-15","strategy":"Flash Player runtime emulation in Rust","language":"","source_available":"Public source repository and nightly builds","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Application runtime emulator","target_type":"Software","sources":[{"label":"Maintainer README: emulator scope, supported targets, ActionScript support, and build instructions","url":"https://github.com/ruffle-rs/ruffle"},{"label":"Official site and web demo","url":"https://ruffle.rs/"},{"label":"Official nightly builds","url":"https://github.com/ruffle-rs/ruffle/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8573462,"ActionScript":828816,"Fluent":611230,"TypeScript":548727,"HTML":65612,"WGSL":38917,"JavaScript":34051,"CSS":31033,"GLSL":6018,"Shell":2852,"Makefile":1465,"Dockerfile":1214},"source_url":"https://api.github.com/repos/ruffle-rs/ruffle/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ruffle-rs/ruffle reports 8,573,462 bytes of Rust, the largest language total (79.8% of 10,743,397 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rule-of-rose-ps2-matching-decomp","title":"Rule of Rose PS2 Matching Decompilation","game":"Rule of Rose (PS2 NTSC-U SLUS-214.48)","platform":"PlayStation 2 NTSC-U (SLUS-214.48)","kind":"Decompilation","status":"The README reports a byte-identical load-image build and 19/125 game files decompiled, covering 84,620/1,147,560 bytes of game code (7.37%). The project also documents a small compiler-identity test set and function-name recovery; it does not claim a playable port.","summary":"A matching PS2 decompilation of Rule of Rose, using a pinned EE-GCC toolchain and source files that rebuild the retail load image. The user supplies the USA executable; the repository includes no game data.","project_url":"https://github.com/notmanrivera/ruleofrose-decomp","updated":"2026-10-16","strategy":"C++ reconstruction matched against the original load image, with a native port listed as a long-term goal","language":"","source_available":"Public source and build scripts; requires the user’s own USA SLUS-214.48 disc executable. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/notmanrivera/ruleofrose-decomp"},{"label":"Maintainer README: matching build and source progress","url":"https://github.com/notmanrivera/ruleofrose-decomp#readme"},{"label":"Project state and roadmap","url":"https://github.com/notmanrivera/ruleofrose-decomp/blob/main/notes/PROJECT_STATE.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"BitBake":2625,"C":21851,"C++":308080,"Dockerfile":2563,"Java":15106,"Linker Script":80,"Python":119904,"Shell":2175},"source_url":"https://api.github.com/repos/notmanrivera/ruleofrose-decomp/languages","evidence":"GitHub’s official Languages API reports BitBake: 2,625 bytes, C: 21,851 bytes, C++: 308,080 bytes, Dockerfile: 2,563 bytes, Java: 15,106 bytes, Linker Script: 80 bytes, Python: 119,904 bytes, Shell: 2,175 bytes. C++ is the largest repository-wide total; the README reports measured matching code independently.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rush-2-extreme-racing-usa-n64-pc-recomp","title":"Rush 2 Recompiled","game":"Rush 2: Extreme Racing USA","platform":"North American Nintendo 64 release → Windows 10/11 PC; README lists DirectX 12 or Vulkan-capable GPU.","kind":"Recompilation","status":"Latest release v1.0.21 published 2026-10-16. README documents race modes, split-screen, saves and online races; Windows 10/11 is the only host platform listed.","summary":"N64 static recompilation of Rush 2: Extreme Racing USA using N64Recomp, N64ModernRuntime, RecompFrontend and RT64; README describes a native PC build and enhancements.","project_url":"https://github.com/bryantmh/rush2recompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; original game data is not included and is supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project description","url":"https://github.com/bryantmh/rush2recompiled#readme"},{"label":"Identity And Method","url":"https://github.com/bryantmh/rush2recompiled/blob/master/README.md#L5-L7"},{"label":"Identity And Method","url":"https://github.com/bryantmh/rush2recompiled/blob/master/README.md#L138-L138"},{"label":"Target Platforms","url":"https://github.com/bryantmh/rush2recompiled/blob/master/README.md#L57-L60"},{"label":"Status","url":"https://github.com/bryantmh/rush2recompiled/blob/master/README.md#L13-L24"},{"label":"Repository Dates","url":"https://api.github.com/repos/bryantmh/rush2recompiled"},{"label":"Languages","url":"https://api.github.com/repos/bryantmh/rush2recompiled/languages"},{"label":"Latest Release","url":"https://api.github.com/repos/bryantmh/rush2recompiled/releases?per_page=1"},{"label":"Latest Release","url":"https://github.com/bryantmh/rush2recompiled/releases/tag/v1.0.21"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6145331,"Python":980608,"C":303580,"HTML":26824,"Pawn":24354,"CMake":18380,"JavaScript":17732,"Batchfile":13949,"PowerShell":1888,"Shell":1862},"source_url":"https://api.github.com/repos/bryantmh/rush2recompiled/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rushing-beat-shura-sfc-en","title":"Rushing Beat Shura: The Eternal Conflict English Translation","game":"Rushing Beat Shura: The Eternal Conflict","platform":"Super Famicom","kind":"Fan Localization","status":"Released; v1.2 (2026-06-10). The maintainer marks the translation complete and the build verified.","summary":"Complete English patch for the Japanese Super Famicom game, covering all 15 scenario branches, endings, opening text, names, HUD text, and move labels. The patch preserves the Japanese game's story rather than the substantially altered Western release.","project_url":"https://github.com/danielburgess/sfc-rbshura","updated":"2026-10-16","strategy":"Fan localization patch with expanded script engine and Latin font","language":"English","source_available":"Public source repository and v1.2 releases with patcher and IPS/xdelta patches; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Project README: coverage, completion, supported ROM fingerprint, and patch formats","url":"https://github.com/danielburgess/sfc-rbshura"},{"label":"Project v1.2 releases: patch-only and platform patchers","url":"https://github.com/danielburgess/sfc-rbshura/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":20622747,"Python":511650,"PowerShell":11135,"Shell":9445,"Batchfile":1738},"source_url":"https://api.github.com/repos/danielburgess/sfc-rbshura/languages","evidence":"GitHub's official Languages REST endpoint reports the byte breakdown for the full public repository. Assembly is largest at 20622747 bytes (97.5% of 21156715 recognized-language bytes). The complete byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rustynes","title":"RustyNES","game":"Nintendo Entertainment System/Famicom, Famicom Disk System, Vs. System, and PlayChoice-10 software","platform":"Nintendo Entertainment System / Famicom and related Famicom Disk System and arcade variants","kind":"Emulator","status":"Active; v3.2.0 was published 2026-10-15. The README discloses LLM-assisted development and presents test and compatibility claims as project-reported results. Its version badge lags the current GitHub release page, so the release endpoint is used for the latest version.","summary":"Rust emulator project for NES/Famicom software, with documented Famicom Disk System and Vs./PlayChoice-10 support. The source repository publishes desktop, web, and Libretro builds and discloses AI-assisted development.","project_url":"https://github.com/doublegate/RustyNES","updated":"2026-10-15","strategy":"Software emulation of NES/Famicom CPU, video, audio, cartridge boards, and related variants","language":"","source_available":"Yes; public GPL-3.0-or-later source repository","first_found":"2026-10-15","project_started":"","programming_language":"Rust","subtype":"Console emulator (NES/Famicom and FDS/Vs./PlayChoice-10)","target_type":"Software","sources":[{"label":"Maintainer README: target systems, host builds, disclosed AI assistance, and documented status","url":"https://github.com/doublegate/RustyNES"},{"label":"Maintainer release v3.2.0","url":"https://github.com/doublegate/RustyNES/releases/tag/v3.2.0"},{"label":"GitHub repository metadata: source activity and license","url":"https://api.github.com/repos/doublegate/RustyNES"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/doublegate/RustyNES/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":13325370,"Python":574723,"Kotlin":526409,"Swift":463643,"Shell":222523,"Lua":80699,"WGSL":36268,"HTML":32159,"JavaScript":19637,"RenderScript":9891,"C":6682,"Makefile":5403,"Ruby":4217,"Dockerfile":2365,"Objective-C":573},"source_url":"https://api.github.com/repos/doublegate/RustyNES/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/doublegate/RustyNES reports 13,325,370 bytes of Rust, the largest language total (87.0% of 15,310,562 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rustysnes","title":"RustySNES","game":"SNES / Super Famicom software","platform":"Super Nintendo Entertainment System / Super Famicom","kind":"Emulator","status":"Maintained in 2026; v1.31.1 was released 2026-08-05 and source activity was recorded through 2026-08-20. The README discloses heavily AI-assisted development and describes its accuracy and compatibility tests as project-reported evidence.","summary":"Rust emulator project for SNES/Super Famicom software. Its documentation lists low-level emulation for multiple cartridge coprocessor families and native, web, and Libretro builds; GitHub reports Apache-2.0 and MIT licenses in the repository.","project_url":"https://github.com/doublegate/RustySNES","updated":"2026-08-20","strategy":"Software emulation of SNES/Super Famicom hardware and cartridge coprocessors","language":"","source_available":"Yes; public source repository; GitHub reports Apache-2.0 and MIT licenses","first_found":"2026-10-15","project_started":"","programming_language":"Rust","subtype":"Console emulator (SNES/Super Famicom with coprocessor support)","target_type":"Software","sources":[{"label":"Maintainer README: system scope, host builds, AI-assistance disclosure, and documented status","url":"https://github.com/doublegate/RustySNES"},{"label":"Maintainer release v1.31.1","url":"https://github.com/doublegate/RustySNES/releases/tag/v1.31.1"},{"label":"GitHub repository metadata: source activity and license","url":"https://api.github.com/repos/doublegate/RustySNES"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/doublegate/RustySNES/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":4973462,"Assembly":1259210,"Shell":146817,"HTML":81129,"Python":65863,"Lua":38358,"C":30080,"Kotlin":24731,"Swift":20076,"C++":7325,"JavaScript":2318},"source_url":"https://api.github.com/repos/doublegate/RustySNES/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/doublegate/RustySNES reports 4,973,462 bytes of Rust, the largest language total (74.8% of 6,649,369 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ryubing","title":"Ryubing","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"Active; the official website provides build downloads and compatibility information and links to the project Forgejo host.","summary":"Active fork of the discontinued Ryujinx emulator, maintained under the verified Ryubing organization and its own project domain.","project_url":"https://ryujinx.app/","updated":"2026-10-16","strategy":"Ryujinx-derived ARMv8 CPU emulation and HLE subsystem implementations, with graphics translation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo Switch emulator continuation","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://ryujinx.app/"},{"label":"Verified maintainer organization identifying the fork","url":"https://github.com/Ryubing"},{"label":"Maintainer documentation","url":"https://docs.ryujinx.app/"},{"label":"Official download page","url":"https://ryujinx.app/download"},{"label":"Official Forgejo source host linked by project site","url":"https://git.ryujinx.app/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://docs.ryujinx.app/","evidence":"The official Ryubing documentation points to a self-managed Forgejo group at https://git.ryujinx.app/projects/Ryubing but does not identify an exact repository/API endpoint with language totals; the group endpoint could not be queried during this audit.","verified_at":"2026-10-15","reason_unknown":"The official Ryubing documentation points to a self-managed Forgejo group at https://git.ryujinx.app/projects/Ryubing but does not identify an exact repository/API endpoint with language totals; the group endpoint could not be queried during this audit."}},{"id":"ryujinx","title":"Ryujinx","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"discontinued","summary":"Historically major open-source Switch emulator written in C#. Development ended on October 1, 2024; the later Ryubing fork is listed separately.","project_url":"https://docs.ryujinx.app/","updated":"2024-10-01","strategy":"ARMv8 CPU emulation with the ARMeilleure dynamic recompiler, HLE subsystem implementations, and graphics translation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Ryujinx official documentation discontinuation notice","url":"https://docs.ryujinx.app/"},{"label":"Maintained Ryubing organization identifying Ryujinx as discontinued","url":"https://github.com/Ryubing"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://docs.ryujinx.app/","evidence":"The official Ryubing documentation says the upstream Ryujinx project was discontinued and describes it as written in C#, but does not identify an exact upstream repository/API endpoint with repository-wide language totals; no predominant language can be verified from that source.","verified_at":"2026-10-15","reason_unknown":"The official Ryubing documentation says the upstream Ryujinx project was discontinued and describes it as written in C#, but does not identify an exact upstream repository/API endpoint with repository-wide language totals; no predominant language can be verified from that source."}},{"id":"s1130-ibm1130","title":"S1130","game":"IBM 1130 software and programs","platform":"IBM 1130; Windows, macOS and Linux via .NET 10","kind":"Emulator","status":"Source updated 2026-10-16; no GitHub releases found. README describes a .NET Core-compatible IBM 1130 system simulation.","summary":"A C# IBM 1130 emulator with an instruction-set implementation, assembler, memory management, interrupt handling and emulated card-reader/punch and disk devices.","project_url":"https://github.com/semuhphor/S1130","updated":"2026-10-16","strategy":"Full IBM 1130 system emulation, including peripheral-device models.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"IBM 1130 computer emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/semuhphor/S1130"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/semuhphor/S1130"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":654154,"TypeScript":23018,"CSS":11866,"HTML":1721,"Dockerfile":1503,"PowerShell":765},"source_url":"https://api.github.com/repos/semuhphor/S1130/languages","evidence":"GitHub official repository language endpoint byte counts; C# has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-heroine-chronicle-ps3-en","title":"Saber's Super Heroine Chronicle English Patch","game":"Super Heroine Chronicle","platform":"PlayStation 3; RPCS3","kind":"Fan Localization","status":"v3.1 released 2026-10-07; partial text remains Japanese and v4 polish is planned","summary":"An unofficial English text patch covering story dialogue, battle messages, menus, items, UI and system text. The installer patches the user's original Japanese PS3 files and verifies/restores them; the patch is not compatible with the Vita edition.","project_url":"https://github.com/deucebucket/sabers-shc-english-patch","updated":"2026-10-07","strategy":"Fan translation patch","language":"English","source_available":"ZIP release with xdelta patch and installer; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer README; target disc, exact input hash, install workflow and known gaps","url":"https://github.com/deucebucket/sabers-shc-english-patch"},{"label":"Maintainer v3.1 release and publication date","url":"https://github.com/deucebucket/sabers-shc-english-patch/releases/latest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":47871,"Shell":1747},"source_url":"https://api.github.com/repos/deucebucket/sabers-shc-english-patch/languages","evidence":"Official GitHub REST Languages API breakdown for deucebucket/sabers-shc-english-patch: source-code byte counts are {\"Python\": 47871, \"Shell\": 1747}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saboteur-ii-dos-x8664-recomp","title":"Saboteur II: Avenging Angel DOS x86-64 Recompilation","game":"Saboteur II: Avenging Angel (DOS, 1987)","platform":"Original DOS executable → Windows/Linux/macOS Intel x86-64","kind":"Recompilation","status":"The repository shows a runnable menu/gameplay build, but provides no completion metric or published release in the GitHub releases API. The README cautions that about 99% of the code is LLM-generated and only roughly reviewed.","summary":"A native x86-64 recompilation of the original DOS executable for modern desktop systems.","project_url":"https://github.com/petarov/saboteur2","updated":"2026-10-16","strategy":"Static recompilation from the original DOS executable to x86-64.","language":"","source_available":"Public source repository; the README identifies the original DOS executable as the source target.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"DOS-to-x86-64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/petarov/saboteur2#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/petarov/saboteur2/commit/ae0358c82470019e590bc8ae1d81d833c6be56d5"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/petarov/saboteur2/languages"},{"label":"Current primary README","url":"https://github.com/petarov/saboteur2/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/petarov/saboteur2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":48629,"Java":18729,"Python":17196,"Assembly":15918,"Makefile":6966},"source_url":"https://api.github.com/repos/petarov/saboteur2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sacred-odyssey-ps-vita-api-port","title":"Sacred Odyssey: Rise of Ayden PS Vita Port","game":"Sacred Odyssey: Rise of Ayden","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android release (see upstream release notes))","kind":"API Translation","status":"The README marks v1.0.2 playable from start to finish with a physical controller; it also documents known issues.","summary":"A native Vita loader runs the Android game library and maps Android services to Vita graphics, audio, input and file APIs.","project_url":"https://github.com/MetalSyntax/Sacred-Odyssey-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Sacred-Odyssey-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Sacred-Odyssey-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Sacred-Odyssey-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Sacred-Odyssey-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saft-san-andreas-file-tool-android","title":"SAFT: San Andreas File Tool for Android","game":"SAFT: San Andreas File Tool (utility for classic PC Grand Theft Auto: San Andreas)","platform":"Windows PC mod utility → Android 64-bit utility; modifies classic PC GTA San Andreas v1–v3 installation, which is then run on Windows or through a PC Windows-compatibility layer such as Winlator","kind":"Reimplementation","status":"Source repository active through 2026-08-29; latest release is SAFT v2.0 (2026-08-12). The maintainer describes the Android app as the port of the Windows SAFT utility and says it edits the PC game installation; it does not run or port the GTA game itself.","summary":"Android build of a C# tool for installing, removing, adding, and verifying mods in the original PC versions of GTA San Andreas. The APK modifies the user's PC game files, after which the user runs the PC game on Windows or in Winlator. It is not compatible with the Definitive Edition and is not a GTA San Andreas Android game port.","project_url":"https://github.com/Divinakra140/SAFT_San_Andreas_File_Tool","updated":"2026-10-16","strategy":"Android port of a PC game-mod management utility; file parsing and mod changes target the original Windows PC release, not the Android GTA game build.","language":"","source_available":"Public MIT-licensed C# source and release APK; repository states it includes no GTA game assets and is for modifying users' own classic PC game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Android application port of a PC GTA San Andreas mod installer/replacer; software utility, not a game port","target_type":"Software","sources":[{"label":"Maintainer repository and scope/compatibility README","url":"https://github.com/Divinakra140/SAFT_San_Andreas_File_Tool"},{"label":"Latest SAFT v2.0 release and APK link","url":"https://github.com/Divinakra140/SAFT_San_Andreas_File_Tool/releases/tag/v2.0"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/Divinakra140/SAFT_San_Andreas_File_Tool/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":1107908,"Shell":9932,"Python":2475},"source_url":"https://api.github.com/repos/Divinakra140/SAFT_San_Andreas_File_Tool/languages","evidence":"Official GitHub REST Languages endpoint reports C# as the largest language total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saihate-no-ima-pc-en","title":"Saihate no Ima English Translation","game":"Saihate no Ima","platform":"PC (Windows; Wine is listed as supported)","kind":"Fan Localization","status":"Released; v1.1.9 (2026-10-13) covers the complete main-game script with 46,618 bilingual passages. The release notes say this increment had no new in-game playtest.","summary":"Complete Japanese-to-English translation patch for Saihate no Ima. The maintainer publishes the English script alongside Japanese source text, versioned installation/update packages, and a browser-based bilingual script reader.","project_url":"https://mao-tls.github.io/saihate-no-ima/","updated":"2026-10-16","strategy":"Fan translation patch applied to the user's installed game","language":"English","source_available":"Public patch ZIPs and source text; the original game is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"PC visual-novel translation","target_type":"Game","sources":[{"label":"MAO Translations project page: supported edition, version, status, and script coverage","url":"https://mao-tls.github.io/saihate-no-ima/"},{"label":"Project v1.1.9 release notes: corrections, installer behavior, and testing limits","url":"https://github.com/MAO-TLs/saihate-no-ima/releases/tag/v1.1.9"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":89169,"CSS":74066,"JavaScript":58129},"source_url":"https://api.github.com/repos/MAO-TLs/saihate-no-ima/languages","evidence":"GitHub's official Languages REST endpoint reports the byte breakdown for the full public repository. TypeScript is largest at 89169 bytes (40.3% of 221364 recognized-language bytes). The complete byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saints-row-2-ps3-recomp","title":"Saints Row 2 PS3 Recompilation","game":"Saints Row 2","platform":"PlayStation 3 USA disc (BLUS30201) → Windows x64","kind":"Recompilation","status":"WIP; the BLUS30201 build compiles and reaches SPU jobs, GCM/RSX initialization and packfile reads before opening a D3D12 window with three display buffers. The current blocker is a SPURS consumer-wake handshake; no gameplay render is reported.","summary":"Static PPU/SPU recompilation of the PS3 disc using ps3recomp. The project is at runtime/bootstrap stage and requires the user’s own game disc; game code and assets are excluded.","project_url":"https://github.com/sp00nznet/saintsrow2","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied BLUS30201 disc and game data required; no game binaries/assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/saintsrow2"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/saintsrow2"},{"label":"Project README: exact PS3 build, boot progress and blocker","url":"https://github.com/sp00nznet/saintsrow2#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":844895,"C++":139258,"C":4128,"Shell":3836,"CMake":3228},"source_url":"https://api.github.com/repos/sp00nznet/saintsrow2/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Assembly (844,895 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"saints-row-xbox360-decomp-gitlab","title":"Saints Row Xbox 360 Decompilation","game":"Saints Row (Xbox 360 retail World build, English/French/German/Spanish/Italian)","platform":"Xbox 360 PowerPC executable → C++ source reconstruction","kind":"Decompilation","status":"Work in progress. The README describes readable C++ and per-function comparison. It notes ABI limits: exact instruction equality is currently reachable only for frame-free leaf functions, so structural similarity and call-target equality are also tracked.","summary":"A source reconstruction of the Xbox 360 release, distinct from the catalogued static recompilation project for Linux; matching limitations are stated.","project_url":"https://gitlab.com/HttpAnimations/saints-row-1-decomp","updated":"2026-10-15","strategy":"C++ source reconstruction with per-function similarity, structure, and call-target evidence","language":"","source_available":"Public source repository; no game build or assets are shipped; user supplies a legally obtained copy.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://gitlab.com/HttpAnimations/saints-row-1-decomp"},{"label":"GitLab language breakdown","url":"https://gitlab.com/api/v4/projects/87543727/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":88.77,"C":10.46,"POV-Ray SDL":0.51,"Python":0.22,"Shell":0.04},"source_url":"https://gitlab.com/api/v4/projects/87543727/languages","evidence":"GitLab’s official Languages API for https://gitlab.com/HttpAnimations/saints-row-1-decomp reports C++ as the largest repository language share (88.77%). The endpoint reports percentages, not byte counts.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"saints-row-xbox360-windows-recomp-saintsreborn","title":"Saints Row Xbox 360 Recompilation (Saints Reborn)","game":"Saints Row (2006, Xbox 360)","platform":"Xbox 360 → native Windows x86-64 (Linux through Proton)","kind":"Recompilation","status":"Release V1.2.2 (2026-10-02). The README claims full start-to-finish playability on Windows. Linux/Steam Deck support is via Proton; native Linux support is not documented as available.","summary":"A separate native Windows static recompilation of the Xbox 360 game. The project provides build/setup tooling but requires the user’s own game disc; it does not include game code or data.","project_url":"https://github.com/whompay/SaintsReborn","updated":"2026-10-10","strategy":"Static PowerPC-to-x86-64 recompilation using ReXGlue, with a native Windows host, D3D12 renderer, and PC input/features","language":"","source_available":"Public recompilation source and installer. The README requires a user-owned disc and says no game code/data are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Independent Windows implementation; separate from catalogued Linux recomp and early sp00nznet project","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/whompay/SaintsReborn"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/whompay/SaintsReborn/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/whompay/SaintsReborn"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/whompay/SaintsReborn/languages"},{"label":"Maintainer build guide","url":"https://github.com/whompay/SaintsReborn/blob/main/docs/BUILDING.md"},{"label":"Latest release V1.2.2","url":"https://github.com/whompay/SaintsReborn/releases/tag/V1.2.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1644636,"NASL":125959,"Rust":115743,"Lua":61604,"Python":44862,"C#":33045,"PowerShell":27772,"JavaScript":25254,"CMake":14833,"C":11545,"Batchfile":197},"source_url":"https://api.github.com/repos/whompay/SaintsReborn/languages","evidence":"GitHub's official Languages API reports C++: 1,644,636 bytes, NASL: 125,959 bytes, Rust: 115,743 bytes, Lua: 61,604 bytes, Python: 44,862 bytes, C#: 33,045 bytes, PowerShell: 27,772 bytes, JavaScript: 25,254 bytes, CMake: 14,833 bytes, C: 11,545 bytes, Batchfile: 197 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saints-row-xbox360-recomp-linux","title":"Saints Row Xbox 360 Static Recompilation","game":"Saints Row (2006)","platform":"Xbox 360 → Linux desktop","kind":"Recompilation","status":"Early development. Toolchain parses retail `default.xex`; kernel, GPU and audio layers are still in progress; no gameplay maturity is claimed.","summary":"Code-generated game functions are committed as source; user extracts the retail XEX.","project_url":"https://gitlab.com/HttpAnimations/saints-row-recomp","updated":"2026-10-15","strategy":"PowerPC-to-C++ static recompilation with a project runtime for Xbox 360 kernel/GPU/audio services.","language":"C++","source_available":"Public source repository (GitLab)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Powerpc-to-c++ static recompilation with a project runtime for xbox 360 kernel/gpu/audio services.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://gitlab.com/HttpAnimations/saints-row-recomp"},{"label":"GitLab repository API (public visibility verified)","url":"https://gitlab.com/api/v4/projects/HttpAnimations%2Fsaints-row-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/HttpAnimations%2Fsaints-row-recomp/languages","evidence":"Official GitLab repository languages API returned percentage shares (not byte totals): C++ 98.17%, C 1.75%, POV-Ray SDL 0.08%, CMake 0%. C++ is predominant at 98.17%.","verified_at":"2026-10-15","reason_unknown":"The official GitLab languages endpoint reports language percentages, not source-byte totals; a complete byte breakdown is unavailable."}},{"id":"saints-row-xbox360-windows-recomp-sp00nznet","title":"Saints Row Xbox 360 Static Recompilation (sp00nznet)","game":"Saints Row (2006, Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Work in progress. The README reports a 45 MB native executable and a rendered loading/cathedral scene, but the game crash-loops after boot; gameplay is explicitly not working.","summary":"An experimental native PC recompilation of the original Xbox 360 game. It has code-generation and rendering progress, but is not yet playable; users must provide their own game dump.","project_url":"https://github.com/sp00nznet/saintsrow","updated":"2026-05-31","strategy":"XenonRecomp PowerPC-to-C++ static recompilation with the ReXGlue host runtime","language":"","source_available":"Public tools and project source; the README says it does not provide game assets. A legally obtained game copy is required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Early independent native-PC recompilation; separate from Saints Reborn and the catalogued Linux target","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/saintsrow"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/sp00nznet/saintsrow/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/sp00nznet/saintsrow"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/sp00nznet/saintsrow/languages"},{"label":"Maintainer progress and blocker log","url":"https://github.com/sp00nznet/saintsrow/blob/main/README.md#progress"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":257039,"CMake":31394,"C":128},"source_url":"https://api.github.com/repos/sp00nznet/saintsrow/languages","evidence":"GitHub's official Languages API reports C++: 257,039 bytes, CMake: 31,394 bytes, C: 128 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sakura-wars-2-saturn-en","title":"Sakura Wars 2 English Translation","game":"Sakura Wars 2","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.1.0 updated 2026-04-04 with script fixes and additional translated menu graphics","summary":"English patch for the Japanese Saturn release, covering story and battle dialogue, minigames, system and battle menus, movies, graphics, and credits. The latest update fixes script errors and translates additional menu graphics.","project_url":"https://segaxtreme.net/resources/sakura-wars-2-english-translation.412/","updated":"2026-04-04","strategy":"Fan translation patch","language":"English","source_available":"Public SSP patches for the two supported Japanese disc revisions","first_found":"2026-10-16","project_started":"2025-04-25","programming_language":"","subtype":"Text, graphics, and movie subtitle localization","target_type":"Game","sources":[{"label":"Maintainer resource: Japanese game CD requirements, supported revisions, format, and translation scope","url":"https://segaxtreme.net/resources/sakura-wars-2-english-translation.412/"},{"label":"Maintainer v1.1.0 update: script fixes and newly translated menu graphics","url":"https://segaxtreme.net/resources/sakura-wars-2-english-translation.412/updates"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://segaxtreme.net/resources/sakura-wars-2-english-translation.412/","evidence":"The maintainer resource page identifies the patch author and project programming/tool credits and provides patch instructions, but it does not state the programming language of project code or link a language-statistics repository. Tool/runtime requirements are not used as a code-language proxy.","verified_at":"2026-10-16","reason_unknown":"The maintainer primary source for Sakura Wars 2 English Translation does not publish project code language or repository language totals; the programming language remains unknown rather than inferred."}},{"id":"emulator-mister-salamander","title":"Salamander / Life Force MiSTer FPGA Core","game":"Konami Salamander / Life Force (GX456) arcade software","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-09-21, with archived=false and fork=false. An FPGA arcade core compatible with Salamander/Life Force on MiSTer. The README reports an open hardware issue pending decapsulation of the K005295 custom chip. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository. README records a known K005295 sound/behavior issue pending chip decapsulation.","summary":"An FPGA arcade core compatible with Salamander/Life Force on MiSTer. The README reports an open hardware issue pending decapsulation of the K005295 custom chip.","project_url":"https://github.com/MiSTer-devel/Arcade-Salamander_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Konami Salamander / Life Force (GX456) arcade software; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 2.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2023-08-30","programming_language":"Verilog","subtype":"MiSTer FPGA game-specific arcade core","target_type":"Game","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-Salamander_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Salamander_MiSTer/main/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Salamander_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-Salamander_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Salamander_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Salamander_MiSTer/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":1315364,"SystemVerilog":597281,"VHDL":323867,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Salamander_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-sam-coupe-mister","title":"SAM Coupé MiSTer FPGA Core","game":"SAM Coupé","platform":"SAM Coupé on MiSTer FPGA","kind":"Emulator","status":"README says the SAM Coupé is fully functional with precise CPU/video timing. No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for SAM Coupé on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/SAM-Coupe_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/SAM-Coupe_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/SAM-Coupe_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/SAM-Coupe_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/SAM-Coupe_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":308187,"VHDL":301625,"SystemVerilog":223091,"Tcl":23526,"Batchfile":710},"source_url":"https://api.github.com/repos/MiSTer-devel/SAM-Coupe_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 308,187 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"samba-smb-active-directory-protocol-implementation","title":"Samba (SMB and Active Directory interoperability suite)","game":"Microsoft Windows SMB/CIFS and Active Directory network services","platform":"Linux and Unix-like systems; Samba supplies client and server components for SMB/CIFS and Windows interoperability services.","kind":"Reimplementation","status":"Active; Samba 4.25.0 was announced as the first stable release of the 4.25 series on 2026-09-24. The release notes describe SMB3 Persistent Handles support as experimental. The release number identifies Samba, not a Windows version.","summary":"A free-software implementation of SMB/CIFS and related Windows networking services, including Active Directory domain-controller functionality. Samba's README calls it the standard Windows interoperability suite for Linux and Unix; the reviewed upstream materials do not claim a clean-room process.","project_url":"https://gitlab.com/samba-team/samba","updated":"2026-10-16","strategy":"Open implementation of Microsoft-origin SMB/CIFS and Windows interoperability protocols and services; no clean-room statement found in the reviewed upstream materials.","language":"","source_available":"Public source; the main repository COPYING file is GNU GPL version 3. Individual components and files can have their own notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SMB/CIFS and Active Directory protocol implementation","target_type":"Software","sources":[{"label":"Official Samba project overview and implementation scope","url":"https://www.samba.org/"},{"label":"Upstream repository README and source tree","url":"https://gitlab.com/samba-team/samba/-/blob/master/README.md"},{"label":"Samba 4.25.0 release notes (published 2026-09-24)","url":"https://www.samba.org/samba/history/samba-4.25.0.html"},{"label":"Main repository GPLv3 license text","url":"https://gitlab.com/samba-team/samba/-/blob/master/COPYING"},{"label":"Official GitHub source mirror metadata","url":"https://api.github.com/repos/samba-team/samba"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":59428073,"Python":14141853,"Shell":2113922,"Perl":1005069,"Yacc":72541,"XSLT":69367,"Makefile":19208,"Lex":18751,"TeX":12122,"Dockerfile":11712,"RPC":3570,"Batchfile":2954,"BitBake":2892,"sed":2625,"Awk":2592,"Roff":2581,"M4":1668,"HTML":1102,"PHP":1060,"CSS":873,"VBScript":308},"source_url":"https://api.github.com/repos/samba-team/samba/languages","evidence":"GitHub's official Languages endpoint for the Samba source mirror reports C as predominant (59,428,073 bytes). The canonical project URL in the project row is Samba's official GitLab repository; the endpoint is a public mirror of that source tree. Counts are repository-wide and include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sameboy","title":"SameBoy","game":"Game Boy/Game Boy Color/Super Game Boy","platform":"macOS, iOS, watchOS, Windows, Unix-like systems","kind":"Emulator","status":"Active; release 1.0.4 published 2026-10-09.","summary":"Accurate open-source Game Boy emulator with model selection, debugger, and native desktop frontends.","project_url":"https://sameboy.github.io/","updated":"2026-10-16","strategy":"Standalone software emulator with native and libretro frontends.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game Boy, Game Boy Color, and Super Game Boy emulator","target_type":"Software","sources":[{"label":"Official project overview","url":"https://sameboy.github.io/"},{"label":"Official source repository","url":"https://github.com/LIJI32/SameBoy"},{"label":"Official downloads and current version","url":"https://sameboy.github.io/downloads/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1818692,"Objective-C":895407,"GLSL":52249,"Makefile":50790,"Assembly":35275,"Metal":2949,"Shell":192,"Perl":39},"source_url":"https://api.github.com/repos/LIJI32/SameBoy/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/LIJI32/SameBoy reports 1,818,692 bytes of C, the largest language total (63.7% of 2,855,593 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"samurai-kid-gbc-en","title":"Samurai Kid English Translation","game":"Samurai Kid","platform":"Game Boy Color","kind":"Fan Localization","status":"Public v1.0 patch; the maintainer dates it to September 2021, without a precise day. An online patcher and offline patch ZIP are available.","summary":"Japanese-to-English Game Boy Color translation patch for Samurai Kid. The patcher requires the user's Japanese ROM and provides no game data. No source repository or licence was identified.","project_url":"https://www.marcrobledo.com/game-boy/samurai-kid-english-translation/","updated":"2026-10-16","strategy":"Fan translation with online and offline patching","language":"English","source_available":"Public browser patcher and offline patch ZIP; no ROM, source repository or licence identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer page, v1.0 and patch links","url":"https://www.marcrobledo.com/game-boy/samurai-kid-english-translation/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.marcrobledo.com/game-boy/samurai-kid-english-translation/","evidence":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/game-boy/samurai-kid-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/game-boy/samurai-kid-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"san-francisco-rush-2049-n64-decomp","title":"San Francisco Rush 2049 N64 Decompilation","game":"San Francisco Rush 2049","platform":"Nintendo 64 (USA release; matching cartridge image required)","kind":"Decompilation","status":"Work in progress; the README reports 666/1,216 game functions (100,656/647,072 bytes, 15.56%) and 158/230 static functions matched. Combined byte coverage is reported as 20.53%.","summary":"An N64 decompilation project with source-code and static-code matching reports, source-build image checks, and documentation. The maintainer cites the Rush The Rock arcade source as a research reference; this catalog entry links the project only.","project_url":"https://github.com/cabi24/SFRush2049-decomp","updated":"2026-10-16","strategy":"Function-level N64 decompilation; reconstructed C is compiled and checked against native cartridge bytes","language":"","source_available":"Public decompilation source and tools; requires a legally obtained matching ROM. The repo README says the project build uses the user’s cartridge image.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/cabi24/SFRush2049-decomp/blob/master/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/cabi24/SFRush2049-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":178536562,"Assembly":14064722,"Python":12837054,"Shell":2461015,"Linker Script":395998,"C++":208807,"Makefile":71982,"CMake":12214,"JavaScript":6461,"Java":6110,"BitBake":5682},"source_url":"https://api.github.com/repos/cabi24/SFRush2049-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"san-francisco-rush-2049-n64-pc-recomp","title":"San Francisco Rush 2049 Recompiled","game":"San Francisco Rush 2049","platform":"US N64 release → Windows x64, Linux x86-64, and browser builds (Chrome/Edge on Windows, macOS or ChromeOS; Firefox support documented for Windows).","kind":"Recompilation","status":"README calls Windows playable and lists race modes and persistent saves. Linux reaches title screen and first attract race; Linux GPU and Steam Deck play unverified. Browser requirements documented. v0.1.3 published 2026-10-15.","summary":"Native PC port of Nintendo 64 San Francisco Rush 2049 through static recompilation using N64Recomp, N64ModernRuntime and RT64.","project_url":"https://github.com/amazingalek/rush-2049-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; original game data is not included and is supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project description","url":"https://github.com/amazingalek/rush-2049-recomp#readme"},{"label":"Identity And Method","url":"https://github.com/amazingalek/rush-2049-recomp/blob/main/README.md#L7-L10"},{"label":"Target Platforms","url":"https://github.com/amazingalek/rush-2049-recomp/blob/main/README.md#L97-L103"},{"label":"Target Platforms","url":"https://github.com/amazingalek/rush-2049-recomp/blob/main/README.md#L143-L147"},{"label":"Status","url":"https://github.com/amazingalek/rush-2049-recomp/blob/main/README.md#L12-L18"},{"label":"Repository Dates","url":"https://api.github.com/repos/amazingalek/rush-2049-recomp"},{"label":"Languages","url":"https://api.github.com/repos/amazingalek/rush-2049-recomp/languages"},{"label":"Latest Release","url":"https://api.github.com/repos/amazingalek/rush-2049-recomp/releases?per_page=1"},{"label":"Latest Release","url":"https://github.com/amazingalek/rush-2049-recomp/releases/tag/v0.1.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":292042,"C":110114,"Python":35901,"Shell":30643,"CMake":20824,"Makefile":2933,"Dockerfile":1990,"Linker Script":1815,"JavaScript":1017,"PowerShell":914},"source_url":"https://api.github.com/repos/amazingalek/rush-2049-recomp/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"san-francisco-rush-extreme-racing-n64-recomp","title":"San Francisco Rush: Extreme Racing (N64) Static Recompilation","game":"San Francisco Rush: Extreme Racing (N64)","platform":"Nintendo 64 → PC (Windows build toolchain documented)","kind":"Recompilation","status":"The maintainer README labels the project Phase 3 (build system and runtime scaffold). It reports that 1,014 functions have been statically recompiled into 356,001 lines of C, but the build is not yet wired through the N64ModernRuntime/RT64 runtime; booting to a title screen, gameplay and audio remain future phases. No GitHub release was listed on 2026-10-16. The README requires a user-supplied legally obtained ROM. These are repository status claims, not a playable-build claim.","summary":"A static recompilation of the Nintendo 64 version of San Francisco Rush: Extreme Racing. The README says it uses N64Recomp to translate MIPS machine code into C/C++, paired with N64ModernRuntime, RT64 and an SDL2 scaffold. The code-generation milestone is reported complete, while runtime wiring and boot/render/gameplay are still outstanding. No ROM or game data is included.","project_url":"https://github.com/sp00nznet/sfrush","updated":"2026-10-14","strategy":"Static recompilation of the N64 MIPS executable through N64Recomp into C/C++, followed by planned native runtime integration with N64ModernRuntime and RT64.","language":"","source_available":"Public repository. LICENSE grants MIT terms for repository tools, runtime, build files and documentation only; it expressly excludes original game code/assets and generated code derived from the game. No ROM or game assets are included; users must supply their own legally obtained ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Nintendo 64 static recompilation to PC","target_type":"Game","sources":[{"label":"Maintainer README: target, N64Recomp method, phase status, generated-function count, build requirements and ROM boundary","url":"https://github.com/sp00nznet/sfrush/blob/main/README.md"},{"label":"Repository license: MIT scope and exclusions for game material and generated code","url":"https://github.com/sp00nznet/sfrush/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16 (canonical repo, activity, archived/fork/license detector)","url":"https://api.github.com/repos/sp00nznet/sfrush"},{"label":"Latest releases endpoint checked 2026-10-16; no releases listed","url":"https://api.github.com/repos/sp00nznet/sfrush/releases?per_page=3"},{"label":"Exact GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/sp00nznet/sfrush/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":84855,"C++":75854,"Python":21329,"C":15488,"CMake":3556,"PowerShell":2131,"Batchfile":738},"source_url":"https://api.github.com/repos/sp00nznet/sfrush/languages","evidence":"Exact repository-wide byte totals returned by the official GitHub Languages API on 2026-10-16. JavaScript is the largest reported bucket (84,855 bytes), ahead of C++ (75,854); this can reflect tools and project support files, not only generated game implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sanandreasunity","title":"SanAndreasUnity","game":"Grand Theft Auto: San Andreas","platform":"Original Windows game installation → Windows and Linux; README also reports macOS and Android testing","kind":"Reimplementation","status":"The README calls the project incomplete and focuses on gameplay, multiplayer and modding; it reports full multiplayer support but does not claim parity with the complete original game.","summary":"Open-source game-engine reimplementation in Unity for Grand Theft Auto: San Andreas.","project_url":"https://github.com/in0finite/SanAndreasUnity","updated":"2026-10-16","strategy":"Unity-based game-engine reimplementation","language":"","source_available":"Public source and builds; the project asks for an existing Grand Theft Auto: San Andreas installation.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"3D action game-engine reimplementation","target_type":"Game","sources":[{"label":"Current project repository README: scope, maturity, tested platforms and original-installation requirement","url":"https://github.com/in0finite/SanAndreasUnity"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":1368099,"ShaderLab":5986,"HLSL":1311},"source_url":"https://api.github.com/repos/in0finite/SanAndreasUnity/languages","evidence":"The official repository language endpoint reports 1,368,099 bytes of C# as the largest language total (99.5% of 1,375,396 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saru-saru-daisakusen-psp-recomp","title":"Saru Get You: SaruSaru Daisakusen Recompilation","game":"Saru! Get You! SaruSaru Daisakusen (PSP Japan, UCJS10060 v1.00)","platform":"PSP Japan → macOS arm64 (boot-tested), Linux arm64 (launcher/start tested); Windows/Linux x86-64 builds are not gameplay-tested","kind":"Recompilation","status":"v0.1.2 prerelease published 2026-10-16 (the profile README still says no release has been published; the current release is launcher-only). Early and not verified playable end to end. On macOS arm64 it boots, renders and plays sound to the title screen. Linux arm64 installs and starts the game; Windows/Linux x86-64 have build-only testing. Android currently has a launcher-only APK and cannot install the game.","summary":"Title-specific PSPRecomp profile for the game; the same repository also contains a reusable framework, but this row is the SaruSaru target. Requires the user’s own Japan ISO with the accepted UCJS10060/BOOT.BIN hash; releases contain only the launcher and build the game locally. First build needs CMake, Ninja, Python 3.10+, a C++20 compiler, and platform packages; Linux needs Vulkan to play.","project_url":"https://github.com/jackgllghr/bigmission-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/jackgllghr/bigmission-recomp#readme"},{"label":"SaruSaru game-specific profile requirements and status","url":"https://github.com/jackgllghr/bigmission-recomp/blob/main/profiles/sarusaru/README.md"},{"label":"Latest GitHub release (v0.1.2, published 2026-10-16 (prerelease))","url":"https://github.com/jackgllghr/bigmission-recomp/releases/tag/v0.1.2"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/jackgllghr/bigmission-recomp/languages"},{"label":"Current primary README","url":"https://github.com/jackgllghr/bigmission-recomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/jackgllghr/bigmission-recomp"},{"label":"Maintainer repository","url":"https://github.com/jackgllghr/bigmission-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1972323,"Python":241633,"CMake":81925,"Pawn":23275,"GLSL":20642,"Java":18073,"Shell":2010,"Dockerfile":772},"source_url":"https://api.github.com/repos/jackgllghr/bigmission-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"satrecomp-static-recompilation-toolkit","title":"satrecomp","game":"Sega Saturn SH-2 game binaries (multi-title toolkit)","platform":"Sega Saturn SH-2 games → native PC ports (Windows/macOS/Linux)","kind":"Recompilation","status":"Active toolkit; its README explicitly says no port made with it is public yet. The repository includes an example stand-in and no game or BIOS data.","summary":"A reusable static-recompilation framework that translates Saturn SH-2 code to C++ and supplies a clean-room runtime model for the system's CPUs, video, sound, and services.","project_url":"https://github.com/tmcleroy/satrecomp","updated":"2026-10-16","strategy":"Static Sega Saturn SH-2-to-C++ recompilation framework","language":"","source_available":"Public toolkit source; game-specific projects and user-owned discs are separate","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-title Sega Saturn static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README and project details","url":"https://github.com/tmcleroy/satrecomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1329531,"Python":87703,"GLSL":22428,"Shell":21671,"CMake":14221,"Makefile":9790,"C":6035},"source_url":"https://api.github.com/repos/tmcleroy/satrecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saturn-recomp-toolkit-callumjenkins","title":"saturn-recomp","game":"Sega Saturn software (multi-title framework)","platform":"Sega Saturn SH-2 code and disc images → native C++ with a shared Saturn hardware runtime","kind":"Recompilation","status":"Active independent continuation of saturnkit; latest source push checked 2026-10-15; no tagged release is listed. The maintainer says this repository began as a fork and is now developed separately; compatibility claims belong to linked game ports.","summary":"Static Saturn recompilation toolkit that translates SH-2 code to C++ and supplies shared runtime components for both CPUs, VDP1/VDP2, SCU, SMPC, CD block, and sound hardware. Game-specific changes live in separate repositories.","project_url":"https://github.com/callumjenkins/saturn-recomp","updated":"2026-10-15","strategy":"Static Sega Saturn SH-2-to-C++ recompilation with a host-side hardware runtime","language":"","source_available":"Public MIT-licensed source repository; original disc data and title-specific projects are separate.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Sega Saturn multi-title static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: static recompilation, shared runtime, and relationship to saturnkit","url":"https://github.com/callumjenkins/saturn-recomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/callumjenkins/saturn-recomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/callumjenkins/saturn-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":525256,"Python":375401,"Kotlin":111722,"TypeScript":32459,"CMake":5542,"Shell":1070,"Java":979,"C":539},"source_url":"https://api.github.com/repos/callumjenkins/saturn-recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/callumjenkins/saturn-recomp reports 525,256 bytes of C++, the largest language total (49.9% of 1,052,968 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"saturnrecomp-experimental-runtime","title":"SaturnRecomp Experimental Saturn Runtime","game":"Sega Saturn software (multi-title runtime/toolkit)","platform":"Sega Saturn discs and BIOS → experimental Windows runtime","kind":"Emulator","status":"Experimental. The documented playable path interprets SH-2 code with an optimized fast path. Decoder and module-analysis foundations exist, but the repository explicitly says a complete public ahead-of-time emitter is not available; compatibility and performance lag mature Saturn emulators.","summary":"Clean-room Saturn runtime with SH-2 interpretation, disc/configuration tools, and preliminary static-recompilation analysis.","project_url":"https://github.com/sonsegajp/SaturnRecomp","updated":"2026-10-16","strategy":"Clean-room Saturn runtime with SH-2 interpretation, disc/configuration tools, and preliminary static-recompilation analysis.","language":"","source_available":"Public source; no BIOS, disc images, game executables, generated code or game media included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental Saturn emulator/runtime and recompilation research toolkit","target_type":"Software","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/sonsegajp/SaturnRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1338825,"Python":211168,"PowerShell":80540,"C++":2461,"GLSL":668},"source_url":"https://api.github.com/repos/sonsegajp/SaturnRecomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"saw-ii-flesh-and-blood-xbox360-linux-rexglue-recomp","title":"Saw II: Flesh & Blood Xbox 360 ReXGlue Linux Recompilation","game":"Saw II: Flesh & Blood","platform":"Xbox 360 → Linux x86-64 (Vulkan)","kind":"Recompilation","status":"Experimental early bring-up; the maintainer explicitly says it is not a finished or fully playable PC port.","summary":"Title-specific ReXGlue 0.10 static recompilation scaffold. Exact supported executable: Title ID `4B4E0822`, Media ID `32FBD29B`, module `Saw2Game-XeReleaseLTCG.exe`, `game/Default.xex`, SHA-256 `0bb765d0c89de2674efea76056a9c1b6236173587398ddc248b08cc1a6092883`. User supplies the extracted game files. GPL-3.0.","project_url":"https://github.com/ant0-blase/Saw2-X360-ReXGlue","updated":"2026-09-26","strategy":"ReXGlue 0.10 static Xbox 360 recompilation with a Linux/Vulkan runtime","language":"","source_available":"Public Linux build/source scaffold; requires user-owned supported XEX and extracted retail data; no game data included; GPL-3.0.","first_found":"2026-10-16","project_started":"2026-08-23","programming_language":"Shell","subtype":"Experimental Xbox 360 recompilation bring-up","target_type":"Game","sources":[{"label":"Maintainer README: exact Title/Media ID, XEX hash, target, and status","url":"https://github.com/ant0-blase/Saw2-X360-ReXGlue/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/ant0-blase/Saw2-X360-ReXGlue"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"CMake":6515,"Shell":35965,"PowerShell":2168,"Python":25057,"C++":6741},"source_url":"https://api.github.com/repos/ant0-blase/Saw2-X360-ReXGlue/languages","evidence":"Official GitHub Repository.languages API byte counts: 35,965 bytes of Shell, the largest total (47.0% of 76,446 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sc26re-steam-controller-firmware-reimplementation","title":"SC26re Steam Controller Firmware Reimplementation","game":"2026 Steam Controller firmware (Ibex/Triton)","platform":"Valve 2026 Steam Controller firmware and USB/BLE/ESB interfaces","kind":"Reimplementation","status":"Work in progress and not production firmware or an end-user mod package. The README says it can already play some games, while haptics and polished touchpad behavior remain incomplete; firmware images from Valve are not included.","summary":"An experimental C reimplementation of the 2026 Steam Controller firmware, with partially working controls, IMU, touchpad, LEDs, and USB/BLE/ESB HID paths according to the maintainer. The project warns users to treat firmware recovery/flashing carefully.","project_url":"https://github.com/mwdmwd/sc26re","updated":"2026-10-16","strategy":"Experimental hardware firmware reimplementation","language":"","source_available":"AGPL-3.0 project source; Valve firmware images are explicitly not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-controller firmware","target_type":"Software","sources":[{"label":"Project README with WIP status and working-feature list","url":"https://github.com/mwdmwd/sc26re#readme"},{"label":"AGPL-3.0 license","url":"https://github.com/mwdmwd/sc26re/blob/master/LICENSE"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/mwdmwd/sc26re/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":622773,"CMake":6862,"Linker Script":582,"Makefile":22488,"Python":83135,"Shell":544},"source_url":"https://api.github.com/repos/mwdmwd/sc26re/languages","evidence":"Official GitHub REST Languages API returned {\"C\":622773,\"CMake\":6862,\"Linker Script\":582,\"Makefile\":22488,\"Python\":83135,\"Shell\":544}; C is the unique largest byte-count entry (622773 of 736384 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simcity-3000-unlimited-static-reverse-engineering","title":"sc3kre (SimCity 3000 Unlimited static reverse engineering)","game":"SimCity 3000 Unlimited (Maxis/Electronic Arts, 2000; 32-bit Windows x86)","platform":"SimCity 3000 Unlimited Windows x86 engine DLLs and data formats; analysis tools are Python/Java, with Ghidra headless scripts requiring Ghidra and JDK 21","kind":"Decompilation","status":"The maintainer describes the current phase as understand-and-annotate-first; the decision to make a source port or modding toolkit is deferred. The README reports 635 named functions (543 at C2, 10 at C3, 5 at C4), a QFS parser round-trip check over 63,691 streams, 62,552 structurally validated sprite records and 8,132 matching sprite metadata joins. GitHub reports a repository push on 2026-10-14.","summary":"A static reverse-engineering project mapping SimCity 3000 Unlimited’s Windows engine modules and recovering formats with independent parsers and decoders. It contains original analysis notes and tools, but no EA/Maxis game assets, binaries or decompiled code; it does not yet claim a game source port. This record covers the reverse-engineering and format-recovery work, not separate mods published from the same repository.","project_url":"https://github.com/nanofives/sc3kre","updated":"2026-10-16","strategy":"Static reverse engineering of user-supplied game binaries, Ghidra analysis and documented address-level findings, plus original format parsers/decoders with round-trip and structural validation.","language":"","source_available":"The maintainer’s MIT license applies only to original tools and notes. GitHub repository metadata reports Other/NOASSERTION. The repository explicitly excludes proprietary game binaries/assets and decompiled EA/Maxis code; users supply their own legally obtained game files.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows game static reverse engineering and game-data format reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, analysis scope, confidence/status counts, parser validation, no-game-data policy and license boundary","url":"https://github.com/nanofives/sc3kre/blob/6dfd5a86ddec17c10641be586992be37c0b2c4ae/README.md"},{"label":"Repository MIT license, which the README limits to original tools and notes","url":"https://github.com/nanofives/sc3kre/blob/main/LICENSE"},{"label":"Latest release page, which the maintainer identifies as a separate mods release","url":"https://github.com/nanofives/sc3kre/releases/tag/sc3mods-2026-10-12"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/nanofives/sc3kre"},{"label":"Project license file","url":"https://github.com/nanofives/sc3kre/blob/main/LICENSE"},{"label":"Latest project release","url":"https://github.com/nanofives/sc3kre/releases/tag/sc3mods-2026-10-12"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/nanofives/sc3kre/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1123194,"C":776049,"PowerShell":63707,"Java":43544},"source_url":"https://api.github.com/repos/nanofives/sc3kre/languages","evidence":"GitHub's official Languages endpoint reports Python as the largest tracked source total (1,123,194 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"scansnap-scan-native-macos","title":"ScanSnap","game":"Fujitsu ScanSnap and fi-series scanners, including S1500M, iX1600, iX1500, iX1400, and iX1300","platform":"Native macOS 26+ with direct USB scanner support","kind":"Reimplementation","status":"Native Swift app with an MIT license and a hardware compatibility matrix. The README marks S1500M and iX1600 as working/validated; iX1500, iX1400, and iX1300 reuse the same documented protocol profile but are explicitly not tested on their own hardware. Older S300-family acquisition paths remain preliminary.","summary":"Reimplements a modern native macOS scan application and direct USB protocol support for older Fujitsu ScanSnap and fi-series devices, with no vendor scanning utility in the scan path. The project identifies exact scanner models and separates physically tested profiles from inferred protocol-family compatibility.","project_url":"https://github.com/holgerkrupp/Scan","updated":"2026-10-15","strategy":"Native Swift scanner client with reverse-engineered direct USB protocol profiles","language":"English","source_available":"Public MIT source. Some scanner models require user-supplied firmware; the project says those firmware images are copyrighted and not bundled.","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"Legacy scanner desktop application reimplementation / native macOS driver","target_type":"Software","sources":[{"label":"Maintainer README: supported scanner models, hardware validation matrix, build, and firmware boundary","url":"https://github.com/holgerkrupp/Scan"},{"label":"Maintainer hardware test harness and per-model protocol tests","url":"https://github.com/holgerkrupp/Scan/tree/main/ScanTests"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":590469,"Objective-C":51864,"Shell":1144},"source_url":"https://api.github.com/repos/holgerkrupp/Scan/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/holgerkrupp/Scan reports 590,469 bytes of Swift, the largest language total (91.8% of 643,477 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"scarface-world-is-yours-macos-arm64-recomp","title":"Scarface: The World Is Yours Apple Silicon Recompilation","game":"Scarface: The World Is Yours (PC v1.00.2)","platform":"Windows PC x86 → macOS ARM64 (Apple Silicon)","kind":"Recompilation","status":"Experimental work in progress. The maintainer says gameplay works in development builds; audio, graphics, loading, compatibility, and performance still need improvement. The repository has no published release listed.","summary":"Static recompilation of the original Windows PC executable to a native Apple Silicon Mac app. The public repository includes generated C and build instructions; users must supply a matching v1.00.2 game installation, and no retail game files are included.","project_url":"https://github.com/dxcool222/Scarface-Recomp-macOS-Apple-Silicon","updated":"2026-10-16","strategy":"Static recompilation of the Windows x86 PC build for native macOS ARM64 execution","language":"","source_available":"Public source repository with generated C code and build instructions; requires the user's own matching v1.00.2 PC game files. No retail files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Apple Silicon port","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/dxcool222/Scarface-Recomp-macOS-Apple-Silicon"},{"label":"Maintainer README: platform, method, requirements, status, and game-data requirements","url":"https://github.com/dxcool222/Scarface-Recomp-macOS-Apple-Silicon#readme"},{"label":"Public X post that led to the repository verification","url":"https://x.com/dxcool223x/status/2109261408227762292"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":210576997,"C++":7254546,"Python":1015322,"Objective-C++":160122,"CMake":84611,"JavaScript":45533,"Shell":39234,"Java":25137,"HTML":9793,"GLSL":7036,"Objective-C":6145,"Makefile":838},"source_url":"https://api.github.com/repos/dxcool222/Scarface-Recomp-macOS-Apple-Silicon/languages","evidence":"GitHub's official Languages API returned these exact repository-wide byte totals on 2026-10-16. C is the largest category (210,576,997 bytes); the README confirms the repository includes generated C code. Totals include all recognized repository files and are not a custom-code-only or macOS-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"scarletnx-switch-arm64-static-recompiler","title":"ScarletNX ARM64 Recompiler and Nintendo Switch Runtime","game":"ScarletNX","platform":"Nintendo Switch ARM64 → x86-64 Linux, Windows, FreeBSD; Android arm64-v8a and x86_64; experimental Nintendo 3DS extraction only","kind":"Recompilation","status":"Active; the nightly release dated 2026-10-16 tracks commit 6595b28. The project statically recompiles Switch ARM64 code for the host CPU and provides a Switch HLE/runtime; Linux AArch64 ELF execution also runs without the Switch runtime. Android builds are documented for arm64-v8a and x86_64. The experimental 3DS path can extract decrypted CIA applications but cannot execute them yet. Game execution requires user-provided game content and keys, plus a Vulkan 1.3 driver.","summary":"GPL-3.0-or-later fork of MZ Labs’ SwitchRecomp, combining a static ARM64-to-x86 recompiler with Nintendo Switch HLE, host graphics and input services, and desktop and Android launchers. It also exposes the recompiler as a library and includes a CPU-only Linux ABI runtime. The user supplies game dumps and keys; the project does not include them.","project_url":"https://github.com/scarletnx/ScarletNX","updated":"2026-10-16","strategy":"Static ARM64-to-x86 code recompilation with console HLE; not a Proton-style graphics/API translation layer","language":"","source_available":"Public source under GPL-3.0-or-later; a 2026-10-16 nightly build is published. User-provided decrypted game files and keys are required for supported Switch content.","first_found":"2026-10-16","project_started":"2026-10-11","programming_language":"C","subtype":"Nintendo Switch static ARM64 recompiler/runtime; experimental 3DS extraction; Android support","target_type":"Software","sources":[{"label":"Maintainer README: project method, host support, Switch game requirements, and 3DS limits","url":"https://github.com/scarletnx/ScarletNX/blob/main/README.md"},{"label":"Maintainer Android documentation: ARM64 and x86_64 support, Android 5.0 minimum, Vulkan 1.3 game requirement","url":"https://github.com/scarletnx/ScarletNX/blob/main/docs/ANDROID.md"},{"label":"Maintainer 3DS status documentation: CIA extraction is supported, execution remains incomplete","url":"https://github.com/scarletnx/ScarletNX/blob/main/docs/3DS.md"},{"label":"Latest nightly release, dated 2026-10-16 and built from commit 6595b28","url":"https://github.com/scarletnx/ScarletNX/releases/tag/nightly"},{"label":"Repository metadata: project creation and latest push dates, license and repository identity","url":"https://api.github.com/repos/scarletnx/ScarletNX"},{"label":"License text (GPL-3.0-or-later)","url":"https://github.com/scarletnx/ScarletNX/blob/main/LICENSE"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/scarletnx/ScarletNX/languages"},{"label":"Upstream SwitchRecomp project from which ScarletNX is forked","url":"https://github.com/Mythrax-ZS/SwitchRecomp"}],"media":[{"kind":"image","label":"Wimsy, ScarletNX mascot and runtime icon","url":"https://raw.githubusercontent.com/scarletnx/ScarletNX/6595b28c6cec557fca9ddeffd95733aeefe4cc04/dist/wimsy.svg","preview_url":"https://raw.githubusercontent.com/scarletnx/ScarletNX/6595b28c6cec557fca9ddeffd95733aeefe4cc04/dist/wimsy.svg","source_url":"https://github.com/scarletnx/ScarletNX/blob/6595b28c6cec557fca9ddeffd95733aeefe4cc04/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5008238,"C++":320344,"Python":274671,"CMake":177226,"Shell":26498,"Pawn":21683,"PowerShell":7116,"Assembly":6972,"GLSL":1469},"source_url":"https://api.github.com/repos/scarletnx/ScarletNX/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 5,008,238 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"schism-tracker-impulse-tracker","title":"Schism Tracker","game":"Impulse Tracker for MS-DOS","platform":"Impulse Tracker for MS-DOS/i386 → Windows, macOS, and Linux (SDL 2 hosts)","kind":"Reimplementation","status":"The maintainer README describes stable builds for Windows, macOS, and Linux and links its release page. The README does not identify a latest release version.","summary":"Free and open-source reimplementation of Impulse Tracker, a sample-based music composition program. The project recreates the tracker workflow while basing its playback engine on a modified Modplug engine with documented playback changes.","project_url":"https://github.com/schismtracker/schismtracker","updated":"2026-10-15","strategy":"Application workflow reimplementation with a modified Modplug playback engine","language":"","source_available":"Public source repository (GPL-2.0) and stable release builds","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Music production tracker","target_type":"Software","sources":[{"label":"Maintainer README: reimplementation method, playback engine, host platforms, and downloads","url":"https://github.com/schismtracker/schismtracker#readme"},{"label":"Maintainer release page","url":"https://github.com/schismtracker/schismtracker/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3965584,"M4":42639,"Objective-C":38185,"Python":27495,"Makefile":20219,"Roff":10341,"Rez":5275,"Shell":2893,"Perl":2100},"source_url":"https://api.github.com/repos/schismtracker/schismtracker/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository schismtracker/schismtracker (repository API ID 58543204, https://github.com/schismtracker/schismtracker). The exact response reported 3,965,584 bytes of C, the largest category, out of 4,114,731 recognized-language bytes (96.4%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"scotch-macos-windows-compatibility","title":"Scotch","game":"Windows applications and games (multi-title)","platform":"Windows applications and games → Apple silicon macOS 26+; Wine uses Rosetta 2","kind":"API Translation","status":"The v1.2.2 release reports that all 16 runtime regression tests passed locally on macOS 27. It lists runtime pins and requirements; full GUI and manual QA are not reported.","summary":"Native SwiftUI app for managing Wine bottles and selectable graphics paths on Apple silicon Macs. It combines Wine with Apple's D3DMetal, DXVK through MoltenVK, DXMT, and Mesa Zink; Wine and those components perform the Windows API and graphics translation.","project_url":"https://github.com/S3bRR/Scotch","updated":"2026-10-16","strategy":"Wine compatibility orchestration with selectable Direct3D/OpenGL-to-Metal backends","language":"","source_available":"Public source repository; third-party components retain their own licenses","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"macOS Wine and graphics backend manager","target_type":"Software","sources":[{"label":"Scotch README: system requirements, backend versions and tested matrix","url":"https://github.com/S3bRR/Scotch"},{"label":"Latest Scotch release","url":"https://github.com/S3bRR/Scotch/releases/tag/v1.2.2"},{"label":"Scotch v1.2.2 release, requirements, pins, and validation details","url":"https://github.com/S3bRR/Scotch/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":455537,"Shell":11106,"C":9625},"source_url":"https://api.github.com/repos/S3bRR/Scotch/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/S3bRR/Scotch reports 455,537 bytes of Swift, the largest language total (95.6% of 476,268 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"scott-pilgrim-ps3-recomp","title":"Scott Pilgrim vs. The World: The Game PS3 Recompilation","game":"Scott Pilgrim vs. The World: The Game","platform":"PlayStation 3 EU PSN (NPEB00258, app v1.03) → Windows x64","kind":"Recompilation","status":"WIP, phase 2; README reports a native build that boots, opens a D3D12 window and reads all four game archives, but an audio SPU task stops loading before geometry or gameplay.","summary":"Static PPU/SPU recompilation of the original PS3/PSN binary; distinct from the later PC Complete Edition. The current blocker is an unlifted MultiStream audio SPU overlay; input is not started and gameplay is not verified.","project_url":"https://github.com/sp00nznet/scottpilgrim","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied NPEB00258 PSN package and game data required; game binaries/assets are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/scottpilgrim"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/scottpilgrim"},{"label":"Project README: exact PSN build, status and blocker","url":"https://github.com/sp00nznet/scottpilgrim#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6436,"Shell":5418,"PowerShell":3838,"CMake":3385},"source_url":"https://api.github.com/repos/sp00nznet/scottpilgrim/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (6,436 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"scott-pilgrim-complete-edition-switch-decomp","title":"Scott Pilgrim vs. The World: The Game – Complete Edition Switch Decompilation","game":"Scott Pilgrim vs. The World: The Game – Complete Edition","platform":"Nintendo Switch AArch64 (retail revision not independently identified)","kind":"Decompilation","status":"Matching reconstruction WIP. The maintainer reports 29,738 exact functions / 2,861,664 bytes, or 17.452721% of the original executable .text, using complete-function byte comparisons after checked standard ELF relocations. The whole game does not yet rebuild or boot; the retail revision, original Switch SDK/compiler revision, and many reconstructed names/ABIs remain unconfirmed.","summary":"A public C/C++ matching reconstruction of the Nintendo Switch Complete Edition. The repository includes source, build configuration, verification tools, and progress receipts; its reported function-level matches do not amount to a complete linked or bootable game. Original game files, assets, SDK files, and compiler installations are kept outside the repository.","project_url":"https://github.com/jwfeniello/scott-pilgrim-switch-decomp","updated":"2026-10-16","strategy":"Matching decompilation: reconstructed C/C++ functions are compiled and compared with complete original function extents after checked standard ELF relocations.","language":"","source_available":"Public reconstruction source, metadata, and verification tools. The README says original game files, assets, proprietary SDK files, and compiler installations are not distributed; the original ELF is locally supplied by each contributor.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch AArch64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: Switch target, exact progress snapshot, incomplete whole-game build, and unknown retail revision","url":"https://github.com/jwfeniello/scott-pilgrim-switch-decomp"},{"label":"Maintainer methodology: full-function byte comparison and verification controls","url":"https://github.com/jwfeniello/scott-pilgrim-switch-decomp/blob/main/docs/METHODOLOGY.md"},{"label":"Compiler profiles and unconfirmed original SDK/compiler details","url":"https://github.com/jwfeniello/scott-pilgrim-switch-decomp/blob/main/docs/COMPILERS.md"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/jwfeniello/scott-pilgrim-switch-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9445848,"C++":7961981,"Python":110145},"source_url":"https://api.github.com/repos/jwfeniello/scott-pilgrim-switch-decomp/languages","evidence":"Exact GitHub Languages API byte totals checked 2026-10-16. C is the largest reported bucket; the repository includes both C and C++ reconstruction sources and verification/tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"scp-containment-breach-wiiu-port","title":"SCP: Containment Breach Native Wii U Port","game":"SCP: Containment Breach v1.3.11","platform":"PC source → Wii U Aroma","kind":"Reimplementation","status":"Release v1.0.0 (2026-10-16); real Wii U playability and 55–60 fps at game start reported; full playthrough/later areas untested. README says v1.3.11 game files included under CC BY-SA 3.0.","summary":"BlitzBasic source translated ahead of time to C++ over a reimplemented Blitz3D runtime; direct Wii U GPU rendering. README states the included content is CC BY-SA 3.0; GitHub SPDX is unasserted.","project_url":"https://github.com/NanoBunTV/Wii-U-SCPCB","updated":"2026-10-16","strategy":"BlitzBasic-to-C++ translation with Blitz3D reimplementation","language":"","source_available":"Public source; the README says v1.3.11 game files are included under Creative Commons Attribution-ShareAlike 3.0. GitHub SPDX is unasserted.","first_found":"2026-10-16","project_started":null,"programming_language":"BlitzBasic","subtype":"Wii U native source reimplementation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/NanoBunTV/Wii-U-SCPCB#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/NanoBunTV/Wii-U-SCPCB"},{"label":"Release v1.0.0 (2026-10-16)","url":"https://github.com/NanoBunTV/Wii-U-SCPCB/releases/tag/v1.0.0"},{"label":"Current primary README","url":"https://github.com/NanoBunTV/Wii-U-SCPCB/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/NanoBunTV/Wii-U-SCPCB/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"BlitzBasic","breakdown":{"BlitzBasic":1824050,"C++":821892,"C":30602,"Python":12965,"CMake":11072,"PowerShell":10707,"GLSL":9948,"Clojure":1178,"Shell":649},"source_url":"https://api.github.com/repos/NanoBunTV/Wii-U-SCPCB/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"scramble-spirits-sega-master-system-portuguese","title":"Scramble Spirits Portuguese Translation","game":"Scramble Spirits","platform":"SEGA Master System","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Scramble Spirits on SEGA Master System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/scramble-spirits-portuguese-translation-sega-master-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/scramble-spirits-portuguese-translation-sega-master-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/scramble-spirits-portuguese-translation-sega-master-system","evidence":"The cataloged Romhack Plaza listing for Scramble Spirits Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Scramble Spirits Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"scummvm-mobile","title":"ScummVM Android and iOS ports","game":"Supported PC adventure games (multi-engine)","platform":"PC (MS-DOS/Windows/Linux) → Android/iOS","kind":"Reimplementation","status":"The official Android guide requires Android 4.1+ and says ScummVM has been tested through Android 16. Install is through Google Play or the downloads-page APK; package selection depends on 32/64-bit OS and chipset. Users provide the supported game's data. The docs do not enumerate individual tested phone models.","summary":"Native Android and iOS ports of the open-source ScummVM runtime. The current Android guide publishes both an OS floor and tested-version ceiling, describes architecture-aware APK selection, and states that game data comes from the user.","project_url":"https://github.com/scummvm/scummvm","updated":"2026-10-15","strategy":"Clean-room multi-engine reimplementation with native Android and iOS ports","language":"","source_available":"Public C++ source, current Android APKs, and signed iOS IPA download; supported game data is user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native mobile port / game interpreter","target_type":"Game","sources":[{"label":"Project source repository","url":"https://github.com/scummvm/scummvm"},{"label":"Official Android/iOS release downloads","url":"https://www.scummvm.org/en/downloads/"},{"label":"Official Android OS support, testing range, installation, and package selection","url":"https://docs.scummvm.org/en/latest/other_platforms/android.html"},{"label":"Game compatibility and data requirements","url":"https://www.scummvm.org/compatibility/"}],"media":[{"kind":"image","label":"Harlan Ellison: I Have No Mouth and I Must Scream (German fan translation)","url":"https://www.scummvm.org/data/screenshots/saga/ihnm/ihnm_dos_de_1_3_full.png","preview_url":"https://www.scummvm.org/data/screenshots/saga/ihnm/ihnm_dos_de_1_3_full.png","source_url":"https://www.scummvm.org/","discovered_on":"2026-10-16"},{"kind":"image","label":"Dungeon Master screenshot","url":"https://www.scummvm.org/data/screenshots/dm/dm/dm_dos_en_1_1.jpg","preview_url":"https://www.scummvm.org/data/screenshots/dm/dm/dm_dos_en_1_1.jpg","source_url":"https://www.scummvm.org/","discovered_on":"2026-10-16"},{"kind":"image","label":"Avalanche screenshot","url":"https://www.scummvm.org/data/screenshots/avalanche/avalanche/avalanche_dos_en_1_2.jpg","preview_url":"https://www.scummvm.org/data/screenshots/avalanche/avalanche/avalanche_dos_en_1_2.jpg","source_url":"https://www.scummvm.org/","discovered_on":"2026-10-16"},{"kind":"image","label":"Harvester screenshot","url":"https://www.scummvm.org/data/screenshots/harvester/harvester/harvester_dos_en_1_2.jpg","preview_url":"https://www.scummvm.org/data/screenshots/harvester/harvester/harvester_dos_en_1_2.jpg","source_url":"https://www.scummvm.org/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":207830582,"C":20732871,"Python":3280024,"Lua":638132,"Java":621451,"Assembly":620242,"Makefile":494856,"Objective-C++":219142,"HTML":195059,"Shell":123199,"Perl":103592,"Roff":82359,"Yacc":74944,"XSLT":74421,"Linker Script":48893,"JavaScript":30915,"Objective-C":22744,"VBScript":20515,"Lex":19773,"Awk":15874,"Ruby":10820,"REXX":8045,"Batchfile":7723,"Inno Setup":6922,"R":4587,"CSS":2919,"CMake":2273,"sed":432,"Smarty":324,"Hack":277},"source_url":"https://api.github.com/repos/scummvm/scummvm/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (207830582 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sd-gundam-world-gachapon-senshi-5-nintendo-entertainment-system-english","title":"SD Gundam World: Gachapon Senshi 5 English Translation","game":"SD Gundam World: Gachapon Senshi 5","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v1.0.2","summary":"English fan localization for SD Gundam World: Gachapon Senshi 5 on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/sd-gundam-world-gachapon-senshi-5-battle-of-universal-century-english-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/sd-gundam-world-gachapon-senshi-5-battle-of-universal-century-english-translation-nintendo-entertainment-system"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/sd-gundam-world-gachapon-senshi-5-battle-of-universal-century-english-translation-nintendo-entertainment-system","evidence":"The cataloged Romhack Plaza listing for SD Gundam World: Gachapon Senshi 5 English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for SD Gundam World: Gachapon Senshi 5 English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"sd-gundam-dimension-war-virtual-boy-recomp","title":"SD Gundam: Dimension War Recompiled","game":"SD Gundam - Dimension War","platform":"Virtual Boy → Windows x64","kind":"Recompilation","status":"Early prototype; v0.1.0 was published 2026-09-12. The maintainer reports the Japanese baseline built and checked through the opening tactical mission, with 40 checkpoints through frame 4,500 matching the Beetle oracle across ten state/output planes and no interpreter fallback. Later missions and endings have not received a complete playthrough or independent-oracle validation.","summary":"A static V810-to-C recompilation of SD Gundam - Dimension War (Japan) for Windows, built on the vbrecomp runtime and recomp-ui. The project includes optional English, color, and adaptive-widescreen mods. It does not include the game ROM or generated cartridge code; the matching Japanese Virtual Boy ROM is required.","project_url":"https://github.com/mstan/SDGundamDimensionWarVirtualBoyRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; requires the matching Japanese Virtual Boy ROM","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Virtual Boy static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, validation, and limits","url":"https://github.com/mstan/SDGundamDimensionWarVirtualBoyRecomp#readme"},{"label":"Maintainer release v0.1.0","url":"https://github.com/mstan/SDGundamDimensionWarVirtualBoyRecomp/releases/tag/v0.1.0"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mstan/SDGundamDimensionWarVirtualBoyRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":124284,"C++":18355,"PowerShell":7647,"CMake":4351},"source_url":"https://api.github.com/repos/mstan/SDGundamDimensionWarVirtualBoyRecomp/languages","evidence":"Exact repository-wide byte counts from the official GitHub REST Languages endpoint on 2026-10-16; Python is the largest category (124,284 of 154,637 recognized bytes). Repository-wide counts can include build scripts, tests, and other tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sd-gundam-operation-u-c-wonderswan-color-english","title":"SD Gundam: Operation U.C. English Translation","game":"SD Gundam: Operation U.C.","platform":"WonderSwan Color","kind":"Fan Localization","status":"Released; latest changelog version v0.9.2","summary":"English fan localization for SD Gundam: Operation U.C. on WonderSwan Color. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub releases page publishes patch assets (BPS except the PS1 Summon Night XDelta); no ROM/disc image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release repository and per-title changelog","url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mariovirgili/WonderSwanColor-AI_Translation/languages","evidence":"GitHub's official repository Languages API for mariovirgili/WonderSwanColor-AI_Translation returned this exact byte map on 2026-10-16: {}. No predominant language can be assigned.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response for mariovirgili/WonderSwanColor-AI_Translation was an explicit empty map ({}) on 2026-10-16; the repository exposes no language byte totals, so the predominant language remains unknown."}},{"id":"sdl-shadercross","title":"SDL_shadercross","game":"SDL GPU applications using portable shaders (multi-title)","platform":"HLSL or SPIR-V → DXBC, DXIL, SPIR-V, Metal Shading Language, or HLSL for SDL's GPU API; outputs depend on available compiler/runtime dependencies.","kind":"API Translation","status":"Active; the repository was pushed on 2026-09-03. It provides runtime and offline translation, with DXIL/DXBC outputs requiring platform/compiler dependencies documented by the project.","summary":"A shader translation library for SDL's GPU API. It can translate HLSL or SPIR-V at runtime into SDL GPU shader objects and provides a command-line offline path; it depends on SPIRV-Cross for SPIR-V translation and external DirectX or vkd3d components for some outputs.","project_url":"https://github.com/libsdl-org/SDL_shadercross","updated":"2026-10-15","strategy":"Multi-target shader translation for SDL GPU","language":"","source_available":"Public source (zlib)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SDL GPU shader translation library","target_type":"Software","sources":[{"label":"SDL_shadercross README, inputs, outputs, and dependencies","url":"https://github.com/libsdl-org/SDL_shadercross"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":172539,"Perl":154175,"CMake":76149,"Shell":2472,"Python":1761,"HLSL":461},"source_url":"https://api.github.com/repos/libsdl-org/SDL_shadercross/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository libsdl-org/SDL_shadercross (repository API ID 831035479, https://github.com/libsdl-org/SDL_shadercross). The exact response reported 172,539 bytes of C, the largest category, out of 407,557 recognized-language bytes (42.3%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sdlpop-dreamcast-port","title":"SDLPoP Dreamcast Port","game":"Prince of Persia (1989 DOS version)","platform":"DOS PC disassembly → SDLPoP reimplementation → Sega Dreamcast","kind":"Reimplementation","status":"The repository contains a Dreamcast/KallistiOS build recipe and SDL2 Dreamcast setup steps. It identifies itself as an open-source port based on the DOS disassembly; the README does not give a real-hardware test or full-game result.","summary":"Sega Dreamcast port of SDLPoP, the Prince of Persia implementation based on the original DOS disassembly, with Dreamcast build support and additional project-specific features.","project_url":"https://github.com/Memorix101/SDLPoP-Dreamcast","updated":"2026-10-15","strategy":"Adapt the SDLPoP source to SDL2 and KallistiOS for a native Dreamcast build","language":"","source_available":"Public source repository with Dreamcast build instructions; the DOS-origin game data is not identified as included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Dreamcast source port","target_type":"Game","sources":[{"label":"Maintainer README: Dreamcast target, KallistiOS build recipe, and disassembly lineage","url":"https://github.com/Memorix101/SDLPoP-Dreamcast"},{"label":"Upstream SDLPoP source project","url":"https://github.com/NagyD/SDLPoP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1590582,"C++":283234,"Shell":4563,"CMake":4473,"Batchfile":3241,"Makefile":1293,"Python":1043},"source_url":"https://api.github.com/repos/Memorix101/SDLPoP-Dreamcast/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Memorix101/SDLPoP-Dreamcast reports 1,590,582 bytes of C, the largest language total (84.2% of 1,888,429 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sdlpop-vita-enhanced","title":"SDLPoP Vita Enhanced","game":"Prince of Persia (1989 DOS version)","platform":"DOS PC disassembly → SDLPoP reimplementation → PlayStation Vita","kind":"Reimplementation","status":"The repository documents a Vita VPK build and VitaSDK installation. Original game data must be supplied separately; music is disabled by default on Vita. The README does not state a complete-game test result.","summary":"Enhanced PS Vita port of SDLPoP, an open-source Prince of Persia implementation based on the DOS game disassembly. Vita-specific configuration covers the game dataset, palette, and controls.","project_url":"https://github.com/theheroGAC/SDLPoP-Vita-Enhanced","updated":"2026-10-15","strategy":"Port SDLPoP's C implementation to VitaSDK and add Vita display, input, and dataset options","language":"","source_available":"Public source repository and Vita build instructions; original Prince of Persia data files are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: DOS disassembly lineage, Vita installation, data requirements, and build commands","url":"https://github.com/theheroGAC/SDLPoP-Vita-Enhanced"},{"label":"Upstream SDLPoP source project","url":"https://github.com/NagyD/SDLPoP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1219344,"CMake":6609,"Batchfile":2401,"Makefile":928,"Shell":342},"source_url":"https://api.github.com/repos/theheroGAC/SDLPoP-Vita-Enhanced/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/theheroGAC/SDLPoP-Vita-Enhanced reports 1,219,344 bytes of C, the largest language total (99.2% of 1,229,624 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sdltrs-trs80-emulator","title":"SDLTRS","game":"TRS-80 Model I, III, 4/4P and related compatible systems","platform":"TRS-80 and supported clones → SDL/SDL2 desktop hosts; README documents Windows binaries and Debian packages and says the SDL2 branch supports SDL-library platforms","kind":"Emulator","status":"GitLab last activity: 2026-10-15. The README lists version 1.2.35 Windows binaries and Debian packages and recommends the SDL2 branch for modern systems.","summary":"An updated SDL-based TRS-80 emulator with broad Model I/III/4/4P and clone support, including EACA, Prologica, and TCS systems. The maintained SDL2 branch adds hardware rendering and a resizable window; the project also documents extensive peripheral and expansion emulation.","project_url":"https://gitlab.com/jengun/sdltrs","updated":"2026-10-15","strategy":"Software emulation of TRS-80 models and related clones through SDL; the maintainer identifies the SDL2 branch as the recommended version.","language":"","source_available":"Public BSD 2-Clause source repository with Windows binaries and Debian packages documented by the maintainer.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"TRS-80 family and clone emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported models and clones, SDL2 branch, binaries, and packages","url":"https://gitlab.com/jengun/sdltrs/-/blob/master/README.md"},{"label":"SDL2 branch: rendering, window behavior, and platform package notes","url":"https://gitlab.com/jengun/sdltrs/-/tree/sdl2"},{"label":"GitLab project metadata: default branch and last activity date","url":"https://gitlab.com/api/v4/projects/jengun%2Fsdltrs"},{"label":"GitLab language byte totals","url":"https://gitlab.com/api/v4/projects/jengun%2Fsdltrs/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":87.83,"HTML":9.73,"Roff Manpage":1.14,"Makefile":0.36,"CMake":0.31},"source_url":"https://gitlab.com/api/v4/projects/jengun%2Fsdltrs/languages","evidence":"Official GitLab project Languages API returned HTTP 200 on 2026-10-16; its exact language percentage map reports 87.83% for C, the largest category. GitLab publishes percentages for this endpoint, not byte totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"seabios-x86-legacy-bios","title":"SeaBIOS x86 Legacy BIOS Implementation","game":"IBM PC-compatible x86 legacy BIOS firmware","platform":"IBM PC-compatible x86 firmware → legacy BIOS implementation; tested with QEMU and usable as a coreboot payload","kind":"Reimplementation","status":"Maintained source project; its public read-only GitHub mirror shows updates through 2026-07-31. The project README documents building and booting it under QEMU; no formal GitHub releases were listed at review time.","summary":"SeaBIOS is an open-source implementation of the legacy x86 BIOS interface. It can be built as a QEMU BIOS image or used as a coreboot payload; hardware support depends on the host firmware and platform. Source code is published upstream under mixed GPL-3.0/LGPL-3.0 terms.","project_url":"https://seabios.org/","updated":"2026-10-16","strategy":"Independent x86 legacy BIOS implementation","language":"","source_available":"Public source repository; upstream Git mirror is read-only on GitHub","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PC system BIOS","target_type":"Software","sources":[{"label":"Official SeaBIOS project and developer documentation","url":"https://seabios.org/Developer_Documentation.html"},{"label":"SeaBIOS source repository mirror and build instructions","url":"https://github.com/coreboot/seabios"},{"label":"Upstream source repository","url":"https://git.seabios.org/seabios.git"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2082446,"Python":57861,"C++":52435,"Assembly":28141,"Makefile":22490,"Yacc":15395,"Perl":15187,"Shell":10369,"Lex":6684},"source_url":"https://api.github.com/repos/coreboot/seabios/languages","evidence":"Official GitHub REST Languages API breakdown for coreboot/seabios: source-code bytes are {\"Assembly\": 28141, \"C\": 2082446, \"C++\": 52435, \"Lex\": 6684, \"Makefile\": 22490, \"Perl\": 15187, \"Python\": 57861, \"Shell\": 10369, \"Yacc\": 15395}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mumble-secret-of-mana-it","title":"Secret of Mana Italian Retranslation","game":"Secret of Mana","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; v2.00 released 2026-04-19","summary":"Updated Italian text patch. The maintainer distributes separate IPS patches for identified US and European ROM releases.","project_url":"https://www.mumble.romhacking.it/som.html","updated":"2026-04-19","strategy":"Fan translation patch","language":"Italian","source_available":"IPS patches","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Project page and release status","url":"https://www.mumble.romhacking.it/som.html"},{"label":"Patch readme; supported ROMs and checksums","url":"https://www.mumble.romhacking.it/readmes/som-readme.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.mumble.romhacking.it/som.html","evidence":"The maintainer page identifies an Italian SNES translation and offers IPS patches with a readme; it does not publish a code repository or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes ROM patches rather than a code repository with language totals; no predominant programming language can be assigned."}},{"id":"emulator-mister-devel-s32x-mister","title":"Sega 32X add-on hardware MiSTer FPGA Core","game":"Sega 32X add-on hardware","platform":"Sega 32X add-on hardware on MiSTer FPGA","kind":"Emulator","status":"README says most games are playable, with known audio/graphics bugs and saves/cheats not implemented. README says most games are playable, with known graphics/audio issues and no save/cheat support; no published GitHub release was listed; source repository was last pushed 2026-10-10.","summary":"FPGA system-emulation core for Sega 32X add-on hardware on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/S32X_MiSTer","updated":"2026-10-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/S32X_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/S32X_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/S32X_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/S32X_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":892932,"Verilog":641635,"VHDL":305721,"Tcl":23997,"Batchfile":672,"Python":257},"source_url":"https://api.github.com/repos/MiSTer-devel/S32X_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 892,932 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-sega-g80v","title":"Sega G80V Color Vector Arcade MiSTer Core","game":"Sega G80V vector arcade games: Space Fury, Eliminator, Star Trek, Tac/Scan, and Zektor","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-09-24, with archived=false and fork=false. An FPGA implementation of Sega G80 color-vector arcade hardware for MiSTer, currently supporting Space Fury, Eliminator, Star Trek, Tac/Scan, and Zektor. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"An FPGA implementation of Sega G80 color-vector arcade hardware for MiSTer, currently supporting Space Fury, Eliminator, Star Trek, Tac/Scan, and Zektor.","project_url":"https://github.com/MiSTer-devel/Arcade-SegaG80V_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Sega G80V vector arcade games: Space Fury, Eliminator, Star Trek, Tac/Scan, and Zektor; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains COPYING; its text begins with the GNU General Public License 3.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2026-08-14","programming_language":"Verilog","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-SegaG80V_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SegaG80V_MiSTer/main/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SegaG80V_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-SegaG80V_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SegaG80V_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SegaG80V_MiSTer/main/COPYING"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":1180501,"SystemVerilog":762431,"VHDL":107940,"Tcl":23570,"Batchfile":672,"Wolfram Language":294},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-SegaG80V_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lindbergh-loader","title":"SEGA Lindbergh Emulator","game":"SEGA Lindbergh arcade software","platform":"Linux x86-64 hosts with Intel, NVIDIA, or AMD graphics; JVS and networking support varies by setup","kind":"Emulator","status":"Active; latest release v2.1.4 (2026-02-24); repository updated 2026-08-12. Project guide lists supported game revisions and GPU compatibility. GitHub reports no simple SPDX license.","summary":"A Linux compatibility runtime replacing SEGA Lindbergh arcade hardware interfaces. 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-saturn-mister","title":"Sega Saturn MiSTer FPGA Core","game":"Sega Saturn","platform":"Sega Saturn on MiSTer FPGA","kind":"Emulator","status":"README says the core has matured substantially; known issues and limitations remain tracked in the issue list. README says the core has matured substantially and tracks known limitations in the issue list; no published GitHub release was listed; source repository was last pushed 2026-09-16.","summary":"FPGA system-emulation core for Sega Saturn on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Saturn_MiSTer","updated":"2026-09-16","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Saturn_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Saturn_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Saturn_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Saturn_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1737827,"Verilog":333264,"VHDL":122404,"Tcl":23835,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Saturn_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 1,737,827 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sega-superstars-tennis-xbox360-rematch-recomp","title":"Sega Superstars Tennis ReMatch Xbox 360 Recompilation","game":"Sega Superstars Tennis (Xbox 360)","platform":"Xbox 360 → Windows 10/11 x64, Direct3D 12","kind":"Recompilation","status":"Pre-release v0.4 package is published. The README documents the native renderer, settings, and keyboard/mouse support but does not state a specific gameplay test scope or campaign progress.","summary":"Uses ReXGlue v0.10.0 to statically recompile the Xbox 360 game code to native x64 and supplies a Direct3D 12 renderer that translates Xbox shaders. Players provide their own legally obtained Xbox 360 game files with default.xex in the assets directory; the exact supported regional/revision build is not identified in the README.","project_url":"https://github.com/m1ndcrap/Sega-Superstars-Tennis-ReMatch","updated":"2026-10-15","strategy":"ReXGlue v0.10.0 static PowerPC-to-C++ recompilation with a native Direct3D 12 shader translation renderer","language":"","source_available":"Public source and v0.4 pre-release package; user must provide their own Xbox 360 game files; no game assets are included in the package.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation and native Windows renderer","target_type":"Game","sources":[{"label":"Maintainer README: method, input requirements, and documented features","url":"https://github.com/m1ndcrap/Sega-Superstars-Tennis-ReMatch#readme"},{"label":"Pre-release v0.4","url":"https://github.com/m1ndcrap/Sega-Superstars-Tennis-ReMatch/releases/tag/v0.4"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/m1ndcrap/Sega-Superstars-Tennis-ReMatch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1052118,"CMake":19692},"source_url":"https://api.github.com/repos/m1ndcrap/Sega-Superstars-Tennis-ReMatch/languages","evidence":"Official GitHub REST Languages API breakdown for m1ndcrap/Sega-Superstars-Tennis-ReMatch: source-code byte counts are {\"C++\": 1052118, \"CMake\": 19692}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-sega-system1","title":"Sega System 1 Arcade MiSTer Core","game":"Sega System 1 arcade games, including 4-D Warriors, Flicky, Wonder Boy, Pitfall II, Sega Ninja, and 13 other README-listed titles","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-07-15, with archived=false and fork=false. A MiSTer FPGA core for Sega System 1. Its README lists 18 currently implemented games and three not yet implemented. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository. README lists 18 implemented and three not-yet-implemented games; save support has exceptions.","summary":"A MiSTer FPGA core for Sega System 1. Its README lists 18 currently implemented games and three not yet implemented.","project_url":"https://github.com/MiSTer-devel/Arcade-SEGASYS1_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Sega System 1 arcade games, including 4-D Warriors, Flicky, Wonder Boy, Pitfall II, Sega Ninja, and 13 other README-listed titles; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 3.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2020-11-15","programming_language":"Verilog","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-SEGASYS1_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SEGASYS1_MiSTer/main/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SEGASYS1_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-SEGASYS1_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SEGASYS1_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SEGASYS1_MiSTer/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":364593,"VHDL":272314,"SystemVerilog":151568,"Tcl":22648,"Batchfile":586},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-SEGASYS1_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-sega-vco","title":"Sega VCO Arcade MiSTer Core","game":"Sega VCO arcade board family: Turbo and Buck Rogers: Planet of Zoom","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-10-03, with archived=false and fork=false. A MiSTer FPGA core for Sega VCO arcade board hardware, running Turbo and the unencrypted Buck Rogers: Planet of Zoom set on one bitstream. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for Sega VCO arcade board hardware, running Turbo and the unencrypted Buck Rogers: Planet of Zoom set on one bitstream.","project_url":"https://github.com/MiSTer-devel/Arcade-SegaVCO_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Sega VCO arcade board family: Turbo and Buck Rogers: Planet of Zoom; target is MiSTer-compatible FPGA hardware. 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Current releases provide DCP for GDI images and xdelta for CDI images.","summary":"English translation patch for the Japan-only Sega Dreamcast RPG. The v1.1 release adds debug-mode accessibility and text fixes; its current format options are DCP for GDI and xdelta for CDI (the GDI xdelta option was removed). The maintainer README describes translated dialogue, cutscenes, credits, interface textures, and VMU metadata.","project_url":"https://github.com/ExxistanceDC/Segagaga-English-Translation","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Maintainer source repository and v1.1 patch assets: DCP for GDI images and xdelta for CDI images; no game image is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"Existing catalog repository is a fork of the maintainer source","url":"https://github.com/sega-dreamcast/segagaga-english-translation"},{"label":"Original maintainer repository and full translation documentation","url":"https://github.com/ExxistanceDC/Segagaga-English-Translation#readme"},{"label":"v1.1 release: release date, patch formats, and changes","url":"https://github.com/ExxistanceDC/Segagaga-English-Translation/releases/tag/v1.1"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/ExxistanceDC/Segagaga-English-Translation/main/README.md"}],"media":[{"kind":"image","label":"SEGAGAGA English patch screenshot from the project README gallery (row 1, image 1)","url":"https://github.com/user-attachments/assets/9fd1ba5d-f831-4622-a516-c68865e4438b","preview_url":"https://github.com/user-attachments/assets/9fd1ba5d-f831-4622-a516-c68865e4438b","source_url":"https://github.com/ExxistanceDC/Segagaga-English-Translation/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SEGAGAGA English patch screenshot from the project README gallery (row 1, image 2)","url":"https://github.com/user-attachments/assets/e2680ade-6f65-49b4-be05-d2242670fb9d","preview_url":"https://github.com/user-attachments/assets/e2680ade-6f65-49b4-be05-d2242670fb9d","source_url":"https://github.com/ExxistanceDC/Segagaga-English-Translation/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SEGAGAGA English patch screenshot from the project README gallery (row 2, image 1)","url":"https://github.com/user-attachments/assets/88947cfc-bcf5-419e-8bc4-cf9d583a8b37","preview_url":"https://github.com/user-attachments/assets/88947cfc-bcf5-419e-8bc4-cf9d583a8b37","source_url":"https://github.com/ExxistanceDC/Segagaga-English-Translation/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Segagaga-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"segasonic-switch-recomp","title":"SegaSonic the Hedgehog Nintendo Switch Static Recompilation","game":"SegaSonic the Hedgehog","platform":"Sega System 32 → Nintendo Switch homebrew","kind":"Recompilation","status":"Version v21 was released 2026-10-11. The maintainer says a tester completed the main campaign on a physical Nintendo Switch OLED and confirmed two-player split Joy-Con controls. Audio distortion remains possible; the main V60 code is statically recompiled, while the auxiliary Z80 sound program still uses an instruction-level core.","summary":"A binary-only Switch release that statically recompiles SegaSonic The Hedgehog’s main V60 program and supplies a native SDL2/libnx runtime. The README explicitly distinguishes this from emulating the entire arcade system: the sound Z80 and sound devices still use an instruction-level/software model. No source license is asserted.","project_url":"https://github.com/UnseenSonic/segasonic-recompiled","updated":"2026-10-16","strategy":"Static recompilation of the main V60 program into a native Nintendo Switch homebrew runtime; auxiliary Z80 audio remains instruction-level emulation","language":"","source_available":"No public source code is listed; the repository provides a packaged Switch release and documentation. No project license is asserted.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Nintendo Switch static recompilation","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/UnseenSonic/segasonic-recompiled#readme"},{"label":"Maintainer release v21","url":"https://github.com/UnseenSonic/segasonic-recompiled/releases/tag/v21"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/UnseenSonic/segasonic-recompiled"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/UnseenSonic/segasonic-recompiled/languages"},{"label":"Current primary README","url":"https://github.com/UnseenSonic/segasonic-recompiled/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/UnseenSonic/segasonic-recompiled/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"segasonic-system32-decomp","title":"SegaSonic the Hedgehog System 32 Decompilation","game":"SegaSonic the Hedgehog","platform":"Sega System 32 arcade","kind":"Decompilation","status":"The public repository was created 2026-10-13 and received source updates through 2026-10-16; no GitHub release is listed. Its README says the V60 game program is decompiled into readable C, built natively without a CPU emulator, and compared frame by frame against a MAME reference across maintainer-authored control scenarios. Windows is tested; Linux/macOS are not yet tested.","summary":"A readable C decompilation and native host build of SegaSonic the Hedgehog for Sega System 32. The project keeps MAME as a reference/test oracle rather than running the game through MAME, and requires the user to supply a matching ROM set; game data is not included.","project_url":"https://github.com/cheviman/segasonic-decomp","updated":"2026-10-16","strategy":"V60 reverse engineering into readable C, native C build, and frame-by-frame reference comparison","language":"","source_available":"Public BSD-3-Clause source and build/test tools; users supply their own matching ROM set, and the repository does not distribute game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Sega System 32 arcade decompilation and native C port","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/cheviman/segasonic-decomp#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/cheviman/segasonic-decomp"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/cheviman/segasonic-decomp/languages"},{"label":"Current primary README","url":"https://github.com/cheviman/segasonic-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3088196,"Python":1261138,"C++":856383,"CMake":8925,"Assembly":1818},"source_url":"https://api.github.com/repos/cheviman/segasonic-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-arcade-seibu-cup-soccer","title":"Seibu Cup Soccer MiSTer Core","game":"Seibu Cup Soccer, Olympic Soccer ’92 and documented compatible sets","platform":"Seibu legionna.cpp arcade hardware family on MiSTer FPGA","kind":"Emulator","status":"The maintainer released v1.0 on 2026-09-13. README says the core boots and plays, has been checked against the original PCB, and implements video, audio, four-player inputs, DIP switches and COP3 for six playable sets.","summary":"SystemVerilog FPGA reimplementation of Seibu Cup Soccer arcade hardware, including the SEI300/COP3 coprocessor, from program-ROM behavior, MAME references and observation on original hardware. The original maintainer repository is rmonic79; MiSTer-devel hosts a forked distribution mirror. ROM images are not included.","project_url":"https://github.com/rmonic79/Arcade-SeibuCupSoccer_MiSTer","updated":"2026-09-13","strategy":"MiSTer FPGA hardware reimplementation of Seibu Cup Soccer and related Seibu legionna.cpp hardware.","language":"","source_available":"Public GPL-3.0-or-later (README/LICENSE) source repository. GPL-3.0-or-later RTL source. README says original ROM data is not included and users must provide legally obtained copies; game data rights are separate.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/rmonic79/Arcade-SeibuCupSoccer_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/rmonic79/Arcade-SeibuCupSoccer_MiSTer/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/rmonic79/Arcade-SeibuCupSoccer_MiSTer"},{"label":"GitHub license file","url":"https://github.com/rmonic79/Arcade-SeibuCupSoccer_MiSTer/blob/master/LICENSE"},{"label":"Latest GitHub release (v1.0)","url":"https://github.com/rmonic79/Arcade-SeibuCupSoccer_MiSTer/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":1004930,"Verilog":862790,"VHDL":237087,"Tcl":31707,"Fortran":636,"MATLAB":527},"source_url":"https://api.github.com/repos/rmonic79/Arcade-SeibuCupSoccer_MiSTer/languages","evidence":"Official GitHub Languages API reports 1,004,930 bytes of SystemVerilog as the largest language count (47.0% of 2,137,677 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sem86-x86-research","title":"Sem86","game":"x86 PC operating systems and software from user-supplied disk images","platform":"x86 full-system PC emulation","kind":"Emulator","status":"Research project; the maintainer says it is not ready for production use. The README lists Linux and Android hosts and gives a Windows 98 boot example. The repository was last pushed 2026-08-21; GitHub lists no formal release as of 2026-10-15.","summary":"Full-system x86 emulator that loads instruction semantics from a runtime input file instead of hard-coding them. Its README demonstrates booting a guest with a user-supplied disk image and labels the project research-only.","project_url":"https://github.com/libLISA/Sem86","updated":"2026-08-21","strategy":"x86 full-system emulation with runtime-loaded instruction semantics","language":"","source_available":"Yes; public AGPL-3.0 source repository","first_found":"2026-10-15","project_started":"","programming_language":"Rust","subtype":"Research x86 full-system emulator","target_type":"Software","sources":[{"label":"Maintainer README: x86 scope, Linux/Android hosts, boot example, and research-status warning","url":"https://github.com/libLISA/Sem86/blob/main/README.md"},{"label":"GitHub repository metadata: source activity, language, and AGPL-3.0 license","url":"https://api.github.com/repos/libLISA/Sem86"},{"label":"GitHub releases endpoint; no formal releases listed when checked 2026-10-15","url":"https://api.github.com/repos/libLISA/Sem86/releases?per_page=1"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/libLISA/Sem86/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":2700973,"C":1696630,"Makefile":98690,"HTML":87141,"Kotlin":53583,"Assembly":18956,"WGSL":10872,"RenderScript":1},"source_url":"https://api.github.com/repos/libLISA/Sem86/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/libLISA/Sem86 reports 2,700,973 bytes of Rust, the largest language total (57.9% of 4,666,846 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"senmomo-windows-en","title":"Senmomo English Patch","game":"Sen no Hatou, Tsukisome no Kouki","platform":"Windows PC (BGI engine)","kind":"Fan Localization","status":"Released; v1.0.0, with separate packages for the DMM download edition and DRM-free editions.","summary":"English fan translation for the Japanese visual novel Senmomo. The patch supplies translated narration, UI, graphics, and video assets, plus a proxy DLL and modified initialization script to load the patch.","project_url":"https://www.operationbellflower.com/","updated":"2026-10-16","strategy":"Fan text, UI, graphics, and video localization patch","language":"English","source_available":"Project site and its GitHub mirror distribute patch ZIPs; the game is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Windows visual-novel translation","target_type":"Game","sources":[{"label":"Operation Bellflower project home: identifies the English fan-translation effort","url":"https://www.operationbellflower.com/"},{"label":"Project patch page: edition-specific downloads and installation notes","url":"https://www.operationbellflower.com/patches"},{"label":"Project GitHub mirror: v1.0.0 patch release and separate ZIP packages","url":"https://github.com/Operation-Bellflower/senmomo-patch/releases/tag/1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":{},"source_url":"https://api.github.com/repos/Operation-Bellflower/senmomo-patch/languages","evidence":"The official GitHub Languages REST endpoint returned an empty object for the patch mirror.","verified_at":"2026-10-16","reason_unknown":"The official endpoint returned no recognized-language byte counts, so no predominant programming language can be assigned from that source."}},{"id":"serial-experiments-lain-switch-port","title":"Serial Experiments Lain Nintendo Switch Port (lainNX)","game":"Serial Experiments Lain","platform":"PlayStation → Nintendo Switch homebrew","kind":"Reimplementation","status":"Latest listed Switch release is v0.4.4-nx.6 (2026-08-20). The README still lists unfinished features and bugs, including video resume after sleep and incomplete interface/zoom/aspect behavior. The Switch app uses lainTSX's offline data package rather than loading a PS1 disc image at runtime.","summary":"Game-specific Switch adaptation of lainTSX, a browser-based implementation of Serial Experiments Lain, using nx.js and three.js. Build-time asset extraction from the original discs is documented; game assets are not bundled in the source repository.","project_url":"https://github.com/amydevs/lainNX","updated":"2026-10-15","strategy":"Port of a game-specific JavaScript/three.js implementation","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"TypeScript","subtype":"Nintendo Switch homebrew; lainTSX data-package runtime","target_type":"Game","sources":[{"label":"Project README, source-data workflow, and known limitations","url":"https://github.com/amydevs/lainNX/blob/master/README.md"},{"label":"Switch release v0.4.4-nx.6","url":"https://github.com/amydevs/lainNX/releases/tag/v0.4.4-nx.6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":444148,"JavaScript":146685,"GLSL":17499,"CSS":10517,"Kaitai Struct":1304},"source_url":"https://api.github.com/repos/amydevs/lainNX/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository amydevs/lainNX (repository API ID 1279971002, https://github.com/amydevs/lainNX). The exact response reported 444,148 bytes of TypeScript, the largest category, out of 620,153 recognized-language bytes (71.6%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"serial-experiments-lain-psx-decomp-port","title":"Serial Experiments Lain PSX Decompilation and Native Port","game":"Serial Experiments Lain","platform":"PlayStation (two discs) → Windows, macOS Apple silicon, Linux x86-64","kind":"Decompilation","status":"All 321 functions compile to original bytes and the executable is byte-identical; native client plays both sites, all voice sessions and movies, disc swap and all four endings. v0.2.0 (2026-10-01).","summary":"Builds from user dumps of both original discs; client includes modern resolution, controls, save cards, subtitles and mods.","project_url":"https://github.com/Y0oshi/lain-psx-decompiled","updated":"2026-10-15","strategy":"Matching C decompilation using PsyQ plus a native port that runs the same logic over a PlayStation SDK reimplementation.","language":"C","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching c decompilation using psyq plus a native port that runs the same logic over a playstation s","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Y0oshi/lain-psx-decompiled"},{"label":"Verified release or build","url":"https://github.com/Y0oshi/lain-psx-decompiled/releases/tag/v0.2.0"},{"label":"Project owner releases","url":"https://github.com/Y0oshi/lain-psx-decompiled/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Y0oshi/lain-psx-decompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2510663,"C++":441557,"Python":77489,"Assembly":55087,"Shell":18976,"CMake":14334,"BitBake":11826,"Makefile":3254,"Dockerfile":2164,"Lua":1369},"source_url":"https://api.github.com/repos/Y0oshi/lain-psx-decompiled/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 2,510,663 bytes; the manifest breakdown contains all 10 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sfemu-cps1","title":"sfemu","game":"Street Fighter I and Street Fighter II arcade software","platform":"Capcom Play System (CPS-1); Street Fighter I and II board configurations","kind":"Emulator","status":"Experimental; v0.1.0 was released 2026-08-29, and the repository's latest push was also 2026-08-29. The README documents a Street Fighter II World 910214 gameplay capture and a separate Street Fighter I board driver; later maintenance and a complete host-platform matrix are unclear. Users supply their own MAME-format ROM sets.","summary":"Source-available Rust emulator for Street Fighter I and II on CPS-1 hardware. It implements 68000 and Z80 CPU cores, graphics, and sound devices; the repository includes no game ROMs.","project_url":"https://github.com/lichen79/sfemu","updated":"2026-08-29","strategy":"CPS-1 hardware emulation with Street Fighter-specific board drivers","language":"","source_available":"Yes; public MIT-licensed source repository; game ROMs are not included","first_found":"2026-10-15","project_started":"","programming_language":"Rust","subtype":"Arcade emulator (CPS-1; limited title scope)","target_type":"Software","sources":[{"label":"Maintainer README: supported title configurations, hardware, ROM policy, and project-reported demo/status","url":"https://github.com/lichen79/sfemu"},{"label":"Maintainer v0.1.0 release","url":"https://github.com/lichen79/sfemu/releases/tag/v0.1.0"},{"label":"GitHub repository metadata: last push and license","url":"https://api.github.com/repos/lichen79/sfemu"},{"label":"GitHub language breakdown for the source repository","url":"https://api.github.com/repos/lichen79/sfemu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":4044896,"Python":178691,"C++":26147},"source_url":"https://api.github.com/repos/lichen79/sfemu/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/lichen79/sfemu reports 4,044,896 bytes of Rust, the largest language total (95.2% of 4,249,734 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-sgiindy-mister","title":"SGI Indy IP24 workstation MiSTer FPGA Core","game":"SGI Indy IP24 workstation","platform":"SGI Indy IP24 workstation on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-29.","summary":"FPGA system-emulation core for SGI Indy IP24 workstation on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/SGIIndy_MiSTer","updated":"2026-09-29","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/SGIIndy_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/SGIIndy_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/SGIIndy_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/SGIIndy_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4587299,"SystemVerilog":1210560,"C":943519,"VHDL":703274,"Verilog":498864,"Python":271805,"Shell":199249,"Makefile":37441,"Tcl":25627,"Assembly":16981,"Linker Script":4761,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/SGIIndy_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,587,299 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ido-static-recomp","title":"SGI IRIX IDO 5.3/7.1 Static Recompilation","game":"SGI IRIX IDO C toolchain (5.3 and 7.1)","platform":"SGI IRIX IDO 5.3/7.1 programs → Linux and macOS native host builds; macOS supports universal ARM64/x86-64","kind":"Recompilation","status":"The README documents builds for selected IDO 5.3 and 7.1 compiler tools on Linux and macOS. It does not quantify per-tool conformance or state a release/stability level.","summary":"Statically recompiles selected SGI IRIX IDO compiler and linker programs into C for modern Linux and macOS hosts. The README lists tools including cc, cfe, uopt, as0/as1, ld and strip. The public repository contains the recompiler and build system; its README does not state the redistribution status of upstream IDO input binaries.","project_url":"https://github.com/decompals/ido-static-recomp","updated":"2026-10-15","strategy":"Static binary-to-C recompilation of selected IRIX toolchain programs","language":"","source_available":"Public recompiler/source repository; redistribution status of upstream IDO input binaries is not stated in the README","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Compiler and linker toolchain","target_type":"Software","sources":[{"label":"Maintainer README: IDO versions, selected programs, host platforms, and build commands","url":"https://github.com/decompals/ido-static-recomp/blob/main/README.md"},{"label":"Maintainer documentation: IRIX path redirection in the recompiled tools","url":"https://github.com/decompals/ido-static-recomp/blob/main/DOCS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":437466,"C":375112,"Python":25036,"Assembly":17454,"Makefile":13113,"Pawn":4683},"source_url":"https://api.github.com/repos/decompals/ido-static-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 437,466 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sgi-o2-ip32-prom-v418-decompilation","title":"SGI O2 (IP32) PROM Firmware Decompilation","game":"Silicon Graphics O2 (IP32) boot PROM firmware v4.18","platform":"Silicon Graphics O2 MIPS workstation boot PROM; Rust decompiler and MIPS GNU assembly toolchain on a host system","kind":"Decompilation","status":"The maintainer reports testing against PROM v4.18. The pipeline generates annotated MIPS assembly and verifies a reassembled image byte-for-byte against the user-supplied PROM. The repository was created 2025-11-27 and last pushed 2026-02-22; no GitHub releases are listed. The original PROM image is not supplied.","summary":"A Rust decompiler and reconstruction workflow for the Silicon Graphics O2/IP32 boot PROM. It generates modifiable, annotated assembly, linker scripts, and build files from an externally obtained ROM image; `make check` verifies that the rebuilt image matches the input. This is firmware source reconstruction, not a replacement PROM release.","project_url":"https://github.com/mattst88/ip32prom-decompiler","updated":"2026-10-16","strategy":"Automated MIPS PROM decompilation into annotated GNU assembly, followed by reassembly and byte comparison","language":"","source_available":"Public source under GPL-3.0. The original `ip32prom.rev4.18.bin` is an external input and is not distributed in the repository; the assembly and image are generated by the build.","first_found":"2026-10-16","project_started":"2025-11-27","programming_language":"Rust","subtype":"MIPS workstation boot firmware decompilation","target_type":"Software","sources":[{"label":"Maintainer README: target, reverse-engineering method, generated assembly, and byte-identical test","url":"https://github.com/mattst88/ip32prom-decompiler#readme"},{"label":"Maintainer build and test instructions: PROM v4.18 input and `make check` comparison","url":"https://github.com/mattst88/ip32prom-decompiler#building"},{"label":"Official GitHub repository metadata: dates, language, and GPL-3.0 license classification","url":"https://api.github.com/repos/mattst88/ip32prom-decompiler"},{"label":"GitHub Releases page; no releases listed when checked 2026-10-16","url":"https://github.com/mattst88/ip32prom-decompiler/releases"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/mattst88/ip32prom-decompiler/languages"},{"label":"Current primary README","url":"https://github.com/mattst88/ip32prom-decompiler/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":316312,"Makefile":1970},"source_url":"https://api.github.com/repos/mattst88/ip32prom-decompiler/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadow-guardian-ps-vita-api-port","title":"Shadow Guardian HD PS Vita Port","game":"Shadow Guardian HD","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.1 UK/RU build)","kind":"API Translation","status":"The README reports a playable start-to-finish build at 60 FPS, with remaining issues documented upstream.","summary":"The port runs the original Android library via the Vita ARM loader and a compatibility layer for Android services, GLES graphics and audio.","project_url":"https://github.com/MetalSyntax/Shadow-Guardian-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Shadow-Guardian-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Shadow-Guardian-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Shadow-Guardian-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Shadow-Guardian-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadow-of-colossus-ps2-recomp","title":"Shadow of the Colossus (PS2) Recompilation","game":"Shadow of the Colossus (PlayStation 2 version)","platform":"PlayStation 2 → Windows","kind":"Recompilation","status":"Public early-stage project; automated scenarios cover all 16 colossus fights, while hands-on play-through is reported only for the early colossi. README discloses fully AI-written code.","summary":"Statically recompiles the supported PAL PS2 code to C++; the project provides its own runtime and reports remaining known issues.","project_url":"https://github.com/volstants/recomp-ShadowOfTheColossus-pc","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/volstants/recomp-ShadowOfTheColossus-pc#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/volstants/recomp-ShadowOfTheColossus-pc/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/volstants/recomp-ShadowOfTheColossus-pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":157520,"Python":140056,"CMake":6008,"PowerShell":4289,"Batchfile":981},"source_url":"https://api.github.com/repos/volstants/recomp-ShadowOfTheColossus-pc/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shadow-of-the-colossus-ps2-apple-silicon-recomp","title":"Shadow of the Colossus PS2 Apple Silicon Static Recompilation","game":"Shadow of the Colossus (PS2 USA SCUS_974.72)","platform":"PlayStation 2 USA (SCUS_974.72) → Apple Silicon macOS","kind":"Recompilation","status":"The README reports boot, logos, intro cinematic, 3D rendering, audio, title/menu and New Game; the player can ride Agro and control Wander at about 28–30 fps on M-series Macs. Memory-card save/format support remains under test. It does not claim a full play-through.","summary":"Celosia is an Apple Silicon macOS port of the PS2 USA release. It statically recompiles the boot ELF, three XFF modules and VU1 microcode to C++, while its runtime implements the PS2 GS, VIF, DMA, IOP and SPU2. Game data remains user supplied.","project_url":"https://github.com/HenryKun55/celosia","updated":"2026-10-16","strategy":"Static MIPS R5900 and VU1 recompilation to C++ with a native PS2 runtime","language":"","source_available":"Public source; requires the user’s own USA SCUS_974.72 disc. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific macOS native port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/HenryKun55/celosia"},{"label":"Maintainer README: target, recompilation design and status","url":"https://github.com/HenryKun55/celosia#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":16690794,"Objective-C++":86594,"Python":59613,"Java":51261,"CMake":48115,"Shell":31046,"C":34},"source_url":"https://api.github.com/repos/HenryKun55/celosia/languages","evidence":"GitHub’s official Languages API reports C++: 16,690,794 bytes, Objective-C++: 86,594 bytes, Python: 59,613 bytes, Java: 51,261 bytes, CMake: 48,115 bytes, Shell: 31,046 bytes, C: 34 bytes. C++ is the largest repository-wide total; this describes checked-in source, not generated functions from the user’s disc.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadow-of-the-colossus-ps2-matching-decomp","title":"Shadow of the Colossus PS2 Matching Decompilation","game":"Shadow of the Colossus","platform":"PlayStation 2 NTSC-U (SCUS-97472)","kind":"Decompilation","status":"The README reports 3,375 functions compiled from matching C; the loader ELF rebuilds byte-for-byte from assembly and the three XFF modules currently reassemble with section and relocation matches. Complete byte-identical XFF reconstruction and the native PC port remain future work. Last pushed 2026-10-16; no GitHub release is listed.","summary":"Work-in-progress matching decompilation of the US PlayStation 2 release. The repository reports 3,375 matched C functions, a byte-identical loader rebuild, and section/relocation checks for XFF modules; full XFF reconstruction remains future work.","project_url":"https://github.com/TheRealestNwah/sotc-decomp","updated":"2026-10-16","strategy":"Matching C/assembly decompilation with the Sony EE compiler","language":"","source_available":"Public CC0-1.0 source repository; original binaries and assets are excluded; users supply their own game dump; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation with a planned native PC port","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/TheRealestNwah/sotc-decomp"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/TheRealestNwah/sotc-decomp"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/TheRealestNwah/sotc-decomp/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/TheRealestNwah/sotc-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":894554,"Python":176715,"BitBake":4218,"Batchfile":168,"Linker Script":92},"source_url":"https://api.github.com/repos/TheRealestNwah/sotc-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 894,554 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadow-of-the-colossus-ps3-recomp","title":"Shadow of the Colossus PS3 HD Recompilation","game":"Shadow of the Colossus (PS3 HD release, NPUA80677)","platform":"PlayStation 3 PSN HD remaster → Windows","kind":"Recompilation","status":"Work in progress. The recompiled build boots, opens a window, and runs a display-flip loop, but the README says it draws nothing yet and stalls before opening the game's PSARC data.","summary":"Static recompilation of the native PS3 HD-remaster PPU/SPU executable to PC using ps3recomp. This is distinct from the existing PS2 recompilation record; the user must supply the PSN package and game data, and nothing copyrighted is distributed.","project_url":"https://github.com/sp00nznet/shadowofthecolossus","updated":"2026-10-15","strategy":"Static PS3 PPU/SPU recompilation to native Windows code","language":"","source_available":"Public source repository; user-supplied PS3 package and game data required; no game content, firmware, or keys are included.","first_found":"2026-10-15","project_started":null,"programming_language":"CMake","subtype":"PlayStation 3 HD-remaster game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: PS3 HD target, recompilation path, and current boot/rendering status","url":"https://github.com/sp00nznet/shadowofthecolossus#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/shadowofthecolossus/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":3882,"Shell":3788,"C":2286},"source_url":"https://api.github.com/repos/sp00nznet/shadowofthecolossus/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sp00nznet/shadowofthecolossus reports 3,882 bytes of CMake, the largest language total (39.0% of 9,956 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shadow-of-the-colossus-ps4-api-translation","title":"Shadow of the Colossus PS4 PC Port","game":"Shadow of the Colossus (PlayStation 4 remake)","platform":"PlayStation 4 → Windows 10/11 x64","kind":"API Translation","status":"The native Windows port runs the original PS4 x86-64 game code on the host CPU and translates graphics to Vulkan through a game-specific runtime. The README lists v0.57, title/menu and open-world rendering, save handling, and user-supplied audio modules; it does not claim a full-campaign playthrough.","summary":"Game-specific PS4-to-Windows runtime and API translation for the 2018 Shadow of the Colossus remake; the original CPU code runs directly on PC while PS4 graphics commands are translated to Vulkan.","project_url":"https://github.com/AjncSystem/ShadowOfTheColossus-PC","updated":"2026-10-15","strategy":"PS4 system API replacement and Vulkan graphics translation","language":"","source_available":"Public source and Windows release; user supplies the supported game dump and decrypted audio modules.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS4 game-specific native Windows API-translation port","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/AjncSystem/ShadowOfTheColossus-PC"},{"label":"Published releases","url":"https://github.com/AjncSystem/ShadowOfTheColossus-PC/releases"},{"label":"Reddit discovery thread in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1x5z43h/shadow_of_thecolossus_pc/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3868038,"C":782435,"Python":554737,"Shell":45507,"CMake":18356,"Pawn":14645,"Nix":7524,"Perl":4885,"GLSL":2753,"Batchfile":135},"source_url":"https://api.github.com/repos/AjncSystem/ShadowOfTheColossus-PC/languages","evidence":"Official GitHub REST Languages API breakdown for AjncSystem/ShadowOfTheColossus-PC: source-code byte counts are {\"Batchfile\": 135, \"C\": 782435, \"C++\": 3868038, \"CMake\": 18356, \"GLSL\": 2753, \"Nix\": 7524, \"Pawn\": 14645, \"Perl\": 4885, \"Python\": 554737, \"Shell\": 45507}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadow-the-hedgehog-gamecube-decomp","title":"Shadow the Hedgehog GameCube Decompilation","game":"Shadow the Hedgehog (GameCube USA GUPE8P; Japan GUPJ8P; Europe/Australia GUPP8P)","platform":"GameCube → matching source reconstruction","kind":"Decompilation","status":"Work in progress. The README lists USA, Japan, and Europe/Australia revisions and progress tracking; it says no game assets or assembly are included.","summary":"A multi-region matching-decompilation project for the GameCube game, distinct from the existing PS2 recompilation record.","project_url":"https://github.com/dev-camo/shadow-decomp","updated":"2026-10-15","strategy":"Multi-region matching decompilation","language":"","source_available":"Public source repository; an existing copy of a supported game version is required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/dev-camo/shadow-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/dev-camo/shadow-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4177971,"Python":168037,"C++":25234},"source_url":"https://api.github.com/repos/dev-camo/shadow-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/dev-camo/shadow-decomp reports 4,177,971 bytes of C, the largest language total (95.6% of 4,371,242 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shadow-the-hedgehog-gc-zh-tw","title":"Shadow the Hedgehog GameCube Traditional Chinese (Taiwan) Mod","game":"Shadow the Hedgehog","platform":"Nintendo GameCube (Japanese GUPJ8P)","kind":"Fan Localization","status":"Public v1.0 xdelta release dated 2026-10-08.","summary":"Traditional Chinese patch for the Japanese GameCube release, with text and interface-image changes. README/release reports 12,405 translated lines; the game’s subtitle language must remain Japanese after patching.","project_url":"https://github.com/YuutaTsubasa/Shadow-the-Hedgehog-Traditional-Chinese-Mod","updated":"2026-10-16","strategy":"GameCube ISO patch","language":"Traditional Chinese (Taiwan / zh-TW)","source_available":"Public xdelta asset; original ISO excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"GameCube fan localization mod","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/YuutaTsubasa/Shadow-the-Hedgehog-Traditional-Chinese-Mod"},{"label":"Patch download/release page","url":"https://github.com/YuutaTsubasa/Shadow-the-Hedgehog-Traditional-Chinese-Mod/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":53915},"source_url":"https://api.github.com/repos/YuutaTsubasa/Shadow-the-Hedgehog-Traditional-Chinese-Mod/languages","evidence":"Exact GitHub Languages API map: {\"Python\": 53915}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction Japanese → Traditional Chinese (Taiwan / zh-TW).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadow-the-hedgehog-ps2-recomp","title":"Shadow the Hedgehog PS2 Recomp","game":"Shadow the Hedgehog (PS2 version)","platform":"PlayStation 2 → Windows x64","kind":"Recompilation","status":"Early Windows x64 development for PS2 serial SLUS-212.61. Static compile/link and a stable bootloader/RDRAM initialization are done; video bypass and controller input are in progress, while menus, 3D gameplay, and audio remain planned or blocked.","summary":"The PS2 release is statically recompiled into native x86-64 C++ and linked to ps2xRuntime's high-level PS2 hardware services. The README's milestone list places the build before a working game menu or playable 3D scene.","project_url":"https://github.com/nicolasserpa/shadow-the-hedgehog-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; user-supplied PS2 dump required; game assets are not included. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"CMake","subtype":"PlayStation 2 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/nicolasserpa/shadow-the-hedgehog-recomp"},{"label":"Project README and milestone table","url":"https://github.com/nicolasserpa/shadow-the-hedgehog-recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/nicolasserpa/shadow-the-hedgehog-recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/nicolasserpa/shadow-the-hedgehog-recomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"CMake","breakdown":{"CMake":16452,"Python":8709,"C++":4810},"source_url":"https://api.github.com/repos/nicolasserpa/shadow-the-hedgehog-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 16,452 bytes of CMake out of 29,971 measured source bytes (54.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shadowrun-segacd-en","title":"Shadowrun Sega CD / Mega-CD English Translation","game":"Shadowrun","platform":"Sega CD / Mega-CD","kind":"Fan Localization","status":"The current package is v1.3. It adds separate BPS targets for Japanese, U.S., and European BIOS regions and two text styles; translation content is based on v1.2. The maintainer documents controlled runtime tests, MAME chdman verification, and six distinct regional/text-style patch targets. The package contains BPS patches only.","summary":"An English patch for the Japanese Sega CD/Mega-CD release of Shadowrun. v1.3 expands boot-region compatibility; the U.S. and European patches do not represent new translations.","project_url":"https://github.com/RetchERez/Shadowrun-MegaCD-SegaCD-English","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Public BPS patch assets and detailed checksums/instructions; no complete disc image or source code is distributed, and no project license is declared.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega CD/Mega-CD BPS fan localization","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/RetchERez/Shadowrun-MegaCD-SegaCD-English#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/RetchERez/Shadowrun-MegaCD-SegaCD-English"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/RetchERez/Shadowrun-MegaCD-SegaCD-English/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/RetchERez/Shadowrun-MegaCD-SegaCD-English/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"star-wars-shadows-of-the-empire-n64-recomp","title":"Shadows of the Empire: Recompiled","game":"Star Wars: Shadows of the Empire (Nintendo 64 USA Rev. 2)","platform":"Nintendo 64 USA Rev. 2 → Windows x86-64","kind":"Recompilation","status":"v0.9.5 released 2026-10-13. The README describes v0.9.2 as a playable Windows open beta, with test paths through all ten levels; it does not claim a verified full playthrough.","summary":"Statically recompiles the game code to a native Windows build. Requires the player’s own matching USA Rev. 2 ROM (accepted SHA-256 hashes are in the README); no ROM, executable image, saves, or PC audio is distributed. Windows 10/11 x64 is the only documented host. Source builds require Visual Studio 2022 C++, CMake, Git, and Python; the release bundles runtime DLLs.","project_url":"https://github.com/GTTeancum/SotE-Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/GTTeancum/SotE-Recomp#readme"},{"label":"Latest GitHub release (0.9.5, published 2026-10-13)","url":"https://github.com/GTTeancum/SotE-Recomp/releases/tag/0.9.5"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/GTTeancum/SotE-Recomp/languages"},{"label":"Current primary README","url":"https://github.com/GTTeancum/SotE-Recomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/GTTeancum/SotE-Recomp"},{"label":"Maintainer repository","url":"https://github.com/GTTeancum/SotE-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":356766,"Python":162196,"PowerShell":54275,"CMake":6819,"C":4603},"source_url":"https://api.github.com/repos/GTTeancum/SotE-Recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shadps4","title":"shadPS4","game":"Bloodborne","platform":"PlayStation 4","kind":"Emulator","status":"Active experimental project; a daily prerelease was published 2026-10-15. Compatibility changes rapidly; some commercial titles boot or reach playable status.","summary":"An open-source PS4 emulator with maintainer-hosted compatibility reports for commercial games including Bloodborne.","project_url":"https://github.com/shadps4-emu/shadPS4","updated":"2026-10-16","strategy":"Full PS4 system emulation, including CPU instruction execution/recompilation, system-library emulation, and GPU command/shader translation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 4 system emulator","target_type":"Software","sources":[{"label":"Official source repository","url":"https://github.com/shadps4-emu/shadPS4"},{"label":"Maintainer compatibility reports","url":"https://github.com/shadps4-compatibility/shadps4-game-compatibility"},{"label":"Official upstream release history","url":"https://github.com/shadps4-emu/shadPS4/releases"}],"media":[{"kind":"image","label":"Bloodborne screenshot","url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/1.png","preview_url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/1.png","source_url":"https://github.com/shadps4-emu/shadPS4/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Project DIVA screenshot","url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/2.png","preview_url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/2.png","source_url":"https://github.com/shadps4-emu/shadPS4/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Yakuza screenshot","url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/3.png","preview_url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/3.png","source_url":"https://github.com/shadps4-emu/shadPS4/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"DRIVECLUB screenshot","url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/4.png","preview_url":"https://raw.githubusercontent.com/shadps4-emu/shadPS4/main/documents/Screenshots/4.png","source_url":"https://github.com/shadps4-emu/shadPS4/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Bloodborne - shadPS4 v0.9.1 WIP","url":"https://www.youtube.com/watch?v=5sZgWyVflFM","preview_url":"https://i.ytimg.com/vi/5sZgWyVflFM/hqdefault.jpg","source_url":"https://github.com/shadps4-emu/shadPS4/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Red Dead Redemption Gameplay | ShadPS4 0.2.1 WIP PS4 Emulator PC","url":"https://www.youtube.com/watch?v=Al7yz_5nLag","preview_url":"https://i.ytimg.com/vi/Al7yz_5nLag/hqdefault.jpg","source_url":"https://github.com/shadps4-emu/shadPS4/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":29838702,"C":295634,"CMake":128213,"Nix":6832,"GLSL":2753,"Objective-C++":1952,"ImHex Pattern Language":1371,"Python":1350,"Dockerfile":828},"source_url":"https://api.github.com/repos/shadps4-emu/shadPS4/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/shadps4-emu/shadPS4 reports 29,838,702 bytes of C++, the largest language total (98.6% of 30,277,635 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shantae-gbc-static-recompilation","title":"Shantae (Game Boy Color) Static Recompilation","game":"Shantae","platform":"Game Boy Color → Windows (x86/x64/ARM64) and Linux (x86_64/aarch64)","kind":"Recompilation","status":"Latest GitHub release is v0.1.18 (2026-10-15). The README identifies the supported U.S. GBC ROM by hash, says no ROM is included, and describes Windows and Linux builds.","summary":"Statically recompiles the U.S. Shantae GBC ROM to native code with the GB Recompiled toolkit. The project adds an expanded view, rewind, shader presets, and gameplay options; it boots in GBA compatibility mode by default for some enhanced features.","project_url":"https://github.com/vibecodekun/shantaerecomp","updated":"2026-10-16","strategy":"Static recompilation of Game Boy Color cartridge code","language":"","source_available":"Public source and release builds; the user must supply the exact supported U.S. Shantae GBC ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific port built on GB Recompiled; USA ROM target","target_type":"Game","sources":[{"label":"Maintainer README: target ROM, method, platform builds, and features","url":"https://github.com/vibecodekun/shantaerecomp#readme"},{"label":"Latest release v0.1.18","url":"https://github.com/vibecodekun/shantaerecomp/releases/tag/v0.1.18"},{"label":"GB Recompiled upstream toolkit used by this port","url":"https://github.com/mstan/gbrecompiled"},{"label":"Current primary README","url":"https://github.com/vibecodekun/shantaerecomp/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/vibecodekun/shantaerecomp"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vibecodekun/shantaerecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":444431,"Python":268039,"C++":86415,"Shell":55344,"CMake":11913,"Java":2881},"source_url":"https://api.github.com/repos/vibecodekun/shantaerecomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sharp-el9950-firmware-emulator","title":"Sharp EL-9950 Graphing Calculator Emulator","game":"Sharp EL-9950 calculator firmware v1.20","platform":"macOS native SDL3 application and browser/WebAssembly build; exact host OS support beyond these paths is not stated","kind":"Emulator","status":"Early hardware bring-up. The known raw 1 MiB EL-9950 v1.20 ROM boots through first-use setup to the calculation screen; keyboard mapping is verified, while remaining timers, ports, DMA/SIO, low-battery and full-menu behavior are still under investigation.","summary":"A BSD-3-Clause C++20 emulator with a deterministic core, native and browser frontends, debugging/state support, and a flash-write overlay keyed by ROM hash. It never changes the input ROM. A known EL-9950 1.20 dump is recognized by SHA-256; the emulator does not redistribute calculator ROM images.","project_url":"https://github.com/TI-Planet/sharp-graphingcalc-emu","updated":"2026-10-16","strategy":"Cycle-stepped calculator hardware/CPU emulation with ROM-hash-specific tests and isolated persistent flash overlay","language":"","source_available":"BSD-3-Clause source. Users must supply an exact raw 1 MiB firmware ROM; proprietary Sharp ROMs and encoded .sim dumps are not included. Core code adapts the MAME TLCS-900/H core with third-party notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Graphing calculator firmware emulator","target_type":"Software","sources":[{"label":"Public README: ROM version/size, supported paths, method, and incomplete-emulation status","url":"https://github.com/TI-Planet/sharp-graphingcalc-emu#readme"},{"label":"BSD-3-Clause license and third-party notices","url":"https://github.com/TI-Planet/sharp-graphingcalc-emu/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":143728,"CMake":4690,"HTML":1028},"source_url":"https://api.github.com/repos/TI-Planet/sharp-graphingcalc-emu/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository TI-Planet/sharp-graphingcalc-emu (repository API ID 1334315466, https://github.com/TI-Planet/sharp-graphingcalc-emu). The exact response reported 143,728 bytes of C++, the largest category, out of 149,446 recognized-language bytes (96.2%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-sharpmz-mister","title":"Sharp MZ computer series MiSTer FPGA Core","game":"Sharp MZ computer series","platform":"Sharp MZ computer series on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-15.","summary":"FPGA system-emulation core for Sharp MZ computer series on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/SharpMZ_MiSTer","updated":"2026-10-15","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/SharpMZ_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/SharpMZ_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/SharpMZ_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/SharpMZ_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1251082,"Assembly":536537,"SystemVerilog":329361,"Verilog":327553,"Python":170102,"Perl":127226,"C":72760,"C++":60246,"Shell":32875,"Tcl":22811,"Makefile":6549,"Batchfile":721,"Wolfram Language":299},"source_url":"https://api.github.com/repos/MiSTer-devel/SharpMZ_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,251,082 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-x68000-mister","title":"Sharp X68000 MiSTer FPGA Core","game":"Sharp X68000","platform":"Sharp X68000 on MiSTer FPGA","kind":"Emulator","status":"README labels the core work in progress; no published GitHub release was listed; source repository was last pushed 2026-10-10.","summary":"FPGA system-emulation core for Sharp X68000 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/X68000_MiSTer","updated":"2026-10-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/X68000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/X68000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/X68000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/X68000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1368756,"Verilog":707206,"SystemVerilog":456065,"Tcl":26146,"Batchfile":627},"source_url":"https://api.github.com/repos/MiSTer-devel/X68000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,368,756 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sharpemu","title":"SharpEmu","game":"Hollow Knight: Voidheart Edition","platform":"PlayStation 5","kind":"Emulator","status":"Active experimental emulator; official compatibility page reports a small subset playable among tested games","summary":"An open-source experimental PS5 emulator that loads commercial game executables; its official tracker lists Hollow Knight: Voidheart Edition as playable.","project_url":"https://github.com/sharpemu/sharpemu","updated":"2026-10-15","strategy":"Full PS5 system emulation with host execution of x86-64 code, emulated platform services, and an evolving Vulkan-based graphics path.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Experimental PlayStation 5 system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/sharpemu/sharpemu"},{"label":"Official project site","url":"https://sharpemu.app/"},{"label":"Official compatibility tracker","url":"https://sharpemu.app/compatibility/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sharpemu/sharpemu"}],"media":[{"kind":"image","label":"DeS screenshot","url":"https://raw.githubusercontent.com/sharpemu/sharpemu/main/.github/images/demons-souls.jpg","preview_url":"https://raw.githubusercontent.com/sharpemu/sharpemu/main/.github/images/demons-souls.jpg","source_url":"https://github.com/sharpemu/sharpemu/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":14246868,"Python":98020,"JavaScript":24977,"CSS":22410,"HTML":12808,"Shell":4274},"source_url":"https://api.github.com/repos/sharpemu/sharpemu/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sharpemu/sharpemu reports 14,246,868 bytes of C#, the largest language total (98.9% of 14,409,357 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sheepshaver","title":"SheepShaver","game":"PowerPC Macintosh systems, running Mac OS 7.5.2 through 9.0.4 (not Mac OS X)","platform":"macOS, Linux, and Windows/MinGW builds in the currently recommended source fork","kind":"Emulator","status":"Mature emulator; recommended source repository is a community fork of the original project","summary":"PowerPC Macintosh emulator/runtime for classic Mac OS. The original project README points to a more up-to-date fork for source and builds.","project_url":"https://github.com/kanjitalk755/macemu","updated":"2026-08-30","strategy":"Emulates PowerPC Macintosh hardware and boots compatible Macintosh ROMs and operating-system software.","language":"","source_available":"Public source repository (GPL; forked from original project)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PowerPC Macintosh hardware emulator","target_type":"Software","sources":[{"label":"Official SheepShaver project page","url":"https://sheepshaver.cebix.net/"},{"label":"Original source repository and pointer to the more up-to-date fork","url":"https://github.com/cebix/macemu"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/kanjitalk755/macemu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7126878,"C":2914058,"M4":278328,"Objective-C++":181081,"Assembly":133199,"Makefile":76212,"HTML":61094,"Objective-C":48606,"Shell":26581,"Linker Script":25088,"Roff":5448,"Perl":5306,"Go Template":3318,"Batchfile":206},"source_url":"https://api.github.com/repos/kanjitalk755/macemu/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/kanjitalk755/macemu reports 7,126,878 bytes of C++, the largest language total (65.5% of 10,885,403 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sheepshaver-classic-mac","title":"SheepShaver","game":"PowerPC Macintosh software and games","platform":"PowerPC Macintosh → Linux/Unix, legacy Mac OS X PowerPC/Intel, Windows, and other listed hosts","kind":"Emulator","status":"Open-source project in the shared macemu source repository. The official project page lists legacy Mac OS X, Windows, and Unix hosts; it requires a Mac OS copy and PowerMac ROM image. Current Apple silicon support and a contemporary stable release are not documented.","summary":"PowerPC Macintosh system emulator for classic Mac software, including PowerPC applications that do not run in 68k-only emulators. The project requires the user's own Mac OS software and PowerMac ROM image; do not treat its legacy Mac OS X build listing as an Apple silicon compatibility claim.","project_url":"https://github.com/cebix/macemu/tree/master/SheepShaver","updated":"2026-10-15","strategy":"Classic PowerPC Macintosh system emulation","language":"","source_available":"GPL source is public in the shared macemu repository; users must separately supply a Mac OS copy and PowerMac ROM image.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PowerPC Macintosh emulator","target_type":"Software","sources":[{"label":"Official SheepShaver project page, guest system requirements, and host ports","url":"https://sheepshaver.cebix.net/"},{"label":"SheepShaver source directory","url":"https://github.com/cebix/macemu/tree/master/SheepShaver"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/cebix/macemu"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/cebix/macemu/blob/master/README.md"},{"label":"GitHub Languages API — C++: 5,265,362 bytes (63.32% of 8,315,522 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/cebix/macemu/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":133197,"C":2247621,"C++":5265362,"HTML":61092,"M4":273435,"Makefile":73131,"Objective-C":48292,"Objective-C++":178614,"Perl":1316,"Roff":5447,"Shell":28015},"source_url":"https://api.github.com/repos/cebix/macemu/languages","evidence":"C++: 5,265,362 bytes (63.32% of 8,315,522 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shenmue-dc-disc1-ko","title":"Shenmue Dreamcast Disc 1 Korean Patch","game":"Shenmue I","platform":"Dreamcast","kind":"Fan Localization","status":"Released v1.2-disc1 on 2026-08-10. README reports 45,137/45,322 subtitle lines and 2,359 UI strings.","summary":"Korean patch for Japanese-voice Shenmue Disc 1, covering title/UI/subtitles and font; Japanese voice acting is retained.","project_url":"https://github.com/snake7594/shenmue-korean-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public source/release and exact image fingerprints; no game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"README: translation coverage","url":"https://github.com/snake7594/shenmue-korean-patch"},{"label":"README: matching CHD requirements","url":"https://github.com/snake7594/shenmue-korean-patch/blob/main/README.md"},{"label":"v1.2-disc1 release","url":"https://github.com/snake7594/shenmue-korean-patch/releases/tag/v1.2-disc1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":422074},"source_url":"https://github.com/snake7594/shenmue-korean-patch/languages","evidence":"GitHub reports Python 422,074 bytes, the only recognized source language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shigatsu-youka-windows-en","title":"Shigatsu Youka English Patch","game":"Shigatsu Youka (死月妖花～四月八日～)","platform":"Windows PC","kind":"Fan Localization","status":"Public patch-2026-10-16b release dated 2026-10-16; release says this full patch replaces the prior 2026-10-16 package. The author says final-stretch playtesting is incomplete.","summary":"English fan translation for the free Japanese Windows visual novel Shigatsu Youka; release updates unsolved report-puzzle pages. README/release describes translated scripts, tables, pictures and overlays, but only the opening has been spot-played and the final stretch is not human-played.","project_url":"https://github.com/Nostramadeus/shigatsu-youka-english-translation","updated":"2026-10-16","strategy":"Asset/script replacement patch","language":"English","source_available":"Public GitHub release ZIP; game itself is obtained separately.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows visual-novel fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/Nostramadeus/shigatsu-youka-english-translation"},{"label":"Patch download/release page","url":"https://github.com/Nostramadeus/shigatsu-youka-english-translation/releases/tag/patch-2026-10-16b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"HTML":45595839,"Python":1209931,"Shell":17923,"Batchfile":1124,"Perl":985},"source_url":"https://api.github.com/repos/Nostramadeus/shigatsu-youka-english-translation/languages","evidence":"Exact GitHub Languages API map: {\"Batchfile\": 1124, \"HTML\": 45595839, \"Perl\": 985, \"Python\": 1209931, \"Shell\": 17923}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction Japanese → English. GitHub reports HTML as the largest byte category, but HTML is markup; Python is the largest programming language in the map and the repository includes patch tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shin-megami-tensei-ps1-decomp-codeberg","title":"Shin Megami Tensei (PlayStation) Decompilation","game":"Shin Megami Tensei (PlayStation)","platform":"PlayStation → matching source reconstruction","kind":"Decompilation","status":"Very early work. The README documents a split workflow but marks build instructions as TODO; it does not claim a playable port.","summary":"Work-in-progress source decompilation of the PlayStation version of Shin Megami Tensei I, with the stated longer-term aim of supporting PC ports.","project_url":"https://codeberg.org/Chickenzes/smt-decomp","updated":"2026-10-16","strategy":"PlayStation source decompilation and binary splitting","language":"","source_available":"Public source repository; original PlayStation game files are required and not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation game decompilation","target_type":"Game","sources":[{"label":"Project README: PlayStation target, stated scope, setup and incomplete build instructions","url":"https://codeberg.org/Chickenzes/smt-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1431513,"Linker Script":253696,"Assembly":8938,"Makefile":4103,"CMake":1802,"Python":516,"C++":226},"source_url":"https://codeberg.org/api/v1/repos/Chickenzes/smt-decomp/languages","evidence":"The official repository language endpoint reports 1,431,513 bytes of C as the largest language total (84.2% of 1,700,794 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shin-megami-tensei-iv-static-recomp","title":"Shin Megami Tensei IV Static Recompilation","game":"Shin Megami Tensei IV","platform":"Nintendo 3DS → Windows","kind":"Recompilation","status":"Beta; README reports testing from a new game through the opening hours. Remainder has not yet been played.","summary":"Static recompilation translates the 3DS ARM code to C ahead of time and runs it with the Zakuro runtime; user supplies decrypted game files.","project_url":"https://github.com/Invictus-potens/smt4-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Repository; requires user dump; no game code or files distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Nintendo 3DS to native Windows","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Invictus-potens/smt4-recomp"},{"label":"Maintainer README and project status","url":"https://github.com/Invictus-potens/smt4-recomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":21899,"Python":16790,"C":7625},"source_url":"https://api.github.com/repos/Invictus-potens/smt4-recomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"smt-nine-xbox-en","title":"Shin Megami Tensei NINE English Translation","game":"Shin Megami Tensei NINE","platform":"Original Xbox","kind":"Fan Localization","status":"Public v0.91 English patcher (2026-10-14); fully playable is the listing category, but the maintainer says no full playthrough or complete human proofread of all routes has been done. Text baked into logos, menu art, and videos remains Japanese.","summary":"English localization patch for the Japan-only Xbox RPG. The project page reports story coverage for both protagonist routes, city NPCs, demon negotiations, tutorials, menus and data, plus a proportional font and layout changes. It accepts a user-supplied ISO, CSO/CCI, or extracted game folder.","project_url":"https://www.romhacking.net/translations/7847/","updated":"2026-10-14","strategy":"Fan translation patch","language":"English","source_available":"Romhacking.net download is a Windows patching program; it contains no game data. Requires the user’s own Japanese disc image, serial AT-002.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Original Xbox fan translation","target_type":"Game","sources":[{"label":"Romhacking.net project entry: language, v0.91, release date, scope, test caveats, patcher and exact Japanese disc serial","url":"https://www.romhacking.net/translations/7847/"},{"label":"Maintainer repository and issue tracker","url":"https://github.com/negative-entrophy/smt-nine-english-patch"},{"label":"Project tooling cited by the maintainer","url":"https://github.com/RayCharlizard/smt-nine-tools"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/negative-entrophy/smt-nine-english-patch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 with an empty {} language map; no GitHub-classified language bytes were reported.","verified_at":"2026-10-16","reason_unknown":"The canonical public repository language endpoint returned an empty map, so no predominant language or byte breakdown can be substantiated. The target game/software/localization language is not used as a programming-language proxy."}},{"id":"smt-snes-jp10-disassembly","title":"Shin Megami Tensei SNES Japanese 1.0 Disassembly","game":"Shin Megami Tensei (Super Famicom, Japan 1.0)","platform":"Super Nintendo Entertainment System (SNES)","kind":"Decompilation","status":"Far from complete; the maintainer describes the published Japanese 1.0 disassembly as incomplete.","summary":"An incomplete 65816 assembly disassembly of the Japanese 1.0 Super Famicom release of Shin Megami Tensei, with address labels and notes about stale references and reverse-engineered routines.","project_url":"https://github.com/spannerisms/smt1dasm","updated":"2026-10-15","strategy":"65816 assembly disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Partial Japanese 1.0 65816 assembly disassembly","target_type":"Game","sources":[{"label":"Project README (target revision, disassembly method, and completeness)","url":"https://github.com/spannerisms/smt1dasm#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":11018556,"Batchfile":128},"source_url":"https://api.github.com/repos/spannerisms/smt1dasm/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/spannerisms/smt1dasm reports 11,018,556 bytes of Assembly, the largest language total (100.0% of 11,018,684 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"digital-devil-saga-2-ps2-decomp","title":"Shin Megami Tensei: Digital Devil Saga 2 PS2 Matching Decompilation","game":"Shin Megami Tensei: Digital Devil Saga 2","platform":"PlayStation 2 → PlayStation 2 executable rebuild","kind":"Decompilation","status":"Work in progress; matching build verifies retail executables. Owner explicitly says the repository is not a playable port.","summary":"Second distinct PS2 game in the same repository; own matching disc required.","project_url":"https://github.com/Megami-Decomps/dds-decomp","updated":"2026-10-15","strategy":"Matching source reconstruction from retail binaries, with code/function progress tracked per game.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction from retail binaries, with code/function progress tracked per game.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Megami-Decomps/dds-decomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Megami-Decomps/dds-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18466035,"Python":2434240,"Shell":15034,"BitBake":697,"Assembly":46},"source_url":"https://api.github.com/repos/Megami-Decomps/dds-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 18,466,035 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"digital-devil-saga-ps2-decomp","title":"Shin Megami Tensei: Digital Devil Saga PS2 Matching Decompilation","game":"Shin Megami Tensei: Digital Devil Saga","platform":"PlayStation 2 → PlayStation 2 executable rebuild","kind":"Decompilation","status":"Work in progress; matching build verifies retail executables. Owner explicitly says the repository is not a playable port.","summary":"One of two PS2 games in the same repository; own matching disc required.","project_url":"https://github.com/Megami-Decomps/dds-decomp","updated":"2026-10-15","strategy":"Matching source reconstruction from retail binaries, with code/function progress tracked per game.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction from retail binaries, with code/function progress tracked per game.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Megami-Decomps/dds-decomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Megami-Decomps/dds-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18466035,"Python":2434240,"Shell":15034,"BitBake":697,"Assembly":46},"source_url":"https://api.github.com/repos/Megami-Decomps/dds-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 18,466,035 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"persona-4-ps2-decomp","title":"Shin Megami Tensei: Persona 4 PS2 Decompilation","game":"Shin Megami Tensei: Persona 4","platform":"PlayStation 2","kind":"Decompilation","status":"Work in progress for USA v1.00 (SLUS_217.82). The README's committed report states 6,773 of 6,861 Atlus game/engine functions are C-matched (98.717%); it cautions that this is a committed snapshot and that SDK/middleware categories have separate lower progress.","summary":"Matching C source reconstruction for the PlayStation 2 USA retail build, with original assembly retained for unrecovered functions. The project is decompilation only, not a PC port; it requires a user-provided disc image and compiler toolchain.","project_url":"https://github.com/Raikaru/Persona4-Decompilation","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Raikaru/Persona4-Decompilation"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/Raikaru/Persona4-Decompilation/blob/73dab6ff3b7feeba0bcfa934325bec1725ad988a/README.md"},{"label":"Latest default-branch commit at check (73dab6f)","url":"https://github.com/Raikaru/Persona4-Decompilation/commit/73dab6ff3b7feeba0bcfa934325bec1725ad988a"},{"label":"Current decomp.dev report","url":"https://decomp.dev/Raikaru/Persona4-Decompilation"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/Raikaru/Persona4-Decompilation/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Raikaru/Persona4-Decompilation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":51217491,"Python":2152324,"C++":37745,"Assembly":26217,"Makefile":8868,"Dockerfile":4702,"Java":3100,"PHP":287,"CMake":264},"source_url":"https://api.github.com/repos/Raikaru/Persona4-Decompilation/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 51,217,491 bytes; the manifest breakdown contains all 9 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"persona-psp-italian","title":"Shin Megami Tensei: Persona PSP Italian Translation Patch","game":"Persona (Shin Megami Tensei: Persona)","platform":"PlayStation Portable (USA UMD ULUS-10432; PSP or emulator playback)","kind":"Fan Localization","status":"Released; v1.3.3 (2026-08-29) targets the USA UMD release ULUS-10432","summary":"A free unofficial English-to-Italian patch for the PSP game. The ZIP includes an installer that checks the user's own USA UMD image and writes a translated image beside it, leaving the original unchanged; the maintainer says only patch files are distributed. Some text embedded in images remains English.","project_url":"https://traduzionegiochi.it/traduzioni/persona-psp","updated":"2026-08-29","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP with image-patching installer; user supplies original USA UMD image","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PSP game localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.3.3, ULUS-10432 compatibility, ISO installer and patch-only policy","url":"https://traduzionegiochi.it/traduzioni/persona-psp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/persona-psp","evidence":"Primary project page checked on 2026-10-16: The current maintainer site provides the patch, version 1.3.3 and PSP compatibility details; it does not link a source-code repository or state the implementation language. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current maintainer site provides the patch, version 1.3.3 and PSP compatibility details; it does not link a source-code repository or state the implementation language. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"shin-sd-gundam-gaiden-knight-gundam-monogatari-en","title":"Shin SD Gundam Gaiden: Knight Gundam Monogatari English Translation","game":"Shin SD Gundam Gaiden: Knight Gundam Monogatari","platform":"Game Boy / Super Game Boy","kind":"Fan Localization","status":"Complete; v1.0 released 2026-10-14. The maintainer reports a full Game Boy hardware playthrough and verified BPS output.","summary":"English fan translation of the Japan-only Game Boy RPG, including story text, menus, item descriptions, puzzle hints, title graphics, and Super Game Boy border lettering. The README identifies it as AI-assisted with human review and hardware playtesting.","project_url":"https://github.com/JamesClark1989/game_translations/tree/main/shin-sd-knight-gundam-gameboy","updated":"2026-10-14","strategy":"Fan localization patch with BPS output","language":"English","source_available":"Maintainer repository contains the BPS patch and a ZIP distribution; no game ROM is included. The repository does not show a tagged GitHub release.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Game Boy fan translation","target_type":"Game","sources":[{"label":"Maintainer repository: BPS patch, source materials, and patch procedure","url":"https://github.com/JamesClark1989/game_translations/tree/main/shin-sd-knight-gundam-gameboy"},{"label":"Maintainer-authored release listing: v1.0 date, translation scope, hardware test, and exact source ROM hashes","url":"https://romhackplaza.org/translations/shin-sd-gundam-gaiden-knight-gundam-monogatari-english-translation-game-boy"},{"label":"Direct raw BPS patch; repository availability checked 2026-10-15","url":"https://raw.githubusercontent.com/JamesClark1989/game_translations/main/shin-sd-knight-gundam-gameboy/patch/sd_shin_knight_gundam_english.bps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/JamesClark1989/game_translations/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"shining-force-cd-sega-cd-disasm","title":"Shining Force CD Disassembly","game":"Shining Force CD","platform":"Sega CD / Mega-CD","kind":"Decompilation","status":"The README says the disassembly is incomplete; it documents an intended bit-perfect ISO rebuild and notes that some sections need more work before they can be safely reassembled.","summary":"An assembly disassembly project for Shining Force CD with split data and ISO reconstruction scripts.","project_url":"https://github.com/ShiningForceCentral/SFCDDISASM","updated":"2026-10-16","strategy":"Annotated 68000/Z80 disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Incomplete Sega CD disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/ShiningForceCentral/SFCDDISASM/blob/master/README.md"},{"label":"Repository activity","url":"https://github.com/ShiningForceCentral/SFCDDISASM/commits/master/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":36397,"Batchfile":959},"source_url":"https://api.github.com/repos/ShiningForceCentral/SFCDDISASM/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shining-force-gaiden-en-patchclan","title":"Shining Force Gaiden: Ensei, Jashin no Kuni e — English Translation","game":"Shining Force Gaiden: Ensei, Jashin no Kuni e","platform":"Game Gear","kind":"Fan Localization","status":"Alpha v0.3; English IPS patch updated 2026-09-23.","summary":"Patch Clan's English fan translation of the Japanese Game Gear strategy RPG. An alpha IPS patch is available through its Patreon post while script review and testing continue.","project_url":"https://www.patchclan.com/#/jogo/shining-force-gaiden","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English","source_available":"Patch Clan lists an English IPS file, the supported Japanese ROM name and MD5, and the alpha version. Its Patreon post hosts the patch; no game ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: alpha version, English patch format/date, and supported source checksum","url":"https://www.patchclan.com/#/jogo/shining-force-gaiden"},{"label":"Patch Clan Patreon post for the English alpha patch","url":"https://www.patreon.com/patchclan/posts/shining-force-in-170184328"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/shining-force-gaiden","evidence":"Primary project page checked on 2026-10-16: The current Patch Clan project page and cited release announcement describe the IPS patch; no public project source repository or code-language statement is linked. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current Patch Clan project page and cited release announcement describe the IPS patch; no public project source repository or code-language statement is linked. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"shining-force-ii-genesis-disasm","title":"Shining Force II Disassembly","game":"Shining Force II","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The README says the assembly can be rebuilt as a bit-perfect copy of the original ROM.","summary":"An assembly disassembly of Shining Force II with scripts to split the ROM and rebuild the original image.","project_url":"https://github.com/ShiningForceCentral/SF2DISASM","updated":"2026-10-16","strategy":"Matching 68000 assembly disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Bit-perfect Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/ShiningForceCentral/SF2DISASM/blob/build/standard/README.md"},{"label":"Repository activity","url":"https://github.com/ShiningForceCentral/SF2DISASM/commits/master/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":8355238,"Batchfile":11926},"source_url":"https://api.github.com/repos/ShiningForceCentral/SF2DISASM/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shining-force-the-sword-of-hajya-sega-game-gear-spanish","title":"Shining Force: The Sword of Hajya Spanish Translation","game":"Shining Force: The Sword of Hajya","platform":"SEGA Game Gear","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"Spanish fan localization for Shining Force: The Sword of Hajya on SEGA Game Gear. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/shining-force-the-sword-of-hajya-spanish-translation-sega-game-gear","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/shining-force-the-sword-of-hajya-spanish-translation-sega-game-gear"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/shining-force-the-sword-of-hajya-spanish-translation-sega-game-gear","evidence":"The cataloged Romhack Plaza listing for Shining Force: The Sword of Hajya Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Shining Force: The Sword of Hajya Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"shinobido-2-ps-vita-windows-recomp","title":"Shinobido 2 Native Windows Recompilation","game":"Shinobido 2: Revenge of Zen (PS Vita US PCSE00015 update 1.02)","platform":"PlayStation Vita US PCSE00015 update 1.02 → Windows x64","kind":"Recompilation","status":"The current README reports the main story played to its ending on native code and Mirror Spirits add-on missions loading and playing on AMD and NVIDIA GPUs. Other endings and difficulty levels are untested. Windows is the only supported host build; Linux and macOS are planned.","summary":"A native Windows port of Shinobido 2: Revenge of Zen for PS Vita, built with static code recompilation and a Vita3K fork. Users provide their own game data.","project_url":"https://github.com/vita-recomps/utakata","updated":"2026-10-16","strategy":"Ahead-of-time Vita ARM code recompilation to C++ running without a JIT in a Vita3K fork","language":"","source_available":"Public MIT-licensed source; the README says game data, firmware and generated code are not included and must be produced from a user-owned dump.","first_found":"2026-10-16","project_started":"2026-10-15","programming_language":"Python","subtype":"Game-specific PS Vita-to-PC static recompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/vita-recomps/utakata"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/vita-recomps/utakata#readme"},{"label":"Official GitHub repository metadata (created 2026-10-15, last pushed 2026-10-15)","url":"https://api.github.com/repos/vita-recomps/utakata"},{"label":"Current primary README","url":"https://github.com/vita-recomps/utakata/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vita-recomps/utakata/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":20774,"PowerShell":1459},"source_url":"https://api.github.com/repos/vita-recomps/utakata/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ragnagard-saturn-en","title":"Shinouken / Ragnagard Sega Saturn English Translation","game":"Shinouken (Ragnagard)","platform":"Sega Saturn","kind":"Fan Localization","status":"Patch v1.0 was released 2026-06-02. It ports the Neo Geo English localization to the Saturn game and fixes spelling, grammar, and text overruns; the README lists English character/round sprites, win quotes/endings, configuration, and save-warning text. The maintainer reports Mednafen/Ymir and real Satiator testing.","summary":"An XDelta translation port for the Japan-only Saturn version of Shinouken, known internationally as Ragnagard. It uses the existing Neo Geo English localization as a base and adapts it to the Saturn version.","project_url":"https://github.com/ExxistanceDC/Ragnagard-English-Translation","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Ragnagard-English-Translation#readme"},{"label":"Maintainer release v1.0","url":"https://github.com/ExxistanceDC/Ragnagard-English-Translation/releases/tag/v1.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Ragnagard-English-Translation"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Ragnagard-English-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Ragnagard-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"taromaru-saturn-en","title":"Shinrei Jusatsushi Taromaru Sega Saturn English Patch","game":"Shinrei Jusatsushi Taromaru","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s v1.0 patch was released 2025-08-28. It translates the title, options, in-game UI, opening/ending credits, and narration; users can choose dubbed English narration or the original Japanese narration. The README recommends the included Sega Saturn Patcher version for the dubbed audio build and documents emulator use; no real-hardware test is asserted.","summary":"An SSP patch for the Japan-only Sega Saturn action game Psychic Killer Taromaru. An optional increased-resolution patch is separate; the maintainer warns that it can reveal sprites early in an opening scene.","project_url":"https://github.com/ExxistanceDC/Shinrei-Jusatsushi-Taromaru-English-Translation","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Shinrei-Jusatsushi-Taromaru-English-Translation#readme"},{"label":"Maintainer v1.0 patch release (published 2025-08-28)","url":"https://github.com/ExxistanceDC/Shinrei-Jusatsushi-Taromaru-English-Translation/releases/tag/patches"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Shinrei-Jusatsushi-Taromaru-English-Translation"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Shinrei-Jusatsushi-Taromaru-English-Translation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Shinrei-Jusatsushi-Taromaru-English-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"ship-of-harkinian-3ds","title":"Ship of Harkinian 3DS Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → New Nintendo 3DS","kind":"Decompilation","status":"Alpha prerelease boots on hardware; compatibility and performance vary, and original 3DS support is unverified.","summary":"3DS port derived from Ship of Harkinian, a native reimplementation built from Ocarina of Time decompilation work.","project_url":"https://github.com/999sian/soh-3ds","updated":"2026-10-15","strategy":"Nintendo 3DS port of Ship of Harkinian, the native engine built from Ocarina of Time decompilation source.","language":"","source_available":"Public source repository; user-supplied Ocarina of Time game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"3DS project README: Ship of Harkinian port lineage and current status","url":"https://github.com/999sian/soh-3ds"},{"label":"Ship of Harkinian project README: decompilation-based engine","url":"https://github.com/HarbourMasters/Shipwright"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/999sian/soh-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2835538,"Python":797721,"C":122053,"CMake":68999,"CSS":67461,"Assembly":47333,"Makefile":26835,"Shell":22283,"JavaScript":12511,"HTML":3013,"Linker Script":1089},"source_url":"https://api.github.com/repos/999sian/soh-3ds/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/999sian/soh-3ds reports 2,835,538 bytes of C++, the largest language total (70.8% of 4,004,836 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ocarina-of-time-shipwright-android","title":"Ship of Harkinian for Android","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → Android","kind":"Decompilation","status":"Latest release v9.3.0-android.1 (2026-10-06) includes an APK. The README lists Android 7+ with OpenGL ES 3.0+, reports testing on Android 15, and describes importing a supported user-owned ROM. Its README release line still says v9.2.3-android.13, so the release tag is newer than that line; no broader device-compatibility claim is made.","summary":"Community Android port of Ship of Harkinian, the decompilation-derived native Ocarina of Time engine from Harbour Masters. It supports touch navigation and controllers, and generates required game data from the user's supported ROM. The Android fork is community-maintained; its README reports Android 15 testing and Android 7+/OpenGL ES 3.0+ as requirements.","project_url":"https://github.com/linkzenic/Shipwright-Android","updated":"2026-10-15","strategy":"Android port of Ship of Harkinian, the native engine built from Ocarina of Time decompilation source.","language":"","source_available":"Public source repository and APK releases; user-supplied supported Ocarina of Time ROM required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port of a decompilation-derived native engine","target_type":"Game","sources":[{"label":"Android fork README: supported Android versions, Android 15 test, touch controls, and ROM setup","url":"https://github.com/linkzenic/Shipwright-Android#readme"},{"label":"Latest Android APK release v9.3.0-android.1","url":"https://github.com/linkzenic/Shipwright-Android/releases/tag/v9.3.0-android.1"},{"label":"Ship of Harkinian project README: decompilation-based engine","url":"https://github.com/HarbourMasters/Shipwright"},{"label":"Shipwright Android README: upstream engine lineage and ROM import","url":"https://github.com/linkzenic/Shipwright-Android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":21973943,"C++":9174053,"Java":277882,"CMake":103673,"C#":15779,"Dockerfile":9492,"Shell":6407,"Python":3115,"PowerShell":1959,"Makefile":1086,"Objective-C++":1085,"PHP":57},"source_url":"https://api.github.com/repos/linkzenic/Shipwright-Android/languages","evidence":"GitHub's official language endpoint for https://github.com/linkzenic/Shipwright-Android reports 21,973,943 bytes of C, the largest language total (69.6% of 31,568,531 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ship-of-harkinian-switch-port","title":"Ship of Harkinian Switch Port","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Decompilation","status":"Switch NRO release and Atmosphère title-override install steps are documented; CI builds are explicitly for playtesting and may contain bugs or crashes. The reviewed README does not establish full-game compatibility.","summary":"Nintendo Switch target of Ship of Harkinian, built on the Ocarina of Time decompilation and libultraship. The Switch package uses the user's prepared .o2r game-data file and does not include copyrighted assets.","project_url":"https://github.com/GermanNunez-code/Shipwright-Switch","updated":"2026-10-15","strategy":"Decompilation-based native port using Ship of Harkinian and libultraship","language":"","source_available":"Public source, Switch NRO release, and CI playtest builds; requires the user's supported ROM and prepared game-data files","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Nintendo Switch homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: Switch install, input requirements, and playtest caveat","url":"https://github.com/GermanNunez-code/Shipwright-Switch/blob/develop/README.md"},{"label":"Maintainer Switch releases","url":"https://github.com/GermanNunez-code/Shipwright-Switch/releases"},{"label":"GitHub Languages API — C: 22,071,668 bytes (69.22% of 31,887,644 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/GermanNunez-code/Shipwright-Switch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":22071668,"C#":15779,"C++":9688331,"CMake":97965,"Dockerfile":5061,"Objective-C++":1085,"PHP":57,"PowerShell":1959,"Python":3115,"Shell":2624},"source_url":"https://api.github.com/repos/GermanNunez-code/Shipwright-Switch/languages","evidence":"C: 22,071,668 bytes (69.22% of 31,887,644 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ship-of-harkinian-wiiu","title":"Ship of Harkinian Wii U Build","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64 → Wii U","kind":"Decompilation","status":"Native Wii U .rpx/.wuhb build is documented; current stable release downloads target desktop.","summary":"Wii U build target for Ship of Harkinian, a native port using Ocarina of Time decompilation source.","project_url":"https://github.com/HarbourMasters/Shipwright","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii U build instructions","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/HarbourMasters/Shipwright"},{"label":"Wii U build instructions","url":"https://github.com/HarbourMasters/Shipwright/blob/develop/docs/BUILDING.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/HarbourMasters/Shipwright"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":22266164,"C++":10652644,"CMake":102282,"C#":15778,"Shell":5316,"Dockerfile":5061,"Python":3115,"PowerShell":1959,"Nix":1683,"Objective-C++":1085,"PHP":57},"source_url":"https://api.github.com/repos/HarbourMasters/Shipwright/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/HarbourMasters/Shipwright reports 22,266,164 bytes of C, the largest language total (67.4% of 33,055,144 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shiren-4-psp-en","title":"Shiren 4 Plus English Patch","game":"Shiren the Wanderer 4 Plus: The Eye of God and the Devil's Navel","platform":"PlayStation Portable","kind":"Fan Localization","status":"Released; latest public English patch v1.0.1 was published 2024-01-20.","summary":"Project releases include a patch and follow-up bug-fix release.","project_url":"https://github.com/SharkSnack/shiren-4/releases","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"JavaScript","subtype":"PSP fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/SharkSnack/shiren-4/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/SharkSnack/shiren-4"},{"label":"Maintainer GitHub release v1.0.1 (published 2024-01-20)","url":"https://github.com/SharkSnack/shiren-4/releases/tag/v1.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":107373,"MDX":1674,"Dockerfile":410},"source_url":"https://api.github.com/repos/SharkSnack/shiren-4/languages","evidence":"GitHub REST repository Languages endpoint reports 107,373 bytes of JavaScript out of 109,457 measured source bytes (98.1%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"shizuku-pc98-en","title":"Shizuku PC-98 English Patch","game":"Shizuku","platform":"NEC PC-98","kind":"Fan Localization","status":"Released","summary":"Community project repository provides an English patch for the original PC-98 game.","project_url":"https://github.com/Her-Saki/shizuku_pc98_eng","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC-98 fan translation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/Her-Saki/shizuku_pc98_eng"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Her-Saki/shizuku_pc98_eng"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Her-Saki/shizuku_pc98_eng/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"shotgun-king-ps-vita-port","title":"Shotgun King PS Vita Experimental Port","game":"Shotgun King: The Final Checkmate (Android release)","platform":"Android Lua/SUGAR game → PlayStation Vita","kind":"Reimplementation","status":"Experimental and incomplete. The README documents release 00.15’s game-over recovery changes, notes hardware validation is pending for that iteration, and says graphics fidelity, API coverage, audio and other game modes remain unfinished.","summary":"An experimental Vita runtime for the Android version of Shotgun King, interpreting its Lua scripts with a partial SUGAR API implementation. The project exposes iteration reports and diagnostic tools; it is not a complete playable port.","project_url":"https://github.com/Botarguirix/ShotgunK2Vita","updated":"2026-10-16","strategy":"Custom Lua 5.1 runtime and partial SUGAR API implementation for the Android game scripts","language":"","source_available":"Public source and build scripts; commercial game assets are prepared locally and are not published in the repo.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental diagnostic VPK; incomplete","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Botarguirix/ShotgunK2Vita"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/Botarguirix/ShotgunK2Vita#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/Botarguirix/ShotgunK2Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/Botarguirix/ShotgunK2Vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shounen-ashibe-nes-en","title":"Shounen Ashibe: Nepal Daibouken no Maki English Translation","game":"Shounen Ashibe: Nepal Daibouken no Maki","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete v1.01 patch listed by RomHackPlaza with release date 2026-07-06. The public patch/source directory contains patch files and instructions.","summary":"Japanese-to-English translation of the NES game, including game text and staff credits. The project identifies its Japanese source ROM by SHA-1 9822635820362e7d4d2f5e52659b65261a125491. Patch files are available in the maintainer's translation-patches repository; the repository displays GPL-3.0, but whether that licence applies to every patch component is not clearly scoped.","project_url":"https://github.com/BlackPaladin2022/Translation-Patches/tree/main/(NES)%20Li'l%20Ashibe%20and%20the%20Great%20Nepalese%20Adventure%20v1.01","updated":"2026-10-16","strategy":"Fan translation and binary patch","language":"English","source_available":"Public patch files and project material in a GPL-3.0 repository; licence coverage for patch assets versus source material is not explicitly separated. No ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer patch directory and repository licence","url":"https://github.com/BlackPaladin2022/Translation-Patches/tree/main/(NES)%20Li'l%20Ashibe%20and%20the%20Great%20Nepalese%20Adventure%20v1.01"},{"label":"RomHackPlaza version, status, date and translation scope","url":"https://www.romhackplaza.org/translations/shounen-ashibe-nepal-daibouken-no-maki-english-translation-nintendo-entertainment-system"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2535},"source_url":"https://api.github.com/repos/BlackPaladin2022/Translation-Patches/languages","evidence":"Exact byte counts from GitHub Languages API for BlackPaladin2022/Translation-Patches; totals describe the full repository. These bytes can include build scripts, tools, generated files, or other projects and do not isolate the localization target.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shutoko-battle-x-xbox360-undub","title":"Shutokō Battle X Xbox 360 English Asset / Undub Patch","game":"Shutokō Battle X","platform":"Xbox 360","kind":"Fan Localization","status":"Release v1.0.1 was published 2025-11-11. The project modifies the Japanese release using English Import Tuner Challenge assets and script corrections; it is not a new complete translation. Its README requires a Xenia TOML fix to avoid a post-first-race hang and says the patch should work on a modded Xbox 360; it credits an actual Xbox 360 hardware tester.","summary":"An undub/relocalization patch for the Japanese Xbox 360 racing game Shutokō Battle X. It adapts English assets from Import Tuner Challenge while preserving the Japanese release as the base.","project_url":"https://github.com/ludusregard/Shutoko-Battle-X-Restored","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Public Python patch scripts and assets; requires user-supplied Xbox 360 game files. No repository license is declared.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Xbox 360 asset relocalization / undub patch","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ludusregard/Shutoko-Battle-X-Restored#readme"},{"label":"Maintainer release v1.0.1","url":"https://github.com/ludusregard/Shutoko-Battle-X-Restored/releases/tag/v1.0.1"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ludusregard/Shutoko-Battle-X-Restored"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ludusregard/Shutoko-Battle-X-Restored/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":44169,"Batchfile":150},"source_url":"https://api.github.com/repos/ludusregard/Shutoko-Battle-X-Restored/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 44,169 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"side-arms-genesis-native-port","title":"Side Arms: Hyper Dyne Sega Genesis Native Port","game":"Side Arms: Hyper Dyne","platform":"Capcom arcade source behavior/data → Sega Genesis / Mega Drive (SGDK)","kind":"Reimplementation","status":"Version 1.3 was published 2026-10-05. The maintainer describes a from-scratch SGDK 2.12 implementation. Its QA log reports headless Genesis Plus GX 1P/2P runs through section 10, ending, staff roll, and title, plus pixel comparisons against MAME; no real Genesis hardware test is claimed. Build-time assets require the user’s matching MAME 0.288 Side Arms ROM set.","summary":"A native Genesis/Mega Drive implementation of Capcom’s Side Arms: Hyper Dyne, written from scratch from reverse-engineered arcade behavior rather than running or transliterating the arcade program. The project supplies gameplay code, analysis, build tools, and emulator-based comparisons; ROM-derived assets are generated locally from a user-owned set.","project_url":"https://github.com/rester159/side-arms-MD","updated":"2026-10-16","strategy":"From-scratch SGDK implementation of arcade gameplay behavior with emulator-based differential QA against MAME","language":"","source_available":"Public source, build scripts, reverse-engineering notes, and test tools; the user supplies the MAME Side Arms ROM set for local asset generation. Repository license metadata is not asserted.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Sega Genesis native reimplementation; full-section emulator QA, hardware validation not reported","target_type":"Game","sources":[{"label":"Maintainer README, architecture, and build requirements","url":"https://github.com/rester159/side-arms-MD#readme"},{"label":"Maintainer QA and test results","url":"https://github.com/rester159/side-arms-MD/blob/main/docs/qa.md"},{"label":"Maintainer v1.3 release","url":"https://github.com/rester159/side-arms-MD/releases/tag/v1.3"},{"label":"Current primary README","url":"https://github.com/rester159/side-arms-MD/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/rester159/side-arms-MD"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/rester159/side-arms-MD/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":378934,"Python":340004,"Lua":32411,"Shell":4901,"Makefile":2943},"source_url":"https://api.github.com/repos/rester159/side-arms-MD/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-sidou-c64-sid-firmware","title":"SIDOU (M-VAVE FM-1 Commodore 64 SID firmware prototype)","game":"M-VAVE FM-1 synthesizer firmware","platform":"FM-1-targeted embedded firmware; runs in fm1-emu/browser demo, not yet tested on FM-1 hardware","kind":"Reimplementation","status":"Latest README identifies M1a as its first firmware. The maintainer says it is tested in the fm1-emu emulator and host tooling only; no FM-1 has run it and it is not ready for hardware installation. The repository was pushed 2026-10-15.","summary":"A GPL-3.0-or-later custom firmware prototype that models the Commodore 64 SID as an FM-1 instrument, with sequencer/tracker views, live play, .sid playback, and GoatTracker/SID-Wizard importers. It currently runs in the host and FM-1 emulator, not on the physical target.","project_url":"https://github.com/dsablic/sidou","updated":"2026-10-16","strategy":"In-development SID chip reimplementation and FM-1 firmware integration, with host-side and fm1-emu tests; no hardware validation is claimed.","language":"","source_available":"Public source under GPL-3.0-or-later; third-party components retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Embedded SID-chip instrument firmware prototype","target_type":"Software","sources":[{"label":"Maintainer README: M1a status, SID feature scope, emulator tests, and no-hardware caveat","url":"https://github.com/dsablic/sidou/blob/main/README.md"},{"label":"GPL-3.0-or-later license","url":"https://github.com/dsablic/sidou/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/dsablic/sidou"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/dsablic/sidou/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":1415096,"C":1304581,"JavaScript":36127,"CMake":14240,"HTML":12245,"Linker Script":10903,"Shell":7606,"C++":5352,"Assembly":3166,"Python":1358,"Dockerfile":680},"source_url":"https://api.github.com/repos/dsablic/sidou/languages","evidence":"GitHub's Languages REST endpoint reports Rust as the largest language total (50.3% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"siglent-sds1000cml-plus-open-replacement-firmware","title":"Siglent SDS1000CML+ open replacement firmware","game":"Siglent SDS1000CML+ oscilloscope firmware","platform":"Siglent SDS1000CML+ two-channel oscilloscopes; developed and demonstrated on an SDS1102CML+; ARM application processor plus FPGA","kind":"Reimplementation","status":"Active source development; GitHub reports a push on 2026-10-16. The latest GitHub release is v0.0.5, published 2026-07-12. The README shows captures from a live SDS1102CML+ and says the replacement is run without flashing; power cycling returns to factory firmware. Model support beyond the SDS1000CML+ family is not claimed.","summary":"An open replacement application and FPGA firmware for Siglent SDS1000CML+ oscilloscopes, developed on an SDS1102CML+. It adds deep-memory acquisition, serial-protocol triggering and decoding, analysis workspaces, and a web interface. The repository includes implementable behavioral specifications, ARM-side Go source, and FPGA HDL; it is a replacement instrument firmware, not a byte-matching reconstruction of a named factory firmware revision.","project_url":"https://github.com/labeth/open-sds1000cml","updated":"2026-10-16","strategy":"The repository describes itself as a clean-room firmware specification for the target scope and includes a requirements model linking behavioral contracts to source files. Its README says the application replaces the scope ARM application and FPGA images. No exact factory firmware version or byte-equivalence goal is identified.","language":"Go","source_available":"Public source under MIT. The repository includes the replacement ARM application, FPGA HDL/images, specifications, browser UI, and host-side takeover tooling. Release v0.0.5 provides otactl binaries for macOS, Linux, and Windows.","first_found":"2026-10-16","project_started":"2026-07-02","programming_language":"Go","subtype":"Oscilloscope replacement firmware and FPGA implementation","target_type":"Software","sources":[{"label":"Project README: target, features, live SDS1102CML+ evidence, factory-firmware recovery behavior, and architecture","url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md"},{"label":"MIT license","url":"https://github.com/labeth/open-sds1000cml/blob/main/LICENSE"},{"label":"Source-linked target requirements model","url":"https://github.com/labeth/open-sds1000cml/blob/main/model/requirements.yml"},{"label":"Latest GitHub release v0.0.5","url":"https://github.com/labeth/open-sds1000cml/releases/tag/v0.0.5"},{"label":"Project description and GitHub repository metadata","url":"https://api.github.com/repos/labeth/open-sds1000cml"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/labeth/open-sds1000cml/languages"}],"media":[{"kind":"image","label":"Native scope LCD in the BUS workspace: the decoded UART packet 48 69 20 55 AA 0F F0 0A in a hex column and a string box, the serial trigger matching AA, and the packet centred on t","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-bus.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-bus.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SCOPE workspace: both channels' UART traces with readouts and the decoded bytes under the trace","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-scope.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-scope.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SCOPE again: X-Y, a diagonal line because both channels carry the same signal","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-xy.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-xy.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"BUS again: an eye diagram of the UART with bit rate, eye height and width, and TIE jitter","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-bus-eye.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-bus-eye.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"The match editor: a full-screen keypad for the trigger's match bytes, in hex","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-match-editor.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-match-editor.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SPECTRUM: the FFT with a peak table, harmonics and THD over a small time trace","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-spectrum.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-spectrum.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SPECTRUM again: the spectrogram, the spectrum over time","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-spectrogram.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-spectrogram.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"MEASURE: statistics of the chosen readouts, now, mean, min, max and sdev","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-measure.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-measure.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"MEASURE again: every value of both channels","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-measure-all.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-measure-all.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"COMPARE: a master stacked from 64 captures in REF A and its mask testing live captures","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-compare.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-compare.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"The TRIG settings sheet: every trigger setting written out, with a live preview and help","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-sheet-trig.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-sheet-trig.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web SCOPE workspace","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-scope.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-scope.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web SCOPE in X-Y: C1 against C2, a diagonal because both channels carry the same signal","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-xy.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-xy.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web BUS workspace: the decoder, the packet table and the trigger on bytes","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-bus.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-bus.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web BUS eye diagram with jitter analysis","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-bus-eye.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-bus-eye.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web SPECTRUM: FFT with peaks and THD","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-spectrum.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-spectrum.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web spectrogram","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-spectrogram.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-spectrogram.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web MEASURE: statistics, cursors and the mask test","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-measure.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-measure.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web MEASURE, All values: every measurement of both channels in this capture","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-measure-all.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-measure-all.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web COMPARE: REF A against the live trace with the difference readout, and the mask test counting","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-compare.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-compare.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"All settings: every control of the app in one list, with where it lives","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-allsettings.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-allsettings.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phone remote Home: big tiles for time/div, trigger level and V/div, the workspace chips, Run/Stop, Single and Auto","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-home.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-home.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phone remote in BUS: the match bytes and serial trigger tiles","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-bus.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-bus.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phone remote Menus: every settings tab, with search","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-menus.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-menus.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phone remote typed entry: a keypad with units for time/div","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-sheet.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-sheet.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phone remote History: each change with who made it, and undo","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-history.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-history.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Phone remote Keys: the knob pushes and keys, and the phone's keep-awake and fullscreen","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-keys.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/remote-keys.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Native LCD, BUS workspace: the 104 MHz SPI flash look-alike decoded and triggered on OPEN","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-spi.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-spi.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"The BUS sheet: Data delay Auto with the eye's margin, the clock rate and the receiver","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-spi-sheet.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-spi-sheet.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Native LCD, BUS workspace: a 62.5 MBd UART decoded and triggered","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-uart.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-uart.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Native LCD, BUS workspace: 3.4 MHz high-speed I2C decoded and triggered on a read of 0x50","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-i2c.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/scope-fast-i2c.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web BUS workspace: the 104 MHz SPI bus decoded at the data delay, the hardware trigger's matches counted","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-fast-spi.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-fast-spi.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web BUS workspace: the 62.5 MBd UART, triggered on -SDS","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-fast-uart.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-fast-uart.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Web BUS workspace: 3.4 MHz I2C transfers listed with their addresses","url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-fast-i2c.png","preview_url":"https://raw.githubusercontent.com/labeth/open-sds1000cml/main/docs/images/web-fast-i2c.png","source_url":"https://github.com/labeth/open-sds1000cml/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":4923105,"JavaScript":1530612,"Verilog":591894,"HTML":66878,"CSS":53865,"Shell":29367,"C":24899,"TypeScript":14907,"Makefile":8847,"SystemVerilog":7413,"Assembly":3406,"Tcl":3061},"source_url":"https://api.github.com/repos/labeth/open-sds1000cml/languages","evidence":"GitHub's official Languages endpoint reports Go as the largest tracked source total (4,923,105 bytes); the complete returned repository-wide byte breakdown is preserved. This is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sikarugir-wine-wrapper","title":"Sikarugir (Kegworks successor)","game":"Windows applications and games (multi-title)","platform":"Windows software → macOS 14.6+; the Apple silicon path requires Rosetta 2","kind":"API Translation","status":"Active source development; the repository's latest commit was 2026-10-14, and its releases page has no published releases. The README lists D3DMetal, DXVK, D9VK, DXMT and WineD3D options.","summary":"Successor to Wineskin that creates user-friendly Wine-wrapped macOS apps for Windows software. Sikarugir manages the wrappers and selects graphics backends; Wine and the selected graphics components provide the underlying compatibility behavior.","project_url":"https://github.com/Sikarugir-App/Sikarugir","updated":"2026-10-15","strategy":"Wine app wrapping and graphics compatibility backend management","language":"","source_available":"Public source repository; bundled components have separate licensing terms","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"macOS Wine wrapper","target_type":"Software","sources":[{"label":"Canonical Sikarugir repository README and supported macOS/backends","url":"https://github.com/Sikarugir-App/Sikarugir"},{"label":"Sikarugir releases","url":"https://github.com/Sikarugir-App/Sikarugir/releases"}],"media":[{"kind":"video","label":"How to Play PC Games on Mac with SIKARUGIR – Step-by-Step Guide","url":"https://www.youtube.com/watch?v=pCgYxRPIqjE&t=23s","preview_url":"https://i.ytimg.com/vi/pCgYxRPIqjE/hqdefault.jpg","source_url":"https://github.com/Sikarugir-App/Sikarugir/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Sikarugir-App/Sikarugir/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"silent-hill-2-switch-recompilation","title":"Silent Hill 2 Nintendo Switch Recompilation","game":"Silent Hill 2","platform":"Windows PC → Nintendo Switch","kind":"Recompilation","status":"Version 1.00 has a Switch NRO release and build instructions. The README documents menus, saving/loading, and movie playback; it does not claim a full-game completion or hardware test.","summary":"Statically recompiles the PC game's x86 executable to C for Switch ARM64, with a native runtime for the Windows, graphics, audio, input, and video services the game expects. Requires legally obtained PC game data and the Enhanced Edition files.","project_url":"https://github.com/cutarev/sh2-nx","updated":"2026-10-15","strategy":"Static recompilation of the PC executable","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch","target_type":"Game","sources":[{"label":"Project README, version, build, and status","url":"https://github.com/cutarev/sh2-nx"},{"label":"Project releases","url":"https://github.com/cutarev/sh2-nx/releases"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/cutarev/sh2-nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":350677,"Python":69964,"Shell":4746,"CMake":1760},"source_url":"https://api.github.com/repos/cutarev/sh2-nx/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C is the largest category (350677 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"silent-hill-3-switch-recomp","title":"Silent Hill 3 PC-to-Switch Static Recompilation","game":"Silent Hill 3","platform":"Windows PC (x86) → Nintendo Switch (ARM64)","kind":"Recompilation","status":"Latest release v0.03 was published 2026-10-13. The maintainer reports gameplay and core menus, but testing is limited to the first areas; FMVs are skipped and later behavior is not established. Requires the user's PC game files.","summary":"Static recompilation of the PC executable into a native Nintendo Switch NRO. The CPU code is translated ahead of time; this is not a matching decompilation or emulator. The project supplies compatibility work for the PC game's graphics, input, audio, files, and threads. Users provide their own game files.","project_url":"https://github.com/cutarev/sh3-nx","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; requires the user's original PC game files","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native Nintendo Switch homebrew port","target_type":"Game","sources":[{"label":"Canonical project repository and README","url":"https://github.com/cutarev/sh3-nx"},{"label":"Maintainer release v0.03","url":"https://github.com/cutarev/sh3-nx/releases/tag/v0.03"},{"label":"Reddit maintainer announcement (discovery lead)","url":"https://www.reddit.com/r/decomps/comments/1x18i88/silent_hill_3_now_runs_natively_on_the_nintendo/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":279268,"Python":48142,"Shell":3629,"CMake":1179},"source_url":"https://api.github.com/repos/cutarev/sh3-nx/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"silent-hill-3-ps2-matching-decomp","title":"Silent Hill 3 PlayStation 2 Matching Decompilation","game":"Silent Hill 3","platform":"PlayStation 2 NTSC-U v1.02 (SLUS_206.22)","kind":"Decompilation","status":"The maintainer README claims 100% byte-matching decompilation of Silent Hill 3, but also labels the project early-stage and lists 15 of 40 stages. The build requires the user’s own SLUS_206.22 disc files. Last pushed 2026-10-15; no GitHub release is listed.","summary":"Matching C decompilation of the NTSC-U PlayStation 2 release of Silent Hill 3. The README reports byte-matching completion while separately tracking stage reconstruction; the repository contains no game data.","project_url":"https://github.com/dreamingmoths/memory-of-alessa","updated":"2026-10-16","strategy":"Matching C decompilation of the PlayStation 2 executable","language":"","source_available":"Public MIT-licensed source repository; no game data or release package; requires files from the user’s own supported disc.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation; README also tracks stage reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/dreamingmoths/memory-of-alessa"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/dreamingmoths/memory-of-alessa"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/dreamingmoths/memory-of-alessa/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/dreamingmoths/memory-of-alessa/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4483449,"Python":83248,"Makefile":17577,"Kaitai Struct":4010,"Assembly":3549,"Shell":1340,"Dockerfile":335},"source_url":"https://api.github.com/repos/dreamingmoths/memory-of-alessa/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 4,483,449 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"silent-hill-ps3-port","title":"Silent Hill Native PC and Mobile Port (PS3 in Development)","game":"Silent Hill","platform":"Original PlayStation → Windows PC, Android, and iOS; OG Xbox beta; PS3/PSP listed as in development","kind":"Decompilation","status":"The current crossplatform-beta release contains Android APK and iOS IPA assets, with APK/IPA files updated through 2026-10-12. In its 2026-09-04 announcement, the maintainer says Android/iOS builds are playable and support touch controls; Android Arcade1Up support still needs work. The PS3 target tracked by this row remains in development, with no PS3-specific playable milestone documented.","summary":"A native source port based on the PlayStation decompilation, using PsyCross rather than emulation or static recompilation. The project now ships PC, Android, and iOS builds; its maintainer reports playable mobile builds with touch controls. The cross-platform beta also includes an OG Xbox build, while PS3/PSP remain listed as in-development targets. Game data is not included and must come from the user’s own PlayStation disc.","project_url":"https://github.com/SlickAmogus/silent-hill-decomp","updated":"2026-10-16","strategy":"Decompilation-based native source port using PsyCross, with PC, Android, and iOS builds; console targets have separate maturity levels.","language":"","source_available":"Public GPL-3.0 source for the PC port and its additions, plus Android APK/iOS IPA beta builds. The project does not license or distribute the underlying PlayStation decompilation or game data; a user-supplied disc is required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native Android/iOS beta and PC port; OG Xbox beta; PS3/PSP in development","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/SlickAmogus/silent-hill-decomp"},{"label":"Maintainer README: decompilation method, platform status, and game-data requirement","url":"https://github.com/SlickAmogus/silent-hill-decomp#readme"},{"label":"GitHub repository metadata: 2026-10-16 source activity and GPL-3.0 port license","url":"https://api.github.com/repos/SlickAmogus/silent-hill-decomp"},{"label":"Maintainer cross-platform beta release: Android APK, iOS IPA, and Xbox assets","url":"https://github.com/SlickAmogus/silent-hill-decomp/releases/tag/crossplatform-beta"},{"label":"Maintainer announcement: mobile builds, touch support, and Arcade1Up caveat","url":"https://github.com/SlickAmogus/silent-hill-decomp/discussions/120"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17156577,"C++":3407304,"C#":2612050,"Python":963440,"BitBake":331512,"PowerShell":69553,"CMake":58449,"JavaScript":56262,"HTML":35485,"Makefile":34941,"Shell":25816,"Kaitai Struct":14888,"Pawn":13889,"Batchfile":11138,"Linker Script":8216,"Dockerfile":778},"source_url":"https://api.github.com/repos/SlickAmogus/silent-hill-decomp/languages","evidence":"GitHub REST Languages endpoint reports 17,156,577 bytes of C as the largest total (69.2% of 24,800,298 recognized language bytes). The endpoint covers the full repository rather than the port or mobile targets alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"silent-hill-switch-port","title":"Silent Hill PlayStation-to-Switch Port","game":"Silent Hill","platform":"PlayStation → Nintendo Switch homebrew","kind":"Decompilation","status":"The latest Switch NRO release is 1.1.0 (2026-08-15), and the repository describes the Switch target as a work in progress. Release instructions require user-provided game data and do not document Switch-specific game completion or a supported disc revision.","summary":"Switch homebrew adaptation of the PS1 Silent Hill decompilation/PC-port project. Release 1.1.0 provides SilentHillPC.nro and configuration files; the game data is not bundled.","project_url":"https://github.com/DerilDX/silent-hill-decomp-nx","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch NRO; fork of the Silent Hill decompilation/PC port","target_type":"Game","sources":[{"label":"Switch port repository","url":"https://github.com/DerilDX/silent-hill-decomp-nx"},{"label":"Switch release 1.1.0 and install requirements","url":"https://github.com/DerilDX/silent-hill-decomp-nx/releases/tag/1.1.0"},{"label":"Upstream decompilation project","url":"https://github.com/SlickAmogus/silent-hill-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13208403,"C++":912547,"Python":461160,"BitBake":331512,"C#":145776,"Makefile":34941,"CMake":32825,"PowerShell":30102,"Kaitai Struct":14888,"Shell":13637,"Pawn":12725,"Batchfile":10798,"Linker Script":8216,"Dockerfile":778},"source_url":"https://api.github.com/repos/DerilDX/silent-hill-decomp-nx/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 13,208,403 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"silent-hill-chapter-two-j2me-en","title":"Silent Hill: Chapter Two Java ME English Patch","game":"Silent Hill: Chapter Two","platform":"Java ME","kind":"Fan Localization","status":"English v1.1 update listed 2026-10-08. The patch translates the Chinese-language JAR text; it is not a translation directly from an identified Japanese mobile build.","summary":"English localization patch for the Java ME game’s Chinese release. The RHP listing says to apply the patch to the Chinese JAR; the Japanese-language original is not identified as a supported base.","project_url":"https://www.romhackplaza.org/translations/silent-hill-chapter-two-english-translation-java-me","updated":"2026-10-08","strategy":"Fan translation patch","language":"English","source_available":"RomhackPlaza entry offers an update/patch; requires the supported Chinese game JAR. Patch archive format and exact game build should be checked from the attached file/readme.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Java ME fan localization","target_type":"Game","sources":[{"label":"RomhackPlaza project entry: v1.1 update, target language, Chinese-JAR base and compatibility note","url":"https://www.romhackplaza.org/translations/silent-hill-chapter-two-english-translation-java-me"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/translations/silent-hill-chapter-two-english-translation-java-me","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"simcity-snes-static-recomp","title":"SimCity SNES Static Recomp","game":"SimCity (SNES)","platform":"Super Nintendo → Windows 10/11","kind":"Recompilation","status":"Released v1.4.0 for Windows. The project translates both W65C816 game instructions and the SPC700 audio program ahead of time and documents no general CPU interpreter, JIT, runtime opcode decoder, or emulator fallback.","summary":"Fully static SNES recompilation: native C dispatches exact processor-state/program-counter contexts for the game CPU and SPC700 audio program; an authored DSP and host runtime supply the remaining system behavior. Users provide a ROM matching the project's requirements.","project_url":"https://github.com/Junior-Jones/SimCity-SNES-Static-Recomp","updated":"2026-10-16","strategy":"Fully static W65C816 and SPC700 recompilation without interpreter/JIT fallback","language":"","source_available":"Public source repository and Windows release; user-supplied matching ROM required; no game ROM included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Fully static SNES recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/Junior-Jones/SimCity-SNES-Static-Recomp"},{"label":"Project README and fully-static execution model","url":"https://github.com/Junior-Jones/SimCity-SNES-Static-Recomp/blob/main/README.md"},{"label":"Project release page","url":"https://github.com/Junior-Jones/SimCity-SNES-Static-Recomp/releases"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Junior-Jones/SimCity-SNES-Static-Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/Junior-Jones/SimCity-SNES-Static-Recomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17718142,"C++":552486,"Python":19949,"CMake":17852},"source_url":"https://api.github.com/repos/Junior-Jones/SimCity-SNES-Static-Recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 17,718,142 bytes of C out of 18,308,429 measured source bytes (96.8%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"simcoupe","title":"SimCoupe","game":"SAM Coupé 8-bit home computer","platform":"Windows, Linux, and macOS","kind":"Emulator","status":"Maintained; v1.2.17 posted 2026-08-31, with Windows, macOS, and Linux builds","summary":"SAM Coupé emulator for desktop systems, with current upstream releases and cross-platform build support.","project_url":"https://simonowen.com/simcoupe/","updated":"2026-08-31","strategy":"Emulates the SAM Coupé Z80-based computer and its peripherals.","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"SAM Coupé Z80 home-computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://simonowen.com/simcoupe/"},{"label":"Upstream repository and platform/build information","url":"https://github.com/simonowen/simcoupe"},{"label":"Upstream releases","url":"https://github.com/simonowen/simcoupe/releases"},{"label":"Project GPL-2.0 license","url":"https://github.com/simonowen/simcoupe/blob/master/COPYING"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1222005,"CMake":25290,"Objective-C":15087,"C":14513,"Inno Setup":6444,"Shell":4464,"PowerShell":3515,"HLSL":1971,"HTML":267},"source_url":"https://api.github.com/repos/simonowen/simcoupe/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/simonowen/simcoupe reports 1,222,005 bytes of C++, the largest language total (94.5% of 1,293,556 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"simlac-imlac-pds1-pds4","title":"sImlac","game":"Programs and software for the Imlac PDS-1D and PDS-4","platform":"Imlac PDS-1D / PDS-4 computer-terminal systems","kind":"Emulator","status":"Experimental; the project README documents v0.3 and warns that PDS-4 support is not well tested. The latest GitHub release tag found is v0.2 (2018-10-05); source was last pushed 2020-05-12. Ongoing maintenance is not established.","summary":"C# emulator for Imlac PDS-1D and PDS-4 systems, modeling their 16-bit processor, display processor, up to 16 KW memory, vector display, keyboard, interrupts, and paper-tape/TTY interfaces. It requires .NET Framework 4.5.3 or Mono plus SDL2; users load software images through the emulated paper-tape or TTY path. The repository publishes source but no license grant was found, so it should not be labeled open source.","project_url":"https://github.com/livingcomputermuseum/sImlac","updated":"2026-10-16","strategy":"Imlac workstation/terminal hardware emulation.","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Minicomputer and vector-terminal emulator","target_type":"Software","sources":[{"label":"Official source repository","url":"https://github.com/livingcomputermuseum/sImlac"},{"label":"Official v0.3 hardware coverage, requirements, and limitations","url":"https://github.com/livingcomputermuseum/sImlac/blob/master/imlac/notes/readme.txt"},{"label":"Project file documenting the .NET Framework target","url":"https://github.com/livingcomputermuseum/sImlac/blob/master/imlac/imlac.csproj"},{"label":"Official release history","url":"https://github.com/livingcomputermuseum/sImlac/releases"},{"label":"GitHub official repository language byte counts","url":"https://api.github.com/repos/livingcomputermuseum/sImlac/languages"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/livingcomputermuseum/sImlac"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":345380},"source_url":"https://api.github.com/repos/livingcomputermuseum/sImlac/languages","evidence":"GitHub official repository Languages API reports 345,380 bytes of C# as the largest of 1 recognized language buckets (100.0% of recognized bytes). Checked 2026-10-16. Repository-level language counts may include tooling, bundled resources, and UI code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simon-tatham-puzzles-android","title":"Simon Tatham's Portable Puzzle Collection for Android","game":"Simon Tatham's Portable Puzzle Collection (multi-game puzzle suite)","platform":"Windows and Unix(GTK) PC puzzle programs → Android 5.0+ (minSdk 21; Google Play and APK release)","kind":"Reimplementation","status":"The Android app is distributed through Google Play and the maintainer's latest GitHub APK release was published on 2025-09-15 (build dated 2025-09-12); the source repository was last pushed on 2025-10-21. The Android frontend supplies mobile controls, display adjustments, offline documentation, and native C puzzle implementations bridged to a Kotlin UI. No newer release or compatibility update was found by 2026-10-16.","summary":"Native Android port of Simon Tatham's desktop Portable Puzzle Collection. It reuses the C puzzle implementations through JNI and provides an Android/Kotlin frontend for touch controls, game selection, saving, display settings, and offline help. The upstream creator documents native Windows and Unix(GTK) versions. This is a mobile frontend/source port of a multi-game software suite, not a single-game recompilation.","project_url":"https://github.com/chrisboyle/sgtpuzzles","updated":"2026-10-16","strategy":"C puzzle game implementations reused through JNI with a Kotlin Android frontend and touch-oriented UI.","language":"","source_available":"The repository's LICENCE grants MIT-style terms for the source code and explicitly excludes additional graphics distributed with its Google Play version. GitHub reports NOASSERTION for a single SPDX license; upstream contributions retain their authorship notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native Android frontend for a multi-game desktop puzzle suite; minSdk 21; Google Play and signed APK release","target_type":"Software","sources":[{"label":"Official upstream puzzle collection page: native Windows and Unix versions and platform history (checked 2026-10-16)","url":"https://www.chiark.greenend.org.uk/~sgtatham/puzzles/index.html"},{"label":"Android maintainer README: direct Android port, Google Play listing, goals, C/JNI core, and Kotlin frontend (checked 2026-10-16)","url":"https://github.com/chrisboyle/sgtpuzzles"},{"label":"Maintainer-listed Google Play Android app (checked 2026-10-16)","url":"https://play.google.com/store/apps/details?id=name.boyle.chris.sgtpuzzles"},{"label":"Latest APK release published 2025-09-15; build tag contains 2025-09-12","url":"https://github.com/chrisboyle/sgtpuzzles/releases/tag/2025-09-12-1919-23762278"},{"label":"Repository LICENCE: source license and separate exclusion for Google Play graphics (checked 2026-10-16)","url":"https://github.com/chrisboyle/sgtpuzzles/blob/main/LICENCE"},{"label":"Android Gradle configuration: minSdk 21 (checked 2026-10-16)","url":"https://github.com/chrisboyle/sgtpuzzles/blob/main/app/build.gradle.kts"},{"label":"GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/chrisboyle/sgtpuzzles/languages"},{"label":"Current primary README","url":"https://github.com/chrisboyle/sgtpuzzles/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/chrisboyle/sgtpuzzles"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4582490,"HTML":518232,"Kotlin":275884,"JavaScript":67733,"Objective-C":52691,"CMake":52678,"Perl":51602,"Java":26386,"Monkey C":16436,"Shell":15513,"GAP":3219,"Python":2150,"Ruby":1604,"CSS":254},"source_url":"https://api.github.com/repos/chrisboyle/sgtpuzzles/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"bakudan-poi-poi-ps2-en","title":"Simple 2000 Series Ultimate Vol. 17: Taisen! Bakudan Poi Poi English Translation","game":"Simple 2000 Series Ultimate Vol. 17: Taisen! Bakudan Poi Poi","platform":"PlayStation 2","kind":"Fan Localization","status":"RomHackPlaza lists a complete v1.0 translation dated 2026-05-16. The maintainer repository describes an xdelta patch and provides translation/source material, but no downloadable patch asset or GitHub release was found during this review; direct patch availability remains unverified.","summary":"Japanese-to-English PS2 translation project covering game text, menus and UI. The public repository identifies the expected Japanese disc by MD5 8f300ca07eebdc9dc3b4e0be2c2eb503 and documents xdelta use. A patch file was not found on the current catalog listing or in the repository release area, so this is a source-backed project rather than a confirmed ready-to-apply download.","project_url":"https://github.com/ScatterdBrain/Simple-2000-Series-Ultimate-Vol.-17-Taisen-Bakudan-Poi-Poi-English-Translation-Patch","updated":"2026-10-16","strategy":"Fan translation project with documented xdelta patch workflow","language":"English","source_available":"Public translation/source repository; README documents xdelta but a downloadable patch asset was not located. No game image. Licence scope is not stated.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation source project","target_type":"Game","sources":[{"label":"Maintainer source repository and patch instructions","url":"https://github.com/ScatterdBrain/Simple-2000-Series-Ultimate-Vol.-17-Taisen-Bakudan-Poi-Poi-English-Translation-Patch"},{"label":"RomHackPlaza project page and listed status/date","url":"https://romhackplaza.org/translations/simple-2000-series-ultimate-vol-17-taisen-bakudan-poi-poi-english-translation-playstation-2/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ScatterdBrain/Simple-2000-Series-Ultimate-Vol.-17-Taisen-Bakudan-Poi-Poi-English-Translation-Patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"sin-punishment-hoshi-no-keishousha-n64-pc-recomp","title":"Sin & Punishment: Recompiled","game":"Sin & Punishment: Hoshi no Keishousha","platform":"Nintendo 64 Japan → Linux / Windows / macOS (PC project; only Linux host is evidenced tested)","kind":"Recompilation","status":"Work in progress, phase 3; the project reports a booting title screen and stable >60-second run on Linux with AMD RX 9070 XT/Wayland. No packaged build or full gameplay is claimed; no license found. Requires Japanese ROM.","summary":"N64Recomp + RSPRecomp + N64ModernRuntime + RT64 static recompilation.","project_url":"https://github.com/maximilianoide/sin-punishment-recompiled","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/maximilianoide/sin-punishment-recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":27814,"CMake":10667,"Python":8166,"Shell":4058,"C":1993},"source_url":"https://api.github.com/repos/maximilianoide/sin-punishment-recompiled/languages","evidence":"GitHub's official Languages API reports 27,814 bytes of C++ out of 52,698 recognized language bytes for https://github.com/maximilianoide/sin-punishment-recompiled; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-ql-mister","title":"Sinclair QL MiSTer FPGA Core","game":"Sinclair QL","platform":"Sinclair QL on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Sinclair QL on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/QL_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/QL_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/QL_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/QL_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/QL_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":528186,"SystemVerilog":401603,"Verilog":365292,"Tcl":23337,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/QL_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 528,186 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-zx-spectrum-mister","title":"Sinclair ZX Spectrum models, Pentagon and Scorpion MiSTer FPGA Core","game":"Sinclair ZX Spectrum models, Pentagon and Scorpion","platform":"Sinclair ZX Spectrum models, Pentagon and Scorpion on MiSTer FPGA","kind":"Emulator","status":"README says Spectrum 48K/128K/+3 and Pentagon 128 are fully functional with stated CPU/video timings. No published GitHub release was listed at review time; source repository was last pushed 2026-10-14.","summary":"FPGA system-emulation core for Sinclair ZX Spectrum models, Pentagon and Scorpion on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/ZX-Spectrum_MISTer","updated":"2026-10-14","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/ZX-Spectrum_MISTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/ZX-Spectrum_MISTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/ZX-Spectrum_MISTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/ZX-Spectrum_MISTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":518511,"Verilog":474364,"VHDL":317052,"Tcl":26661,"Python":4125,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/ZX-Spectrum_MISTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 518,511 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-zx81-mister","title":"Sinclair ZX80 and ZX81 MiSTer FPGA Core","game":"Sinclair ZX80 and ZX81","platform":"Sinclair ZX80 and ZX81 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Sinclair ZX80 and ZX81 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/ZX81_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/ZX81_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/ZX81_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/ZX81_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/ZX81_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":307943,"VHDL":225733,"SystemVerilog":186866,"Tcl":22648,"Batchfile":714},"source_url":"https://api.github.com/repos/MiSTer-devel/ZX81_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 307,943 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"skate-2-xbox360-recomp","title":"Skate 2 Xbox 360 Recompilation","game":"Skate 2 (Xbox 360)","platform":"Xbox 360 → native PC executable target","kind":"Recompilation","status":"GitHub marks the repository archived, and its README says the project is no longer being worked on and remains early-stage. It does not claim a playable build.","summary":"An abandoned early-stage Skate 2 recompilation project. The repository says it does not distribute the proprietary game executable or assets.","project_url":"https://github.com/Skate-2-Team/sk82-recomp","updated":"2026-07-29","strategy":"XenonRecomp static recompilation of the original Xbox 360 executable","language":"","source_available":"Public project source; a legally obtained copy of Skate 2 is required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Archived early-stage project","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/Skate-2-Team/sk82-recomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/Skate-2-Team/sk82-recomp/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/Skate-2-Team/sk82-recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/Skate-2-Team/sk82-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":291167,"Python":3430,"CMake":2246,"Batchfile":256},"source_url":"https://api.github.com/repos/Skate-2-Team/sk82-recomp/languages","evidence":"GitHub's official Languages API reports C++: 291,167 bytes, Python: 3,430 bytes, CMake: 2,246 bytes, Batchfile: 256 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"skate-2-xbox360-windows-recomp","title":"Skate 2 Xbox 360 Windows Recompilation (Skate 2 PC)","game":"Skate 2","platform":"Xbox 360 → Windows 10/11 x64, Direct3D 12","kind":"Recompilation","status":"v0.1.1 Windows release. README reports Free Skate, campaign progression, instant replay, saves/reloads, and an approximately one-hour play session on one PC; full campaign completion and broader hardware coverage are unverified. ROG Ally is not tested.","summary":"A native Windows port that statically recompiles the Xbox 360 game's CPU code with ReXGlue and renders through Direct3D 12. It requires the supported user-owned Xbox 360 game revision; no original game data is included.","project_url":"https://github.com/christianortel/skate2-recompile-pc","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation via ReXGlue with a native Direct3D 12 Windows host","language":"","source_available":"Public source and v0.1.1 Windows player release; user must supply the supported extracted Xbox 360 game. No game files are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"PowerShell","subtype":"Xbox 360 static recompilation and Windows native port","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/christianortel/skate2-recompile-pc#readme"},{"label":"Supported revision, installation, and ROG Ally caveat","url":"https://github.com/christianortel/skate2-recompile-pc/blob/main/docs/INSTALL.md"},{"label":"Maintainer release v0.1.1","url":"https://github.com/christianortel/skate2-recompile-pc/releases/tag/v0.1.1"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/christianortel/skate2-recompile-pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":149531,"C++":46745,"Python":8810,"Batchfile":2497,"CMake":1754,"C":841},"source_url":"https://api.github.com/repos/christianortel/skate2-recompile-pc/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/christianortel/skate2-recompile-pc reports 149,531 bytes of PowerShell, the largest language total (71.1% of 210,178 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"skate-3-mobile-android","title":"Skate 3 Mobile","game":"Skate 3 (Xbox 360 version)","platform":"Xbox 360 → Android arm64-v8a (Android 13+, Vulkan)","kind":"Recompilation","status":"Experimental developer build; v2.1.0 DEV was published 2026-09-15. The maintainer reports Android 13+, ARM64 and Vulkan requirements, with first device testing on an Anbernic RG406V; release notes also credit a Retroid Pocket 6 test. Compatibility and performance vary by device, and no full-game completion test is claimed.","summary":"An Android ARM64 build of the Xbox 360 version of Skate 3 using static recompilation, the ReXGlue runtime, and a native Vulkan renderer. The Android app adds SDL3 platform integration, touch controls, game-file import, and Android-focused performance work. The user supplies the original game files and title update; neither game data nor generated code is included. The project credits Skate3Recomp as its foundation and is an experimental developer build.","project_url":"https://github.com/Buku313/Skate3-Mobile","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation to Android ARM64 with ReXGlue and native Vulkan rendering","language":"","source_available":"Public repository; GitHub reports no detected license. 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The project documents a source build and sideload path. It does not state an iOS minimum version or full-campaign completion result.","summary":"iOS build and packaging path for the Skate 3 Xbox 360 static recompilation. The build uses the public SK8-Engine recompilation source, signs and installs on a developer’s own iPhone or produces an unsigned IPA for sideloading. 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The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-skiff-six-track-groovebox-firmware","title":"Skiff (M-VAVE FM-1 six-track groovebox firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; browser-based installer/editor and desktop Python installer","kind":"Reimplementation","status":"Release 1.2 was published 2026-10-16. 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It documents `make -f Makefile.dc` and `pack_emu`; original game resources are required to build. It does not report a real-hardware or end-to-end game test.","summary":"Dreamcast target for the SDL SkiFree source port, adapting the classic Microsoft Entertainment Pack game for KallistiOS and Dreamcast controllers.","project_url":"https://github.com/gameblabla/skifree_sdl12","updated":"2026-10-15","strategy":"Port the SDL SkiFree implementation to KallistiOS with a Dreamcast-specific Makefile and controller input","language":"","source_available":"Public source repository; the maintainer requires the original SkiFree resources for building","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Dreamcast source port","target_type":"Game","sources":[{"label":"Maintainer README: Dreamcast target, performance caveat, and build instructions","url":"https://github.com/gameblabla/skifree_sdl12"},{"label":"SDL SkiFree base project and original-resource requirements","url":"https://github.com/jeff-1amstudios/skifree_sdl"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":538293,"CMake":18228,"Makefile":1027,"Shell":728},"source_url":"https://api.github.com/repos/gameblabla/skifree_sdl12/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/gameblabla/skifree_sdl12 reports 538,293 bytes of C, the largest language total (96.4% of 558,276 recognized-language bytes). 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"skylanders-portal-of-power-emulator","title":"Skylanders Portal of Power Software/USB Emulator","game":"Skylanders Portal of Power peripheral protocol","platform":"Xbox 360 Skylanders Portal of Power protocol → software protocol core and USB HID portal","kind":"Emulator","status":"A unit-tested protocol core supports up to 16 figures, Xbox 360 framing, traps, and figure data; the ReXGlue bridge can use a real USB portal. The project is a peripheral emulator/library, not a console emulator or standalone game port.","summary":"A reusable Skylanders Portal of Power emulation component created from the Xbox 360 game-port work. Its core can simulate portal protocol operations, while a ReXGlue layer supports real USB HID portals and game integration; used as a submodule by Giants Recompiled and Trap Team Recompiled.","project_url":"https://github.com/TheBiemGamer/skylanders-portal","updated":"2026-10-16","strategy":"Peripheral protocol emulation with an optional ReXGlue input bridge and real USB HID backend","language":"","source_available":"Public MIT source and unit tests; repository documents protocol emulation and game integrations rather than distributing game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 accessory/peripheral emulator library","target_type":"Software","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/TheBiemGamer/skylanders-portal#readme"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/TheBiemGamer/skylanders-portal/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":219649,"Python":4944,"CMake":2995,"Shell":401},"source_url":"https://api.github.com/repos/TheBiemGamer/skylanders-portal/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/TheBiemGamer/skylanders-portal reports 219,649 bytes of C++, the largest language total (96.3% of 227,989 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"skyline","title":"Skyline","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"discontinued","summary":"Independent, open-source Android Switch emulator built from the ground up. The maintainers now label the project discontinued; Strato is tracked separately as its continuation.","project_url":"https://github.com/skyline-emu/skyline","updated":"2026-08-18","strategy":"Android-oriented Switch system emulation; the project README does not give a detailed HLE/LLE or CPU execution breakdown.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo Switch homebrew and game emulator for Android","target_type":"Software","sources":[{"label":"Official project organization and discontinued status","url":"https://github.com/skyline-emu"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/skyline-emu/skyline"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/skyline-emu/skyline"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/skyline-emu/skyline/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"skyward-sword-decomp","title":"Skyward Sword Decompilation","game":"The Legend of Zelda: Skyward Sword","platform":"Wii","kind":"Decompilation","status":"Work in progress; only the U.S. SOUE01 (NTSC-U 1.0) version is listed as supported, and the README requires an existing copy.","summary":"ZeldaRET project for reconstructing Skyward Sword.","project_url":"https://github.com/zeldaret/ss","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; supported U.S. game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii DOL/REL source decompilation for U.S. version SOUE01","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zeldaret/ss"},{"label":"Project README","url":"https://github.com/zeldaret/ss#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zeldaret/ss"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10993657,"C":1415246,"Python":326492,"Assembly":3972},"source_url":"https://api.github.com/repos/zeldaret/ss/languages","evidence":"GitHub REST repository Languages endpoint reports 10,993,657 bytes of C++ out of 12,739,367 measured source bytes (86.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"slam-dunk-yonkyou-gekitotsu-sfc-en-beta","title":"Slam Dunk: Yonkyou Gekitotsu English Translation Beta","game":"From TV Animation Slam Dunk: Yonkyo Gekitotsu!!","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Early English beta v0.1 build 3 listed 2026-10-04. Treat as a beta; the listing does not establish a complete playthrough or production-ready QA.","summary":"Fan translation project for the Japanese Super Famicom Slam Dunk game. The project listing provides a patch and the game-specific source ROM requirements.","project_url":"https://www.romhackplaza.org/index.php/translations/slam-dunk-clash-of-the-four-powers-english-translation-super-nintendo","updated":"2026-10-04","strategy":"Fan translation patch","language":"English","source_available":"RomhackPlaza provides a BPS patch; user must supply the matching Japanese Super Famicom ROM. No original game is bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation (beta)","target_type":"Game","sources":[{"label":"RomhackPlaza project listing: v0.1 build 3 status, platform, source-ROM and patch information","url":"https://www.romhackplaza.org/index.php/translations/slam-dunk-clash-of-the-four-powers-english-translation-super-nintendo"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.romhackplaza.org/index.php/translations/slam-dunk-clash-of-the-four-powers-english-translation-super-nintendo","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"slay-the-spire-2-android-modin-launcher","title":"Slay the Spire 2 Android Launcher (ModinMobileSTS)","game":"Slay the Spire 2","platform":"Steam PC game → Android (ARM64 target; Android runtime and native libraries are separate build requirements)","kind":"Reimplementation","status":"The project is marked experimental and publishes APK v0.1.11 (2026-10-02); its repository was last pushed 2026-10-08. README documents import/Steam download, a Harmony-based Android compatibility pack, mods, and save synchronization. It does not provide a stable compatibility guarantee; game version and external Android FMOD/Godot libraries matter.","summary":"Unofficial Android launcher and compatibility pack for a user-owned Slay the Spire 2 PC build. Harmony hooks adapt PC-specific paths, input, shaders, and mod loading inside the Godot/Mono runtime. The project does not include the base game; user files and separately obtained Android native dependencies are required.","project_url":"https://github.com/ModinMobileSTS/Sts2MobileLauncher","updated":"2026-10-16","strategy":"Godot/Mono Android launch environment with Harmony runtime hooks for game-specific PC-to-Android compatibility","language":"","source_available":"Public Java/Kotlin/C# launcher and compatibility-pack source; v0.1.11 APK release; user supplies the game and separately obtained FMOD/Godot native libraries","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Experimental Android launcher/runtime adaptation with mod support","target_type":"Game","sources":[{"label":"Project README: compatibility-pack method, user-provided game data, experimental scope, and Android requirements","url":"https://github.com/ModinMobileSTS/Sts2MobileLauncher/blob/main/README.md"},{"label":"v0.1.11 APK release","url":"https://github.com/ModinMobileSTS/Sts2MobileLauncher/releases/tag/v0.1.11"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/ModinMobileSTS/Sts2MobileLauncher"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/ModinMobileSTS/Sts2MobileLauncher/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":2234600,"Kotlin":522690,"Python":161750,"Shell":82904,"C#":74185,"C":2905,"CMake":430},"source_url":"https://api.github.com/repos/ModinMobileSTS/Sts2MobileLauncher/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 2,234,600 bytes of Java, the largest category (72.6% of 3,079,464 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"slay-the-spire-2-ios-aot-toolchain","title":"Slay the Spire 2 Native iOS Port Toolchain","game":"Slay the Spire 2","platform":"Steam PC game assembly and assets → native arm64 iOS/iPadOS build (Mac + Xcode required)","kind":"Recompilation","status":"The repository provides an English porting runbook and source toolchain but no GitHub release artifacts; last repository push was 2026-07-15. README describes the native iOS build method, but this research did not independently verify a device build. Building requires a Mac/Xcode, .NET 9, Godot 4.5.1 Mono, the user’s Steam copy, and separately obtained FMOD iOS and Spine iOS libraries.","summary":"Porting toolchain for a user-owned Slay the Spire 2 Steam copy. Mono.Cecil statically weaves mobile patches into the game assembly, then .NET NativeAOT compiles the patched assembly into an iOS framework; the project describes this as a native port rather than streaming, emulation, or decompiled game source. It does not redistribute game files or FMOD/Spine binaries.","project_url":"https://github.com/jhaizhou-ops/sts2-ios","updated":"2026-10-16","strategy":"Mono.Cecil static weaving of a user-owned game assembly followed by .NET NativeAOT ahead-of-time compilation to an iOS framework","language":"","source_available":"Public C# patch/toolchain and iOS export scripts/runbook; no game binary, assets, or third-party FMOD/Spine libraries included; no tagged release","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Native iOS porting toolchain; Mac/Xcode required for final build and signing","target_type":"Game","sources":[{"label":"English README: method, game ownership, build prerequisites, and third-party dependencies","url":"https://github.com/jhaizhou-ops/sts2-ios/blob/main/README_EN.md"},{"label":"Technical documentation directory","url":"https://github.com/jhaizhou-ops/sts2-ios/tree/main/docs"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/jhaizhou-ops/sts2-ios"},{"label":"GitHub releases page","url":"https://github.com/jhaizhou-ops/sts2-ios/releases"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/jhaizhou-ops/sts2-ios/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":272653,"Shell":29471,"HTML":15421,"Python":11867},"source_url":"https://api.github.com/repos/jhaizhou-ops/sts2-ios/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 272,653 bytes of C#, the largest category (82.8% of 329,412 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sleeping-dogs-pc-switch-port","title":"Sleeping Dogs NX (FEXTendo)","game":"Sleeping Dogs (2012 Windows PC release)","platform":"Windows x86 PC → Nintendo Switch homebrew","kind":"Reimplementation","status":"Experimental; latest official release 0.1.1 was published 2026-10-13 and repairs startup configuration. The repository describes a Switch launcher/wrapper using FEXTendo, Wine, FEX-Emu and DXVK. GBAtemp reports early testing and performance concerns; the maintainer release does not establish stable frame rate or broad compatibility. Users provide their own PC game files.","summary":"A game-specific Switch launcher and compatibility wrapper for the original Windows PC version of Sleeping Dogs, using FEX-Emu for x86 translation, Wine for Windows APIs and DXVK for Direct3D.","project_url":"https://github.com/Ibnuard/sleepingdogs_nx","updated":"2026-10-16","strategy":"FEX-Emu/Wine/DXVK compatibility runtime packaged with a Sleeping Dogs-specific Switch launcher.","language":"","source_available":"Public source repository and v0.1.1 Switch release. The original PC game is not included; the maintainer documents runtime dependencies and user-supplied game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Experimental Windows PC compatibility wrapper for Nintendo Switch","target_type":"Game","sources":[{"label":"GBAtemp Sleeping Dogs NX/FEXTendo discussion; discovery lead and community performance reports only","url":"https://gbatemp.net/threads/re-sleepingdogs-nx-switch-fextendo.685303/"},{"label":"Maintainer README identifying the experimental wrapper and its dependencies","url":"https://github.com/Ibnuard/sleepingdogs_nx#readme"},{"label":"https://github.com/Ibnuard/sleepingdogs_nx/releases","url":"https://github.com/Ibnuard/sleepingdogs_nx/releases"},{"label":"Current primary README","url":"https://github.com/Ibnuard/sleepingdogs_nx/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Ibnuard/sleepingdogs_nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Ibnuard/sleepingdogs_nx/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/Ibnuard/sleepingdogs_nx/releases/tag/v0.1.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2151879,"C":1017164,"C++":976261,"Assembly":1128},"source_url":"https://api.github.com/repos/Ibnuard/sleepingdogs_nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rocket-slime-3ds-english-fixup-akoi89","title":"Slime Mori Mori Dragon Quest 3 — English Patch Fix-up","game":"Slime Mori Mori Dragon Quest 3: Daikaizoku to Shippo Dan","platform":"Nintendo 3DS","kind":"Fan Localization","status":"README identifies fix-up revision 14; testing has reached partway through the second island and some battles, so most game coverage is unconfirmed.","summary":"English xdelta fix-up layered over Team Rocket Slime's existing RC1 translation for the Japanese v1.0 game; requires the user's clean Japanese ROM.","project_url":"https://github.com/Akoi89/rocketslime-3ds-english-fixup","updated":"2026-10-12","strategy":"Translation patch fix-up (Japanese → English)","language":"English","source_available":"Public patch source; clean Japanese ROM and upstream RC1 translation required; no game ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Related to but distinct from the existing Rocket Slime 3DS English translation record.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/Akoi89/rocketslime-3ds-english-fixup#readme"},{"label":"Project repository latest recorded commit (2026-10-12): Fix-up 14: testing status (boots on Azahar; customise screen not reac…","url":"https://github.com/Akoi89/rocketslime-3ds-english-fixup/commit/4508df66500112c6fbdca995560d29af315bab07"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":32632},"source_url":"https://api.github.com/repos/Akoi89/rocketslime-3ds-english-fixup/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Akoi89/rocketslime-3ds-english-fixup (repository API id 1366777932, https://github.com/Akoi89/rocketslime-3ds-english-fixup). The exact response reported 32,632 bytes of Python, the largest category, out of 32,632 recognized-language bytes (100.0%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-sloop-live-groovebox-firmware","title":"SLOOP (M-VAVE FM-1 live groovebox firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; browser emulator, editor, and USB installer","kind":"Reimplementation","status":"Version 2.7 was released 2026-10-16. The maintainer explicitly labels SLOOP a beta and says to install at the user's risk; README describes a four-track groovebox and a Felucca-derived codebase.","summary":"A Felucca-derived live performance firmware for the FM-1 with four tracks, three synth parts and a drum machine, multiple sound engines, sampling, MIDI, USB audio, sequencer, and song mode. The project provides a browser simulator/editor and USB installation path; its current release remains beta.","project_url":"https://github.com/isod89/sloop-fm1","updated":"2026-10-16","strategy":"GPL-3.0 Felucca-derived embedded firmware with an independently maintained live-groovebox interface, sequencer, synth/drum engines, and web tools.","language":"","source_available":"Public source under GPL-3.0; README credits Felucca as its base.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded live groovebox firmware","target_type":"Software","sources":[{"label":"Maintainer README: feature scope, current beta status, and Felucca lineage","url":"https://github.com/isod89/sloop-fm1/blob/main/README.md"},{"label":"Release v2.7 (published 2026-10-16)","url":"https://github.com/isod89/sloop-fm1/releases/tag/v2.7"},{"label":"GPL-3.0 license","url":"https://github.com/isod89/sloop-fm1/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/isod89/sloop-fm1"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/isod89/sloop-fm1/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1978278,"HTML":881086,"Python":248990,"JavaScript":178670,"Shell":19897,"Assembly":3969,"Linker Script":3536,"PowerShell":1390,"Batchfile":523},"source_url":"https://api.github.com/repos/isod89/sloop-fm1/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (59.7% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"slowbooks-pro-quickbooks-2003-replacement","title":"SlowBooks Pro 2026 (QuickBooks 2003 Pro replacement)","game":"QuickBooks 2003 Pro bookkeeping and accounting workflows","platform":"QuickBooks 2003 Pro workflows → Windows 10/11 and Apple silicon macOS desktop apps; self-hosted Linux server via Docker.","kind":"Reimplementation","status":"Active; v2.23.3 was published 2026-10-16. The maintainer describes an independent from-scratch replacement and says transfer from QuickBooks was done through IIF export/import; this is not a claim of direct .QBW parsing or binary compatibility.","summary":"A source-available accounting application intended as a replacement for QuickBooks 2003 Pro, with bookkeeping, invoicing, payroll, inventory, and a self-hosted multi-user server. Its author says no Intuit source or binaries were used. The custom license allows business use but restricts paid redistribution or offering the app itself as a service.","project_url":"https://github.com/VonHoltenCodes/SlowBooks-Pro-2026","updated":"2026-10-16","strategy":"Independent from-scratch application replacement","language":"","source_available":"Public source under the author-written SlowBooks Pro 2026 Source Available License v2.0; not OSI open source, with paid redistribution/service restrictions.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Accounting and bookkeeping desktop/server application","target_type":"Software","sources":[{"label":"Maintainer README: application scope, independent implementation, and IIF transfer method","url":"https://github.com/VonHoltenCodes/SlowBooks-Pro-2026/blob/main/README.md"},{"label":"Source Available License v2.0","url":"https://github.com/VonHoltenCodes/SlowBooks-Pro-2026/blob/main/LICENSE"},{"label":"Release v2.23.3","url":"https://github.com/VonHoltenCodes/SlowBooks-Pro-2026/releases/tag/v2.23.3"},{"label":"Official GitHub repository language byte breakdown","url":"https://api.github.com/repos/VonHoltenCodes/SlowBooks-Pro-2026/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":6530901,"JavaScript":1733698,"HTML":182155,"CSS":111443,"PowerShell":10148,"Shell":5577,"Inno Setup":4556,"Dockerfile":2872,"Mako":635},"source_url":"https://api.github.com/repos/VonHoltenCodes/SlowBooks-Pro-2026/languages","evidence":"Official GitHub Languages endpoint; Python has the largest byte count in the repository snapshot.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sly-cooper-thievius-raccoonus-decomp","title":"Sly Cooper and the Thievius Raccoonus PS2 Decompilation","game":"Sly Cooper and the Thievius Raccoonus","platform":"PlayStation 2","kind":"Decompilation","status":"Work in progress for NTSC-U (SCUS_971.98); the README gives no overall percentage and says the build still uses original assembly for unrecovered functions.","summary":"PlayStation 2 source reconstruction targeting Sly 1's NTSC-U release. The project is a matching-decompilation effort with C++ source and assembly fallbacks, not a native port; game files must be supplied by the user.","project_url":"https://github.com/TheOnlyZac/sly1","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/TheOnlyZac/sly1"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/TheOnlyZac/sly1/blob/ea5e2d77ac2a083df1efeafcee178f895943b13d/README.md"},{"label":"Latest default-branch commit at check (ea5e2d7)","url":"https://github.com/TheOnlyZac/sly1/commit/ea5e2d77ac2a083df1efeafcee178f895943b13d"},{"label":"Current progress report","url":"https://decomp.dev/TheOnlyZac/sly1"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/TheOnlyZac/sly1/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TheOnlyZac/sly1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1138047,"Python":20611,"Shell":11280,"Batchfile":3059,"BitBake":2582},"source_url":"https://api.github.com/repos/TheOnlyZac/sly1/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 1,138,047 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sm64coopnx-switch-port","title":"sm64coopNX (Super Mario 64 Co-op Switch Port)","game":"Super Mario 64","platform":"Nintendo 64-derived sm64coopdx port → Nintendo Switch homebrew","kind":"Decompilation","status":"Version 0.2.0 is marked playable: offline play is described as stable and local wireless is reported working between two Switch consoles. More than two consoles and direct IP-based online play are untested. Requires a modded Switch.","summary":"Nintendo Switch homebrew fork of sm64coopdx, the cooperative multiplayer project built on a Super Mario 64 PC port. Adds a native libnx/devkitA64 target and local wireless multiplayer; it is a source-level platform port, not an emulator.","project_url":"https://github.com/KakarottoCake/sm64coopnx","updated":"2026-10-15","strategy":"Native Nintendo Switch port of sm64coopdx, built on the Super Mario 64 decompilation-derived PC port.","language":"","source_available":"Public source repository; Super Mario 64 decompilation source and user game data required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch port of a decompilation-derived multiplayer source port","target_type":"Game","sources":[{"label":"sm64coopNX README: Switch target, method, and tested multiplayer limits","url":"https://github.com/KakarottoCake/sm64coopnx#readme"},{"label":"v0.2.0 release: playable status and two-console local wireless behavior","url":"https://github.com/KakarottoCake/sm64coopnx/releases/tag/v0.2.0"},{"label":"sm64coopdx upstream repository","url":"https://github.com/coop-deluxe/sm64coopdx"},{"label":"sm64coopNX README: sm64coopdx and SM64 decompilation lineage","url":"https://github.com/KakarottoCake/sm64coopnx"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/KakarottoCake/sm64coopnx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":26679087,"C++":3384393,"Lua":1250856,"Python":336207,"Assembly":156333,"Makefile":64507,"Pawn":34727,"Go Template":11678,"Shell":6303,"Dockerfile":546,"Linker Script":257,"PHP":200,"BitBake":59},"source_url":"https://api.github.com/repos/KakarottoCake/sm64coopnx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/KakarottoCake/sm64coopnx reports 26,679,087 bytes of C, the largest language total (83.6% of 31,925,153 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"snail-mail-ps-vita-api-port","title":"Snail Mail PS Vita Port","game":"Snail Mail","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android build (package com.sandlotgames.snailmail; exact version not stated))","kind":"API Translation","status":"The README documents VPK releases and fixes in v01.02, but does not make a full-game playability claim; the player supplies the Android library and game data.","summary":"The port loads Snail Mail’s original Android native library on Vita and supplies compatibility code for Android services and Vita rendering/input.","project_url":"https://github.com/MetalSyntax/Snail-Mail-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Snail-Mail-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Snail-Mail-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Snail-Mail-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Snail-Mail-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snail-mail-windows-pc-matching-decomp","title":"Snail Mail Windows PC Matching Decompilation and Port","game":"Snail Mail","platform":"Original Windows PC gameplay executable → browser/WebAssembly and native macOS port (release v0.3.0); native Linux/Windows and 64-bit builds not yet complete","kind":"Decompilation","status":"Matching decompilation and source-derived port. At reviewed README the maintainer reports 646/662 port-relevant functions byte-proven; v0.3.0 plays the intro, menus, tutorial, postal, challenge, and time-trial modes in browser and macOS builds. Two original-game oracles match bit-for-bit. Native Linux/Windows shaders and 64-bit builds remain future work. No repository license detected.","summary":"Matching decompilation of the original Windows Snail Mail gameplay executable; the recovered source also builds a playable browser/WebAssembly and macOS port. It is distinct from the cataloged PS Vita API-translation project, which targets the Android version.","project_url":"https://github.com/banteg/snail","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; executable is separately hosted by the maintainer and original PC asset files are user-supplied; repository does not contain the game assets. No repository license detected.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows PC matching decompilation with browser/macOS source-derived port","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/banteg/snail/blob/99c37155cbcab3b66617203a9f72a823653f6177/README.md"},{"label":"Canonical public repository","url":"https://github.com/banteg/snail"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/banteg/snail"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/banteg/snail/languages"},{"label":"Latest maintainer release","url":"https://github.com/banteg/snail/releases/tag/v0.3.0"},{"label":"GitHub releases API snapshot","url":"https://api.github.com/repos/banteg/snail/releases?per_page=20"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10843873,"Python":6754180,"C++":2317201,"Assembly":208697,"JavaScript":181584,"Java":27583,"Zig":7557,"Shell":4632,"HTML":4297},"source_url":"https://api.github.com/repos/banteg/snail/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snakes-ngage-static-recomp","title":"Snakes Nokia N-Gage Static Recompilation","game":"Snakes (Nokia N-Gage, 2003)","platform":"Nokia N-Gage (Symbian OS / Series 60 ARMv4) → native Windows/Linux/macOS targets provided by NGageRecomp; per-title host compatibility is not yet verified","kind":"Recompilation","status":"Experimental bring-up; the repository reports 2,028 engine functions lifted (100%, no stubs) and a clean compile, with application initialization still being advanced. Menu/gameplay and a first rendered frame are not yet reported.","summary":"A game-specific static recompilation of N-Gage Snakes, used to test whether the shared ARMv4 lifter and Symbian HLE work beyond SonicN. Its larger multi-binary executable reaches app initialization; the user must supply original game files, which are not distributed.","project_url":"https://github.com/sp00nznet/snakes-ngage","updated":"2026-10-15","strategy":"Static ARMv4 recompilation to native code with Symbian HLE","language":"","source_available":"Public MIT-licensed project source; requires the user's own N-Gage game dump, which is gitignored","first_found":"2026-10-15","project_started":"","programming_language":"","subtype":"Nokia N-Gage game-specific recompilation; framework-generalization target","target_type":"Game","sources":[{"label":"Maintainer README: game binary, framework relationship, and current status","url":"https://github.com/sp00nznet/snakes-ngage/blob/main/README.md"},{"label":"Maintainer progress log","url":"https://github.com/sp00nznet/snakes-ngage/blob/main/PROGRESS.md"},{"label":"Shared NGageRecomp framework and host-target architecture","url":"https://github.com/sp00nznet/ngagerecomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/sp00nznet/snakes-ngage/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"snap64-recomp","title":"Snap64 Recomp","game":"Pokémon Snap","platform":"Nintendo 64 → Windows 10/11 x64, Linux x86-64 and ARM64, Steam Deck, and macOS 14+","kind":"Recompilation","status":"Latest release v1.1.4 (2026-10-11). The README accepts only the US Nintendo 64 cartridge image; it lists macOS 14+ but does not specify a Mac CPU architecture.","summary":"Native PC port made with N64: Recompiled. Releases require the user's own game dump.","project_url":"https://github.com/JackandBeans/Snap64Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/JackandBeans/Snap64Recomp"},{"label":"GitHub release v1.1.4 (2026-10-11)","url":"https://github.com/JackandBeans/Snap64Recomp/releases/tag/v1.1.4"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/JackandBeans/Snap64Recomp"},{"label":"GitHub latest commit listed for default branch (2026-10-15, a2198cd55c; activity evidence only)","url":"https://github.com/JackandBeans/Snap64Recomp/commit/a2198cd55c5958ef7c6c83c980c0ae8786b3a6e3"}],"media":[{"kind":"video","label":"Pokémon Snap Recomp release video","url":"https://www.youtube.com/watch?v=1ds9leciGU4","preview_url":"https://i.ytimg.com/vi/1ds9leciGU4/hqdefault.jpg","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"The title screen","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/HEAD/docs/screenshots/01o-title-114.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/HEAD/docs/screenshots/01o-title-114.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"The Beach: Surfing Pikachu","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/HEAD/docs/screenshots/04-beach.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/HEAD/docs/screenshots/04-beach.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Pokémon Snap course selection","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/03-course-select.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/03-course-select.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Pokémon Snap Volcano course","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/06-volcano.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/06-volcano.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Pokémon Snap Professor Oak photo review","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/16-oak-check-close.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/16-oak-check-close.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Snap64 Recomp graphics options","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/09-graphics.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/09-graphics.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Snap64 Recomp gallery printing","url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/11-gallery-print.png","preview_url":"https://raw.githubusercontent.com/JackandBeans/Snap64Recomp/main/docs/screenshots/11-gallery-print.png","source_url":"https://github.com/JackandBeans/Snap64Recomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Snap64 Recomp latest release","url":"https://github.com/JackandBeans/Snap64Recomp/releases/latest","source_url":"https://github.com/JackandBeans/Snap64Recomp","notes":"README links the latest release."},{"kind":"docs","label":"Snap64 Recomp manual","url":"https://github.com/JackandBeans/Snap64Recomp/blob/main/docs/MANUAL.md","source_url":"https://github.com/JackandBeans/Snap64Recomp","notes":"README links the project manual."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1535626,"C":434360,"Python":270262,"CMake":43868,"Makefile":3698,"Objective-C++":1762,"Linker Script":1226},"source_url":"https://api.github.com/repos/JackandBeans/Snap64Recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 1,535,626 bytes of C++ out of 2,290,802 measured source bytes (67.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"snappad-pokemon-snap-ios","title":"SnapPad: Pokémon Snap iPad Port","game":"Pokémon Snap","platform":"Nintendo 64 → iOS/iPadOS 15+ and Apple Silicon macOS","kind":"Recompilation","status":"Experimental source build; maintainer reports physical iPad progress through Beach scoring and the next course, but prior preview IPAs are retired and no current public binary is available.","summary":"iPadOS app for a statically recompiled Pokémon Snap core. The maintainer reports reaching the Beach photo review/scoring and next course on physical iPad; previous preview IPAs were retired and current public binaries are unavailable.","project_url":"https://github.com/chrissotraidis/snappad","updated":"2026-10-15","strategy":"Static N64 recompilation with native iPadOS app integration","language":"","source_available":"Public integration source and build instructions; public playable downloads are paused. Users provide their own USA ROM; the repository excludes ROM-derived code and game assets.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PadMint-built Apple mobile frontend","target_type":"Game","sources":[{"label":"Project README: method and iPad play report","url":"https://github.com/chrissotraidis/snappad"},{"label":"Preview release history and status","url":"https://github.com/chrissotraidis/snappad/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/snappad"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/chrissotraidis/snappad/blob/main/README.md"},{"label":"GitHub Languages API — Python: 233,229 bytes (36.64% of 636,626 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/snappad/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"C":7369,"C++":195956,"CMake":24252,"Objective-C++":117006,"Python":233229,"Shell":58814},"source_url":"https://api.github.com/repos/chrissotraidis/snappad/languages","evidence":"Python: 233,229 bytes (36.64% of 636,626 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snatcher-playstation-saturn-en","title":"Snatcher Fan Translation","game":"Snatcher","platform":"PlayStation; Sega Saturn","kind":"Fan Localization","status":"Released; ongoing work","summary":"Separate Saturn and PlayStation patch releases are documented: Saturn v1.0.1 (2026-10-01) and PlayStation v1.0. The README lists target disc identifiers and hashes, platform-specific xdelta patches, and install scripts; voiced-scene subtitles are included.","project_url":"https://github.com/pepasjc/snatcher-translated","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PlayStation/Saturn fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/pepasjc/snatcher-translated"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/pepasjc/snatcher-translated"}],"media":[],"links":[{"kind":"release","label":"Snatcher fan translation releases","url":"https://github.com/pepasjc/snatcher-translated/releases","source_url":"https://github.com/pepasjc/snatcher-translated","notes":"README links the releases page."},{"kind":"tools","label":"Snatcher translation review tool","url":"https://github.com/pepasjc/snatcher-translated/blob/main/docs/review-tool.md","source_url":"https://github.com/pepasjc/snatcher-translated","notes":"README links the review tool instructions."}],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/pepasjc/snatcher-translated/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"snes9x","title":"Snes9x","game":"SNES/Super Famicom","platform":"Windows, macOS, Linux, FreeBSD, and ports for other systems","kind":"Emulator","status":"Active; official source repository provides current development and nightly builds.","summary":"Portable, long-running SNES emulator with broad platform ports and continuing maintenance.","project_url":"https://github.com/snes9xgit/snes9x","updated":"2026-09-24","strategy":"Portable standalone software emulator.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Super Nintendo/Super Famicom system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/snes9xgit/snes9x"},{"label":"Official Snes9x project site","url":"https://www.snes9x.com/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/snes9xgit/snes9x"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4058763,"C":1544936,"Objective-C++":393405,"Objective-C":145645,"HTML":94796,"Makefile":26605,"CMake":26343,"Shell":17270,"M4":13905,"Rich Text Format":9274,"Batchfile":4069,"Metal":1933,"CSS":1762,"Meson":735,"Perl":38},"source_url":"https://api.github.com/repos/snes9xgit/snes9x/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/snes9xgit/snes9x reports 4,058,763 bytes of C++, the largest language total (64.0% of 6,339,479 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-neogeo-mister","title":"SNK Neo Geo MVS / AES / CD MiSTer FPGA Core","game":"SNK Neo Geo MVS / AES / CD","platform":"SNK Neo Geo MVS / AES / CD on MiSTer FPGA","kind":"Emulator","status":"README documents MVS/AES/CD support and a required BIOS/ROM-set configuration. No published GitHub release was listed at review time; source repository was last pushed 2026-09-01.","summary":"FPGA system-emulation core for SNK Neo Geo MVS / AES / CD on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/NeoGeo_MiSTer","updated":"2026-09-01","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/NeoGeo_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/NeoGeo_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/NeoGeo_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/NeoGeo_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":815047,"C++":706162,"SystemVerilog":513135,"VHDL":270517,"C":45780,"Tcl":24419,"Batchfile":707,"Python":257},"source_url":"https://api.github.com/repos/MiSTer-devel/NeoGeo_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 815,047 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snowboard-kids-2-decomp","title":"Snowboard Kids 2 Decompilation","game":"Snowboard Kids 2","platform":"Nintendo 64","kind":"Decompilation","status":"The maintainer reports that all game functions are implemented in C and compile to matching assembly. The project remains in progress while generated names, documentation, structures, and binary graphics/audio data need cleanup.","summary":"N64 reconstruction project that combines reverse-engineered C with extracted assets and rebuilds an identical ROM.","project_url":"https://github.com/cdlewis/snowboardkids2-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/cdlewis/snowboardkids2-decomp"},{"label":"Maintainer progress report","url":"https://blog.chrislewis.au/snowboard-kids-2-is-100-decompiled/"},{"label":"Reddit discovery thread on the related Snowboard Kids decompilation","url":"https://www.reddit.com/r/decomps/comments/1vzwmni/decompiling_a_nintendo_64_game_in_84_days/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/cdlewis/snowboardkids2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3450584,"Python":562562,"Shell":38602,"Assembly":19989,"Makefile":17746,"Linker Script":7248,"BitBake":4213},"source_url":"https://api.github.com/repos/cdlewis/snowboardkids2-decomp/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C has the largest total (3,450,584 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"snowboard-kids-2-static-recomp","title":"Snowboard Kids 2 Recompiled","game":"Snowboard Kids 2","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"v2.0.0-alpha3 release; full-game compatibility is not quantified.","summary":"N64 static recompilation with mod support; distinct from the cataloged Snowboard Kids 2 decompilation.","project_url":"https://github.com/cdlewis/snowboardkids2-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/cdlewis/snowboardkids2-recomp#readme"},{"label":"Latest project release (v2.0.0+alpha3)","url":"https://github.com/cdlewis/snowboardkids2-recomp/releases/tag/v2.0.0%2Balpha3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/cdlewis/snowboardkids2-recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/cdlewis/snowboardkids2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":213015,"C++":96962,"CMake":20607,"Shell":4242,"Linker Script":3982,"Objective-C++":2420,"Makefile":1922},"source_url":"https://api.github.com/repos/cdlewis/snowboardkids2-recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"snowboard-kids-2-switch-recomp","title":"Snowboard Kids 2: Recompiled for Nintendo Switch","game":"Snowboard Kids 2 (Nintendo 64 North American version)","platform":"Nintendo 64 → Nintendo Switch homebrew (Atmosphère / hbmenu)","kind":"Recompilation","status":"Experimental Switch homebrew release v1.0.0-switch.1 was published on 2026-10-09. The README says the port has been tested on real hardware, with performance varying by scene and settings; sustained 60 FPS and cold shader-startup cost remain listed issues. The port accepts the documented North American ROM only.","summary":"A Nintendo Switch homebrew port of Snowboard Kids 2: Recompiled. The fork adapts the upstream N64 static recompilation for Switch and documents Switch-specific settings and packaging. Users supply the supported 16 MiB North American .z64 ROM (SHA-1 5ce896fd64276948bc2b8cccd8cd51c25a9f32aa); the repository and release do not include the game ROM or assets.","project_url":"https://github.com/D35P4C1T0/snowboardkids2-recomp-switch","updated":"2026-10-16","strategy":"Nintendo 64 static recompilation via N64Recomp, adapted for Nintendo Switch homebrew","language":"","source_available":"Public source repository and Switch release under GPL-3.0. README says game assets are not included and requires the user's own supported North American ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew port of a static recompilation","target_type":"Game","sources":[{"label":"Project README, Switch setup, ROM requirement, and status","url":"https://github.com/D35P4C1T0/snowboardkids2-recomp-switch/blob/switch-port/README.md"},{"label":"Switch release v1.0.0-switch.1","url":"https://github.com/D35P4C1T0/snowboardkids2-recomp-switch/releases/tag/v1.0.0-switch.1"},{"label":"Repository GPL-3.0 license","url":"https://github.com/D35P4C1T0/snowboardkids2-recomp-switch/blob/switch-port/LICENSE"},{"label":"GitHub repository metadata (fork relationship, license, activity)","url":"https://api.github.com/repos/D35P4C1T0/snowboardkids2-recomp-switch"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/D35P4C1T0/snowboardkids2-recomp-switch/languages"},{"label":"Upstream desktop recompilation named by the README","url":"https://github.com/cdlewis/snowboardkids2-recomp"},{"label":"N64Recomp toolchain named by the README","url":"https://github.com/Mr-Wiseguy/N64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":170543,"C++":102430,"CMake":20327,"Shell":4242,"Linker Script":3982,"Objective-C++":2420,"Makefile":1137},"source_url":"https://api.github.com/repos/D35P4C1T0/snowboardkids2-recomp-switch/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snowboard-kids-decomp","title":"Snowboard Kids Decompilation","game":"Snowboard Kids","platform":"Nintendo 64 (North American and Japanese ROM versions)","kind":"Decompilation","status":"The Japanese build currently uses extracted assembly; the North American matching C decompilation remains in progress. The repository documents build-and-verify workflows for both ROM versions.","summary":"Nintendo 64 source reconstruction project for Snowboard Kids, with a matching C decompilation in progress for the North American version and a separate Japanese build path.","project_url":"https://github.com/cdlewis/snowboardkids-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; original game data is user-supplied.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64 matching source decompilation","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/cdlewis/snowboardkids-decomp"},{"label":"Reddit lead in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1vzwmni/decompiling_a_nintendo_64_game_in_84_days/"},{"label":"Maintainer blog describing the decompilation work","url":"https://blog.chrislewis.au/decompiling-a-nintendo-64-game-in-84-days/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7172250,"Python":787190,"Assembly":125102,"Shell":43579,"Linker Script":25445,"Makefile":23698,"BitBake":2991,"C++":1983,"HTML":568,"Pawn":433},"source_url":"https://api.github.com/repos/cdlewis/snowboardkids-decomp/languages","evidence":"Official GitHub REST Languages API breakdown for cdlewis/snowboardkids-decomp: source-code byte counts are {\"Assembly\": 125102, \"BitBake\": 2991, \"C\": 7172250, \"C++\": 1983, \"HTML\": 568, \"Linker Script\": 25445, \"Makefile\": 23698, \"Pawn\": 433, \"Python\": 787190, \"Shell\": 43579}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snowboard-kids-hikari-pc-recomp","title":"Snowboard Kids Recompiled (HikariLucy)","game":"Snowboard Kids","platform":"Nintendo 64 USA → Linux x86-64 / Windows x86-64","kind":"Recompilation","status":"Public beta v0.9.0-beta.1; Linux real-play sessions reach race start, finish, results and next race, with save/controller/rumble coverage. Windows real-game packaging and gameplay are documented as validated. Requires user’s own USA ROM.","summary":"N64Recomp + RT64 + RecompFrontend + N64ModernRuntime static recompilation.","project_url":"https://github.com/HikariLucy/SnowboardKids-Recomp","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/HikariLucy/SnowboardKids-Recomp"},{"label":"Project release: v0.9.0-beta.1","url":"https://github.com/HikariLucy/SnowboardKids-Recomp/releases/tag/v0.9.0-beta.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":671485,"Python":360144,"CMake":36111,"Shell":15703,"C":5362},"source_url":"https://api.github.com/repos/HikariLucy/SnowboardKids-Recomp/languages","evidence":"GitHub's official Languages API reports 671,485 bytes of C++ out of 1,088,805 recognized language bytes for https://github.com/HikariLucy/SnowboardKids-Recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"snowboard-kids-static-recomp","title":"Snowboard Kids: Recompiled","game":"Snowboard Kids","platform":"Nintendo 64 → Windows, Linux, macOS","kind":"Recompilation","status":"Release v1.0.6 is available. The project uses N64:Recompiled and RT64 for desktop builds, supports the North American ROM version, and does not include game assets.","summary":"Static recompilation of Snowboard Kids into native desktop builds using the N64:Recompiled toolchain and RT64 graphics runtime.","project_url":"https://github.com/cdlewis/snowboardkids-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and release repository; original game assets are excluded.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/cdlewis/snowboardkids-recomp"},{"label":"Latest published release v1.0.6","url":"https://github.com/cdlewis/snowboardkids-recomp/releases"},{"label":"Reddit project introduction in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1wxj37j/introducing_snowboard_kids_recompiled/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":349786,"C++":101499,"CMake":21263,"Python":5433,"Shell":4240,"Linker Script":3544,"Objective-C++":2420,"Makefile":1080},"source_url":"https://api.github.com/repos/cdlewis/snowboardkids-recomp/languages","evidence":"Official GitHub REST Languages API breakdown for cdlewis/snowboardkids-recomp: source-code byte counts are {\"C\": 349786, \"C++\": 101499, \"CMake\": 21263, \"Linker Script\": 3544, \"Makefile\": 1080, \"Objective-C++\": 2420, \"Python\": 5433, \"Shell\": 4240}. 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The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/solar-striker-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/solar-striker-portuguese-translation-game-boy","evidence":"The cataloged Romhack Plaza listing for Solar Striker Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Solar Striker Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"solidcraft-fusion-style-parametric-cad-reimplementation","title":"SolidCraft (Fusion-style parametric CAD application)","game":"Autodesk Fusion-style parametric 3D CAD workflow","platform":"Windows, macOS, Linux, and browser via WebAssembly","kind":"Reimplementation","status":"The README describes SolidCraft as early but usable for simple parts. It offers desktop installers and a browser build. The maintainer reports that 75 of 76 public reference parts match selected analytic or FreeCAD-computed volume, area, centre-of-mass, and bounding-box measures; the README explicitly says those checks do not establish full geometric or workflow equivalence.","summary":"An independent Rust parametric CAD application with constrained sketches, a feature timeline, assemblies, sheet-metal tools, and desktop/web interfaces. The maintainers say behavior is designed from public documentation, general CAD conventions, and user feedback under clean-room contribution rules. It uses the third-party truck B-rep kernel and does not claim full Autodesk Fusion 360 compatibility or recovered Autodesk source.","project_url":"https://github.com/bherbruck/solidcraft","updated":"2026-10-16","strategy":"Clean-room implementation of Fusion-style parametric CAD workflows, with a Rust modeling engine and a third-party B-rep kernel","language":"","source_available":"Public source under MIT OR Apache-2.0 at the project's option. Third-party code and assets retain their own licenses; the repository documents the truck kernel and its attribution. 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The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/sonson-ii-pc-engine-spanish-spanish-translation-pc-engine-supergrafx"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/sonson-ii-pc-engine-spanish-spanish-translation-pc-engine-supergrafx","evidence":"The cataloged Romhack Plaza listing for Son Son II Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. 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Its compatibility table labels standalone Sonic & Knuckles as bring-up, without a playable-completion claim.","summary":"One of three native build modes in the shared Sonic 3 / Sonic & Knuckles recompilation repository; this row tracks the standalone Sonic & Knuckles ROM target.","project_url":"https://github.com/mstan/Sonic3AndKnucklesRecomp","updated":"2026-10-16","strategy":"Static Genesis 68000 recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Standalone Sonic & Knuckles native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/mstan/Sonic3AndKnucklesRecomp/blob/main/README.md"},{"label":"Latest release v0.5.2","url":"https://github.com/mstan/Sonic3AndKnucklesRecomp/releases/tag/v0.5.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":215608,"Python":113359,"CMake":23809,"C++":16991,"PowerShell":16831,"Shell":15850,"Batchfile":1158},"source_url":"https://api.github.com/repos/mstan/Sonic3AndKnucklesRecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-1-2-2013-new-3ds-decomp-port","title":"Sonic 1 and Sonic 2 (2013) New Nintendo 3DS Port","game":"Sonic the Hedgehog (2013) and Sonic the Hedgehog 2 (2013)","platform":"iOS / Android (2013 releases) → New Nintendo 3DS","kind":"Decompilation","status":"Release v1.3.0 includes CIA and 3DSX builds for both games. A New 3DS is required; the README notes low frame rate in Sonic 2 special stages and slow load times.","summary":"New 3DS fork of the RSDKv4 decompilation for the 2013 Sonic 1 and Sonic 2 releases. Users supply official Data.rsdk files; old 3DS models are not supported well.","project_url":"https://github.com/JeffRuLz/Sonic-1-2-2013-Decompilation","updated":"2026-10-16","strategy":"Native New Nintendo 3DS targets built from the RSDKv4 decompilation","language":"","source_available":"Public source and v1.3.0 CIA/3DSX packages; user supplies official game data.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"New Nintendo 3DS decompilation-based ports for two game targets","target_type":"Game","sources":[{"label":"Maintainer README: RSDKv4 decompilation, New 3DS requirements, builds, and limitations","url":"https://github.com/JeffRuLz/Sonic-1-2-2013-Decompilation#readme"},{"label":"Maintainer release v1.3.0: Sonic 1 and Sonic 2 CIA/3DSX builds","url":"https://github.com/JeffRuLz/Sonic-1-2-2013-Decompilation/releases/tag/v1.3.0"},{"label":"Upstream RSDKv4 README: target forks and official game-data sources","url":"https://github.com/RSDKModding/RSDKv4-Decompilation/blob/main/README.md"},{"label":"Current primary README","url":"https://github.com/JeffRuLz/Sonic-1-2-2013-Decompilation/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/JeffRuLz/Sonic-1-2-2013-Decompilation"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/JeffRuLz/Sonic-1-2-2013-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3532864,"C++":1896016,"Java":189678,"Makefile":29054,"CMake":448,"Batchfile":276},"source_url":"https://api.github.com/repos/JeffRuLz/Sonic-1-2-2013-Decompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-1-2-2013-switch-decomp-port","title":"Sonic 1 and Sonic 2 (2013) Nintendo Switch Port","game":"Sonic the Hedgehog (2013) and Sonic the Hedgehog 2 (2013)","platform":"iOS / Android (2013 releases) → Nintendo Switch","kind":"Decompilation","status":"The repository was archived on 2023-04-04. Its v1.3.0 Rev 1 release and Switch homebrew installation instructions remain available; users supply the official game data files. GitHub marks the repository archived as of 2026-10-16.","summary":"Archived Nintendo Switch fork of the RSDKv4 decompilation for the 2013 Sonic 1 and Sonic 2 releases. The release requires user-provided Data.rsdk files and includes no game data.","project_url":"https://github.com/heyjoeway/Sonic-1-2-2013-Decompilation","updated":"2026-10-16","strategy":"Native Nintendo Switch targets built from the RSDKv4 decompilation","language":"","source_available":"Public archived source and v1.3.0 Rev 1 package; user supplies official game data.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Switch decompilation-based ports for two game targets","target_type":"Game","sources":[{"label":"Maintainer README: archived Switch fork, homebrew install, and game-data requirements","url":"https://github.com/heyjoeway/Sonic-1-2-2013-Decompilation#readme"},{"label":"Maintainer release v1.3.0 Rev 1: Switch package","url":"https://github.com/heyjoeway/Sonic-1-2-2013-Decompilation/releases/tag/1.3.0rev1"},{"label":"Upstream RSDKv4 README: target forks and official game-data sources","url":"https://github.com/RSDKModding/RSDKv4-Decompilation/blob/main/README.md"},{"label":"Current primary README","url":"https://github.com/heyjoeway/Sonic-1-2-2013-Decompilation/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/heyjoeway/Sonic-1-2-2013-Decompilation"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/heyjoeway/Sonic-1-2-2013-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1783559,"Java":190575,"Makefile":8168,"C":4728,"CMake":448},"source_url":"https://api.github.com/repos/heyjoeway/Sonic-1-2-2013-Decompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-1-2-2013-vita-decomp-port","title":"Sonic 1 and Sonic 2 (2013) PlayStation Vita Port","game":"Sonic the Hedgehog (2013) and Sonic the Hedgehog 2 (2013)","platform":"iOS / Android (2013 releases) → PlayStation Vita","kind":"Decompilation","status":"Release v1.1.0 contains separate VPK packages for Sonic 1 and Sonic 2. The repository includes Vita target trees; the source material requires user-provided official game data.","summary":"PlayStation Vita targets of the RSDKv4 decompilation for the 2013 Sonic 1 and Sonic 2 releases. The project supplies separate Vita packages but no game data.","project_url":"https://github.com/Xeeynamo/Sonic-1-2-2013-Decompilation","updated":"2026-10-16","strategy":"Native PS Vita targets built from the RSDKv4 decompilation","language":"","source_available":"Public source and separate v1.1.0 VPK packages; user supplies official game data.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"PlayStation Vita decompilation-based ports for two game targets","target_type":"Game","sources":[{"label":"Maintainer README: Vita target trees and RSDKv4/game-data provenance","url":"https://github.com/Xeeynamo/Sonic-1-2-2013-Decompilation#readme"},{"label":"Maintainer release v1.1.0: Sonic 1 and Sonic 2 VPK packages","url":"https://github.com/Xeeynamo/Sonic-1-2-2013-Decompilation/releases/tag/v1.1.0"},{"label":"Upstream RSDKv4 README: Vita fork and official game-data sources","url":"https://github.com/RSDKModding/RSDKv4-Decompilation/blob/main/README.md"},{"label":"Current primary README","url":"https://github.com/Xeeynamo/Sonic-1-2-2013-Decompilation/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Xeeynamo/Sonic-1-2-2013-Decompilation"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Xeeynamo/Sonic-1-2-2013-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":917166,"CMake":7554,"Python":2548,"Makefile":1461,"Shell":526,"C":396},"source_url":"https://api.github.com/repos/Xeeynamo/Sonic-1-2-2013-Decompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-1-2-2013-rsdkv4-xbox-uwp","title":"Sonic 1 and Sonic 2 (2013) RSDKv4 Xbox UWP Port","game":"Sonic the Hedgehog (2013) and Sonic the Hedgehog 2 (2013)","platform":"RSDKv4 → Xbox One UWP Dev Mode / Windows x64","kind":"Decompilation","status":"UWP port release v1.0.1.0. The project builds one x64 UWP package with a launcher for Sonic 1 and Sonic 2; it requires the user’s own Data.rsdk files. README documents the target, but does not report testing on a named Xbox console.","summary":"This is an Xbox UWP wrapper around the RSDKv4 decompilation, using SDL2 and the Mesa OpenGL UWP runtime. It adds a launcher and per-game save/settings/data folders; it does not include game data.","project_url":"https://github.com/caorthann-celt/RSDKv4-UWP","updated":"2026-10-15","strategy":"RSDKv4 decompilation packaged as an Xbox UWP Dev Mode app","language":"","source_available":"Public UWP source fork and release; requires user-owned Sonic 1/2 Data.rsdk files; no game assets included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox One UWP Dev Mode port of the RSDKv4 decompilation","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/caorthann-celt/RSDKv4-UWP/blob/main/README.md"},{"label":"Xbox UWP Dev Mode package and build instructions","url":"https://github.com/caorthann-celt/RSDKv4-UWP/blob/main/README-UWP.md"},{"label":"Release v1.0.1.0","url":"https://github.com/caorthann-celt/RSDKv4-UWP/releases/tag/v1.0.1.0"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/caorthann-celt/RSDKv4-UWP"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1723965,"Java":206115,"Python":12801,"CMake":11773,"C":4728,"Makefile":2712,"Shell":168},"source_url":"https://api.github.com/repos/caorthann-celt/RSDKv4-UWP/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/caorthann-celt/RSDKv4-UWP reports 1,723,965 bytes of C++, the largest language total (87.9% of 1,962,262 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-3-and-knuckles-genesis-recomp","title":"Sonic 3 & Knuckles (Genesis Lock-On) Static Recompilation","game":"Sonic the Hedgehog 3 & Knuckles","platform":"Sega Genesis / Mega Drive lock-on combination → native x64 PC","kind":"Recompilation","status":"The shared repository's v0.5.2 release was published 2026-10-03. Its compatibility table labels the combined Sonic 3 & Knuckles mode scaffold / early bring-up.","summary":"One of three native build modes in the shared Sonic 3 / Sonic & Knuckles recompilation repository; this row tracks the 4 MB lock-on ROM target separately from the two 2 MB cartridges.","project_url":"https://github.com/mstan/Sonic3AndKnucklesRecomp","updated":"2026-10-16","strategy":"Static Genesis 68000 recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Combined Sonic 3 & Knuckles native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/mstan/Sonic3AndKnucklesRecomp/blob/main/README.md"},{"label":"Latest release v0.5.2","url":"https://github.com/mstan/Sonic3AndKnucklesRecomp/releases/tag/v0.5.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":215608,"Python":113359,"CMake":23809,"C++":16991,"PowerShell":16831,"Shell":15850,"Batchfile":1158},"source_url":"https://api.github.com/repos/mstan/Sonic3AndKnucklesRecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-3-knuckles-genesis-annotated-disassembly","title":"Sonic 3 and Sonic & Knuckles Genesis Annotated Disassembly","game":"Sonic the Hedgehog 3 & Knuckles","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"Buildable disassembly; the README documents individual Sonic 3 and Sonic & Knuckles ROM builds and a flag that produces the combined Sonic 3 & Knuckles ROM byte-for-byte.","summary":"Readable Motorola 68000 assembly disassembly for Sonic the Hedgehog 3 and Sonic & Knuckles. The repository provides build scripts for each release and for the combined game; this is assembly reconstruction rather than a C decompilation.","project_url":"https://github.com/sonicretro/skdisasm","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/sonicretro/skdisasm"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sonicretro/skdisasm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":10616703,"C#":528090,"Lua":39191,"Nix":3044,"Batchfile":1123},"source_url":"https://api.github.com/repos/sonicretro/skdisasm/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 10,616,703 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-3d-blast-genesis-disasm","title":"Sonic 3D Blast Disassembly","game":"Sonic 3D Blast","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The README points to IDCFILES for the disassembly and identifies key routines; it makes no completeness or matching-build claim.","summary":"A documented disassembly project for the Genesis version of Sonic 3D Blast, including notes on level and character routines.","project_url":"https://github.com/sonicretro/s3ddisasm","updated":"2026-10-16","strategy":"Annotated 68000 disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"IDA-based Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicretro/s3ddisasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":156215},"source_url":"https://api.github.com/repos/sonicretro/s3ddisasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-advance-1-2-decomp","title":"Sonic Advance 1 and 2 Decompilation","game":"Sonic Advance and Sonic Advance 2","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress matching decompilation of Sonic Advance 1 and 2; the README says the SA1 build is 100% C, with about 60 functions still not matching. Sonic Advance 3 is an eventual target.","summary":"A shared repository tracks matching decompilation of the first two GBA games and includes SDL ports; the README links a separate future Sonic Advance 3 project.","project_url":"https://github.com/SAT-R/sa2","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-title GBA matching decompilation with separate Sonic Advance 1/2 targets","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/SAT-R/sa2"},{"label":"Project README or evidence page","url":"https://github.com/SAT-R/sa2/blob/main/README.md"},{"label":"Project README","url":"https://github.com/SAT-R/sa2#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/SAT-R/sa2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19706651,"Assembly":3571558,"Makefile":127748,"C++":99489,"Dockerfile":703,"Shell":492},"source_url":"https://api.github.com/repos/SAT-R/sa2/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/SAT-R/sa2 reports 19,706,651 bytes of C, the largest language total (83.8% of 23,506,641 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-advance-2-dreamcast-port","title":"Sonic Advance 2 Dreamcast Port","game":"Sonic Advance 2","platform":"Game Boy Advance → Dreamcast","kind":"Decompilation","status":"Dreamcast port target is present; matching work is incomplete and a finished Dreamcast build is not established.","summary":"Decompilation-based Dreamcast port effort with ongoing function matching and incomplete game code.","project_url":"https://github.com/MaciekBaron/sa2-dreamcast","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/MaciekBaron/sa2-dreamcast"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/MaciekBaron/sa2-dreamcast"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19952014,"Assembly":3597494,"Makefile":129524,"C++":101902,"Dockerfile":703,"Shell":492},"source_url":"https://api.github.com/repos/MaciekBaron/sa2-dreamcast/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/MaciekBaron/sa2-dreamcast reports 19,952,014 bytes of C, the largest language total (83.9% of 23,782,129 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-advance-2-ps2-psp-port","title":"Sonic Advance 2 PS2 and PSP Port","game":"Sonic Advance 2","platform":"Game Boy Advance → PlayStation 2, PlayStation Portable","kind":"Decompilation","status":"WIP; project documents PS2 ISO and PSP EBOOT builds but does not establish gameplay on either target.","summary":"Multi-target native port effort based on Sonic Advance 2 decompilation code; function matching is incomplete.","project_url":"https://github.com/Pyrochrome/sa2-mobile","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 2 / PlayStation Portable","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Pyrochrome/sa2-mobile"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Pyrochrome/sa2-mobile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20690599,"Assembly":3863670,"Makefile":158086,"C++":99489,"Python":2681,"Dockerfile":703,"Shell":492},"source_url":"https://api.github.com/repos/Pyrochrome/sa2-mobile/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Pyrochrome/sa2-mobile reports 20,690,599 bytes of C, the largest language total (83.4% of 24,815,720 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-advance-2-switch-port","title":"Sonic Advance 2 Switch Port","game":"Sonic Advance 2","platform":"Game Boy Advance → Nintendo Switch","kind":"Decompilation","status":"Early version; the main stage works, while visual issues, cutscenes, multiplayer, and Tiny Chao remain incomplete.","summary":"Native Switch build based on Sonic Advance 2 decompilation code.","project_url":"https://github.com/boraeskicioglu/sonic_advance2_nx","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/boraeskicioglu/sonic_advance2_nx"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/boraeskicioglu/sonic_advance2_nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19719381,"Assembly":3565271,"Makefile":130177,"C++":99489,"Shell":2521,"Dockerfile":703},"source_url":"https://api.github.com/repos/boraeskicioglu/sonic_advance2_nx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/boraeskicioglu/sonic_advance2_nx reports 19,719,381 bytes of C, the largest language total (83.8% of 23,517,542 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-advance-2-vita-port","title":"Sonic Advance 2 Vita Port","game":"Sonic Advance 2","platform":"Game Boy Advance → PlayStation Vita","kind":"Decompilation","status":"The 1.0V Vita release was published on 2026-04-11 and includes sa2.vpk. The fork's README describes the underlying matching decompilation as incomplete, with about 60 functions not matching; its current README does not document Vita build or compatibility details beyond the release and Vita files in the repository.","summary":"Vita target release from a Sonic Advance 2 decompilation fork. The maintainer's README describes a work-in-progress matching GBA decompilation with hand-decompiled C source, extracted assets, and builds for other platforms; the fork also publishes a Vita VPK.","project_url":"https://github.com/HiroStuff/sa2","updated":"2026-10-16","strategy":"PlayStation Vita target of a Game Boy Advance matching decompilation and native source port.","language":"","source_available":"Public source fork and sa2.vpk release; the release page does not explain whether or how original game data is required or packaged.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Maintainer repository: Sonic Advance 2 decompilation status, source tree, and Vita project description","url":"https://github.com/HiroStuff/sa2"},{"label":"1.0 Vita Release with sa2.vpk","url":"https://github.com/HiroStuff/sa2/releases/tag/1.0V"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":20710287,"Assembly":3867931,"Makefile":160476,"C++":99489,"Python":2681,"Dockerfile":703,"Shell":492},"source_url":"https://api.github.com/repos/HiroStuff/sa2/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-advance-3-matching-decomp","title":"Sonic Advance 3 Matching Decompilation","game":"Sonic Advance 3","platform":"Game Boy Advance (European release with English, Japanese, French, German, Spanish, and Italian) → rebuild of the matching GBA ROM","kind":"Decompilation","status":"Work-in-progress matching decompilation; the maintainer states that it builds the European ROM identified by SHA-1 685af3a2dc0f1b3f8922e73ec42c1dc92e210e39. A matching user ROM is required; the README says no game data is included. The maintainers explicitly prohibit LLM-generated issues and pull requests.","summary":"A C/assembly reconstruction of Sonic Advance 3 for Game Boy Advance that aims to reproduce the supported European binary. This is a distinct title-specific project in the Sonic Advance Trilogy Research organization, separate from the Sonic Advance 1/2 repository; the source repo does not distribute the ROM.","project_url":"https://github.com/SAT-R/sa3","updated":"2026-10-15","strategy":"Matching decompilation","language":"English, Japanese, French, German, Spanish, Italian","source_available":"Public source; users must supply the matching European Sonic Advance 3 ROM","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Game Boy Advance matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: matching method, supported ROM hash/region, and contributor policy","url":"https://github.com/SAT-R/sa3/blob/main/README.md"},{"label":"Maintainer repository: source tree and project activity","url":"https://github.com/SAT-R/sa3"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/SAT-R/sa3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11859361,"Assembly":5255139,"Makefile":24196,"Python":2681},"source_url":"https://api.github.com/repos/SAT-R/sa3/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/SAT-R/sa3 reports 11,859,361 bytes of C, the largest language total (69.2% of 17,141,377 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-adventure-2-spanish-dub","title":"Sonic Adventure 2 Spanish Dubbing Mod","game":"Sonic Adventure 2","platform":"PC (SA Mod Loader)","kind":"Fan Localization","status":"Complete; v1.0 dubbing mod available (project page dated 2025-06-05)","summary":"A completed Spanish fan dubbing mod that replaces all game dialogue with Spanish performances. The project page's PC installation uses SA Mod Loader, SA Render Fix and Volume Controls; the PC download is a 7z mod archive.","project_url":"https://www.ecosdeldoblaje.es/proyectos/sonic-adventure-2","updated":"2025-06-05","strategy":"Fan dubbing patch","language":"Spanish","source_available":"Downloadable 7z mod archive linked by the project page; source repository is linked from the page","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Spanish voice localization mod","target_type":"Game","sources":[{"label":"Ecos del Doblaje project page: completion, date, dialogue scope and installation requirements","url":"https://www.ecosdeldoblaje.es/proyectos/sonic-adventure-2"},{"label":"Maintainer-linked v1.0 Spanish mod archive","url":"https://github.com/EcosDelDoblaje/SA2espcast/releases/download/1.0/SpanishAdventure2Cast.7z"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":58560,"C":1064},"source_url":"https://api.github.com/repos/EcosDelDoblaje/SA2espcast/languages","evidence":"GitHub's official repository Languages API for EcosDelDoblaje/SA2espcast returned this exact byte map on 2026-10-16: {\"C\": 1064, \"C++\": 58560}. The largest byte total is the predominant language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-adventure-2-xbla-switch-recomp","title":"Sonic Adventure 2 XBLA Switch Recompilation","game":"Sonic Adventure 2","platform":"Xbox 360 XBLA → Nintendo Switch homebrew","kind":"Recompilation","status":"Development project; native Vulkan target documented","summary":"Static recompilation of Xbox 360 XBLA binary using ReXGlue for Switch homebrew.","project_url":"https://github.com/ChanseyIsTheBest/sa2-nx","updated":"2026-10-14","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/ChanseyIsTheBest/sa2-nx"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ChanseyIsTheBest/sa2-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13529939,"C++":12689911,"Python":597092,"CMake":138676,"Linker Script":59379,"GLSL":51832,"PowerShell":28899,"Shell":24004,"HLSL":6177,"Pawn":1111,"SourcePawn":967},"source_url":"https://api.github.com/repos/ChanseyIsTheBest/sa2-nx/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C has the largest total (13,529,939 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-adventure-dreamcast-decomp","title":"Sonic Adventure Dreamcast Decompilation","game":"Sonic Adventure","platform":"Dreamcast (Europe, MK-5100050 V1.003; 1ST_READ.BIN SHA-1 7ca46c7d78f9bd869fdf5d8b6fa93da516dffded)","kind":"Decompilation","status":"Early work in progress; the README reports 1,088/5,179 functions named and 0 Equivalent C / 0 Matching C in its Oct 15 progress table.","summary":"A new decompilation of the European Dreamcast Sonic Adventure release. Its setup rejects other disc revisions; the repository includes extraction, mapping, equivalence-test and matching-build tools, but does not distribute the game.","project_url":"https://github.com/consolesplayingconsoles/sonic-adventure-decomp","updated":"2026-10-16","strategy":"Dreamcast function-by-function reconstruction with equivalent-C simulator checks and byte-identical assembly baseline","language":"","source_available":"Public project source and tools; requires the matching user-supplied Dreamcast disc and Katana SDK. No game code or data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Equivalent-C decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/consolesplayingconsoles/sonic-adventure-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/consolesplayingconsoles/sonic-adventure-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":303092,"Shell":11948,"Dockerfile":1128},"source_url":"https://api.github.com/repos/consolesplayingconsoles/sonic-adventure-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is Python, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-adventure-dc-recomp","title":"Sonic Adventure Dreamcast Static Recompilation","game":"Sonic Adventure","platform":"Dreamcast PAL v1.003 (1999) → Windows/Linux (Steam Deck)","kind":"Recompilation","status":"The README reports beta v0.50.0-beta.1 and says all seven stories are playable start-to-finish; development was reported halted on 2026-09-24, with compatibility and polish work unfinished.","summary":"A native PC static recompilation of the 1999 Dreamcast PAL v1.003 release, powered by KatanaRecomp. The project requires a user-owned disc image and track files.","project_url":"https://github.com/sonicfreak1337/SARecomp","updated":"2026-10-16","strategy":"Static Dreamcast recompilation via KatanaRecomp","language":"","source_available":"Public source repository; requires a user-owned supported disc image and tracks","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast-to-PC native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicfreak1337/SARecomp/blob/main/README.md"},{"label":"Beta release","url":"https://github.com/sonicfreak1337/SARecomp/releases/tag/v0.50.0-beta.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9806453,"Python":698174,"CMake":236357,"PowerShell":58516,"Shell":11914,"C":9946,"JavaScript":4350},"source_url":"https://api.github.com/repos/sonicfreak1337/SARecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-adventure-dx-gc-decomp","title":"Sonic Adventure DX GameCube Decompilation","game":"Sonic Adventure DX","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README documents DOL/REL builds for Japanese, U.S., and PAL releases, demos, and prototypes.","summary":"GameCube decompilation of Sonic Adventure DX, including retail, demo, and prototype revisions listed by the maintainer.","project_url":"https://github.com/doldecomp/sadx","updated":"2026-10-15","strategy":"DOL/REL source decompilation","language":"","source_available":"Public source repository; supported DOL/REL inputs are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Retail, demo, review, and preview builds","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/doldecomp/sadx#readme"},{"label":"GitHub repository page (primary language: Python)","url":"https://github.com/doldecomp/sadx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":71036,"C":22723,"C++":1119,"Assembly":329},"source_url":"https://api.github.com/repos/doldecomp/sadx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/doldecomp/sadx reports 71,036 bytes of Python, the largest language total (74.6% of 95,207 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-and-the-black-knight-static-recomp","title":"Sonic and the Black Knight Static Recompilation","game":"Sonic and the Black Knight","platform":"Wii PAL RENE8P → Windows x64","kind":"Recompilation","status":"Maintainer reports gameplay from boot with graphics, audio, saves, and controller. No release.","summary":"Native Windows static recompilation of the PAL Wii build; user supplies game data.","project_url":"https://github.com/yunophilia/BlackKnightRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/yunophilia/BlackKnightRecomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/yunophilia/BlackKnightRecomp"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/yunophilia/BlackKnightRecomp/releases"},{"label":"Current primary README","url":"https://github.com/yunophilia/BlackKnightRecomp/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/yunophilia/BlackKnightRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":447169,"Python":70240,"PowerShell":5090,"CMake":1864,"Batchfile":1488,"C":1061},"source_url":"https://api.github.com/repos/yunophilia/BlackKnightRecomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-battle-gba-decomp","title":"Sonic Battle GBA Matching Decompilation","game":"Sonic Battle","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress for USA Rev. 0 (BSBE78). The README reports a byte-identical whole-ROM rebuild, 93.52% of text reproduced from C or assembly, and 51.81% of text decompiled to matching C; these are separate measures.","summary":"Matching C source reconstruction for the GBA game, with unrecovered functions retained as assembly and ROM-wide region checks in CI. The README states that a realistic C-match ceiling may be 55–70% because of handwritten code and calling-convention constraints.","project_url":"https://github.com/nicklesimba/sonic-battle-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/nicklesimba/sonic-battle-decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/nicklesimba/sonic-battle-decomp/blob/d150f0d135efa1a0c63908a1ff7336648f4ca8cc/README.md"},{"label":"Latest default-branch commit at check (d150f0d)","url":"https://github.com/nicklesimba/sonic-battle-decomp/commit/d150f0d135efa1a0c63908a1ff7336648f4ca8cc"},{"label":"Current machine-readable progress data","url":"https://github.com/nicklesimba/sonic-battle-decomp/blob/d150f0d135efa1a0c63908a1ff7336648f4ca8cc/config/BSBE78/progress.json"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/nicklesimba/sonic-battle-decomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/nicklesimba/sonic-battle-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2535936,"Assembly":1793756,"Python":241856,"Makefile":4592,"Java":3494,"Linker Script":3406,"Shell":2166},"source_url":"https://api.github.com/repos/nicklesimba/sonic-battle-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 2,535,936 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-blast-game-gear-recomp","title":"Sonic Blast Game Gear Static Recompilation","game":"Sonic Blast","platform":"Sega Game Gear (ROM release unspecified) → Windows x64","kind":"Recompilation","status":"Early pre-release v0.0.2; title/attract sequence has been exercised and checked against an interpreter oracle. End-to-end gameplay coverage is unverified.","summary":"Static Z80-to-C recompilation using smsggrecomp with a native Windows runtime.","project_url":"https://github.com/mstan/SonicBlastGGRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and Windows release; user-supplied legally dumped Game Gear ROM required.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/SonicBlastGGRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":2352},"source_url":"https://api.github.com/repos/mstan/SonicBlastGGRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; PowerShell is the largest bucket at 2,352 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-2011-3ds-decomp-port","title":"Sonic CD (2011) Nintendo 3DS Decompilation Port","game":"Sonic CD (2011)","platform":"Windows PC / iOS / Android (2011 release) → Nintendo 3DS","kind":"Decompilation","status":"The repository has a v1.32 3DS release. The README identifies the project as a port of the 2011 decompilation and requires original Sonic CD data; the reviewed material does not establish full-game compatibility.","summary":"Unofficial Nintendo 3DS target of the Sonic CD (2011) game-code decompilation. Users supply data from an official 2011 release; no game data is included.","project_url":"https://github.com/SaturnSH2x2/Sonic-CD-11-3DS","updated":"2026-10-16","strategy":"Native 3DS port of Sonic CD (2011) decompiled game code","language":"","source_available":"Public source and v1.32 release; user-provided Sonic CD (2011) data is required.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo 3DS decompilation-based port","target_type":"Game","sources":[{"label":"Maintainer README: 3DS target and decompilation relationship","url":"https://github.com/SaturnSH2x2/Sonic-CD-11-3DS#readme"},{"label":"Maintainer releases: 3DS packages","url":"https://github.com/SaturnSH2x2/Sonic-CD-11-3DS/releases"},{"label":"Upstream Sonic CD (2011) decompilation: official asset sources and Wii target branch","url":"https://github.com/niuus/Sonic-CD-11-Decompilation"},{"label":"Current primary README","url":"https://github.com/SaturnSH2x2/Sonic-CD-11-3DS/blob/master/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/SaturnSH2x2/Sonic-CD-11-3DS"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/SaturnSH2x2/Sonic-CD-11-3DS/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/SaturnSH2x2/Sonic-CD-11-3DS/releases/tag/v1.32"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":883398,"Java":190288,"C":7108,"Makefile":4790,"CMake":4280,"Roff":4104,"Shell":1380},"source_url":"https://api.github.com/repos/SaturnSH2x2/Sonic-CD-11-3DS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-2011-wii-decomp-port","title":"Sonic CD (2011) Nintendo Wii Decompilation Port","game":"Sonic CD (2011)","platform":"Windows PC / iOS / Android (2011 release) → Nintendo Wii","kind":"Decompilation","status":"The repository publishes Wii v2.0.1 and documents a Wii build. The reviewed README documents target and build requirements but does not establish full-game completion or physical-hardware test coverage.","summary":"Nintendo Wii build of the Sonic CD (2011) game-code decompilation, using the original game data and a Wii-specific rendering/input target. The Wii source branch is maintained in a public repository.","project_url":"https://github.com/niuus/Sonic-CD-11-Decompilation","updated":"2026-10-16","strategy":"Native Wii port of Sonic CD (2011) decompiled game code","language":"","source_available":"Public source and Wii release; user supplies data from an official Sonic CD (2011) release.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo Wii decompilation-based port","target_type":"Game","sources":[{"label":"Maintainer README: supported official data sources and Wii build instructions","url":"https://github.com/niuus/Sonic-CD-11-Decompilation/blob/wii/README.md"},{"label":"Maintainer releases: Wii build v2.0.1","url":"https://github.com/niuus/Sonic-CD-11-Decompilation/releases"},{"label":"Open Shop Channel Wii homebrew listing","url":"https://oscwii.org/library/app/SonicCDWii"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/niuus/Sonic-CD-11-Decompilation"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/niuus/Sonic-CD-11-Decompilation/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/niuus/Sonic-CD-11-Decompilation/releases/tag/Wiiv2.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1095305,"Java":190088,"Makefile":10895,"C":4585,"CMake":4199,"Shell":1378},"source_url":"https://api.github.com/repos/niuus/Sonic-CD-11-Decompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-2011-psp-rsdkv3-decomp-port","title":"Sonic CD (2011) PSP Decompilation Port","game":"Sonic CD (2011; official game assets from Windows, iOS or Android releases)","platform":"Sonic CD (2011) / Retro Engine v3 → PlayStation Portable homebrew","kind":"Decompilation","status":"Released version 2.0 on 2026-09-17. The release maintainer reports the game should work full-screen at almost full speed; special stages were not tested. Mods work, but text-script mods do not. The README says Steam-release FMV files are required and other mobile/Origins video files are unsupported.","summary":"A PSP-targeting fork of the complete Retro Engine v3 decompilation that ports Sonic CD (2011) to homebrew. It requires the player’s own official game assets and does not distribute the game data; the project uses the decompilation’s custom noncommercial source license.","project_url":"https://github.com/Koichive/RSDKv3-PSP","updated":"2026-10-16","strategy":"PSP port of the complete Retro Engine v3 decompilation; CMake PSP build uses the PSP toolchain and requires game assets from an official Sonic CD release.","language":"","source_available":"Public forked source; requires game assets from an official Sonic CD release and does not distribute those assets. LICENSE.md sets custom noncommercial terms and requires attribution to original RSDK/decompilation authors.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Homebrew port of the RSDKv3 decompilation","target_type":"Game","sources":[{"label":"Project README: full Sonic CD / RSDKv3 PSP port, official asset requirements and PSP build command","url":"https://github.com/Koichive/RSDKv3-PSP/blob/psp-dev-framebuffer/README.md"},{"label":"Published release 2.0 (2026-09-17): maintainer gameplay/performance report and limitations","url":"https://github.com/Koichive/RSDKv3-PSP/releases/tag/2.0"},{"label":"Custom RSDKv3/v4 decompilation source license v2","url":"https://github.com/Koichive/RSDKv3-PSP/blob/psp-dev-framebuffer/LICENSE.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Koichive/RSDKv3-PSP"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Koichive/RSDKv3-PSP/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1173577,"Java":206113,"CMake":19496,"C":4585,"Makefile":3293,"Shell":1473},"source_url":"https://api.github.com/repos/Koichive/RSDKv3-PSP/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-vita-decomp-port","title":"Sonic CD (2011) — PlayStation Vita Decompilation Port","game":"Sonic CD (2011)","platform":"Windows / iOS / Android Sonic CD (2011) data → PlayStation Vita","kind":"Decompilation","status":"The latest Vita release found is v0.2 (2021-01-05); repository source was pushed through 2023-07-13. The README still documents Vita build and data setup, but no recent release or current physical-device compatibility report was found.","summary":"PlayStation Vita target of the Sonic CD 2011 / Retro Engine v3 decompilation. The user supplies original game data; the README specifies that only videos from the original Steam release are supported.","project_url":"https://github.com/SonicMastr/Sonic-CD-Vita","updated":"2026-10-16","strategy":"Native Vita port built from the Sonic CD 2011 decompilation","language":"","source_available":"Public source repository; official game assets required","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Retro Engine v3 decompilation / PS Vita VPK","target_type":"Game","sources":[{"label":"Maintainer README: Vita target, data sources, and FMV caveat","url":"https://github.com/SonicMastr/Sonic-CD-Vita"},{"label":"Latest Vita release v0.2 (2021-01-05)","url":"https://github.com/SonicMastr/Sonic-CD-Vita/releases/tag/0.2"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/SonicMastr/Sonic-CD-Vita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1102164,"Java":190132,"Makefile":4972,"C":4585,"CMake":4199,"Shell":1473},"source_url":"https://api.github.com/repos/SonicMastr/Sonic-CD-Vita/languages","evidence":"Official GitHub Languages API returned 6 language byte totals (1,307,525 bytes); C++ is largest at 1,102,164 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-2011-wii-u-port","title":"Sonic CD 2011 Wii U Port","game":"Sonic CD (2011)","platform":"Windows PC / iOS / Android → Wii U","kind":"Decompilation","status":"Public beta. The maintainer reports real Wii U testing of gameplay, stage transitions, audio, saves, Special Stages, and HOME suspension/resume. The Wii U release requires a legally obtained Data.rsdk, but does not pin the source edition; mod compatibility remains experimental.","summary":"Native Wii U RPX/WUHB port based on the Sonic CD 2011 Retro Engine v3 decompilation. The beta includes Wii U controller support and audio stability fixes; game data is not included.","project_url":"https://github.com/vbarros22/RSDKv3-Decompilation","updated":"2026-10-15","strategy":"Decompilation-based native Wii U port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii U","target_type":"Game","sources":[{"label":"Target-specific Wii U beta release and real-hardware notes","url":"https://github.com/vbarros22/RSDKv3-Decompilation/releases/tag/wiiu-1.3.3-beta1"},{"label":"Wii U README at the release tag","url":"https://github.com/vbarros22/RSDKv3-Decompilation/blob/wiiu-1.3.3-beta1/README-WiiU.md"},{"label":"RSDKv3 decompilation repository","url":"https://github.com/vbarros22/RSDKv3-Decompilation"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/vbarros22/RSDKv3-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1139006,"Java":206113,"CMake":16025,"C":4585,"Makefile":3293,"Shell":1473},"source_url":"https://api.github.com/repos/vbarros22/RSDKv3-Decompilation/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (1139006 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-cd-ps2-gems-decomp","title":"Sonic CD PlayStation 2 Gems Collection Decompilation","game":"Sonic CD","platform":"PlayStation 2 Gems Collection","kind":"Decompilation","status":"The maintainer says the source currently builds program code and data identical to the PS2 ELF, but debug information differs, so the output ELF is not byte-for-byte identical. The repository includes a compiler and build instructions; it has no GitHub release and documents a Windows-only compiler (WSL is reported to work).","summary":"A C decompilation of the PlayStation 2 Gems Collection version of Sonic CD, with an editable source tree intended to reproduce the original executable. It is a PS2 executable target, not a Sega CD or Dreamcast port.","project_url":"https://github.com/nfroggy/soniccddecompilation","updated":"2026-10-16","strategy":"C decompilation and source rebuild of the PlayStation 2 Gems Collection executable","language":"","source_available":"Public CC0-1.0 C source, compiler, and build files; the compiler is Windows-only according to the README.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/nfroggy/soniccddecompilation#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/nfroggy/soniccddecompilation"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/nfroggy/soniccddecompilation/languages"},{"label":"Current primary README","url":"https://github.com/nfroggy/soniccddecompilation/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":12103587,"Makefile":74016,"Python":7172},"source_url":"https://api.github.com/repos/nfroggy/soniccddecompilation/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-cd-rsdkv3-original-xbox","title":"Sonic CD Retro Engine v3 Decompilation for Original Xbox","game":"Sonic CD (2011) / Retro Engine v3","platform":"Retro Engine v3 / Sonic CD (2011) → Original Xbox","kind":"Decompilation","status":"The Xbox-specific fork is archived (GitHub marks it archived on 2026-09-20) and has a 0.1 release. Its README documents an NXDK/XISO build and warns that videos do not play; official Sonic CD Data.rsdk assets are required.","summary":"The repository forks the Retro Engine v3 decompilation and adds an NXDK build path for an Original Xbox XBE/XISO. It is a source-based console port, not an Xbox 360 binary recompilation.","project_url":"https://github.com/danielgpinheiro/RSDKv3-xbox","updated":"2026-10-15","strategy":"Retro Engine v3 decompilation with an NXDK Original Xbox source port","language":"","source_available":"Public archived source fork and release; user supplies Data.rsdk from an official Sonic CD release","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Retro Engine v3 decompilation; Original Xbox NXDK target","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/danielgpinheiro/RSDKv3-xbox/blob/xbox-port/README.md"},{"label":"Xbox port build instructions and compatibility notes","url":"https://github.com/danielgpinheiro/RSDKv3-xbox/blob/xbox-port/README.md"},{"label":"Release 0.1","url":"https://github.com/danielgpinheiro/RSDKv3-xbox/releases/tag/0.1"},{"label":"GitHub repository metadata and archived status","url":"https://api.github.com/repos/danielgpinheiro/RSDKv3-xbox"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/danielgpinheiro/RSDKv3-xbox"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1131136,"Java":206113,"CMake":16023,"Makefile":5449,"C":4585,"Shell":1473},"source_url":"https://api.github.com/repos/danielgpinheiro/RSDKv3-xbox/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/danielgpinheiro/RSDKv3-xbox reports 1,131,136 bytes of C++, the largest language total (82.9% of 1,364,779 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-cd-yuusei-mega-drive-port","title":"Sonic CD Yuusei Demo Sega Mega Drive Port","game":"Sonic CD Yuusei Demo (v0.02 / 1204 prototype)","platform":"Sega CD Yuusei demo/disassembly → stock Sega Mega Drive / Genesis","kind":"Reimplementation","status":"The maintainer says this project began on 2024-08-04; the README credits hardware verification on an NTSC-U Model 1 VA6.5. It lists two zones plus R13D, time travel, title screens, and level select, but says it is not feature-complete: Time Attack, the time-travel cutscene, and an adapted soundtrack are missing; the port uses music borrowed from Sonic 1.","summary":"A partial stock Mega Drive port of the Yuusei demo of Sonic CD (v0.02/1204 prototype), based on its disassembly. The project has working levels, time travel, and custom sound effects, with some prototype features and the original soundtrack not yet ported.","project_url":"https://github.com/MDTravisYT/MD-SONIC","updated":"2026-10-16","strategy":"Port selected levels and behavior from the prototype disassembly to stock Mega Drive code","language":"","source_available":"Public source repository; README says the original disassembly is incomplete and prohibits commercial sale. No repository-wide software license is declared.","first_found":"2026-10-16","project_started":"2024-08-04","programming_language":"Assembly","subtype":"Sega CD-to-Mega Drive port; maintainer reports NTSC-U Model 1 hardware verification, feature set incomplete","target_type":"Game","sources":[{"label":"Maintainer README, project start date, incomplete feature list, and hardware verification credit","url":"https://github.com/MDTravisYT/MD-SONIC#readme"},{"label":"Maintainer source repository metadata","url":"https://api.github.com/repos/MDTravisYT/MD-SONIC"},{"label":"Current primary README","url":"https://github.com/MDTravisYT/MD-SONIC/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MDTravisYT/MD-SONIC/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1051995,"Batchfile":7717,"Python":4881},"source_url":"https://api.github.com/repos/MDTravisYT/MD-SONIC/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-free-riders-recompiled-android","title":"Sonic Free Riders Recompiled","game":"Sonic Free Riders","platform":"Xbox 360 → Android, Windows, Linux","kind":"Recompilation","status":"Android release line v0.4.4 remains a work in progress: menus and races run, and the maintainer reports a playable race on an AYN Thor (Android 13/Adreno 740) at roughly 23–24 fps. Other tracks/modes and devices remain unverified; an Android 9 compatibility APK has not been tested on Android 9.","summary":"Xbox 360 static recompilation with Android arm64 APKs, on-screen controls and tilt steering. The launcher installs game data from a user-owned USA/Europe disc; the project reports races but cautions that broad game coverage and phone performance are incomplete.","project_url":"https://github.com/YuutaTsubasa/Free-Riders-Recompiled","updated":"2026-10-15T17:36:26Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation with Android app","target_type":"Game","sources":[{"label":"Maintainer README: Android releases, controls and compatibility caveats","url":"https://github.com/YuutaTsubasa/Free-Riders-Recompiled"},{"label":"Maintainer Android v0.4.4 performance report","url":"https://github.com/YuutaTsubasa/Free-Riders-Recompiled/blob/main/docs/android-performance.md"},{"label":"Maintainer Android releases","url":"https://github.com/YuutaTsubasa/Free-Riders-Recompiled/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/YuutaTsubasa/Free-Riders-Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4161252,"Python":703501,"PowerShell":92529,"CMake":73218,"Java":34220,"C":28703,"HLSL":8821,"Shell":7642,"Batchfile":4288},"source_url":"https://api.github.com/repos/YuutaTsubasa/Free-Riders-Recompiled/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/YuutaTsubasa/Free-Riders-Recompiled reports 4,161,252 bytes of C++, the largest language total (81.4% of 5,114,174 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-generations-xbox360-android-rexglue","title":"Sonic Generations Xbox 360 Android Recompilation (ReXGlue)","game":"Sonic Generations (Xbox 360 version)","platform":"Xbox 360 (USA/Europe) → Android 9+ ARM64 (arm64-v8a)","kind":"Recompilation","status":"No GitHub release is listed. The maintainer reports title-screen and Green Hill testing on a Helio G99 / Mali-G57 Android device at about 2.5–4 fps; the report notes a Sonic skinning glitch and does not establish broader device or full-campaign compatibility. The README says the author does not expect to extend this ReXGlue version further. The README requires the user to provide a USA or Europe Xbox 360 game ISO.","summary":"Android ARM64 port of the Xbox 360 version using ReXGlue static recompilation: Xbox 360 PowerPC code is generated as C++ ahead of time, then built with Android NDK/Gradle and Android-specific Vulkan compatibility patches. This is static recompilation, not runtime emulation or an API translation layer.","project_url":"https://github.com/BluetufieBugado/GenerationsRecomp-Android-RexGlue","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository includes generated C++ game code and Android NDK/Gradle sources; the README requires a user-supplied Xbox 360 ISO. GitHub reports no declared project license.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation via ReXGlue; Android native ARM64 target","target_type":"Game","sources":[{"label":"Canonical Android project README at reviewed commit","url":"https://github.com/BluetufieBugado/GenerationsRecomp-Android-RexGlue/blob/8c65b8097444416df6506037e876b382acde0da3/README.md"},{"label":"Maintainer Mali-G57 bring-up and performance report","url":"https://github.com/BluetufieBugado/GenerationsRecomp-Android-RexGlue/blob/8c65b8097444416df6506037e876b382acde0da3/docs/mali-g57.md"},{"label":"Android app minimum SDK and arm64 ABI configuration","url":"https://github.com/BluetufieBugado/GenerationsRecomp-Android-RexGlue/blob/8c65b8097444416df6506037e876b382acde0da3/android/app/build.gradle.kts"},{"label":"ReXGlue maintainer README describing ahead-of-time Xbox 360 PowerPC-to-C++ recompilation","url":"https://github.com/rexglue/rexglue-sdk/blob/main/README.md"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/BluetufieBugado/GenerationsRecomp-Android-RexGlue/languages"},{"label":"GitHub release list checked; empty at review time","url":"https://github.com/BluetufieBugado/GenerationsRecomp-Android-RexGlue/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":322577405,"C":9207637,"Java":376922,"CMake":30361,"Shell":2415,"Makefile":400},"source_url":"https://api.github.com/repos/BluetufieBugado/GenerationsRecomp-Android-RexGlue/languages","evidence":"Exact GitHub Languages API repository byte counts fetched 2026-10-16. C++ is the largest bucket; the repository commits generated game C++ as well as Android application and support code, so the map is repository-wide rather than a hand-authored-only estimate.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-heroes-gamecube-decomp","title":"Sonic Heroes GameCube Decompilation","game":"Sonic Heroes","platform":"GameCube","kind":"Decompilation","status":"Work in progress targeting North American Rev. 0 (`G9SE8P`); final DOL and 17 RELs rebuild, with some unrecovered regions allowed through as original binary context.","summary":"Matching decompilation/reverse-engineering project; README says it is not a playable game or a port.","project_url":"https://github.com/Jovinull/sonicheroes","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game code/assets or extracted assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Jovinull/sonicheroes"},{"label":"Maintainer README and project status","url":"https://github.com/Jovinull/sonicheroes/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5200074,"C":2066720,"Python":1084669,"NASL":10615,"Shell":6229,"Linker Script":213},"source_url":"https://api.github.com/repos/Jovinull/sonicheroes/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-heroes-gc-zh-tw","title":"Sonic Heroes GameCube Traditional Chinese Patch","game":"Sonic Heroes","platform":"Nintendo GameCube (Japanese release, game ID G9SJ8P)","kind":"Fan Localization","status":"Pre-release v1.0 published 2026-10-08. The maintainer lists 11,661 translated text strings plus interface and graphic changes; the release has only passed file read-back validation and has not received a full Dolphin or hardware playthrough. Pre-rendered video text remains Japanese.","summary":"Traditional Chinese fan patch for the Japanese GameCube release of Sonic Heroes. The xdelta patch and Python tools localize text and selected graphics while keeping the game language set to Japanese; the repository contains no game data.","project_url":"https://github.com/YuutaTsubasa/Sonic-Heroes-Traditional-Chinese-Mod","updated":"2026-10-08","strategy":"xdelta patch generated from a user-supplied Japanese GameCube image","language":"Traditional Chinese","source_available":"Public v1.0 pre-release xdelta/ZIP and Python source/build tools; no game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Text, UI and graphics localization","target_type":"Game","sources":[{"label":"Maintainer README: source/target pair, scope, patch build and validation caveats","url":"https://github.com/YuutaTsubasa/Sonic-Heroes-Traditional-Chinese-Mod/blob/main/README.md"},{"label":"Maintainer v1.0 pre-release: release date, downloadable xdelta/ZIP, status and coverage","url":"https://github.com/YuutaTsubasa/Sonic-Heroes-Traditional-Chinese-Mod/releases/tag/v1.0"},{"label":"Repository LICENSE: MIT scope and SEGA rights caveat","url":"https://github.com/YuutaTsubasa/Sonic-Heroes-Traditional-Chinese-Mod/blob/main/LICENSE"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/YuutaTsubasa/Sonic-Heroes-Traditional-Chinese-Mod/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":114755,"PowerShell":3304},"source_url":"https://api.github.com/repos/YuutaTsubasa/Sonic-Heroes-Traditional-Chinese-Mod/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 114,755 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-mania-vita-decomp-port","title":"Sonic Mania — PlayStation Vita Decompilation Port","game":"Sonic Mania","platform":"Windows / console Sonic Mania releases → PlayStation Vita","kind":"Decompilation","status":"The latest published Vita release found is v1.1 (2023-09-05). The README documents official asset requirements and supported game data versions; it says major future releases are not expected. No broader current device-compatibility matrix is stated.","summary":"Native PlayStation Vita target for the RSDKv5 decompilation and Sonic Mania game logic, with a mod loader and Vita install path. The repository does not include the commercial game assets; users must supply files from an official release.","project_url":"https://github.com/SonicMastr/Sonic-Mania-Vita","updated":"2026-10-16","strategy":"Native Vita port built from the RSDKv5 decompilation","language":"","source_available":"Public source repository; official game assets required","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"RSDKv5 decompilation / PS Vita VPK","target_type":"Game","sources":[{"label":"Maintainer README: decompilation basis and official asset requirements","url":"https://github.com/SonicMastr/Sonic-Mania-Vita"},{"label":"Latest Vita release v1.1 (2023-09-05)","url":"https://github.com/SonicMastr/Sonic-Mania-Vita/releases/tag/1.1"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/SonicMastr/Sonic-Mania-Vita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9403448,"Python":11000,"Makefile":3213,"CMake":934,"Batchfile":87},"source_url":"https://api.github.com/repos/SonicMastr/Sonic-Mania-Vita/languages","evidence":"Official GitHub Languages API returned 5 language byte totals (9,418,682 bytes); C is largest at 9,403,448 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-r-android-decomp-port","title":"Sonic R Android Edition","game":"Sonic R","platform":"Windows PC build of the Sega Saturn game → Android","kind":"Decompilation","status":"Android releases are available through v1.2.7 (2026-10-04). The README documents SDL2, GLES2 and customizable touch controls; it does not identify a minimum Android version or named device test.","summary":"Native Android port of the PC Sonic R decompilation, which is based on the Saturn game. It requires the user's own PC game files and includes no retail assets; touch and gamepad input are documented.","project_url":"https://github.com/ZinexDa/sonic-r-android","updated":"2026-10-15","strategy":"Android app and OpenGL ES 2.0 renderer built on the PC game's decompilation.","language":"","source_available":"Public source repository (GitHub)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port of a PC decompilation of a console-origin game","target_type":"Game","sources":[{"label":"Maintainer README: Android renderer, controls and game-data requirements","url":"https://github.com/ZinexDa/sonic-r-android"},{"label":"Maintainer Android release history","url":"https://github.com/ZinexDa/sonic-r-android/releases"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/ZinexDa/sonic-r-android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":22422045,"C++":1810107,"Objective-C":717218,"Shell":407784,"M4":304706,"CMake":268448,"Java":206033,"Kotlin":124375,"Rust":109880,"Python":99949,"Perl":96689,"Makefile":53402,"Assembly":32239,"JavaScript":18010,"HLSL":17050,"Metal":3691,"Batchfile":3673,"HTML":755},"source_url":"https://api.github.com/repos/ZinexDa/sonic-r-android/languages","evidence":"Official GitHub REST Languages API breakdown for ZinexDa/sonic-r-android: source-code byte counts are {\"Assembly\": 32239, \"Batchfile\": 3673, \"C\": 22422045, \"C++\": 1810107, \"CMake\": 268448, \"HLSL\": 17050, \"HTML\": 755, \"Java\": 206033, \"JavaScript\": 18010, \"Kotlin\": 124375, \"M4\": 304706, \"Makefile\": 53402, \"Metal\": 3691, \"Objective-C\": 717218, \"Perl\": 96689, \"Python\": 99949, \"Rust\": 109880, \"Shell\": 407784}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-r-cross-platform-reimplementation","title":"Sonic R Cross-Platform Reimplementation","game":"Sonic R (1998 Sega PC release)","platform":"Sega PC (x86) → Windows, macOS, Linux, Sega Dreamcast","kind":"Reimplementation","status":"Release v1.0-bugfix1 is available. The project README documents native desktop and Dreamcast builds that share one C game-logic codebase; users supply their own Sonic R data.","summary":"From-scratch reimplementation of the 1998 PC game engine in portable C, reverse-engineered and validated against the original executable; contains no original Sega code.","project_url":"https://github.com/jnmartin84/sonic-r","updated":"2026-10-15","strategy":"Reverse-engineers the original x86 executable and translates/rebuilds its logic as portable C; SDL2 provides desktop support and KallistiOS the Dreamcast target.","language":"C","source_available":"Open source; game engine only, with user-provided game data required.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-platform game-engine reimplementation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/jnmartin84/sonic-r"},{"label":"Latest published release","url":"https://github.com/jnmartin84/sonic-r/releases/tag/v1.0-bugfix1"},{"label":"Community/news lead (uses “decompiled” in its headline)","url":"https://www.reddit.com/r/SonicTheHedgehog/comments/1sspajr/sonic_r_decompiled_by_fan_developer_dreamcast/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5484425,"Makefile":16691,"Shell":4345},"source_url":"https://api.github.com/repos/jnmartin84/sonic-r/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/jnmartin84/sonic-r reports 5,484,425 bytes of C, the largest language total (99.6% of 5,505,461 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-r-switch-port","title":"Sonic R Nintendo Switch Port","game":"Sonic R","platform":"Windows PC → Nintendo Switch","kind":"Reimplementation","status":"The maintainer reports stable 30 FPS gameplay and a successful PC-to-Switch LAN race test. Internet play through direct IP is experimental; original PC game data is required.","summary":"Native Switch homebrew port of the open-source Sonic R reimplementation, with Switch rendering, controls, filesystem support, and multiplayer integration.","project_url":"https://github.com/boraeskicioglu/sonic_r_nx","updated":"2026-10-15","strategy":"Native platform port of an open-source game reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch","target_type":"Game","sources":[{"label":"Switch port README and gameplay/network status","url":"https://github.com/boraeskicioglu/sonic_r_nx"},{"label":"Upstream Sonic R reimplementation","url":"https://github.com/jnmartin84/sonic-r"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/boraeskicioglu/sonic_r_nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5202698,"Makefile":12316},"source_url":"https://api.github.com/repos/boraeskicioglu/sonic_r_nx/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C is the largest category (5202698 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-riders-gc-decomp","title":"Sonic Riders GameCube Decompilation","game":"Sonic Riders","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the U.S. DOL target by SHA-1 and documents a build from the game DOL.","summary":"GameCube source decompilation project for the U.S. release of Sonic Riders.","project_url":"https://github.com/doldecomp/sonicriders","updated":"2026-10-15","strategy":"DOL source decompilation","language":"","source_available":"Public source repository; clean U.S. game DOL and GameCube compiler files required","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"U.S. DOL target","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/doldecomp/sonicriders#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/doldecomp/sonicriders"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":33696631,"C":44603,"Makefile":5383,"Python":1268},"source_url":"https://api.github.com/repos/doldecomp/sonicriders/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/doldecomp/sonicriders reports 33,696,631 bytes of Assembly, the largest language total (99.8% of 33,747,885 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-robo-blast-2-dreamcast-port","title":"Sonic Robo Blast 2 Dreamcast Port (v2.0.7)","game":"Sonic Robo Blast 2","platform":"Windows/Linux PC → Sega Dreamcast","kind":"Reimplementation","status":"Experimental first running Dreamcast version. The project description says it currently runs out of memory halfway through Greenflower Zone Act 2; the README documents an ELF build and loading steps but does not specify a real-hardware test.","summary":"Dreamcast source port of Sonic Robo Blast 2 v2.0.7 using KallistiOS and SDL 1.2. It is an early target-specific fork of the open-source PC game, not a console emulator.","project_url":"https://gitlab.com/LobotomyDC/srb2dc-207","updated":"2026-10-15","strategy":"Native source port of the open-source SRB2 game","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"GitLab project description and current progress","url":"https://gitlab.com/LobotomyDC/srb2dc-207"},{"label":"Project README with KallistiOS build and ELF loading instructions","url":"https://gitlab.com/LobotomyDC/srb2dc-207/-/raw/main/README.md"},{"label":"Upstream SRB2 source repository","url":"https://github.com/STJr/SRB2"},{"label":"GitLab language breakdown checked 2026-10-15","url":"https://gitlab.com/api/v4/projects/LobotomyDC%2Fsrb2dc-207/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":61.15,"C":24.79,"Shell":2.46,"Visual Basic 6.0":2.19,"PHP":1.82},"source_url":"https://gitlab.com/api/v4/projects/LobotomyDC%2Fsrb2dc-207/languages","evidence":"GitLab's official Languages API reports the full repository language breakdown as percentages; C++ is the largest share (61.15%). This is repository-wide source evidence, not a target-module-only measurement.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-spinball-genesis-disasm","title":"Sonic Spinball Disassembly","game":"Sonic Spinball","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"The README gives an asm68k build with 24 inline-hex lines for bit-perfect output, warns significant edits may break the ROM, and relays the original author's note that the project was abandoned.","summary":"A 68000 assembly disassembly with an assembler build path; the source notes unresolved data/code ambiguities and is not described as safe for substantial edits.","project_url":"https://github.com/sonicretro/spindisasm","updated":"2026-10-16","strategy":"Annotated 68000 disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":"2009-09-15","programming_language":"Assembly","subtype":"Genesis/Mega Drive assembly disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicretro/spindisasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":7253135,"Batchfile":147},"source_url":"https://api.github.com/repos/sonicretro/spindisasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-the-fighters-arcade-disasm","title":"Sonic the Fighters Disassembly","game":"Sonic the Fighters","platform":"Sega Model 2 arcade (1996)","kind":"Decompilation","status":"The README describes the disassembly as still maturing and provides GNU i960-ELF assembler or CTOOLS build routes; it does not claim a complete rebuild.","summary":"A disassembly of Sonic the Fighters' Model 2 program ROM, with instructions for rebuilding program-code data extracted from commercial releases.","project_url":"https://github.com/biggestsonicfan/stfdisasm","updated":"2026-10-16","strategy":"Annotated i960 arcade program disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Sega Model 2 arcade disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/biggestsonicfan/stfdisasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":8795850,"Python":4212},"source_url":"https://api.github.com/repos/biggestsonicfan/stfdisasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-the-hedgehog-2006-ios-static-recomp","title":"Sonic the Hedgehog (2006) iOS Static Recompilation","game":"Sonic the Hedgehog (2006) (Xbox 360 version)","platform":"Xbox 360 PowerPC → native iOS/iPadOS arm64 with Metal; iOS/iPadOS 17+","kind":"Recompilation","status":"Experimental iOS port; latest release build 1.0.10 was published 2026-10-16. The README says it has been played on an iPhone 14 Pro Max, but full playthroughs of all three episodes, long sessions, and other devices have not been tested. Release 1.0.10’s floating touch stick, 120 FPS cap, and app-switcher fix passed build/integrity checks but are explicitly not yet device-tested. A legally obtained Xbox 360 copy is required; the unsigned IPA contains no game files.","summary":"iPhone/iPad fork and native Metal port of Marathon Recompiled, the Xbox 360 Sonic ’06 static recompilation. It adds iOS packaging, touch/controller input, file-based game installation, and iOS-specific rendering/audio fixes; source and release IPA are public.","project_url":"https://github.com/DevZer0D4Y/MarathonRecompilediOS","updated":"2026-10-16","strategy":"Port of the Xbox 360 static recompilation to native iOS/iPadOS using XenonRecomp/XenosRecomp output, Metal, and a native touch/controller UI","language":"","source_available":"Public source repository and unsigned IPA release; requires the user’s legally obtained Xbox 360 game files. No game assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation / iOS port","target_type":"Game","sources":[{"label":"Maintainer README: iOS scope, requirements, testing caveats, and game-file requirement","url":"https://github.com/DevZer0D4Y/MarathonRecompilediOS#readme"},{"label":"Latest release, build 1.0.10","url":"https://github.com/DevZer0D4Y/MarathonRecompilediOS/releases/tag/ios-2026-10-16-b"},{"label":"GitHub repository metadata: latest activity, fork parent, and license","url":"https://api.github.com/repos/DevZer0D4Y/MarathonRecompilediOS"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/DevZer0D4Y/MarathonRecompilediOS/languages"},{"label":"Upstream desktop Marathon Recompiled project","url":"https://github.com/sonicnext-dev/MarathonRecomp"},{"label":"Current primary README","url":"https://github.com/DevZer0D4Y/MarathonRecompilediOS/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2158067,"C":98255,"CMake":55492,"HLSL":27693,"Metal":26009,"Objective-C++":24194,"Python":11116,"Shell":8591,"Batchfile":39},"source_url":"https://api.github.com/repos/DevZer0D4Y/MarathonRecompilediOS/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-2006-marathon-android-recomp","title":"Sonic the Hedgehog (2006) Marathon Recompiled for Android","game":"Sonic the Hedgehog (2006, Xbox 360 version)","platform":"Xbox 360 → Android ARM64 (Android 10+ conservative minimum; Vulkan)","kind":"Recompilation","status":"Experimental unofficial Android port of Marathon Recompiled. The latest GitHub release located is build 4 (tag Third), published 2026-08-04, with an APK; repository activity continued through 2026-09-12. Its README reports title screens and regular gameplay working but warns that performance and stability vary by phone, Android version, and GPU driver. Android requirements conflict: most setup text says Android 9+, while install troubleshooting says Android 10+; Android 10+ is recorded conservatively pending clarification. Mali support is experimental.","summary":"An Android fork of Marathon Recompiled for the Xbox 360 version of Sonic the Hedgehog (2006). The maintainer explicitly says it uses static recompilation rather than Xbox 360 emulation, with touch controls, gamepad support, and Vulkan driver options. Users provide their own game files; the public GPL-3.0 repository does not include them. This is an experimental community fork, so the maintainer's playability and compatibility statements are not broad device guarantees.","project_url":"https://github.com/Player124413/MarathonRecomp_android-test-edition","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation to native Android ARM64 with Vulkan","language":"","source_available":"Public GPL-3.0 fork with Android build instructions and an APK release. Game files are user-supplied and are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Experimental Android fork of Marathon Recompiled; touch controls, gamepad, and Vulkan driver options","target_type":"Game","sources":[{"label":"Android README on the active branch: static recompilation method, supported features, Android/GPU requirements, and experimental status","url":"https://github.com/Player124413/MarathonRecomp_android-test-edition/blob/arena/019fed58-marathonrecomp-android-test-ed/README-ANDROID.md"},{"label":"Latest located Android APK release, build 4 (published 2026-08-04)","url":"https://github.com/Player124413/MarathonRecomp_android-test-edition/releases/tag/Third"},{"label":"Desktop Marathon Recompiled project this fork adapts","url":"https://github.com/sonicnext-dev/MarathonRecomp"},{"label":"GitHub Languages API: repository-wide language byte totals","url":"https://api.github.com/repos/Player124413/MarathonRecomp_android-test-edition/languages"},{"label":"GitHub repository API: fork identity, GPL-3.0 metadata, branch, and activity","url":"https://api.github.com/repos/Player124413/MarathonRecomp_android-test-edition"}],"media":[{"kind":"image","label":"Marathon Recompiled Android logo directly embedded by the project README","url":"https://raw.githubusercontent.com/IsaacMarovitz/MarathonRecompResources/refs/heads/main/images/logo/Logo.png","preview_url":"https://raw.githubusercontent.com/IsaacMarovitz/MarathonRecompResources/refs/heads/main/images/logo/Logo.png","source_url":"https://github.com/Player124413/MarathonRecomp_android-test-edition/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Batchfile":39,"C":20442,"C++":2172757,"CMake":53728,"HLSL":25628,"Java":294009,"Metal":24041,"Shell":15123},"source_url":"https://api.github.com/repos/Player124413/MarathonRecomp_android-test-edition/languages","evidence":"GitHub's endpoint returns 2,172,757 C++ bytes (83.4% of 2,605,767 classified bytes), substantially more than Java at 294,009 bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-2006-switch-recomp","title":"Sonic the Hedgehog (2006) Nintendo Switch Recompilation","game":"Sonic the Hedgehog (2006) (Xbox 360 version)","platform":"Xbox 360 → Nintendo Switch homebrew","kind":"Recompilation","status":"Release 1.0.3 includes a Switch NRO. Target-specific documentation reports real-console performance tests but no full-campaign completion claim; the release recommends CPU overclocking for performance. Requires Switch homebrew, the user's Xbox 360 game files, and the project's specified custom Vulkan driver.","summary":"Switch fork of MarathonRecomp, using XenonRecomp for Xbox 360 PowerPC code and XenosRecomp for shaders. Build instructions require the user to provide default.xex, shader.arc, and shader_lt.arc; the custom driver is distributed separately from the source repository.","project_url":"https://github.com/ChanseyIsTheBest/MarathonRecomp-NX","updated":"2026-10-15","strategy":"Static code and shader recompilation with a Switch runtime","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch NRO; MarathonRecomp community fork","target_type":"Game","sources":[{"label":"Switch build requirements and output instructions","url":"https://github.com/ChanseyIsTheBest/MarathonRecomp-NX/blob/main/docs/BUILDING-SWITCH.md"},{"label":"Switch performance notes and console test conditions","url":"https://github.com/ChanseyIsTheBest/MarathonRecomp-NX/blob/main/docs/SWITCH-PERFORMANCE.md"},{"label":"Release 1.0.3 with NRO asset","url":"https://github.com/ChanseyIsTheBest/MarathonRecomp-NX/releases/tag/1.0.3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2797930,"Python":124940,"CMake":78187,"Shell":50075,"HLSL":30816,"Metal":24041,"C":22114,"Batchfile":39},"source_url":"https://api.github.com/repos/ChanseyIsTheBest/MarathonRecomp-NX/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 2,797,930 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-2006-xbox360-matching-decompilation","title":"Sonic the Hedgehog (2006) Xbox 360 Matching Decompilation","game":"Sonic the Hedgehog (2006) (Xbox 360 version)","platform":"Xbox 360 XEX (Title ID 534507D6)","kind":"Decompilation","status":"Work in progress. The maintainer README documents a build-and-diff workflow using a user-provided XEX, Python, Ninja, and objdiff. It does not report a completion percentage, release, or playable PC port.","summary":"A matching decompilation project for the Xbox 360 version of Sonic the Hedgehog (2006). The repository contains project source and build configuration, but no game assets or assembly; users provide their own XEX.","project_url":"https://github.com/rjkiv/sonic06","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets and XEX are user-supplied","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox 360 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/rjkiv/sonic06/blob/eb11705eabe94830001eb897877a1655a1144b1c/README.md"},{"label":"Canonical public source repository","url":"https://github.com/rjkiv/sonic06"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/rjkiv/sonic06/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":786268,"HTML":182232,"Python":102419,"C++":24675,"Lua":19421,"Roff":7273,"Makefile":5944},"source_url":"https://api.github.com/repos/rjkiv/sonic06/languages","evidence":"Exact GitHub Languages API per-language byte counts for the reviewed repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-1-game-gear-disasm","title":"Sonic the Hedgehog (Game Gear) Disassembly","game":"Sonic the Hedgehog","platform":"Sega Game Gear","kind":"Decompilation","status":"The README labels the split disassembly work in progress and reports a 100%-accurate ROM build, while warning that overflows can break it.","summary":"A split Z80 assembly disassembly of the Game Gear Sonic 1 release with a ROM rebuild workflow.","project_url":"https://github.com/TheRavenfreak/Sonic-1-Game-Gear-Disassembly","updated":"2026-10-16","strategy":"Split Z80 disassembly and reassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Game Gear disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/TheRavenfreak/Sonic-1-Game-Gear-Disassembly/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":256040,"Batchfile":672},"source_url":"https://api.github.com/repos/TheRavenfreak/Sonic-1-Game-Gear-Disassembly/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-1-genesis-recomp","title":"Sonic the Hedgehog (Genesis) Static Recompilation","game":"Sonic the Hedgehog","platform":"Sega Genesis / Mega Drive → native Windows/macOS/Linux","kind":"Recompilation","status":"The README says Green Hill Zone Acts 1–3 and the Robotnik boss are fully completable; later zones are only partially functional while function discovery continues.","summary":"A native x64 static recompilation built on the Genesis 68K Static Recompiler; it requires a user-supplied Sonic 1 ROM.","project_url":"https://github.com/mstan/SonicTheHedgehogRecomp","updated":"2026-10-16","strategy":"Static Genesis 68000 recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Native Genesis-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/mstan/SonicTheHedgehogRecomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":299135,"Shell":16294,"CMake":14409,"Batchfile":2159},"source_url":"https://api.github.com/repos/mstan/SonicTheHedgehogRecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Python has the largest count. 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The README reports boot through the title and attract demo and working native two-player versus; it does not claim completion of the single-player campaign.","summary":"A native static recompilation based on the shared Genesis 68K engine; game ROMs are user-supplied and are not bundled.","project_url":"https://github.com/mstan/SonicTheHedgehog2Recomp","updated":"2026-10-16","strategy":"Static Genesis 68000 recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Native Genesis-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/mstan/SonicTheHedgehog2Recomp/blob/master/README.md"},{"label":"Latest release v0.8.2","url":"https://github.com/mstan/SonicTheHedgehog2Recomp/releases/tag/v0.8.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":286588,"C":269795,"Python":183924,"Shell":28155,"CMake":27054,"PowerShell":18011,"Batchfile":4558},"source_url":"https://api.github.com/repos/mstan/SonicTheHedgehog2Recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Java has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-2-master-system-disasm","title":"Sonic the Hedgehog 2 (Master System) Disassembly","game":"Sonic the Hedgehog 2","platform":"Sega Master System","kind":"Decompilation","status":"The repository publishes the Sonic 2 Master System disassembly; its README does not give a completeness or matching-build statement.","summary":"A Z80 disassembly project for the Master System version of Sonic the Hedgehog 2.","project_url":"https://github.com/sonicretro/s2smsdisasm","updated":"2026-10-16","strategy":"Annotated Z80 disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Master System disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/sonicretro/s2smsdisasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1661404,"Shell":901},"source_url":"https://api.github.com/repos/sonicretro/s2smsdisasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"s2-disassembly","title":"Sonic the Hedgehog 2 Disassembly","game":"Sonic the Hedgehog 2","platform":"Sega Genesis","kind":"Decompilation","status":"Complete","summary":"Community disassembly of the Genesis release.","project_url":"https://github.com/sonicretro/s2disasm","updated":"2026-10-16","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/sonicretro/s2disasm"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sonicretro/s2disasm"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/sonicretro/s2disasm/master/readme.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":3962284,"Lua":42188,"C":38259,"C#":32701,"Batchfile":605,"Makefile":235,"CMake":199},"source_url":"https://api.github.com/repos/sonicretro/s2disasm/languages","evidence":"GitHub REST repository Languages endpoint reports 3,962,284 bytes of Assembly out of 4,076,471 measured source bytes (97.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-3-genesis-recomp","title":"Sonic the Hedgehog 3 (Genesis) Static Recompilation","game":"Sonic the Hedgehog 3","platform":"Sega Genesis / Mega Drive → native x64 PC","kind":"Recompilation","status":"The shared repository's v0.5.2 release was published 2026-10-03. Its compatibility table labels standalone Sonic 3 a playable bring-up, with Angel Island and saves reported.","summary":"One of three native build modes in the shared Sonic 3 / Sonic & Knuckles recompilation repository; this row tracks the standalone Sonic 3 ROM target.","project_url":"https://github.com/mstan/Sonic3AndKnucklesRecomp","updated":"2026-10-16","strategy":"Static Genesis 68000 recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Standalone Sonic 3 native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/mstan/Sonic3AndKnucklesRecomp/blob/main/README.md"},{"label":"Latest release v0.5.2","url":"https://github.com/mstan/Sonic3AndKnucklesRecomp/releases/tag/v0.5.2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":215608,"Python":113359,"CMake":23809,"C++":16991,"PowerShell":16831,"Shell":15850,"Batchfile":1158},"source_url":"https://api.github.com/repos/mstan/Sonic3AndKnucklesRecomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-3-prototype-1103-disasm","title":"Sonic the Hedgehog 3 (November 3, 1993 Prototype) Disassembly","game":"Sonic the Hedgehog 3 (November 3, 1993 prototype)","platform":"Sega Genesis / Mega Drive","kind":"Decompilation","status":"An early disassembly of the November 3, 1993 prototype; the README says it currently compiles to a bit-perfect ROM but has early documentation. The repository is a fork of an earlier disassembly and targets a distinct prototype revision.","summary":"A prototype-specific update to an earlier Sonic 3 disassembly, with assembly sources that currently reproduce the prototype ROM bit-for-bit.","project_url":"https://github.com/Filter011/s3-1103-disasm","updated":"2026-10-16","strategy":"Matching prototype assembly disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Genesis prototype disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/Filter011/s3-1103-disasm/blob/main/README.md"},{"label":"Repository fork lineage","url":"https://github.com/Filter011/s3-1103-disasm/network/members"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":5196280,"C#":46789,"Lua":35936,"Batchfile":334},"source_url":"https://api.github.com/repos/Filter011/s3-1103-disasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"s1-disassembly","title":"Sonic the Hedgehog Disassembly","game":"Sonic the Hedgehog","platform":"Sega Genesis","kind":"Decompilation","status":"Complete","summary":"Annotated assembly disassembly; the project documents its reverse-engineering and rebuild process.","project_url":"https://github.com/sonicretro/s1disasm","updated":"2026-10-16","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Genesis/Mega Drive disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/sonicretro/s1disasm"},{"label":"Project releases","url":"https://github.com/sonicretro/s1disasm/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sonicretro/s1disasm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2840079,"C#":39380,"Lua":37043,"Batchfile":605},"source_url":"https://api.github.com/repos/sonicretro/s1disasm/languages","evidence":"GitHub REST repository Languages endpoint reports 2,840,079 bytes of Assembly out of 2,917,107 measured source bytes (97.4%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-1-master-system-recomp","title":"Sonic the Hedgehog Master System Static Recompilation","game":"Sonic the Hedgehog (Master System)","platform":"Sega Master System (ROM release unspecified) → Windows x64","kind":"Recompilation","status":"Early pre-release v0.0.2; title/attract sequence has been exercised and checked against an interpreter oracle. End-to-end gameplay coverage is unverified.","summary":"Static Z80-to-C recompilation using smsggrecomp with a native Windows runtime.","project_url":"https://github.com/mstan/SonicTheHedgehogSMSRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and Windows release; user-supplied legally dumped Master System ROM required.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/SonicTheHedgehogSMSRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":2379},"source_url":"https://api.github.com/repos/mstan/SonicTheHedgehogSMSRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; PowerShell is the largest bucket at 2,379 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-pocket-adventure-ngpc-recomp","title":"Sonic the Hedgehog: Pocket Adventure Static Recompilation","game":"Sonic the Hedgehog: Pocket Adventure","platform":"Neo Geo Pocket Color → native desktop PC","kind":"Recompilation","status":"Playable per the README. The TLCS-900/H machine code is translated ahead of time into C++ and run with an SDL3-based Neo Geo Pocket Color runtime; generated game code is created locally from the user’s cartridge.","summary":"Static TLCS-900/H-to-C++ recompilation with a custom handheld hardware/runtime model and reference comparisons.","project_url":"https://github.com/myuu-151/Sonic-Pocket","updated":"2026-10-16","strategy":"Static TLCS-900/H-to-C++ recompilation with a custom handheld hardware/runtime model and reference comparisons.","language":"","source_available":"Public source; no ROM, extracted assets, BIOS or generated code included. GitHub has no top-level license classification.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Neo Geo Pocket Color static recompilation","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/myuu-151/Sonic-Pocket"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":590079,"Python":18340,"CMake":4067,"Lua":3269},"source_url":"https://api.github.com/repos/myuu-151/Sonic-Pocket/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-gameworld-pico-to-genesis","title":"Sonic the Hedgehog’s Gameworld Pico-to-Genesis Port","game":"Sonic the Hedgehog’s Gameworld","platform":"Sega Pico USA or Japan ROM → Sega Mega Drive / Genesis","kind":"Reimplementation","status":"WIP ROM patch; README reports boot to title/first menu in Genesis Plus GX/PicoDrive and operation in BlastEm. Pad controls cannot replace the absolute pen for cursor-only activities; hardware retest is pending.","summary":"A ROM patch replaces Pico-only I/O behavior with Mega Drive input; this is a console-to-console compatibility port, not a recompilation.","project_url":"https://github.com/consolesplayingconsoles/sonic-gameworld-genesis","updated":"2026-10-15","strategy":"Native console compatibility port","language":"","source_available":"Public patch/source; user-supplied original USA or Japan Pico ROM required; ROMs are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Console-to-console ROM patch","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/consolesplayingconsoles/sonic-gameworld-genesis#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":28834,"Shell":1712},"source_url":"https://api.github.com/repos/consolesplayingconsoles/sonic-gameworld-genesis/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository consolesplayingconsoles/sonic-gameworld-genesis (repository API ID 1410252736, https://github.com/consolesplayingconsoles/sonic-gameworld-genesis). The exact response reported 28,834 bytes of Python, the largest category, out of 30,546 recognized-language bytes (94.4%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-unleashed-recomp-android","title":"Sonic Unleashed Recompiled Android","game":"Sonic Unleashed (Xbox 360 version)","platform":"Xbox 360 → Android (64-bit; Android 10+)","kind":"Recompilation","status":"Experimental Android release APKs are available; the README requires Android 10+ and 64-bit ARM. Target Adreno GPUs have bundled/custom Turnip options, while Mali support is limited to newer Vulkan 1.3 devices; Dimensity 8300 Ultra/Mali-G615 is identified as a working test. Other GPU support is not guaranteed.","summary":"Android app for the Xbox 360 static recompilation with Vulkan, touchscreen/gamepad input, a mod manager and in-app game-data import. Users provide their own game files; performance, stability and driver compatibility vary by device.","project_url":"https://github.com/SansNope/UnleashedRecomp-Android","updated":"2026-10-14T02:24:43Z","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android port of Unleashed Recompiled","target_type":"Game","sources":[{"label":"Maintainer README: Android requirements, GPU/device support and controls","url":"https://github.com/SansNope/UnleashedRecomp-Android"},{"label":"Maintainer Android releases","url":"https://github.com/SansNope/UnleashedRecomp-Android/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/SansNope/UnleashedRecomp-Android"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":105521474,"C++":27510704,"Objective-C":711344,"Java":608527,"Shell":409900,"CMake":335949,"M4":305269,"Perl":152510,"HLSL":49727,"Makefile":35839,"Assembly":32239,"Python":22274,"JavaScript":18010,"Batchfile":16309,"Metal":3691,"HTML":755,"Swift":342},"source_url":"https://api.github.com/repos/SansNope/UnleashedRecomp-Android/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/SansNope/UnleashedRecomp-Android reports 105,521,474 bytes of C, the largest language total (77.7% of 135,734,863 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonic-unleashed-recompiled-ko","title":"Sonic Unleashed Recompiled Korean Localization","game":"Sonic Unleashed Recompiled","platform":"Windows PC (community recompiled port)","kind":"Fan Localization","status":"README identifies Windows patch v1.0.6 for Unleashed Recompiled Windows x64 v1.0.3. An iOS test IPA is untested on real hardware.","summary":"Korean patch for a game reimplementation, covering dialogue/subtitles, world map, missions, loading and UI. Basic/full variants; full adds executable/UI options.","project_url":"https://github.com/nonunsaram/unleashed-recompiled-korean","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public source/catalog/scripts and GameBanana listing; no original game assets or executables.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Localization patch for PC reimplementation","target_type":"Game","sources":[{"label":"README: supported versions and scope","url":"https://github.com/nonunsaram/unleashed-recompiled-korean"},{"label":"Component license notes","url":"https://github.com/nonunsaram/unleashed-recompiled-korean/blob/main/LICENSE"},{"label":"GameBanana patch listing","url":"https://gamebanana.com/mods/715787"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":null,"source_url":"https://github.com/nonunsaram/unleashed-recompiled-korean","evidence":"The official GitHub repository page's Languages panel displays Python 76.9%, PowerShell 13.8%, C# 5.6%, C++ 3.3%, JavaScript 0.4%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-unleashed-ps5-prospero-native-port","title":"Sonic Unleashed Recompiled Native PlayStation 5 Port (Prospero)","game":"Sonic Unleashed (Xbox 360 US or EU retail release plus Title Update; README does not name a specific title ID or update version)","platform":"Xbox 360 → PlayStation 5 homebrew BigApp (native x86-64 Prospero; package/title ID PPSA99902)","kind":"Recompilation","status":"A public native PS5 homebrew package is available, with release 1.0.3-PS5_R2 published 2026-10-10. The maintainer documents a PS5-specific native build/deploy path, Vulkan rendering, system audio, DualSense input, saves, and a PS5 package ID; the README does not claim a complete campaign playthrough. The user must supply their own legally acquired Xbox 360 game files and Title Update.","summary":"An unofficial native PS5 port of the Xbox 360 static recompilation of Sonic Unleashed. It recompiles the game's PowerPC code and Xenos shaders, then adapts the runtime, renderer, audio, input, and packaging for PlayStation 5 homebrew. No Xbox 360 executables or game assets are distributed.","project_url":"https://github.com/Nazky/UnleashedRecomp-Prospero","updated":"2026-10-16","strategy":"Xbox 360 PowerPC/Xenos static recompilation with native PS5 runtime, Vulkan renderer, system audio, and homebrew packaging","language":"","source_available":"Public source under GPL-3.0 and public precompiled PS5 homebrew packages. The repository excludes copyrighted game assets, executables, and Xbox 360 files; users provide their own US or EU retail copy plus Title Update.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Unofficial native PlayStation 5 port of an Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: Xbox 360 source build requirements and native PS5 target","url":"https://github.com/Nazky/UnleashedRecomp-Prospero#-overview"},{"label":"Latest public PS5 package release (1.0.3-PS5_R2, 2026-10-10)","url":"https://github.com/Nazky/UnleashedRecomp-Prospero/releases/tag/1.0.3-PS5_R2"},{"label":"Maintainer README: PS5 platform features and known issues","url":"https://github.com/Nazky/UnleashedRecomp-Prospero#-playstation-5-features--enhancements"},{"label":"GPL-3.0 license","url":"https://github.com/Nazky/UnleashedRecomp-Prospero/blob/Prospero/COPYING"},{"label":"GitHub repository metadata: creation and last-push timestamps","url":"https://api.github.com/repos/Nazky/UnleashedRecomp-Prospero"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/Nazky/UnleashedRecomp-Prospero/languages"},{"label":"Current primary README","url":"https://github.com/Nazky/UnleashedRecomp-Prospero/blob/Prospero/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2591307,"C":791540,"Shell":115733,"CMake":60514,"HLSL":32677,"Linker Script":3164,"Makefile":2283,"Python":749},"source_url":"https://api.github.com/repos/Nazky/UnleashedRecomp-Prospero/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sonic-unleashed-switch-recomp","title":"Sonic Unleashed Switch Recompilation (UnleashedRecomp-NX)","game":"Sonic Unleashed","platform":"Xbox 360 → Nintendo Switch homebrew","kind":"Recompilation","status":"The Switch-specific repository publishes a 1.0.0 NRO release. Its release notes describe performance improvements and the Switch SD-card layout; the README is largely inherited from the upstream desktop project, so Switch-specific compatibility detail is limited. Requires files from a supported Xbox 360 copy; game assets are not included.","summary":"Static recompilation of the Xbox 360 version of Sonic Unleashed for Nintendo Switch homebrew, using the UnleashedRecomp project. The dedicated NX repository identifies this as a Switch port; its release provides a Switch NRO.","project_url":"https://github.com/ChanseyIsTheBest/UnleashedRecomp-NX","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"NX repository description and source","url":"https://github.com/ChanseyIsTheBest/UnleashedRecomp-NX"},{"label":"Switch release 1.0.0: NRO asset, performance notes, and SD-card layout","url":"https://github.com/ChanseyIsTheBest/UnleashedRecomp-NX/releases/tag/1.0.0"},{"label":"Project README: static recompilation, supported Xbox 360 data, and no bundled game assets","url":"https://github.com/ChanseyIsTheBest/UnleashedRecomp-NX/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ChanseyIsTheBest/UnleashedRecomp-NX"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2045495,"CMake":78101,"Python":36049,"HLSL":35270,"Shell":26792,"C":23448,"Batchfile":39},"source_url":"https://api.github.com/repos/ChanseyIsTheBest/UnleashedRecomp-NX/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/ChanseyIsTheBest/UnleashedRecomp-NX reports 2,045,495 bytes of C++, the largest language total (91.1% of 2,245,194 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sonicn-ngage-static-recomp","title":"SonicN Nokia N-Gage Static Recompilation","game":"SonicN","platform":"Nokia N-Gage (Symbian OS 6.1 / Series 60 v1) → native Windows/Linux/macOS targets provided by NGageRecomp; per-title host compatibility is not yet verified","kind":"Recompilation","status":"Early bring-up; the game-specific checklist is still working toward its first frame and a playable build. The shared framework documents a render-loop proof with blank/loading output, so functional game rendering is not yet established.","summary":"A game-specific static recompilation of SonicN's ARMv4 Symbian executable, built on the separate NGageRecomp framework. The repository contains configuration, analysis, and progress evidence rather than distributed game code or assets; users supply their own N-Gage dump.","project_url":"https://github.com/sp00nznet/sonicn-ngage","updated":"2026-10-15","strategy":"Static ARMv4 recompilation to native code with Symbian HLE","language":"","source_available":"Public MIT-licensed project source; requires a user-owned SonicN executable and companion data files, which are gitignored","first_found":"2026-10-15","project_started":"","programming_language":"","subtype":"Nokia N-Gage game-specific recompilation; built on NGageRecomp","target_type":"Game","sources":[{"label":"Maintainer README: target binary, method, and early bring-up checklist","url":"https://github.com/sp00nznet/sonicn-ngage/blob/main/README.md"},{"label":"Maintainer progress log","url":"https://github.com/sp00nznet/sonicn-ngage/blob/main/PROGRESS.md"},{"label":"Shared NGageRecomp framework and host-target architecture","url":"https://github.com/sp00nznet/ngagerecomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/sp00nznet/sonicn-ngage/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"sony-libgpu2-v112-source-reconstruction","title":"Sony libgpu2 v1.12.0 Source Reconstruction","game":"Sony libgpu2 v1.12.0 PlayStation 2 Graphics Synthesizer behavioral-model library (1998)","platform":"Original 32-bit x86 ELF library used by the Cygnus SKY Emotion Engine simulator; reconstructed C++ source also builds on modern host systems","kind":"Decompilation","status":"The maintainer reports all 23 original archive members reconstructed, behavioral replay with bit-identical VRAM output, and hardware checks against a PS2 devkit. Byte-level matching of original objects is still in progress. Repository creation and latest push were both 2026-09-03; no GitHub release or license metadata is listed.","summary":"A source reconstruction of Sony’s 1998 `libgpu2` v1.12.0 software model for the PlayStation 2 Graphics Synthesizer, a non-game library used by the SKY development simulator. The repository includes reconstructed sources and tests, but not Sony binaries, SDK files, or game dump data. Its README reports output-level fidelity and ongoing object-level matching.","project_url":"https://github.com/aap/libgpu2","updated":"2026-10-16","strategy":"Reconstruct the original 23-object C++ library and validate with differential behavior, GS-stream replay, and original-object comparisons","language":"","source_available":"Public reconstructed source, tests, tools, and documentation. The maintainer says Sony binaries, SDK files, and game dumps are not distributed. GitHub exposes no license classification and the README does not state a license, so reuse terms are unspecified.","first_found":"2026-10-16","project_started":"2026-09-03","programming_language":"C","subtype":"Proprietary console graphics library source reconstruction","target_type":"Software","sources":[{"label":"Maintainer README: v1.12.0 target, all 23 reconstructed objects, validation status, and excluded proprietary inputs","url":"https://github.com/aap/libgpu2#readme"},{"label":"Maintainer reconstruction methodology and matching scoreboard","url":"https://github.com/aap/libgpu2/tree/master/doc"},{"label":"Official GitHub repository metadata; no license classification is present","url":"https://api.github.com/repos/aap/libgpu2"},{"label":"GitHub Releases page; no releases listed when checked 2026-10-16","url":"https://github.com/aap/libgpu2/releases"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/aap/libgpu2/languages"},{"label":"Current primary README","url":"https://github.com/aap/libgpu2/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":473545,"C++":118941,"Shell":66475,"Python":28164,"Makefile":868},"source_url":"https://api.github.com/repos/aap/libgpu2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-psx-mister","title":"Sony PlayStation MiSTer FPGA Core","game":"Sony PlayStation","platform":"Sony PlayStation on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-08-21.","summary":"FPGA system-emulation core for Sony PlayStation on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/PSX_MiSTer","updated":"2026-08-21","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/PSX_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/PSX_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/PSX_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/PSX_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1900162,"Verilog":331031,"SystemVerilog":226303,"Tcl":24633,"Lua":18070,"Batchfile":6671},"source_url":"https://api.github.com/repos/MiSTer-devel/PSX_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,900,162 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-pocketstation-mister","title":"Sony PocketStation MiSTer FPGA Core","game":"Sony PocketStation","platform":"Sony PocketStation on MiSTer FPGA","kind":"Emulator","status":"README says games run except DRM-affected titles; some features depend on physical PlayStation hardware. No published GitHub release was listed at review time; source repository was last pushed 2026-09-04.","summary":"FPGA system-emulation core for Sony PocketStation on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/PocketStation_MiSTer","updated":"2026-09-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/PocketStation_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/PocketStation_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/PocketStation_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/PocketStation_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":606702,"Verilog":313375,"C":129877,"VHDL":107940,"Tcl":22720,"Makefile":10203,"Assembly":7723,"Python":3298,"Shell":2300,"Linker Script":1099,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/PocketStation_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; SystemVerilog is the largest bucket at 606,702 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sora-no-otoshimono-forte-nds-en","title":"Sora no Otoshimono Forte: Dreamy Season English Translation","game":"Sora no Otoshimono Forte: Dreamy Season","platform":"Nintendo DS","kind":"Fan Localization","status":"Public v1.0 xDelta patch released 2026-10-15. README lists translation of story, character events, touch mode, menus, tutorials, system text and logo. It has been tested in DeSmuME only, not on DS hardware; staff-roll name readings are partly uncertain.","summary":"English fan translation for the Japanese Nintendo DS game, with build tools and source text in the repository. The ZIP contains an xDelta patch; users provide their own Japanese ROM.","project_url":"https://github.com/minhnhattonthat/sora-no-otoshimono-forte-en","updated":"2026-10-16","strategy":"xDelta patch","language":"English","source_available":"xDelta patch; README explicitly says no ROM is included and requires the user's Japanese game dump.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, no-ROM statement, xDelta instructions, translation coverage and test status","url":"https://github.com/minhnhattonthat/sora-no-otoshimono-forte-en/blob/master/README.md"},{"label":"GitHub API v1.0 release and date","url":"https://api.github.com/repos/minhnhattonthat/sora-no-otoshimono-forte-en/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/minhnhattonthat/sora-no-otoshimono-forte-en/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":117202,"Lua":15341},"source_url":"https://api.github.com/repos/minhnhattonthat/sora-no-otoshimono-forte-en/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 117,202 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-sord-m5","title":"Sord M5 MiSTer Core","game":"Sord M5 / CGL M5 software and games","platform":"Sord M5 home computer on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2025-12-09; GitHub returned no tagged release. README documents loading BIN/ROM cartridge files and CAS cassette images, but does not give a current compatibility matrix or firmware provenance.","summary":"VHDL MiSTer FPGA core for the Sord M5 home computer and its CGL M5 variant. It documents cartridge and cassette loading; any BIOS/system ROM or commercial software files users obtain remain subject to separate rights.","project_url":"https://github.com/MiSTer-devel/SordM5_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA hardware emulation of the Sord M5 home computer.","language":"","source_available":"Public GPL-2.0 source repository. GPL-2.0 source. The README directs users to supply their own BIN, ROM and CAS files and gives no provenance or separate rights statement for system firmware or commercial software.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA home-computer emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/SordM5_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/SordM5_MiSTer/blob/main/Readme.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/SordM5_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/SordM5_MiSTer/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":459405,"Verilog":309299,"SystemVerilog":144505,"Tcl":22720,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/SordM5_MiSTer/languages","evidence":"Official GitHub Languages API reports 459,405 bytes of VHDL as the largest language count (49.1% of 936,601 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"soul-sacrifice-delta-ps-vita-windows-recomp","title":"Soul Sacrifice Delta Native Windows Recompilation","game":"Soul Sacrifice Delta (PS Vita US PCSA00152 v1.30)","platform":"PlayStation Vita US PCSA00152 v1.30 → Windows x64","kind":"Recompilation","status":"The current README reports the story playable through the final battle on native code, with quest maps, add-ons and Ad Hoc Play tested on AMD and NVIDIA GPUs. The endings after the final battle have not been reached in testing. Windows is the only supported host build; Linux and macOS are planned.","summary":"A native Windows port of Soul Sacrifice Delta for PS Vita, built with static code recompilation and a Vita3K fork. The project uses the user’s own game dump and does not distribute game data.","project_url":"https://github.com/vita-recomps/ss-delta","updated":"2026-10-16","strategy":"Ahead-of-time Vita ARM code recompilation to C++ running without a JIT in a Vita3K fork","language":"","source_available":"Public project source; the README explicitly excludes game data, firmware and generated game code, which are produced from a user-owned dump. No explicit project license is stated in the README.","first_found":"2026-10-16","project_started":"2026-10-15","programming_language":"PowerShell","subtype":"Game-specific PS Vita-to-PC static recompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/vita-recomps/ss-delta"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/vita-recomps/ss-delta#readme"},{"label":"Official GitHub repository metadata (created 2026-10-15, last pushed 2026-10-15)","url":"https://api.github.com/repos/vita-recomps/ss-delta"},{"label":"Current primary README","url":"https://github.com/vita-recomps/ss-delta/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vita-recomps/ss-delta/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":24048,"Python":4668,"Batchfile":2232},"source_url":"https://api.github.com/repos/vita-recomps/ss-delta/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"soulcalibur-dreamcast-static-recomp","title":"Soulcalibur Dreamcast Static Recompilation","game":"Soulcalibur","platform":"Sega Dreamcast USA T1401N V1.000 (1999) → Windows","kind":"Recompilation","status":"The game-specific README supports Windows today and requires the exact user-owned USA T1401N V1.000 disc. The framework README reports intro, menus and arcade fights with audio and saves, plus eight-minute scripted runs per seed without faults; widescreen remains experimental and crashes in fights.","summary":"A native Windows PC port of the 1999 Dreamcast version, statically translating SH-4 code to C++ and running it against a native Dreamcast hardware runtime. The repository does not include game code or disc data.","project_url":"https://github.com/danielgomesvieira2000/soulcalibur-recomp","updated":"2026-10-16","strategy":"Static Dreamcast SH-4-to-C++ recompilation","language":"","source_available":"Public project source; requires the user's exact supported Dreamcast disc","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast-to-Windows native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/danielgomesvieira2000/soulcalibur-recomp/blob/main/README.md"},{"label":"dreamcomp port status","url":"https://github.com/danielgomesvieira2000/dreamcomp/blob/main/README.md#status-2026-10-05"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4137,"Python":3968,"CMake":901},"source_url":"https://api.github.com/repos/danielgomesvieira2000/soulcalibur-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"soulcalibur-ii-gamecube-recomp","title":"Soulcalibur II GameCube Recompilation (RingOut)","game":"Soulcalibur II","platform":"GameCube (USA/Japan/PAL) → Linux x86-64 and Steam Deck (SteamOS); Windows test build","kind":"Recompilation","status":"Release v1.6.9 (2026-10-15); the maintainer reports start-to-finish play. Delay-based netplay is working (not rollback). Linux desktop and Steam Deck are primary targets; Windows builds are test-only.","summary":"Static recompilation of Soulcalibur II GameCube code into a native desktop build. Users provide a supported regional disc image; no game assets are included.","project_url":"https://github.com/jackpoison-prog/RingOut","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/jackpoison-prog/RingOut"},{"label":"Project README or evidence page","url":"https://github.com/jackpoison-prog/RingOut/blob/main/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/jackpoison-prog/RingOut"},{"label":"Maintainer README: supported discs, desktop targets, and playability","url":"https://github.com/jackpoison-prog/RingOut#readme"},{"label":"GitHub release v1.6.9 (2026-10-15)","url":"https://github.com/jackpoison-prog/RingOut/releases/tag/v1.6.9"},{"label":"Official GitHub Languages endpoint checked 2026-10-16","url":"https://api.github.com/repos/jackpoison-prog/RingOut/languages"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/jackpoison-prog/RingOut/main/README.md"},{"label":"GitHub latest commit listed for default branch (2026-10-15, 6aa0179f8e; activity evidence only)","url":"https://github.com/jackpoison-prog/RingOut/commit/6aa0179f8efbb8e0040e6383b3a486e94fbbb58c"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1193656,"C++":547645,"HTML":71856,"CMake":64497,"Assembly":9752,"Shell":3099,"Makefile":618},"source_url":"https://api.github.com/repos/jackpoison-prog/RingOut/languages","evidence":"Exact repository-level byte totals returned by the official GitHub REST Languages endpoint on 2026-10-16. Predominant language is the largest reported total; counts include tooling and do not isolate runtime code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"soulcalibur-ii-hd-recomp","title":"Soulcalibur II HD Online Recompilation","game":"Soulcalibur II HD Online","platform":"PlayStation 3 → macOS/Linux/Windows","kind":"Recompilation","status":"Experimental native build; README reports Apple Silicon support","summary":"Statically recompiles PlayStation 3 PPU/SPU code to C/C++ with Metal, Vulkan, and Direct3D 12 host rendering; users install their own game copy.","project_url":"https://github.com/n0madic/Soulcalibur2HD-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 3 game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/n0madic/Soulcalibur2HD-recomp"},{"label":"Project README or evidence page","url":"https://github.com/n0madic/Soulcalibur2HD-recomp/blob/master/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/n0madic/Soulcalibur2HD-recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/n0madic/Soulcalibur2HD-recomp/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":217327,"C++":183210,"Python":80968,"CMake":14460,"Shell":11970,"Objective-C":1442},"source_url":"https://api.github.com/repos/n0madic/Soulcalibur2HD-recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/n0madic/Soulcalibur2HD-recomp reports 217,327 bytes of C, the largest language total (42.7% of 509,377 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"soulcalibur-ii-hd-online-xbla-crownpark","title":"SoulCalibur II HD Online XBLA Recompilation (CrownPark Native Ports)","game":"SoulCalibur II HD Online (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release soulcalibur2-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release soulcalibur2-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/soulcalibur2-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/xbla/soulcalibur2-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest language total (98.0% of 2,256,996,438 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"soundcraft-avid-pro-tools","title":"SoundCraft (Avid Pro Tools reimplementation)","game":"Avid Pro Tools","platform":"macOS, Windows, Linux, FreeBSD, and browser via WebAssembly","kind":"Reimplementation","status":"Pre-alpha; latest release v0.7.0 (2026-10-14).","summary":"A clean-room Rust digital audio workstation for Pro Tools-style recording, editing, mixing, and bouncing workflows. The README labels it pre-alpha.","project_url":"https://github.com/storytold/soundcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Avid Pro Tools digital-audio-workstation workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Digital audio workstation","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/soundcraft"},{"label":"Project owner release v0.7.0","url":"https://github.com/storytold/soundcraft/releases/tag/v0.7.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":4062002,"Shell":30836,"PowerShell":11465,"Python":6157,"HTML":2057},"source_url":"https://api.github.com/repos/storytold/soundcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 4,062,002 bytes of Rust, the largest language total (98.8% of 4,112,517 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sovereign-tower-italian","title":"Sovereign Tower Italian Translation Patch","game":"Sovereign Tower","platform":"PC (Steam on Windows; separate Steam Deck/Linux Python installer)","kind":"Fan Localization","status":"Released; v1.4 (2026-09-19) targets Steam build 25371428; human review reported complete","summary":"A free unofficial French-to-Italian patch for the Steam game. Version 1.4 supports game version 1.1.1/build 25371428 and includes 77 new story lines plus nine catalog entries; Italian occupies the French language slot. AI was used only for review, and human review is reported complete.","project_url":"https://traduzionegiochi.it/traduzioni/sovereign-tower","updated":"2026-09-19","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux Python installer; user supplies Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game text localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.4, exact Steam build, source locale, install methods and compatibility notes","url":"https://traduzionegiochi.it/traduzioni/sovereign-tower"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/sovereign-tower","evidence":"Primary project page checked on 2026-10-16: The current maintainer page documents patch version 1.4 and game-build compatibility, but does not link a source-code repository or state the implementation language. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current maintainer page documents patch version 1.4 and game-build compatibility, but does not link a source-code repository or state the implementation language. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"space-channel-5-usa-dreamcast-static-recompilation","title":"Space Channel 5 Native (Dreamcast recompilation)","game":"Space Channel 5 (USA Dreamcast supported GDI revision)","platform":"USA Dreamcast GDI revision → Windows x64, Linux x64/ARM64, macOS Intel/Apple Silicon","kind":"Recompilation","status":"Preview release v0.1.0-preview.2 (2026-09-17). The README reports Windows gameplay and regression testing, and Linux/macOS build and runtime checks; hands-on Linux/macOS gameplay, graphics, audio, and controller testing remains pending. The importer accepts only the supported USA Dreamcast GDI revision, identified by executable hashes; other regions, revisions, and disc formats are unsupported. GitHub reports the repository is not archived and was last pushed 2026-09-17.","summary":"Unofficial native desktop port of the USA Dreamcast game. Its SH-4 game code is translated ahead of time into native modules, with no SH-4 interpreter or dynamic-recompiler fallback; Flycast provides device, rendering, and audio components. The player supplies the supported USA GDI and track files.","project_url":"https://github.com/ZoomiesZaggy/Space-Channel-5","updated":"2026-10-16","strategy":"Ahead-of-time static recompilation of Dreamcast SH-4 game code into native modules, with Flycast used for device, rendering, and audio components","language":"","source_available":"Public GPL-2.0-or-later source. The preview release includes precompiled native modules but no original disc assets; users must supply a supported USA Dreamcast GDI and its tracks.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Dreamcast static recompilation to desktop","target_type":"Game","sources":[{"label":"Maintainer README: supported revision, translated SH-4 code, platform checks, preview status, and user-supplied disc requirement","url":"https://github.com/ZoomiesZaggy/Space-Channel-5#readme"},{"label":"Preview release v0.1.0-preview.2 and platform packages","url":"https://github.com/ZoomiesZaggy/Space-Channel-5/releases/tag/v0.1.0-preview.2"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/ZoomiesZaggy/Space-Channel-5"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/ZoomiesZaggy/Space-Channel-5/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":261017,"Python":208522,"C++":125667,"PowerShell":1771,"Objective-C++":981,"Batchfile":468},"source_url":"https://api.github.com/repos/ZoomiesZaggy/Space-Channel-5/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-duel-atari-arcade-disassembly-c-port","title":"Space Duel (Atari Arcade) Disassembly and C Port","game":"Space Duel","platform":"Atari arcade (6502, vector hardware; 1982)","kind":"Decompilation","status":"Complete playable C port; program and color-vector listings are rebuilt and checked byte-for-byte against the supplied ROM set.","summary":"A full Space Duel disassembly and C11 translation with modeled vector RAM, POKEY audio, and EAROM behavior.","project_url":"https://github.com/tcottrill/Space-Duel-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Byte-exact assembly reconstruction and routine-by-routine C translation.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Space-Duel-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3675740,"Assembly":466105,"Python":317980,"HTML":94047,"Batchfile":10599},"source_url":"https://api.github.com/repos/tcottrill/Space-Duel-Full-Disassembly-and-C-Port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/tcottrill/Space-Duel-Full-Disassembly-and-C-Port reports 3,675,740 bytes of C, the largest language total (80.5% of 4,564,471 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"space-giraffe-xbox360-crownpark","title":"Space Giraffe Xbox 360 Recompilation (CrownPark Native Ports)","game":"Space Giraffe (Xbox 360 XBLA)","platform":"Xbox 360 XBLA → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable and a title-specific v1 launcher release is public. A per-title source directory was not present in the inspected main branch; Windows/Linux support is documented, with per-release notes defining platform testing.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public title-specific launcher release; the title-specific source directory is absent from the inspected main branch; game files are user-supplied and not bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release spacegiraffe-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/spacegiraffe-v1"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest language total (98.0% of 2,256,996,438 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-space-invaders-board","title":"Space Invaders Board MiSTer FPGA Core","game":"Midway/Taito Space Invaders-era arcade board variants and related games","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-06-22, with archived=false and fork=false. A MiSTer FPGA core for the Midway/Taito board family associated with Space Invaders. The README notes that the same hardware, with differing sound boards and small changes, was used by many games; it also documents Taito color overlays. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for the Midway/Taito board family associated with Space Invaders. The README notes that the same hardware, with differing sound boards and small changes, was used by many games; it also documents Taito color overlays.","project_url":"https://github.com/MiSTer-devel/Arcade-SpaceInvaders_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Midway/Taito Space Invaders-era arcade board variants and related games; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2020-12-24","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-SpaceInvaders_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-SpaceInvaders_MiSTer/master/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SpaceInvaders_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-SpaceInvaders_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-SpaceInvaders_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":364109,"Verilog":345571,"SystemVerilog":211014,"Tcl":55405,"Python":4920},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-SpaceInvaders_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-rangers-hd-decomp","title":"Space Rangers HD: A War Apart Delphi Decompilation","game":"Space Rangers HD: A War Apart","platform":"Windows x86 (Delphi) → Windows x86 matching rebuild","kind":"Decompilation","status":"Recovered Delphi source compiles byte-for-byte identical to `Rangers.exe` for version 2.1.2500; main branch’s 2026-10-06 build is labeled prerelease, with a 2025 Steam/GOG branch.","summary":"Includes separate branches for the newer prerelease and 2025 Steam/GOG binary; a portable Free Pascal reference port is linked separately.","project_url":"https://github.com/pakompom/SpaceRangersHD_decomp","updated":"2026-10-15","strategy":"Matching source reconstruction of Delphi code using the original toolchain.","language":"Delphi/Object Pascal","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Pascal","subtype":"Matching source reconstruction of delphi code using the original toolchain.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/pakompom/SpaceRangersHD_decomp"},{"label":"Owner releases page (no published release object at 2026-10-15 check)","url":"https://github.com/pakompom/SpaceRangersHD_decomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/pakompom/SpaceRangersHD_decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Pascal","breakdown":{"Pascal":10722737,"Rust":695344,"Python":73497,"Assembly":6942,"Shell":977},"source_url":"https://api.github.com/repos/pakompom/SpaceRangersHD_decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Pascal is predominant with 10,722,737 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"space-station-silicon-valley-decomp","title":"Space Station Silicon Valley N64 Decompilation","game":"Space Station Silicon Valley","platform":"Nintendo 64","kind":"Decompilation","status":"Work in progress; the README says the US nonmatching build is about 14% ahead of its matching build; EU decompilation work is minimal.","summary":"Nintendo 64 source reconstruction project with C code and a byte-comparison build workflow. The README distinguishes full-ROM rebuilding from the portion recovered as matching C; US is the main target.","project_url":"https://github.com/mkst/sssv","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/mkst/sssv"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/mkst/sssv/blob/8bff37d73ce5909737f35f1abf2b5f1d1094e76f/README.md"},{"label":"Latest default-branch commit at check (8bff37d)","url":"https://github.com/mkst/sssv/commit/8bff37d73ce5909737f35f1abf2b5f1d1094e76f"},{"label":"Current US progress feed","url":"https://sssv.deco.mp/us.json"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/mkst/sssv/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mkst/sssv"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5635619,"Python":307524,"HTML":111779,"C++":44120,"Makefile":13650,"BitBake":2956,"Shell":2591,"Dockerfile":444},"source_url":"https://api.github.com/repos/mkst/sssv/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 5,635,619 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"space-station-silicon-valley-pc-recomp","title":"Space Station Silicon Valley Recompiled","game":"Space Station Silicon Valley","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"v0.2.0 release; the README documents native builds and Steam Deck/Linux use, without a full-completion claim.","summary":"Title-specific N64 static recompilation with RT64 rendering and optional mods.","project_url":"https://github.com/Cellenseres/SSSV_Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Cellenseres/SSSV_Recomp#readme"},{"label":"Latest project release (v0.2.0)","url":"https://github.com/Cellenseres/SSSV_Recomp/releases/tag/v0.2.0"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Cellenseres/SSSV_Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Cellenseres/SSSV_Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":313930,"C":208744,"CMake":25017,"HLSL":11831,"Makefile":2565,"Linker Script":1491},"source_url":"https://api.github.com/repos/Cellenseres/SSSV_Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spacebar-discord-backend-reimplementation","title":"Spacebar Server (Discord Backend Reimplementation)","game":"Discord-compatible messaging service backend","platform":"Self-hosted server. Official setup docs provide Linux bare-metal npm modules, NixOS, and Docker installation paths and say Windows is not recommended. Node.js runs the primary TypeScript services; .NET is used for some C# utilities.","kind":"Reimplementation","status":"GitHub records the latest source push on 2026-10-16; no GitHub releases are listed. The README says Spacebar aims to remain compatible with Discord clients, bots, and applications, while noting that client incompatibilities remain and some clients will not connect.","summary":"A self-hostable reimplementation and extension of the Discord backend. The source tree includes API request/response types, HTTP API, WebSocket gateway, CDN, WebRTC, database models, and C# administration/CDN utilities.","project_url":"https://github.com/spacebarchat/server","updated":"2026-10-16","strategy":"Reverse engineers and independently reimplements Discord backend behavior and protocol-facing services, with additional features. Implements HTTP API, WebSocket gateway, CDN, WebRTC, and supporting models; compatibility is incomplete.","language":"","source_available":"Public source licensed AGPL-3.0-only (declared in package.json and COPYING). No releases are listed by the GitHub Releases API.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Self-hosted messaging backend reimplementation","target_type":"Software","sources":[{"label":"Primary README: scope, method, server components, and compatibility limitations","url":"https://github.com/spacebarchat/server/blob/master/README.md"},{"label":"Official server setup documentation: services and operating-system support","url":"https://docs.spacebar.chat/setup/server/"},{"label":"Official installation documentation: bare metal, NixOS, and Docker methods","url":"https://docs.spacebar.chat/setup/server/installation/"},{"label":"Repository package manifest declaring AGPL-3.0-only","url":"https://github.com/spacebarchat/server/blob/master/package.json"},{"label":"Repository license text","url":"https://github.com/spacebarchat/server/blob/master/COPYING"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/spacebarchat/server"},{"label":"GitHub releases API (no releases listed)","url":"https://api.github.com/repos/spacebarchat/server/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/spacebarchat/server/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":2476425,"C#":623204,"HTML":112094,"Nix":80481,"JavaScript":59932,"CSS":25133,"Shell":9924},"source_url":"https://api.github.com/repos/spacebarchat/server/languages","evidence":"Exact byte map returned by the GitHub Languages API for spacebarchat/server on 2026-10-16. TypeScript is the largest bucket (2,476,425 bytes); the README identifies TypeScript as the primary backend implementation and C# utilities as additional components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"space-cadet-pinball","title":"SpaceCadetPinball","game":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","platform":"Windows PC → Windows/macOS/Linux","kind":"Decompilation","status":"Playable reverse-engineered build; original game resources required","summary":"C++ implementation reconstructed from decompiled Space Cadet pinball code. It requires original Windows or Full Tilt! resource files and documents modern desktop builds.","project_url":"https://github.com/k4zmu2a/SpaceCadetPinball","updated":"2026-10-15T18:31:02Z","strategy":"Recovered/decompiled C code converted into a compilable C++ implementation.","language":"","source_available":"Public source repository; original Space Cadet or Full Tilt! resource files required and not included. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Decompilation-derived native source implementation","target_type":"Game","sources":[{"label":"SpaceCadetPinball README: decompiled code, resources, and desktop platforms","url":"https://github.com/k4zmu2a/SpaceCadetPinball"},{"label":"Project README or evidence page","url":"https://github.com/k4zmu2a/SpaceCadetPinball/blob/master/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/k4zmu2a/SpaceCadetPinball"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3636293,"C":278510,"CMake":20439,"Shell":1962,"PowerShell":976},"source_url":"https://api.github.com/repos/k4zmu2a/SpaceCadetPinball/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/k4zmu2a/SpaceCadetPinball reports 3,636,293 bytes of C++, the largest language total (92.3% of 3,938,180 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"toy-story-2-n64-spaceranger-static-recomp","title":"SpaceRanger — Toy Story 2 N64 Static Recompilation","game":"Toy Story 2: Buzz Lightyear to the Rescue (Nintendo 64, USA)","platform":"Nintendo 64 (USA) → Windows x64 (Direct3D 12 / Shader Model 6 or Vulkan 1.2)","kind":"Recompilation","status":"Early pre-release v0.1.0. The maintainer README says the game is playable from start to finish; it also lists rough edges, including particle interpolation and sound issues, and says frame pacing has mostly been tested on one PC. The user supplies the original USA N64 ROM.","summary":"Native Windows port that statically recompiles the N64 title using N64: Recompiled and renders through RT64. Releases contain no game assets; the original user-owned ROM is used locally.","project_url":"https://github.com/Capridog/SpaceRanger","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; game data is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Static recompilation; native Windows port","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/Capridog/SpaceRanger/blob/40461c5eb419db1a889d7bdfe9878d56c493f8cc/README.md"},{"label":"Canonical public source repository","url":"https://github.com/Capridog/SpaceRanger"},{"label":"v0.1.0 release","url":"https://github.com/Capridog/SpaceRanger/releases/tag/v0.1.0"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/Capridog/SpaceRanger/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":874647,"Python":68388,"C":58680,"CMake":21529,"PowerShell":14462},"source_url":"https://api.github.com/repos/Capridog/SpaceRanger/languages","evidence":"Exact GitHub Languages API per-language byte counts.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spaghettikart-android","title":"Spaghetti Kart Android Port","game":"Mario Kart 64","platform":"Nintendo 64 → Android","kind":"Decompilation","status":"Android 2.0.0 APK is released. The project documents 64-bit and 32-bit targets, but marks 32-bit as untested. No named-device test is documented.","summary":"Android fork of HarbourMasters’ SpaghettiKart native port, based on the Mario Kart 64 decompilation. Its README documents Android APK installation and on-device game-data extraction; the release notes say the 32-bit build was not tested.","project_url":"https://github.com/izzy2lost/SpaghettiKart","updated":"2026-10-15","strategy":"Decompilation-based native port with Android packaging","language":"","source_available":"Public source and releases; no copyrighted game assets are included. Users provide a supported USA ROM.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android fork of HarbourMasters/SpaghettiKart","target_type":"Game","sources":[{"label":"Project README: Android setup and on-device game-data extraction","url":"https://github.com/izzy2lost/SpaghettiKart"},{"label":"Android 2.0.0 release: APK and ABI notes","url":"https://github.com/izzy2lost/SpaghettiKart/releases/tag/2.0.0"},{"label":"Upstream SpaghettiKart project","url":"https://github.com/HarbourMasters/SpaghettiKart"},{"label":"Android releases","url":"https://github.com/izzy2lost/SpaghettiKart/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/izzy2lost/SpaghettiKart"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/izzy2lost/SpaghettiKart/blob/main/README.md"},{"label":"GitHub Languages API — C: 15,849,975 bytes (86.17% of 18,393,534 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/izzy2lost/SpaghettiKart/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"BitBake":947,"C":15849975,"C++":1962064,"CMake":115411,"Dockerfile":3589,"GLSL":9504,"HLSL":11256,"Java":206301,"Kotlin":58481,"Makefile":1654,"Metal":9600,"Python":157396,"Shell":7356},"source_url":"https://api.github.com/repos/izzy2lost/SpaghettiKart/languages","evidence":"C: 15,849,975 bytes (86.17% of 18,393,534 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spear-of-destiny-n64-reimplementation","title":"Spear of Destiny Nintendo 64 Source Port","game":"Spear of Destiny","platform":"MS-DOS → Nintendo 64 (libdragon homebrew)","kind":"Reimplementation","status":"Version 1.0.0. The shared Wolfenstein 3D N64 port documents Spear of Destiny’s full 21-floor campaign and tested operation in ares v148; it has not been tested on Nintendo 64 hardware.","summary":"Spear of Destiny target built from the same Nintendo 64/libdragon source port as Wolfenstein 3D. It reads the user’s own Spear of Destiny data and creates a `.z64`; no game data or ROM is included. This is a source port, not a matching decompilation or static recompilation.","project_url":"https://github.com/michaelpwest/wolfenstein-3d-n64","updated":"2026-10-16","strategy":"Port of id Software’s released DOS source to Nintendo 64/libdragon","language":"","source_available":"Public GPL-2.0 source; requires user-supplied Spear of Destiny files and executable. Game data and built N64 ROMs are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Spear of Destiny N64 source port on shared Wolf3D codebase","target_type":"Game","sources":[{"label":"Maintainer README: separate Spear of Destiny target, campaign, build requirements, and hardware testing","url":"https://github.com/michaelpwest/wolfenstein-3d-n64#readme"},{"label":"Maintainer technical details for the shared N64 port","url":"https://github.com/michaelpwest/wolfenstein-3d-n64/blob/main/TECHNICAL_DETAILS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":818991,"Python":125137,"PowerShell":43033,"Shell":16920,"Makefile":5938,"Assembly":842,"Batchfile":262},"source_url":"https://api.github.com/repos/michaelpwest/wolfenstein-3d-n64/languages","evidence":"Exact byte counts returned by the official GitHub REST Languages endpoint on 2026-10-16 for the shared repository; predominant language is the largest reported total. Repository-level counts can include build tooling and do not isolate runtime implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spectral-tower-ps1-en","title":"Spectral Tower PlayStation English Translation","game":"Spectral Tower","platform":"PlayStation","kind":"Fan Localization","status":"Released v1.0 on 2026-10-02. README says all text and graphics were translated and FMV subtitles added.","summary":"English fan patch for the 1996 Japan-only PS1 game. Public README credits translation, hacking, graphics and FMV subtitle work.","project_url":"https://github.com/Yoshimanix/spectraltower","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Public repo and v1.0 release; user supplies Japanese BIN; no game image offered.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"README: scope, credits and input","url":"https://github.com/Yoshimanix/spectraltower"},{"label":"v1.0 release","url":"https://github.com/Yoshimanix/spectraltower/releases/tag/1.0"},{"label":"Project contributor post","url":"https://bsky.app/profile/snowyaria.goodorevengreat.games/post/3mwwehugsrc2z"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":555192,"Python":21047,"Batchfile":871,"Shell":810},"source_url":"https://github.com/Yoshimanix/spectraltower/languages","evidence":"GitHub reports Assembly 555,192 bytes, Python 21,047, Batchfile 871 and Shell 810; Assembly is predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-svi328-mister","title":"Spectravideo SV-328 MiSTer FPGA Core","game":"Spectravideo SV-328","platform":"Spectravideo SV-328 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Spectravideo SV-328 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/SVI328_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/SVI328_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/SVI328_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/SVI328_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/SVI328_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":418642,"Verilog":353562,"SystemVerilog":162088,"Tcl":22156,"Batchfile":673},"source_url":"https://api.github.com/repos/MiSTer-devel/SVI328_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 418,642 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"speedball-2-amiga-recomp","title":"Speedball 2: Brutal Deluxe Amiga Static Recompilation","game":"Speedball 2: Brutal Deluxe","platform":"Amiga 68000 → Windows","kind":"Recompilation","status":"The README documents a Windows build/run workflow from a specific user-supplied Amiga disk image; generated C is paired with a 68000 interpreter fallback for code not compiled or changed at runtime. No complete-playthrough claim is made.","summary":"A native Windows port of the 1990 Amiga game. A custom 68000 tool translates the original game instructions into C and a project-written Amiga chipset/runtime handles graphics, sound, interrupts, and input.","project_url":"https://github.com/HughJarze/Speedball-2-Amiga-Decomp","updated":"2026-10-16","strategy":"Static 68000-to-C recompilation with interpreter fallback and native Amiga runtime","language":"","source_available":"Public source/tool repository; requires the user's supported Amiga disk image","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Amiga-to-Windows native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/HughJarze/Speedball-2-Amiga-Decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":101953,"Python":60605,"PowerShell":2965},"source_url":"https://api.github.com/repos/HughJarze/Speedball-2-Amiga-Decomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spice-and-wolf-my-year-with-holo-nds-en","title":"Spice and Wolf: My Year with Holo English Patch","game":"Spice and Wolf: My Year with Holo (Boku to Holo no Ichinen)","platform":"Nintendo DS","kind":"Fan Localization","status":"AGTTeam project page offers an online patcher and direct Mega patch download; no version/date stated on page.","summary":"English patch for the first Spice & Wolf Nintendo DS game. Project page documents added opening/special-message subtitles, adjusted line spacing and a corrected confectionary contest name label.","project_url":"https://agtteam.net/holo/","updated":"2026-10-16","strategy":"DS extraction/repacking tool source","language":"English","source_available":"Public online patcher and Mega download; user-supplied Japanese DS ROM required.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo DS fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://agtteam.net/holo/"},{"label":"Source repository","url":"https://github.com/AGTTeam/OokamiTranslation"}],"media":[{"kind":"image","label":"game logo","url":"https://agtteam.net/images/holo/game-logo.png","preview_url":"https://agtteam.net/images/holo/game-logo.png","source_url":"https://agtteam.net/holo/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":51684,"Assembly":18139,"Batchfile":606,"Shell":563},"source_url":"https://api.github.com/repos/AGTTeam/OokamiTranslation/languages","evidence":"Exact GitHub Languages API map: {\"Assembly\": 18139, \"Batchfile\": 606, \"Python\": 51684, \"Shell\": 563}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction Japanese → English.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spice-and-wolf-wind-spans-sea-nds-en","title":"Spice and Wolf: The Wind that Spans the Sea English Patch","game":"Spice and Wolf: The Wind that Spans the Sea (Umi wo Wataru Kaze)","platform":"Nintendo DS","kind":"Fan Localization","status":"AGTTeam project page offers an online patcher and direct Mega patch download; no version/date stated on page.","summary":"English patch for the second Spice & Wolf Nintendo DS game. The project page documents opening/end-credit/special-message subtitles, a rare quest fix and text-box spacing changes.","project_url":"https://agtteam.net/holo2/","updated":"2026-10-16","strategy":"DS extraction/repacking tool source","language":"English","source_available":"Public online patcher and Mega download; user-supplied Japanese DS ROM required.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo DS fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://agtteam.net/holo2/"},{"label":"Source repository","url":"https://github.com/AGTTeam/OokamiTranslation"}],"media":[{"kind":"image","label":"game logo","url":"https://agtteam.net/images/holo2/game-logo.png","preview_url":"https://agtteam.net/images/holo2/game-logo.png","source_url":"https://agtteam.net/holo2/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":51684,"Assembly":18139,"Batchfile":606,"Shell":563},"source_url":"https://api.github.com/repos/AGTTeam/OokamiTranslation/languages","evidence":"Exact GitHub Languages API map: {\"Assembly\": 18139, \"Batchfile\": 606, \"Python\": 51684, \"Shell\": 563}. Staged value Python identifies the project's measured source/tooling language and is distinct from translation direction Japanese → English.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spider-man-2-ps2-recomp","title":"Spider-Man 2 PS2 Recompilation","game":"Spider-Man 2 (PlayStation 2 version)","platform":"PlayStation 2 → Windows x64","kind":"Recompilation","status":"Not playable yet. The README reports that the current Windows build boots through the initial blockers and renders the memory-card warning and game logos; legal-splash text and rendering work remain.","summary":"Experimental static recompilation of the USA PS2 release SLUS-20776. The public source includes recompiler/runtime code, tests, and Ghidra scripts. The game executable, disc image, assets, and generated game code are excluded and must be supplied or generated locally from the user's own disc.","project_url":"https://github.com/saltyboosack-blip/Spider-Man-2-PS2-Recomp","updated":"2026-10-15","strategy":"Static PlayStation 2 recompilation","language":"","source_available":"Public source repository; user-supplied legal game files required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS2 Emotion Engine static recompilation","target_type":"Game","sources":[{"label":"Project README: target release, build requirements, and non-playable status","url":"https://github.com/saltyboosack-blip/Spider-Man-2-PS2-Recomp#readme"},{"label":"Maintainer handoff: current implementation checkpoint","url":"https://github.com/saltyboosack-blip/Spider-Man-2-PS2-Recomp/blob/main/docs/HANDOFF.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":15636224,"Java":81250,"CMake":42441,"Python":17607,"C":10934,"PowerShell":8895,"Shell":8268},"source_url":"https://api.github.com/repos/saltyboosack-blip/Spider-Man-2-PS2-Recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/saltyboosack-blip/Spider-Man-2-PS2-Recomp reports 15,636,224 bytes of C++, the largest language total (98.9% of 15,805,619 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spider-man-2-enter-electro-ps1-linux-hybrid-port","title":"Spider-Man PSX — Spider-Man 2: Enter Electro PC Port","game":"Spider-Man 2: Enter Electro (PlayStation, USA `SLUS_013.78`)","platform":"PlayStation USA (SLUS_013.78) → Linux x86-64","kind":"Reimplementation","status":"WIP. The README reports booting the retail executable to the Marvel logo, then stalling because the intro STR stream does not fill; gameplay has not been reached. The former static C-emission product was removed. Linux x86-64 is the documented product boundary and Windows/macOS/Android runtime backends are not qualified.","summary":"A hybrid port with title-owned native subsystems and PSXPort/Lightrec executing remaining MIPS from authenticated user game files. README says the old per-title static C-emission pipeline was removed. No disc image, executable or assets are distributed. Repository-wide license is unresolved; README identifies a vendored GPL-2.0 PSX backend.","project_url":"https://github.com/someoneisworking/psx-spider-man","updated":"2026-10-15","strategy":"Title-specific native reimplementation with runtime Lightrec guest execution; former static C emission removed","language":"","source_available":"Public source repository. Requires the user’s legally obtained USA disc image; no game data or executable is distributed. Project-wide license is not established by repository metadata; vendored Beetle PSX is identified as GPL-2.0.","first_found":"2026-10-16","project_started":"2026-07-28","programming_language":"C++","subtype":"PlayStation 1 USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status; Title status and migration note","url":"https://github.com/someoneisworking/psx-spider-man/blob/main/README.md"},{"label":"Per-title current-state ledger","url":"https://github.com/someoneisworking/psx-spider-man/blob/main/docs/project-state.md"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/someoneisworking/psx-spider-man/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":164983,"Python":48816,"CMake":10262,"Shell":85},"source_url":"https://api.github.com/repos/someoneisworking/psx-spider-man/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 164,983 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spider-man-ps1-linux-hybrid-port","title":"Spider-Man PSX — Spider-Man PC Port","game":"Spider-Man (PlayStation, USA `SLUS_008.75`)","platform":"PlayStation USA (SLUS_008.75) → Linux x86-64","kind":"Reimplementation","status":"WIP. The README reports that the current Lightrec product presented the first field of an authenticated STR movie. Both full intro movies, `dem1` and interactive gameplay remain unverified. The former static C-emission product was removed; Linux x86-64 is the documented product boundary and Windows/macOS/Android runtime backends are not qualified.","summary":"A hybrid port with title-owned native subsystems and PSXPort/Lightrec executing remaining MIPS from authenticated user game files. README says the old per-title static C-emission pipeline was removed. No disc image, executable or assets are distributed. Repository-wide license is unresolved; README identifies a vendored GPL-2.0 PSX backend.","project_url":"https://github.com/someoneisworking/psx-spider-man","updated":"2026-10-15","strategy":"Title-specific native reimplementation with runtime Lightrec guest execution; former static C emission removed","language":"","source_available":"Public source repository. Requires the user’s legally obtained USA disc image; no game data or executable is distributed. Project-wide license is not established by repository metadata; vendored Beetle PSX is identified as GPL-2.0.","first_found":"2026-10-16","project_started":"2026-07-28","programming_language":"C++","subtype":"PlayStation 1 USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status; Title status and migration note","url":"https://github.com/someoneisworking/psx-spider-man/blob/main/README.md"},{"label":"Per-title current-state ledger","url":"https://github.com/someoneisworking/psx-spider-man/blob/main/docs/project-state.md"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/someoneisworking/psx-spider-man/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":164983,"Python":48816,"CMake":10262,"Shell":85},"source_url":"https://api.github.com/repos/someoneisworking/psx-spider-man/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 164,983 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spider-man-edge-of-time-ps5-recomp","title":"Spider-Man: Edge of Time PS5 Recompilation","game":"Spider-Man: Edge of Time","platform":"Xbox 360 PowerPC → PlayStation 5 homebrew","kind":"Recompilation","status":"Latest release v1.1.1 (2026-10-15) is a PS5 homebrew build. The maintainer says they tested every build on their PS5 and played through the full game. Release v1.1.1 installs from a user-supplied ISO and Title Update, fixes a disc-read error and gameplay stutter, and adds DLC support.","summary":"PS5 title target for EdgeOfTimeRecomp, a static recompilation of the Xbox 360 game using KongaTime's ReXGlue SDK fork. The generated game code is built from the user's own files and is not committed. Requires the user's game files and a PS5 homebrew environment.","project_url":"https://github.com/KongaTime/PS5_EdgeOfTimeTitle","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation through ReXGlue, with a PS5 target and runtime port","language":"","source_available":"Public source repository and PS5 release; the user's own Xbox 360 game files and Title Update are required, and game code/assets are not committed. The maintainer README says the distributed title is GPL-3.0 because it links the PS5 platform layer of the payload SDK fork.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS5 homebrew target for an Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"RIPALDA verified X reply (discovery lead; names KongaTime's Spider-Man: Edge of Time port)","url":"https://x.com/elripalda/status/2110509239546613816"},{"label":"Maintainer README: PS5 homebrew target, ReXGlue method, user game-file requirements, reported playthrough, and distributed-title license","url":"https://github.com/KongaTime/PS5_EdgeOfTimeTitle/blob/main/README.md"},{"label":"Maintainer release v1.1.1: install requirements, disc-read and stutter fixes, and DLC support","url":"https://github.com/KongaTime/PS5_EdgeOfTimeTitle/releases/tag/V.1.1.1"},{"label":"Maintainer release preparation and source/build notices","url":"https://github.com/KongaTime/PS5_EdgeOfTimeTitle/blob/main/RELEASE.md"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/KongaTime/PS5_EdgeOfTimeTitle/languages"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/KongaTime/PS5_EdgeOfTimeTitle"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":480784,"Python":111821,"C":36091,"Shell":34042,"CMake":33860,"GLSL":3350},"source_url":"https://api.github.com/repos/KongaTime/PS5_EdgeOfTimeTitle/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spider-man-edge-of-time-recomp","title":"Spider-Man: Edge of Time Recompilation","game":"Spider-Man: Edge of Time","platform":"Xbox 360 PowerPC → Windows x86-64, Linux x86-64, Apple silicon macOS (Ventura 13.3+; MoltenVK)","kind":"Recompilation","status":"Latest release v1.0.0 (2026-10-04). The README describes PowerPC assembly translated to static C++ with ReXGlue and lists Apple silicon/macOS Ventura 13.3+ with Vulkan through MoltenVK.","summary":"Static recompilation of the Xbox 360 version to an unofficial PC port using ReXGlue; the README requires files from the user's legally acquired game copy.","project_url":"https://github.com/goliathret/EdgeOfTimeRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (BSD-3-Clause license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Edge of Time Recomp README: recompilation method and minimum host requirements","url":"https://github.com/goliathret/EdgeOfTimeRecomp"},{"label":"Project README or evidence page","url":"https://github.com/goliathret/EdgeOfTimeRecomp/blob/main/README.md"},{"label":"Latest Edge of Time Recomp release","url":"https://github.com/goliathret/EdgeOfTimeRecomp/releases/tag/v1.0.0"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/goliathret/EdgeOfTimeRecomp"}],"media":[{"kind":"video","label":"Gameplay preview posted to r/decomps","url":"https://www.reddit.com/r/decomps/comments/1wxqh1m/spiderman_edge_of_time_recompiled_available_now/","preview_url":null,"source_url":"https://www.reddit.com/r/decomps/comments/1wxqh1m/spiderman_edge_of_time_recompiled_available_now/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1378635,"Python":45882,"CMake":36004,"HLSL":21193,"Shell":14873,"C":8706,"PowerShell":2722,"Batchfile":2259,"Objective-C++":1020},"source_url":"https://api.github.com/repos/goliathret/EdgeOfTimeRecomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/goliathret/EdgeOfTimeRecomp reports 1,378,635 bytes of C++, the largest language total (91.2% of 1,511,294 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spider-man-web-of-shadows-nds-decomp","title":"Spider-Man: Web of Shadows (Nintendo DS)","game":"Spider-Man: Web of Shadows (Nintendo DS)","platform":"Nintendo DS (product code CS5X)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2277/5847 functions matched (7.40% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Spider-Man: Web of Shadows (Nintendo DS), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/spider-man-web-of-shadows-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/spider-man-web-of-shadows-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/spider-man-web-of-shadows-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1030817,"Python":326145},"source_url":"https://api.github.com/repos/liolu/spider-man-web-of-shadows-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spike-and-suzy-timekeepers-gbc-en","title":"Spike and Suzy: The Timekeepers English Translation","game":"Bob et Bobette: Les Dompteurs du Temps / Suske en Wiske: De Tijdtemmers","platform":"Game Boy Color","kind":"Fan Localization","status":"Complete English v1.0 patch listed 2026-10-01. The listing says all in-game text and graphics are translated and the patch was thoroughly tested, while noting that errors may remain.","summary":"English localization of the European Game Boy Color game released with French and Dutch scripts. The translators compared both language versions, integrated details from each, and translated all in-game text and graphics.","project_url":"https://romhackplaza.org/index.php/translations/spike-and-suzy-the-timekeepers-english-translation-patch-english-dutch-translation-game-boy-color","updated":"2026-10-01","strategy":"Fan translation patch","language":"English","source_available":"RomhackPlaza provides the patch only; the player must supply the original European French/Dutch GBC game. No game image is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Game Boy Color fan localization","target_type":"Game","sources":[{"label":"RomhackPlaza project entry: v1.0/date, full text and graphics scope, French and Dutch reference scripts, exact supported ROM","url":"https://romhackplaza.org/index.php/translations/spike-and-suzy-the-timekeepers-english-translation-patch-english-dutch-translation-game-boy-color"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/spike-and-suzy-the-timekeepers-english-translation-patch-english-dutch-translation-game-boy-color","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"spirit-tracks-decomp","title":"Spirit Tracks Decompilation","game":"The Legend of Zelda: Spirit Tracks","platform":"Nintendo DS","kind":"Decompilation","status":"Work in progress; code is decompiled by hand. The repository excludes assets and assembly and requires an existing copy for ROM builds.","summary":"ZeldaRET project with work recorded in the repository.","project_url":"https://github.com/zeldaret/st","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are omitted and a user-owned copy is required for building. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Hand decompilation of Nintendo DS code; assets are extracted from user-owned game data","target_type":"Game","sources":[{"label":"Project repository and activity","url":"https://github.com/zeldaret/st"},{"label":"Project README","url":"https://github.com/zeldaret/st#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zeldaret/st"}],"media":[],"links":[{"kind":"docs","label":"Spirit Tracks decompilation install guide","url":"https://github.com/zeldaret/st/blob/main/INSTALL.md","source_url":"https://github.com/zeldaret/st","notes":"README links the install guide."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4430796,"C":323564,"Python":173202,"Assembly":3672,"CMake":1459},"source_url":"https://api.github.com/repos/zeldaret/st/languages","evidence":"GitHub REST repository Languages endpoint reports 4,430,796 bytes of C++ out of 4,932,693 measured source bytes (89.8%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spirv-cross","title":"SPIRV-Cross","game":"Software using SPIR-V shaders (multi-title)","platform":"SPIR-V → GLSL/ESSL, HLSL, or Metal Shading Language; the README lists Linux, iOS/macOS, Windows, and Android builds.","kind":"API Translation","status":"Active; upstream source was pushed on 2026-10-14. The README notes that some obscure GLSL features may remain unsupported.","summary":"A Khronos tool and library that parses SPIR-V and emits GLSL, ESSL, HLSL, or Metal Shading Language, with shader reflection support. It supports vertex, fragment, tessellation, geometry, and compute stages; feature-specific translation limits still apply.","project_url":"https://github.com/KhronosGroup/SPIRV-Cross","updated":"2026-10-15","strategy":"SPIR-V source translation and shader reflection","language":"","source_available":"Public source (Apache-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"GLSL","subtype":"Cross-platform shader translator","target_type":"Software","sources":[{"label":"SPIRV-Cross README, target languages, stages, and build platforms","url":"https://github.com/KhronosGroup/SPIRV-Cross"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"GLSL","breakdown":{"GLSL":5277109,"C++":2874027,"JavaScript":624754,"C":398098,"Python":45666,"CMake":28122,"Shell":4427,"Swift":2743,"Assembly":2388,"HLSL":1304,"Makefile":1041},"source_url":"https://api.github.com/repos/KhronosGroup/SPIRV-Cross/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository KhronosGroup/SPIRV-Cross (repository API ID 55413903, https://github.com/KhronosGroup/SPIRV-Cross). The exact response reported 5,277,109 bytes of GLSL, the largest category, out of 9,259,679 recognized-language bytes (57.0%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"splatoon-wiiu-decomp-research","title":"Splatoon Wii U Decompilation and Reverse Engineering","game":"Splatoon","platform":"Wii U","kind":"Decompilation","status":"Early matching/reverse-engineering project. README identifies the Cafe executable `Gambit.rpx`/`Gambit.elf`; it does not specify a region/revision or verified progress.","summary":"Wii U source reconstruction and analysis tree with C++ code, CMake, symbol/path extraction and objdiff configuration. Status is kept conservative because the README does not report a progress measurement.","project_url":"https://github.com/MicroG-mes/splatoon-1-decomp-test","updated":"2026-10-16","strategy":"Early matching decompilation / reverse engineering","language":"","source_available":"Repository; requires user-dumped RPX/ELF; no game binary supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Wii U game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/MicroG-mes/splatoon-1-decomp-test"},{"label":"Maintainer README and project status","url":"https://github.com/MicroG-mes/splatoon-1-decomp-test/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":6226600,"C++":1906323,"Java":2641,"C":2320,"Batchfile":1473,"CMake":1266},"source_url":"https://api.github.com/repos/MicroG-mes/splatoon-1-decomp-test/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"splatoon-wiiu-pc-recomp","title":"Splatoon Wii U PC Static Recompilation (Rebrew)","game":"Splatoon (Wii U v1.0 launch build)","platform":"Wii U v1.0 launch RPX → x86-64 Windows/Linux/macOS","kind":"Recompilation","status":"The game-specific port README pins the only tested executable to the v1.0 launch RPX (SHA-256 45ecd1ed81a97f46b1c8ae24820cd47fbc55399b50af09bf1f9050fe803308e5) and says mismatches have undefined results. The Rebrew pipeline and several GX2/draw components are marked complete, but shader conversion and audio remain in progress, threading/save/network/full compatibility are planned, and the README says a black window is expected while a placeholder shader is active. Apple Silicon requires Rosetta 2 or a compatibility bridge. The game-specific port is a subdirectory of the general RebrewU framework repository; the user supplies the legally owned dump/content and RPX.","summary":"Splatoon-specific Wii U PowerPC static recompilation to C++ plus a host runtime inside the broader RebrewU framework; the game build remains early and does not yet render fully.","project_url":"https://github.com/ApfelTeeSaft/RebrewU","updated":"2026-10-16","strategy":"Static PowerPC recompilation to C++ with Wii U host-runtime translation","language":"","source_available":"Public source repository; game-specific port requires user-supplied Wii U v1.0 RPX and game content","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific Wii U PC recompilation port","target_type":"Game","sources":[{"label":"Game-specific Splatoon port README: supported v1.0 RPX, host runtime, progress, black-window caveat, and required user-owned game data","url":"https://github.com/ApfelTeeSaft/RebrewU/blob/main/port/README.md"},{"label":"RebrewU README: Wii U RPX static-recompiler framework and C++ output","url":"https://github.com/ApfelTeeSaft/RebrewU#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":523208722,"C":4354559,"CMake":15773,"Python":8971},"source_url":"https://api.github.com/repos/ApfelTeeSaft/RebrewU/languages","evidence":"GitHub's official Languages REST endpoint reports 523,208,722 bytes of C++ as the largest total (99.2% of 527,588,025 recognized language bytes) for the complete repository. This is the framework repository-wide breakdown; the Splatoon-specific runtime is in its port/ subdirectory, and the endpoint is not a port-only language count.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"splatterworld-en","title":"Splatterworld English Translation","game":"Splatterworld","platform":"Nintendo Entertainment System prototype","kind":"Fan Localization","status":"Complete; Aeon Genesis lists version 1.10, with latest release dated 2026-01-18. The maintainer repository includes xdelta patch outputs, source/build scripts, and translation assets.","summary":"English fan translation of Namco's unreleased prototype RPG. The public source project expects the user's Japanese prototype dump and builds an expanded translated image and xdelta patches.","project_url":"https://www.aeongenesis.net/projects/splatterworld","updated":"2026-01-18","strategy":"Fan localization patch built with assembly/data modifications and distributed as xdelta","language":"English","source_available":"Maintainer GitHub repository includes xdelta patch files, source/build scripts, and translation assets; users provide the Japanese prototype dump. Aeon Genesis also links a patch download.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"NES prototype fan translation","target_type":"Game","sources":[{"label":"Aeon Genesis project page: status, version, release date, and patch download","url":"https://www.aeongenesis.net/projects/splatterworld"},{"label":"Maintainer repository: translation method, xdelta outputs, build requirements, and source-ROM handling","url":"https://github.com/GideonZhi/splatterworld"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":67638,"Python":59441,"Batchfile":1553,"Shell":1541},"source_url":"https://api.github.com/repos/GideonZhi/splatterworld/languages","evidence":"Official GitHub REST Languages API breakdown for GideonZhi/splatterworld: source-code byte counts are {\"Assembly\": 67638, \"Batchfile\": 1553, \"Python\": 59441, \"Shell\": 1541}. Predominant language is the largest byte-count language (Assembly); this is a repository-wide signal and can include build/tooling files. Repository is cited as Maintainer repository: translation method, xdelta outputs, build requirements, and source-ROM handling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"splatterworld-nintendo-entertainment-system-spanish","title":"Splatterworld Spanish Translation","game":"Splatterworld","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Released; RHP reports v0.9","summary":"Spanish fan localization for Splatterworld on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/splatterworld-s-spanish-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/splatterworld-s-spanish-translation-nintendo-entertainment-system"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/splatterworld-s-spanish-translation-nintendo-entertainment-system","evidence":"The cataloged Romhack Plaza listing for Splatterworld Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Splatterworld Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"splinter-cell-double-agent-xbox-recomp","title":"Splinter Cell: Double Agent (Original Xbox) Recompilation","game":"Tom Clancy’s Splinter Cell: Double Agent (Original Xbox version)","platform":"Original Xbox → Windows x64","kind":"Recompilation","status":"Release V1 is available; README documents native installation and settings, but not a full-playthrough status.","summary":"Statically translates the original Xbox x86 code to C++ and replaces kernel, Direct3D and DirectSound calls with Windows implementations.","project_url":"https://github.com/TGP482/SCDA-XBERecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/TGP482/SCDA-XBERecomp#readme"},{"label":"Latest project release (V1)","url":"https://github.com/TGP482/SCDA-XBERecomp/releases/tag/V1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/TGP482/SCDA-XBERecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TGP482/SCDA-XBERecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2527379,"CMake":7116,"Batchfile":5567,"C":2123},"source_url":"https://api.github.com/repos/TGP482/SCDA-XBERecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"split-second-xbox360-crownpark","title":"Split/Second Xbox 360 Recompilation (CrownPark Native Ports)","game":"Split/Second (Xbox 360)","platform":"Xbox 360 → Linux x86-64, Windows x86-64","kind":"Recompilation","status":"The collection README marks every listed title playable; title-specific launcher release splitsecond-v1 is available. Linux and Windows launchers exist, but the README says Windows builds are cross-compiled and per-release notes define how far each has been tested.","summary":"The Xbox 360 PowerPC code is statically recompiled ahead of time to native x86-64, with a native Vulkan renderer, native audio, and a shared rexmenu launcher. The public source tree includes per-title port code; users import their own game files, which are not bundled.","project_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports","updated":"2026-10-15","strategy":"Ahead-of-time Xbox 360 PowerPC-to-x86-64 static recompilation with native Vulkan graphics and audio","language":"","source_available":"Public source repository and title-specific launcher release; user imports their own game files; no game data is bundled","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Per-title Xbox 360 recompilation in the CrownPark Native Ports collection","target_type":"Game","sources":[{"label":"Collection README: platform, recompilation method, and title status","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md"},{"label":"Title-specific release splitsecond-v1","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/releases/tag/splitsecond-v1"},{"label":"Title-specific conversion notes","url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/collections/sega/dvd/ss-recomp/CONVERSION.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2210734387,"C":44895361,"Python":556733,"Shell":535106,"CMake":268748,"Makefile":6103},"source_url":"https://api.github.com/repos/CrownParkComputing/Xbox360-Native-Ports/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/CrownParkComputing/Xbox360-Native-Ports reports 2,210,734,387 bytes of C++, the largest language total (98.0% of 2,256,996,438 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spongebob-bfbb-gc-decomp","title":"SpongeBob SquarePants: Battle for Bikini Bottom Decompilation","game":"SpongeBob SquarePants: Battle for Bikini Bottom","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the GameCube DOL target and links matching, fuzzy-match, and function-progress indicators.","summary":"GameCube decompilation project for Battle for Bikini Bottom with a maintainer-hosted code progress dashboard.","project_url":"https://github.com/bfbbdecomp/bfbb","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; user-provided original game required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube main.dol","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/bfbbdecomp/bfbb#readme"},{"label":"Project progress dashboard","url":"https://bfbbdecomp.github.io/bfbb/"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/bfbbdecomp/bfbb"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":36154640,"C":2626673,"Python":202045,"Assembly":156075,"Smarty":444},"source_url":"https://api.github.com/repos/bfbbdecomp/bfbb/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/bfbbdecomp/bfbb reports 36,154,640 bytes of C++, the largest language total (92.4% of 39,139,877 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spriggan-mark-2-pce-english-translation","title":"Spriggan Mark 2 (PC Engine) English Patch","game":"Spriggan Mark 2: Re-Terraform Project","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"English xdelta patches v1.3 are released for data tracks 02 and 37; the README identifies the supported Redump set and warns that audio/text sync can vary in emulation.","summary":"A fan English translation patch for Spriggan Mark 2, distributed as two xdelta patches for the duplicated data tracks.","project_url":"https://github.com/gagnonpl/spriggan-mark2-en","updated":"2026-10-15","strategy":"Track-level xdelta patching of the original CD image","language":"English","source_available":"Public patch files and patching instructions; original disc image must be supplied by the user.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/gagnonpl/spriggan-mark2-en"},{"label":"Patch release listing and supported disc hashes","url":"https://github.com/gagnonpl/spriggan-mark2-en#hashes"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/gagnonpl/spriggan-mark2-en/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"spy-vs-spy-master-system-disassembly","title":"Spy vs. Spy Sega Master System Disassembly","game":"Spy vs. Spy","platform":"Sega Master System (32 KiB ROM; revision identified in project docs)","kind":"Decompilation","status":"Reassemblable Z80 source with separately mapped game data; README enumerates 171 named data blocks and documents the major gameplay state machine.","summary":"Z80 assembly reconstruction and structured ROM data mapping/build.","project_url":"https://github.com/xrip/spy-vs-spy","updated":"2026-10-16","strategy":"Z80 assembly reconstruction and structured ROM data mapping/build.","language":"","source_available":"Public source and data maps; repository includes game-derived data blocks.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Master System annotated disassembly and ROM reconstruction","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/xrip/spy-vs-spy"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":522625,"Python":79282,"Makefile":1313,"Batchfile":947},"source_url":"https://api.github.com/repos/xrip/spy-vs-spy/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spyro-the-dragon-japan-playstation-english","title":"Spyro the Dragon (Japan) English Translation","game":"Spyro the Dragon (Japan)","platform":"PlayStation","kind":"Fan Localization","status":"Released; RHP reports v1.0","summary":"English fan localization for Spyro the Dragon (Japan) on PlayStation. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/spyro-the-dragon-japan-english-translation-playstation","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/spyro-the-dragon-japan-english-translation-playstation"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/spyro-the-dragon-japan-english-translation-playstation","evidence":"The cataloged Romhack Plaza listing for Spyro the Dragon (Japan) English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Spyro the Dragon (Japan) English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"spyro-the-dragon-ps1-decomp","title":"Spyro the Dragon PS1 Decompilation","game":"Spyro the Dragon","platform":"PlayStation","kind":"Decompilation","status":"Work in progress for NTSC-U (SCUS_942.28). The current report gives 2,109,856 exact bytes plus 18,400 partial bytes out of 2,159,608 game-code bytes (98.55% headline); some functions remain assembly. The report excludes PSY-Q/libc and hand-written assembly from its denominator.","summary":"Matching C decompilation of Spyro the Dragon's main executable and overlays, with byte-identical checks and original assembly for unrecovered functions. The project requires the user's own disc image and builds a runnable image from source plus supported game data.","project_url":"https://github.com/theMagicalKarp/open-spyro","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/theMagicalKarp/open-spyro"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/theMagicalKarp/open-spyro/blob/127b4f7bfa44ebc3afeeb1322bcfa3a98fbe8738/README.md"},{"label":"Latest default-branch commit at check (127b4f7)","url":"https://github.com/theMagicalKarp/open-spyro/commit/127b4f7bfa44ebc3afeeb1322bcfa3a98fbe8738"},{"label":"Current detailed C-match report","url":"https://github.com/theMagicalKarp/open-spyro/blob/127b4f7bfa44ebc3afeeb1322bcfa3a98fbe8738/PROGRESS.md"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/theMagicalKarp/open-spyro/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/theMagicalKarp/open-spyro"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":36801551,"C":9857164,"Linker Script":224757,"Python":157137,"Shell":40060,"BitBake":11826,"Makefile":7322,"Dockerfile":5172},"source_url":"https://api.github.com/repos/theMagicalKarp/open-spyro/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 36,801,551 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spyro-shadow-legacy-nds-decomp","title":"Spyro: Shadow Legacy (Nintendo DS USA)","game":"Spyro: Shadow Legacy (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code ASSE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 50/3698 functions matched (0.21% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Spyro: Shadow Legacy (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/spyro-shadow-legacy-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/spyro-shadow-legacy-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/spyro-shadow-legacy-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":326139,"C":21049},"source_url":"https://api.github.com/repos/liolu/spyro-shadow-legacy-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is Python, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spyro-year-of-the-dragon-ps1-matching-decomp","title":"Spyro: Year of the Dragon PS1 Matching Decompilation","game":"Spyro: Year of the Dragon (PlayStation, USA `SCUS_944.67`)","platform":"PlayStation (NTSC-U revision 0, SCUS-94467)","kind":"Decompilation","status":"Work in progress. README snapshot dated 2026-10-08 reports 343/3,435 C functions matching (9.99%): 164/337 in the EXE and 179/3,098 in overlays. Repository last pushed 2026-10-16.","summary":"Matching decompilation targeting the earliest final release, NTSC-U revision 0 (SCUS-94467). The project rebuilds the executable and overlays from C plus assembly; its README reports function-level match counts and cautions that repeated overlay functions make the percentage non-linear.","project_url":"https://github.com/TheMobyCollective/spyro-3","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game data not included","first_found":"2026-10-16","project_started":"2026-01-04","programming_language":"Assembly","subtype":"PS1 NTSC-U revision 0 matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/TheMobyCollective/spyro-3"},{"label":"Maintainer README progress table and exact NTSC-U target","url":"https://github.com/TheMobyCollective/spyro-3/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/TheMobyCollective/spyro-3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1654424,"C":267594},"source_url":"https://api.github.com/repos/TheMobyCollective/spyro-3/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 1,654,424 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spyro-2-riptos-rage-ps1-linux-hybrid-port","title":"SpyroEngine — Spyro 2: Ripto’s Rage! PC Port","game":"Spyro 2: Ripto’s Rage! (PlayStation, USA `SCUS_944.25`)","platform":"PlayStation USA (SCUS_944.25) → Linux x86-64","kind":"Reimplementation","status":"WIP. README reports reaching Glimmer gameplay from the title screen through the current Lightrec product; mobys, HUD, sky and particles still lack producers. The former static C-emission architecture is removed. Linux x86-64 is the only documented runtime boundary; Windows, macOS and Android runtime jobs are missing.","summary":"Title-specific native subsystems are combined with PSXPort’s runtime Lightrec executor for remaining MIPS instructions read from the user-authenticated game files. This is not a current offline static recompilation project: the README says the generated-code pipeline was removed. No disc, executable, game asset or BIOS is distributed; the repository does not declare a project-wide license and separately identifies a GPL-2.0 vendored Beetle PSX backend.","project_url":"https://github.com/someoneisworking/psx-spyro","updated":"2026-10-16","strategy":"Title-specific native reimplementation with runtime Lightrec guest execution; former static C emission removed","language":"","source_available":"Public source repository. User supplies legally obtained game files; no game executables, assets, disc images or BIOS are distributed. Project-wide license is not established by repository metadata; the README identifies a vendored GPL-2.0 PSX backend.","first_found":"2026-10-16","project_started":"2026-07-28","programming_language":"C++","subtype":"PlayStation 1 USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/someoneisworking/psx-spyro/blob/main/README.md"},{"label":"Per-title state and evidence ledger","url":"https://github.com/someoneisworking/psx-spyro/blob/main/docs/project-state.md"},{"label":"Migration note describing removal of offline static code emission","url":"https://github.com/someoneisworking/psx-spyro/blob/main/docs/migration.md"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/someoneisworking/psx-spyro/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1717338,"Python":449178,"CMake":22375,"Shell":87},"source_url":"https://api.github.com/repos/someoneisworking/psx-spyro/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,717,338 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spyro-the-dragon-ps1-linux-hybrid-port","title":"SpyroEngine — Spyro the Dragon PC Port","game":"Spyro the Dragon (PlayStation, USA `SCUS_942.28`)","platform":"PlayStation USA (SCUS_942.28) → Linux x86-64","kind":"Reimplementation","status":"WIP. README reports reaching the title/save flow, opening cutscene and Artisans gameplay through Lightrec. The project has removed its former static C-emission architecture; the current product uses title-owned native subsystems with PSXPort/Lightrec executing remaining guest MIPS. Linux x86-64 is the only documented runtime boundary; Windows, macOS and Android runtime jobs are missing.","summary":"Title-specific native subsystems are combined with PSXPort’s runtime Lightrec executor for remaining MIPS instructions read from the user-authenticated game files. This is not a current offline static recompilation project: the README says the generated-code pipeline was removed. No disc, executable, game asset or BIOS is distributed; the repository does not declare a project-wide license and separately identifies a GPL-2.0 vendored Beetle PSX backend.","project_url":"https://github.com/someoneisworking/psx-spyro","updated":"2026-10-16","strategy":"Title-specific native reimplementation with runtime Lightrec guest execution; former static C emission removed","language":"","source_available":"Public source repository. User supplies legally obtained game files; no game executables, assets, disc images or BIOS are distributed. Project-wide license is not established by repository metadata; the README identifies a vendored GPL-2.0 PSX backend.","first_found":"2026-10-16","project_started":"2026-07-28","programming_language":"C++","subtype":"PlayStation 1 USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/someoneisworking/psx-spyro/blob/main/README.md"},{"label":"Per-title state and evidence ledger","url":"https://github.com/someoneisworking/psx-spyro/blob/main/docs/project-state.md"},{"label":"Migration note describing removal of offline static code emission","url":"https://github.com/someoneisworking/psx-spyro/blob/main/docs/migration.md"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/someoneisworking/psx-spyro/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1717338,"Python":449178,"CMake":22375,"Shell":87},"source_url":"https://api.github.com/repos/someoneisworking/psx-spyro/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,717,338 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"spyro-3-year-of-the-dragon-ps1-linux-hybrid-port","title":"SpyroEngine — Spyro: Year of the Dragon PC Port","game":"Spyro: Year of the Dragon (PlayStation, USA `SCUS_944.67`)","platform":"PlayStation USA (SCUS_944.67) → Linux x86-64","kind":"Reimplementation","status":"WIP. README reports reaching Sunrise Spring gameplay from the title screen through the current Lightrec product; the listed rendering gaps remain. The former static C-emission architecture is removed. Linux x86-64 is the only documented runtime boundary; Windows, macOS and Android runtime jobs are missing.","summary":"Title-specific native subsystems are combined with PSXPort’s runtime Lightrec executor for remaining MIPS instructions read from the user-authenticated game files. This is not a current offline static recompilation project: the README says the generated-code pipeline was removed. No disc, executable, game asset or BIOS is distributed; the repository does not declare a project-wide license and separately identifies a GPL-2.0 vendored Beetle PSX backend.","project_url":"https://github.com/someoneisworking/psx-spyro","updated":"2026-10-16","strategy":"Title-specific native reimplementation with runtime Lightrec guest execution; former static C emission removed","language":"","source_available":"Public source repository. User supplies legally obtained game files; no game executables, assets, disc images or BIOS are distributed. Project-wide license is not established by repository metadata; the README identifies a vendored GPL-2.0 PSX backend.","first_found":"2026-10-16","project_started":"2026-07-28","programming_language":"C++","subtype":"PlayStation 1 USA","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/someoneisworking/psx-spyro/blob/main/README.md"},{"label":"Per-title state and evidence ledger","url":"https://github.com/someoneisworking/psx-spyro/blob/main/docs/project-state.md"},{"label":"Migration note describing removal of offline static code emission","url":"https://github.com/someoneisworking/psx-spyro/blob/main/docs/migration.md"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/someoneisworking/psx-spyro/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1717338,"Python":449178,"CMake":22375,"Shell":87},"source_url":"https://api.github.com/repos/someoneisworking/psx-spyro/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,717,338 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sq8l-64-bit-binary-lift","title":"SQ8L 64-bit Port","game":"SQ8L 0.91b (Siegfried Kullmann's Ensoniq SQ-80 emulation plug-in)","platform":"Original 32-bit Windows x86 Delphi VST2 plug-in → Windows 10/11 x64; macOS 10.15+ universal (Apple Silicon and Intel); Linux x86-64 and ARM64. The port provides VST2/VST3, Audio Unit on macOS, CLAP, and LV2 on Linux.","kind":"Recompilation","status":"Active beta. The latest numbered release is v1.0.0-beta.3, published 2026-10-10. The maintainer also published a nightly pre-release built from main on 2026-10-15 (commit 9a37157); the README says Linux support is new and requests reports. The maintainer reports bit-identical audio output in its regression tests; this is not a final 1.0 release.","summary":"A cross-platform binary-derived port of SQ8L 0.91b, a 32-bit Windows VST emulating the Ensoniq SQ-80 synthesizer. The original source was never released; the maintainers translate the original machine code into a 64-bit plug-in and compare it against the original running in an x86 emulator. This is a target-specific binary lift, not a general emulator or API compatibility layer.","project_url":"https://github.com/sq8l-revival/SQ8L","updated":"2026-10-16","strategy":"Binary lift: per-module machine-code translation guided by Ghidra analysis and Delphi metadata recovery, checked with a Win32 reference emulator and differential tests against the original plug-in.","language":"","source_available":"The original 32-bit plug-in source was never released. The new port's emulator, analysis tools, tests, plug-in/platform layers, build system, and documentation are MIT-licensed. The repository states that the original behavior, artwork, factory sounds, and SQ-80 data are copyrighted and are published for preservation without a license grant; the original plug-in is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Binary-derived cross-platform port of a Windows audio plug-in","target_type":"Software","sources":[{"label":"Maintainer README: original SQ8L 0.91b target, platforms, binary translation method, testing, and rights caveats","url":"https://github.com/sq8l-revival/SQ8L/blob/main/README.md"},{"label":"Maintainer releases: beta 1.0.0-beta.3 and nightly pre-release dated 2026-10-15","url":"https://github.com/sq8l-revival/SQ8L/releases"},{"label":"Maintainer license: MIT applies to new port code; original material has no license grant","url":"https://github.com/sq8l-revival/SQ8L/blob/main/LICENSE.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8056473,"Python":529595,"Objective-C++":33614,"CMake":12401,"Java":7307,"Shell":4819,"C":248},"source_url":"https://api.github.com/repos/sq8l-revival/sq8l/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 8,056,473 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"squelch-rdio-scanner-compatible-archive-reimplementation","title":"Squelch (rdio-scanner-Compatible Call Archive)","game":"rdio-scanner scanner-radio call archive and recorder upload protocol","platform":"Self-hosted Go service and React web UI; one binary or Docker deployment with embedded SQLite","kind":"Reimplementation","status":"Active source project; v3.1.0 was released 2026-09-29. The README describes a from-scratch implementation, not a fork, and says it keeps rdio-scanner's recorder upload protocol compatible. It archives and serves radio calls; it does not receive or tune radio signals itself.","summary":"A self-hosted scanner-radio call archive and web listener that reimplements rdio-scanner's upload API for existing recorder configurations. It adds searchable recordings, optional transcription, live playback, and administration; a radio recorder remains a separate prerequisite.","project_url":"https://github.com/revtex/squelch","updated":"2026-10-16","strategy":"From-scratch server and web application with compatibility for rdio-scanner's recorder upload protocol","language":"","source_available":"Public source under GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Scanner-radio call archive and listening application","target_type":"Software","sources":[{"label":"Project README, application scope, and rdio-scanner compatibility","url":"https://github.com/revtex/squelch"},{"label":"Latest v3.1.0 release","url":"https://github.com/revtex/squelch/releases/tag/v3.1.0"},{"label":"Recorder integration guide","url":"https://github.com/revtex/squelch/blob/main/docs/recorder-guide.md"},{"label":"Repository license","url":"https://github.com/revtex/squelch/blob/main/LICENSE"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/revtex/squelch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":1740357,"TypeScript":1425767,"JavaScript":124154,"CSS":36034,"Dockerfile":3948,"Shell":2843,"Makefile":2014,"HTML":394},"source_url":"https://api.github.com/repos/revtex/squelch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Go is the largest bucket at 1,740,357 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"squirreljme-java-me-8-reimplementation","title":"SquirrelJME (Java ME 8 virtual machine)","game":"Java ME 8 and legacy J2ME platform","platform":"Desktop, mobile, embedded, and IoT targets through the SquirrelJME abstraction layer; NanoCoat provides native-host execution","kind":"Reimplementation","status":"Active development; the public repository was updated 2026-10-16. The latest tagged release found is 0.2.0 (2018-12-25); project documentation says the implementation is incomplete and has no stable release. Compatibility must be checked against its current compatibility notes.","summary":"An independent Java ME 8 virtual-machine implementation aimed at running Java ME and J2ME software across current desktop, mobile, embedded, and IoT systems. The project separates its Java runtime from host-specific access and includes NanoCoat, a C execution engine that avoids requiring a host JVM.","project_url":"https://github.com/SquirrelJME/SquirrelJME","updated":"2026-10-16","strategy":"Implements Java ME 8 and related JSR/JEP APIs behind a portable runtime abstraction; the repository describes the project as a compatibility and software-preservation platform.","language":"","source_available":"Public source mirror; repository documents MPL-2.0 source licensing, with separate CC-BY-SA 4.0 asset and SIL OFL font terms.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Java ME virtual machine and compatibility platform","target_type":"Software","sources":[{"label":"Project README, implementation scope, and license notes","url":"https://github.com/SquirrelJME/SquirrelJME/blob/trunk/readme.mkd"},{"label":"Compatibility documentation","url":"https://github.com/SquirrelJME/SquirrelJME/blob/trunk/compatibility.mkd"},{"label":"Official Java ME 8 CLDC API specification","url":"https://docs.oracle.com/javame/8.0/api/cldc/api/overview-summary.html"},{"label":"GitHub repository releases","url":"https://github.com/SquirrelJME/SquirrelJME/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":10396645,"C":3887250,"CMake":351740,"C++":246805,"Jasmin":87662,"Shell":52009,"Python":14217,"Dockerfile":2176,"Makefile":1607,"Ruby":1275,"HTML":1168,"GDB":27},"source_url":"https://api.github.com/repos/SquirrelJME/SquirrelJME/languages","evidence":"GitHub's official Languages endpoint for the public source mirror reports Java as the largest language total (10,396,645 bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"squirrelpad-conker-bad-fur-day-ios","title":"SquirrelPad: Conker's Bad Fur Day for iOS","game":"Conker's Bad Fur Day","platform":"Nintendo 64 → iOS/iPadOS","kind":"Recompilation","status":"Experimental alpha (v0.1.1). The README reports that Simulator builds reach gameplay and a signed build runs on an M2 iPad Pro; sustained device play, full-story compatibility, audio quality and progressed-save reload remain unverified. No App Store or TestFlight release is announced.","summary":"An iOS/iPadOS integration of CBFD-Recompiled that statically recompiles the supported N64 MIPS game code to Apple ARM64, with an RT64 Metal renderer, touch controls and controller support. It requires the user's own supported US ROM and a personal build; no ROM or prebuilt game app is supplied.","project_url":"https://github.com/chrissotraidis/squirrelpad","updated":"2026-10-15","strategy":"Static recompilation of N64 MIPS code with an RT64 Metal runtime","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Apple mobile static recompilation integration; experimental alpha","target_type":"Game","sources":[{"label":"Project README: method, platform, ROM requirements and alpha status","url":"https://github.com/chrissotraidis/squirrelpad"},{"label":"Release v0.1.1","url":"https://github.com/chrissotraidis/squirrelpad/releases/tag/v0.1.1"},{"label":"Maintainer release-readiness checklist","url":"https://github.com/chrissotraidis/squirrelpad/blob/main/docs/RELEASE_READINESS.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/squirrelpad"}],"media":[{"kind":"image","label":"SquirrelPad iPad Simulator gameplay with touch controls","url":"https://raw.githubusercontent.com/chrissotraidis/squirrelpad/main/docs/screenshots/ipad-gameplay.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/squirrelpad/main/docs/screenshots/ipad-gameplay.jpg","source_url":"https://github.com/chrissotraidis/squirrelpad/blob/main/README.md","discovered_on":"2026-10-15"},{"kind":"image","label":"SquirrelPad launcher screenshot from an M2 iPad Pro","url":"https://raw.githubusercontent.com/chrissotraidis/squirrelpad/main/docs/screenshots/ipad-launcher.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/squirrelpad/main/docs/screenshots/ipad-launcher.jpg","source_url":"https://github.com/chrissotraidis/squirrelpad/blob/main/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":159843,"Swift":129947,"Python":31267,"CMake":8614,"Shell":8042},"source_url":"https://api.github.com/repos/chrissotraidis/squirrelpad/languages","evidence":"The github.com repository languages endpoint reports C++ as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ssi263-speech-device-emulator","title":"ssi263-speech","game":"SSI-263 / SC-02 / AI901 speech-chip devices: Speak-Out, Braille Lite, and Aicom Accent models","platform":"SSI-263 register-level chip model; Windows NVDA add-ons (Windows 7+, NVDA 2021.1–2026.1) and a Linux Blazie Mode frontend","kind":"Emulator","status":"Version 0.8.0 was released 2026-10-13; source was pushed 2026-10-16. The README documents three NVDA add-ons and a Linux Blazie Mode frontend, with device firmware running unchanged on MAME CPU emulations.","summary":"Register-level emulator for the Silicon Systems SSI-263 speech chip (also sold as Votrax SC-02 and Aicom AI901). The project combines the chip model with original software/firmware for Speak-Out, Braille Lite 2000, Aicom Accent-mini, and Accent SA voice devices.","project_url":"https://github.com/tgeczy/ssi263-speech","updated":"2026-10-16","strategy":"Register-level sound-chip emulation integrated with device firmware and MAME CPU models","language":"","source_available":"Public MIT-licensed source repository with releases. Some device firmware is bundled in released add-ons; Speak-Out and Braille Lite firmware is not kept in Git and must be supplied separately to build those add-ons.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Speech-synthesis chip and talking-device emulator","target_type":"Software","sources":[{"label":"Maintainer README: chip model, device targets, NVDA/Linux hosts, releases, firmware, and rights caveat","url":"https://github.com/tgeczy/ssi263-speech/blob/main/README.md"},{"label":"Version 0.8.0 release","url":"https://github.com/tgeczy/ssi263-speech/releases/tag/v0.8.0"},{"label":"Aicom firmware provenance notes","url":"https://github.com/tgeczy/ssi263-speech/blob/main/firmware/AICOM.txt"},{"label":"Tracked MIT source license","url":"https://github.com/tgeczy/ssi263-speech/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/tgeczy/ssi263-speech"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/tgeczy/ssi263-speech/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2345588,"Python":2322497,"C++":613141,"Swift":207733,"Shell":200420,"Kotlin":187490,"PowerShell":39779,"CMake":5920,"Inno Setup":4990,"Batchfile":1245},"source_url":"https://api.github.com/repos/tgeczy/ssi263-speech/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ssx-3-xbox-pal-windows-static-recomp","title":"SSX 3 (Xbox PAL) Static Recompilation for Windows","game":"SSX 3 (Original Xbox PAL)","platform":"Original Xbox (PAL) → Windows x86-64 (native; Vulkan-rendered Xbox GPU)","kind":"Recompilation","status":"No public release listed. The maintainer README reports the whole game playable, including races/freestyle events across all three peaks, Conquer the Mountain and two-player split-screen; it also reports a two-hour soak test and 48/48 scripted boots reaching a race. These are maintainer-reported results, not independent verification.","summary":"Static recompilation of the PAL Xbox build to native x86-64 code with an Xbox GPU renderer using Vulkan. The repo contains original tooling and project code only; a user-supplied disc rip is required and derived game code is regenerated locally.","project_url":"https://github.com/koenhendriks/SSX3-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; game data is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Static recompilation; native Windows port","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/koenhendriks/SSX3-recomp/blob/3fe9d069721e1c302a9d5b35ff5c3a7a320d5397/README.md"},{"label":"Canonical public source repository","url":"https://github.com/koenhendriks/SSX3-recomp"},{"label":"Project instructions and current status (maintainer README)","url":"https://github.com/koenhendriks/SSX3-recomp/blob/3fe9d069721e1c302a9d5b35ff5c3a7a320d5397/README.md"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/koenhendriks/SSX3-recomp/languages"}],"media":[{"kind":"image","label":"SSX 3 Recompiled: Snow Jam at 32:9 (maintainer screenshot)","url":"https://raw.githubusercontent.com/koenhendriks/SSX3-recomp/main/docs/screenshots/33-widescreen-32x9-snow-jam.png","preview_url":"https://raw.githubusercontent.com/koenhendriks/SSX3-recomp/main/docs/screenshots/33-widescreen-32x9-snow-jam.png","source_url":"https://github.com/koenhendriks/SSX3-recomp/blob/3fe9d069721e1c302a9d5b35ff5c3a7a320d5397/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SSX 3 Recompiled: two-player split-screen (maintainer screenshot)","url":"https://raw.githubusercontent.com/koenhendriks/SSX3-recomp/main/docs/screenshots/43-split-screen.png","preview_url":"https://raw.githubusercontent.com/koenhendriks/SSX3-recomp/main/docs/screenshots/43-split-screen.png","source_url":"https://github.com/koenhendriks/SSX3-recomp/blob/3fe9d069721e1c302a9d5b35ff5c3a7a320d5397/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"SSX 3 Recompiled: Conquer the Mountain in widescreen (maintainer screenshot)","url":"https://raw.githubusercontent.com/koenhendriks/SSX3-recomp/main/docs/screenshots/36-widescreen-conquer-the-mountain.png","preview_url":"https://raw.githubusercontent.com/koenhendriks/SSX3-recomp/main/docs/screenshots/36-widescreen-conquer-the-mountain.png","source_url":"https://github.com/koenhendriks/SSX3-recomp/blob/3fe9d069721e1c302a9d5b35ff5c3a7a320d5397/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":273391,"PowerShell":64412,"GLSL":19013,"Shell":8477,"CMake":8236,"Python":7314,"Batchfile":2938,"GDB":419},"source_url":"https://api.github.com/repos/koenhendriks/SSX3-recomp/languages","evidence":"Exact GitHub Languages API per-language byte counts. C has the most counted bytes; generated/game-derived code is not committed per the maintainer README.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ssx-on-tour-psp-x64-static-recomp","title":"SSX On Tour PSP Native PC Static Recompilation","game":"SSX On Tour (US PSP, ULUS-10042)","platform":"PlayStation Portable (US, ULUS-10042) → Windows x86-64 and Linux x86-64","kind":"Recompilation","status":"Released v0.1.0 on 2026-10-15. The release reports races at 30/60/120 fps, GPU rendering, music and movie audio, saves and gamepad/keyboard support. Listed gaps include sound effects, encrypted-save compatibility, system dialog UI and network play. Requires the user’s own US UMD dump; generated game code is built locally.","summary":"A native Windows/Linux PC build that statically translates SSX On Tour’s PSP MIPS code to C++ and runs it with a PSP HLE layer. The repository and release do not include game code or data; setup generates the output from the user’s own US UMD dump.","project_url":"https://github.com/highcmd/ssx-on-tour-psp-recomp","updated":"2026-10-16","strategy":"Static Allegrex/MIPS recompilation to C++ ahead of time, linked to a native runtime with PSP kernel/HLE, OpenGL 3.3 and SDL audio.","language":"","source_available":"Public GPL-2.0-or-later source; requires the user’s own US PSP UMD dump. The release states that no game code/data or generated output is tracked; generation is local.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Native desktop port","target_type":"Game","sources":[{"label":"Project README: target, static method, host platforms and game-data requirements","url":"https://github.com/highcmd/ssx-on-tour-psp-recomp/blob/master/README.md"},{"label":"Published v0.1.0 release (2026-10-15): feature report, gaps and license statement","url":"https://github.com/highcmd/ssx-on-tour-psp-recomp/releases/tag/v0.1.0"},{"label":"Project license file","url":"https://github.com/highcmd/ssx-on-tour-psp-recomp/blob/master/LICENSE"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/highcmd/ssx-on-tour-psp-recomp"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/highcmd/ssx-on-tour-psp-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":398223,"Python":63895,"C":8359,"CMake":5363,"Shell":888,"Batchfile":740},"source_url":"https://api.github.com/repos/highcmd/ssx-on-tour-psp-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ssx-tricky-reindance-linux-recomp","title":"SSX Tricky Linux Native Recompilation (reindance)","game":"SSX Tricky","platform":"Original Xbox → Linux x86-64 (native EGL/OpenGL); Windows cross-build only exercised under Wine","kind":"Recompilation","status":"The maintainer’s v0.1.0 prerelease is dated 2026-10-10. The exact U.S. XBE is supported; menus, movies, races, and saves/load have been exercised, but event coverage and long-session testing remain incomplete. Audio regression tests have been added.","summary":"A separate codebase from OpenTricky, targeting a native Linux executable. The README requires the user’s own SSX Tricky U.S. Xbox `default.xbe` with SHA-256 `0128bbf6f86cc27307156f9206245115a9950541317d05b7037cab6ef063c84a`. The repository distributes no game assets. This row is the Linux-native target; OpenTricky is a separate Windows-first implementation with Proton support.","project_url":"https://github.com/reindance/ssx-tricky-recomp","updated":"2026-10-15","strategy":"Static XBE recompilation to native code with Linux EGL/OpenGL presentation","language":"","source_available":"Public source and v0.1.0 prerelease; requires the user’s exact supported U.S. XBE; no game data included; GPL-2.0 license.","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"C","subtype":"Original Xbox Linux-native recompilation","target_type":"Game","sources":[{"label":"Maintainer README: exact XBE hash, tested features, platform scope, and known gaps","url":"https://github.com/reindance/ssx-tricky-recomp/blob/main/README.md"},{"label":"Maintainer v0.1.0 prerelease","url":"https://github.com/reindance/ssx-tricky-recomp/releases/tag/v0.1.0"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/reindance/ssx-tricky-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"CMake":27952,"Batchfile":121,"PowerShell":1524,"Shell":2671,"Python":259010,"C":368108,"GLSL":24004},"source_url":"https://api.github.com/repos/reindance/ssx-tricky-recomp/languages","evidence":"Official GitHub Repository.languages API byte counts: 368,108 bytes of C, the largest total (53.9% of 683,390 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ssx-tricky-opentricky-xbox-windows-recomp","title":"SSX Tricky OpenTricky Windows Recompilation","game":"SSX Tricky","platform":"Original Xbox → Windows 10/11 x86-64; Linux/Steam Deck via Proton","kind":"Recompilation","status":"The maintainer calls v0.1.3 unstable and says the game is playable start to finish with rough edges. Proton is the documented Linux/Steam Deck path; no native Linux build is claimed.","summary":"Independent static recompilation of the U.S. original-Xbox SSX Tricky release. Requires the user’s own ISO/XISO; no game assets are distributed. The repository names the U.S. retail release but does not publish an XBE hash or media ID. Native rendering uses Direct3D 11 on Windows.","project_url":"https://github.com/GiZcesi/OpenTricky","updated":"2026-10-15","strategy":"Xbox XBE static recompilation to C with a native Direct3D 11 host","language":"","source_available":"Public source and build instructions; user supplies a U.S. Xbox ISO/XISO; no game data included; GPL-3.0 license.","first_found":"2026-10-16","project_started":"2026-10-04","programming_language":"C","subtype":"Original Xbox static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported region, game data requirement, status, renderer, and Proton support","url":"https://github.com/GiZcesi/OpenTricky/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/GiZcesi/OpenTricky"}],"media":[{"kind":"image","label":"SSX Tricky gameplay: race start on Garibaldi","url":"https://opentricky.com/img/game/shots/header.jpg","preview_url":"https://opentricky.com/img/game/shots/header.jpg","source_url":"https://opentricky.com/","discovered_on":"2026-10-16"},{"kind":"image","label":"SSX Tricky gameplay: grinding on Snowdream","url":"https://opentricky.com/img/game/shots/nowplaying.jpg","preview_url":"https://opentricky.com/img/game/shots/nowplaying.jpg","source_url":"https://opentricky.com/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Batchfile":865,"Shell":25525,"CMake":38904,"C":4732297,"Python":769463,"HLSL":54445,"Java":2533,"C++":217261},"source_url":"https://api.github.com/repos/GiZcesi/OpenTricky/languages","evidence":"Official GitHub Repository.languages API byte counts: 4,732,297 bytes of C, the largest total (81.0% of 5,841,293 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"st-term-tos-atari-st-reconstruction","title":"ST_TERM.TOS (Atari ST VT100 Cartridge) Reconstruction","game":"ST_TERM.TOS (Atari ST Terminal Emulator cartridge)","platform":"Atari ST","kind":"Decompilation","status":"All 122 cartridge functions are transcribed into K&R C and Motorola 68000 assembly and mechanically checked against the disassembly; the maintainer explicitly says the reconstruction has not been compiled.","summary":"A source reconstruction of Atari’s ST_TERM.TOS VT100 terminal-emulator cartridge, with C/assembler files, symbol and control-flow checks, and reverse-engineering notes.","project_url":"https://github.com/sarnau/atari-st-vt100-cartridge","updated":"2026-10-15","strategy":"Function-by-function C and 68000 assembly transcription from the cartridge disassembly","language":"","source_available":"Public reconstructed C/assembler sources and notes; the sources are uncompiled and the build is unverified.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari ST application reconstruction","target_type":"Software","sources":[{"label":"Primary project page / README","url":"https://github.com/sarnau/atari-st-vt100-cartridge"},{"label":"Reconstructed source status and verification","url":"https://github.com/sarnau/atari-st-vt100-cartridge/blob/main/src/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":298016,"Assembly":69594,"Python":20083,"Makefile":1408},"source_url":"https://api.github.com/repos/sarnau/atari-st-vt100-cartridge/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sarnau/atari-st-vt100-cartridge reports 298,016 bytes of C, the largest language total (76.6% of 389,101 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sal063-psp-static-recompiler-toolkit","title":"Standalone PSP Static Recompiler Toolkit","game":"PSP Allegrex executables (multi-title toolkit)","platform":"PSP Allegrex PRX/ELF binaries → C and native Windows x64 application","kind":"Recompilation","status":"Experimental multi-title toolkit. The README describes an offline compiler, native runtime and from-scratch SDL3/Vulkan renderer; no specific game compatibility or complete port is claimed.","summary":"A PSP static recompilation framework that translates Allegrex PRX/ELF code to C and links it with a native Windows runtime. The README distinguishes original renderer/runtime work from PPSSPP-derived components and gives license attribution.","project_url":"https://github.com/sal063/PSP-recompilation-project","updated":"2026-10-16","strategy":"Offline Allegrex MIPS-to-C static recompilation with a native runtime and SDL3/Vulkan renderer","language":"","source_available":"Public GPL-2.0-or-later source; the project README requires users to provide game executables and assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental PSP recompilation framework","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/sal063/PSP-recompilation-project"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/sal063/PSP-recompilation-project#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/sal063/PSP-recompilation-project"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/sal063/PSP-recompilation-project","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-citizen-italian","title":"Star Citizen Italian Localization","game":"Star Citizen","platform":"PC (Windows)","kind":"Fan Localization","status":"Released; LIVE 4.10 R2 package documented","summary":"A community-made Italian text localization installer that retains English voice audio and backs up/restores the user's localization files.","project_url":"https://github.com/Sici29/SC-Italian-Translation","updated":"2026-09-28","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository and release notes","url":"https://github.com/Sici29/SC-Italian-Translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Sici29/SC-Italian-Translation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":81441,"PowerShell":1887},"source_url":"https://api.github.com/repos/Sici29/SC-Italian-Translation/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (81,441 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-64-decomp","title":"Star Fox 64 Decompilation","game":"Star Fox 64","platform":"Nintendo 64","kind":"Decompilation","status":"Complete matching decompilation; targets US revision 1.1","summary":"The repository reports a complete matching decompilation for the US revision 1.1 and requires a user copy to extract assets for builds.","project_url":"https://github.com/sonicdcer/sf64","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/sonicdcer/sf64"},{"label":"Project README or evidence page","url":"https://github.com/sonicdcer/sf64/blob/master/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sonicdcer/sf64"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/sonicdcer/sf64/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7463770,"Python":115335,"Linker Script":65449,"Makefile":21030,"Pawn":6374,"PHP":1867,"Shell":1239},"source_url":"https://api.github.com/repos/sonicdcer/sf64/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sonicdcer/sf64 reports 7,463,770 bytes of C, the largest language total (97.2% of 7,675,064 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-64-dreamcast-port","title":"Star Fox 64 Dreamcast Port","game":"Star Fox 64","platform":"Nintendo 64 USA revision 1.1 (REV A; SHA-1 09f0d105f476b00efa5303aebc42e60a7753b7a) → Sega Dreamcast","kind":"Decompilation","status":"Dreamcast port with project-linked real-hardware footage.","summary":"Native Dreamcast port based on the Star Fox 64 decompilation. README documents a specific USA v1.1 source ROM, VMU EEPROM saves and rumble support; a project-linked video shows real Dreamcast hardware. The project does not claim emulator support.","project_url":"https://github.com/jnmartin84/sf64-dc","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public CC0-1.0 source; user-supplied USA v1.1 (REV A) ROM required (SHA-1 09f0d105f476b00efa5303aebc42e60a7753b7a); no ROM or CDI is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/jnmartin84/sf64-dc"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/jnmartin84/sf64-dc"},{"label":"Project README: ROM identity, target features and hardware caveats","url":"https://github.com/jnmartin84/sf64-dc#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7878675,"Python":275953,"Linker Script":65427,"Makefile":40921,"Assembly":3573,"Shell":2720,"Dockerfile":2462,"PHP":1867},"source_url":"https://api.github.com/repos/jnmartin84/sf64-dc/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/jnmartin84/sf64-dc reports 7,878,675 bytes of C, the largest language total (95.2% of 8,271,598 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-64-gc-libultragx-port","title":"Star Fox 64 GameCube/Wii libultragx Port","game":"Star Fox 64","platform":"Nintendo 64 → Nintendo GameCube / Wii","kind":"Reimplementation","status":"The libultragx README reports that Starship boots and runs at 30 fps with audio under Dolphin, with menu geometry still incorrect; real console hardware testing has not occurred.","summary":"N64 game port using libultragx to run the Starship codebase on GameCube/Wii hardware through native libogc/GX services.","project_url":"https://github.com/paradox-ng/libultragx","updated":"2026-10-15","strategy":"Native N64 runtime/API reimplementation for GameCube/Wii","language":"","source_available":"Public source repositories; original ROM and generated game-data archive are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Starship target; Dolphin-tested","target_type":"Game","sources":[{"label":"libultragx maintainer README: three target-port status table and runtime approach","url":"https://github.com/paradox-ng/libultragx#readme"},{"label":"Game-specific source project README","url":"https://github.com/HarbourMasters/Starship#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/paradox-ng/libultragx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":798957,"C":368394,"Makefile":7019,"Shell":1764,"Dockerfile":739},"source_url":"https://api.github.com/repos/paradox-ng/libultragx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/paradox-ng/libultragx reports 798,957 bytes of C++, the largest language total (67.9% of 1,176,873 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-64-switch-port-starship","title":"Star Fox 64 Nintendo Switch Port (Starship)","game":"Star Fox 64","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Decompilation","status":"Release v2.0.0 includes Starship-Barnard-Alfa-Switch.zip. The README supports US 1.0 and US 1.1 Rev A ROMs and documents preparing the game-data file on a PC before copying the Switch build to SD.","summary":"Nintendo Switch target of HarbourMasters’ decompilation-based native Starship port. It uses the original Star Fox 64 game data supplied by the player and a Switch homebrew build.","project_url":"https://github.com/HarbourMasters/Starship","updated":"2026-10-16","strategy":"Decompilation-based native port with a Switch target","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as CC0-1.0.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/HarbourMasters/Starship"},{"label":"Release v2.0.0 with Switch package","url":"https://github.com/HarbourMasters/Starship/releases/tag/v2.0.0"},{"label":"Current primary README","url":"https://github.com/HarbourMasters/Starship/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: CC0-1.0)","url":"https://api.github.com/repos/HarbourMasters/Starship"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/HarbourMasters/Starship/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7830610,"C++":528623,"Python":107580,"CMake":100778,"HLSL":11000,"Metal":9311,"GLSL":8373,"Pawn":6374,"PHP":1867,"Makefile":1130,"Shell":510,"Ruby":122},"source_url":"https://api.github.com/repos/HarbourMasters/Starship/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-fox-64-psp-port","title":"Star Fox 64 PSP Port","game":"Star Fox 64","platform":"Nintendo 64 → PlayStation Portable","kind":"Decompilation","status":"Work in progress; the README documents a PSP build target but does not report gameplay status.","summary":"PSP target for Star Fox 64 decompilation code.","project_url":"https://github.com/TheMrIron2/sf64-psp","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/TheMrIron2/sf64-psp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TheMrIron2/sf64-psp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9060456,"Python":198200,"Linker Script":65449,"Makefile":41653,"Pawn":6374,"Assembly":4050,"PHP":1867,"Shell":1239},"source_url":"https://api.github.com/repos/TheMrIron2/sf64-psp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/TheMrIron2/sf64-psp reports 9,060,456 bytes of C, the largest language total (96.6% of 9,379,288 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-64-static-recomp","title":"Star Fox 64 Recompiled","game":"Star Fox 64","platform":"Nintendo 64 → Windows / Linux / macOS","kind":"Recompilation","status":"v1.0.3 release; README lists desktop builds but does not quantify full-game testing.","summary":"Nintendo 64 static recompilation into a native desktop application. The README supports only the North American version 1.1 (Rev A) game image; other regional versions are described as possible future support.","project_url":"https://github.com/sonicdcer/Starfox64Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/sonicdcer/Starfox64Recomp#readme"},{"label":"Latest project release (1.0.3)","url":"https://github.com/sonicdcer/Starfox64Recomp/releases/tag/1.0.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/sonicdcer/Starfox64Recomp/languages"},{"label":"Project README, supported game version","url":"https://raw.githubusercontent.com/sonicdcer/Starfox64Recomp/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sonicdcer/Starfox64Recomp"}],"media":[{"kind":"video","label":"Star Fox 64 Recompiled playthrough demonstration (third-party video)","url":"https://www.youtube.com/watch?v=8Lt9aEe7fD4","preview_url":"https://img.youtube.com/vi/8Lt9aEe7fD4/hqdefault.jpg","source_url":"https://www.youtube.com/watch?v=8Lt9aEe7fD4","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1294556,"C++":882414,"SCSS":57193,"CMake":17458,"CSS":13847,"Linker Script":3712,"Objective-C++":2415,"Makefile":1085,"HLSL":784},"source_url":"https://api.github.com/repos/sonicdcer/Starfox64Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-64-nintendo-64-spanish","title":"Star Fox 64 Spanish Translation","game":"Star Fox 64","platform":"Nintendo 64","kind":"Fan Localization","status":"Released; RHP reports v1.3a","summary":"Spanish fan localization for Star Fox 64 on Nintendo 64. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/star-fox-64-spanish-translation-nintendo-64","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/star-fox-64-spanish-translation-nintendo-64"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/star-fox-64-spanish-translation-nintendo-64","evidence":"The cataloged Romhack Plaza listing for Star Fox 64 Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Star Fox 64 Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"star-fox-adventures-gc-decomp","title":"Star Fox Adventures Debug DOL Decompilation","game":"Star Fox Adventures","platform":"Nintendo GameCube","kind":"Decompilation","status":"The repository targets the non-booting GSAP01-DEBUG DOL from a July 2002 demo disc. The maintainer says it lacks compatible retail assets and is not expected to compile yet.","summary":"Decompilation attempt for Star Fox Adventures debug build GSAP01-DEBUG from a July 2002 demo disc. This is separate from the retail game target; the debug DOL currently does not boot.","project_url":"https://github.com/renakunisaki/sfadebug","updated":"2026-10-16","strategy":"Source decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube source decompilation","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/renakunisaki/sfadebug#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/renakunisaki/sfadebug"},{"label":"Maintainer README: debug build identity and limitations","url":"https://github.com/RenaKunisaki/sfadebug#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2424655,"Python":233021,"Assembly":7048,"C++":1273,"Smarty":757,"Shell":298},"source_url":"https://api.github.com/repos/renakunisaki/sfadebug/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/renakunisaki/sfadebug reports 2,424,655 bytes of C, the largest language total (90.9% of 2,667,052 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-fox-adventures-retail-decomp","title":"Star Fox Adventures Retail Decompilation","game":"Star Fox Adventures","platform":"GameCube Japan; USA Rev. 0/1; Europe Rev. 0/1","kind":"Decompilation","status":"WIP; five retail builds are listed; splits and symbols remain incomplete. No assets or release.","summary":"Retail matching decompilation, distinct from the existing non-booting debug-DOL project. User supplies game data.","project_url":"https://github.com/zcanann/SFA-Decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Retail GameCube decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/zcanann/SFA-Decomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/zcanann/SFA-Decomp"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/zcanann/SFA-Decomp/releases"},{"label":"Current primary README","url":"https://github.com/zcanann/SFA-Decomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/zcanann/SFA-Decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17286232,"Python":4553873,"Assembly":49296,"JavaScript":40194,"C++":11179,"Shell":5127},"source_url":"https://api.github.com/repos/zcanann/SFA-Decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-fox-enhanced-snes-multiconsole-port","title":"Star Fox Enhanced Native Console Port","game":"Star Fox","platform":"Super Nintendo Entertainment System → Nintendo Switch / PlayStation Vita / PlayStation 5 / Xbox One and Xbox Series / New Nintendo 3DS family (experimental)","kind":"Reimplementation","status":"Alpha release 0.0.8.6 documents Switch NRO, Vita VPK, PS5 native-title, and Xbox UWP packages; a separate 3DS tester package is experimental. PS5 hardware checks report boot, menus, gameplay at 60 fps, DualSense, audio, MSU-1 and saves. An Xbox Series S tester confirmed boot, but controller input still needs verification. Vita boot/input/audio/performance have not been tested on a real Vita. The New 3DS documentation retains R376 as the last hardware-tested baseline: New 3DS XL gameplay, audio, stereoscopic slider, and HOME/exit worked, but the tester reports around 10 fps or less and visual issues; the current R407 candidate is emulator-tested and no full-port acceptance or 3DS release is stated.","summary":"A native C++/SDL3 port of UltraStarFox, which reimplements the SNES Star Fox renderer and game-facing systems. It reads user-supplied retail SNES ROM data and targets multiple console homebrew/developer platforms; it is not presented as a cycle-accurate SNES emulator.","project_url":"https://github.com/kandowontu2/starfox-enhanced","updated":"2026-10-16","strategy":"Native C++/SDL3 port of the open-source UltraStarFox reimplementation with console-specific platform backends","language":"","source_available":"Public source repository and platform packages; users supply a supported retail SNES ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Multi-console native port of a Super Nintendo game reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: native-port method, supported SNES revisions, and console packages","url":"https://github.com/kandowontu2/starfox-enhanced#readme"},{"label":"Maintainer architecture notes: renderer and SNES memory compatibility layers","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/docs/ARCHITECTURE.md"},{"label":"Maintainer Switch platform build and NRO documentation","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/platform/switch/README.md"},{"label":"Maintainer PS Vita platform and real-hardware testing notes","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/platform/vita/README.md"},{"label":"Maintainer PS5 platform and real-hardware verification notes","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/platform/ps5/README.md"},{"label":"Maintainer Xbox UWP platform and Xbox One/Series Developer Mode notes","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/platform/uwp/README.md"},{"label":"Upstream UltraStarFox README: Star Fox/Starwing and SNES CPU/Super FX source context","url":"https://github.com/Sunlitspace542/ultrastarfox#readme"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/kandowontu2/starfox-enhanced/languages"},{"label":"Maintainer New Nintendo 3DS target and hardware-status documentation","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/platform/3ds/README.md"},{"label":"Current primary README","url":"https://github.com/kandowontu2/starfox-enhanced/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/kandowontu2/starfox-enhanced"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/kandowontu2/starfox-enhanced/releases/tag/v0.0.8.6"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":165694127,"HLSL":1018692,"PowerShell":670932,"Python":536450,"CMake":413964,"Objective-C++":109547,"C":55913,"Shell":52577,"GLSL":47575,"Java":27803,"NASL":11938,"Batchfile":1674,"Dockerfile":1087},"source_url":"https://api.github.com/repos/kandowontu2/starfox-enhanced/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-fox-snes-recomp","title":"Star Fox SNES Recomp","game":"Star Fox","platform":"Super Nintendo → Windows x64","kind":"Recompilation","status":"Development reference preview; README reports reference coverage for the attract sequence, menus, routes, and training. The current build produces a host-check static archive, not a runnable executable.","summary":"Static recompilation of the SNES program to native C; the runtime models the Super FX processor.","project_url":"https://github.com/mstan/StarFoxSNESRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/StarFoxSNESRecomp"},{"label":"Project README: current status and output","url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/master/README.md"},{"label":"Latest project release","url":"https://github.com/mstan/StarFoxSNESRecomp/releases/tag/v0.3.1"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/mstan/StarFoxSNESRecomp"}],"media":[{"kind":"image","label":"StarFoxSNESRecomp Enhanced widescreen training mode","url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/HEAD/docs/images/starfox-enhanced-widescreen-training.png","preview_url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/HEAD/docs/images/starfox-enhanced-widescreen-training.png","source_url":"https://github.com/mstan/StarFoxSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Star Fox 64 Arwing flying over Corneria with the restored ground dots","url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/HEAD/docs/images/starfox-arwing64-flight.png","preview_url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/HEAD/docs/images/starfox-arwing64-flight.png","source_url":"https://github.com/mstan/StarFoxSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Enhanced 21:9 Corneria gameplay with the original SNES Arwing","url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/HEAD/docs/images/starfox-enhanced-21-9-corneria.png","preview_url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/HEAD/docs/images/starfox-enhanced-21-9-corneria.png","source_url":"https://github.com/mstan/StarFoxSNESRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Star Fox Arwing64 controls screen","url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/main/docs/images/starfox-arwing64-controls.png","preview_url":"https://raw.githubusercontent.com/mstan/StarFoxSNESRecomp/main/docs/images/starfox-arwing64-controls.png","source_url":"https://github.com/mstan/StarFoxSNESRecomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Star Fox SNES Recomp releases","url":"https://github.com/mstan/StarFoxSNESRecomp/releases","source_url":"https://github.com/mstan/StarFoxSNESRecomp","notes":"README links project releases."},{"kind":"docs","label":"Star Fox Recomp widescreen behavior","url":"https://github.com/mstan/StarFoxSNESRecomp/blob/main/docs/TRUE_WIDESCREEN.md","source_url":"https://github.com/mstan/StarFoxSNESRecomp","notes":"README links the widescreen guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":516253,"Python":97243,"C++":47042,"Shell":22068,"PowerShell":9579,"CMake":7610},"source_url":"https://api.github.com/repos/mstan/StarFoxSNESRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 516,253 bytes of C out of 699,795 measured source bytes (73.8%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-nx1020-firmware-rom-reconstruction","title":"Star NX-1020 Printer Firmware and ROM Reverse Engineering","game":"Star Micronics NX-1020, firmware ROM version 3.2","platform":"Star NX-1020 9-pin printer; Mitsubishi M50734 740-family CPU; 32 KiB firmware ROM plus 128 KiB font/data ROM","kind":"Decompilation","status":"The public project maps the firmware's 635 routines and command dispatch; its labeled firmware listing reassembles bit-exact from the included version-3.2 dump. It also maps about 88% of the font/data ROM and extracts the resident fonts.","summary":"A hardware-based firmware reverse-engineering project that combines two dumped ROMs, schematic tracing, M740 disassembly, targeted simulation, and font extraction. It documents the printer from boot through command parsing, text layout, glyph fetch, head firing, carriage, and paper feed, and records undocumented ESC/P behavior.","project_url":"https://github.com/keithgh1/star-nx1020-re","updated":"2026-10-16","strategy":"Mapped 740-family assembly disassembly with static analysis and targeted simulation; rebuild listing bit-exact from supplied ROM dump","language":"","source_available":"MIT applies to the project's documentation, annotations, and tooling. The included ROM images, manuals, and schematic remain the property of Star Micronics and their respective holders; they are included for preservation/interoperability research.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Embedded printer firmware reverse engineering and ROM data extraction","target_type":"Software","sources":[{"label":"Public README: exact printer revision, ROM inputs, analysis method, and bit-exact listing","url":"https://github.com/keithgh1/star-nx1020-re#readme"},{"label":"MIT license scope and proprietary ROM/manual caveat","url":"https://github.com/keithgh1/star-nx1020-re/blob/main/LICENSE"},{"label":"M740 disassembler used for the reconstruction","url":"https://github.com/keithgh1/m740recon"}],"media":[{"kind":"image","label":"Extracted draft resident-font glyph sheet","url":"https://raw.githubusercontent.com/keithgh1/star-nx1020-re/main/deliverables/FONT_draft.png","preview_url":null,"source_url":"https://github.com/keithgh1/star-nx1020-re#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":2302916,"HTML":548821,"Python":4936},"source_url":"https://api.github.com/repos/keithgh1/star-nx1020-re/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 2,302,916 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-ocean-till-the-end-of-time-ps2-matching-decomp","title":"Star Ocean: Till the End of Time PS2 Matching Decompilation","game":"Star Ocean: Till the End of Time","platform":"PlayStation 2 North American revision 1.00, Disc 1 (SLUS-20488)","kind":"Decompilation","status":"The README says the main executable and 15 overlays rebuild byte-for-byte, while most of those builds still use original assembly and source decompilation is ongoing. It requires the user’s own North American revision 1.00 Disc 1. Last pushed 2026-10-16; no GitHub release is listed.","summary":"Work-in-progress matching decompilation of the North American PlayStation 2 release. Its reproducible build checks the main executable and 15 overlays against user-supplied game data.","project_url":"https://github.com/celophi/so3-decomp","updated":"2026-10-16","strategy":"Matching C/C++ decompilation with the original compiler and byte comparisons","language":"","source_available":"Public source repository; the README says MIT covers original contributions only, not game or third-party material; game binaries and assets are excluded; requires the user’s own supported Disc 1; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS2 matching decompilation; executable and overlay rebuilds include original assembly","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/celophi/so3-decomp"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/celophi/so3-decomp"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/celophi/so3-decomp/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/celophi/so3-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5679648,"C":1393505,"Python":361695,"Dockerfile":6060,"Makefile":5953},"source_url":"https://api.github.com/repos/celophi/so3-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 5,679,648 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"klingon-honor-guard-android","title":"Star Trek: Klingon Honor Guard Android Port","game":"Star Trek: The Next Generation: Klingon Honor Guard (1998 PC build, UE1 build 219)","platform":"Windows PC Klingon Honor Guard game data → Android 6.0+ (API 23), ARMv7 or ARM64; Vulkan-capable device","kind":"Reimplementation","status":"Maintained unofficial non-commercial fan port; latest official release found is v0.9.6 (2026-07-11), marked Stable by the release. README says it plays missions end-to-end; remaining issues include some effects/FMV details, long-session UE1 actor-lifecycle instability, and occasional surface shimmer. No later numbered release was found as of 2026-10-16.","summary":"Native Android port of Star Trek: Klingon Honor Guard using a public UE1 v200 source-port baseline adapted for the game's build-219 engine fork. It includes a new Vulkan renderer, FMV decoding, SDL/audio, touch controls and gamepad support. Players provide their own retail game data; none is bundled.","project_url":"https://github.com/imjustadudegamer/Klingon-Honor-GUARD-Android","updated":"2026-10-16","strategy":"UE1 v200 source port adapted to binary-compatible with Klingon Honor Guard's build-219 engine; native Vulkan render device and Android input/audio integration.","language":"","source_available":"Public C++/Android source repository and signed APK releases. The GitHub repo has no SPDX license set; author describes a non-commercial fan project. It contains no game data; users supply a retail KHG copy and patches. FFmpeg is dynamically linked as an LGPL-2.1 build; third-party license notices are documented.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Build-219 PC game source-port adaptation for Android with a custom Vulkan renderer","target_type":"Game","sources":[{"label":"Maintainer repository, technical README and requirements","url":"https://github.com/imjustadudegamer/Klingon-Honor-GUARD-Android"},{"label":"Latest official Klingon Honor Guard Android v0.9.6 release","url":"https://github.com/imjustadudegamer/Klingon-Honor-GUARD-Android/releases/tag/v0.9.6"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/imjustadudegamer/Klingon-Honor-GUARD-Android/languages"},{"label":"Recent community lead on the Android port","url":"https://www.reddit.com/r/EmulationOnAndroid/comments/1u6ihpi/star_trek_voyager_elite_force_has_been_ported_to/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6047041,"C":2003119,"CMake":163059,"Java":138209,"GLSL":14043,"Objective-C":5807,"Shell":3580},"source_url":"https://api.github.com/repos/imjustadudegamer/Klingon-Honor-GUARD-Android/languages","evidence":"GitHub REST language API byte breakdown; C++ is the largest measured source-language category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-trek-elite-force-xbox-one-ioquake3-port","title":"Star Trek: Voyager – Elite Force Xbox One ioQuake3 UWP Port","game":"Star Trek: Voyager – Elite Force (Holomatch)","platform":"ioquake3 source → Xbox One UWP (Developer Mode)","kind":"Reimplementation","status":"The latest release is tag `1.4` (2026-08-25), and GitHub reports the latest push on 2026-08-25. The README identifies an Elite Force Holomatch app flavor and gives a shared port status of booting, map loading, gameplay with bots, and 60 fps at 1920×1080. It does not claim a complete playthrough; mouse and physical keyboard input are unavailable in Dev Mode.","summary":"The Elite Force Holomatch flavor is a separately built Xbox One UWP app using the ioquake3 source tree and the `baseEF` game-data directory. The README identifies its app and data folder; game data is not included and must come from the user's legal install.","project_url":"https://github.com/Mayo1970/ioQuake3-One","updated":"2026-10-16","strategy":"ioquake3 C source port adapted for Xbox One UWP; GLES is translated to D3D11 through ANGLE","language":"","source_available":"Public GPL-2.0 source and release 1.4 UWP packages. Elite Force game data is not included and must be supplied separately.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox One UWP source port (Elite Force Holomatch flavor)","target_type":"Game","sources":[{"label":"Project README, flavor table, and status","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/README.md"},{"label":"Xbox One installation and game-data requirements","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/INSTALLATION.md"},{"label":"Latest release 1.4","url":"https://github.com/Mayo1970/ioQuake3-One/releases/tag/1.4"},{"label":"Repository GPL-2.0 license","url":"https://github.com/Mayo1970/ioQuake3-One/blob/main/LICENSE"},{"label":"GitHub repository metadata (activity and license field)","url":"https://api.github.com/repos/Mayo1970/ioQuake3-One"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/Mayo1970/ioQuake3-One/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8863942,"HTML":69263,"GLSL":65694,"CMake":64326,"Roff":21060,"Assembly":20133,"C++":5790,"Yacc":4613,"Objective-C":3253},"source_url":"https://api.github.com/repos/Mayo1970/ioQuake3-One/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"voyager-elite-force-sp-android","title":"Star Trek: Voyager — Elite Force Single-Player Android Port","game":"Star Trek: Voyager – Elite Force (single-player PC campaign)","platform":"Windows PC retail game data → Android 7.0+ / API 24, Vulkan-capable ARM device; APK includes armeabi-v7a and arm64-v8a builds","kind":"Reimplementation","status":"The latest release found is v1.2.0 (2026-07-18). The README reports that the port is over 90% complete but has not been fully play-tested; it lists save, graphics, and animation issues and requires Vulkan. The project does not publish a tested-device matrix.","summary":"Native Android port of the single-player Elite Force campaign, using the lilium-voyager engine base, Quake3e Vulkan renderer, and Raven's released single-player game source. It includes touch and controller input; PC retail game data is required and not included.","project_url":"https://github.com/imjustadudegamer/VoyagerSP-Android","updated":"2026-10-16","strategy":"Native Android source port of the PC single-player module and idTech3 engine, with Quake3e Vulkan rendering.","language":"","source_available":"Public Android source and v1.2.0 release. Engine/port code is GPL-2.0; the single-player game module is under Raven Software's STEF Game Source License. No game assets are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android 7.0+; Vulkan; ARMv7/ARM64; single-player only","target_type":"Game","sources":[{"label":"Maintainer README: PC data requirements, Android requirements, method, maturity, known issues, and mixed license terms (checked 2026-10-16)","url":"https://github.com/imjustadudegamer/VoyagerSP-Android"},{"label":"Latest v1.2.0 Android release (published 2026-07-18)","url":"https://github.com/imjustadudegamer/VoyagerSP-Android/releases/tag/v1.2.0"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/imjustadudegamer/VoyagerSP-Android/languages"},{"label":"Current primary README","url":"https://github.com/imjustadudegamer/VoyagerSP-Android/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/imjustadudegamer/VoyagerSP-Android"}],"media":[{"kind":"image","label":"Screenshot from the first Elite Force mission, embedded in the maintainer README","url":"https://github.com/user-attachments/assets/ca33430e-20ca-42ed-8d29-32836066d375","preview_url":null,"source_url":"https://github.com/imjustadudegamer/VoyagerSP-Android","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":41288789,"C++":7069134,"Objective-C":737484,"Java":435321,"Shell":407301,"CMake":328552,"M4":304814,"Assembly":134251,"Perl":107349,"HTML":76068,"Python":37578,"Makefile":36096,"Go Template":25007,"Roff":21060,"JavaScript":18010,"HLSL":17050,"Batchfile":12381,"GLSL":10498,"Yacc":4613,"Metal":3691},"source_url":"https://api.github.com/repos/imjustadudegamer/VoyagerSP-Android/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"star-wars-atari-arcade-disassembly-c-port","title":"Star Wars (Atari Arcade) Disassembly and C Port","game":"Star Wars","platform":"Atari arcade (6809, vector hardware; 1983)","kind":"Decompilation","status":"A playable Windows C port and ROM-based emulator are included; the repository supplies four generated disassembly listings and a verifier for translated routines.","summary":"A full reconstruction of the 6809 main and sound programs and vector data, with a playable C port and a separate emulator twin.","project_url":"https://github.com/tcottrill/Star-Wars-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Annotated 6809 disassembly and C translation tested against the ROM-based oracle.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Star-Wars-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7085508,"Assembly":1370686,"HTML":458734,"Python":312774,"C++":303955,"Batchfile":8356},"source_url":"https://api.github.com/repos/tcottrill/Star-Wars-Full-Disassembly-and-C-Port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/tcottrill/Star-Wars-Full-Disassembly-and-C-Port reports 7,085,508 bytes of C, the largest language total (74.3% of 9,540,013 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"dark-forces-3ds-native-port","title":"Star Wars: Dark Forces 3DS Port","game":"Star Wars: Dark Forces","platform":"DOS/PC → Nintendo 3DS","kind":"Reimplementation","status":"Release v1.0.0 was published on 2026-10-01. The README identifies a native 3DS homebrew build with stereoscopic gameplay on New 3DS hardware and a native lower-screen HUD; commercial game data is not included.","summary":"Nintendo 3DS port of Star Wars: Dark Forces based on The Force Engine. 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It is a setup host that generates and rebuilds game C from the user’s disc locally. The maintainer reports booting far enough to present video and audio; dirty-RAM interpretation still causes stutter while more seeds/overlays are developed.","summary":"A per-game PlayStation static recompilation project built on PSXRecomp. Its cross-platform release provides a local generate/rebuild host, not prebuilt game C; the maintainer reports early video/audio boot progress.","project_url":"https://github.com/TechnicallyComputers/MastersOfTerasKasiRecomp","updated":"2026-10-16","strategy":"Static PlayStation recompilation using PSXRecomp; game C is generated from a user-supplied USA disc and built locally against the desktop runtime.","language":"","source_available":"Public source repository with no declared repository license or GitHub license classification. 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"star-wars-clone-wars-xbox-recomp","title":"Star Wars: The Clone Wars (Original Xbox) Recompilation","game":"Star Wars: The Clone Wars (2002)","platform":"Original Xbox → Windows","kind":"Recompilation","status":"The README says single-player is playable; multiplayer/split-screen is unsupported and shadow/shader gaps remain.","summary":"Statically translates the Xbox x86 game code into C and compiles a native Windows executable.","project_url":"https://github.com/GTTeancum/StarWars-CloneWars-PC","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/GTTeancum/StarWars-CloneWars-PC#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/GTTeancum/StarWars-CloneWars-PC/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/GTTeancum/StarWars-CloneWars-PC"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3051836,"C":287114,"Python":66518,"CMake":9971},"source_url":"https://api.github.com/repos/GTTeancum/StarWars-CloneWars-PC/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"starcraft-64-switch-port","title":"StarCraft 64 Nintendo Switch Port","game":"StarCraft 64","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Recompilation","status":"The v0.5 source release has no binary assets; the README provides instructions to build the Switch NRO and reports the port fully playable at stock Switch clocks.","summary":"Native Switch port of n0madic’s StarCraft 64 static recompilation. 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"starcraft-ii-wings-of-liberty-android-recomp","title":"StarCraft II: Wings of Liberty Android Recompilation Toolkit","game":"StarCraft II: Wings of Liberty (2010 Windows PC x86-32 build)","platform":"Windows PC x86-32 → Android ARM64 (Android 14 emulator tested; physical-phone validation not reported)","kind":"Recompilation","status":"No public game release is listed. The README documents a locally built Android APK and an Android 14 ARM64 emulator run that reaches the title screen and first campaign mission with rendering and input; the current checklist leaves physical Galaxy Z Fold 8 validation unfinished. This is an emulator-tested prototype, not a verified phone release.","summary":"A title-specific static-recompilation toolkit for the Windows PC game. 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Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"starsand-island-ko","title":"Starsand Island Korean Patch","game":"Starsand Island","platform":"Windows PC (Steam/Xbox PC)","kind":"Fan Localization","status":"Latest v2.0.14 release published 2026-10-15. README is stale at v1.0.29 and older Steam/Xbox builds.","summary":"Korean patch for the English-language PC game, with Steam/Xbox instructions. 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The latest release publishes a PadMint build recipe and checksums, not an IPA.","first_found":"2026-10-16","project_started":null,"programming_language":"Shell","subtype":"Native iOS/iPadOS integration of a decompilation-based game source port","target_type":"Game","sources":[{"label":"Maintainer README: supported game/ROM, iOS targets, Metal and controls, testing, and public IPA status","url":"https://github.com/chrissotraidis/starshippad"},{"label":"Latest tagged release v0.2.1 (2026-10-04); release assets are the PadMint recipe and checksums","url":"https://github.com/chrissotraidis/starshippad/releases/tag/v0.2.1"},{"label":"StarshipPad MIT license","url":"https://github.com/chrissotraidis/starshippad/blob/main/LICENSE"},{"label":"Upstream HarbourMasters Starship source port, identified in the StarshipPad README","url":"https://github.com/HarbourMasters/Starship"},{"label":"Official GitHub repository-language byte totals retrieved 2026-10-16","url":"https://api.github.com/repos/chrissotraidis/starshippad/languages"},{"label":"Current primary README","url":"https://github.com/chrissotraidis/starshippad/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/chrissotraidis/starshippad"}],"media":[{"kind":"image","label":"StarshipPad running Starship in iPad Simulator with the touch flight deck","url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-hero.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-hero.jpg","source_url":"https://github.com/chrissotraidis/starshippad","discovered_on":"2026-10-16"},{"kind":"image","label":"Touch controls during an aerial Star Fox 64 mission on iPad","url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-action-sunset.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-action-sunset.jpg","source_url":"https://github.com/chrissotraidis/starshippad","discovered_on":"2026-10-16"},{"kind":"image","label":"StarshipPad controller settings in iPad Simulator","url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-controller.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-controller.jpg","source_url":"https://github.com/chrissotraidis/starshippad","discovered_on":"2026-10-16"},{"kind":"image","label":"Touch controls during a Landmaster mission on iPad","url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-action-landmaster.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-action-landmaster.jpg","source_url":"https://github.com/chrissotraidis/starshippad","discovered_on":"2026-10-16"},{"kind":"image","label":"Touch controls during an all-range battle on iPad","url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-action-battle.jpg","preview_url":"https://raw.githubusercontent.com/chrissotraidis/starshippad/main/docs/readme/starshippad-action-battle.jpg","source_url":"https://github.com/chrissotraidis/starshippad","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":26483,"C++":10385,"Python":6571,"CMake":1253,"Objective-C++":232},"source_url":"https://api.github.com/repos/chrissotraidis/starshippad/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"starstruck-nintendo-wii-ios-reimplementation","title":"StarStruck Nintendo Wii IOS/Starlet System Software Reimplementation","game":"Nintendo Wii IOS/Starlet system software","platform":"Nintendo Wii IOS/Starlet system software running on the Wii; the README does not specify the operating systems used to build it or a supported IOS version range.","kind":"Reimplementation","status":"The README describes an incomplete replacement that currently provides low-level system access, with full IOS replacement still a distant goal. It is based on Team Twiizers’ mini IOS replacement. The repository was updated 2026-10-16; no GitHub release is listed.","summary":"A modular public-source rewrite of Nintendo Wii IOS/Starlet, intended to add replaceable system modules and provide low-level access to Wii hardware. The maintainer does not claim complete IOS compatibility or name particular IOS versions.","project_url":"https://github.com/DacoTaco/StarStruck","updated":"2026-10-16","strategy":"Reimplementation of Wii IOS system software, based on Team Twiizers’ mini replacement, with a modular subsystem design.","language":"","source_available":"Public source under GPL-2.0, including the COPYING file; no tagged release was listed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Console system software","target_type":"Software","sources":[{"label":"Maintainer README: IOS/Starlet target, current scope, and limitations","url":"https://github.com/DacoTaco/StarStruck/blob/main/README.md"},{"label":"Repository GPL-2.0 license","url":"https://github.com/DacoTaco/StarStruck/blob/main/COPYING"},{"label":"Official GitHub release list; no releases were listed at review time","url":"https://api.github.com/repos/DacoTaco/StarStruck/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":892414,"Makefile":45771,"C++":37955,"Assembly":21462,"Linker Script":11339,"Python":1093,"Shell":826},"source_url":"https://api.github.com/repos/DacoTaco/StarStruck/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C is the largest repository-wide tracked byte category (892,414 bytes). Counts cover all tracked repository material and may include tools, tests, and documentation rather than only the target implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"steamarm-apple-silicon-proton","title":"SteamARM","game":"Linux Steam and Windows Proton games on Apple silicon Macs","platform":"Apple silicon Macs running macOS 14+; requires Xcode Command Line Tools, Homebrew, and about 25 GB free. Integrates x86/i386 Linux Steam and Proton/Wine through FEX in its Linux-on-Darwin runtime; Vulkan routes through a shim to MoltenVK, with KosmicKrisp experimental.","kind":"API Translation","status":"Experimental; v0.3.73 was released 2026-10-15. The maintainer reports Steam store, library, downloads, and login working, plus x86 Linux, Proton/Wine, and Direct3D 9/11/12 test probes. Real games are explicitly not verified yet; some may fail to start or run slowly.","summary":"An Apple silicon Mac compatibility stack that runs the Linux Steam client and Proton without a virtual machine. It combines FEX x86 translation, Wine/Proton, a custom Linux-on-Darwin runtime, and a Vulkan-to-Metal path; it is more than a launcher for stock Wine, but game compatibility remains unverified.","project_url":"https://github.com/LukeOkk/SteamARM","updated":"2026-10-15","strategy":"Platform API translation","language":"","source_available":"Repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Software","sources":[{"label":"Project README and verified status","url":"https://github.com/LukeOkk/SteamARM"},{"label":"Latest release v0.3.73","url":"https://github.com/LukeOkk/SteamARM/releases/tag/v0.3.73"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3876257,"Shell":831013,"Python":779101,"Swift":398114,"Assembly":364855,"Objective-C":115159,"Java":43163,"Makefile":15255,"GLSL":5814,"CMake":4687,"C++":3364,"Linker Script":977},"source_url":"https://api.github.com/repos/LukeOkk/SteamARM/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository LukeOkk/SteamARM (repository API ID 1391330915, https://github.com/LukeOkk/SteamARM). The exact response reported 3,876,257 bytes of C, the largest category, out of 6,437,759 recognized-language bytes (60.2%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"steins-gate-reboot-italian","title":"STEINS;GATE RE:BOOT Italian Translation Patch","game":"STEINS;GATE RE:BOOT","platform":"PC (Steam on Windows; separate Steam Deck/Linux installer)","kind":"Fan Localization","status":"Released; v1.2 (2026-09-19) for Steam build 24796682; human review reported complete","summary":"A free unofficial English-to-Italian Steam patch. Version 1.2 ships as a ZIP installer for Windows with a separate Python installer for Steam Deck/Linux. It modifies the user's game archives reversibly; opening videos and several image-only text assets remain English.","project_url":"https://traduzionegiochi.it/traduzioni/steins-gate-reboot","updated":"2026-09-19","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux Python installer; user supplies Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC visual novel localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.2, Steam build 24796682, install methods, coverage and language slot","url":"https://traduzionegiochi.it/traduzioni/steins-gate-reboot"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/steins-gate-reboot","evidence":"Primary project page checked on 2026-10-16: The current maintainer page documents patch version 1.2 and Steam-build compatibility, but does not link a source-code repository or state the implementation language. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current maintainer page documents patch version 1.2 and Steam-build compatibility, but does not link a source-code repository or state the implementation language. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"stella-atari-2600","title":"Stella","game":"All compatible Atari 2600 software","platform":"Atari 2600 VCS (1977)","kind":"Emulator","status":"Active; the latest official release listed is v7.0 (2024-10-05), while source changes continued through 2026-10-12.","summary":"Long-running, open-source, multi-platform Atari 2600 emulator with ongoing development and extensive peripheral support.","project_url":"https://stella-emu.github.io/","updated":"2026-10-16","strategy":"Hardware component emulation for the 2600 CPU, TIA video/audio chip, RIOT, cartridges, and controllers.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari 2600 VCS emulator","target_type":"Software","sources":[{"label":"Official project site","url":"https://stella-emu.github.io/"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/stella-emu/stella"},{"label":"Official Stella 7.0 release page and date","url":"https://github.com/stella-emu/stella/releases/tag/7.0"},{"label":"Project repository latest recorded commit (2026-10-12): Fix minor warnings from clang-tidy.","url":"https://github.com/stella-emu/stella/commit/2c3d7023e9136f75c789803b44f119d8749dc104"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13616036,"C++":10096214,"IDL":823854,"TeX":94722,"Makefile":56803,"M4":43012,"Perl":14177,"Python":13828,"Batchfile":9769,"Yacc":7606,"Shell":5356,"Assembly":5213,"Objective-C++":3367,"Inno Setup":1478},"source_url":"https://api.github.com/repos/stella-emu/stella/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/stella-emu/stella reports 13,616,036 bytes of C, the largest language total (54.9% of 24,791,435 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"step-on-it-lego-racers-reimplementation","title":"Step On It: LEGO Racers Fan Reimplementation","game":"LEGO Racers","platform":"Windows, macOS (Apple silicon and Intel), Linux / Steam Deck, Android 10+, and browser","kind":"Reimplementation","status":"Released. The creator’s 1.1.2 desktop update was posted 2026-10-15; the page lists Android v1.1.1. The creator advertises online multiplayer and four-player local split-screen. The source code is not published.","summary":"A fan recreation of LEGO Racers in a new engine, with restored shortcuts and cut content, new tracks, online multiplayer, split-screen, and mobile support. It reuses original game assets and credits the isledecomp project; the creator states it is unaffiliated with LEGO. Downloadable builds and a browser version are linked from the creator’s project page.","project_url":"https://navigatorsharp.itch.io/steponit","updated":"2026-10-15","strategy":"Fan reimplementation in a new engine, extending the original game with restored content and modern multiplayer features","language":"","source_available":"No public source repository; the creator distributes builds through itch.io and steponit.online","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Multi-platform fan remake with restored content and online/local multiplayer","target_type":"Game","sources":[{"label":"Creator’s project page: status, platforms, features, and requirements","url":"https://navigatorsharp.itch.io/steponit"},{"label":"Creator’s 1.1.2 development update","url":"https://navigatorsharp.itch.io/steponit/devlog/1709345/112-update-graphics-updates-track-editing-and-more"},{"label":"Creator-linked browser version","url":"https://steponit.online/"},{"label":"LEGO official history and original game context","url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf"}],"media":[{"kind":"image","label":"Step On It official cover art","url":"https://img.itch.zone/aW1nLzMwMjUzMzY4LnBuZw%3D%3D/original/R%2Bomp5.png","preview_url":"https://img.itch.zone/aW1nLzMwMjUzMzY4LnBuZw%3D%3D/original/R%2Bomp5.png","source_url":"https://navigatorsharp.itch.io/steponit","discovered_on":"2026-10-15"},{"kind":"image","label":"Animated preview: restored shortcuts","url":"https://img.itch.zone/aW1nLzMwMjUyNzk4LmdpZg%3D%3D/original/oOIGNN.gif","preview_url":"https://img.itch.zone/aW1nLzMwMjUyNzk4LmdpZg%3D%3D/original/oOIGNN.gif","source_url":"https://navigatorsharp.itch.io/steponit","discovered_on":"2026-10-15"},{"kind":"image","label":"Screenshot: local multiplayer","url":"https://img.itch.zone/aW1nLzMwMjUyNjgwLnBuZw%3D%3D/original/7eLJ%2Fa.png","preview_url":"https://img.itch.zone/aW1nLzMwMjUyNjgwLnBuZw%3D%3D/original/7eLJ%2Fa.png","source_url":"https://navigatorsharp.itch.io/steponit","discovered_on":"2026-10-15"},{"kind":"video","label":"Creator-embedded gameplay video","url":"https://www.youtube.com/watch?v=Hl6ZT8p-fG4","preview_url":"https://img.youtube.com/vi/Hl6ZT8p-fG4/hqdefault.jpg","source_url":"https://navigatorsharp.itch.io/steponit","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://navigatorsharp.itch.io/steponit","evidence":"The creator’s page describes Step On It as a released LEGO Racers remake and distributes player builds; it does not publish source code or programming-language byte totals.","verified_at":"2026-10-15","reason_unknown":"The creator distributes executable builds rather than a public source repository, so the implementation language is not evidenced."}},{"id":"stims-milkdrop-browser-reimplementation","title":"Stims MilkDrop Browser Reimplementation","game":"MilkDrop preset visualizer","platform":"Web browser (WebGL2 baseline; optional WebGPU)","kind":"Reimplementation","status":"Version 1.4.0 was released on 2026-10-01. The README reports that CI compiles 1,750 presets for WebGL2 and WebGPU, with 1,578 requiring no approximation on both. Pixel-level comparison against native projectM has only covered a few presets, so full renderer parity is not established.","summary":"An independent browser application and renderer for original .milk presets, with live editing and WebGL2/WebGPU rendering. The project says it does not require preset conversion; it measures selected rendering results against projectM but does not claim complete pixel-perfect compatibility.","project_url":"https://github.com/zz-plant/stims","updated":"2026-10-16","strategy":"Independent MilkDrop preset interpreter and WebGL2/WebGPU renderer","language":"","source_available":"Project source is Unlicensed; the bundled preset catalog is credited to its individual authors and is not implied to share the software license.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Audio visualization application and preset renderer","target_type":"Software","sources":[{"label":"Project README, implementation details, preset compatibility caveats, and license","url":"https://github.com/zz-plant/stims#readme"},{"label":"Version 1.4.0 release","url":"https://github.com/zz-plant/stims/releases/tag/v1.4.0"},{"label":"Live browser application","url":"https://toil.fyi"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/zz-plant/stims/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"C++":8317,"CSS":402712,"GLSL":1863,"HTML":881581,"JavaScript":117453,"Python":103966,"Shell":33994,"TypeScript":11016841},"source_url":"https://api.github.com/repos/zz-plant/stims/languages","evidence":"Official GitHub REST Languages API returned {\"C++\":8317,\"CSS\":402712,\"GLSL\":1863,\"HTML\":881581,\"JavaScript\":117453,\"Python\":103966,\"Shell\":33994,\"TypeScript\":11016841}; TypeScript is the unique largest byte-count entry (11016841 of 12566727 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"strato","title":"Strato","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"dormant","summary":"Experimental Android Switch emulator that builds on Skyline and was intended as its continuation. The official source repository remains public, with its last listed code update in September 2024.","project_url":"https://github.com/strato-emu/strato","updated":"2024-09-02","strategy":"HLE kernel and sysmodule implementations with a mobile-focused GPU path; the project states it continues Skyline and uses a fork of yuzu's shader compiler.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew and game emulator for Android","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/strato-emu/strato"},{"label":"Official organization activity","url":"https://github.com/strato-emu"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/strato-emu/strato"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2863421,"Kotlin":473980,"C":30033,"CMake":22529,"NASL":22186,"Assembly":3079,"GLSL":1386,"Pawn":602},"source_url":"https://api.github.com/repos/strato-emu/strato/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/strato-emu/strato reports 2,863,421 bytes of C++, the largest language total (83.8% of 3,417,216 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"street-fighter-alpha-2-cps2-recomp","title":"Street Fighter Alpha 2 CPS-2 Static Recompilation","game":"Street Fighter Alpha 2","platform":"Capcom CPS-2 arcade (1996) → Windows/macOS/Linux","kind":"Recompilation","status":"Beta; the README says the game plays from start to ending and its code is checked instruction-by-instruction, but it has only been tested on a few machines and controllers. Only the USA 960430 ROM/key set is supported.","summary":"A native PC port that translates the CPS-2 68000 program ahead of time into C++ and adds project-written board services and training features. No game files are included.","project_url":"https://github.com/tmcleroy/sfa2-recomp","updated":"2026-10-16","strategy":"Static 68000-to-C++ recompilation with verified hand-written routine rewrites","language":"","source_available":"Public source repository; requires the user's own supported arcade ROM set and key","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"CPS-2 arcade to native PC port","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/tmcleroy/sfa2-recomp/blob/main/README.md"},{"label":"Project releases","url":"https://github.com/tmcleroy/sfa2-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1126249,"Python":102232,"Shell":48105,"CMake":13557,"Makefile":8758,"C":6035,"GLSL":1390,"Dockerfile":862},"source_url":"https://api.github.com/repos/tmcleroy/sfa2-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"street-fighter-ii-world-warrior-cps1-recomp","title":"Street Fighter II: The World Warrior CPS1 Recompilation","game":"Street Fighter II: The World Warrior","platform":"Capcom CPS1 arcade → native Windows","kind":"Recompilation","status":"In progress: the repository translates the 68000 program to C and models CPS1 hardware; the related CPS1 runtime reports boot through attract, coin/start and character select. Full-game completion is not claimed.","summary":"Static 68000-to-C recompilation; Z80 audio CPU is interpreted by the runtime rather than statically recompiled.","project_url":"https://github.com/sp00nznet/sf2","updated":"2026-10-16","strategy":"Static 68000-to-C recompilation; Z80 audio CPU is interpreted by the runtime rather than statically recompiled.","language":"","source_available":"Public source and build tools; users provide their own CPS1 ROM set.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"CPS1 arcade static recompilation","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/sp00nznet/sf2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":381318,"Python":90731,"CMake":895},"source_url":"https://api.github.com/repos/sp00nznet/sf2/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"street-fighter-iii-3rd-strike-cps3-reconstruction","title":"Street Fighter III: 3rd Strike CPS3 Program Reconstruction","game":"Street Fighter III: 3rd Strike: Fight for the Future (Arcade CPS3, sfiii3nr1)","platform":"Capcom CPS3 arcade (sfiii3nr1) → rebuilt program image for MAME; the repository uses Windows-hosted original Hitachi tools","kind":"Decompilation","status":"Work in progress. Public C and SH-2 source builds a functional CPS3 program image, but the README says byte-for-byte matching is still in its final stages. Build-time SHA-1 verification is documented; complete matching is not claimed.","summary":"Reconstructs the arcade CPS3 program ROM in C and SH-2 assembly using the original Hitachi SHC/assembler/linker toolchain. The PS2 Anniversary debug disc was used as a reference; the README explicitly says the reconstructed target is 100% arcade game logic. Build instructions require the user's sfiii3nr1 ROM set and produce a replacement program image for MAME, without claiming a finished byte-identical build.","project_url":"https://github.com/gibletto/sfIII3-cps3-decomp","updated":"2026-10-16","strategy":"Source reconstruction with the original Hitachi C/SH-2 toolchain and a program-image SHA-1 check; exact ROM matching is stated to be incomplete.","language":"","source_available":"Public C/SH-2 source. Build requires the user's sfiii3nr1 ROM set; repository license metadata is absent and no single repository-wide license is claimed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"CPS3 arcade program reconstruction; matching in progress","target_type":"Game","sources":[{"label":"Maintainer README: arcade target, original toolchain, reference disc scope, and byte-match caveat","url":"https://github.com/gibletto/sfIII3-cps3-decomp/blob/main/README.md"},{"label":"Repository metadata and license field checked 2026-10-16","url":"https://api.github.com/repos/gibletto/sfIII3-cps3-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29757976,"Batchfile":182750,"Python":3736,"Makefile":3004,"Assembly":2204},"source_url":"https://api.github.com/repos/gibletto/sfIII3-cps3-decomp/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C is largest (29,757,976 of 29,949,670 recognized bytes, 99.4%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"street-fighter-iii-third-strike-ogxbox-decomp","title":"Street Fighter III: 3rd Strike Original Xbox Decompilation","game":"Street Fighter III: 3rd Strike (Xbox Anniversary Collection version)","platform":"Original Xbox → Original Xbox XBE rebuild","kind":"Decompilation","status":"Early work; README identifies retail build and has 72 named functions with matching C sources, but no overall decompilation percentage is stated.","summary":"Distinct from arcade and PlayStation versions of Third Strike.","project_url":"https://github.com/Manya3084/3s-decomp-ogxb","updated":"2026-10-15","strategy":"Reverse engineering and source reconstruction of the Xbox `sf33rd.xbe` build, with executable identity/check tooling.","language":"C/C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Reverse engineering and source reconstruction of the xbox `sf33rd.xbe` build, with executable identi","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Manya3084/3s-decomp-ogxb"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Manya3084/3s-decomp-ogxb"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":70559,"C":50797,"Makefile":526},"source_url":"https://api.github.com/repos/Manya3084/3s-decomp-ogxb/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Python is predominant with 70,559 bytes; the manifest breakdown contains all 3 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"street-fighter-iii-third-strike-ps2-matching-decomp","title":"Street Fighter III: 3rd Strike PS2 Decompilation","game":"Street Fighter III: 3rd Strike (PlayStation 2 version; revision unspecified)","platform":"PlayStation 2 (revision unspecified in the README)","kind":"Decompilation","status":"The maintainer README says the PS2 game code is fully decompiled. CRI middleware is partly decompiled, with most filesystem and sound functions matching.","summary":"A PS2 source reconstruction project intended to support preservation, study and later ports. Its README links build and decompilation guides but does not claim a native build for another platform.","project_url":"https://github.com/crowded-street/3s-decomp","updated":"2026-10-16","strategy":"Matching source reconstruction","language":"","source_available":"Public GitHub source repository with build and decompilation documentation.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS2 game decompilation","target_type":"Game","sources":[{"label":"Maintainer README: PS2 target, decompilation method and progress status","url":"https://github.com/crowded-street/3s-decomp#readme"},{"label":"Project license (AGPL-3.0)","url":"https://github.com/crowded-street/3s-decomp/blob/main/LICENSE"},{"label":"GitHub repository metadata: dates, archive/fork state and declared license","url":"https://api.github.com/repos/crowded-street/3s-decomp"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/crowded-street/3s-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11102885,"Python":69135,"C++":40903,"Makefile":4874,"Dockerfile":1941,"Shell":216,"Pascal":215,"PHP":154},"source_url":"https://api.github.com/repos/crowded-street/3s-decomp/languages","evidence":"Exact repository-wide language byte totals returned by GitHub Languages API, checked 2026-10-16; byte counts can include tools and dependencies and do not isolate game-specific code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"street-fighter-iii-3rd-strike-wiiu-port","title":"Street Fighter III: 3rd Strike Wii U Port (PS2 version)","game":"Street Fighter III: 3rd Strike","platform":"PlayStation 2 → Wii U","kind":"Decompilation","status":"Experimental Wii U target: the repository contains a Wii U-specific CMake target and RPX conversion hook, but no Wii U release, CI build, or hardware/playability report was found.","summary":"Wii U-targeted fork of 3SX, which is based on a decompilation of the PlayStation 2 port. The branch has Wii U-specific source selection and a devkitPro/WUT toolchain; treat target support as unverified because the maintainer's build guide and CI workflows do not report a Wii U build.","project_url":"https://github.com/oldmanrukus/3sx-WiiU","updated":"2026-09-24T01:40:31Z","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (AGPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Wii U homebrew; target build unverified","target_type":"Game","sources":[{"label":"Project README: PS2 source and decompilation basis","url":"https://github.com/oldmanrukus/3sx-WiiU"},{"label":"Wii U-specific CMake target and RPX conversion","url":"https://github.com/oldmanrukus/3sx-WiiU/blob/main/CMakeLists.txt"},{"label":"devkitPPC/WUT toolchain configuration","url":"https://github.com/oldmanrukus/3sx-WiiU/blob/main/wiiu_toolchain.cmake"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/oldmanrukus/3sx-WiiU"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10557208,"C++":79326,"Python":37965,"CMake":18862,"Shell":9608,"GLSL":1490},"source_url":"https://api.github.com/repos/oldmanrukus/3sx-WiiU/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/oldmanrukus/3sx-WiiU reports 10,557,208 bytes of C, the largest language total (98.6% of 10,704,459 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"streets-of-rage-dreamcast-port","title":"Streets of Rage Dreamcast Port","game":"Streets of Rage","platform":"Genesis / Mega Drive → Dreamcast","kind":"Recompilation","status":"Static translation project documents gameplay systems and two-player support.","summary":"Translates the 68000 game code to SH-4 for a native Dreamcast build; the project describes no emulation.","project_url":"https://github.com/richstokes/dreamcast-streets-of-rage-remaster","updated":"2026-10-15","strategy":"Static binary translation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/richstokes/dreamcast-streets-of-rage-remaster"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/richstokes/dreamcast-streets-of-rage-remaster"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":408440,"Python":275483,"Shell":34406,"C":11085,"Makefile":2111,"CMake":1075},"source_url":"https://api.github.com/repos/richstokes/dreamcast-streets-of-rage-remaster/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/richstokes/dreamcast-streets-of-rage-remaster reports 408,440 bytes of C++, the largest language total (55.8% of 732,600 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"streets-of-rage-genesis-static-recompilation","title":"Streets of Rage Sega Mega Drive / Genesis Static Recompilation","game":"Streets of Rage (Mega Drive / Genesis JUE, 512 KiB)","platform":"Sega Mega Drive / Genesis JUE (512 KiB, CRC32 4052E845) → Windows, macOS, Linux","kind":"Recompilation","status":"The public meta-repository documents a runnable desktop build generated from the matching ROM. The game code is statically translated to C++, while SDL3-backed Mega Drive VDP, audio, and controller devices remain emulated by the host runtime. The README roadmap still includes reimplementing all game procedures and replacing those emulated devices, so this is not a fully native hardware-free port. The ROM is user-supplied.","summary":"Sega Mega Drive / Genesis reverse-engineering and static recompilation project, with ROM-derived C++ built against an SDL3 Mega Drive runtime and analysis tools in separate Git submodules.","project_url":"https://github.com/RuiNelson/StreetsOfRageProject","updated":"2026-10-16","strategy":"Static 68000 disassembly and C++ recompilation with SDL3 Mega Drive host runtime","language":"","source_available":"Public meta-repository and source submodules; generated C++ is ignored and must be regenerated using the matching user-supplied JUE ROM; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Sega Mega Drive / Genesis static recompilation","target_type":"Game","sources":[{"label":"Project README: exact JUE ROM hashes, static C++ generation, host runtime, platform builds, and roadmap","url":"https://github.com/RuiNelson/StreetsOfRageProject#readme"},{"label":"GitHub official Languages API for the complete meta-repository","url":"https://api.github.com/repos/RuiNelson/StreetsOfRageProject/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3193289,"Shell":31354},"source_url":"https://api.github.com/repos/RuiNelson/StreetsOfRageProject/languages","evidence":"GitHub's official Languages REST endpoint reports 3,193,289 bytes of Python as the largest total (99.0% of 3,224,643 recognized language bytes) for the repository. This is a meta-repository: GitHub’s language endpoint counts the root Python/Shell files but does not include the C++/C submodule contents, so Python is the endpoint-reported predominant language, not a measure of generated game code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"streets-of-rage-x-android-switch-translation","title":"Streets of Rage X Android-to-Switch Homebrew Port","game":"Streets of Rage X (OpenBOR fan game; Android release)","platform":"Android arm64-v8a release → Nintendo Switch Horizon OS (AArch64 homebrew)","kind":"API Translation","status":"Release 1.0.1 (2026-08-14) is published. The maintainer documents that the port can play all stages after the initial asset extraction, while videos are stubbed and first-run loading can be slow. It requires the user to provide the Android libraries and game package from the Android release.","summary":"A MIT-licensed Nintendo Switch homebrew loader for the Android release of the OpenBOR fan game Streets of Rage X. It loads the Android ARM64 SDL2/OpenBOR libraries and bridges Android-facing JNI, libc, EGL/GLES, audio, and lifecycle calls to Switch services; it is not a source recompilation or Android emulator. The project does not bundle the Android game package or its assets.","project_url":"https://github.com/delsonazevedo/sorx_nx","updated":"2026-10-16","strategy":"Android ABI/API compatibility layer on Switch: execute the provided Android ARM64 libraries while bridging fake JNI, bionic-to-newlib libc, EGL/GLES imports, audio, and SDL activity lifecycle to native Switch homebrew services.","language":"English (the project wrapper; game language follows the user-supplied Android game release)","source_available":"Public MIT-licensed Switch wrapper source. Users supply the Android binaries and OpenBOR package from the separately distributed fan game; the port repository says it does not include the game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android OpenBOR game-to-Switch API translation/homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: Android-to-Switch runtime method, required files, status/limitations, build and credits","url":"https://github.com/delsonazevedo/sorx_nx/blob/main/README.md"},{"label":"Version 1.0.1 Switch-port release, published 2026-08-14","url":"https://github.com/delsonazevedo/sorx_nx/releases/tag/1.0.1"},{"label":"Repository license and metadata; last push and release state checked 2026-10-16","url":"https://api.github.com/repos/delsonazevedo/sorx_nx"},{"label":"Official GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/delsonazevedo/sorx_nx/languages"},{"label":"Separate upstream Streets of Rage X Android/OpenBOR game release referenced by the port","url":"https://www.chronocrash.com/forum/resources/streets-of-rage-x-windows-android.274/"}],"media":[{"kind":"image","label":"Streets of Rage X Nintendo Switch port project logo, linked directly by its README","url":"https://raw.githubusercontent.com/delsonazevedo/sorx_nx/main/extras/logo.png","preview_url":"https://raw.githubusercontent.com/delsonazevedo/sorx_nx/main/extras/logo.png","source_url":"https://github.com/delsonazevedo/sorx_nx/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":313376,"Makefile":6328},"source_url":"https://api.github.com/repos/delsonazevedo/sorx_nx/languages","evidence":"Exact GitHub REST Languages API byte totals for the Switch wrapper repository; the Android game binary/package is supplied separately.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"stretch-panic-ps2-decomp","title":"Stretch Panic PS2 Decompilation","game":"Stretch Panic (PlayStation 2 USA SLUS_201.82)","platform":"PlayStation 2 USA → matching source reconstruction","kind":"Decompilation","status":"Work in progress. The README reports 231 / 1,355 game functions matched (2.58% of code instructions); the platform boundary is the current milestone.","summary":"A matching-decompilation project for the USA PS2 release, with version-aware progress and per-function verification.","project_url":"https://github.com/Harskov/stretch-panic-usa","updated":"2026-10-15","strategy":"Matching decompilation with per-function byte checks","language":"","source_available":"Public source repository; user supplies the matching original executable from their own game copy.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/Harskov/stretch-panic-usa"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Harskov/stretch-panic-usa/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":109290,"Python":103368,"C++":5496,"BitBake":1403},"source_url":"https://api.github.com/repos/Harskov/stretch-panic-usa/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Harskov/stretch-panic-usa reports 109,290 bytes of C, the largest language total (49.8% of 219,557 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"strike-gunner-stg-snes-static-recomp","title":"Strike Gunner S.T.G. SNES Static Recompilation","game":"Strike Gunner S.T.G.","platform":"Super Nintendo (USA) → native Windows","kind":"Recompilation","status":"Playable start to finish as of 2026-10-14; single-player completion is documented, while full two-player completion is not.","summary":"A SNESRecomp-based 65816-to-C recompilation with emulated SNES video, audio and DMA components. The player supplies the exact USA ROM; releases contain no game data.","project_url":"https://github.com/SlippyGetBackHere/Strike-Gunner-STG-Recomp","updated":"2026-10-16","strategy":"65816 static recompilation with SNES hardware components and interpreter fallback","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/SlippyGetBackHere/Strike-Gunner-STG-Recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/SlippyGetBackHere/Strike-Gunner-STG-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":25073,"Shell":8414,"CMake":7086},"source_url":"https://api.github.com/repos/SlippyGetBackHere/Strike-Gunner-STG-Recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 25,073 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"slay-the-spire-2-android-ekyso-launcher","title":"StS2 Launcher (Ekyso)","game":"Slay the Spire 2","platform":"Steam PC game → Android (ARM64; project also requires its custom Android Godot/Mono runtime)","kind":"Reimplementation","status":"A v0.2.0 APK release was published 2026-03-15; repository activity last pushed 2026-04-06. The README still labels the project WIP and says additional custom Godot/Harmony binaries and proprietary FMOD/Spine dependencies are required; it does not provide a complete self-contained source build or current device-test matrix.","summary":"Unofficial Android launcher for a user-owned Steam copy of Slay the Spire 2. A custom Godot 4.5.1/.NET/Mono runtime loads the PC game assembly and applies Harmony runtime patches for Android behavior; the launcher handles Steam login/download and touch/UI adaptation. No game files are included.","project_url":"https://github.com/Ekyso/StS2-Launcher","updated":"2026-10-16","strategy":"Android Godot/Mono launcher with game-specific Harmony runtime patches; port/adaptation rather than PC OS API translation or static recompilation","language":"","source_available":"Public launcher and patch source with v0.2.0 APK release; README says external custom Godot/Harmony and FMOD/Spine components are required; user provides Steam-owned game files","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Experimental Android launcher/runtime adaptation for Slay the Spire 2","target_type":"Game","sources":[{"label":"Project README: launcher method, Steam data flow, dependencies, and WIP status","url":"https://github.com/Ekyso/StS2-Launcher/blob/main/README.md"},{"label":"v0.2.0 APK release","url":"https://github.com/Ekyso/StS2-Launcher/releases/tag/0.2.0"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/Ekyso/StS2-Launcher"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/Ekyso/StS2-Launcher/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":276451,"C":77652,"Java":12898,"Shell":3660,"Python":3330},"source_url":"https://api.github.com/repos/Ekyso/StS2-Launcher/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 276,451 bytes of C#, the largest category (73.9% of 373,991 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sts2-android-socialhummingbird-overhaul","title":"StS2 Launcher Overhaul (SocialHummingbird)","game":"Slay the Spire 2","platform":"Steam PC game → ARM64 Android","kind":"Reimplementation","status":"The latest APK release v0.2.435-preload-repair-local-r2 was published 2026-10-02; repository activity was last pushed the same day. The README says Android remains experimental: the maintainer reports four phone launches passed, but phone acceptance remains incomplete and an intermittent title-screen freeze is unresolved.","summary":"Unofficial Android launcher that downloads and runs the owner’s Steam copy of Slay the Spire 2, with Godot/.NET mobile adaptation, mods, version selection, and Steam Cloud saves. The launcher is MIT licensed, but no game files are bundled; device and game-version compatibility remain experimental.","project_url":"https://github.com/SocialHummingbird/StS2-Launcher-Overhaul","updated":"2026-10-16","strategy":"Android Godot/.NET launcher and game-specific runtime compatibility patches; not a static recompilation or general PC API-translation layer","language":"","source_available":"Public C# launcher/runtime-patch source and signed-off APK release assets; game files are downloaded from Steam for the owner; FMOD/Spine dependencies have separate terms","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Experimental ARM64 Android launcher; latest release retains an unresolved intermittent title-screen freeze","target_type":"Game","sources":[{"label":"Project README: requirements, experimental status, current known freeze, and validation scope","url":"https://github.com/SocialHummingbird/StS2-Launcher-Overhaul/blob/main/README.md"},{"label":"Maintainer testing-status notes","url":"https://github.com/SocialHummingbird/StS2-Launcher-Overhaul/blob/main/OVERHAUL_STATUS.md"},{"label":"Latest APK release v0.2.435-preload-repair-local-r2","url":"https://github.com/SocialHummingbird/StS2-Launcher-Overhaul/releases/tag/v0.2.435-preload-repair-local-r2"},{"label":"Repository activity metadata","url":"https://api.github.com/repos/SocialHummingbird/StS2-Launcher-Overhaul"},{"label":"Official GitHub language-byte endpoint","url":"https://api.github.com/repos/SocialHummingbird/StS2-Launcher-Overhaul/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":2600536,"Java":482433,"C":78883,"PowerShell":77210,"Shell":8335,"Python":6483},"source_url":"https://api.github.com/repos/SocialHummingbird/StS2-Launcher-Overhaul/languages","evidence":"Official GitHub repository language endpoint checked 2026-10-16 reports 2,600,536 bytes of C#, the largest category (79.9% of 3,253,880 recognized language bytes). Repository-wide counts can include vendored/generated files; for the GZDoom project the map includes vendored engine code, while Chocolate Doom's committed native libraries are binaries and therefore are not counted as source languages.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"stunt-race-fx-snes-recomp","title":"Stunt Race FX SNES + Super FX Static Recompilation","game":"Stunt Race FX (USA NTSC, LoROM + Super FX 2)","platform":"Super Nintendo USA/NTSC → Windows x64","kind":"Recompilation","status":"The default real-frame mode plays the complete game by running the genuine ROM on a cycle-accurate CPU/GSU backend. The incremental intercept mode replaces selected routines with recompiled C; the README reports one explicitly checksum-verified faithful drop-in so far. Its own “Not Yet Started” list includes race physics, track loading, vehicle control, GSU 3D program recompilation, menus, HUD, and save data, so the project is not a native full-game recompilation. The user must supply the USA NTSC 1 MB ROM (MD5 128b316a74caf17fdc216b3ab46d4a9a).","summary":"Early incremental static recompilation of the USA Stunt Race FX 65816 and Super FX 2 code, with full-game play currently supplied by the genuine-ROM interpreter path.","project_url":"https://github.com/sp00nznet/stuntrace","updated":"2026-10-16","strategy":"Incremental 65816/Super FX static recompilation with timed-ROM fallback","language":"","source_available":"Public source repository; user must supply the USA NTSC ROM","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES and Super FX static recompilation","target_type":"Game","sources":[{"label":"Project README: hybrid run modes, one checksum-verified intercepted routine, unfinished gameplay systems, and exact USA ROM details","url":"https://github.com/sp00nznet/stuntrace#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":210512,"CMake":1265,"Python":13170},"source_url":"https://api.github.com/repos/sp00nznet/stuntrace/languages","evidence":"GitHub's official Languages REST endpoint reports 210,512 bytes of C as the largest total (93.6% of 224,947 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"subarashiki-hibi-apple-port","title":"Subarashiki Hibi Apple Port","game":"Subarashiki Hibi (The Wonderful Everyday)","platform":"Windows PC → iOS/iPadOS, tvOS, visionOS and macOS","kind":"Reimplementation","status":"Release v0.1.0 was published 2026-10-16 with iOS, tvOS, visionOS and macOS packages. The maintainer reports 2026-10 hardware checks on iPhone 16 Pro Max, iPad Pro, Apple TV 4K and Vision Pro: Japanese and Chinese versions entered the story, saves survived relaunch, and archived video played.","summary":"Native Apple port of the BGI/Ethornell PC version, using the OpenBGI engine reimplementation with recovered BGI 1.647 behavior and a new Apple backend for Metal, Core Text and AudioToolbox. It reads the user's purchased game files and optional Chinese patch; neither is included.","project_url":"https://github.com/galhack/subahibi-apple","updated":"2026-10-16","strategy":"Game-specific BGI engine reimplementation and Apple backend built on OpenBGI, with recovered version-specific opcodes and data decoders.","language":"","source_available":"Public source repository under GPL-2.0. Proprietary game files and the optional fan patch are excluded; the README notes separate third-party terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Native Apple platform engine port","target_type":"Game","sources":[{"label":"Project README, engine method, device checks and license","url":"https://github.com/galhack/subahibi-apple/blob/main/README.md"},{"label":"Release v0.1.0 and Apple application packages","url":"https://github.com/galhack/subahibi-apple/releases/tag/v0.1.0"},{"label":"GPL-2.0 license","url":"https://github.com/galhack/subahibi-apple/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4293511,"Swift":71273,"Python":32826,"JavaScript":26422,"Makefile":11765,"Shell":4520,"HTML":4383},"source_url":"https://api.github.com/repos/galhack/subahibi-apple/languages","evidence":"GitHub's official Languages endpoint reports C as the largest tracked source total; the complete repository-wide byte map is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sublemon-sublime-text-clean-room-reimplementation","title":"SubLemon Text Editor","game":"Sublime Text editor behavior and workflows","platform":"Desktop application (Rust/eframe; README does not state a supported OS matrix)","kind":"Reimplementation","status":"Early implementation with no formal release listed. The README documents basic editing and LSP features and says full snippet expansion, code actions, rename, and richer diagnostic rendering remain unfinished.","summary":"A clean-room Rust text-editor reimplementation inspired by Sublime Text, with project folders, syntax highlighting, Markdown preview, and a manually started LSP client. The project bundles upstream syntax and icon assets with their notices; bundled Sublime plugins are not executed.","project_url":"https://github.com/AcronixLabs/Sublemon-Text","updated":"2026-10-16","strategy":"Clean-room application reimplementation","language":"","source_available":"GPL-3.0 Rust application source; bundled syntax and icon assets retain their upstream license notices. Rust implementation verified from Cargo metadata and src/, because GitHub's language breakdown is dominated by bundled syntax packages.","first_found":"2026-10-16","project_started":null,"programming_language":"Shell","subtype":"Text editor and IDE application","target_type":"Software","sources":[{"label":"Project README with feature status and bundled-asset notices","url":"https://github.com/AcronixLabs/Sublemon-Text#readme"},{"label":"Rust application Cargo manifest","url":"https://github.com/AcronixLabs/Sublemon-Text/blob/main/Cargo.toml"},{"label":"GPL-3.0 license","url":"https://github.com/AcronixLabs/Sublemon-Text/blob/main/LICENSE"},{"label":"Official GitHub language breakdown (bundled data dominates; not used to infer app language)","url":"https://api.github.com/repos/AcronixLabs/Sublemon-Text/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"ActionScript":11664,"AngelScript":2094,"AppleScript":45055,"Batchfile":258230,"C":56421,"C#":666735,"C++":161301,"CQL":28379,"CSS":290370,"Classic ASP":75343,"Clojure":101839,"Common Lisp":135708,"D":162800,"Erlang":314130,"Go":283086,"Groovy":22095,"HTML":112869,"Haml":28838,"Haskell":236218,"Java":723914,"JavaScript":241689,"Lua":50723,"MATLAB":46815,"Makefile":41285,"OCaml":17534,"Objective-C":47168,"Objective-C++":102140,"PHP":329315,"Pascal":24801,"Python":544544,"R":18711,"Raku":270449,"Reason":25735,"Ruby":72084,"Rust":290686,"Scala":99554,"Shell":1323672,"TSQL":127493,"Tcl":13752,"TeX":183499,"TypeScript":182274},"source_url":"https://api.github.com/repos/AcronixLabs/Sublemon-Text/languages","evidence":"Official GitHub REST Languages API returned {\"ActionScript\":11664,\"AngelScript\":2094,\"AppleScript\":45055,\"Batchfile\":258230,\"C\":56421,\"C#\":666735,\"C++\":161301,\"CQL\":28379,\"CSS\":290370,\"Classic ASP\":75343,\"Clojure\":101839,\"Common Lisp\":135708,\"D\":162800,\"Erlang\":314130,\"Go\":283086,\"Groovy\":22095,\"HTML\":112869,\"Haml\":28838,\"Haskell\":236218,\"Java\":723914,\"JavaScript\":241689,\"Lua\":50723,\"MATLAB\":46815,\"Makefile\":41285,\"OCaml\":17534,\"Objective-C\":47168,\"Objective-C++\":102140,\"PHP\":329315,\"Pascal\":24801,\"Python\":544544,\"R\":18711,\"Raku\":270449,\"Reason\":25735,\"Ruby\":72084,\"Rust\":290686,\"Scala\":99554,\"Shell\":1323672,\"TSQL\":127493,\"Tcl\":13752,\"TeX\":183499,\"TypeScript\":182274}; Shell is the unique largest byte-count entry (1323672 of 7771012 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"substation-playstation-1","title":"Substation","game":"Sony PlayStation software","platform":"Apple Silicon Macs running macOS 26 or later","kind":"Emulator","status":"The maintainer released v0.9.0 on 2026-10-14 and pushed the repository on 2026-10-16. The README explicitly labels the macOS build alpha and lists several implemented subsystems and games that boot from disc.","summary":"PlayStation 1 emulator with a Zig core and native SwiftUI/Metal macOS frontend. The README lists CPU, GTE, DMA, GPU, SPU, CD-ROM and MDEC work and reports booting several real games; users supply their own BIOS and disc images.","project_url":"https://github.com/davidmaniliuc/substation","updated":"2026-10-16","strategy":"Software emulation of PlayStation 1 hardware using a Zig core and native Apple frontend.","language":"","source_available":"Public GPL-3.0 source repository. GPL-3.0 source. BIOS and game discs are user-provided; their copyright and lawful-use terms are separate from the emulator license.","first_found":"2026-10-16","project_started":null,"programming_language":"Zig","subtype":"Software console emulator","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/davidmaniliuc/substation"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/davidmaniliuc/substation/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/davidmaniliuc/substation"},{"label":"GitHub license file","url":"https://github.com/davidmaniliuc/substation/blob/master/LICENSE"},{"label":"Latest GitHub release (v0.9.0)","url":"https://github.com/davidmaniliuc/substation/releases/tag/v0.9.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Zig","breakdown":{"Zig":2156310,"Swift":1428686,"Metal":59975,"C":57489,"TypeScript":33179,"Python":22757,"Shell":15130,"HTML":4583},"source_url":"https://api.github.com/repos/davidmaniliuc/substation/languages","evidence":"Official GitHub Languages API reports 2,156,310 bytes of Zig as the largest language count (57.1% of 3,778,109 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"subway-surfers-switch-android-wrapper","title":"Subway Surfers Switch Port","game":"Subway Surfers (Android v3.66.1, ARM64, Unity 2022.3 IL2CPP)","platform":"Android v3.66.1 ARM64 Unity IL2CPP build → Nintendo Switch homebrew","kind":"API Translation","status":"Switch NRO release 1.0.3 is available. Its changelog reports docked-display and menu/shop navigation fixes; the README documents first-launch validation and asset repacking but makes no full-game completion claim. GitHub reports the repository is not archived and was last pushed 2026-08-03.","summary":"Loads the original Android Unity/IL2CPP native binaries, resolves imports against Switch implementations, and patches them to run inside a minimal Android-compatible environment. Users extract the complete contents of their own v3.66.1 ARM64 APK; game binaries and assets are not included.","project_url":"https://github.com/NaGaa95/subwaysurfers_nx","updated":"2026-10-16","strategy":"Android ARM64 native-binary import resolution and compatibility wrapper for Nintendo Switch","language":"","source_available":"Public MIT source and Switch NRO release; no original game assets or program code are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android binary compatibility port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: v3.66.1 ARM64/Unity target, loader method, user-provided APK, and asset processing","url":"https://github.com/NaGaa95/subwaysurfers_nx#readme"},{"label":"Switch NRO release 1.0.3 and changelog","url":"https://github.com/NaGaa95/subwaysurfers_nx/releases/tag/1.0.3"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/NaGaa95/subwaysurfers_nx"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/NaGaa95/subwaysurfers_nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":412673,"Python":8487,"Makefile":2561},"source_url":"https://api.github.com/repos/NaGaa95/subwaysurfers_nx/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sudachi","title":"Sudachi","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"limited maintenance","summary":"Yuzu-derived open-source Switch emulator for Android, Linux, macOS, and Windows. Its current README says contributions are closed and compatibility information is unavailable.","project_url":"https://github.com/q4a/sudachi","updated":"2024-05-25","strategy":"Software Switch emulation derived from Yuzu; the current maintainer README does not document the detailed HLE/LLE split.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/q4a/sudachi"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/q4a/sudachi"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":25527706,"C":1140575,"Kotlin":749686,"CMake":199578,"GLSL":88961,"NASL":54038,"Python":36252,"Assembly":9326,"Shell":1249},"source_url":"https://api.github.com/repos/q4a/sudachi/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/q4a/sudachi reports 25,527,706 bytes of C++, the largest language total (91.8% of 27,807,371 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sugarbombengine-gamebryo-reimplementation","title":"SugarBombEngine","game":"Fallout 3 / Fallout: New Vegas engine branch","platform":"Bethesda Gamebryo/NetImmerse PC engine branch used primarily by Fallout 3 and New Vegas; runtime host OS is not specified by the project","kind":"Reimplementation","status":"GitLab last activity: 2024-01-15. The README identifies the engine reimplementation but provides no verified playable-compatibility or completion claim.","summary":"A reimplementation of Bethesda's divergent Gamebryo/NetImmerse engine branch, based on RBDOOM-3-BFG, OpenTechEngine, and OpenMW. The repository says game data is not included and remains subject to the original EULA.","project_url":"https://gitlab.com/BlackPhrase/sugarbombengine","updated":"2024-01-15","strategy":"Reimplementation of Bethesda's Gamebryo/NetImmerse branch, using code from RBDOOM-3-BFG, OpenTechEngine, and OpenMW as its basis.","language":"","source_available":"Public source repository. The README points to the GPL and additional idTech 4/BFG terms; game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Gamebryo/NetImmerse game-engine reimplementation","target_type":"Game","sources":[{"label":"Maintainer README: engine target, project basis, and game-data limitation","url":"https://gitlab.com/BlackPhrase/sugarbombengine/-/blob/master/README.md"},{"label":"GitLab project metadata: canonical GitLab location and last activity date","url":"https://gitlab.com/api/v4/projects/BlackPhrase%2Fsugarbombengine"},{"label":"GitLab language byte totals","url":"https://gitlab.com/api/v4/projects/BlackPhrase%2Fsugarbombengine/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":91.65,"C":7.72,"CMake":0.24,"TeX":0.2,"Objective-C":0.18},"source_url":"https://gitlab.com/api/v4/projects/BlackPhrase%2Fsugarbombengine/languages","evidence":"Official GitLab project Languages API returned HTTP 200 on 2026-10-16; its exact language percentage map reports 91.65% for C++, the largest category. GitLab publishes percentages for this endpoint, not byte totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"summer-time-rendering-another-horizon-en","title":"Summer Time Rendering: Another Horizon English Localization","game":"Summer Time Rendering: Another Horizon","platform":"Nintendo Switch","kind":"Fan Localization","status":"Public English patch v0.13 released 2026-09-01; the first downloadable release covers dialogue, tips, chapter intros, flowchart, menus, metadata, speaker plates, action prompts, and manual pages. Three settings tabs remain Japanese and some long tips are summarized.","summary":"Nintendo Switch English fan patch based on the existing Simplified Chinese localization. The v0.13 release provides an Atmosphere/LayeredFS ZIP and translates dialogue, tips, menus, flowchart, chapter intros, and image text including speaker plates and QTE prompts. The maintainer documents remaining Japanese settings labels and summarized long tips.","project_url":"https://github.com/Dream-Cypher/STRAHLocalization","updated":"2026-09-01","strategy":"Fan translation patch/build project","language":"English","source_available":"Public source and documentation plus downloadable v0.13 Atmosphere/LayeredFS patch ZIP; requires the user's legally owned Switch game and Atmosphere CFW.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Text and UI localization","target_type":"Game","sources":[{"label":"Maintainer project README and patch scope","url":"https://github.com/Dream-Cypher/STRAHLocalization"},{"label":"Project guide and localization status","url":"https://dream-cypher.github.io/STRAHLocalization/"},{"label":"v0.13 public patch release: coverage, installation, and known limitations","url":"https://github.com/Dream-Cypher/STRAHLocalization/releases/tag/v0.13"},{"label":"Maintainer README and patch documentation","url":"https://github.com/Dream-Cypher/STRAHLocalization#readme"},{"label":"GitHub Languages API — Python: 35,976 bytes (86.87% of 41,415 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/Dream-Cypher/STRAHLocalization/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"PowerShell":5439,"Python":35976},"source_url":"https://api.github.com/repos/Dream-Cypher/STRAHLocalization/languages","evidence":"Python: 35,976 bytes (86.87% of 41,415 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"summon-night-3-psp-en","title":"Summon Night 3 English Translation","game":"Summon Night 3","platform":"PlayStation Portable","kind":"Fan Localization","status":"Early and incomplete","summary":"Project describes translation as early and incomplete and invites proofreading and playtesting.","project_url":"https://github.com/retro-trans/Summon-Night-3","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PSP fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/retro-trans/Summon-Night-3"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/retro-trans/Summon-Night-3"}],"media":[],"links":[{"kind":"release","label":"Summon Night 3 translation release v0.1.77","url":"https://github.com/retro-trans/Summon-Night-3/releases/tag/v0.1.77","source_url":"https://github.com/retro-trans/Summon-Night-3","notes":"README links this patch release."},{"kind":"tools","label":"Retro Trans tools","url":"https://github.com/retro-trans/retro-trans-tools","source_url":"https://github.com/retro-trans/Summon-Night-3","notes":"README links the translation tools repository."},{"kind":"docs","label":"Summon Night 3 release report","url":"https://github.com/retro-trans/Summon-Night-3/blob/main/docs/RELEASE_0.1.77_REPACK.md","source_url":"https://github.com/retro-trans/Summon-Night-3","notes":"README links the release report."}],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2964641,"PowerShell":53632},"source_url":"https://api.github.com/repos/retro-trans/Summon-Night-3/languages","evidence":"GitHub REST repository Languages endpoint reports 2,964,641 bytes of Python out of 3,018,273 measured source bytes (98.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"summon-night-playstation-english","title":"Summon Night English Translation","game":"Summon Night","platform":"PlayStation","kind":"Fan Localization","status":"Released; latest listed v0.9","summary":"English fan localization for Summon Night on PlayStation. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub releases page publishes patch assets (BPS except the PS1 Summon Night XDelta); no ROM/disc image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer release repository and per-title changelog","url":"https://github.com/mariovirgili/WonderSwanColor-AI_Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mariovirgili/WonderSwanColor-AI_Translation/languages","evidence":"GitHub's official repository Languages API for mariovirgili/WonderSwanColor-AI_Translation returned this exact byte map on 2026-10-16: {}. No predominant language can be assigned.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response for mariovirgili/WonderSwanColor-AI_Translation was an explicit empty map ({}) on 2026-10-16; the repository exposes no language byte totals, so the predominant language remains unknown."}},{"id":"summon-night-swordcraft-story-3-stone-of-beginnings-game-boy-advance-english","title":"Summon Night: Swordcraft Story 3 English Translation","game":"Summon Night: Swordcraft Story 3 / Stone of Beginnings","platform":"Game Boy Advance","kind":"Fan Localization","status":"Released; v1.06 patch listed 2026-10-01","summary":"English fan localization for Summon Night: Swordcraft Story 3 / Stone of Beginnings on Game Boy Advance. This record is a text/audio localization patch, not API translation.","project_url":"https://snsc3translation.github.io/","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Official project site publishes a patch download for a clean GBA ROM; no ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Translation project site and download","url":"https://snsc3translation.github.io/download.html"},{"label":"Independent release-date report","url":"https://www.brokenjoysticks.net/2026/10/09/summon-night-swordcraft-story-3-is-finally-playable-in-english-after-10-years/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://snsc3translation.github.io/","evidence":"Primary project page checked on 2026-10-16: The current official patch website documents the completed translation and links a GitHub issue tracker for bug reports, but no translation-source repository or code-language statement is linked. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current official patch website documents the completed translation and links a GitHub issue tracker for bug reports, but no translation-source repository or code-language statement is linked. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"summon-night-craft-sword-story-3-recomp","title":"Summon Night: Swordcraft Story 3 PC Recompilation","game":"Summon Night: Craft Sword Monogatari — Hajimari no Ishi (GBA, Japan)","platform":"Game Boy Advance → Windows PC","kind":"Recompilation","status":"The latest listed release is unfinished alpha prerelease v0.61 (2026-09-27). The README describes bounded startup and partner-selection traces but explicitly says this is not yet a playable port. The public repository is not self-contained because required gbarecomp and recomp-ui submodules are private; no clean-clone build certification is claimed.","summary":"Work-in-progress GBA static recompilation built with gbarecomp and recomp-ui. It requires the user's Japanese ROM and GBA BIOS; the repository documents optional English translation-patch support but does not distribute game data or ROM-derived output.","project_url":"https://github.com/Nicktendonick/SummonNightSwordcraftStory3Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source, but required gbarecomp and recomp-ui submodules are private","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC static recompilation; translation patches are user-supplied","target_type":"Game","sources":[{"label":"Canonical repository and current README/status","url":"https://github.com/Nicktendonick/SummonNightSwordcraftStory3Recomp"},{"label":"Latest listed unfinished alpha prerelease v0.61","url":"https://github.com/Nicktendonick/SummonNightSwordcraftStory3Recomp/releases/tag/prerelease06"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":672957,"C++":519473,"PowerShell":93321,"CMake":32888,"Batchfile":9728,"Java":5994,"C":2300},"source_url":"https://api.github.com/repos/Nicktendonick/SummonNightSwordcraftStory3Recomp/languages","evidence":"GitHub Languages API byte counts; the repository total is dominated by tooling/configuration as well as game/runtime code, so Python is the largest repository language rather than a claim about the generated game executable.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"summoner-a-goddess-reborn-gc-decomp","title":"Summoner: A Goddess Reborn Decompilation","game":"Summoner: A Goddess Reborn","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README lists the U.S. GS2E78 revision as its supported version and states that the repository excludes game assets and assembly.","summary":"GameCube decompilation of the U.S. release of Summoner: A Goddess Reborn.","project_url":"https://github.com/Charlese2/sgr","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S. release GS2E78","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/Charlese2/sgr#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/Charlese2/sgr"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/Charlese2/sgr"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2109015,"C++":341326,"Python":134059,"Assembly":12513},"source_url":"https://api.github.com/repos/Charlese2/sgr/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Charlese2/sgr reports 2,109,015 bytes of C, the largest language total (81.2% of 2,596,913 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mister-sun-2","title":"Sun-2/160 MiSTer Core","game":"SunOS and other Sun-2 workstation software","platform":"Sun-2/160 workstation on MiSTer FPGA with at least 32 MB SDRAM","kind":"Emulator","status":"Newly published, actively maintained workstation recreation; upstream source last pushed 2026-10-13. The README reports that SunOS 4.0 installs from tape, boots from disk, and upgrades to 4.0.3 with SunView; the core also supports the Sun-2 color framebuffer.","summary":"FPGA hardware recreation of the Sun-2/160 workstation. The public GPL-3 source repository includes a `boot0.rom` PROM image under releases; system installation tapes and disk images are separate SunOS media, and the repository does not establish firmware redistribution rights.","project_url":"https://github.com/MiSTer-devel/Sun-2_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of the Sun-2/160 CPU board, memory, PROM, framebuffer, serial devices, keyboard/mouse and network hardware.","language":"","source_available":"Public GPL-3.0 core source. The release tree includes `boot0.rom`; the PROM binary has no separate redistribution grant identified, and SunOS tapes/disk images are not part of the source tree.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA workstation hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Sun-2_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Sun-2_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":626205,"Verilog":551683,"VHDL":107940,"C":62329,"Python":47829,"Tcl":23969,"Shell":18887,"Makefile":10843,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Sun-2_MiSTer/languages","evidence":"Official GitHub Languages API reports 626,205 bytes of SystemVerilog as the largest language count (43.2% of 1,450,357 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-sun-3","title":"Sun-3/60 MiSTer Core","game":"SunOS and other Sun-3 workstation software","platform":"Sun-3/60 workstation on MiSTer FPGA","kind":"Emulator","status":"Newly published and actively maintained; upstream source last pushed 2026-10-13 and a release bitstream is dated 2026-10-05. The README documents a Sun-3/60 platform recreation; per-title operating-system compatibility is not summarized as a general matrix.","summary":"FPGA hardware emulator for the Sun-3/60 workstation. The public GPL-3 source repository includes a release `boot0.rom` PROM image; SunOS and other workstation system media must be supplied separately, and the PROM’s redistribution rights are not established by the core license.","project_url":"https://github.com/MiSTer-devel/Sun-3_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of a Sun-3/60 workstation and its documented peripheral set.","language":"","source_available":"Public GPL-3.0 core source. The release tree includes `boot0.rom`; no separate redistribution grant for Sun firmware was identified. SunOS system and installation media are separate and are not in the tracked tree.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA workstation hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/Sun-3_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/Sun-3_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":704319,"Verilog":462848,"VHDL":107940,"Python":78996,"C":42274,"Shell":41919,"Tcl":25701,"Makefile":12720,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/Sun-3_MiSTer/languages","evidence":"Official GitHub Languages API reports 704,319 bytes of SystemVerilog as the largest language count (47.7% of 1,477,389 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sunpad-super-mario-sunshine","title":"SunPad: Super Mario Sunshine Native Recompilation","game":"Super Mario Sunshine","platform":"GameCube → iOS/iPadOS 16+, Apple silicon macOS 14+; experimental tvOS 17+","kind":"Recompilation","status":"Experimental; v0.2.1 was released 2026-10-04. The README describes ahead-of-time game code, Metal rendering, and an interpreter fallback for unrecompiled code; tvOS remains experimental.","summary":"Ahead-of-time recompilation with a Metal renderer for Apple platforms; README marks tvOS experimental and requires the user's game image.","project_url":"https://github.com/chrissotraidis/sunpad","updated":"2026-10-16","strategy":"Static recompilation with runtime fallback","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Objective-C++","subtype":"GameCube static recompilation","target_type":"Game","sources":[{"label":"SunPad README: Apple OS targets and recompilation method","url":"https://github.com/chrissotraidis/sunpad"},{"label":"Project README or evidence page","url":"https://github.com/chrissotraidis/sunpad/blob/main/README.md"},{"label":"Latest SunPad release","url":"https://github.com/chrissotraidis/sunpad/releases/tag/v0.2.1"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/chrissotraidis/sunpad"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C++","breakdown":{"Objective-C++":307920,"Shell":92073,"Python":45733,"Objective-C":17782,"C++":5144,"CMake":1967,"Swift":1027},"source_url":"https://api.github.com/repos/chrissotraidis/sunpad/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/chrissotraidis/sunpad reports 307,920 bytes of Objective-C++, the largest language total (65.3% of 471,646 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sunsoft-grand-prix-game-boy-portuguese","title":"Sunsoft Grand Prix Portuguese Translation","game":"Sunsoft Grand Prix","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Sunsoft Grand Prix on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/sunsoft-grand-prix-portuguese-translation-game-boy-1","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/sunsoft-grand-prix-portuguese-translation-game-boy-1"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/sunsoft-grand-prix-portuguese-translation-game-boy-1","evidence":"The cataloged Romhack Plaza listing for Sunsoft Grand Prix Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Sunsoft Grand Prix Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"mister-superacan","title":"Super A'Can MiSTer core","game":"Funtech Super A'Can software","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Runnable FPGA core; repository contains SuperAcan_20260911.rbf. README describes the required IPL/key system files but gives no per-game compatibility matrix.","summary":"An FPGA recreation of the Super A'Can console for MiSTer. Four system files are required: internal 68k IPL, two 6502 ROMs, and the UM6650 key. Game ROMs are not included.","project_url":"https://github.com/MiSTer-devel/SuperACan_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation; requires user-provided system firmware/key and game dumps.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA console core","target_type":"Software","sources":[{"label":"Official core repository and required files","url":"https://github.com/MiSTer-devel/SuperACan_MiSTer"},{"label":"GPL-2.0 license","url":"https://github.com/MiSTer-devel/SuperACan_MiSTer/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/SuperACan_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":937190,"Verilog":318617,"VHDL":107940,"Tcl":27414,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/SuperACan_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-bomberman-5-snes-static-recomp","title":"Super Bomberman 5 SNES Static Recompilation","game":"Super Bomberman 5","platform":"Super Famicom/SNES → native Windows and Linux","kind":"Recompilation","status":"Partial prototype (v0.12.1); the project reports a playable menu and opening stage, with interpreter fallback for untranslated code.","summary":"A hybrid static recompilation built with SNESRecomp. The project distributes no ROM; users provide their own Super Famicom game image.","project_url":"https://github.com/MauricioSuporte/SuperBomberman5SNESRecomp","updated":"2026-10-16","strategy":"65816 static recompilation with interpreter fallback","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES native recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/MauricioSuporte/SuperBomberman5SNESRecomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/MauricioSuporte/SuperBomberman5SNESRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":437478,"Python":198651,"CMake":12190,"Shell":7650,"PowerShell":3857,"Batchfile":303},"source_url":"https://api.github.com/repos/MauricioSuporte/SuperBomberman5SNESRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 437,478 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-breakout-game-boy-portuguese","title":"Super Breakout Portuguese Translation","game":"Super Breakout","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Super Breakout on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/super-breakout-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/super-breakout-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/super-breakout-portuguese-translation-game-boy","evidence":"The cataloged Romhack Plaza listing for Super Breakout Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Super Breakout Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"mister-super-cassette-vision","title":"Super Cassette Vision MiSTer core","game":"Epoch Super Cassette Vision software","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Partial; README says Phase 1 is complete and Phase 2 remains ongoing. Latest repository bitstream SCV_20250906.rbf; repository updated 2025-09-07.","summary":"An FPGA implementation of the Super Cassette Vision for MiSTer. The -017 sound processor mask ROM is required; the README does not establish whether it is distributed. Compatibility is still developing.","project_url":"https://github.com/MiSTer-devel/SuperCassetteVision_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation; a sound-processor mask ROM is required.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA console core (in progress)","target_type":"Software","sources":[{"label":"Official core repository, phase status, and ROM notes","url":"https://github.com/MiSTer-devel/SuperCassetteVision_MiSTer"},{"label":"GPL-2.0 license","url":"https://github.com/MiSTer-devel/SuperCassetteVision_MiSTer/blob/master/COPYING"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/SuperCassetteVision_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":447629,"Verilog":310637,"VHDL":103129,"Python":44741,"Tcl":22716,"C++":3666,"Batchfile":708,"Makefile":234},"source_url":"https://api.github.com/repos/MiSTer-devel/SuperCassetteVision_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-dodge-ball-nes-static-recomp","title":"Super Dodge Ball NES Static Recompilation","game":"Super Dodge Ball","platform":"Nintendo Entertainment System (USA ROM; CRC32 689971F9, SHA-1 42f954e9bd3256c011aba14c7e5b400abe35fde3) → native PC; the README does not state a supported host-OS matrix.","kind":"Recompilation","status":"Active development. The maintainer reports that the title, menus, team selection, and full matches play end to end, and that 400 boot frames match MesenCE RAM/OAM/palette/CIRAM state byte for byte. No GitHub release is listed as checked 2026-10-16.","summary":"Statically translates the USA NES game’s 6502 code to C and runs it against a cycle-accurate NES model. The maintainer reports complete matches and comparison against MesenCE; users provide their own ROM.","project_url":"https://github.com/saftle/Super-Dodgeball-Recomp","updated":"2026-10-16","strategy":"Static 6502-to-C recompilation with a cycle-accurate NES runtime; ROM identity is checked locally and results are compared against MesenCE.","language":"","source_available":"Public source under the PolyForm Noncommercial License 1.0.0. The repository does not ship game content; users supply their own USA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"NES static recompilation to native PC","target_type":"Game","sources":[{"label":"Maintainer README: exact USA ROM identity, 6502-to-C method, playable coverage, MesenCE comparison, and local ROM requirement","url":"https://github.com/saftle/Super-Dodgeball-Recomp#readme"},{"label":"Repository license: PolyForm Noncommercial License 1.0.0","url":"https://github.com/saftle/Super-Dodgeball-Recomp/blob/master/LICENSE.md"},{"label":"GitHub repository metadata checked 2026-10-16: repository state, push date, and license classification","url":"https://api.github.com/repos/saftle/Super-Dodgeball-Recomp"},{"label":"GitHub releases checked 2026-10-16; no release is listed","url":"https://api.github.com/repos/saftle/Super-Dodgeball-Recomp/releases"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/saftle/Super-Dodgeball-Recomp/languages"}],"media":[{"kind":"image","label":"Super Dodge Ball title screen, recompiled build","url":"https://raw.githubusercontent.com/saftle/Super-Dodgeball-Recomp/master/docs/assets/title.png","preview_url":"https://raw.githubusercontent.com/saftle/Super-Dodgeball-Recomp/master/docs/assets/title.png","source_url":"https://github.com/saftle/Super-Dodgeball-Recomp/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":210143,"C":163564,"Shell":34749,"Lua":24677,"CMake":2640},"source_url":"https://api.github.com/repos/saftle/Super-Dodgeball-Recomp/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-double-dragon-return-of-the-double-dragon-plus-super-nintendo-spanish","title":"Super Double Dragon / Return of the Double Dragon Plus Spanish Translation","game":"Super Double Dragon / Return of the Double Dragon Plus","platform":"Super Nintendo","kind":"Fan Localization","status":"Released; RHP reports v0.9","summary":"Spanish fan localization for Super Double Dragon / Return of the Double Dragon Plus on Super Nintendo. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/super-double-dragon-return-of-the-double-dragon-plus-spanish-spanish-translation-super-nintendo","evidence":"The cataloged Romhack Plaza listing for Super Double Dragon / Return of the Double Dragon Plus Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Super Double Dragon / Return of the Double Dragon Plus Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"super-gomoku-narabe-renju-sfc-en-vi","title":"Super Gomoku Narabe Renju English and Vietnamese Translation","game":"Super Gomoku Narabe Renju","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Complete v1.0 release published 2026-10-15; the maintainer says the two language patches were tested with MesenCE 2.2.1.","summary":"Dual English and Vietnamese translation of the Japanese Super Famicom Renju game. Separate BPS patches are supplied; puzzle/password strings intentionally retain Japanese kana.","project_url":"https://github.com/minhnhattonthat/super-gomoku-narabe-translation","updated":"2026-10-15","strategy":"Fan translation patch","language":"English, Vietnamese","source_available":"GitHub release provides BPS patches only. Requires a clean, user-owned Japanese ROM (CRC32 5621000D); no game ROM is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Super Famicom multilingual fan translation","target_type":"Game","sources":[{"label":"Maintainer README: target languages, v1.0 scope, intentional Japanese puzzle text, checksum and BPS patching steps","url":"https://github.com/minhnhattonthat/super-gomoku-narabe-translation"},{"label":"v1.0 patch release","url":"https://github.com/minhnhattonthat/super-gomoku-narabe-translation/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Assembly":18406,"Lua":33438,"Python":224398,"Shell":1124},"source_url":"https://api.github.com/repos/minhnhattonthat/super-gomoku-narabe-translation/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":18406,\"Lua\":33438,\"Python\":224398,\"Shell\":1124}; Python is the unique largest byte-count entry (224398 of 277366 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-hexagon-android-vita-api-translation","title":"Super Hexagon Android-to-PS Vita API Loader","game":"Super Hexagon (Android build)","platform":"Android native `.so` / JNI-facing game APIs → PlayStation Vita homebrew","kind":"API Translation","status":"The repository builds a loader-only VPK and documents an in-browser APK-to-VPK workflow; the user supplies the commercial Android APK. The README lists only six commits and no GitHub release tags, so maturity/playability beyond the project’s own install workflow is not independently established.","summary":"A PS Vita homebrew compatibility layer that loads the user’s Android game library and supplies Vita-side replacements for Android/JNI services. The repository and loader do not include the commercial game.","project_url":"https://github.com/mcallbosco/super-hexagon-vita","updated":"2026-10-16","strategy":"A Vita `.so` loader with replacement/stub Android/JNI APIs and Vita-native input, audio, text, save, and rendering glue; the user supplies an Android APK","language":"","source_available":"Public loader source; commercial game binary/assets are not included. The maintainer says users must provide their own legally obtained Android APK.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Binary-library compatibility port, not a source-code or static recompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/mcallbosco/super-hexagon-vita"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/mcallbosco/super-hexagon-vita/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/mcallbosco/super-hexagon-vita"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/mcallbosco/super-hexagon-vita/languages"},{"label":"Maintainer APK-to-VPK installer","url":"https://superhexagon.mcallbos.co"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":857505,"C++":58570,"CMake":7730,"Shell":544},"source_url":"https://api.github.com/repos/mcallbosco/super-hexagon-vita/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository mcallbosco/super-hexagon-vita (repository API id 1261681116, https://github.com/mcallbosco/super-hexagon-vita). The exact response reported 857,505 bytes of C, the largest category, out of 924,349 recognized-language bytes (92.8%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sameduck-megaduck","title":"Super Junior SameDuck","game":"Mega Duck / Cougar Boy handheld and Super Junior / Super Quique laptop models; also Game Boy","platform":"macOS Cocoa and SDL desktop builds for Windows, Linux, BSD, and other supported hosts","kind":"Emulator","status":"Active; v1.0.3 released 2026-08-12.","summary":"SameBoy-derived implementation with distinct Mega Duck hardware work: it was the first emulator to support the Super Junior/Quique laptop, including keyboard, RTC, printers, SRAM cart, and ROM-slot programs.","project_url":"https://github.com/bbbbbr/SuperJuniorSameDuck","updated":"2026-08-12","strategy":"SameBoy-derived Game Boy/Mega Duck emulation with project patches for Mega Duck and Super Junior/Quique systems.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Mega Duck / Game Boy-derived hardware","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/bbbbbr/SuperJuniorSameDuck"},{"label":"Maintainer releases; v1.0.3 dated 2026-08-12","url":"https://github.com/bbbbbr/SuperJuniorSameDuck/releases"},{"label":"Primary Mega Duck documentation describing SameDuck hardware coverage","url":"https://github.com/bbbbbr/megaduck-info"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/bbbbbr/SuperJuniorSameDuck"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2084201,"Objective-C":713306,"GLSL":44377,"Makefile":44336,"Assembly":35241,"Metal":2950,"Shell":192,"Perl":39},"source_url":"https://api.github.com/repos/bbbbbr/SuperJuniorSameDuck/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/bbbbbr/SuperJuniorSameDuck reports 2,084,201 bytes of C, the largest language total (71.3% of 2,924,642 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sm64-android-port-base","title":"Super Mario 64 Android Port Base","game":"Super Mario 64","platform":"Nintendo 64 → Android","kind":"Decompilation","status":"Experimental source/build base; SDL2/GLES2 Android path and touch controls are documented, but the README marks the Android build incomplete.","summary":"Android source port based on the Super Mario 64 decompilation, using SDL2 and OpenGL ES 2. The repository includes Android build instructions and touch controls but explicitly identifies Android support as incomplete; no Android release is documented.","project_url":"https://github.com/VDavid003/sm64-port-android-base","updated":"2026-10-15","strategy":"Decompilation-based native source port using SDL2 and OpenGL ES 2","language":"","source_available":"Public source and Android build instructions; a user-supplied Super Mario 64 baserom is required and is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Incomplete Android source/build port","target_type":"Game","sources":[{"label":"Project README: Android build status and controls","url":"https://github.com/VDavid003/sm64-port-android-base"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/VDavid003/sm64-port-android-base"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/VDavid003/sm64-port-android-base/blob/master/README.md"},{"label":"GitHub Languages API — Java: 188,721 bytes (96.90% of 194,756 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/VDavid003/sm64-port-android-base/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"CMake":448,"Dockerfile":1382,"Java":188721,"Makefile":3728,"Shell":477},"source_url":"https://api.github.com/repos/VDavid003/sm64-port-android-base/languages","evidence":"Java: 188,721 bytes (96.90% of 194,756 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sm64-decomp","title":"Super Mario 64 Decompilation","game":"Super Mario 64","platform":"Nintendo 64","kind":"Decompilation","status":"The README calls this a full decompilation for Japan, North America, Europe, Shindou, and iQue releases; naming and source documentation remain in progress.","summary":"Matching decompilation for multiple regional releases; the repository describes the game code as fully decompiled.","project_url":"https://github.com/n64decomp/sm64","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/n64decomp/sm64"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/n64decomp/sm64"},{"label":"GitHub release irix2 (2019-08-25)","url":"https://github.com/n64decomp/sm64/releases/tag/irix2"},{"label":"GitHub latest commit listed for default branch (2023-08-17, 9921382a68; activity evidence only)","url":"https://github.com/n64decomp/sm64/commit/9921382a68bb0c865e5e45eb594d9c64db59b1af"}],"media":[{"kind":"video","label":"SM64 Decomp Tutorial 1: setup and first code changes (third-party tutorial)","url":"https://www.youtube.com/watch?v=Jkb7Naczoww","preview_url":"https://img.youtube.com/vi/Jkb7Naczoww/hqdefault.jpg","source_url":"https://www.youtube.com/watch?v=Jkb7Naczoww","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":31068435,"C++":1425891,"Assembly":351335,"Python":269543,"SourcePawn":125799,"Makefile":58815,"Shell":5988,"JavaScript":5981,"OpenEdge ABL":1365,"Dockerfile":453},"source_url":"https://api.github.com/repos/n64decomp/sm64/languages","evidence":"GitHub REST repository Languages endpoint reports 31,068,435 bytes of C out of 33,313,605 measured source bytes (93.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sm64-dreamcast-port","title":"Super Mario 64 Dreamcast Port","game":"Super Mario 64","platform":"Nintendo 64 → Dreamcast","kind":"Decompilation","status":"Dreamcast build documented; README does not confirm physical-hardware testing.","summary":"Native Dreamcast port built from the Super Mario 64 decompilation, with a PowerVR renderer and VMU saves.","project_url":"https://github.com/jnmartin84/sm64-dc","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/jnmartin84/sm64-dc"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/jnmartin84/sm64-dc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29598029,"C++":1093319,"Assembly":533750,"Python":234609,"Makefile":40264,"Linker Script":39917,"JavaScript":5981,"Shell":5794,"Dockerfile":806,"PHP":200,"BitBake":59},"source_url":"https://api.github.com/repos/jnmartin84/sm64-dc/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/jnmartin84/sm64-dc reports 29,598,029 bytes of C, the largest language total (93.8% of 31,552,728 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-ds-3ds-port","title":"Super Mario 64 DS 3DS Port","game":"Super Mario 64 DS","platform":"Nintendo DS → Nintendo 3DS","kind":"Decompilation","status":"WIP; README reports the full game playable on New 3DS at about 30 FPS. Older hardware is unverified.","summary":"Native port of the DS decompilation with a 3DS layer that implements required DS behavior.","project_url":"https://github.com/SebastienBreton/sm64ds-3ds","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/SebastienBreton/sm64ds-3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/SebastienBreton/sm64ds-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2257923,"Python":1134796,"CMake":128500,"C":78340,"NASL":75858,"Shell":16160,"Batchfile":4044,"Linker Script":835,"Dockerfile":796},"source_url":"https://api.github.com/repos/SebastienBreton/sm64ds-3ds/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/SebastienBreton/sm64ds-3ds reports 2,257,923 bytes of C++, the largest language total (61.1% of 3,697,252 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sm64ds-decomp","title":"Super Mario 64 DS Decompilation","game":"Super Mario 64 DS","platform":"Nintendo DS","kind":"Decompilation","status":"The live README’s generated counter reports 11,389/11,389 functions and 2,238,108/2,238,108 code bytes matched, including 108 exact hand-written assembly primitives. Its prose still calls matching close to finished and describes several remaining nonmatching large or floor-constrained functions, so the progress counter and narrative do not fully agree. Separate progress bars show 4,385/11,386 functions (38.5%) converted to readable C++ and 10,595/11,328 matched translation units (93.5%) linked into the Windows PC port; the port is not at the same completion level as the byte-match counter.","summary":"Project repository describes a from-scratch C/C++ reconstruction whose source is checked against exact retail cartridge bytes; it also documents a native Windows port.","project_url":"https://github.com/tangosdev/sm64ds-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching source decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/tangosdev/sm64ds-decomp"},{"label":"Maintainer progress post in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1vp4bs2/sm64ds_native_pc_port_is_43_linked/"},{"label":"GitHub repository metadata: latest push date (checked 2026-10-16)","url":"https://api.github.com/repos/tangosdev/sm64ds-decomp"},{"label":"Maintainer README: live progress counters and matching-status explanation","url":"https://github.com/tangosdev/sm64ds-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10851414,"Python":6051618,"C":4004392,"JavaScript":22502,"CMake":19924,"HTML":11555,"Shell":9516,"Java":9101,"PowerShell":5230,"Batchfile":4002},"source_url":"https://api.github.com/repos/tangosdev/sm64ds-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 10,851,414 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-64-ds-static-recomp","title":"Super Mario 64 DS Recompiled","game":"Super Mario 64 DS","platform":"Nintendo DS → Windows x64","kind":"Recompilation","status":"v0.0.3 is an in-development public preview; it reaches controllable castle-grounds gameplay, with known coverage and performance issues.","summary":"Static recompilation of the European revision-0 ARM9/ARM7 code banks through ndsrecomp.","project_url":"https://github.com/mstan/supermario64dsrecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo DS","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/mstan/supermario64dsrecomp#readme"},{"label":"Latest project release (v0.0.3)","url":"https://github.com/mstan/supermario64dsrecomp/releases/tag/v0.0.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/mstan/supermario64dsrecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/supermario64dsrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":79984,"C++":19868,"CMake":16693,"PowerShell":12008,"Shell":9256},"source_url":"https://api.github.com/repos/mstan/supermario64dsrecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-gc-libultragx-port","title":"Super Mario 64 GameCube/Wii libultragx Port","game":"Super Mario 64","platform":"Nintendo 64 → Nintendo GameCube / Wii","kind":"Reimplementation","status":"The libultragx README reports Ghostship playable start-to-finish under Dolphin; it says native console hardware testing has not yet occurred, though the GameCube build compiles and links.","summary":"N64 decompilation-based port using a native GameCube/Wii implementation of libultra, libultraship, and Fast3D.","project_url":"https://github.com/paradox-ng/libultragx","updated":"2026-10-15","strategy":"Native N64 runtime/API reimplementation for GameCube/Wii","language":"","source_available":"Public source repositories; original ROM and generated game-data archive are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Ghostship target; Dolphin-tested, native console runtime not yet brought up","target_type":"Game","sources":[{"label":"libultragx maintainer README: three target-port status table and runtime approach","url":"https://github.com/paradox-ng/libultragx#readme"},{"label":"Game-specific source project README","url":"https://github.com/HarbourMasters/Ghostship#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/paradox-ng/libultragx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":798957,"C":368394,"Makefile":7019,"Shell":1764,"Dockerfile":739},"source_url":"https://api.github.com/repos/paradox-ng/libultragx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/paradox-ng/libultragx reports 798,957 bytes of C++, the largest language total (67.9% of 1,176,873 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sm64-original-xbox-hybrid-port","title":"Super Mario 64 Hybrid Original Xbox Port","game":"Super Mario 64","platform":"Nintendo 64 decompilation → Original Xbox","kind":"Reimplementation","status":"The maintainer describes this as early Xbox-port development and warns users to expect issues. Build instructions produce an Xbox ISO/PBE, and the README notes a depth-buffer problem in XQEMU/XEMU that it says is absent on real hardware; it does not publish a release or state a full-game completion result.","summary":"An NXDK-based Original Xbox port of Super Mario 64 from the N64 decompilation, with a hybrid Shindou-rumble/Raphnet controller lineage. The repository also contains decompilation work; its README distinguishes this branch from a separate enhanced-vanilla lineage.","project_url":"https://github.com/jtryba/sm64-hybrid-xbox","updated":"2026-10-16","strategy":"NXDK native port built from the Super Mario 64 decompilation","language":"","source_available":"Public source and Xbox build recipe; users provide an accepted Super Mario 64 ROM. No repository license is declared.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native source port; early development","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/jtryba/sm64-hybrid-xbox#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/jtryba/sm64-hybrid-xbox"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/jtryba/sm64-hybrid-xbox/languages"},{"label":"Current primary README","url":"https://github.com/jtryba/sm64-hybrid-xbox/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30047876,"C++":2139457,"Assembly":534045,"Python":238947,"Linker Script":40186,"Makefile":37658,"JavaScript":5981,"Shell":4765,"Dockerfile":479,"PHP":200,"BitBake":59},"source_url":"https://api.github.com/repos/jtryba/sm64-hybrid-xbox/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sm64-mobile-android-ios","title":"Super Mario 64 Mobile","game":"Super Mario 64","platform":"Nintendo 64 → Android, iOS/iPadOS (ARM64)","kind":"Decompilation","status":"Community fork; README lists Android ARM64 and iOS targets and touchscreen controls, but no release artifacts or physical-device testing are documented. The README claims a complete game experience; treat playability and device compatibility as unverified.","summary":"Native mobile port of the Super Mario 64 decompilation, using SDL2 for controller and touch input. Android build instructions are present and the README lists iOS support; builds require the user's own US ROM to extract game assets. No mobile binaries are published and no device test is reported.","project_url":"https://github.com/linden8987/sm64mobile","updated":"2026-10-15","strategy":"Native mobile build from the matching C decompilation","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android and iOS native port","target_type":"Game","sources":[{"label":"Project README: Android and iOS targets, touch controls, ROM prerequisite, and build steps","url":"https://github.com/linden8987/sm64mobile#readme"},{"label":"GitHub releases page; no release artifacts are listed","url":"https://github.com/linden8987/sm64mobile/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/linden8987/sm64mobile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":31090034,"C++":1523084,"Assembly":368789,"Python":269543,"Makefile":58815,"Linker Script":55387,"Pawn":15002,"Shell":5988,"JavaScript":5981,"OpenEdge ABL":1365,"BitBake":947,"Dockerfile":453},"source_url":"https://api.github.com/repos/linden8987/sm64mobile/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/linden8987/sm64mobile reports 31,090,034 bytes of C, the largest language total (93.1% of 33,395,388 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-ps2-decompilation-port","title":"Super Mario 64 Nintendo 64-to-PlayStation 2 Port","game":"Super Mario 64","platform":"Nintendo 64 → PlayStation 2 (PS2DEV)","kind":"Decompilation","status":"Historical PS2 branch with target-specific source and a documented PS2DEV build that produces an ELF. The latest PS2 branch commit (2026-01-22) reduces IOP modules loaded. In a 2022 project issue, the maintainer said their last successful build was in 2020 and that they no longer had PS2 hardware; the same thread contains mixed user reports of emulator/console behavior depending on toolchain. No release is listed, and current build or gameplay compatibility has not been confirmed by the maintainer.","summary":"PlayStation 2 port target in a public fork of the Super Mario 64 decompilation/source-port repository. The README describes a PS2DEV build and requires the user’s N64 baserom for asset extraction; it does not include all assets. This is a native PS2 target, not an emulator or a prebuilt release.","project_url":"https://github.com/fgsfdsfgs/sm64-port/tree/ps2","updated":"2026-10-16","strategy":"Decompilation-based native PlayStation 2 port","language":"","source_available":"Public source branch in a fork; GitHub reports no recognized repository license, so no license grant is asserted. The README requires a user-supplied Nintendo 64 ROM for asset extraction; game data is not included.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"PlayStation 2 homebrew ELF","target_type":"Game","sources":[{"label":"Maintainer README on the PS2 branch: N64 input, PS2 build instructions, target output path, and asset requirement","url":"https://github.com/fgsfdsfgs/sm64-port/blob/ps2/README.md"},{"label":"PS2 branch: target-specific source tree and files","url":"https://github.com/fgsfdsfgs/sm64-port/tree/ps2"},{"label":"Latest PS2 branch commit (2026-01-22): reduces IOP modules loaded","url":"https://github.com/fgsfdsfgs/sm64-port/commit/5b693af3d1de703697edc91439c8393a54a66763"},{"label":"Project issue: maintainer’s note on last successful build and lack of PS2 hardware, alongside historical toolchain-dependent reports","url":"https://github.com/fgsfdsfgs/sm64-port/issues/72"},{"label":"GitHub repository API: fork identity, branch-independent activity, and no SPDX license metadata","url":"https://api.github.com/repos/fgsfdsfgs/sm64-port"},{"label":"GitHub Languages API: repository-level predominant language","url":"https://api.github.com/repos/fgsfdsfgs/sm64-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":31243325,"C++":2196256,"Assembly":533620,"Python":185557,"Makefile":36158,"JavaScript":5981,"Shell":4765,"Dockerfile":801},"source_url":"https://api.github.com/repos/fgsfdsfgs/sm64-port/languages","evidence":"GitHub’s official Languages API reports C as the largest detected repository language (31,243,325 bytes). This is repository-level evidence for a multi-platform fork whose default branch is DOS; the target-specific PS2 branch may have a different source/tooling mix.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-64-n64-to-dsi-native-port","title":"Super Mario 64 Nintendo DSi Native Port (Hydr8gon)","game":"Super Mario 64 (Nintendo 64; README documents the U.S. ROM build)","platform":"Nintendo 64 → Nintendo DSi (original DS and DS Lite unsupported)","kind":"Decompilation","status":"The README describes a native DSi port built from the Super Mario 64 decompilation, with DSi-specific rendering and audio. It explicitly requires the faster DSi CPU and larger memory; original DS and DS Lite models are unsupported. The documented Docker/Linux build uses a user-provided unmodified U.S. ROM and produces an NDS file. The README does not give a physical-hardware test matrix; no GitHub release was found. Last source push: 2026-07-11.","summary":"A DSi-specific native source port of the original Nintendo 64 Super Mario 64, built from the public decompilation and adapted to the DSi graphics and audio hardware. It is distinct from the official Super Mario 64 DS remake and does not run the N64 through emulation.","project_url":"https://github.com/Hydr8gon/sm64","updated":"2026-07-11","strategy":"Decompilation-based native source port with DSi-specific graphics and audio code; user-provided N64 ROM supplies assets at build time.","language":"","source_available":"Public source under the repository's CC0-1.0 declaration. The build requires the user's unmodified U.S. Super Mario 64 ROM; no compiled game download is offered by the README.","first_found":"2026-10-16","project_started":"2021-02-12","programming_language":"C","subtype":"Nintendo DSi-only N64 decompilation-based source port","target_type":"Game","sources":[{"label":"Maintainer README: DSi-only target, native graphics/audio work, source lineage, and build steps","url":"https://github.com/Hydr8gon/sm64/blob/nds/README.md"},{"label":"GitHub repository metadata: fork parent, target branch, dates, and license","url":"https://api.github.com/repos/Hydr8gon/sm64"},{"label":"GitHub Releases API; returned zero releases on 2026-10-16","url":"https://api.github.com/repos/Hydr8gon/sm64/releases"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/Hydr8gon/sm64/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":31209365,"C++":1523080,"Assembly":368789,"Python":271377,"Makefile":64683,"Linker Script":55387,"Pawn":15002,"Shell":6132,"JavaScript":5981,"OpenEdge ABL":1365,"BitBake":947,"Batchfile":737,"Dockerfile":380},"source_url":"https://api.github.com/repos/Hydr8gon/sm64/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 31,209,365 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-64-switch-port-ghostship","title":"Super Mario 64 Nintendo Switch Port (Ghostship)","game":"Super Mario 64","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Decompilation","status":"The README documents Switch setup and the v2.0.0 release included a Switch package. The latest v3.0.0 release contains desktop and mobile assets but no Switch binary, so current Switch compatibility beyond the retained setup path is unclear.","summary":"Nintendo Switch target of HarbourMasters’ native Ghostship port, based on the Super Mario 64 source project. Switch setup requires the player to create the supported game-data package on a PC and copy it to the SD card. The catalog already has a separate sm64coopNX port derived from the co-op project; Ghostship is a distinct implementation lineage.","project_url":"https://github.com/HarbourMasters/Ghostship","updated":"2026-10-16","strategy":"Decompilation-based native port with a Switch target","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew; Switch binary is from an earlier release line","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/HarbourMasters/Ghostship"},{"label":"Earlier release v2.0.0 with a Switch package","url":"https://github.com/HarbourMasters/Ghostship/releases/tag/2.0.0"},{"label":"Latest v3.0.0 release assets","url":"https://github.com/HarbourMasters/Ghostship/releases/tag/3.0.0"},{"label":"Current primary README","url":"https://github.com/HarbourMasters/Ghostship/blob/develop/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/HarbourMasters/Ghostship"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/HarbourMasters/Ghostship/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8622493,"C++":1187761,"Java":206301,"CMake":120515,"Python":118309,"Kotlin":54010,"GLSL":27090,"HLSL":27044,"Metal":27001,"HTML":9000,"Makefile":7741,"PowerShell":3818,"JavaScript":2813,"Shell":2280,"PHP":201},"source_url":"https://api.github.com/repos/HarbourMasters/Ghostship/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-64-n64-to-original-ds-port-tobiasfriedly","title":"Super Mario 64 Original Nintendo DS Port (TobiasFriedly)","game":"Super Mario 64 (Nintendo 64; README requires a user-dumped ROM)","platform":"Nintendo 64 → Nintendo DS family, including original DS models (derived from Hydr8gon's DSi port)","kind":"Decompilation","status":"The README describes a modification of Hydr8gon's DSi port intended to support all Nintendo DS models and add multiplayer. It provides Docker build steps that produce an NDS ROM from the user's own N64 ROM. The README says multiplayer for more than two players and further performance work are still coming; it does not document physical-console testing or a release. Last source push: 2026-09-29.","summary":"A DS-family adaptation of the N64 Super Mario 64 source port. It extends Hydr8gon's DSi-only implementation toward original DS and DS Lite hardware and adds multiplayer work; it is a source-based port, not an emulator. This is a distinct target adaptation from the DSi-only base entry above.","project_url":"https://github.com/TobiasFriedly/sm64-nds","updated":"2026-09-29","strategy":"Modification of Hydr8gon's decompilation-based SM64 DSi source port, adding DS-family hardware support and multiplayer code; target build uses devkitPro and a user-provided ROM.","language":"","source_available":"Public GitHub source. GitHub metadata reports no repository-level license; README requires a user-dumped Super Mario 64 ROM.","first_found":"2026-10-16","project_started":"2026-06-14","programming_language":"C","subtype":"Original Nintendo DS adaptation of a DSi source port, with multiplayer work","target_type":"Game","sources":[{"label":"Maintainer README: relationship to Hydr8gon, all-model support claim, multiplayer scope, and build steps","url":"https://github.com/TobiasFriedly/sm64-nds#readme"},{"label":"GitHub repository metadata: dates, stars, and absent declared license","url":"https://api.github.com/repos/TobiasFriedly/sm64-nds"},{"label":"GitHub Releases API; returned zero releases on 2026-10-16","url":"https://api.github.com/repos/TobiasFriedly/sm64-nds/releases"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/TobiasFriedly/sm64-nds/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29910014,"C++":1523084,"Assembly":354593,"Python":219308,"Makefile":60781,"Linker Script":55782,"Pawn":14715,"Shell":5928,"OpenEdge ABL":1365,"Batchfile":1131,"BitBake":947,"Dockerfile":375},"source_url":"https://api.github.com/repos/TobiasFriedly/sm64-nds/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 29,910,014 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-64-ps1-port","title":"Super Mario 64 PlayStation Port (DualShock Version)","game":"Super Mario 64","platform":"Nintendo 64 → PlayStation (PS1)","kind":"Decompilation","status":"Very early work in progress. The README documents an ISO build for retail PS1 hardware but lists crashes in some levels and the ending, broken title/pause interfaces, animation faults, and incomplete camera controls; full-game playability is not claimed.","summary":"Heavily modified fork of the Super Mario 64 decompilation, with a PS1 target and a PC debugging target. The port includes PS1-specific rendering, fixed-point, and audio work; users must provide the supported U.S. ROM for asset extraction, and the project does not include all game assets.","project_url":"https://codeberg.org/malucart/sm64-psx","updated":"2026-09-04","strategy":"Decompilation-based native PS1 port with a custom renderer and PS1-specific fixed-point/audio adaptations","language":"","source_available":"Public Codeberg source and build instructions; requires the user's supported U.S. ROM and optional user-provided soundtrack files","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Native PlayStation homebrew port","target_type":"Game","sources":[{"label":"Current maintainer README: method, platform targets, build inputs, and known issues","url":"https://codeberg.org/malucart/sm64-psx/src/branch/master/README.md"},{"label":"Archived GitHub repository README points to the Codeberg migration","url":"https://github.com/malucard/sm64-psx"},{"label":"Current Codeberg repository metadata and activity date","url":"https://codeberg.org/api/v1/repos/malucart/sm64-psx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":34370695,"C++":424450,"Assembly":315250,"Python":222951,"Makefile":87325,"Linker Script":47423,"Pawn":10261,"JavaScript":5981,"Shell":4979,"Dockerfile":118},"source_url":"https://codeberg.org/api/v1/repos/malucart/sm64-psx/languages","evidence":"Official repository Languages API reports 34,370,695 bytes of C, the largest total (96.8% of 35,489,433 recognized language bytes). Full repository-level byte totals are recorded in language_breakdown_bytes; generated source and build tooling can affect the totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-64-ps3-port","title":"Super Mario 64 PS3 Port","game":"Super Mario 64","platform":"Nintendo 64 → PlayStation 3","kind":"Decompilation","status":"PlayStation 3 port remains in development; package builds are documented but PKG testing is unverified.","summary":"Native PS3 port built from Super Mario 64 decompilation source using PSL1GHT.","project_url":"https://github.com/sdiraimondo/sm64-ps3-port","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 3","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/sdiraimondo/sm64-ps3-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/sdiraimondo/sm64-ps3-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29688658,"C++":2152066,"Assembly":533620,"Python":186380,"Makefile":36676,"Objective-C":21792,"JavaScript":5981,"Shell":4765,"Dockerfile":1548},"source_url":"https://api.github.com/repos/sdiraimondo/sm64-ps3-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sdiraimondo/sm64-ps3-port reports 29,688,658 bytes of C, the largest language total (91.0% of 32,631,486 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-ps4-port","title":"Super Mario 64 PS4 Port","game":"Super Mario 64","platform":"Nintendo 64 → PlayStation 4","kind":"Decompilation","status":"A PS4 package build is documented on an older branch; current playability and release status are unclear.","summary":"Native PS4 build target based on the Super Mario 64 decompilation.","project_url":"https://github.com/OsirizX/sm64-port/tree/ps4","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 4","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/OsirizX/sm64-port/tree/ps4"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/OsirizX/sm64-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29814221,"C++":2183464,"Assembly":543852,"Python":204912,"Objective-C":57690,"Makefile":33546,"JavaScript":5981,"Shell":4765,"Dockerfile":806},"source_url":"https://api.github.com/repos/OsirizX/sm64-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/OsirizX/sm64-port reports 29,814,221 bytes of C, the largest language total (90.8% of 32,849,237 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-ps5-port","title":"Super Mario 64 PS5 Port","game":"Super Mario 64","platform":"Nintendo 64 → PlayStation 5","kind":"Decompilation","status":"Version 1.0; maintainer reports testing on PS5 hardware through title/file selection and castle grounds. A 3840×2160 capture reports 60 displayed FPS with interpolation while game logic remains 30 FPS.","summary":"Native PS5 homebrew built from the Super Mario 64 decompilation through Ghostship/libultraship, using Vulkan/RADV. The user supplies a supported US or Japanese N64 ROM; no game data is included.","project_url":"https://github.com/griches/PS5_Ghostship","updated":"2026-10-15","strategy":"Decompilation-based native PS5 port using libultraship and Vulkan/RADV","language":"","source_available":"Public source and PS5 release; requires the user's supported N64 ROM. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 5","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/griches/PS5_Ghostship"},{"label":"Maintainer README: source basis, ROM requirements, hardware test, and frame-rate note","url":"https://github.com/griches/PS5_Ghostship#readme"},{"label":"Maintainer PS5 releases","url":"https://github.com/griches/PS5_Ghostship/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/griches/PS5_Ghostship"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":61286,"Shell":34421,"CMake":7824,"Python":6001},"source_url":"https://api.github.com/repos/griches/PS5_Ghostship/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/griches/PS5_Ghostship reports 61,286 bytes of C, the largest language total (56.0% of 109,532 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-nintendo-64-spanish","title":"Super Mario 64 Spanish Translation","game":"Super Mario 64","platform":"Nintendo 64","kind":"Fan Localization","status":"Released; RHP reports v4.1","summary":"Spanish fan localization for Super Mario 64 on Nintendo 64. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/super-mario-64-spanish-translation-nintendo-64","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/super-mario-64-spanish-translation-nintendo-64"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/super-mario-64-spanish-translation-nintendo-64","evidence":"The cataloged Romhack Plaza listing for Super Mario 64 Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Super Mario 64 Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"super-mario-64-vita-port","title":"Super Mario 64 Vita Port","game":"Super Mario 64","platform":"Nintendo 64 → PlayStation Vita","kind":"Decompilation","status":"Native Vita package built from the N64 decompilation; release age and current maintenance are limited.","summary":"Vita homebrew port built from Super Mario 64 decompilation source.","project_url":"https://github.com/Rinnegatamante/sm64-vita","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/Rinnegatamante/sm64-vita"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Rinnegatamante/sm64-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29669124,"C++":2152066,"Assembly":533747,"Python":185402,"Makefile":35138,"Objective-C":21792,"JavaScript":5981,"Shell":5005,"Dockerfile":806},"source_url":"https://api.github.com/repos/Rinnegatamante/sm64-vita/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Rinnegatamante/sm64-vita reports 29,669,124 bytes of C, the largest language total (91.0% of 32,609,061 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-wiiu-port","title":"Super Mario 64 Wii U Port","game":"Super Mario 64","platform":"Nintendo 64 → Wii U","kind":"Decompilation","status":"Native Wii U build target is documented; the README does not establish gameplay completeness.","summary":"Wii U homebrew target for the Super Mario 64 decompilation-based port.","project_url":"https://github.com/aboood40091/sm64-port","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii U","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/aboood40091/sm64-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/aboood40091/sm64-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30966748,"C++":2292976,"Assembly":324060,"Python":225096,"GLSL":150064,"Makefile":44535,"Linker Script":44110,"JavaScript":5981,"Shell":4773,"Dockerfile":579,"PHP":201,"BitBake":59},"source_url":"https://api.github.com/repos/aboood40091/sm64-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/aboood40091/sm64-port reports 30,966,748 bytes of C, the largest language total (90.9% of 34,059,182 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sm64-zune-hd-port","title":"Super Mario 64 Zune HD Port","game":"Super Mario 64","platform":"Nintendo 64 → Microsoft Zune HD","kind":"Decompilation","status":"Native Zune HD port of sm64ex, an existing Super Mario 64 decompilation-based engine. The README reports mostly full-speed play with sound, touch controls and saves; only Zune HD firmware 4.5 has been tested.","summary":"Ports sm64ex to the Zune HD and builds from the user’s own USA ROM. The owner provides a Docker-based Linux build/deploy workflow.","project_url":"https://github.com/rsheldiii/sm64-zune","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"C","source_available":"Public source repository. The project's own files are MIT-licensed; Fast3D-derived renderer files have separate terms that prohibit binary redistribution unless the binary contains no assets the distributor lacks rights to share. The included OpenZDK launcher uses separate BSD-style terms, and the sm64ex submodule retains its own terms. Builds require the user's own USA Super Mario 64 ROM; the maintainer offers no built game. GitHub reports Other / NOASSERTION for the mixed repository license.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Zune HD device port of sm64ex (decompilation-based)","target_type":"Game","sources":[{"label":"Maintainer README: this is an sm64ex Zune HD port; build from user-provided USA ROM; no built game is offered","url":"https://github.com/rsheldiii/sm64-zune"},{"label":"Reddit discovery thread; a comment links the project repository, while current behavior and device limits are checked in the README","url":"https://www.reddit.com/r/Zune/comments/1x0tm26/super_mario_64_on_the_zune_hd/"},{"label":"GitHub repository API: mixed license is Other / NOASSERTION","url":"https://api.github.com/repos/rsheldiii/sm64-zune"},{"label":"Maintainer LICENSE: component-by-component terms for MIT project files, Fast3D-derived renderer, OpenZDK launcher, and sm64ex submodule","url":"https://github.com/rsheldiii/sm64-zune/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":122160,"Python":71561,"C":36506,"Shell":10686,"C#":9843,"Assembly":1481,"GLSL":440},"source_url":"https://api.github.com/repos/rsheldiii/sm64-zune/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 122,160 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-64-3ds-native-port","title":"Super Mario 64 — Nintendo 3DS Port","game":"Super Mario 64","platform":"Nintendo 64 → Nintendo 3DS homebrew","kind":"Reimplementation","status":"The maintainer’s 3ds-port branch last received a source update on 2026-08-10. Its README documents 3DSX/CIA builds, user-supplied ROM asset extraction, stereoscopic 3D, touch-screen camera controls, remappable inputs, and multithreaded audio.","summary":"A Nintendo 3DS port of the Nintendo 64 Super Mario 64 codebase. Building requires the user’s own supported ROM so assets can be extracted; the repository does not supply a game ROM. This is distinct from the already catalogued Super Mario 64 DS-to-3DS port.","project_url":"https://github.com/mkst/sm64-port/tree/3ds-port","updated":"2026-10-16","strategy":"Nintendo 64 Super Mario 64 port adapted to Nintendo 3DS homebrew.","language":"","source_available":"Public source on the maintainer’s 3ds-port branch; a supported user-supplied ROM is required for asset extraction. The GitHub repository has no declared license.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64 to Nintendo 3DS source port","target_type":"Game","sources":[{"label":"Maintainer README on the 3ds-port branch: supported ROMs, build targets, and 3DS features","url":"https://github.com/mkst/sm64-port/blob/3ds-port/README.md"},{"label":"Maintainer 3ds-port branch history","url":"https://github.com/mkst/sm64-port/commits/3ds-port/"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mkst/sm64-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":29960344,"C++":2139430,"Assembly":533722,"Python":185557,"Linker Script":39917,"Makefile":38137,"JavaScript":5981,"Shell":4765,"Dockerfile":1276,"PHP":200,"BitBake":59},"source_url":"https://api.github.com/repos/mkst/sm64-port/languages","evidence":"Exact repository byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C is the largest category (29,960,344 of 32,909,388 recognized bytes). Repository-wide totals can include build and tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-advance-2-recomp","title":"Super Mario Advance 2 Recomp","game":"Super Mario Advance 2: Super Mario World","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Experimental v0.0.3 Windows build boots through the opening and attract sequence. The README says widescreen work is still being refined and does not claim broad gameplay coverage.","summary":"Native Windows recompilation of Super Mario Advance 2 with optional adaptive widescreen. The README specifies the USA/Australia ROM and requires the user's GBA BIOS; game data is not included.","project_url":"https://github.com/mstan/SuperMarioAdvance2Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository; user-supplied USA/Australia ROM and retail GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/SuperMarioAdvance2Recomp"},{"label":"Project README, tested revision, and status","url":"https://github.com/mstan/SuperMarioAdvance2Recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/SuperMarioAdvance2Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/SuperMarioAdvance2Recomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Super Mario Advance 2 Recomp releases","url":"https://github.com/mstan/SuperMarioAdvance2Recomp/releases","source_url":"https://github.com/mstan/SuperMarioAdvance2Recomp","notes":"README links the project releases."}],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":14411,"C++":7448,"CMake":3930},"source_url":"https://api.github.com/repos/mstan/SuperMarioAdvance2Recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 14,411 bytes of PowerShell out of 25,789 measured source bytes (55.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-advance-4-recomp","title":"Super Mario Advance 4 Recomp","game":"Super Mario Advance 4: Super Mario Bros. 3","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"Experimental v0.0.1 Windows build reaches the title screen and runs Super Mario Bros. 3 gameplay. The supported dump is USA/Australia revision 1; full-game compatibility is not quantified.","summary":"Native desktop recompilation of Super Mario Advance 4 with a launcher, controller support, audio settings, fullscreen, and save states. The README requires the user's supported ROM and retail GBA BIOS.","project_url":"https://github.com/mstan/SuperMarioAdvance4Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository; user-supplied USA/Australia revision 1 ROM and retail GBA BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/SuperMarioAdvance4Recomp"},{"label":"Project README and supported ROM revision","url":"https://github.com/mstan/SuperMarioAdvance4Recomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/SuperMarioAdvance4Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/SuperMarioAdvance4Recomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Super Mario Advance 4 Recomp releases","url":"https://github.com/mstan/SuperMarioAdvance4Recomp/releases","source_url":"https://github.com/mstan/SuperMarioAdvance4Recomp","notes":"README links the project releases."}],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":11215,"C++":4082,"CMake":3348},"source_url":"https://api.github.com/repos/mstan/SuperMarioAdvance4Recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 11,215 bytes of PowerShell out of 18,645 measured source bytes (60.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-bros-nes-to-neogeo-port","title":"Super Mario Bros. 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These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-bros-2j-nes-vanilla","title":"Super Mario Bros. 2 Japan (The Lost Levels) NES Gameplay Reimplementation","game":"Super Mario Bros. 2 Japan (The Lost Levels)","platform":"Nintendo Entertainment System ROM → Linux desktop and Windows x64 builds (SDL2/SDL3).","kind":"Reimplementation","status":"Runs and is beatable; audio is incomplete for the ending. No level data or graphical assets are included.","summary":"Second game supported by SMB Vanilla; requires its own legally obtained ROM.","project_url":"https://codeberg.org/dannysp/SMB-Vanilla","updated":"2026-10-15","strategy":"Gameplay reimplementation in C from reverse-engineered code; not a byte-matching source decompilation or static recompilation.","language":"C","source_available":"Public C source under GPL-3.0. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-galaxy-wii-recomp","title":"Super Mario Galaxy Recompilation (Nebula)","game":"Super Mario Galaxy","platform":"Wii → Windows x64","kind":"Recompilation","status":"Work in progress; README says the game is playable from the start, with performance, lighting and other bugs remaining. 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The complete playable game currently runs in the default real-frame path through the cycle-accurate LakeSnes backend using the genuine ROM. The USA v1.0 ROM (MD5 7f25ce5a283d902694c52fb1152fa61a) is user-supplied; no ROM is included.","summary":"Incremental static recompilation of Super Mario Kart 65816 code to C, paired with a cycle-accurate SNES interpreter backend for the currently complete game flow.","project_url":"https://github.com/sp00nznet/mk","updated":"2026-10-16","strategy":"Incremental static recompilation with cycle-accurate interpreter fallback","language":"","source_available":"Public source repository; user must supply the USA v1.0 ROM","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project README: incremental recompilation boundary, playable interpreter path, 48 translated functions, and USA v1.0 ROM hash","url":"https://github.com/sp00nznet/mk#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":245764,"CMake":1645,"Lua":23014,"Python":68087},"source_url":"https://api.github.com/repos/sp00nznet/mk/languages","evidence":"GitHub's official Languages REST endpoint reports 245,764 bytes of C as the largest total (72.6% of 338,510 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-land-2-gb-recomp","title":"Super Mario Land 2: 6 Golden Coins — Native Recompilation","game":"Super Mario Land 2: 6 Golden Coins","platform":"Game Boy → Windows, Linux, and macOS","kind":"Recompilation","status":"v0.1.1 release published 2026-09-19; README describes an executable that accepts the exact target ROM and an optional DX 1.8.1 transform.","summary":"Static recompilation to desktop platforms; exact user-provided ROM is required.","project_url":"https://github.com/mstan/SuperMarioLand2Recomp","updated":"2026-09-19","strategy":"Static recompilation to native desktop","language":"","source_available":"Public source and release; user supplies matching ROM; no game ROM is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"European v1.0 ROM target; no repository license identified in reviewed GitHub metadata.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/mstan/SuperMarioLand2Recomp#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/mstan/SuperMarioLand2Recomp/releases/tag/v0.1.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":197030,"C":170725,"Shell":36829,"PowerShell":27498,"CMake":3670},"source_url":"https://api.github.com/repos/mstan/SuperMarioLand2Recomp/languages","evidence":"Official GitHub Languages API byte counts for mstan/SuperMarioLand2Recomp: {\"C\": 170725, \"CMake\": 3670, \"PowerShell\": 27498, \"Python\": 197030, \"Shell\": 36829}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-land-native-modern","title":"Super Mario Land — Native Modern Reimplementation","game":"Super Mario Land","platform":"Game Boy → native desktop software","kind":"Reimplementation","status":"The maintainer calls this a release candidate. The README says the complete campaign flow, original and expanded world policies, native presentation/audio, persistence, and tooling are implemented; remaining release work is a human controller playthrough matrix and external IP review.","summary":"A native C++20 reimplementation of the original Super Mario Land for desktop software. It validates the user-supplied World revision A ROM (SHA-1 418203621b887caa090215d97e3f509b79affd3e), extracts game content locally, and implements game behavior natively instead of emulating a Game Boy CPU.","project_url":"https://github.com/native-gb/super-mario-land-modern","updated":"2026-10-16","strategy":"Native C++20 reimplementation of Super Mario Land with exact user-ROM validation and native rules, presentation, audio, and persistence.","language":"","source_available":"Public GPL-3.0 source; requires a user-supplied World Rev A ROM. 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Repository-wide totals can include build and tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-odyssey-decomp","title":"Super Mario Odyssey Decompilation","game":"Super Mario Odyssey","platform":"Nintendo Switch","kind":"Decompilation","status":"Work in progress targeting version 1.0.0; README explicitly says this project will not produce a playable game.","summary":"Source reconstruction project for Super Mario Odyssey 1.0.0 on Switch.","project_url":"https://github.com/MonsterDruide1/OdysseyDecomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game files required; no playable game output.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/MonsterDruide1/OdysseyDecomp"},{"label":"Maintainer README and project status","url":"https://github.com/MonsterDruide1/OdysseyDecomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5922731,"C":2295316,"Python":47842,"CMake":4972,"Nix":3597,"Dockerfile":680,"Shell":137},"source_url":"https://api.github.com/repos/MonsterDruide1/OdysseyDecomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-strikers-android","title":"Super Mario Strikers Android Port","game":"Super Mario Strikers","platform":"Nintendo GameCube → Android (arm64-v8a)","kind":"Decompilation","status":"The repository includes an Android 9+ arm64-v8a APK (v1.2.0) using Vulkan. It documents touch controls and gamepad support; no physical-device test is identified.","summary":"Android launcher and app layer for the native Super Mario Strikers port built on the community GameCube decompilation. The APK contains no game assets; players provide their own game data.","project_url":"https://github.com/luisxl15/Strikers-Android-Port","updated":"2026-10-15","strategy":"Native port of the matching GameCube decompilation; shared game/runtime code is compiled for ARM64 and rendered through Vulkan, with Android-specific launcher and input integration.","language":"","source_available":"Public source repository (GitHub)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android target of a decompilation-based native port","target_type":"Game","sources":[{"label":"Maintainer README and Android requirements","url":"https://github.com/luisxl15/Strikers-Android-Port"},{"label":"Included Android APK and checksum","url":"https://github.com/luisxl15/Strikers-Android-Port/tree/main/apk"},{"label":"GitHub repository REST API (visibility and availability check)","url":"https://api.github.com/repos/luisxl15/Strikers-Android-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9444683,"C":3849230,"Java":185099,"Shell":49832,"CMake":47678,"Python":42765,"Assembly":26752,"PowerShell":794,"Makefile":441},"source_url":"https://api.github.com/repos/luisxl15/Strikers-Android-Port/languages","evidence":"Official GitHub REST Languages API breakdown for luisxl15/Strikers-Android-Port: source-code byte counts are {\"Assembly\": 26752, \"C\": 3849230, \"C++\": 9444683, \"CMake\": 47678, \"Java\": 185099, \"Makefile\": 441, \"PowerShell\": 794, \"Python\": 42765, \"Shell\": 49832}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-strikers-decomp","title":"Super Mario Strikers Decompilation","game":"Super Mario Strikers","platform":"GameCube","kind":"Decompilation","status":"The maintainer identifies code and linking as 100%; the USA, Europe, and Japan builds have separate configurations that build reconstructed source and check the retail main.dol SHA-1. This remains a decompilation, not a new way to play.","summary":"Matching GameCube source decompilation supporting USA, Europe, and Japan retail builds. The README labels code and linking 100%, and says each configured reconstructed-source build is checked against the corresponding retail main.dol SHA-1; it is not a playable port.","project_url":"https://github.com/yannicksuter/smstrikers-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/yannicksuter/smstrikers-decomp"},{"label":"Project README or evidence page","url":"https://github.com/yannicksuter/smstrikers-decomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/yannicksuter/smstrikers-decomp"},{"label":"Maintainer README: version targets, progress, and matching-build status","url":"https://github.com/yannicksuter/smstrikers-decomp#readme"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/yannicksuter/smstrikers-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8814093,"C":3562734,"Python":302168,"Assembly":26752,"Shell":9854,"Smarty":2835,"Makefile":441},"source_url":"https://api.github.com/repos/yannicksuter/smstrikers-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/yannicksuter/smstrikers-decomp reports 8,814,093 bytes of C++, the largest language total (69.3% of 12,718,877 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-strikers-switch-port","title":"Super Mario Strikers Switch Port","game":"Super Mario Strikers","platform":"GameCube → Nintendo Switch","kind":"Decompilation","status":"Version 1.3.0 Switch release; the maintainer describes a native multi-platform source port built from decompiled game code, not static recompilation. The README requires the user's game data and documents Windows/Linux/macOS/Switch targets.","summary":"Switch target of a native multi-platform port based on the Super Mario Strikers decompilation. Game code is compiled for the host platform; the method is a source port, not binary recompilation.","project_url":"https://github.com/new-coke/strikers","updated":"2026-10-15","strategy":"Decompilation-based native source port with platform-specific graphics/input backends","language":"","source_available":"Public source and Switch release; requires the user's game data","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/new-coke/strikers"},{"label":"Maintainer README: source-port method, supported platforms, and data requirement","url":"https://github.com/new-coke/strikers#readme"},{"label":"Maintainer releases","url":"https://github.com/new-coke/strikers/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9498583,"C":3881000,"CMake":55822,"Shell":55429,"Python":44572,"Assembly":26752,"PowerShell":794,"Makefile":441},"source_url":"https://api.github.com/repos/new-coke/strikers/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/new-coke/strikers reports 9,498,583 bytes of C++, the largest language total (70.0% of 13,563,393 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-strikers-vita-port","title":"Super Mario Strikers Vita Port","game":"Super Mario Strikers","platform":"GameCube → PlayStation Vita","kind":"Decompilation","status":"Work in progress; a Vita backend boots, but rendering, audio, and stability work remains.","summary":"Vita target for a native port built on the Super Mario Strikers decompilation.","project_url":"https://github.com/robin994/strikersVita","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/robin994/strikersVita"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/robin994/strikersVita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10183434,"C":3969198,"Python":316089,"CMake":85033,"Shell":73687,"Assembly":26752,"PowerShell":794,"Makefile":441},"source_url":"https://api.github.com/repos/robin994/strikersVita/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/robin994/strikersVita reports 10,183,434 bytes of C++, the largest language total (69.5% of 14,655,428 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sunshine-decomp","title":"Super Mario Sunshine Decompilation","game":"Super Mario Sunshine","platform":"GameCube","kind":"Decompilation","status":"Work in progress; the README describes a Super Mario Sunshine decompilation and requires an existing game copy for local builds.","summary":"Work-in-progress decompilation; the repository lists Japanese and European releases as supported.","project_url":"https://github.com/doldecomp/sms","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube game-code decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/doldecomp/sms"},{"label":"Project README","url":"https://github.com/doldecomp/sms#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/doldecomp/sms"}],"media":[{"kind":"image","label":"Objdiff comparison window linked in the project's decompilation guide","url":"https://raw.githubusercontent.com/doldecomp/sms/932f327f5419e251d19c4208ca25da04d6828d30/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/doldecomp/sms/932f327f5419e251d19c4208ca25da04d6828d30/assets/objdiff.png","source_url":"https://github.com/doldecomp/sms/blob/932f327f5419e251d19c4208ca25da04d6828d30/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7888815,"C":1198382,"Python":202997,"Assembly":38201,"Shell":2413},"source_url":"https://api.github.com/repos/doldecomp/sms/languages","evidence":"GitHub REST repository Languages endpoint reports 7,888,815 bytes of C++ out of 9,330,808 measured source bytes (84.5%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-sunshine-pc-port","title":"Super Mario Sunshine Native PC Port","game":"Super Mario Sunshine","platform":"Nintendo GameCube → Windows, Linux, and macOS","kind":"Decompilation","status":"Linux x86, Linux x86-64, and Intel macOS/Rosetta builds are listed as playable; Linux x86-64 is still being checked stage by stage. The Windows build boots under Wine while native runtime checks continue. Only North American GMSE01 Rev 0 is supported.","summary":"Native PC port compiled from the matching Super Mario Sunshine decompilation. It reads game data from the user's disc image and includes no game data; build and run scripts and a separate setup launcher are documented.","project_url":"https://github.com/chasem-dev/sms-pc-port","updated":"2026-10-15","strategy":"Decompilation-based native PC port","language":"","source_available":"Public source and launcher releases; requires the user's own GMSE01 Rev 0 disc image","first_found":"2026-10-15","project_started":"","programming_language":"C++","subtype":"Native PC port","target_type":"Game","sources":[{"label":"Maintainer README: supported operating systems, game revision, build, and play status","url":"https://github.com/chasem-dev/sms-pc-port/blob/main/README.md"},{"label":"Maintainer launcher releases","url":"https://github.com/chasem-dev/SMS-Launcher/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1626588,"Python":515557,"C":139528,"CMake":104841,"Shell":52183,"Assembly":6158,"Makefile":4029,"Batchfile":1489,"Linker Script":639},"source_url":"https://api.github.com/repos/chasem-dev/sms-pc-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/chasem-dev/sms-pc-port reports 1,626,588 bytes of C++, the largest language total (66.4% of 2,451,012 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-sunshine-japan-windows-port","title":"Super Mario Sunshine Native Windows Port (Japan GMSJ01)","game":"Super Mario Sunshine","platform":"GameCube Japan GMSJ01 → Windows x86-64","kind":"Decompilation","status":"WIP, not playable end to end. 2026-10-15 snapshot: 11,323/12,881 matching functions (87.9%), 62.65% matching code, 445/736 complete units. A dev-assisted route reached the normal ending movie and saved/reloaded completion, but unassisted play, audio listening, full equivalence and hardware GPU checks remain open. No release.","summary":"Decompilation-based Windows port with its own Aurora host layer; distinct from catalogued North American GMSE01 sms-pc-port, though both use the Sunshine decompilation.","project_url":"https://github.com/Astrr00/SMSunshinePC","updated":"2026-10-16","strategy":"Matching decompilation plus native Windows Aurora host","language":"","source_available":"Public project source and status evidence; the user supplies Japan GMSJ01 disc. No game assets or release binaries found.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Japanese GameCube Windows port","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/Astrr00/SMSunshinePC#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Astrr00/SMSunshinePC"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/Astrr00/SMSunshinePC/releases"},{"label":"Current primary README","url":"https://github.com/Astrr00/SMSunshinePC/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Astrr00/SMSunshinePC/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9107455,"C":1222178,"Python":545114,"Assembly":38201,"CMake":37227,"Batchfile":32316,"Shell":2413},"source_url":"https://api.github.com/repos/Astrr00/SMSunshinePC/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-sunshine-switch-port","title":"Super Mario Sunshine Nintendo Switch Port (sms-switch)","game":"Super Mario Sunshine","platform":"Nintendo GameCube → Nintendo Switch homebrew","kind":"Decompilation","status":"Release v0.3.0 includes sms.nro. The maintainer labels the project early: it boots and renders in the Eden emulator, but has not been run on a physical Switch.","summary":"Switch homebrew build of the Super Mario Sunshine PC port, using the player’s own North American Rev 0 GameCube disc image for game data. It adds a libnx NRO target and an OpenGL path through Mesa.","project_url":"https://github.com/chasem-dev/sms-switch","updated":"2026-10-16","strategy":"Decompilation-based native port adapted from the Super Mario Sunshine PC port","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew NRO; emulator-tested, hardware untested","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/chasem-dev/sms-switch"},{"label":"Release v0.3.0","url":"https://github.com/chasem-dev/sms-switch/releases/tag/v0.3.0"},{"label":"Current primary README","url":"https://github.com/chasem-dev/sms-switch/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/chasem-dev/sms-switch"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/chasem-dev/sms-switch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":66693,"Shell":25812,"CMake":11452,"Python":5502,"C":4034,"Dockerfile":1571},"source_url":"https://api.github.com/repos/chasem-dev/sms-switch/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-sunshine-ps5-port","title":"Super Mario Sunshine PS5 Port","game":"Super Mario Sunshine","platform":"GameCube → PlayStation 5","kind":"Decompilation","status":"Early version 0.10.0; console testing reached the opening, Delfino Plaza, and the first Bianco Hills episode.","summary":"Native PS5 port based on a PC port built from the Super Mario Sunshine decompilation; no emulator is used.","project_url":"https://github.com/griches/PS5_Sunshine","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 5","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/griches/PS5_Sunshine"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/griches/PS5_Sunshine"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":79276,"Shell":33597,"Python":8673,"CMake":5155},"source_url":"https://api.github.com/repos/griches/PS5_Sunshine/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/griches/PS5_Sunshine reports 79,276 bytes of C, the largest language total (62.6% of 126,701 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-mario-world-original-xbox-port","title":"Super Mario World Original Xbox Port","game":"Super Mario World","platform":"Super Nintendo source reimplementation → Original Xbox","kind":"Reimplementation","status":"The public repository has no GitHub release. Its README describes a native Original Xbox build using Direct3D 8, DirectSound, and XInput and claims the Super Mario World campaign is playable from start to finish. The build instructions require an Original Xbox console and user-supplied game ROM/assets; no separate release or quantified hardware-test report is stated.","summary":"A native Xbox adaptation of the open-source `smw` reimplementation. The same project also supports Super Mario Bros. and The Lost Levels via a user-supplied Super Mario All-Stars ROM. Xbox-specific code is separated under `platform/xbox/`; no emulator is required by the stated target.","project_url":"https://github.com/Team-Resurgent/Super-Mario-World-X","updated":"2026-10-16","strategy":"DirectX 8/DirectSound/XInput native port of the open-source smw reimplementation","language":"","source_available":"Public C/C++ source and Xbox build project; original SNES ROM/assets are user-supplied. GitHub reports NOASSERTION for repository license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native source port","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/Team-Resurgent/Super-Mario-World-X#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/Team-Resurgent/Super-Mario-World-X"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/Team-Resurgent/Super-Mario-World-X/languages"},{"label":"Current primary README","url":"https://github.com/Team-Resurgent/Super-Mario-World-X/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3493707,"C++":85328,"Python":47915,"Makefile":8983,"Batchfile":1405},"source_url":"https://api.github.com/repos/Team-Resurgent/Super-Mario-World-X/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-mario-world-snes-recomp","title":"Super Mario World Recomp","game":"Super Mario World","platform":"Super Nintendo → Windows/Linux/macOS","kind":"Recompilation","status":"The owner hand-verified Yoshi's Island (World 1) and Donut Plains (World 2) end to end; World 3 was in progress. Worlds 4–7 and special content are not yet hand-verified, so full-game completion is not established.","summary":"The SNES 65816 CPU code is statically translated to C; a C hardware runtime handles the PPU, SPC700/APU, DMA, registers, and memory mapping. The README describes active development and identifies the verified campaign boundary rather than claiming an end-to-end completion.","project_url":"https://github.com/mstan/SuperMarioWorldRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; user-supplied ROM required; generated project code is public but no ROM is included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/SuperMarioWorldRecomp"},{"label":"Project README and current playthrough boundary","url":"https://github.com/mstan/SuperMarioWorldRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/SuperMarioWorldRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/SuperMarioWorldRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"Super Mario World Recomp releases","url":"https://github.com/mstan/SuperMarioWorldRecomp/releases","source_url":"https://github.com/mstan/SuperMarioWorldRecomp","notes":"README links the project releases."},{"kind":"docs","label":"Super Mario World Recomp renderer guide","url":"https://github.com/mstan/SuperMarioWorldRecomp/blob/main/docs/adaptive-renderer.md","source_url":"https://github.com/mstan/SuperMarioWorldRecomp","notes":"README links the renderer guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1513271,"Python":669091,"Shell":35997,"PowerShell":16395,"CMake":12609,"Lua":8603,"Assembly":6001,"Batchfile":4155},"source_url":"https://api.github.com/repos/mstan/SuperMarioWorldRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 1,513,271 bytes of C out of 2,266,122 measured source bytes (66.8%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-metroid-csharp-port","title":"Super Metroid C# Port","game":"Super Metroid","platform":"SNES Japan/USA NTSC v1.0 ROM → Windows x64 and Android ARM64","kind":"Reimplementation","status":"The project README describes the C# port as playable from the opening through the ending, with minor known glitches. Windows x64 and Android ARM64 release builds are listed; users must provide a supported NTSC v1.0 ROM.","summary":"Translates the original Super Metroid program into readable, commented C#. The ROM supplies graphics, room data, tables and audio resources; the shared managed game core uses a Direct3D 11 renderer with software fallback on Windows and a software renderer on Android. This is a behavior-preserving C# port, not a byte-matching recompilation. It is distinct from the cataloged SNES recompilation and annotated disassembly projects.","project_url":"https://github.com/MrJackSpade/SuperMetroidDecomp","updated":"2026-10-16","strategy":"Behavioral translation of the original game program into a managed C# implementation; the user's supported ROM supplies game data and serves as the reference.","language":"","source_available":"Public C# source and Windows/Android releases. The user must provide a Japan/USA NTSC v1.0 ROM; ROMs and extracted game assets are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"C# native port from translated game program","target_type":"Game","sources":[{"label":"Maintainer README: translation method, supported ROM, platforms, and end-to-end playability claim","url":"https://github.com/MrJackSpade/SuperMetroidDecomp/blob/main/README.md"},{"label":"Project release page for Windows and Android builds","url":"https://github.com/MrJackSpade/SuperMetroidDecomp/releases"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/MrJackSpade/SuperMetroidDecomp"}],"media":[{"kind":"image","label":"Super Metroid C# port title-screen screenshot","url":"https://raw.githubusercontent.com/MrJackSpade/SuperMetroidDecomp/main/docs/images/title-screen.png","preview_url":"https://raw.githubusercontent.com/MrJackSpade/SuperMetroidDecomp/main/docs/images/title-screen.png","source_url":"https://github.com/MrJackSpade/SuperMetroidDecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":37999045,"Python":91026,"PowerShell":60608,"HLSL":25545,"C++":15883,"Shell":3626,"C":3199,"CMake":1817,"Batchfile":957},"source_url":"https://api.github.com/repos/MrJackSpade/SuperMetroidDecomp/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C# is largest (37,999,045 of 38,201,706 recognized bytes, 99.5%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-metroid-disassembly","title":"Super Metroid Disassembly","game":"Super Metroid","platform":"Super Nintendo","kind":"Decompilation","status":"Disassembly project; repository describes itself as relocatable","summary":"InsaneFirebat's relocatable SNES assembly disassembly is based on P.JBoy's bank logs. Pure disassembly, not C decompilation.","project_url":"https://github.com/InsaneFirebat/sm_disassembly","updated":"2026-10-05","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Assembly disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/InsaneFirebat/sm_disassembly"},{"label":"Primary-source evidence","url":"https://gist.github.com/yuriks/020fba929f0030d9d8f0f7844d29394d"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/InsaneFirebat/sm_disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":22717663,"HTML":127938,"Python":87568,"Batchfile":2133,"Shell":590},"source_url":"https://api.github.com/repos/InsaneFirebat/sm_disassembly/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Assembly has the largest total (22,717,663 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-metroid-3ds-native-port","title":"Super Metroid Nintendo 3DS Port","game":"Super Metroid","platform":"Super Nintendo → Nintendo 3DS","kind":"Reimplementation","status":"The README reports about 50 FPS on hardware in the native mode; its backup SNES-emulation mode reaches 60 FPS but has no audio. Saves work in emulation but are not confirmed on hardware. The repository provides 3DS, 3DSX, and CIA build targets.","summary":"Ports Super Metroid to Nintendo 3DS using the PC C port by snesrev as its base. The build instructions require the user's own Super Metroid ROM in romfs.","project_url":"https://github.com/CharlesAverill/sm-3ds","updated":"2026-10-16","strategy":"Native source port to Nintendo 3DS","language":"","source_available":"Public source and build instructions; the user supplies a Super Metroid ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Makefile","subtype":"Based on the PC C port by snesrev; 3DS/3DSX/CIA outputs","target_type":"Game","sources":[{"label":"Maintainer README: method, hardware performance notes, and build targets","url":"https://github.com/CharlesAverill/sm-3ds#readme"},{"label":"PC source port used as the base","url":"https://github.com/snesrev/sm"},{"label":"Current primary README","url":"https://github.com/CharlesAverill/sm-3ds/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/CharlesAverill/sm-3ds"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/CharlesAverill/sm-3ds/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Makefile","breakdown":{"Makefile":12789,"C":11920,"Python":2977},"source_url":"https://api.github.com/repos/CharlesAverill/sm-3ds/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-metroid-snes-recomp","title":"Super Metroid SNES Recomp","game":"Super Metroid","platform":"Super Nintendo → PC","kind":"Recompilation","status":"The default LLE-first build boots, renders, plays audio, completes the attract demo, starts a new game, traverses doors, pauses, and saves at Samus's ship. It remains a work in progress without broad end-to-end testing.","summary":"An LLE-first SNES project with static native C code for selected game routines and an interpreter/scheduler path for the remaining CPU execution. The current README also describes a separate Windows frame-composition optimization; that host presentation path does not change the guest CPU method.","project_url":"https://github.com/mstan/SuperMetroidRecomp","updated":"2026-10-16","strategy":"LLE-first recompilation with static native routines and interpreter fallback","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES LLE-first recompilation with static native routines","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/SuperMetroidRecomp"},{"label":"Project README and current runtime/status description","url":"https://github.com/mstan/SuperMetroidRecomp/blob/main/README.md"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/mstan/SuperMetroidRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/main/README.md"}],"media":[{"kind":"image","label":"Super Metroid landing site rendered in ultrawide with edge-anchored HUD","url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/HEAD/docs/images/widescreen-landing-site.png","preview_url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/HEAD/docs/images/widescreen-landing-site.png","source_url":"https://github.com/mstan/SuperMetroidRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Super Metroid Tourian gameplay with the widescreen renderer and populated HUD","url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/HEAD/docs/images/widescreen-tourian.jpg","preview_url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/HEAD/docs/images/widescreen-tourian.jpg","source_url":"https://github.com/mstan/SuperMetroidRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Super Metroid widescreen landing site","url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/main/docs/images/widescreen-landing-site.png","preview_url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/main/docs/images/widescreen-landing-site.png","source_url":"https://github.com/mstan/SuperMetroidRecomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Super Metroid widescreen Tourian gameplay","url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/main/docs/images/widescreen-tourian.jpg","preview_url":"https://raw.githubusercontent.com/mstan/SuperMetroidRecomp/main/docs/images/widescreen-tourian.jpg","source_url":"https://github.com/mstan/SuperMetroidRecomp","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":272060,"Java":206300,"Python":116464,"Shell":33942,"CMake":16631,"PowerShell":14629,"GLSL":2845},"source_url":"https://api.github.com/repos/mstan/SuperMetroidRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 272,060 bytes of C out of 662,871 measured source bytes (41.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-monkey-ball-gc-decomp","title":"Super Monkey Ball Decompilation","game":"Super Monkey Ball","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the U.S. GMBE8P program DOL, its SHA-1, and the required compiler/toolchain.","summary":"GameCube program-code decompilation project for the U.S. version of Super Monkey Ball.","project_url":"https://github.com/camthesaxman/smb-decomp","updated":"2026-10-15","strategy":"DOL disassembly and source reconstruction","language":"","source_available":"Public source repository; clean game DOL and GameCube compiler required","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"U.S. version GMBE8P","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/camthesaxman/smb-decomp#readme"},{"label":"GitHub repository page (primary language: Assembly)","url":"https://github.com/camthesaxman/smb-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":17105241,"C":4825438,"Python":102756,"Makefile":18953,"Perl":3755,"C++":1523,"Awk":969,"Shell":926},"source_url":"https://api.github.com/repos/camthesaxman/smb-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/camthesaxman/smb-decomp reports 17,105,241 bytes of Assembly, the largest language total (77.5% of 22,059,561 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-snes-mister","title":"Super Nintendo Entertainment System / Super Famicom MiSTer FPGA Core","game":"Super Nintendo Entertainment System / Super Famicom","platform":"Super Nintendo Entertainment System / Super Famicom on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-04.","summary":"FPGA system-emulation core for Super Nintendo Entertainment System / Super Famicom on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/SNES_MiSTer","updated":"2026-10-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/SNES_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/SNES_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/SNES_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/SNES_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1362770,"Verilog":341580,"SystemVerilog":256587,"Assembly":28705,"Tcl":23985,"C":4323,"Makefile":1059,"Batchfile":627},"source_url":"https://api.github.com/repos/MiSTer-devel/SNES_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,362,770 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-paper-mario-partial-decomp","title":"Super Paper Mario Partial Decompilation","game":"Super Paper Mario","platform":"Wii","kind":"Decompilation","status":"Intentional partial project. Main targets are two PAL releases; USA Rev. 0 has support setup but fewer addresses migrated. Not intended to cover the full game or produce ports.","summary":"Targeted decompilation of selected code useful for research/modification, rather than a full-game reconstruction.","project_url":"https://github.com/SeekyCt/spm-decomp","updated":"2026-10-16","strategy":"Partial decompilation","language":"","source_available":"Repository; user-supplied game copy required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/SeekyCt/spm-decomp"},{"label":"Maintainer README and project status","url":"https://github.com/SeekyCt/spm-decomp/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":809087,"Python":131610,"C++":39079},"source_url":"https://api.github.com/repos/SeekyCt/spm-decomp/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-puzzle-fighter-2x-dc-en","title":"Super Puzzle Fighter 2X English Patch","game":"Super Puzzle Fighter 2X","platform":"Dreamcast","kind":"Fan Localization","status":"Released","summary":"Patch enables English text and translates VMU metadata; some network-related text and graphics are out of scope.","project_url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Dreamcast fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast"}],"media":[{"kind":"image","label":"Image from Super Puzzle Fighter 2X English Patch","url":"https://raw.githubusercontent.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast/main/screenshot.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast/main/screenshot.png","source_url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast","discovered_on":"2026-10-15"}],"links":[{"kind":"patch","label":"Super Puzzle Fighter 2X English v1.1 Dreamcast patch","url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast/releases/download/1.1/Super.Puzzle.Fighter.2X.English.-.v1.1.dcp","source_url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast","notes":"README links this patch file."},{"kind":"patch","label":"Super Puzzle Fighter 2X English v1.1 xdelta patch","url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast/releases/download/1.1/Super.Puzzle.Fighter.2X.English.-.v1.1.xdelta","source_url":"https://github.com/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast","notes":"README links this patch file."}],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/SuperPuzzleFighter2X-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"super-robot-pinball-gbc-en","title":"Super Robot Pinball English Translation","game":"Super Robot Pinball","platform":"Game Boy Color","kind":"Fan Localization","status":"Public v1.0 patch released 2021-12-29. The maintainer provides an online patcher and offline ZIP patch. The specific internal patch format is not stated on the project page.","summary":"Japanese-to-English translation patch for the Game Boy Color game Super Robot Pinball. It requires the user's Japanese ROM and includes no game data. No source repository or licence was identified.","project_url":"https://www.marcrobledo.com/game-boy/super-robot-pinball-english-translation/","updated":"2026-10-16","strategy":"Fan translation with online and offline patching","language":"English","source_available":"Public browser patcher and offline patch ZIP; patch format, source repository and licence not identified; no ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer page and patch links","url":"https://www.marcrobledo.com/game-boy/super-robot-pinball-english-translation/"},{"label":"RomHackPlaza version and exact release date","url":"https://romhackplaza.org/translations/super-robot-pinball-english-translation-game-boy-color/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.marcrobledo.com/game-boy/super-robot-pinball-english-translation/","evidence":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/game-boy/super-robot-pinball-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/game-boy/super-robot-pinball-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"super-robot-taisen-alpha-ps1-en","title":"Super Robot Taisen Alpha PlayStation English Translation","game":"Super Robot Taisen Alpha","platform":"PlayStation","kind":"Fan Localization","status":"Release candidate 2 (RC02) released 2026-10-05. The maintainer says every dialogue line is translated and inserted and the game is playable from the title screen, but a full start-to-finish playthrough and real-hardware testing remain outstanding.","summary":"English fan translation of the Japanese PS1 strategy RPG. RC02 covers story scenes, map dialogue, battle quotes, names, unit data, menus and most graphics; the release includes a variable-width font and archive/executable changes.","project_url":"https://github.com/Nrlemo/Super-Robot-Wars-Alpha-PSX-English-Ver","updated":"2026-10-05","strategy":"Fan translation patch","language":"English","source_available":"The GitHub RC02 release provides an xdelta patch and CUE file only. It requires the user’s matching Japanese SLPS-02636 disc image.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"Maintainer README: RC02 version, translation scope, playtest status, patch instructions and exact Japanese disc requirement","url":"https://github.com/Nrlemo/Super-Robot-Wars-Alpha-PSX-English-Ver"},{"label":"RC02 release page and patch assets","url":"https://github.com/Nrlemo/Super-Robot-Wars-Alpha-PSX-English-Ver/releases/tag/RC02"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Nrlemo/Super-Robot-Wars-Alpha-PSX-English-Ver/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"super-robot-taisen-d-gba-en","title":"Super Robot Taisen D English Translation","game":"Super Robot Taisen D","platform":"Game Boy Advance","kind":"Fan Localization","status":"Complete English v1.2.1 patch; first public release 2026-10-02 and latest update 2026-10-10. The maintainer reports all story/routes, dialogue, menus and graphics translated and a full start-to-finish test across both protagonists and routes.","summary":"English patch for the Japanese GBA strategy RPG. The maintainer provides an IPS patch and route-focused walkthroughs; the browser patcher can apply the patch to the player’s local ROM.","project_url":"https://gametranslate.us/translations/super-robot-taisen-d-english-patch/","updated":"2026-10-10","strategy":"Fan translation patch","language":"English","source_available":"Official maintainer site offers an IPS patch, not the commercial game. Requires user-supplied Japanese GBA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Game Boy Advance fan translation","target_type":"Game","sources":[{"label":"Game Translate maintainer entry: v1.2.1 release/update dates, complete scope and patch","url":"https://gametranslate.us/translations/super-robot-taisen-d-english-patch/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/translations/super-robot-taisen-d-english-patch/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"masou-kishin-lord-of-elemental-psp-en","title":"Super Robot Taisen OG Saga: Masou Kishin – The Lord of Elemental English Patch","game":"Super Robot Taisen OG Saga: Masou Kishin – The Lord of Elemental","platform":"PlayStation Portable","kind":"Fan Localization","status":"Complete English v1.31 patch released 2026-10-07. The same repository lists Masou Kishin II as in progress with no patch yet; this record covers only the released first game.","summary":"Patch for the Japanese PSP digital release of Masou Kishin – The Lord of Elemental. The project says the full story and interface are in English and provides an optional PPSSPP texture pack for Japanese text embedded in images.","project_url":"https://github.com/bentolanh/masou-kishin-english-patch","updated":"2026-10-07","strategy":"Fan translation patch","language":"English","source_available":"GitHub release contains xdelta patch and optional PPSSPP texture pack, not game data. Requires the user’s own Japanese PSN PSP copy, NPJH50804.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PSP fan translation","target_type":"Game","sources":[{"label":"Maintainer README: first-game completion, second-game WIP status, source-disc ID and xdelta-only patch instructions","url":"https://github.com/bentolanh/masou-kishin-english-patch"},{"label":"v1.31 Lord of Elemental release","url":"https://github.com/bentolanh/masou-kishin-english-patch/releases/tag/lord-of-elemental-v1.31"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/bentolanh/masou-kishin-english-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"super-robot-taisen-r-gba-en","title":"Super Robot Taisen R English Translation","game":"Super Robot Taisen R","platform":"Game Boy Advance","kind":"Fan Localization","status":"Complete English v1.2.1 patch; first public release 2026-10-01 and latest update 2026-10-10. The maintainer reports the full story on every route, battle quotes, menus and graphics translated; routes were checked scenario-by-scenario, but not every combination was played start-to-finish.","summary":"English patch for the Japanese GBA strategy RPG. The official project page provides an IPS patch and full-route reference material; no game ROM is bundled.","project_url":"https://gametranslate.us/translations/super-robot-taisen-r-english-patch/","updated":"2026-10-10","strategy":"Fan translation patch","language":"English","source_available":"Official maintainer site offers an IPS patch only; user must provide the matching Japanese GBA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Game Boy Advance fan translation","target_type":"Game","sources":[{"label":"Game Translate maintainer entry: v1.2.1 release/update dates, complete scope and patch","url":"https://gametranslate.us/translations/super-robot-taisen-r-english-patch/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/translations/super-robot-taisen-r-english-patch/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"super-robot-taisen-z-ps2-windows-static-recomp","title":"Super Robot Taisen Z PS2 Windows Static Recompilation","game":"Super Robot Taisen Z (PS2 Japan SLPS-25887 v1.04)","platform":"PlayStation 2 (Japan SLPS-25887 v1.04) → Windows x64","kind":"Recompilation","status":"The README dated 2026-10-11 reports boot, intro/title/menu, new game, scenario 1 dialogue/battle/intermission, and save/load; scenario 1 plays to its end. Battle-map performance is about 40 fps with the optional PCSX2 microVU backend, up from about 3 fps on the original VU1 interpreter. Later scenarios, sound and movie polish remain in progress; no release is listed.","summary":"A Windows static recompilation of the Japanese PS2 version of Super Robot Taisen Z. The main program and stage overlays are translated to C++ and compiled locally from the user’s disc; the host still models/uses emulated PS2 subsystems and an optional PCSX2 VU1 backend rather than replacing all hardware natively.","project_url":"https://github.com/SloppyWyn/SRWZ-native","updated":"2026-10-16","strategy":"Static MIPS recompilation to C++ with PS2Recomp; host runtime replaces selected PS2 subsystems and uses PCSX2 microVU as an optional VU1 backend","language":"","source_available":"Public GPL-3.0 source and build scripts; no game code, disc image, or BIOS included. Users bring their own game disc.","first_found":"2026-10-16","project_started":"","programming_language":"Python","subtype":"Scenario 1 playable to its end; later scenarios unfinished","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/SloppyWyn/SRWZ-native"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/SloppyWyn/SRWZ-native/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/SloppyWyn/SRWZ-native"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/SloppyWyn/SRWZ-native/languages"},{"label":"Maintainer status and progress log","url":"https://github.com/SloppyWyn/SRWZ-native/blob/main/docs/PROGRESS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":416689,"PowerShell":288395,"Java":9933,"Batchfile":3308,"Shell":1079},"source_url":"https://api.github.com/repos/SloppyWyn/SRWZ-native/languages","evidence":"GitHub’s official Languages API reports Python: 416,689 bytes, PowerShell: 288,395 bytes, Java: 9,933 bytes, Batchfile: 3,308 bytes, Shell: 1,079 bytes. Python is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"srw-og-gaiden-ps2-en","title":"Super Robot Taisen: Original Generation Gaiden English Patch","game":"Super Robot Taisen: Original Generation Gaiden","platform":"PlayStation 2","kind":"Fan Localization","status":"Released; community fixes ongoing","summary":"Project says the full game is translated and playable end to end; bug fixes continue.","project_url":"https://github.com/camd11/srw-og-gaiden-en","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PlayStation 2 fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/camd11/srw-og-gaiden-en"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/camd11/srw-og-gaiden-en"}],"media":[{"kind":"image","label":"Dialogue","url":"https://raw.githubusercontent.com/camd11/srw-og-gaiden-en/HEAD/screenshots/02_dialogue.png","preview_url":"https://raw.githubusercontent.com/camd11/srw-og-gaiden-en/HEAD/screenshots/02_dialogue.png","source_url":"https://github.com/camd11/srw-og-gaiden-en","discovered_on":"2026-10-15"},{"kind":"image","label":"Title","url":"https://raw.githubusercontent.com/camd11/srw-og-gaiden-en/HEAD/screenshots/01_title.png","preview_url":"https://raw.githubusercontent.com/camd11/srw-og-gaiden-en/HEAD/screenshots/01_title.png","source_url":"https://github.com/camd11/srw-og-gaiden-en","discovered_on":"2026-10-15"},{"kind":"image","label":"Combat","url":"https://raw.githubusercontent.com/camd11/srw-og-gaiden-en/HEAD/screenshots/04_battle_combat.png","preview_url":"https://raw.githubusercontent.com/camd11/srw-og-gaiden-en/HEAD/screenshots/04_battle_combat.png","source_url":"https://github.com/camd11/srw-og-gaiden-en","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/camd11/srw-og-gaiden-en/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"super-robot-wars-4-en","title":"Super Robot Wars 4 English Translation","game":"Super Robot Wars 4 / Dai 4 Ji Super Robot Taisen","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; Aeon Genesis lists v1.00, initially and most recently released 2026-08-22, and says the translation has no known issues.","summary":"English fan translation of the Japanese SNES strategy RPG. The official project page offers a patch ZIP and notes optional music-persistence and English-lyrics patches.","project_url":"https://www.aeongenesis.net/projects/srw4","updated":"2026-08-22","strategy":"Fan localization patch","language":"English","source_available":"Aeon Genesis offers a ZIP patch download; the project page does not describe any included game data or source code.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"SNES fan translation","target_type":"Game","sources":[{"label":"Aeon Genesis maintainer project page: SNES target, English translation status, current version, and patch download","url":"https://www.aeongenesis.net/projects/srw4"},{"label":"Direct patch ZIP download; official page labels it as the patch","url":"https://www.aeongenesis.net/download/srw4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.aeongenesis.net/projects/srw4","evidence":"Project page/source reviewed for repository availability: https://www.aeongenesis.net/projects/srw4. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"super-robot-wars-64-native-recomp","title":"Super Robot Wars 64 Native Recompilation","game":"Super Robot Wars 64 (Japan Rev. 0)","platform":"Nintendo 64 Japan Rev. 0 → Windows, macOS Apple silicon, Linux, Steam Deck, and Android","kind":"Recompilation","status":"Experimental native recompilation with an available v0.4.8 release. The README marks Windows, Steam Deck, and Android as experimental and documents an install-and-play workflow using a Japanese Rev. 0 ROM.","summary":"N64Recomp-based native project with English and Chinese translations, the original Japanese text, optional HD art, widescreen, and configurable fixes. The repository contains no ROM or generated game code.","project_url":"https://github.com/dyzz/srw64-recomp","updated":"2026-10-15","strategy":"N64 static recompilation with RT64 rendering","language":"","source_available":"Public source and release; requires the user's Japanese Super Robot Taisen 64 revision 0 ROM. The repository does not include game data or generated game code.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Japanese Rev. 0 ROM; Windows, Steam Deck, and Android are explicitly marked experimental","target_type":"Game","sources":[{"label":"Maintainer README: method, exact ROM, platform support, and current status","url":"https://github.com/dyzz/srw64-recomp#readme"},{"label":"Maintainer release v0.4.8","url":"https://github.com/dyzz/srw64-recomp/releases/tag/v0.4.8"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/dyzz/srw64-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2825676,"C++":2557365,"HTML":1934239,"Astro":174924,"TypeScript":149351,"JavaScript":114857,"Java":80029,"CMake":50508,"HLSL":24910,"Shell":17142,"CSS":16338,"Objective-C++":13387,"Makefile":12963,"C":3335,"Dockerfile":1502,"Batchfile":1498},"source_url":"https://api.github.com/repos/dyzz/srw64-recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/dyzz/srw64-recomp reports 2,825,676 bytes of Python, the largest language total (35.4% of 7,978,024 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-robot-wars-64-en-patchclan","title":"Super Robot Wars 64 — English Translation","game":"Super Robot Taisen 64","platform":"Nintendo 64","kind":"Fan Localization","status":"Beta; English BPS patch updated 2026-09-29.","summary":"Patch Clan's English fan translation of the Japanese Nintendo 64 strategy RPG. The project offers a BPS patch for the Japanese game image; no ROM is distributed.","project_url":"https://www.patchclan.com/#/jogo/super-robot-wars-64","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English","source_available":"Patch Clan lists the English BPS patch, exact supported Japanese image name and MD5, and a Patreon beta post; no game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: English beta, BPS format, patch update, and supported source checksum","url":"https://www.patchclan.com/#/jogo/super-robot-wars-64"},{"label":"Patch Clan Patreon post for the English beta patch","url":"https://www.patreon.com/patchclan/posts/super-robot-wars-170703831?pr=true"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/super-robot-wars-64","evidence":"Primary project page checked on 2026-10-16: The current Patch Clan project page and cited release announcement describe the BPS patch; no public project source repository or code-language statement is linked. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current Patch Clan project page and cited release announcement describe the BPS patch; no public project source repository or code-language statement is linked. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"super-robot-wars-f-ps1-en-wip","title":"Super Robot Wars F PlayStation English Translation (Pre-release)","game":"Super Robot Wars F","platform":"PlayStation","kind":"Fan Localization","status":"Active pre-release project. The maintainer’s 2026-10-14 update says the English patch is undergoing its final audit and is expected the following week; no patch release was available in the update.","summary":"English translation project for the Japanese PlayStation release of Super Robot Wars F. Tracked as an active unreleased translation; the source page describes the current audit phase, not a downloadable patch.","project_url":"https://gametranslate.us/blog/uper-robot-wars-f-english-translation-final-audit/","updated":"2026-10-14","strategy":"Fan translation patch","language":"English","source_available":"Public maintainer progress post only; no downloadable patch or release was found as of 2026-10-16. Requires the user’s own Japanese PS1 game if/when a patch is released.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation fan translation (pre-release)","target_type":"Game","sources":[{"label":"Game Translate maintainer progress post: final audit status and targeted release window","url":"https://gametranslate.us/blog/uper-robot-wars-f-english-translation-final-audit/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gametranslate.us/blog/uper-robot-wars-f-english-translation-final-audit/","evidence":"Reviewed the project listing and source links in the candidate manifest; no public project source repository or official GitHub Languages API endpoint is linked.","verified_at":"2026-10-16","reason_unknown":"The authoritative project/release listing distributes a patch, patcher, or localization artifact but does not link a public source repository. No official source-language breakdown is available; the target localization language is not used to infer a programming language."}},{"id":"super-robot-wars-link-battler-en-patchclan","title":"Super Robot Wars: Link Battler — English Translation","game":"Super Robot Taisen: Link Battler","platform":"Game Boy Color","kind":"Fan Localization","status":"Beta; English IPS patch updated 2026-09-30.","summary":"Patch Clan's English fan translation of Super Robot Taisen: Link Battler for Game Boy Color. Its beta patch covers the game's text and menus; the project remains in beta.","project_url":"https://www.patchclan.com/#/jogo/super-robot-wars-link-battler","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English","source_available":"Patch Clan lists an English IPS file updated 2026-09-30 and the supported Japanese cartridge image with MD5. The beta patch is linked from the project Patreon post; no game ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: language, beta patch format/date, and supported source checksum","url":"https://www.patchclan.com/#/jogo/super-robot-wars-link-battler"},{"label":"Patch Clan Patreon post for the Link Battler beta patch","url":"https://www.patreon.com/patchclan/posts/super-robot-wars-171051116?pr=true"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/super-robot-wars-link-battler","evidence":"Primary project page checked on 2026-10-16: The current Patch Clan project page and cited release announcement describe the IPS patch; no public project source repository or code-language statement is linked. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current Patch Clan project page and cited release announcement describe the IPS patch; no public project source repository or code-language statement is linked. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"super-smash-bros-64-3ds-port","title":"Super Smash Bros. 3DS Port","game":"Super Smash Bros.","platform":"Nintendo 64 → New Nintendo 3DS / XL","kind":"Reimplementation","status":"Native ARM11/PICA200 port; 60 FPS is not guaranteed and multiplayer is not supported.","summary":"3DS implementation of Super Smash Bros. based on the original N64 game.","project_url":"https://github.com/2gifts/smash64-3ds","updated":"2026-10-15","strategy":"Native platform port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/2gifts/smash64-3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/2gifts/smash64-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":53296199,"Python":225804,"Makefile":19660,"C++":7379,"PowerShell":4220,"BitBake":2190,"Assembly":992,"Batchfile":638},"source_url":"https://api.github.com/repos/2gifts/smash64-3ds/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/2gifts/smash64-3ds reports 53,296,199 bytes of C, the largest language total (99.5% of 53,557,082 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-smash-bros-64-dreamcast-port","title":"Super Smash Bros. 64 Dreamcast Port","game":"Super Smash Bros.","platform":"Nintendo 64 → Dreamcast","kind":"Decompilation","status":"Prerelease; the maintainer says the complete game is playable and demonstrates it on original Dreamcast hardware. Minor visual bugs and polish remain.","summary":"Native Dreamcast port based on the Super Smash Bros. decompilation, not a static recompilation. The maintainer says about a third of the game's C is used unmodified and the rest is adapted for Dreamcast; the build requires the user's own supported U.S. ROM and includes no game content.","project_url":"https://github.com/beigeceleron/ssb64-dc","updated":"2026-10-10","strategy":"Decompilation-assisted native Dreamcast port; Dreamcast replacements for N64-specific graphics, audio, memory, and I/O code","language":"","source_available":"Public source and build instructions; requires the user's legally obtained supported U.S. ROM; no game content included","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Native Dreamcast port","target_type":"Game","sources":[{"label":"Maintainer README: native-port method, status, ROM requirement, hardware note, and demo","url":"https://github.com/beigeceleron/ssb64-dc/blob/main/README.md"},{"label":"Maintainer repository: source and build files","url":"https://github.com/beigeceleron/ssb64-dc"}],"media":[{"kind":"video","label":"Maintainer demo running on original Dreamcast hardware","url":"https://www.youtube.com/watch?v=62vHxh6RL3E","preview_url":"https://img.youtube.com/vi/62vHxh6RL3E/maxresdefault.jpg","source_url":"https://github.com/beigeceleron/ssb64-dc/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10725689,"Python":2162135,"Makefile":299503,"Shell":74906,"Dockerfile":10560,"Assembly":288},"source_url":"https://api.github.com/repos/beigeceleron/ssb64-dc/languages","evidence":"Official repository Languages API reports 10,725,689 bytes of C, the largest total (80.8% of 13,273,081 recognized language bytes). Full repository-level byte totals are recorded in language_breakdown_bytes; generated source and build tooling can affect the totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-smash-bros-64-n64-to-nintendo-ds-port","title":"Super Smash Bros. 64 Nintendo DS Source Port","game":"Super Smash Bros. (Nintendo 64 North American v1.0; ROM product code NALE)","platform":"Nintendo 64 (North American v1.0) → Nintendo DS homebrew","kind":"Decompilation","status":"The README's status snapshot is dated 2026-10-02: it reports all 12 fighters and stages, items, and the 1P campaign playable, plus four-fighter matches on one console. Performance is not stable at 30 FPS; four-fighter matches can fall to about 20 FPS, with occasional freezes and audio stutter. Training, bonus-stage buttons, ending/credits, unlocks, optimization, and wireless multiplayer remain incomplete. The README says it works on real DS hardware, although its demo video was captured in melonDS; a clean-checkout build is explicitly unverified. No GitHub release was found. Last source push: 2026-10-13.","summary":"A native Nintendo DS homebrew port combining reconstructed Super Smash Bros. 64 game logic from BattleShip with a DS backend. The documented build uses a user-provided North American v1.0 N64 ROM to regenerate assets and emits an NDS ROM. The project runs translated game source with DS-specific platform code; it is not an N64 emulator and does not include game assets.","project_url":"https://github.com/rockenrooster/Smash64DS_Port","updated":"2026-10-13","strategy":"Native homebrew source port: reconstructed N64 game logic from BattleShip is built with a Nintendo DS backend and user-generated assets.","language":"","source_available":"Public GitHub source. The README requires a user-supplied legally obtained North American Super Smash Bros. v1.0 ROM and says no ROM-derived data or Nintendo assets are included. GitHub metadata reports no repository-level license; no root LICENSE file was found.","first_found":"2026-10-16","project_started":"2026-07-14","programming_language":"C","subtype":"Nintendo DS homebrew source port from an N64 decompilation","target_type":"Game","sources":[{"label":"Maintainer README: source-port method, supported content, limits, hardware statement, build requirements, and user-supplied ROM","url":"https://github.com/rockenrooster/Smash64DS_Port#readme"},{"label":"Maintainer project goal: native DS recreation and allowed source/build transformations","url":"https://github.com/rockenrooster/Smash64DS_Port/blob/master/PROJECT_GOAL.md"},{"label":"Build script producing the Nintendo DS output","url":"https://github.com/rockenrooster/Smash64DS_Port/blob/master/build.ps1"},{"label":"GitHub repository metadata: branch, dates, stars, and absent declared license","url":"https://api.github.com/repos/rockenrooster/Smash64DS_Port"},{"label":"GitHub Releases API; returned zero releases on 2026-10-16","url":"https://api.github.com/repos/rockenrooster/Smash64DS_Port/releases"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/rockenrooster/Smash64DS_Port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":145431313,"C++":19427177,"Python":18697743,"PowerShell":4946368,"HTML":4590084,"Assembly":802609,"Makefile":800971,"Java":264820,"Pawn":210200,"Linker Script":188186,"CMake":172048,"Rust":102534,"Shell":91422,"JavaScript":28483,"HLSL":17398,"GLSL":16098,"Batchfile":11928,"Metal":9449,"BitBake":5857,"GDB":4267,"OpenEdge ABL":4095,"Slang":3746,"Lua":3108,"Objective-C++":2737,"Dockerfile":954,"CSS":851},"source_url":"https://api.github.com/repos/rockenrooster/Smash64DS_Port/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 145,431,313 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-smash-bros-brawl-decomp","title":"Super Smash Bros. Brawl Decompilation","game":"Super Smash Bros. Brawl","platform":"Wii","kind":"Decompilation","status":"Work in progress; the README reports separate code and data progress and requires an existing game copy for builds.","summary":"Wii matching-decompilation project; the repository says it contains no game assets and requires a user copy.","project_url":"https://github.com/doldecomp/brawl","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii code and data source decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/doldecomp/brawl"},{"label":"Project README or evidence page","url":"https://github.com/doldecomp/brawl/blob/main/README.md"},{"label":"Project README","url":"https://github.com/doldecomp/brawl#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/doldecomp/brawl"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":565797,"Python":142971,"C":2992},"source_url":"https://api.github.com/repos/doldecomp/brawl/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/doldecomp/brawl reports 565,797 bytes of C++, the largest language total (79.5% of 711,760 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-smash-bros-melee-3ds-port","title":"Super Smash Bros. Melee 3DS Port","game":"Super Smash Bros. Melee","platform":"GameCube → New Nintendo 3DS","kind":"Decompilation","status":"The regular New 3DS port is a playable community milestone; its current README reports 60 fps in most 1v1 stages and steady 30 fps in casual four-player matches on large stages, and says further regular-port development is not currently planned. Release v1.3.1 (2026-10-04) changed the Windows builder, not the game files. Separate Slippi Direct beta v0.1.0 (2026-10-05) adds direct 1v1 play against Slippi Dolphin on PC, but has no rollback on the 3DS and does not support Ranked, Unranked, Teams, or spectating.","summary":"3DS port based on Melee decompilation source.","project_url":"https://github.com/2gifts/melee-3ds/tree/3ds","updated":"2026-10-16","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/2gifts/melee-3ds/tree/3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/2gifts/melee-3ds"},{"label":"Maintainer README: regular port status and performance","url":"https://github.com/2gifts/melee-3ds/blob/3ds/README.md"},{"label":"Maintainer regular release v1.3.1 (2026-10-04)","url":"https://github.com/2gifts/melee-3ds/releases/tag/v1.3.1"},{"label":"Maintainer Slippi Direct beta release v0.1.0 (2026-10-05)","url":"https://github.com/2gifts/melee-3ds/releases/tag/slippi-beta-v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16719682,"Python":1357538,"CSS":72703,"Go":29275,"JavaScript":23443,"Nix":12052,"Rust":10234,"Assembly":9370,"HTML":9201,"PowerShell":7520,"Shell":4344,"C++":2744,"CMake":1447,"Batchfile":1170,"Vim Script":559},"source_url":"https://api.github.com/repos/2gifts/melee-3ds/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/2gifts/melee-3ds reports 16,719,682 bytes of C, the largest language total (91.6% of 18,261,282 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"melee-macos-static-recomp-jstncg","title":"Super Smash Bros. Melee Apple Silicon macOS Static Recompilation (jstncg)","game":"Super Smash Bros. Melee (USA revision 2, GALE01)","platform":"Nintendo GameCube PowerPC executable → native ARM64 Apple Silicon macOS 14+ with Metal","kind":"Recompilation","status":"Experimental source-only port with limited gameplay coverage. The maintainer reports gameplay near 60 FPS, local startup and input tests, and experimental direct-connect netplay; two local peers passed compatibility/startup checks and rendered over 300 frames, while full matches across separate computers remain unverified. The README says the build requires the user's USA revision 2 disc and includes no prebuilt game binary. Latest GitHub source push: 2026-09-15.","summary":"A native macOS static recompilation of Melee. DolRecomp translates the user's local PowerPC executable into C and Apple Clang compiles it for ARM64; a ModernGekko/Dolphin-derived runtime provides Metal graphics, audio, input, timing, and GameCube services. The jstncg repository is the documented continuation of McDandle's earlier macOS recompilation source and adds a phone-controller launcher and netplay workflows.","project_url":"https://github.com/jstncg/melee-macos-recomp","updated":"2026-09-15","strategy":"PowerPC-to-C static recompilation with DolRecomp, compiled for arm64 and run on a Dolphin-derived Metal runtime","language":"","source_available":"Public GPL-3.0-or-later source; users supply their own supported disc image","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"GameCube static recompilation for Apple Silicon macOS","target_type":"Game","sources":[{"label":"Maintainer README: static recompilation method, platform and game-version requirements, feature and test limits","url":"https://github.com/jstncg/melee-macos-recomp"},{"label":"Maintainer credits and project lineage: identifies McDandle as the source-history predecessor and names the pinned recompilation/runtime components","url":"https://github.com/jstncg/melee-macos-recomp/blob/main/CREDITS.md"},{"label":"GitHub repository metadata: license, primary language and latest source push","url":"https://api.github.com/repos/jstncg/melee-macos-recomp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/jstncg/melee-macos-recomp/languages"},{"label":"GitHub releases page; no release listed on 2026-10-16","url":"https://github.com/jstncg/melee-macos-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":48919,"C++":20363,"C":16005,"HTML":14299,"Shell":10193,"Ruby":129},"source_url":"https://api.github.com/repos/jstncg/melee-macos-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 48,919 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"melee-decomp","title":"Super Smash Bros. Melee Decompilation","game":"Super Smash Bros. Melee","platform":"GameCube","kind":"Decompilation","status":"The maintainer README reports the USA 1.02 (GALE01) build as fully decompiled; remaining work is naming and cleanup.","summary":"Matching decompilation of Super Smash Bros. Melee USA 1.02 (GALE01; SHA-1 08e0bf20134dfcb260699671004527b2d6bb1a45). The README reports complete function recovery with naming and cleanup still in progress.","project_url":"https://github.com/doldecomp/melee","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube matching decompilation","target_type":"Game","sources":[{"label":"Project organization","url":"https://github.com/doldecomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/doldecomp/melee"},{"label":"Maintainer README: target build and current completion status","url":"https://github.com/doldecomp/melee#readme"},{"label":"Project URL (reviewed 2026-10-16)","url":"https://github.com/doldecomp/melee"}],"media":[{"kind":"image","label":"Dolphin data extraction guide screenshot","url":"https://raw.githubusercontent.com/doldecomp/melee/master/.github/assets/dolphin-extract.png","preview_url":"https://raw.githubusercontent.com/doldecomp/melee/master/.github/assets/dolphin-extract.png","source_url":"https://github.com/doldecomp/melee/blob/master/.github/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Object diff tool screenshot","url":"https://raw.githubusercontent.com/doldecomp/melee/master/.github/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/doldecomp/melee/master/.github/assets/objdiff.png","source_url":"https://github.com/doldecomp/melee/blob/master/.github/README.md","discovered_on":"2026-10-16"}],"links":[{"kind":"docs","label":"Super Smash Bros. Melee decompilation getting started","url":"https://doldecomp.github.io/melee/getting_started.html","source_url":"https://github.com/doldecomp/melee","notes":"README links the getting started guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17750967,"Rust":582645,"Python":297507,"Assembly":110143,"CSS":72703,"HTML":44861,"CMake":30740,"Go":29275,"JavaScript":23443,"Nix":17794,"Shell":4352,"C++":2744,"Vim Script":559},"source_url":"https://api.github.com/repos/doldecomp/melee/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (17,750,967 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-smash-bros-melee-native-pc","title":"Super Smash Bros. Melee Native PC Port (melee-pc)","game":"Super Smash Bros. Melee","platform":"Nintendo GameCube → Linux, Windows, macOS, Android, iOS","kind":"Decompilation","status":"Beta for testing; the README says the native PC port is built from the matching Melee decompilation with aurora and SDL3, and warns that the decompiled game code is not relicensed. Main modes and experimental online modes are described in the README.","summary":"Requires own NTSC-U 1.02 disc; supports multiple host CPU/graphics APIs.","project_url":"https://github.com/999sian/melee-pc","updated":"2026-10-15","strategy":"Port built from the matching GameCube decompilation on aurora compatibility layer and SDL3; not a binary recompilation.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Decompilation-based native PC port","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/999sian/melee-pc"},{"label":"Verified release or build","url":"https://github.com/999sian/melee-pc/releases/tag/v0.3.1-beta"},{"label":"Owner project site","url":"https://999sian.github.io/melee-pc/"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/999sian/melee-pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17648704,"C++":542876,"Python":470402,"Java":287502,"CMake":53600,"Shell":53014,"JavaScript":20405,"Objective-C":6537,"Dockerfile":2427,"Linker Script":2279,"Batchfile":1488,"HTML":1435},"source_url":"https://api.github.com/repos/999sian/melee-pc/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 17,648,704 bytes; the manifest breakdown contains all 12 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"melee-unlocked-windows-source-port","title":"Super Smash Bros. Melee Native Windows Source Port (Melee Unlocked)","game":"Super Smash Bros. Melee","platform":"GameCube (NTSC 1.02) → native Windows x64","kind":"Decompilation","status":"Beta; the README reports a Windows source-port build with Slippi netplay, unlocked display frame rate, controller input, and a separate static-recomp engine. The current release is 0.8.76.","summary":"Melee Unlocked provides two execution paths: a native Windows build from decompiled C and a static recompilation of original PowerPC code. The README says both consume a user-supplied NTSC 1.02 ISO and distribute no game files.","project_url":"https://github.com/Hero88go/melee-unlocked","updated":"2026-10-16","strategy":"Native source port compiled from the Melee decompilation; a static recomp engine remains as a second option for compatibility with original-code mods","language":"","source_available":"Public project source; no game data or assets. Requires the user’s own NTSC 1.02 ISO.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Decompilation-based native source port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/Hero88go/melee-unlocked/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/Hero88go/melee-unlocked"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7926580,"C":4692870,"Python":1369853,"CMake":117887,"JavaScript":56137,"PowerShell":8659,"HLSL":6409,"Batchfile":3036,"Shell":2166,"Dockerfile":285,"Pawn":192},"source_url":"https://api.github.com/repos/Hero88go/melee-unlocked/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C++, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-smash-bros-melee-switch-port","title":"Super Smash Bros. Melee Nintendo Switch Port (Melee-NX)","game":"Super Smash Bros. Melee","platform":"Nintendo GameCube → Nintendo Switch homebrew","kind":"Decompilation","status":"Release 0.2.5-beta includes melee-nx.nro. The README says menus, gameplay, audio, and controllers are playable; performance work remains in progress and hitches are still reported.","summary":"Native AArch64 Switch homebrew adaptation of the melee-pc port, which is built on the Super Smash Bros. Melee decompilation. The project supplies its Switch layer, patches, and runtime integration while requiring the player’s own GameCube disc image.","project_url":"https://github.com/KawaiiBunga/Melee-NX","updated":"2026-10-16","strategy":"Decompilation-based source port with native Switch integration","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/KawaiiBunga/Melee-NX"},{"label":"Build and install instructions","url":"https://github.com/KawaiiBunga/Melee-NX/blob/main/BUILDING.md"},{"label":"Release 0.2.5-beta","url":"https://github.com/KawaiiBunga/Melee-NX/releases/tag/0.2.5-beta"},{"label":"Current primary README","url":"https://github.com/KawaiiBunga/Melee-NX/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/KawaiiBunga/Melee-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/KawaiiBunga/Melee-NX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":116079,"Python":38048,"C":35745,"Shell":19285,"CMake":18904,"Dockerfile":857},"source_url":"https://api.github.com/repos/KawaiiBunga/Melee-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"melee-xbox-port","title":"Super Smash Bros. Melee Original Xbox Port","game":"Super Smash Bros. Melee","platform":"GameCube → Original Xbox","kind":"Decompilation","status":"Maintainer reports a fully playable native Xbox build at 30–60 FPS; NTSC-U revision 1.02 is the tested version.","summary":"Original Xbox port based on the Melee decompilation; not GameCube emulation.","project_url":"https://github.com/TechProGabe/Melee-X","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/TechProGabe/Melee-X"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/TechProGabe/Melee-X"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17646907,"C++":323218,"Python":184630,"Shell":15632,"CMake":8484,"Dockerfile":2341},"source_url":"https://api.github.com/repos/TechProGabe/Melee-X/languages","evidence":"GitHub's official language endpoint for https://github.com/TechProGabe/Melee-X reports 17,646,907 bytes of C, the largest language total (97.1% of 18,181,212 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"melee-vita-ps5-native-port","title":"Super Smash Bros. Melee Vita and PS5 Port","game":"Super Smash Bros. Melee","platform":"GameCube → PlayStation Vita, PlayStation 5","kind":"Decompilation","status":"Vita has releases; PS5 has experimental CI builds and hardware testing. Performance and completeness vary by platform.","summary":"Native ports of Melee decompilation source with replacement console services for Vita and PS5.","project_url":"https://github.com/zm2283145/melee-Vita","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-console native builds","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/zm2283145/melee-Vita"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zm2283145/melee-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17788146,"C++":361703,"Java":267688,"Python":112929,"Shell":53621,"PowerShell":43630,"CMake":17503,"Batchfile":1374},"source_url":"https://api.github.com/repos/zm2283145/melee-Vita/languages","evidence":"GitHub's official language endpoint for https://github.com/zm2283145/melee-Vita reports 17,788,146 bytes of C, the largest language total (95.4% of 18,646,594 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-smash-bros-64-original-xbox-port","title":"Super Smash Bros. N64 Original Xbox Port","game":"Super Smash Bros.","platform":"Nintendo 64 → Dreamcast port → Original Xbox","kind":"Reimplementation","status":"The README documents a native original-Xbox port using the Dreamcast port’s game code and a reimplemented Xbox platform layer; user supplies the U.S. v1.0 ROM.","summary":"Native Xbox target of the Dreamcast Super Smash Bros. port; the Xbox-specific layer implements console services and hardware interfaces.","project_url":"https://github.com/Team-Resurgent/SSB-X","updated":"2026-10-15","strategy":"Native console port with Xbox platform-layer reimplementation","language":"","source_available":"Public source repository; no game data is included; user supplies a supported U.S. ROM","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox target; U.S. N64 v1.0 source ROM","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/Team-Resurgent/SSB-X#readme"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/Team-Resurgent/SSB-X"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":10957702,"Python":2229572,"Makefile":298187,"Shell":73146,"Dockerfile":10560,"Batchfile":3383,"Assembly":288},"source_url":"https://api.github.com/repos/Team-Resurgent/SSB-X/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Team-Resurgent/SSB-X reports 10,957,702 bytes of C, the largest language total (80.7% of 13,572,838 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"super-smash-bros-64-switch-port-battleship","title":"Super Smash Bros. Nintendo Switch Port (BattleShip NX)","game":"Super Smash Bros.","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Reimplementation","status":"Release v1.6.0 provides a Switch package, and the README gives libnx build and SD-card deployment instructions. The port requires user-supplied N64 game data and describes a native Switch renderer and controls.","summary":"Nintendo Switch adaptation of the BattleShip native Super Smash Bros. N64 port, which is based on the matching N64 decompilation and BattleShip PC project. The Switch fork adds libnx integration and target-specific rendering and input support.","project_url":"https://github.com/KawaiiBunga/BattleShipNX","updated":"2026-10-16","strategy":"Decompilation-based BattleShip source port with a native Switch layer","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/KawaiiBunga/BattleShipNX"},{"label":"Build and installation instructions","url":"https://github.com/KawaiiBunga/BattleShipNX/blob/main/BUILDING.md"},{"label":"Release v1.6.0","url":"https://github.com/KawaiiBunga/BattleShipNX/releases/tag/v1.6.0"},{"label":"Current primary README","url":"https://github.com/KawaiiBunga/BattleShipNX/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/KawaiiBunga/BattleShipNX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/KawaiiBunga/BattleShipNX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1217530,"C":945227,"Python":454494,"Java":277406,"CMake":110517,"Shell":72473,"PowerShell":25821,"HTML":19017,"Assembly":7840,"Dockerfile":910},"source_url":"https://api.github.com/repos/KawaiiBunga/BattleShipNX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ssbu-switch-recomp","title":"Super Smash Bros. Ultimate Recompilation","game":"Super Smash Bros. Ultimate","platform":"Nintendo Switch → Windows x64","kind":"Recompilation","status":"Early and incomplete. The October 2026 README reports boot through menus and complete 1v1 CPU matches through results; Classic, Training, and Home-Run Contest have only scripted-input testing, and Adventure reaches its intro while its map and fights are untested. Team/Squad/Tourney modes, 3–8 player play, and Stage Builder editing are untested; online play is unavailable. Automated controller tests use virtual devices only, so physical pads are unconfirmed. A clean-clone build and scripted match are verified; matching decompilation is paused, and Linux/Steam Deck have not started.","summary":"Static AArch64 recompilation of Switch title with native Vulkan runtime components.","project_url":"https://github.com/Denkishi/ssbu-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/Denkishi/ssbu-recomp"},{"label":"Maintainer status post in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1x3yfjm/im_working_on_a_native_pc_port_of_smash_ultimate/"},{"label":"GitHub repository metadata: latest push date (checked 2026-10-16)","url":"https://api.github.com/repos/Denkishi/ssbu-recomp"},{"label":"Maintainer README: October 2026 compatibility and testing matrix","url":"https://github.com/Denkishi/ssbu-recomp/blob/main/README.md"}],"media":[{"kind":"image","label":"Super Smash Bros. Ultimate menus running natively in the recompilation","url":"https://raw.githubusercontent.com/Denkishi/ssbu-recomp/main/media/menus.webp","preview_url":"https://raw.githubusercontent.com/Denkishi/ssbu-recomp/main/media/menus.webp","source_url":"https://github.com/Denkishi/ssbu-recomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3044051,"Python":1683868,"C++":650088,"Shell":46171,"Assembly":18584,"Batchfile":1345},"source_url":"https://api.github.com/repos/Denkishi/ssbu-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,044,051 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-smash-bros-ultimate-switch-matching-decomp","title":"Super Smash Bros. Ultimate Switch Decompilation","game":"Super Smash Bros. Ultimate (Nintendo Switch, patch 13.0.4, NX64/AArch64)","platform":"Nintendo Switch (AArch64; patch 13.0.4)","kind":"Decompilation","status":"Work in progress. README reports 10,025/39,635 functions byte-identical in real C++ (25.29%), plus 366 naked-assembly matches; byte-weighted exact coverage is 0.48 MB of the 27.0 MB .text segment (1.78%). Repo is unarchived, but latest code push was 2026-04-13; current maintainer activity is uncertain.","summary":"Switch AArch64 source decompilation for patch 13.0.4 with byte verification against the original binary. README documents compiler mismatch: upstream Clang 8.0.0 matches some functions, while others remain non-matching due to divergence from Nintendo’s NX Clang.","project_url":"https://github.com/sbergeron42/ssbu-decomp","updated":"2026-04-13","strategy":"C++ decompilation with byte-level verification against Switch AArch64 code","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch","target_type":"Game","sources":[{"label":"Project README: exact patch, matching statistics, compiler gap, and verification","url":"https://github.com/sbergeron42/ssbu-decomp#readme"},{"label":"GitHub metadata: latest code push, archive state, and license status","url":"https://api.github.com/repos/sbergeron42/ssbu-decomp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/sbergeron42/ssbu-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6945800,"C":2838985,"Python":797963,"Shell":15699,"Batchfile":2448,"CMake":2146,"CSS":851,"Assembly":844},"source_url":"https://api.github.com/repos/sbergeron42/ssbu-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 6,945,800 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-soccer-super-nintendo-spanish","title":"Super Soccer Spanish Translation","game":"Super Soccer","platform":"Super Nintendo","kind":"Fan Localization","status":"Released; v2.0 (2026-06-20)","summary":"Spanish fan localization patch for Super Soccer on Super Nintendo; the current maintainer readme confirms translated text and records the supported ROM build.","project_url":"https://traduccioneswave.top/?search=5062","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Maintainer page links the IPS patch ZIP directly: https://traduccioneswave.top/hacks/20260620/supersoccersfc/supersoccersfc.zip","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer project listing (target language and current version)","url":"https://traduccioneswave.top/?search=5062"},{"label":"Maintainer patch readme (format, version/date, source ROM checksum and notes)","url":"https://traduccioneswave.top/hacks/20260620/supersoccersfc/supersoccersfc_readme.txt"},{"label":"Maintainer direct patch ZIP","url":"https://traduccioneswave.top/hacks/20260620/supersoccersfc/supersoccersfc.zip"},{"label":"Wave June 20 2026 update post","url":"https://traduccioneswave.blogspot.com/2026/06/actualizaciones-varias.html"},{"label":"RHP legacy translation index (older metadata superseded by the current readme)","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduccioneswave.top/?search=5062","evidence":"Primary project page checked on 2026-10-16: The maintainer listing and v2.0 readme distribute an IPS patch and document translation/hacking work, but publish no source-code repository or language totals. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer listing and v2.0 readme distribute an IPS patch and document translation/hacking work, but publish no source-code repository or language totals. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"super-solvers-gizmos-gadgets-win32-decomp","title":"Super Solvers: Gizmos & Gadgets! Win32 Decompilation","game":"Super Solvers: Gizmos & Gadgets! (Windows)","platform":"Windows x86 → source reconstruction","kind":"Decompilation","status":"The game runs. The README says the rebuilt binary matches code, data, and import/export tables, while relocations are not yet identical.","summary":"Incremental decompilation of the Win32 game using the original Borland C++ 4.52 toolchain, aiming for a bit-identical rebuild.","project_url":"https://codeberg.org/shuppy/ssgdecomp","updated":"2026-10-16","strategy":"Incremental Win32 decompilation and matching rebuild","language":"","source_available":"Public source repository; the original ssgwin32.exe is required for the rebuild comparison.","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Win32 game decompilation","target_type":"Game","sources":[{"label":"Project README: target, original toolchain, running state and binary-match limits","url":"https://codeberg.org/shuppy/ssgdecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":58370,"Shell":8972,"C":8945,"Makefile":5015,"Nix":4756,"Assembly":1015},"source_url":"https://codeberg.org/api/v1/repos/shuppy/ssgdecomp/languages","evidence":"The official repository language endpoint reports 58,370 bytes of Rust as the largest language total (67.0% of 87,073 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-street-fighter-ii-turbo-revival-gba-es","title":"Super Street Fighter II Turbo Revival Spanish Translation","game":"Super Street Fighter II Turbo Revival","platform":"Game Boy Advance","kind":"Fan Localization","status":"Complete v1.0 IPS patch released 2026-10-04 and listed by RomHackPlaza on 2026-10-12. The maintainer describes this translation series as low-effort; no independent proofreading evidence was found.","summary":"Spanish localization of the GBA game. The maintainer's GitHub directory contains a public IPS patch, text and graphics assets, extraction/insertion/build scripts and a readme. RomHackPlaza identifies the US ROM by SHA-1 00b0508e2774d0bbcb8f0994766cb362e62d7537. No explicit repository licence was located.","project_url":"https://github.com/sewave/translations/tree/master/gba/superstreetfighteriiturborevivalgba","updated":"2026-10-16","strategy":"Fan localization and binary IPS patch","language":"Spanish","source_available":"Public IPS patch, translation assets and build scripts in a GitHub repository; no game data. No explicit project licence was located.","first_found":"2026-10-16","project_started":null,"programming_language":"Batchfile","subtype":"Spanish fan translation patch","target_type":"Game","sources":[{"label":"Maintainer repository folder, IPS patch and build materials","url":"https://github.com/sewave/translations/tree/master/gba/superstreetfighteriiturborevivalgba"},{"label":"Direct IPS patch file in the maintainer repository","url":"https://raw.githubusercontent.com/sewave/translations/master/gba/superstreetfighteriiturborevivalgba/superstreetfighteriiturborevivalgba.ips"},{"label":"RomHackPlaza version, language, release date and ROM checksum","url":"https://romhackplaza.org/index.php/translations/super-street-fighter-ii-turbo-revival-spanish-translation-game-boy-advance"},{"label":"Maintainer blog description of the translation series","url":"https://traduccioneswave.blogspot.com/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":3510820,"Python":117924,"Assembly":32955,"HTML":30803,"NewLisp":13},"source_url":"https://api.github.com/repos/sewave/translations/languages","evidence":"Exact byte counts from GitHub Languages API for sewave/translations; totals describe the full repository. These bytes can include build scripts, tools, generated files, or other projects and do not isolate the localization target.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"super-zsnes","title":"SUPER ZSNES","game":"SNES/Super Famicom","platform":"Windows, macOS, Linux, Android, iOS","kind":"Emulator","status":"Active development; official site lists release 0.320 and describes planned features.","summary":"A new SNES emulator rewritten from scratch by the original ZSNES developers, with GPU-rendered enhancements and per-game visual/audio modifications.","project_url":"https://zsnes.com/","updated":"2026-10-16","strategy":"Standalone GPU-powered emulator with optional per-game enhancement data.","language":"","source_available":"No public source code","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"GPU-powered Super Nintendo/Super Famicom emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://zsnes.com/"},{"label":"Official downloads","url":"https://zsnes.com/downloads/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://zsnes.com/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"supermodel","title":"Supermodel","game":"Sega Model 3 arcade games","platform":"Windows, Linux, macOS","kind":"Emulator","status":"Active; a development prerelease dated 2026-10-14 is available.","summary":"A dedicated emulator for Sega Model 3, the 3D arcade platform used by games such as Virtua Fighter 3 and Scud Race.","project_url":"https://github.com/trzy/Supermodel","updated":"2026-10-16","strategy":"Reverse-engineered Model 3 hardware emulation, including its PowerPC and graphics systems.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Sega Model 3 arcade emulator","target_type":"Software","sources":[{"label":"Official repository, supported platform, and source license","url":"https://github.com/trzy/Supermodel"},{"label":"Official upstream release history","url":"https://github.com/trzy/Supermodel/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/trzy/Supermodel"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/trzy/Supermodel/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5783562,"C":4142601,"GLSL":41479,"Python":32837,"Objective-C":11559,"Batchfile":2616,"Shell":2285,"BitBake":1660},"source_url":"https://api.github.com/repos/trzy/Supermodel/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/trzy/Supermodel reports 5,783,562 bytes of C++, the largest language total (57.7% of 10,018,599 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"supermodel-nx-model-3-emulator","title":"SuperModel NX","game":"SuperModel NX (Sega Model 3 emulator)","platform":"Sega Model 3 arcade → Nintendo Switch homebrew","kind":"Emulator","status":"Latest official release 1.4.0 was published 2026-10-16. The maintainer notes game-specific boot, graphics and JIT fixes; its release notes identify measured results for named games only. Community thread discovery mentioned version 1.3.0, which is superseded by the current official release.","summary":"A Nintendo Switch port/fork of the Supermodel Sega Model 3 arcade emulator, with an ARM64 JIT and Switch-specific controls and graphics. Users supply their own ROMs and NVRAM.","project_url":"https://github.com/toniisound/supermodel-nx","updated":"2026-10-16","strategy":"Supermodel arcade emulation port for Switch with PowerPC-to-ARM64 JIT and a native homebrew interface.","language":"","source_available":"Public source repository and downloadable Switch homebrew release. Game ROMs and NVRAM are user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Sega Model 3 emulator port for Nintendo Switch","target_type":"Software","sources":[{"label":"GBAtemp release thread used as discovery lead; it advertised 1.3.0, later superseded upstream","url":"https://gbatemp.net/threads/release-supermodel-nx-sega-model-3-arcade-emulator-for-nintendo-switch.684935/"},{"label":"Maintainer README describing the Switch fork and Model 3 emulator","url":"https://github.com/toniisound/supermodel-nx#readme"},{"label":"https://github.com/toniisound/supermodel-nx/releases","url":"https://github.com/toniisound/supermodel-nx/releases"},{"label":"Current primary README","url":"https://github.com/toniisound/supermodel-nx/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/toniisound/supermodel-nx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/toniisound/supermodel-nx/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/toniisound/supermodel-nx/releases/tag/1.4.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7914349,"C++":6611716,"Python":68703,"Makefile":46555,"GLSL":41479,"Objective-C":21985,"Ruby":3672,"Perl":39},"source_url":"https://api.github.com/repos/toniisound/supermodel-nx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"supersakura-visual-novel-engine","title":"SuperSakura","game":"Selected Japanese visual novels from the 1990s","platform":"1990s Japanese visual-novel game data → Linux/Windows x86 and x86-64 engine (Free Pascal + SDL2)","kind":"Reimplementation","status":"GitLab last activity: 2026-10-13. The official site lists version 0.96.2 as its latest posted release (2025-12-31). The README describes support for selected 1990s Japanese games but does not claim complete compatibility for every title.","summary":"A modern engine and asset-conversion toolkit for selected Japanese visual novels from the 1990s. The user converts data from an original game copy; copyrighted game data is not distributed. The project supports enhanced graphics and a modernized interface.","project_url":"https://gitlab.com/bunnylin/supersakura","updated":"2026-10-13","strategy":"Reimplementation of legacy visual-novel engine behavior with separate tools for converting user-supplied original game data.","language":"","source_available":"Public GitLab source repository and official site downloads; the README says original game data is not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Pascal","subtype":"Legacy visual-novel engine and game-data conversion toolkit","target_type":"Game","sources":[{"label":"Maintainer README: target scope, language, host platforms, and game-data requirements","url":"https://gitlab.com/bunnylin/supersakura/-/blob/dev/README.md"},{"label":"GitLab project metadata: default branch and last activity date","url":"https://gitlab.com/api/v4/projects/bunnylin%2Fsupersakura"},{"label":"GitLab language byte totals","url":"https://gitlab.com/api/v4/projects/bunnylin%2Fsupersakura/languages"},{"label":"Official SuperSakura site: latest posted release, 0.96.2 dated 2025-12-31","url":"https://supersakura.net/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Pascal","breakdown":{"Pascal":94.2,"PHP":3.78,"C++":1.64,"Python":0.18,"Shell":0.15},"source_url":"https://gitlab.com/api/v4/projects/bunnylin%2Fsupersakura/languages","evidence":"Official GitLab project Languages API returned HTTP 200 on 2026-10-16; its exact language percentage map reports 94.2% for Pascal, the largest category. GitLab publishes percentages for this endpoint, not byte totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"supertuxkart-android","title":"SuperTuxKart Android port","game":"SuperTuxKart","platform":"Windows/Linux/macOS PC → Android","kind":"Reimplementation","status":"The project provides official Android builds and its FAQ specifies Android 5.0+, at least 1 GB free RAM, and 800 MB disk space. The FAQ lists iOS 13+ but says iOS is unofficial. Mobile rendering defaults below native resolution; the documentation does not identify supported Android ABIs or device test models.","summary":"Native Android port of the open-source kart racer with touch controls and included game assets. Android has official builds; iOS availability is unofficial. The project's FAQ gives OS, RAM, and storage floors but no ABI or device matrix.","project_url":"https://github.com/supertuxkart/stk-code","updated":"2026-10-15","strategy":"Cross-platform native source port with Android build and touch controls","language":"","source_available":"Public C++ source repository and official Android builds; core game assets are included, with higher-quality assets optional","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native Android source port","target_type":"Game","sources":[{"label":"Public source repository","url":"https://github.com/supertuxkart/stk-code"},{"label":"Official platform FAQ and Android requirements","url":"https://www.supertuxkart.net/FAQ"},{"label":"Android build and install instructions","url":"https://github.com/supertuxkart/stk-code/blob/master/android/ANDROID.md"},{"label":"Official FAQ with mobile operating-system, RAM, and storage requirements","url":"https://supertuxkart.net/FAQ"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20604951,"C":15737812,"CMake":910774,"GLSL":196972,"HTML":171455,"ISPC":161470,"Shell":134707,"Assembly":90070,"Objective-C++":80610,"Python":62767,"Objective-C":45521,"NSIS":38624,"Makefile":35920,"Java":35291,"Swift":3025,"Awk":719,"JavaScript":529,"Batchfile":433,"Ruby":134},"source_url":"https://api.github.com/repos/supertuxkart/stk-code/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (20604951 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"suyu","title":"suyu","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"Release v14.1.0 was published on 2026-10-12. The project provides builds for Windows x86-64, Linux x86-64, macOS arm64, and Android arm64. Its optional recompilation mode has been demonstrated with opening-scene checks for several Switch games; broad full-game compatibility is not established by those tests.","summary":"Current community continuation of a Yuzu-derived Switch emulator, now based on Eden. The current repository has ordinary emulator mode alongside optional static and hybrid recompilation features; the earlier v0.0.4 source line is preserved as an archive.","project_url":"https://github.com/suyu-emu/suyu-main","updated":"2026-10-16","strategy":"Ordinary emulation uses a Dynarmic JIT CPU with GPU, audio, and HLE service emulation; the project also offers static and hybrid recompilation modes.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Current maintainer repository","url":"https://github.com/suyu-emu/suyu-main"},{"label":"Official archived v0.0.4 repository","url":"https://github.com/suyu-emu/suyu-v0.0.4"},{"label":"Current releases","url":"https://github.com/suyu-emu/suyu-main/releases"},{"label":"Community discussion of Suyu recompilation","url":"https://www.reddit.com/r/pcgaming/comments/1wgmcaq/nintendo_switch_emulation_takes_a_leap_forward_as/"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/suyu-emu/suyu-main/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":35214025,"Kotlin":1264960,"Python":604887,"CMake":407741,"Shell":119993,"GLSL":115324,"C":113972,"NASL":57703,"PowerShell":15216,"Assembly":14656,"JavaScript":11735,"Objective-C++":9443,"Perl":5666,"Batchfile":3165,"Nix":820},"source_url":"https://api.github.com/repos/suyu-emu/suyu-main/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/suyu-emu/suyu-main reports 35,214,025 bytes of C++, the largest language total (92.8% of 37,959,306 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"suyu-switch-static-recompiler","title":"Suyu Nintendo Switch Static Recompiler","game":"Nintendo Switch AArch64 game titles (generic recompiler; the README cites mk8-recomp as the current game-specific driver)","platform":"Nintendo Switch AArch64 → native x86-64 (Windows/Linux; macOS ARM64 build documented)","kind":"Recompilation","status":"The README identifies version v0.0.13 and describes an ahead-of-time Switch AArch64-to-x86-64 recompiler mode bundled with Suyu’s HLE backend. It says Windows/Linux build and run and macOS ARM64 builds and runs with Vulkan/MoltenVK; the README places current work on the mk8-recomp branch and credits the separate mk8-recomp project as its game-specific driver. The official GitHub Releases API currently returns no releases, so the README’s version is not a GitHub release claim.","summary":"A Nintendo Switch emulator and static-recompilation development toolkit. This fork adds/continues the native AArch64-to-x86-64 recompilation mode for decrypted Switch titles; the README identifies mk8-recomp as the game-specific project driving current work. The project descends from the already cataloged suyu emulator repository but has a distinct fork repository and recompiler-focused branch.","project_url":"https://github.com/ther3ptil31987-prog/suyu","updated":"2026-10-16","strategy":"Ahead-of-time static recompilation of Switch AArch64 game code to native x86-64, bundled with Suyu’s HLE backend; game-specific integration is delegated to mk8-recomp.","language":"","source_available":"Public C++ emulator/recompiler source and build tooling. The user supplies legally obtained, decrypted Switch game content; the repository does not distribute game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: static-recompilation mode, current branch, and platform status","url":"https://github.com/ther3ptil31987-prog/suyu#readme"},{"label":"Suyu v0.0.13 change notes linked by the maintainer","url":"https://github.com/ther3ptil31987-prog/suyu/blob/mk8-recomp/docs/releases/v0.0.13.md"},{"label":"Game-specific mk8-recomp project identified by the maintainer","url":"https://github.com/dougchansan/mk8-recomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ther3ptil31987-prog/suyu"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/ther3ptil31987-prog/suyu/languages"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/ther3ptil31987-prog/suyu/releases"},{"label":"Current primary README","url":"https://github.com/ther3ptil31987-prog/suyu/blob/mk8-recomp/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":35191855,"Kotlin":1264960,"Python":451868,"CMake":407228,"Shell":118534,"GLSL":115324,"C":113972,"NASL":57703,"PowerShell":15216,"Assembly":14656,"JavaScript":11735,"Objective-C++":9443,"Perl":5666,"Batchfile":3165,"Nix":820},"source_url":"https://api.github.com/repos/ther3ptil31987-prog/suyu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"swift-99a-ti-994a","title":"Swift 99/a","game":"TI-99/4A home-computer software","platform":"Texas Instruments TI-99/4A home computer; macOS 12 or later","kind":"Emulator","status":"A working macOS emulator according to its maintainer, but still an early project with some documented unimplemented hardware and no tagged GitHub release. The latest source push checked was 2026-05-09.","summary":"Native TI-99/4A emulator written from scratch for macOS. The README documents TMS9900 CPU, TMS9918A video, PSG audio, optional speech synthesis, disk and cartridge support, and outstanding gaps such as cassette input and some cartridge banking schemes.","project_url":"https://github.com/swryder/Swift-TI-99","updated":"2026-05-09","strategy":"Hardware-level emulation of the TI-99/4A CPU, video, sound, I/O, and memory system.","language":"","source_available":"Public source repository under BSD-2-Clause; bundled TI ROM data is separately identified in project documentation.","first_found":"2026-10-15","project_started":"","programming_language":"Swift","subtype":"Native macOS home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported hardware, macOS requirement, features, and gaps","url":"https://github.com/swryder/Swift-TI-99/blob/main/README.md"},{"label":"Maintainer license: BSD 2-Clause for project code","url":"https://github.com/swryder/Swift-TI-99/blob/main/LICENSE"},{"label":"Maintainer source repository and update history","url":"https://github.com/swryder/Swift-TI-99"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":853320,"C++":299736,"C":779},"source_url":"https://api.github.com/repos/swryder/Swift-TI-99/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/swryder/Swift-TI-99 reports 853,320 bytes of Swift, the largest language total (74.0% of 1,153,835 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"swift-corelibs-foundation-api-compatibility","title":"Swift Corelibs Foundation","game":"Pre-Swift Foundation API compatibility on non-Darwin platforms","platform":"Legacy Foundation API surface → non-Darwin Swift toolchains, including Linux and Windows builds","kind":"API Translation","status":"Active source project. The current README places Corelibs alongside the separate swift-foundation project: Corelibs supplies compatibility APIs for clients needing pre-Swift Foundation behavior, builds only for non-Darwin platforms, and describes compatibility as best-effort because its implementations differ from Apple's Objective-C implementations. The repository was pushed on 2026-10-15; a standalone Windows build requires external dependencies.","summary":"A Swift and C compatibility implementation of Foundation APIs for non-Darwin platforms. The current README distinguishes it from swift-foundation's shared newer Foundation implementation and says Corelibs provides the Foundation umbrella, FoundationXML, and FoundationNetworking modules on non-Darwin systems.","project_url":"https://github.com/swiftlang/swift-corelibs-foundation","updated":"2026-10-16","strategy":"Source-level compatibility implementation of Foundation APIs for platforms without Apple's Objective-C runtime","language":"","source_available":"Public Apache-2.0 source repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Foundation framework compatibility implementation","target_type":"Software","sources":[{"label":"Maintainer README: current Foundation project split, API scope, platforms, compatibility limits, build instructions, and license","url":"https://github.com/swiftlang/swift-corelibs-foundation#readme"},{"label":"GitHub repository metadata: license, archive state, and latest push date","url":"https://api.github.com/repos/swiftlang/swift-corelibs-foundation"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/swiftlang/swift-corelibs-foundation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9607720,"Swift":5357669,"C++":116354,"CMake":41661,"Pawn":6769,"XSLT":3281},"source_url":"https://api.github.com/repos/swiftlang/swift-corelibs-foundation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 9,607,720 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"swiftshader-vulkan-cpu-implementation","title":"SwiftShader","game":"Vulkan 1.3 graphics API (CPU software implementation)","platform":"Vulkan 1.3 applications → CPU software renderer; libraries build on Windows, Linux, and macOS, with Android and Chrome OS build environments supported","kind":"API Translation","status":"Maintained source project. The README identifies Vulkan 1.3 as the current implementation target and documents Windows, Linux, and macOS builds; Android and Chrome OS build environments are also supported. The project's stated goal is hardware-independent 3D graphics, not a claim that CPU rendering matches a specific GPU's performance.","summary":"A CPU-based Vulkan implementation exposed as an installable client driver and drop-in graphics library, allowing Vulkan software to render without relying on a hardware Vulkan driver. The public GitHub repository is Google's mirror; the README names googlesource as the canonical source host.","project_url":"https://github.com/google/swiftshader","updated":"2026-10-16","strategy":"User-space Vulkan API implementation and CPU rasterization, with an Installable Client Driver entry point","language":"","source_available":"Public Apache-2.0 source; the repository README says third-party directories retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"CPU Vulkan software renderer","target_type":"Software","sources":[{"label":"Maintainer README: Vulkan target, supported build hosts, usage, and license","url":"https://github.com/google/swiftshader/blob/master/README.md"},{"label":"Canonical SwiftShader source repository named by the README","url":"https://swiftshader.googlesource.com/SwiftShader"},{"label":"GitHub repository metadata: mirror identity, license, archive state, and latest push date","url":"https://api.github.com/repos/google/swiftshader"},{"label":"GitHub Languages API byte totals for the public mirror","url":"https://api.github.com/repos/google/swiftshader/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":29190473,"C":860071,"Go":192232,"CMake":79314,"Linker Script":15037,"Shell":14404,"Objective-C":8073,"Objective-C++":6353,"Python":5345,"Emacs Lisp":4621,"Batchfile":3886,"Starlark":1781,"Go Template":130},"source_url":"https://api.github.com/repos/google/swiftshader/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 29,190,473 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"swingby-dxvk-moltenvk-32bit-d3d9","title":"Swingby DXVK (MoltenVK compatibility patch fork)","game":"A 32-bit Direct3D 9 fixed-function Windows title under Wine (title not publicly named)","platform":"32-bit Windows D3D9 → Vulkan → MoltenVK → Metal on Apple Silicon macOS via Wine","kind":"API Translation","status":"A source-only altered fork of DXVK 2.4.1 with one local reproducible patch; it does not track DXVK upstream and has no release in this repository. The maintainer documents one unspecified 32-bit fixed-function D3D9 title in a private launcher. The isolated functional launch test could not reproduce the launcher’s Vulkan setup, so broad or independently confirmed game compatibility is not established.","summary":"A narrowly scoped DXVK fork with MoltenVK/Apple Silicon fixes for unsupported Vulkan feature requests, D3D9 fixed-function null-stream vertex binding, depth-clamp fallback, and SM1 sampler aliasing. The patch ledger separates general compatibility fixes from behavior diagnosed on one private title; it is not evidence of broad DXVK/MoltenVK conformance.","project_url":"https://github.com/tsukasa-art/swingby-dxvk","updated":"2026-09-04","strategy":"Direct3D 9 to Vulkan with title-tested MoltenVK compatibility fixes","language":"","source_available":"Public source repository and reproducible patch; no release package","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Specialized Wine graphics-translation fork","target_type":"Software","sources":[{"label":"Swingby DXVK README: altered-fork notice and upstream base","url":"https://github.com/tsukasa-art/swingby-dxvk#readme"},{"label":"Patch provenance, implementation, and limited validation","url":"https://github.com/tsukasa-art/swingby-dxvk/blob/master/SWINGBY_DXVK_PATCH.md"},{"label":"Swingby Wine README identifying this as a sibling MoltenVK compatibility fork","url":"https://github.com/tsukasa-art/swingby-wine#readme"},{"label":"Project repository latest recorded commit (2026-09-04): Swingby DXVKの表示名をREADMEへ反映","url":"https://github.com/tsukasa-art/swingby-dxvk/commit/6c372acbed9e0ebb3fc40385789e45ee7c677b4d"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5583200,"C":32969,"GLSL":24627,"Meson":21404,"Shell":3801},"source_url":"https://api.github.com/repos/tsukasa-art/swingby-dxvk/languages","evidence":"Official GitHub REST Languages API byte counts for tsukasa-art/swingby-dxvk: {\"C\":32969,\"C++\":5583200,\"GLSL\":24627,\"Meson\":21404,\"Shell\":3801}. C++ is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"swingby-wine-apple-silicon","title":"Swingby Wine (Wine 10.0 Apple Silicon fork)","game":"Windows visual novels and other Windows applications under Wine","platform":"Windows i386/x86-64 applications → macOS; Wine runs under Rosetta 2 on Apple Silicon","kind":"API Translation","status":"Public source fork based on WineHQ 10.0; no release or packaged runtime is published in this repository. The README identifies it as the Wine source fork used by the private Melammu runtime and limits compatibility claims to individually verified title/version/routes.","summary":"A Wine 10.0 source fork carrying macOS and Rosetta compatibility changes in wow64cpu, ntdll, winemac.drv, Win32 window/presentation behavior, media/audio paths, and default-off title-specific gates. The repository contains source and build instructions, not the Melammu launcher or its runtime bundle; it should not be presented as a turnkey Windows-app launcher.","project_url":"https://github.com/tsukasa-art/swingby-wine","updated":"2026-09-04","strategy":"Wine Win32 API implementation with macOS/Rosetta compatibility patches","language":"","source_available":"Public source repository; no packaged runtime in this repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wine macOS/Rosetta source fork","target_type":"Software","sources":[{"label":"Swingby Wine README: base version, project boundary, patch areas, and compatibility limits","url":"https://github.com/tsukasa-art/swingby-wine#readme"},{"label":"Patch provenance and integration boundary","url":"https://github.com/tsukasa-art/swingby-wine/blob/master/SWINGBY_PATCHES.md"},{"label":"Orrery maintainer project page","url":"https://tsukasa-art.com/projects/orrery/"},{"label":"Project repository latest recorded commit (2026-09-04): Swingby Wineの表示名をREADMEへ反映","url":"https://github.com/tsukasa-art/swingby-wine/commit/9c9d68d4d0b2fbf25117d9d2e737b5a9f43561ee"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":193506743,"C++":18633664,"Python":11497420,"Perl":1068352,"Yacc":865866,"JavaScript":755948,"Objective-C":359708,"Makefile":241402,"VBScript":190624,"Roff":155578,"Batchfile":155131,"M4":149682,"Ruby":117512,"Pawn":101120,"Lex":75635,"HTML":36706,"Java":33962,"Shell":30010,"HLSL":13096,"C#":3780,"XSLT":544,"GLSL":27},"source_url":"https://api.github.com/repos/tsukasa-art/swingby-wine/languages","evidence":"Official GitHub REST Languages API byte counts for tsukasa-art/swingby-wine: {\"Batchfile\":155131,\"C\":193506743,\"C#\":3780,\"C++\":18633664,\"GLSL\":27,\"HLSL\":13096,\"HTML\":36706,\"Java\":33962,\"JavaScript\":755948,\"Lex\":75635,\"M4\":149682,\"Makefile\":241402,\"Objective-C\":359708,\"Pawn\":101120,\"Perl\":1068352,\"Python\":11497420,\"Roff\":155578,\"Ruby\":117512,\"Shell\":30010,\"VBScript\":190624,\"XSLT\":544,\"Yacc\":865866}. C is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"switch-metal-backend-maxwell-to-metal","title":"Switch Metal Backend","game":"Nintendo Switch games through the Ryubing-based emulator fork (multi-title target; no working game support verified)","platform":"Nintendo Switch Maxwell GPU command/state and shader workloads → native Apple Metal on macOS/Apple Silicon, inside the repository's Ryubing-based emulator. The repository still lists C ABI and Ryubing Graphics Abstraction Layer integration as upcoming work; a functioning game-level translation path is not established by the current evidence.","kind":"API Translation","status":"Very early backend prototype. The progress ledger last updated 2026-06-14 reports 77/152 tasks complete (50.7%), while the next-task file still points to the C ABI bridge and Ryubing/GAL integration. Shader and Metal demonstrations are documented, but no running Switch game or compatibility result is evidenced; no formal release was listed. Last repository push checked: 2026-06-15.","summary":"A public experimental project planning a native Metal graphics backend for a Ryubing-based Nintendo Switch emulator. It aims to translate Maxwell GPU behavior and shader workloads to Metal on Apple Silicon, but the repository's own progress files show emulator integration remains unfinished, so the entry must not imply playable titles or a completed runtime.","project_url":"https://github.com/skybuleli/metal-backend","updated":"2026-06-15","strategy":"Experimental Maxwell GPU command/state and shader translation to native Metal","language":"","source_available":"Public source under the MIT license; no game binaries or assets are listed as bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Ryubing-based Nintendo Switch emulator graphics-backend prototype","target_type":"Software","sources":[{"label":"Maintainer README: stated Maxwell-to-Metal direction and project architecture","url":"https://github.com/skybuleli/metal-backend/blob/main/README.md"},{"label":"Maintainer progress ledger: current phase and completion counts","url":"https://github.com/skybuleli/metal-backend/blob/main/PROGRESS.md"},{"label":"Generated next-task file: C ABI bridge and Ryubing integration remain pending","url":"https://github.com/skybuleli/metal-backend/blob/main/NEXT_TASK.md"},{"label":"Project license file","url":"https://github.com/skybuleli/metal-backend/blob/main/LICENSE"},{"label":"Official repository API: activity, language, stars, and forks snapshot","url":"https://api.github.com/repos/skybuleli/metal-backend"},{"label":"Official repository language byte breakdown","url":"https://api.github.com/repos/skybuleli/metal-backend/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":21448482,"GLSL":776283,"HTML":462156,"C":242813,"C++":232002,"Shell":122299,"HLSL":54506,"Makefile":43412,"Objective-C++":42318,"Python":34154,"Slang":10446,"CMake":126},"source_url":"https://api.github.com/repos/skybuleli/metal-backend/languages","evidence":"Official GitHub Languages endpoint byte counts; C# is the largest category in the repository snapshot, reflecting the Ryubing-based emulator code alongside the experimental Metal backend.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"switchrecomp-nintendo-switch-static-recompiler","title":"SwitchRecomp (MZ Labs)","game":"SwitchRecomp","platform":"Nintendo Switch ARM64 executable → generated C → native Windows / Linux build","kind":"Recompilation","status":"Public source repository and Windows/Linux release builds; README describes a generic ARM64 static recompiler. The Reddit claim that its source was private is stale: the project is public and the repository shows an October 12, 2026 source push.","summary":"MZ Labs’ general-purpose Nintendo Switch static recompiler translates ARM64 code to C and then native host code. It is software infrastructure rather than a game-specific port. The README reports a language mix of C 62.7%, C++ 27.6%, Rust 5.3%, Python 3.9% and other 0.5%; the official GitHub byte endpoint was rate-limited, so no byte counts are assigned.","project_url":"https://github.com/Mythrax-ZS/SwitchRecomp","updated":"2026-10-16","strategy":"Nintendo Switch ARM64 machine-code static recompilation to C/native host code","language":"","source_available":"Public source repository and Windows/Linux release builds; game/input binaries not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo Switch static-recompilation tool","target_type":"Software","sources":[{"label":"MZ Labs SwitchRecomp repository and README","url":"https://github.com/Mythrax-ZS/SwitchRecomp"},{"label":"Windows/Linux releases","url":"https://github.com/Mythrax-ZS/SwitchRecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/Mythrax-ZS/SwitchRecomp/languages","evidence":"GitHub byte totals were not available because the official Languages API endpoint was rate-limited. The primary README reports a language mix of C 62.7%, C++ 27.6%, Rust 5.3%, Python 3.9% and other 0.5%; this supports C as the README-reported predominant language but is not a byte breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"switchrecomp-early-research-framework","title":"SwitchRecomp Nintendo Switch Recompilation Research Framework","game":"SwitchRecomp","platform":"Nintendo Switch AArch64 binaries → native PC code (research skeleton)","kind":"Recompilation","status":"Early-stage research skeleton. The README explicitly says it does not run a commercial game; it documents an AArch64 decoder, typed IR, C11 code generation, simplified ELF/NRO loaders, a minimal Vulkan proof, and 260+ tests. This repository is not evidence for the separate Reddit SwitchRecomp/Super Mario Odyssey claims.","summary":"Open-source research framework for static recompilation of Nintendo Switch AArch64 executables. It is a software/tooling project, not a completed game-specific recompilation or PC port.","project_url":"https://github.com/kaiyao7/SwitchRecomp","updated":"2026-10-16","strategy":"Static recompilation framework","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch recompiler research framework","target_type":"Software","sources":[{"label":"Canonical project repository and README","url":"https://github.com/kaiyao7/SwitchRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":410335,"Python":12335,"CMake":7741,"C":4622},"source_url":"https://api.github.com/repos/kaiyao7/SwitchRecomp/languages","evidence":"GitHub Languages API byte counts; repository-level totals can include tests, tools, generated and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"switchyard-wine-apple-silicon","title":"Switchyard Wine (Apple Silicon Wine Runtime)","game":"Windows games and desktop applications (multi-title)","platform":"Windows i386/x86-64 software → macOS on Apple Silicon; published Wine runtime reports an x86-64 host build","kind":"API Translation","status":"Public downstream Wine runtime with signed and notarized release archives. The latest listed runtime release, 34a0917, reports that Overwatch 2.23.1.1 reached the logged-in main menu with a separately supplied Game Porting Toolkit 4.0 beta 1. The release identifies an x86-64 host runtime and i386/x86-64 PE targets; this is a setup-specific result, not a general compatibility guarantee.","summary":"A downstream Wine runtime and reproducible build pipeline for Switchyard on Apple Silicon macOS. It carries targeted macOS compatibility changes, including D3DMetal bridging, MSync, Chromium/CEF rendering, media, and font fixes. The release contains Wine only; Switchyard uses user-supplied Apple Game Porting Toolkit files for the tested GPTK graphics path.","project_url":"https://github.com/jungwuk-ryu/switchyard-wine","updated":"2026-10-16","strategy":"Wine-based Win32 API compatibility with targeted macOS runtime and D3DMetal fixes","language":"","source_available":"Public source repository; Wine runtime archives are separately published","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Downstream Wine compatibility runtime for Apple Silicon macOS","target_type":"Software","sources":[{"label":"Switchyard Wine README: runtime scope, macOS fixes, and external GPTK requirement","url":"https://github.com/jungwuk-ryu/switchyard-wine#readme"},{"label":"Latest runtime release: Overwatch test, architectures, and GPTK setup","url":"https://github.com/jungwuk-ryu/switchyard-wine/releases"},{"label":"Maintainer-recorded application compatibility results","url":"https://github.com/jungwuk-ryu/switchyard-wine/blob/main/docs/compatibility.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":234670384,"C++":39241476,"Python":12129188,"Shell":1627076,"Assembly":1521055,"Perl":1128332,"Yacc":899263,"JavaScript":862883,"Objective-C":611966,"VBScript":328256,"Makefile":291427,"Batchfile":171451,"Roff":162205,"M4":157113,"Ruby":106865,"Pawn":106336,"Lex":72179,"HTML":38176,"Java":34763,"HLSL":13096,"C#":3780,"XSLT":544,"CSS":169,"GLSL":27},"source_url":"https://api.github.com/repos/jungwuk-ryu/switchyard-wine/languages","evidence":"Official GitHub repository Languages endpoint byte counts; the predominant language is the largest reported total. These repository-level counts include recognized non-runtime content such as build tooling or vendored source and do not isolate only the implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sword-of-vermilion-sega-genesis-spanish","title":"Sword of Vermilion Spanish Translation","game":"Sword of Vermilion","platform":"SEGA Genesis","kind":"Fan Localization","status":"Released; RHP reports v3d","summary":"Spanish fan localization for Sword of Vermilion on SEGA Genesis. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/sword-of-vermilion-spanish-translation-sega-genesis","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/sword-of-vermilion-spanish-translation-sega-genesis"},{"label":"RHP Jackic author index: recent Spanish/Catalan batch","url":"https://romhackplaza.org/database?authors%5B0%5D=189"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/sword-of-vermilion-spanish-translation-sega-genesis","evidence":"The cataloged Romhack Plaza listing for Sword of Vermilion Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Sword of Vermilion Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"syclomatic-cuda-to-sycl","title":"SYCLomatic (CUDA-to-SYCL Migration Tool)","game":"CUDA software and GPU kernels","platform":"CUDA C++ source → SYCL/DPC++ C++; the migration tool publishes Linux and Windows x64 builds. The README documents CUDA 8.0, 9.x, 10.x, 11.x, and 12.0–12.9 inputs and states that 32-bit host/target use is unsupported.","kind":"API Translation","status":"Active; the latest official daily build release located is prerelease 20260928, published 2026-09-28. The README says daily branches/builds are not stable or rigorously production-tested. Official documentation lists supported, partial, and unsupported CUDA APIs, so migration is not fully automatic.","summary":"An LLVM/Clang-based source migration tool that analyzes CUDA code and emits SYCL/DPC++ code with helper functions. It is a source-to-source migration workflow, not a runtime for unmodified CUDA applications; developers must resolve diagnostics, build with a SYCL-capable compiler and libraries, and validate behavior. The tool requires CUDA headers to be accessible during migration, though its own build can be done without CUDA dependencies.","project_url":"https://github.com/oneapi-src/SYCLomatic","updated":"2026-09-28","strategy":"CUDA-to-SYCL source/API migration","language":"","source_available":"Public LLVM-derived source; LICENSE.TXT states Apache-2.0 with LLVM Exceptions. GitHub's repository license detector reports NOASSERTION.","first_found":"2026-10-16","project_started":null,"programming_language":"LLVM","subtype":"GPU compute source migration tool","target_type":"Software","sources":[{"label":"Project README: workflow, CUDA versions, host requirements, and limitations","url":"https://github.com/oneapi-src/SYCLomatic/blob/SYCLomatic/README.md"},{"label":"Official documentation: CUDA-to-SYCL migration stages and CUDA-header prerequisite","url":"https://oneapi-src.github.io/SYCLomatic/dev_guide/migration/migration-workflow.html"},{"label":"Official CUDA API migration support matrix, updated 2025-06-26","url":"https://oneapi-src.github.io/SYCLomatic/dev_guide/api-mapping-status.html"},{"label":"Official daily prerelease 20260928 (published 2026-09-28)","url":"https://github.com/oneapi-src/SYCLomatic/releases/tag/20260928"},{"label":"Project license text","url":"https://github.com/oneapi-src/SYCLomatic/blob/SYCLomatic/LICENSE.TXT"},{"label":"GitHub Languages API: official byte totals for the source repository","url":"https://api.github.com/repos/oneapi-src/SYCLomatic/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"LLVM","breakdown":{"LLVM":638444168,"C++":527516904,"C":203714478,"Assembly":144570564,"MLIR":20387613,"Python":13573074,"Fortran":11352478,"Cuda":10214700,"CMake":4478517,"Objective-C":4266223,"FIRRTL":4232375,"HTML":1952669,"HLSL":1428863,"Objective-C++":1164296,"Starlark":1137326,"HIP":854589,"SWIG":398591,"OCaml":335815,"Shell":310244,"JavaScript":210685,"Perl":183784,"Scilab":160404,"Awk":127345,"Makefile":118563,"Mako":104334,"NASL":90605,"Jupyter Notebook":72939,"CSS":70461,"Emacs Lisp":69003,"Batchfile":64248,"Pawn":62418,"Roff":58649,"Julia":49676,"Dockerfile":30431,"Vim Script":29186,"Mustache":14299,"Lua":12033,"M":10547,"GDB":8473,"Cool":6851,"Tree-sitter Query":6195,"Rust":4903,"MATLAB":3617,"TypeScript":2805,"TeX":2141,"Go Template":1848,"Wolfram Language":1685,"AMPL":1662,"AppleScript":1429,"Linker Script":903,"POV-Ray SDL":861,"DTrace":334,"Limbo":303,"PowerShell":271,"Swift":271,"Common Lisp":93,"PHP":64,"RPC":28,"Mercury":14},"source_url":"https://api.github.com/repos/oneapi-src/SYCLomatic/languages","evidence":"GitHub's official language endpoint returns 638,444,168 bytes classified as LLVM, the largest category, followed by C++ at 527,516,904 bytes. This is a repository-level byte classification: SYCLomatic is hosted in a large LLVM-derived source tree, so the top category does not by itself describe only SYCLomatic's own converter code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sotn-decomp","title":"Symphony of the Night Decompilation","game":"Castlevania: Symphony of the Night","platform":"PlayStation, PSP, Sega Saturn","kind":"Decompilation","status":"Work in progress; the README identifies three supported builds: PS1 USA SLUS-00067, the unreleased Japanese HD build from Dracula X Chronicles data, and the PSP European build.","summary":"Matching decompilation that compiles byte-for-byte against supported binaries. The current README lists PS1 USA, an unreleased Japanese HD build, and PSP Europe; users must provide their own game data and assets.","project_url":"https://github.com/Xeeynamo/sotn-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (AGPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-version matching decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/Xeeynamo/sotn-decomp"},{"label":"Project README: matching method and supported versions","url":"https://github.com/Xeeynamo/sotn-decomp#readme"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Xeeynamo/sotn-decomp"}],"media":[],"links":[{"kind":"docs","label":"Symphony of the Night build guide","url":"https://github.com/Xeeynamo/sotn-decomp/wiki/Build","source_url":"https://github.com/Xeeynamo/sotn-decomp","notes":"README links the build guide."},{"kind":"docs","label":"Symphony of the Night decompilation guide","url":"https://github.com/Xeeynamo/sotn-decomp/wiki/Decompilation","source_url":"https://github.com/Xeeynamo/sotn-decomp","notes":"README links the decompilation guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17492076,"Rust":934138,"Go":574313,"Python":563990,"CMake":46851,"Assembly":31294,"Makefile":20085,"Mako":4345,"Shell":3711,"Dockerfile":2909,"PHP":1643,"BitBake":984,"Linker Script":699,"Batchfile":110},"source_url":"https://api.github.com/repos/Xeeynamo/sotn-decomp/languages","evidence":"GitHub REST repository Languages endpoint reports 17,492,076 bytes of C out of 19,677,148 measured source bytes (88.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"castlevania-sotn-psx-symphony-recomp","title":"Symphony of the Night PSX Recompilation","game":"Castlevania: Symphony of the Night (PlayStation USA version)","platform":"PlayStation → Windows PC","kind":"Recompilation","status":"Open beta; owner warns that serious game-breaking bugs may occur and says stable v1.0 has not been released. Latest checked release v0.5.1b (2026-08-19).","summary":"A distinct PSX binary and recompilation effort from the existing matching decomp project and the separate XBLA recomp.","project_url":"https://github.com/BlackLabelHQ/SymphonyRecomp","updated":"2026-10-16","strategy":"Static recompilation from the North American PSX disc using RecompOne, with references to the separate decompilation for names/patches.","language":"C#","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Static recompilation from the north american psx disc using recompone, with references to the separa","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/BlackLabelHQ/SymphonyRecomp"},{"label":"GitHub release v0.5.1b (2026-08-19)","url":"https://github.com/BlackLabelHQ/SymphonyRecomp/releases/tag/v0.5.1b"},{"label":"Project owner releases","url":"https://github.com/BlackLabelHQ/SymphonyRecomp/releases"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/BlackLabelHQ/SymphonyRecomp"},{"label":"GitHub latest commit listed for default branch (2026-09-27, c94a9096ba; activity evidence only)","url":"https://github.com/BlackLabelHQ/SymphonyRecomp/commit/c94a9096bab25bf513cceea50d6838a4c8d7bf5b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":1094774,"Batchfile":10930,"Shell":2588},"source_url":"https://api.github.com/repos/BlackLabelHQ/SymphonyRecomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C# is predominant with 1,094,774 bytes; the manifest breakdown contains all 3 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"castlevania-sotn-xbla-nocturne-recomp","title":"Symphony of the Night Xbox Live Arcade Recompilation","game":"Castlevania: Symphony of the Night (Xbox Live Arcade version)","platform":"Xbox 360/XBLA → Windows and Linux","kind":"Recompilation","status":"Stable v1.4.5 release (2026-08-27); README explains the build and user-dump flow but does not state full-game completion.","summary":"Separate XBLA target from the PlayStation version; users provide their own legally dumped game.","project_url":"https://github.com/birabittoh/NocturneRecomp","updated":"2026-10-15","strategy":"Static recompilation of the XBLA PowerPC executable to native x86-64 with a small host runtime, built on ReXGlue.","language":"C++","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static recompilation of the xbla powerpc executable to native x86-64 with a small host runtime, buil","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/birabittoh/NocturneRecomp"},{"label":"Verified release or build","url":"https://github.com/birabittoh/NocturneRecomp/releases/tag/v1.4.5"},{"label":"Project owner releases","url":"https://github.com/birabittoh/NocturneRecomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/birabittoh/NocturneRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":775115,"Python":171693,"CMake":7937,"Slang":1737,"C":326},"source_url":"https://api.github.com/repos/birabittoh/NocturneRecomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 775,115 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"syndicate-dos-matching-decomp","title":"Syndicate DOS Matching Decompilation","game":"Syndicate","platform":"IBM PC compatible DOS (1993/1995 releases); experimental native Windows build on port branch","kind":"Decompilation","status":"The README describes a work in progress that boots through the intro, menu, and world map with sound. Its badge reports 420/531 functions and 62.63% of bytes; the prose separately reports 447/553 byte-identical functions and 62.9%, so the progress counts are internally inconsistent. The port branch is described as an experimental native Windows build. Last pushed 2026-07-24; no GitHub release is listed.","summary":"Matching C decompilation of Bullfrog’s DOS Syndicate using the original-era Watcom toolchain. The source includes a runnable DOS build and a separate experimental native Windows port branch; game files remain user-supplied.","project_url":"https://github.com/WildPress/vibesynd","updated":"2026-10-16","strategy":"Matching C decompilation using the period Watcom toolchain","language":"","source_available":"Public source repository with no declared repository license; original binaries and game data are ignored and must come from the user; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"DOS executable reconstruction with a separate native Windows port branch","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/WildPress/vibesynd"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/WildPress/vibesynd"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/WildPress/vibesynd/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/WildPress/vibesynd/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1798938,"Python":555452,"Assembly":552348,"Shell":36827,"HTML":13757,"Java":5896,"Dockerfile":3034},"source_url":"https://api.github.com/repos/WildPress/vibesynd/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,798,938 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"syphon-filter-2-recomp","title":"Syphon Filter 2 Recompiled","game":"Syphon Filter 2","platform":"PlayStation USA two-disc release (SCUS-94451) → Windows x64","kind":"Recompilation","status":"Alpha v0.1.3; README reports both discs, connected campaign and disc transition played and verified. The resident executable is native while uncovered streamed overlays still use the interpreter fallback; this is not a finished PC port.","summary":"Experimental native x64 static recompilation of the complete US two-disc release; retail logic runs over a PS1 hardware runtime.","project_url":"https://github.com/alexbeavs-ps1-ports/syphon-filter-2-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source and owned-input setup kit; user supplies the SCUS-94451 discs. Disc data, BIOS, generated C and captures are not distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/alexbeavs-ps1-ports/syphon-filter-2-recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/alexbeavs-ps1-ports/syphon-filter-2-recomp"},{"label":"Project README: supported build and current validation","url":"https://github.com/alexbeavs-ps1-ports/syphon-filter-2-recomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":32789,"PowerShell":31336,"C":2813,"Shell":2076,"CMake":1729},"source_url":"https://api.github.com/repos/alexbeavs-ps1-ports/syphon-filter-2-recomp/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (32,789 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"syphon-filter-ps1-windows-game-specific-emulator","title":"Syphon Filter Windows Runtime (Game-Specific PlayStation Emulator)","game":"Syphon Filter (PlayStation USA v1.1, SCUS-94240)","platform":"PlayStation (USA v1.1, SCUS-94240) → Windows 10/11 x64","kind":"Emulator","status":"Public-test release 0.2.0-beta.2 was published on 2026-08-13. The maintainer README lists the complete 20-mission campaign flow and related gameplay systems, while labeling the software a public test; no independent full-campaign verification is claimed. The user supplies the supported USA v1.1 BIN/CUE image.","summary":"A game-specific PlayStation runtime for Windows x64. The original R3000A game program executes through emulated PS1 CPU, GTE, bus, IRQ, DMA, CD-ROM and audio systems; native Windows code handles presentation, input, launcher, storage and FMV playback. This is emulation-based, not a matching decompilation or static recompilation.","project_url":"https://github.com/Madxbio97/SF-pc-port","updated":"2026-10-16","strategy":"Game-specific PlayStation emulation with native Windows presentation","language":"","source_available":"Public MIT source and public-test Windows x64 release; the repository and release exclude game files and require the supported USA v1.1 BIN/CUE image.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific PS1 guest runtime/emulator; Windows x64 host","target_type":"Game","sources":[{"label":"Maintainer README at reviewed release commit","url":"https://github.com/Madxbio97/SF-pc-port/blob/a11020bbf8ea136e1685edfe29217e7c965b49c9/README.md"},{"label":"Maintainer architecture description of the R3000A, GTE, bus, IRQ, DMA, CD-ROM and audio guest systems","url":"https://github.com/Madxbio97/SF-pc-port/blob/a11020bbf8ea136e1685edfe29217e7c965b49c9/docs/ARCHITECTURE.md"},{"label":"Latest public-test release, 0.2.0-beta.2","url":"https://github.com/Madxbio97/SF-pc-port/releases/tag/0.2.0-beta.2"},{"label":"MIT license","url":"https://github.com/Madxbio97/SF-pc-port/blob/a11020bbf8ea136e1685edfe29217e7c965b49c9/LICENSE"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/Madxbio97/SF-pc-port/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11403655,"Python":58203,"PowerShell":29971,"CMake":26454,"Java":17639},"source_url":"https://api.github.com/repos/Madxbio97/SF-pc-port/languages","evidence":"Exact GitHub Languages API repository byte counts fetched 2026-10-16. C++ is the largest repository language; the map includes the project and its vendored/modified PS1 compatibility backend.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"syphon-filter-omega-strain-ps2-matching-decomp","title":"Syphon Filter: The Omega Strain PS2 Matching Decompilation","game":"Syphon Filter: The Omega Strain (PS2 NTSC-U SCUS_972.64)","platform":"PlayStation 2 (NTSC-U, SCUS_972.64)","kind":"Decompilation","status":"The maintainer progress log dated 2026-10-10 reports 6,047/14,845 functions matched (40.73%) and 314,420/3,663,320 code bytes (8.58%); a mixed-compiler whole build is reported byte-identical to the retail executable. The repo was pushed through 2026-10-14; no game release is listed. Some required Metrowerks tool builds are licensed and not included.","summary":"A matching decompilation of the PS2 NTSC-U executable SCUS_972.64. The repository contains original C source, configuration and tools, while users supply the retail executable; matching status distinguishes game logic from SDK/library components and source code.","project_url":"https://github.com/zm2283145/syphon-filter-omega-strain-decomp","updated":"2026-10-16","strategy":"Matching Metrowerks C/C++ decompilation; mixed compiler toolchains reproduce the retail executable byte-for-byte","language":"","source_available":"Public source and configuration; no game data or executable included. Setup requires the user’s own disc and licensed CodeWarrior compiler builds for some units; licensed compiler files are not included.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"PS2 matching decompilation; US release","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/zm2283145/syphon-filter-omega-strain-decomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/zm2283145/syphon-filter-omega-strain-decomp/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/zm2283145/syphon-filter-omega-strain-decomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/zm2283145/syphon-filter-omega-strain-decomp/languages"},{"label":"Maintainer matching progress log (2026-10-10)","url":"https://github.com/zm2283145/syphon-filter-omega-strain-decomp/blob/main/PROGRESS.md"},{"label":"Maintainer decomp.dev project record","url":"https://decomp.dev/zm2283145/syphon-filter-omega-strain-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":14226904,"Python":362683,"C++":39263,"Linker Script":479},"source_url":"https://api.github.com/repos/zm2283145/syphon-filter-omega-strain-decomp/languages","evidence":"GitHub’s official Languages API reports C: 14,226,904 bytes, Python: 362,683 bytes, C++: 39,263 bytes, Linker Script: 479 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"system-7-modern-x86-reimplementation","title":"System 7 Portable Reimplementation","game":"Apple Macintosh System 7 operating system","platform":"68K-era Macintosh System 7 behavior → x86 BIOS/UEFI (QEMU and one tested UEFI ThinkPad); ARM/ARM64 QEMU targets are partial and PowerPC is experimental","kind":"Reimplementation","status":"Active educational proof of concept. The README reports a responsive desktop under QEMU and on one physical UEFI ThinkPad; ARM64 reaches the event loop in QEMU, while PowerPC remains experimental. Small test 68K programs run, but real Apple applications and broad hardware compatibility are unverified.","summary":"A clean-room reimplementation of the Macintosh System 7 operating environment for modern x86 hardware, booting through GRUB2/Multiboot2. It implements a System 7-style desktop, file/resource managers, and a 68000 interpreter with Toolbox traps for test applications; it does not include Apple source code.","project_url":"https://github.com/Kelsidavis/System7","updated":"2026-10-15","strategy":"Clean-room operating-system reimplementation informed by reverse engineering","language":"English by default; 38 locale resource sets are documented, with other locales selectable at build/boot","source_available":"Public MIT-licensed source; the README states that no Apple source code is used","first_found":"2026-10-15","project_started":"","programming_language":"C","subtype":"Vintage operating-system reimplementation and 68K application runtime","target_type":"Software","sources":[{"label":"Maintainer README: reimplementation method, boot support, app-interpreter limits, and status","url":"https://github.com/Kelsidavis/System7/blob/main/README.md"},{"label":"Maintainer README: build targets and locale configuration","url":"https://github.com/Kelsidavis/System7/blob/main/README.md#building"},{"label":"Maintainer platform-port status","url":"https://github.com/Kelsidavis/System7/blob/main/docs/future/PORTING_PLAN.md"},{"label":"GitHub Languages API: predominant implementation language","url":"https://api.github.com/repos/Kelsidavis/System7/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8158057,"Python":129591,"Makefile":57243,"Assembly":26340,"Shell":21671,"Linker Script":6666,"Forth":3651,"C++":944},"source_url":"https://api.github.com/repos/Kelsidavis/System7/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Kelsidavis/System7 reports 8,158,057 bytes of C, the largest language total (97.1% of 8,404,163 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"system-shock-android-port","title":"System Shock Android Port","game":"System Shock (compatible original CD-ROM or Enhanced Edition resources; floppy data unsupported)","platform":"PC CD-ROM / System Shock: Enhanced Edition data → Android 13+ / ARM64 (arm64-v8a)","kind":"Reimplementation","status":"Stable v1.0.0 APK release. The maintainer accepted a complete start-to-finish playthrough and first-run importer test on the Retroid Pocket 5 before release. Android 13+ and ARM64 are required; other device compatibility is not established by the reported test.","summary":"Native Android/ARM64 source port based on Shockolate, with controller and touch-pointer input. Users import a compatible res folder containing data and sound from an original CD-ROM or System Shock: Enhanced Edition installation; the repository and APK exclude proprietary game resources.","project_url":"https://github.com/raposomiguel50/system-shock-android","updated":"2026-10-15","strategy":"Shockolate-based native Android source port; the Android app provides controls and imports user-supplied compatible resources.","language":"","source_available":"Public source repository and stable Android APK; proprietary game data is not included. A compatible original CD-ROM or Enhanced Edition resource set is required; floppy data is unsupported by the stated upstream baseline.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Shockolate source port for Android ARM64; one reference device has a complete playthrough report","target_type":"Game","sources":[{"label":"Maintainer README: Android version, architecture, port method, and reference-device result","url":"https://github.com/raposomiguel50/system-shock-android"},{"label":"Game-data guide: compatible original CD-ROM and Enhanced Edition resources; floppy limitation","url":"https://github.com/raposomiguel50/system-shock-android/blob/main/docs/GAME_DATA.md"},{"label":"Stable v1.0.0 APK release and accepted complete-playthrough report","url":"https://github.com/raposomiguel50/system-shock-android/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5775288,"C++":1317400,"Java":230876,"PowerShell":45827,"CMake":22185,"Shell":11445,"GLSL":1933,"Assembly":1634,"Makefile":691,"Batchfile":90},"source_url":"https://api.github.com/repos/raposomiguel50/system-shock-android/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/raposomiguel50/system-shock-android reports 5,775,288 bytes of C, the largest language total (78.0% of 7,407,369 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"system76-open-firmware-distribution","title":"System76 Open Firmware Distribution","game":"System76 laptop and desktop system firmware","platform":"System76 model-specific PC firmware → integrated coreboot, EDK II, embedded-controller firmware, and System76 firmware applications","kind":"Reimplementation","status":"Maintained public source distribution; latest repository push checked 2026-10-09. Board support is model-specific and defined in its models tree; the repository has no formal GitHub releases. Its README describes a firmware distribution, not a universal image for non-System76 machines.","summary":"System76's open firmware distribution combines coreboot, EDK II, embedded-controller code, and System76 firmware applications for supported company hardware. The exact model/board configuration determines the usable build. The project contains multiple component licenses and may depend on vendor firmware blobs; see its license documentation before treating the full distribution as uniformly open source.","project_url":"https://github.com/system76/firmware-open","updated":"2026-10-16","strategy":"Model-specific firmware distribution integrating coreboot, EDK II, and EC code","language":"","source_available":"Public repository; mixed component licenses and vendor blobs; see LICENSE.md","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Laptop/desktop BIOS, UEFI, and embedded-controller firmware","target_type":"Software","sources":[{"label":"Project README and included firmware components","url":"https://github.com/system76/firmware-open"},{"label":"Supported hardware model configuration tree","url":"https://github.com/system76/firmware-open/tree/master/models"},{"label":"Component licensing information","url":"https://github.com/system76/firmware-open/blob/master/LICENSE.md"},{"label":"Project documentation","url":"https://github.com/system76/firmware-open/tree/master/docs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":886341,"Shell":27175,"DenizenScript":12326,"Dockerfile":4120,"Rust":2289,"Makefile":456},"source_url":"https://api.github.com/repos/system76/firmware-open/languages","evidence":"Official GitHub REST Languages API breakdown for system76/firmware-open: source-code bytes are {\"C\": 886341, \"DenizenScript\": 12326, \"Dockerfile\": 4120, \"Makefile\": 456, \"Rust\": 2289, \"Shell\": 27175}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tactics-ogre-saturn-en","title":"Tactics Ogre: Let Us Cling Together Sega Saturn English Translation","game":"Tactics Ogre: Let Us Cling Together","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer announced the completed English Saturn translation on 2023-02-27. The project page documents that the Saturn edition has platform-specific content; it does not state a full-playthrough or hardware-validation result.","summary":"An English fan localization of the Sega Saturn version of Tactics Ogre: Let Us Cling Together. It is separate from Meduza Team’s later Russian Saturn translation.","project_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_tactics_ogre_let_us_cling_together_saturn/2023-02-27-43","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"English","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_tactics_ogre_let_us_cling_together_saturn/2023-02-27-43"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/perevod_na_anglijskij_jazyk_tactics_ogre_let_us_cling_together_saturn/2023-02-27-43","evidence":"Primary project page checked on 2026-10-16: The maintainer’s project announcement documents the English Saturn patch and platform-specific content; it does not publish a source-code repository or language totals. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer’s project announcement documents the English Saturn patch and platform-specific content; it does not publish a source-code repository or language totals. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"tactics-ogre-saturn-ru","title":"Tactics Ogre: Let Us Cling Together Sega Saturn Russian Translation","game":"Tactics Ogre: Let Us Cling Together","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer announced the Russian patch on 2024-11-05; the Sega Saturn translation index lists v1.1a dated 2024-12-22. The patch is a separate Russian localization from the earlier English patch.","summary":"A Russian fan localization of the Sega Saturn tactical RPG, using the Saturn-specific release and features rather than treating the SNES/PlayStation translation as identical.","project_url":"https://meduza-team.ucoz.net/news/perevod_na_russkij_jazyk_igry_tactics_ogre_let_us_cling_together_dlja_sega_saturn/2024-11-05-52","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"Russian","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/perevod_na_russkij_jazyk_igry_tactics_ogre_let_us_cling_together_dlja_sega_saturn/2024-11-05-52"},{"label":"Maintainer translation index: v1.1a and dated release","url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/perevod_na_russkij_jazyk_igry_tactics_ogre_let_us_cling_together_dlja_sega_saturn/2024-11-05-52","evidence":"Primary project page checked on 2026-10-16: The maintainer’s announcement/index documents the Russian patch and release version; it does not publish a source-code repository or language totals. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer’s announcement/index documents the Russian patch and release version; it does not publish a source-code repository or language totals. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"taekwon-do-en-es-pt","title":"Taekwon-Do English, Spanish, and Portuguese Translation","game":"Taekwon-Do","platform":"Super Famicom / Super Nintendo","kind":"Fan Localization","status":"Complete; Patch Clan lists v1.1 English/Spanish and English/Portuguese patch builds, with patch assets marked updated 2026-10-09. The Japanese cartridge's two language slots are used for English plus Spanish in one build and English plus Portuguese in the other.","summary":"Fan translation patch project for Human Entertainment's Japan-only taekwondo game. It provides bilingual English/Spanish and English/Portuguese builds, translates and reviews 539 texts per language, redraws text graphics, and preserves the cartridge's password saves.","project_url":"https://www.patchclan.com/#/jogo/taekwondo","updated":"2026-10-09","strategy":"Fan localization patches; two bilingual builds replace the original Japanese/Korean language choices","language":"English, Spanish, Portuguese","source_available":"Patch Clan serves IPS assets for the English/Spanish build and the separate English/Portuguese build; no ROM is included.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Super Famicom fan translation","target_type":"Game","sources":[{"label":"Patch Clan maintainer page: current languages, versions, patch assets, and two-build behavior","url":"https://www.patchclan.com/#/jogo/taekwondo"},{"label":"Patch Clan release listing: English/Spanish coverage, reviews, testing, and source-ROM hashes","url":"https://www.romhackplaza.org/translations/taekwon-do-english-spanish-translation-super-nintendo"},{"label":"Direct IPS patch assets; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/taekwondo-en.ips"},{"label":"Direct Portuguese IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/taekwondo-pt.ips"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/taekwondo","evidence":"Project page/source reviewed for repository availability: https://www.patchclan.com/#/jogo/taekwondo. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"emulator-mister-taito-f2","title":"Taito F2 Arcade System MiSTer Core","game":"Taito F2 games including Cameltry, Dino Rex, Don Doko Don, Drift Out, Final Blow, Growl, Liquid Kids, PuLiRuLa, and Solitary Fighter","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2025-11-17, with archived=false and fork=false. An FPGA implementation of Taito F2 arcade hardware for MiSTer. The README lists nine fully implemented titles and describes the graphics and sound subsystems. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"An FPGA implementation of Taito F2 arcade hardware for MiSTer. The README lists nine fully implemented titles and describes the graphics and sound subsystems.","project_url":"https://github.com/MiSTer-devel/Arcade-TaitoF2_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Taito F2 games including Cameltry, Dino Rex, Don Doko Don, Drift Out, Final Blow, Growl, Liquid Kids, PuLiRuLa, and Solitary Fighter; target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENSE; its text begins with the GNU General Public License 2.0. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2025-05-29","programming_language":"C++","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-TaitoF2_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-TaitoF2_MiSTer/main/Readme.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-TaitoF2_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-TaitoF2_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-TaitoF2_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-TaitoF2_MiSTer/main/LICENSE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5149524,"SystemVerilog":1373978,"Verilog":955232,"C":946840,"HTML":244494,"JavaScript":161038,"Python":132547,"VHDL":124757,"Objective-C++":104765,"Assembly":96370,"Makefile":38992,"Tcl":29796,"Shell":21247,"CSS":21206,"Objective-C":19855,"Batchfile":16267,"CMake":6999,"Linker Script":5371,"Scilab":4707,"Fortran":3401,"BitBake":2412,"Awk":2239,"MATLAB":1873,"Kotlin":1513,"GLSL":1384,"Go":973,"GDB":555,"Lua":218,"Forth":72},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-TaitoF2_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is C++.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-taito-f3","title":"Taito F3 MiSTer core","game":"Taito F3 arcade system software","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Active; repository reports 22 of 38 parent MAME sets playable/rendering and distinguishes playthrough status by title. Latest RBF Rayforce_20260917.rbf; repository updated 2026-09-18.","summary":"An FPGA recreation of the Taito F3 arcade hardware. The project maintains a per-game status list; playable/rendering is not equivalent to a completed playthrough. User-provided MAME ROM sets are required; no game data is included.","project_url":"https://github.com/spacestate1/Arcade-taitoF3_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation, validated against MAME ROM-set names and per-title status.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository and compatibility matrix","url":"https://github.com/spacestate1/Arcade-taitoF3_MiSTer"},{"label":"GPL-3.0 license","url":"https://github.com/spacestate1/Arcade-taitoF3_MiSTer/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/spacestate1/Arcade-taitoF3_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":861307,"Verilog":309846,"VHDL":295350,"Python":220643,"C++":170281,"Lua":45031,"Makefile":29298,"Tcl":23822,"Shell":21950},"source_url":"https://api.github.com/repos/spacestate1/Arcade-taitoF3_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-taito-l","title":"Taito L System MiSTer core","game":"Taito L System arcade software","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Active; release 20261007 published 2026-10-08. README documents 35 MAME 0.289 sets across 13 titles and three homebrew games booting/playing on hardware, with per-frame comparisons against MAME.","summary":"An FPGA recreation of Taito L System arcade hardware with an explicit compatibility set and hardware validation. Game ROM sets are user supplied and are not included.","project_url":"https://github.com/decoryah/Arcade-TaitoLSystem_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation validated against MAME sets and frame-level output comparisons.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository, tested sets, and validation notes","url":"https://github.com/decoryah/Arcade-TaitoLSystem_MiSTer"},{"label":"Official releases","url":"https://github.com/decoryah/Arcade-TaitoLSystem_MiSTer/releases"},{"label":"GPL-3.0 license","url":"https://github.com/decoryah/Arcade-TaitoLSystem_MiSTer/blob/main/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/decoryah/Arcade-TaitoLSystem_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":791483,"SystemVerilog":397623,"UnrealScript":163840,"VHDL":107940,"Python":89082,"C++":29158,"Tcl":27400,"Shell":10917,"Lua":8468,"Batchfile":672},"source_url":"https://api.github.com/repos/decoryah/Arcade-TaitoLSystem_MiSTer/languages","evidence":"GitHub repository language API byte counts; Verilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-arcade-taito-system-sj","title":"Taito System SJ MiSTer Core","game":"Games on Taito System SJ arcade hardware","platform":"1982 Taito System SJ arcade hardware on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2026-07-24; GitHub returned no tagged release. README lists 16 compatible games, marks Kick Start Wheelie King not working, and says scroll RAM is not implemented.","summary":"Verilog MiSTer FPGA core for Taito’s 1982 System SJ arcade board, with separate game and sound Z80 paths and a protection MCU. ROMs are explicitly not included by the maintainer.","project_url":"https://github.com/MiSTer-devel/Arcade-TaitoSystemSJ_MiSTer","updated":"2026-07-24","strategy":"FPGA hardware emulation of Taito System SJ arcade hardware on MiSTer.","language":"","source_available":"Public GPL-3.0 source repository. GPL-3.0 source. README explicitly says ROMs are not included and users must provide their own; ROM rights are separate.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA arcade emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Arcade-TaitoSystemSJ_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Arcade-TaitoSystemSJ_MiSTer/blob/main/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Arcade-TaitoSystemSJ_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Arcade-TaitoSystemSJ_MiSTer/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":537354,"VHDL":490378,"SystemVerilog":162989,"Tcl":80593,"Awk":2239,"Batchfile":672,"C++":567,"Shell":546},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-TaitoSystemSJ_MiSTer/languages","evidence":"Official GitHub Languages API reports 537,354 bytes of Verilog as the largest language count (42.1% of 1,275,338 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"burnout-3-original-xbox-multiplatform-takedawn","title":"Takedawn","game":"Burnout 3: Takedown (Original Xbox, North American NTSC-U retail release)","platform":"Original Xbox NTSC-U → macOS arm64, Windows x86-64, Linux x86-64/Steam Deck, and experimental Android ARM64","kind":"Recompilation","status":"v0.1.1 was published 2026-10-15 with macOS, Windows, Linux/Steam Deck and Android packages. Android is explicitly experimental and limited in the release notes to Android 13+ Snapdragon/Adreno devices. The README documents platform-specific testing and known issues; this is an early release.","summary":"A multi-platform native program generated from the original Xbox Burnout 3 executable and data supplied by the user.","project_url":"https://github.com/xenophobentx/takedawn","updated":"2026-10-16","strategy":"Static recompilation to native desktop and handheld programs","language":"","source_available":"Public source repository and releases; no game data, disc images, assets, or derived game data are distributed. Users must supply data from their own North American retail Xbox disc. MIT applies to project code, not Burnout 3.","first_found":"2026-10-16","project_started":"2026-10-12","programming_language":"C","subtype":"Original Xbox NTSC-U","target_type":"Game","sources":[{"label":"Project README: target, method, platform and status","url":"https://github.com/xenophobentx/takedawn/blob/main/README.md"},{"label":"v0.1.1 release: packages, tested Android boundary and release notes","url":"https://github.com/xenophobentx/takedawn/releases/tag/v0.1.1"},{"label":"Project license","url":"https://github.com/xenophobentx/takedawn/blob/main/LICENSE"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/xenophobentx/takedawn/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":397657,"Python":391710,"C++":383529,"Shell":343464,"Java":104728,"CMake":44288,"PowerShell":32002,"Inno Setup":14514,"Batchfile":2120},"source_url":"https://api.github.com/repos/xenophobentx/takedawn/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 397,657 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tales-of-phantasia-fve-psp-english","title":"Tales of Phantasia: Full Voice Edition English Patch","game":"Tales of Phantasia: Full Voice Edition","platform":"PlayStation Portable","kind":"Fan Localization","status":"Complete; v1.2 release","summary":"Full English translation patch and build source for the Japanese PSP Full Voice Edition. The project provides an online patcher, xdelta release, and extract/cook scripts for producing a patched image.","project_url":"https://github.com/lifebottle/Tales-of-Phantasia-Full-Voice-Edition","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta patch, online patcher, and Python/C/C++/MIPS assembly source","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Text localization","target_type":"Game","sources":[{"label":"Source repository and v1.2 release","url":"https://github.com/lifebottle/Tales-of-Phantasia-Full-Voice-Edition"},{"label":"Online patcher and setup instructions","url":"https://www.lifebottle.org/projects/topfve/patcher/"}],"media":[{"kind":"image","label":"Tales of Phantasia Full Voice Edition patch screenshot embedded in the project README","url":"https://github.com/user-attachments/assets/ab140158-20b1-45fc-8f32-b877cb3aafec","preview_url":"https://github.com/user-attachments/assets/ab140158-20b1-45fc-8f32-b877cb3aafec","source_url":"https://github.com/lifebottle/Tales-of-Phantasia-Full-Voice-Edition/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":536574,"Batchfile":4368,"C":49602,"C++":15957,"CSS":12403,"HTML":8670,"JavaScript":180611,"Makefile":289,"Python":174343,"Shell":3332},"source_url":"https://api.github.com/repos/lifebottle/Tales-of-Phantasia-Full-Voice-Edition/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 536,574 bytes. The repository description identifies the Tales of Phantasia: Full Voice Edition localization project; totals remain repository-wide.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tama-adventurous-ball-in-giddy-labyrinth-sega-saturn-english","title":"Tama: Adventurous Ball in Giddy Labyrinth English Translation","game":"Tama: Adventurous Ball in Giddy Labyrinth","platform":"Sega Saturn","kind":"Fan Localization","status":"Released; v1.0.1 (2026-07-16) fixes a typo; initial v1.0 2026-07-15","summary":"English fan localization for Tama: Adventurous Ball in Giddy Labyrinth on Sega Saturn. This record is a text/audio localization patch, not API translation.","project_url":"https://github.com/ExxistanceDC/Tama-English-Translation","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Public GitHub repository contains XDelta patch bundle and application instructions.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer repository and changelog","url":"https://github.com/ExxistanceDC/Tama-English-Translation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Tama-English-Translation/languages","evidence":"GitHub's official repository Languages API for ExxistanceDC/Tama-English-Translation returned this exact byte map on 2026-10-16: {}. No predominant language can be assigned.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response for ExxistanceDC/Tama-English-Translation was an explicit empty map ({}) on 2026-10-16; the repository exposes no language byte totals, so the predominant language remains unknown."}},{"id":"tamatool-first-gen-tamagotchi","title":"TamaTool","game":"First-generation Bandai Tamagotchi devices, including P1, P2, and Angel models documented by the project","platform":"Linux/Unix, Windows, and macOS desktop builds; Windows distribution is cross-compiled from Linux according to the README","kind":"Emulator","status":"The latest numbered GitHub release found is v0.1 (2021-08-04); repository source was pushed on 2025-03-06. Current maintenance cadence is unclear. The README documents Windows limitations for realtime memory editing and performance when debugging is enabled.","summary":"A desktop emulator and inspection tool for first-generation Tamagotchi ROMs. It uses the separate TamaLIB emulation library and adds a RAM editor, assembly debugger, I/O monitor, sprite tools, and save-state support.","project_url":"https://github.com/jcrona/tamatool","updated":"2026-10-16","strategy":"Hardware emulation of first-generation Tamagotchi devices","language":"","source_available":"Public GPL-2.0 source repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Virtual-pet hardware emulator and reverse-engineering tool","target_type":"Software","sources":[{"label":"Maintainer README: target models, host builds, ROM requirement, limits, and license","url":"https://github.com/jcrona/tamatool#readme"},{"label":"Latest numbered GitHub release found, v0.1 (2021-08-04)","url":"https://github.com/jcrona/tamatool/releases/tag/v0.1"},{"label":"GitHub repository metadata and latest push","url":"https://api.github.com/repos/jcrona/tamatool"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/jcrona/tamatool/languages"},{"label":"Current primary README","url":"https://github.com/jcrona/tamatool/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7063767,"Roff":269456,"M4":41305,"Objective-C":31534,"Makefile":21475,"Shell":19189,"JavaScript":18010,"CMake":13314,"HTML":755},"source_url":"https://api.github.com/repos/jcrona/tamatool/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-tandy1000-mister","title":"Tandy 1000 PC-compatible computer MiSTer FPGA Core","game":"Tandy 1000 PC-compatible computer","platform":"Tandy 1000 PC-compatible computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-03-14.","summary":"FPGA system-emulation core for Tandy 1000 PC-compatible computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Tandy1000_MiSTer","updated":"2026-03-14","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Tandy1000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Tandy1000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Tandy1000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Tandy1000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":821223,"SystemVerilog":799468,"Assembly":512337,"VHDL":217827,"C++":136557,"C":100258,"Tcl":37482,"Shell":8344,"Python":7041,"Makefile":6143,"CMake":3722,"Batchfile":1438,"Go Template":1140,"Scilab":122},"source_url":"https://api.github.com/repos/MiSTer-devel/Tandy1000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 821,223 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-coco2-mister","title":"Tandy Color Computer 2 and Dragon 32 MiSTer FPGA Core","game":"Tandy Color Computer 2 and Dragon 32","platform":"Tandy Color Computer 2 and Dragon 32 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-03-13.","summary":"FPGA system-emulation core for Tandy Color Computer 2 and Dragon 32 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/CoCo2_MiSTer","updated":"2025-03-13","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/CoCo2_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/CoCo2_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/CoCo2_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/CoCo2_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1738082,"Verilog":469917,"SystemVerilog":253005,"Tcl":23285,"Batchfile":673},"source_url":"https://api.github.com/repos/MiSTer-devel/CoCo2_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,738,082 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-coco3-mister","title":"Tandy Color Computer 3 MiSTer FPGA Core","game":"Tandy Color Computer 3","platform":"Tandy Color Computer 3 on MiSTer FPGA","kind":"Emulator","status":"Repository has a current source push but its only GitHub release tag is `unstable-builds` from 2021; README documents required ROMs. Latest GitHub release unstable-builds was published 2021-12-26; source repository was last pushed 2026-10-08.","summary":"FPGA system-emulation core for Tandy Color Computer 3 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/CoCo3_MiSTer","updated":"2026-10-08","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/CoCo3_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/CoCo3_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/CoCo3_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/CoCo3_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1712714,"Verilog":759852,"SystemVerilog":364025,"Tcl":25351},"source_url":"https://api.github.com/repos/MiSTer-devel/CoCo3_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,712,714 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-trs-80-mister","title":"Tandy TRS-80 Model I MiSTer FPGA Core","game":"Tandy TRS-80 Model I","platform":"Tandy TRS-80 Model I on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-10.","summary":"FPGA system-emulation core for Tandy TRS-80 Model I on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/TRS-80_MiSTer","updated":"2025-12-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/TRS-80_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/TRS-80_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/TRS-80_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/TRS-80_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":344963,"Verilog":321481,"SystemVerilog":239133,"Tcl":22648,"Batchfile":673,"Shell":84},"source_url":"https://api.github.com/repos/MiSTer-devel/TRS-80_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 344,963 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-tank-battalion","title":"Tank Battalion MiSTer FPGA Core","game":"Tank Battalion (Namco, 1980)","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-10-06, with archived=false and fork=false. An FPGA implementation of Namco’s Tank Battalion arcade game for MiSTer, with rotated controls/video support and sound modeled from board analog circuits per its README. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"An FPGA implementation of Namco’s Tank Battalion arcade game for MiSTer, with rotated controls/video support and sound modeled from board analog circuits per its README.","project_url":"https://github.com/MiSTer-devel/Arcade-TankBattalion_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Tank Battalion (Namco, 1980); target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. No root LICENSE/LICENCE/COPYING/COPYRIGHT file was present in the GitHub repository root listing. README/source headers may attribute third-party components, but no single repository-wide license grant is stated. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2022-08-21","programming_language":"Verilog","subtype":"MiSTer FPGA game-specific arcade core","target_type":"Game","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-TankBattalion_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-TankBattalion_MiSTer/main/README.txt"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-TankBattalion_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-TankBattalion_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-TankBattalion_MiSTer/languages"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=3"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":378614,"SystemVerilog":147465,"VHDL":107940,"Tcl":47783,"Shell":25473,"Fortran":15},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-TankBattalion_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is Verilog.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-tank","title":"Tank MiSTer core","game":"Kee Games Tank, Tank II, and cocktail variants","platform":"MiSTer FPGA (Terasic DE10-Nano class hardware)","kind":"Emulator","status":"Runnable FPGA bitstream Tank_20261012.rbf present; repository updated 2026-10-12. One core covers Tank, Tank II, and cocktail variants.","summary":"An FPGA recreation of the discrete-logic Tank arcade game from schematics; it has no CPU. MAME-derived game ROM data is user supplied and not included.","project_url":"https://github.com/MiSTer-devel/Arcade-Tank_MiSTer","updated":"2026-10-16","strategy":"FPGA recreation of discrete TTL logic from schematics.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository and supported variants","url":"https://github.com/MiSTer-devel/Arcade-Tank_MiSTer"},{"label":"GPL-3.0 license","url":"https://github.com/MiSTer-devel/Arcade-Tank_MiSTer/blob/main/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Tank_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":364392,"Verilog":295307,"VHDL":111422,"Tcl":24031,"Batchfile":383},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Tank_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tanuki3ds","title":"Tanuki3DS","game":"Nintendo 3DS","platform":"Windows, macOS, and Linux on x86_64 and arm64","kind":"Emulator","status":"Active; v0.5.1 released 2026-04-13, with repository changes through 2026-06-28.","summary":"C-based high-level Nintendo 3DS emulator. Its README reports many games work while noting remaining bugs, graphics glitches, and crashes.","project_url":"https://github.com/burhanr13/Tanuki3DS","updated":"2026-06-28","strategy":"Nintendo 3DS software emulation; the project does not document a more specific HLE/LLE split.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/burhanr13/Tanuki3DS"},{"label":"Maintainer releases; latest v0.5.1 dated 2026-04-13","url":"https://github.com/burhanr13/Tanuki3DS/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/burhanr13/Tanuki3DS"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1003200,"GLSL":11690,"Makefile":11400,"C++":248,"Shell":64},"source_url":"https://api.github.com/repos/burhanr13/Tanuki3DS/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/burhanr13/Tanuki3DS reports 1,003,200 bytes of C, the largest language total (97.7% of 1,026,602 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tarot-mystery-sfc-english","title":"Tarot Mystery English Translation","game":"Tarot Mystery","platform":"Super Famicom","kind":"Fan Localization","status":"English patch v1.0 released 2026-09-26. The maintainer says every reading, menu, prompt, and summary is translated; zodiac screen icons can clip line-end characters.","summary":"Japanese-to-English patch for the 1995 Super Famicom fortune-telling program Tarot Mystery. Maintainer releases BPS and IPS patches for the standard Japanese ROM; no game data is included.","project_url":"https://github.com/LegendaryDoors/tarot-mystery-english/releases/tag/v1.0","updated":"2026-10-16","strategy":"Game-specific text and title-label localization patch","language":"English","source_available":"Public BPS and IPS patches and checksums; user supplies the Japanese ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README with translation scope, base ROM, build instructions and caveats","url":"https://github.com/LegendaryDoors/tarot-mystery-english"},{"label":"Maintainer v1.0 release with patches and checksums","url":"https://github.com/LegendaryDoors/tarot-mystery-english/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":163399},"source_url":"https://api.github.com/repos/LegendaryDoors/tarot-mystery-english/languages","evidence":"GitHub's official repository Languages API for LegendaryDoors/tarot-mystery-english returned this exact byte map on 2026-10-16: {\"Python\": 163399}. The largest byte total is the predominant language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tasmota","title":"Tasmota","game":"Stock firmware for ESP-based IoT devices","platform":"ESP8266 and ESP32-based IoT hardware; exact device model/chip, GPIO mapping, flash size and firmware image must be verified.","kind":"Reimplementation","status":"Active; latest release v15.6.0 was published 2026-08-25 and source was updated 2026-10-15.","summary":"Alternative firmware for supported ESP8266/ESP32 smart devices, offering local configuration, automation and MQTT/HTTP control. It is installed on compatible hardware; project compatibility does not extend to every Tuya or Wi-Fi device.","project_url":"https://github.com/arendst/Tasmota","updated":"2026-10-16","strategy":"ESP-based IoT device firmware replacement","language":"","source_available":"Public GPL-3.0 source; bundled libraries and assets keep their own notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"ESP8266/ESP32 IoT firmware","target_type":"Software","sources":[{"label":"Tasmota project README and supported-device guidance","url":"https://github.com/arendst/Tasmota"},{"label":"Latest release v15.6.0","url":"https://github.com/arendst/Tasmota/releases/tag/v15.6.0"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/arendst/Tasmota/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":64599275,"C++":36323491,"Berry":4728525,"Python":2747541,"Jupyter Notebook":226959,"Makefile":132070,"Shell":118482,"Processing":73265},"source_url":"https://api.github.com/repos/arendst/Tasmota/languages","evidence":"Official GitHub REST language endpoint reports C as the largest category, with C++ second.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-tatung-einstein","title":"Tatung Einstein MiSTer Core","game":"Tatung Einstein TC01 and 256 software","platform":"Tatung Einstein TC01/256 on MiSTer FPGA","kind":"Emulator","status":"The repository was last pushed 2025-12-08; GitHub returned no tagged release. README documents disk-image loading and explicitly says the included diagnostic ROM was added with permission; that diagnostic fails its floppy-controller test.","summary":"VHDL MiSTer FPGA port of the Tatung Einstein TC01 and 256 computers, with disk-image loading. One diagnostic ROM is included with maintainer-stated permission; the README does not establish separate rights for other firmware or software images.","project_url":"https://github.com/MiSTer-devel/TatungEinstein_MiSTer","updated":"2025-12-08","strategy":"FPGA hardware emulation of the Tatung Einstein family on MiSTer.","language":"","source_available":"Public GPL-2.0 source repository. GPL-2.0 source. The maintainer credits permission for the bundled diagnostic ROM; rights for other system firmware and software images are not specified.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA home-computer emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/TatungEinstein_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/TatungEinstein_MiSTer/blob/master/Readme.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/TatungEinstein_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/TatungEinstein_MiSTer/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":805177,"Verilog":364653,"SystemVerilog":175348,"Tcl":22720,"Makefile":1791,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/TatungEinstein_MiSTer/languages","evidence":"Official GitHub Languages API reports 805,177 bytes of VHDL as the largest language count (58.8% of 1,370,397 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"taxi-2-dreamcast-en","title":"Taxi 2: The Game English Translation Patch","game":"Taxi 2 - The Game","platform":"Sega Dreamcast","kind":"Fan Localization","status":"Complete; v1.1 released 2026-10-14, translating the last remaining French in-game texture","summary":"English Dreamcast localization with translated text and English-subtitled French FMVs. The v1.1 update replaces the final French gameplay prompt, “Mauvaise Direction,” with “Wrong Direction.”","project_url":"https://github.com/DerekPascarella/Taxi2TheGame-EnglishPatchDreamcast","updated":"2026-10-14","strategy":"Fan translation patch","language":"English","source_available":"Public maintainer repository and v1.1 GitHub release assets","first_found":"2026-10-16","project_started":"2021-02-02","programming_language":"Batchfile","subtype":"Text and FMV subtitle localization","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: source game, language, patching, and v1.0 history","url":"https://github.com/DerekPascarella/Taxi2TheGame-EnglishPatchDreamcast"},{"label":"Maintainer GitHub releases: v1.1 released 2026-10-14","url":"https://github.com/DerekPascarella/Taxi2TheGame-EnglishPatchDreamcast/releases"},{"label":"Maintainer release thread and v1.1 change description","url":"https://segaxtreme.net/threads/v1-1-update-announcing-the-release-of-my-v1-0-english-translation-patch-for-taxi-2-the-game.24716/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Batchfile","breakdown":{"Batchfile":11391},"source_url":"https://api.github.com/repos/DerekPascarella/Taxi2TheGame-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Batchfile is the largest bucket at 11,391 bytes. The repository description identifies the English patch for Taxi 2 - The Game; the sole classified repository language is Batchfile.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"team-innocent-pcfx-en","title":"Team Innocent: The Point of No Return PC-FX English Patch","game":"Team Innocent: The Point of No Return - G.C.P.O.SS","platform":"NEC PC-FX","kind":"Fan Localization","status":"Released; latest README version is 0.9.1 (2025-02-12).","summary":"English patch for the Japanese PC-FX adventure. The README lists dialogue, non-FMV cutscene text, menus/system messages, and staff credits as translated. Seven FMV subtitles are supplied separately and are not integrated into the patched game as of v0.9.1.","project_url":"https://github.com/DerekPascarella/TeamInnocent-EnglishPatchPCFX","updated":"2026-10-16","strategy":"PC-FX disc-image patch with expanded ASCII text rendering and a bi-width font","language":"English","source_available":"Public GitHub project materials and a release ZIP with a custom patch-applying kit; requires the user’s original Redump disc image. The original disc is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PC-FX fan translation","target_type":"Game","sources":[{"label":"Maintainer README: exact game, Redump target, v0.9.1, translated coverage, and FMV limitation","url":"https://github.com/DerekPascarella/TeamInnocent-EnglishPatchPCFX"},{"label":"Maintainer patch release package link","url":"https://github.com/DerekPascarella/TeamInnocent-EnglishPatchPCFX/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/TeamInnocent-EnglishPatchPCFX/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"tech-romancer-dreamcast-static-recomp","title":"Tech Romancer Dreamcast Static Recompilation","game":"Tech Romancer","platform":"Sega Dreamcast SH-4 → native PC (Windows/macOS/Linux)","kind":"Recompilation","status":"The toolkit README says the title translates and builds and reaches its options screen; it does not claim playable fights or a complete playthrough. The general development interpreter remains necessary.","summary":"A Dreamcast SH-4 title profile in the dream-recomp shared toolkit, targeting a native PC build and using a user-owned disc image.","project_url":"https://github.com/phobos665/dream-recomp","updated":"2026-10-16","strategy":"Static Dreamcast SH-4 recompilation with development interpreter fallback","language":"","source_available":"Public source/profile; requires user-supplied Dreamcast disc","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dreamcast-to-PC native recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md"},{"label":"Maintainer compatibility table","url":"https://github.com/phobos665/dream-recomp/blob/main/README.md#what-works-today"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1329687,"Python":169938,"CMake":32456,"Shell":14939,"Assembly":14487,"Java":13648,"GLSL":8161,"C":3868,"Makefile":1728,"Dockerfile":915},"source_url":"https://api.github.com/repos/phobos665/dream-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"technics-kn5000-sx-wsa1r-firmware-reconstruction","title":"Technics KN5000 / SX-WSA1R Firmware Reconstruction","game":"Technics KN5000 and SX-WSA1R firmware images","platform":"Technics KN5000 music keyboard and SX-WSA1R sound module","kind":"Decompilation","status":"The maintainer says every image rebuilds byte-identically and gates nine KN5000 plus four SX-WSA1R images. Semantic understanding is measured separately and remains incomplete. Major caveat: the KN5000 sub-CPU boot ROM dump is partial; 14,336 of 131,072 bytes were read, so byte identity applies to the partial dump rather than the full physical ROM.","summary":"A documented assembly disassembly and reproducible source reconstruction of firmware images for two Technics products, consolidated into one repository. Its build gates compare rebuilt bytes to the dumps; byte-exact output should not be read as complete semantic understanding of the firmware.","project_url":"https://github.com/ArqueologiaDigital/kn5000-roms-disasm","updated":"2026-10-16","strategy":"Annotated assembly disassembly with byte-identity reconstruction gates","language":"","source_available":"Public assembly and analysis repository; no license declared. Repository includes original ROM dump files; no firmware bytes or assets are copied into this catalog.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Keyboard and sound-module firmware source reconstruction","target_type":"Software","sources":[{"label":"Project README with two-model scope and semantic-status caveat","url":"https://github.com/ArqueologiaDigital/kn5000-roms-disasm#readme"},{"label":"Current byte-identity build-gate workflow for 9 + 4 images","url":"https://github.com/ArqueologiaDigital/technics-docs/blob/main/disassembly-workflow.md"},{"label":"SX-WSA1R disassembly status and byte-identity gate","url":"https://github.com/ArqueologiaDigital/technics-docs/blob/main/wsa1-disassembly.md"},{"label":"KN5000 sub-CPU boot-ROM dump provenance and completeness caveat","url":"https://github.com/ArqueologiaDigital/technics-docs/blob/main/subcpu-boot-rom.md"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/ArqueologiaDigital/kn5000-roms-disasm/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":104398571,"C":25433736,"C++":915035,"HTML":544678,"JavaScript":24944,"Linker Script":367608,"Lua":69995,"Makefile":77073,"Python":29291035,"Shell":105800,"TeX":163445,"sed":1888383},"source_url":"https://api.github.com/repos/ArqueologiaDigital/kn5000-roms-disasm/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":104398571,\"C\":25433736,\"C++\":915035,\"HTML\":544678,\"JavaScript\":24944,\"Linker Script\":367608,\"Lua\":69995,\"Makefile\":77073,\"Python\":29291035,\"Shell\":105800,\"TeX\":163445,\"sed\":1888383}; Assembly is the unique largest byte-count entry (104398571 of 163280303 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"technics-sl-p120-ez-p120","title":"Technics SL-P120 Control Software Reimplementation (EZ-P120)","game":"Technics SL-P120 CD player control software","platform":"Technics SL-P120 retrofit control software → Linux ARM64; verified test configuration: Raspberry Pi 3 Model B Rev 1.2 running Raspberry Pi OS Lite 64-bit (Debian 13.4 Trixie), HP DVD A DH16AAL optical drive, and HiFiBerry DAC+. README does not guarantee compatibility with other drives or bridges.","kind":"Reimplementation","status":"The maintainer considers the project complete and usable on the documented test configuration; compatibility with other optical drives and bridges is not guaranteed.","summary":"Native C#/.NET 10 control application for a restored Technics SL-P120, published as a self-contained Linux ARM64 build. It controls the CD drive, VFD, physical buttons, audio, Bluetooth playback, and a local web remote; the README describes a hardware retrofit rather than recovery of a prior Windows application.","project_url":"https://gitlab.com/masteraldo/ez-p120","updated":"2026-10-16","strategy":"Reimplementation of the player’s control logic on Linux around a Raspberry Pi, modern optical drive, DAC and preserved chassis/front panel.","language":"C#","source_available":"Public MIT-licensed C# source repository with Linux ARM64 Native AOT build/publish instructions. The project controls a hardware retrofit; it does not supply the original Technics firmware or a general-purpose replacement.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"Linux ARM64 CD-player control application","target_type":"Software","sources":[{"label":"Maintainer project repository and README","url":"https://gitlab.com/masteraldo/ez-p120"},{"label":"Project MIT license","url":"https://gitlab.com/masteraldo/ez-p120/-/blob/main/LICENSE"},{"label":"Maintainer README: C#/.NET 10 language, tested Raspberry Pi hardware, ARM64 target, application functions, and MIT license","url":"https://gitlab.com/masteraldo/ez-p120/-/blob/main/README.md"},{"label":"Maintainer hardware wiring and GPIO assignments","url":"https://gitlab.com/masteraldo/ez-p120/-/blob/main/docs/HARDWARE.md"},{"label":"Maintainer README raw text","url":"https://gitlab.com/masteraldo/ez-p120/-/raw/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":null,"source_url":"https://gitlab.com/api/v4/projects/masteraldo%2Fez-p120/languages","evidence":"Official GitLab repository languages API returned percentage shares (not byte totals): C# 78.52%, Shell 7.9%, JavaScript 6.62%, CSS 4.25%, HTML 2.71%. C# is predominant at 78.52%.","verified_at":"2026-10-15","reason_unknown":"The official GitLab languages endpoint reports language percentages, not source-byte totals; a complete byte breakdown is unavailable."}},{"id":"emulator-mister-tecmo","title":"Tecmo Arcade Classics MiSTer Core","game":"Tecmo arcade games Rygar (1986), Gemini Wing (1987), and Silkworm (1988)","platform":"MiSTer FPGA arcade platform; Quartus project files and HDL are in the repository. Additional MiSTer SDRAM hardware requirements, if any, are described by the README.","kind":"Emulator","status":"Active MiSTer-devel repository; the GitHub organization snapshot retrieved 2026-10-16 reports last push 2026-03-12, with archived=false and fork=false. A MiSTer FPGA core for Tecmo arcade hardware, currently supporting Rygar, Gemini Wing, and Silkworm. No formal GitHub release tag was listed as of 2026-10-16; source and any in-repository release/MRA artifacts are in the public repository.","summary":"A MiSTer FPGA core for Tecmo arcade hardware, currently supporting Rygar, Gemini Wing, and Silkworm.","project_url":"https://github.com/MiSTer-devel/Arcade-Tecmo_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware implementation of Tecmo arcade games Rygar (1986), Gemini Wing (1987), and Silkworm (1988); target is MiSTer-compatible FPGA hardware. This is an arcade core, not a software game port.","language":"","source_available":"Public source is available. The repository root contains LICENCE; it declares the MIT License. Arcade ROMs are user-supplied; the README says they are not included.","first_found":"2026-10-16","project_started":"2020-06-15","programming_language":"VHDL","subtype":"MiSTer FPGA multi-game arcade system / board core","target_type":"Software","sources":[{"label":"Primary project page and repository file listing","url":"https://github.com/MiSTer-devel/Arcade-Tecmo_MiSTer"},{"label":"Maintainer README / supported scope and platform","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Tecmo_MiSTer/master/README.md"},{"label":"GitHub repository metadata endpoint (status, branch, license detection)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Tecmo_MiSTer"},{"label":"GitHub Releases page (formal release status)","url":"https://github.com/MiSTer-devel/Arcade-Tecmo_MiSTer/releases"},{"label":"Exact GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Tecmo_MiSTer/languages"},{"label":"Declared repository license","url":"https://raw.githubusercontent.com/MiSTer-devel/Arcade-Tecmo_MiSTer/master/LICENCE"},{"label":"GitHub organization repository metadata snapshot","url":"https://api.github.com/orgs/MiSTer-devel/repos?per_page=100&page=2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":741058,"Verilog":392106,"SystemVerilog":148063,"Tcl":23582,"Batchfile":661,"Makefile":282,"Filebench WML":60},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Tecmo_MiSTer/languages","evidence":"Exact GitHub Languages API byte map, retrieved 2026-10-16; largest bucket is VHDL.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tecmo-super-bowl-nes-annotated-disassembly","title":"Tecmo Super Bowl NES Annotated Disassembly","game":"Tecmo Super Bowl","platform":"Nintendo Entertainment System (NES)","kind":"Decompilation","status":"The README describes an exhaustive disassembly with a byte-for-byte rebuild and says all instructions and memory locations were reverse-engineered and annotated; it reports 100% comments and labels.","summary":"Annotated 6502 assembly disassembly of the NES version of Tecmo Super Bowl, including labels and comments across the game code. It is assembly documentation rather than a C source reconstruction.","project_url":"https://github.com/bruddog/Tecmo_Super_Bowl_NES_Disassembly","updated":"2026-10-15","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/bruddog/Tecmo_Super_Bowl_NES_Disassembly"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/bruddog/Tecmo_Super_Bowl_NES_Disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":9148897,"Batchfile":12},"source_url":"https://api.github.com/repos/bruddog/Tecmo_Super_Bowl_NES_Disassembly/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Assembly is predominant with 9,148,897 bytes; the manifest breakdown contains all 2 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tekken-3-ps1-recomp","title":"Tekken 3 (PS1) Recompilation","game":"Tekken 3 (PlayStation version)","platform":"PlayStation → native x64 PC","kind":"Recompilation","status":"The README describes the USA version as playable with rendering, input, audio and memory-card saves; release v2.1. Other regions are untested.","summary":"Static recompilation through PSXRecomp from MIPS R3000A code to a native x64 executable.","project_url":"https://github.com/fabioap-cpu/Tekken3Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Project page and prebuilt releases; repository language statistics are empty.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PlayStation","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/fabioap-cpu/Tekken3Recomp#readme"},{"label":"Latest project release (v2.1)","url":"https://github.com/fabioap-cpu/Tekken3Recomp/releases/tag/v2.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/fabioap-cpu/Tekken3Recomp/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"tekken-6-xbox360-windows-recomp","title":"Tekken 6 Xbox 360 Recompilation","game":"Tekken 6 (Xbox 360 Europe multi-language release)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Latest release was published 2026-10-16 under tag `Iterate`; its notes identify the payload as Tekken 6 Recomp v0.9.4. The notes report performance fixes and recommend D3D12 ROV; they do not state full-game completion.","summary":"Static recompilation of the Xbox 360 game through ReXGlue. Requires the user’s own matching European ISO; game data and generated code stay local. The portable Windows builder contains build tools and can build from the ISO offline after download. D3D12 ROV is the recommended renderer; Vulkan paths are explicitly experimental and buggy. Generated code needs an FMA3-capable CPU unless that option is disabled.","project_url":"https://github.com/mahmoud-mess/tekken6-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/mahmoud-mess/tekken6-recomp#readme"},{"label":"Latest GitHub release (Iterate, published 2026-10-16)","url":"https://github.com/mahmoud-mess/tekken6-recomp/releases/tag/Iterate"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/mahmoud-mess/tekken6-recomp/languages"},{"label":"Current primary README","url":"https://github.com/mahmoud-mess/tekken6-recomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/mahmoud-mess/tekken6-recomp"},{"label":"Maintainer repository","url":"https://github.com/mahmoud-mess/tekken6-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":80429,"Python":35952,"CMake":19349,"C":2336},"source_url":"https://api.github.com/repos/mahmoud-mess/tekken6-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tekken-tag-tournament-2-wiiu-linux-recomp","title":"Tekken Tag 2 Recompiled","game":"Tekken Tag Tournament 2 Wii U Edition (Europe, update v16)","platform":"Wii U Europe v16 → Linux x86-64","kind":"Recompilation","status":"Playable from boot through Arcade mode on Linux; Wii U GamePad screen/speaker, online play, software keyboard, error viewer, and some audio effects are incomplete. Tested on Linux with AMD RADV under KDE Plasma/Wayland; no release is published.","summary":"Static recompilation translates Wii U PowerPC code to C++. Requires the European Wii U Edition with update v16 as a `.wua` archive or extracted code/content/meta files; the program rejects other executable hashes. Host requires x86-64 AVX2/FMA and Vulkan 1.3 with `VK_EXT_external_memory_host` and push descriptors. Building also requires SDL3, shaderc, CMake, Ninja, and a recent compiler.","project_url":"https://github.com/Petexy/Tekken-Tag-2-Recompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/Petexy/Tekken-Tag-2-Recompiled#readme"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/Petexy/Tekken-Tag-2-Recompiled/languages"},{"label":"Current primary README","url":"https://github.com/Petexy/Tekken-Tag-2-Recompiled/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/Petexy/Tekken-Tag-2-Recompiled"},{"label":"Maintainer repository","url":"https://github.com/Petexy/Tekken-Tag-2-Recompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1275928,"Python":222750,"CMake":14046,"C":2185},"source_url":"https://api.github.com/repos/Petexy/Tekken-Tag-2-Recompiled/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tekken-tag-tournament-2-xbox360-windows-recomp","title":"Tekken Tag Tournament 2 Xbox 360 Windows Recompilation","game":"Tekken Tag Tournament 2","platform":"Xbox 360 (Title Update 3) → Windows 10/11 x64, DirectX 11","kind":"Recompilation","status":"v0.1.5 release. The project README describes a native Windows port and beta Steam online play, plus high-resolution settings; it requires the user's Xbox 360 disc and Title Update 3. The README does not document a full offline or online completion test.","summary":"A native Windows implementation produced by static recompilation of the Xbox 360 game, with an installer that builds from a user-provided disc image and Title Update 3. No game data is included; online features are labeled beta by the project.","project_url":"https://github.com/shihabal3amri/tekken-tag-tournament-2-pc","updated":"2026-10-16","strategy":"Xbox 360 PowerPC static recompilation into a native Windows x64 DirectX 11 build","language":"","source_available":"Public source and v0.1.5 release; user must supply their own disc image and Title Update 3. README says no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation; Steam online beta","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/shihabal3amri/tekken-tag-tournament-2-pc#readme"},{"label":"Maintainer release v0.1.5","url":"https://github.com/shihabal3amri/tekken-tag-tournament-2-pc/releases/tag/v0.1.5"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/shihabal3amri/tekken-tag-tournament-2-pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1291141,"Python":549416,"CMake":12901,"Batchfile":9548,"C":1242},"source_url":"https://api.github.com/repos/shihabal3amri/tekken-tag-tournament-2-pc/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/shihabal3amri/tekken-tag-tournament-2-pc reports 1,291,141 bytes of C++, the largest language total (69.3% of 1,864,248 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tempest-atari-arcade-disassembly-c-port","title":"Tempest (Atari Arcade) Disassembly and C Port","game":"Tempest","platform":"Atari arcade (6502, vector hardware; 1981)","kind":"Decompilation","status":"Complete playable 1:1 C port for Windows; the program and vector ROM listings re-encode byte-for-byte, with call-by-call differential checks.","summary":"A byte-exact disassembly of Tempest’s 6502 and vector ROMs plus a routine-by-routine C11 translation that models the board hardware rather than running a 6502 core.","project_url":"https://github.com/tcottrill/Tempest-Full-Disassembly-and-C-Port","updated":"2026-10-15","strategy":"Byte-exact assembly recovery plus routine-by-routine C translation with lockstep verification.","language":"","source_available":"Public reconstructed source and tools; original copyrighted ROM sets are not included and are required for ROM regeneration or oracle-based checks.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade disassembly and C port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Tempest-Full-Disassembly-and-C-Port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3887360,"Assembly":650173,"Python":339012,"HTML":238769,"C++":177328,"Batchfile":19269},"source_url":"https://api.github.com/repos/tcottrill/Tempest-Full-Disassembly-and-C-Port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/tcottrill/Tempest-Full-Disassembly-and-C-Port reports 3,887,360 bytes of C, the largest language total (73.2% of 5,311,911 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tenchu-stealth-assassins-ps1-recomp","title":"Tenchu: Stealth Assassins PS1 Recompilation","game":"Tenchu: Stealth Assassins (USA, SLUS-00706)","platform":"PlayStation → Linux x64 (published AppImage/ZIP; Windows run path unverified)","kind":"Recompilation","status":"Early, incomplete v0.1.0 release. The README says the game boots, plays, and saves, but has not been played through; dialogue/music work, other sound effects and later missions remain unverified, and Windows has not been tested.","summary":"A launcher uses a RecompOne fork to statically translate the user's USA PS1 disc to C# and build it locally. The disc is required at setup and runtime; a PlayStation BIOS is optional because the engine supplies HLE services.","project_url":"https://github.com/Heromachine/Tenchu-SA-Recomp","updated":"2026-10-15","strategy":"Static PlayStation code recompilation to C# via a RecompOne fork","language":"","source_available":"Public source and Linux x64 release packages; user-supplied USA game disc required; no game code or data is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C#","subtype":"PS1 static recompilation and native launcher","target_type":"Game","sources":[{"label":"Maintainer README: method, supported disc, requirements, and limitations","url":"https://github.com/Heromachine/Tenchu-SA-Recomp#readme"},{"label":"First release v0.1.0","url":"https://github.com/Heromachine/Tenchu-SA-Recomp/releases/tag/v0.1.0"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Heromachine/Tenchu-SA-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":71465,"Python":5020},"source_url":"https://api.github.com/repos/Heromachine/Tenchu-SA-Recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Heromachine/Tenchu-SA-Recomp reports 71,465 bytes of C#, the largest language total (93.4% of 76,485 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tengai-makyou-ii-nds-korean-localization","title":"Tengai Makyou II: Manji Maru — Korean DS Patch","game":"Tengai Makyou II: Manji Maru","platform":"Nintendo DS","kind":"Fan Localization","status":"v3.3 release published 2026-07-10; maintainer reports roughly 97% of script text translated with QA and translated menus/system/battle/save text and graphics.","summary":"Korean xdelta patch for Japanese DS release; requires a clean user-owned Japanese ROM; the repository does not distribute the game.","project_url":"https://github.com/snake7594/NDS-Tengai-Makyou-II","updated":"2026-08-05","strategy":"Fan translation patch (Japanese → Korean)","language":"Korean","source_available":"Public MIT-licensed patch source; clean Japanese ROM required; font assets use OFL 1.1; no ROM included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo DS; underlying game rights remain with original rights holders.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/snake7594/NDS-Tengai-Makyou-II#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/snake7594/NDS-Tengai-Makyou-II/releases/tag/v3.3"},{"label":"Project repository latest recorded commit (2026-08-05): DEPLOY: 원본 ROM 게임코드(ATMJ) 확인 경고 추가","url":"https://github.com/snake7594/NDS-Tengai-Makyou-II/commit/eccc5b126d349e324af1c0ad79ac906aeab02f8a"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":105687},"source_url":"https://api.github.com/repos/snake7594/NDS-Tengai-Makyou-II/languages","evidence":"Official GitHub Languages API byte counts for snake7594/NDS-Tengai-Makyou-II: {\"Python\": 105687}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tengai-makyou-ziria-pce-english-translation","title":"Tengai Makyou: Ziria (PC Engine CD) English Translation","game":"Tengai Makyou: Ziria","platform":"PC Engine CD-ROM² / TurboGrafx-CD","kind":"Fan Localization","status":"Version 1.2 English patch is released; the maintainer describes the patch as a full translation.","summary":"A full English fan translation for the PC Engine CD RPG, with public translation build materials and a downloadable patch.","project_url":"https://github.com/suppertails66/tenmatools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original disc image","language":"English","source_available":"Public source materials and patch release; requires a user-supplied supported revision of the original disc.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/tenmatools"},{"label":"Maintainer translation page, v1.2 patch","url":"https://stargood.org/trans/tenma.php"},{"label":"GitHub Languages API — C++: 1,333,692 bytes (41.95% of 3,178,971 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/tenmatools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":450454,"Batchfile":2502,"C":1293367,"C++":1333692,"CMake":15687,"Makefile":23735,"Python":10323,"Shell":49211},"source_url":"https://api.github.com/repos/suppertails66/tenmatools/languages","evidence":"C++: 1,333,692 bytes (41.95% of 3,178,971 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tenshi-no-inai-12gatsu-vita-native-port","title":"Tenshi Vita","game":"Tenshi no Inai 12-gatsu / 天使不在的十二月 (GB18030 resource version)","platform":"PC visual novel resources → PlayStation Vita / Vita3K","kind":"Reimplementation","status":"The v0.27 beta release includes direct resource loading, Chinese dialogue, save/load, settings, CG/music galleries and touch controls. The README says full story completion, complete audio/video synchronization and Vita3K compatibility still need device re-verification; recent audio-cache changes were validated by host checks and native VitaSDK compilation, with real-device listening pending.","summary":"A C++/SDL2 native PS Vita port of the PC visual novel, with the original game resources supplied separately by the user. The repository provides VPK and source-package releases.","project_url":"https://github.com/dorakyuraduang/TenshinoInai12gatsu-psv","updated":"2026-10-16","strategy":"Independent C++/SDL2 Vita runtime based on a Godot/C# remake project; user-supplied game resource archives are read directly","language":"","source_available":"Public MIT-licensed project source and v0.27 beta release; the README says most original game-resource archives must be supplied from a legally owned copy. The original story, art and audio are outside the project license.","first_found":"2026-10-16","project_started":"2026-09-30","programming_language":"C++","subtype":"Visual-novel native Vita port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/dorakyuraduang/TenshinoInai12gatsu-psv"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/dorakyuraduang/TenshinoInai12gatsu-psv#readme"},{"label":"Official GitHub repository metadata (created 2026-09-30, last pushed 2026-09-30)","url":"https://api.github.com/repos/dorakyuraduang/TenshinoInai12gatsu-psv"},{"label":"Maintainer validation record and device-test limitations","url":"https://github.com/dorakyuraduang/TenshinoInai12gatsu-psv/blob/main/VALIDATION.md"},{"label":"Official v0.27 release","url":"https://github.com/dorakyuraduang/TenshinoInai12gatsu-psv/releases/tag/v0.27"},{"label":"Current primary README","url":"https://github.com/dorakyuraduang/TenshinoInai12gatsu-psv/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/dorakyuraduang/TenshinoInai12gatsu-psv/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1480347,"C":150430,"Python":28301,"PowerShell":6784,"CMake":4148},"source_url":"https://api.github.com/repos/dorakyuraduang/TenshinoInai12gatsu-psv/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"terranigma-decomp-pc-port","title":"Terranigma Decompilation and PC Port","game":"Terranigma","platform":"Super Nintendo → native PC (planned/in progress)","kind":"Decompilation","status":"The maintainer's project site, updated 2026-10-12, reports 92.86% decompilation progress and a vanilla native PC port in progress. No public source repository or downloadable port was listed on the site as of 2026-10-15.","summary":"A Super Nintendo Terranigma decompilation effort with a native PC port planned from the reconstructed game code.","project_url":"https://diemilchgebendekuh.de/terranigma-decompilation/","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Maintainer project page; public source repository and downloadable port were not listed as of 2026-10-15.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Super Nintendo decompilation with native PC port in progress","target_type":"Game","sources":[{"label":"Maintainer project and progress page","url":"https://diemilchgebendekuh.de/terranigma-decompilation/"},{"label":"Reddit progress lead in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1w892lg/terranigma_decompilation_work_in_progress_90/"},{"label":"Reddit gameplay recordings of the PC port","url":"https://www.reddit.com/r/decomps/comments/1we77lw/gameplay_recordings_terranigma_pc_port/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://diemilchgebendekuh.de/terranigma-decompilation/","evidence":"Project page/source reviewed for repository availability: https://diemilchgebendekuh.de/terranigma-decompilation/. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"terraria-xbox360-source-decompilation","title":"Terraria Xbox 360 Edition Source Decompilation","game":"Terraria (Xbox 360 Edition)","platform":"Xbox 360","kind":"Decompilation","status":"The GitHub repository is described as decompiled Terraria Xbox 360 Edition source and contains C# game code plus a project file. It has no README or declared license. The latest listed release is v0.6.7 (2023-11-29, “New Code”); the older v1.0.4.1 release is explicitly titled “Xbox360 Broken Source, first release.” No current build or playability result is documented.","summary":"A public C# source dump for Terraria Xbox 360 Edition. The available repository metadata and files establish the decompiled source tree, but not the status of a working replacement build or the provenance/license of the recovered code.","project_url":"https://github.com/dptug/TerrariaXDK","updated":"2026-10-16","strategy":"Public decompiled C# source recovery; current build status unclear","language":"","source_available":"Public C# source dump and project file; no README or license is present, and the repository does not document a reproducible build.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Xbox 360 source decompilation/source dump","target_type":"Game","sources":[{"label":"Maintainer release 0.6.7","url":"https://github.com/dptug/TerrariaXDK/releases/tag/0.6.7"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/dptug/TerrariaXDK"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/dptug/TerrariaXDK/languages"},{"label":"Maintainer file tree: C# decompiled-source files and project structure; root README endpoint returned 404","url":"https://github.com/dptug/TerrariaXDK/tree/master"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":3337728},"source_url":"https://api.github.com/repos/dptug/TerrariaXDK/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"terraria-ogc-console-decompilation-windows-port","title":"TerrariaOGC — Old-Gen Console Decompilation and Windows Port","game":"Terraria (Xbox 360 Edition)","platform":"Xbox 360 / PlayStation 3 Old-Gen console version → Windows","kind":"Decompilation","status":"A functional Windows port based on the console decompilation. The maintainer says the initial console release and version 1.01 are available; console versions 1.03 and 1.09 are planned but not yet available. The README does not document direct support for non-Windows hosts. Users provide their own console game assets.","summary":"A decompilation-based PC port of the Xbox 360 and PlayStation 3 Old-Gen Terraria release, with Windows/FNA build instructions and enhancements over the console version. It is a separate project from the catalogued TerrariaXDK decompilation and requires user-supplied game data.","project_url":"https://github.com/PPrism/TerrariaOGC","updated":"2026-10-16","strategy":"Decompilation-based source port","language":"","source_available":"Public source repository; game assets are user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Decompilation; native Windows port","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/PPrism/TerrariaOGC/blob/d83bbf0b7cbf58dc228f8856697bb0eb5de7dc27/README.md"},{"label":"Canonical public source repository","url":"https://github.com/PPrism/TerrariaOGC"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/PPrism/TerrariaOGC/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":5547965},"source_url":"https://api.github.com/repos/PPrism/TerrariaOGC/languages","evidence":"Exact GitHub Languages API per-language byte counts for the reviewed repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"terrors-wonderswan-en-es","title":"Terrors WonderSwan English and Spanish Patches","game":"Terrors","platform":"WonderSwan","kind":"Fan Localization","status":"Complete English and Spanish patches; latest v1.1 release published 2026-09-28 fixes text cutoffs. The project says all six branching stories and their endings are translated in both languages.","summary":"Multilingual fan translation of Bandai’s Japanese WonderSwan horror visual novel. The repository supplies separate 8 MiB BPS patches and screenshots, but no game ROM.","project_url":"https://github.com/Secabel/TerrorsWonderSwan","updated":"2026-09-28","strategy":"Fan translation patch","language":"English, Spanish","source_available":"GitHub release supplies English and Spanish BPS patches only; user must supply their own matching Japanese WonderSwan ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WonderSwan multilingual fan translation","target_type":"Game","sources":[{"label":"Maintainer README: both locales, six-story coverage, v1.1 patch distribution, original-ROM requirement and hardware/emulator compatibility","url":"https://github.com/Secabel/TerrorsWonderSwan"},{"label":"v1.1 patch release","url":"https://github.com/Secabel/TerrorsWonderSwan/releases/tag/v1.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Assembly":54538,"C":7549,"CSS":540,"HTML":660,"Lua":39650,"Python":255197,"TypeScript":64009},"source_url":"https://api.github.com/repos/Secabel/TerrorsWonderSwan/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":54538,\"C\":7549,\"CSS\":540,\"HTML\":660,\"Lua\":39650,\"Python\":255197,\"TypeScript\":64009}; Python is the unique largest byte-count entry (255197 of 422143 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-iq151-mister","title":"Tesla IQ 151 computer MiSTer FPGA Core","game":"Tesla IQ 151 computer","platform":"Tesla IQ 151 computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-21.","summary":"FPGA system-emulation core for Tesla IQ 151 computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/IQ151_MiSTer","updated":"2025-12-21","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/IQ151_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/IQ151_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/IQ151_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/IQ151_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":447028,"VHDL":290026,"C":161276,"SystemVerilog":159283,"Tcl":23888,"Assembly":16019,"Linker Script":7472,"Makefile":2526,"Batchfile":680},"source_url":"https://api.github.com/repos/MiSTer-devel/IQ151_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 447,028 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-ondraspo186-mister","title":"Tesla Ondra SPO 186 MiSTer FPGA Core","game":"Tesla Ondra SPO 186","platform":"Tesla Ondra SPO 186 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-21.","summary":"FPGA system-emulation core for Tesla Ondra SPO 186 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/OndraSPO186_MiSTer","updated":"2025-12-21","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/OndraSPO186_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/OndraSPO186_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/OndraSPO186_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/OndraSPO186_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":424989,"Verilog":334016,"C":157857,"SystemVerilog":147263,"Tcl":22228,"Assembly":16019,"Linker Script":7472,"Makefile":2549,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/OndraSPO186_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 424,989 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-pmd85-mister","title":"Tesla PMD 85 models 2A and 3 MiSTer FPGA Core","game":"Tesla PMD 85 models 2A and 3","platform":"Tesla PMD 85 models 2A and 3 on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-21.","summary":"FPGA system-emulation core for Tesla PMD 85 models 2A and 3 on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/PMD85_MiSTer","updated":"2025-12-21","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/PMD85_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/PMD85_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/PMD85_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/PMD85_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":413046,"SystemVerilog":167545,"VHDL":107520,"Tcl":26806,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/PMD85_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 413,046 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"test-drive-1987-ps-vita-port","title":"Test Drive (1987) Enhanced Edition Vita Port","game":"Test Drive (1987)","platform":"DOS PC → PlayStation Vita and PlayStation TV","kind":"Recompilation","status":"v0.1 (2026-09-20); native Vita/PS TV port based on an existing static recompilation and enhanced engine, with VitaGL/GXM rendering and 60 FPS presentation described by the maintainer.","summary":"User supplies the original DOS game files; release VPK contains no proprietary assets.","project_url":"https://github.com/smart-pickle/TestDrive-Vita","updated":"2026-10-15","strategy":"Native Vita port based on an existing static recompilation and enhanced engine; VitaGL/GXM rendering.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Static-recompilation-based PS Vita port","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/smart-pickle/TestDrive-Vita"},{"label":"Verified release or build","url":"https://github.com/smart-pickle/TestDrive-Vita/releases/tag/v0.1"},{"label":"Project owner releases","url":"https://github.com/smart-pickle/TestDrive-Vita/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/smart-pickle/TestDrive-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":254084,"CMake":3971},"source_url":"https://api.github.com/repos/smart-pickle/TestDrive-Vita/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 254,084 bytes; the manifest breakdown contains all 2 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"test-drive-unlimited-pc-166a-cross-platform-source-port","title":"Test Drive Unlimited PC 1.66A Source Port (OpenTDU)","game":"Test Drive Unlimited (PC, MC 1.66A)","platform":"Windows x86/x64, Linux x86_64, macOS arm64","kind":"Reimplementation","status":"Work in progress with nightly builds. The README game-mode matrix marks VideoBumper, CarShowcase, Sandbox, Login, CinViewer, BoatTour, Garage, Dressing, Jail, AvatarShowcase and Map done; Living, FreeRide, Shop and TestDrive remain in progress. Requires the original game installation and assets.","summary":"A new cross-platform client/source port for the PC MC 1.66A release, intended to address modern-system issues in AI, rendering and security. It is not a replacement for the game and does not provide game assets.","project_url":"https://github.com/opentestdriveunlimited/OpenTestDriveUnlimited","updated":"2026-10-16","strategy":"Cross-platform C++ source port/new client for the specified PC release; no machine-code recompilation is claimed.","language":"","source_available":"Public source repository and nightly builds; user supplies the original PC game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Cross-platform PC source port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/opentestdriveunlimited/OpenTestDriveUnlimited#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/opentestdriveunlimited/OpenTestDriveUnlimited/commit/c48850b58261852e2b8fc1696c1e1d46e37b321c"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/opentestdriveunlimited/OpenTestDriveUnlimited/languages"},{"label":"Current primary README","url":"https://github.com/opentestdriveunlimited/OpenTestDriveUnlimited/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/opentestdriveunlimited/OpenTestDriveUnlimited"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/opentestdriveunlimited/OpenTestDriveUnlimited/releases/tag/nightly_c48850b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11921272,"C":97944,"CMake":95159,"Python":25183,"Assembly":2173,"HLSL":1856,"GLSL":983,"Batchfile":549,"Shell":433},"source_url":"https://api.github.com/repos/opentestdriveunlimited/OpenTestDriveUnlimited/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"test-drive-unlimited-xbox360-recomp","title":"Test Drive Unlimited Xbox 360 Recompilation (TDUR)","game":"Test Drive Unlimited (2006, Xbox 360)","platform":"Xbox 360 → Windows PC (early-stage target)","kind":"Recompilation","status":"The README marks XenonRecomp integration as done but lists shader conversion, installer, game-specific runtime, audio, save and online layers as unfinished. It says Windows is the initial target and requires a user-dumped disc. Some later build instructions reference unrelated Edge of Time/Sonic project files, so the listed completion state is provisional.","summary":"A public early-stage recompilation project for the Xbox 360 version. It requires a user-dumped DVD and does not provide game assets.","project_url":"https://github.com/testdriveupgrade/TDURecomp","updated":"2026-04-30","strategy":"XenonRecomp PowerPC-to-C++ code generation; the README says Xenos shader translation and runtime layers are not yet complete","language":"","source_available":"Public project source; README asks for the user’s own legal disc dump and says game assets are not supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Early development; README includes stale/copied setup text that makes some progress claims uncertain","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/testdriveupgrade/TDURecomp"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/testdriveupgrade/TDURecomp/blob/master/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/testdriveupgrade/TDURecomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/testdriveupgrade/TDURecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1531315,"HLSL":32677,"CMake":28300,"Python":7641,"C":5463,"Batchfile":84},"source_url":"https://api.github.com/repos/testdriveupgrade/TDURecomp/languages","evidence":"GitHub's official Languages API reports C++: 1,531,315 bytes, HLSL: 32,677 bytes, CMake: 28,300 bytes, Python: 7,641 bytes, C: 5,463 bytes, Batchfile: 84 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"test7800-atari-7800","title":"Test7800","game":"Atari 7800 game software","platform":"Atari 7800 ProSystem; desktop builds for Windows, macOS, and Linux","kind":"Emulator","status":"Experimental and incomplete; latest release v0.9.0 (2026-10-10). README says many .a78 images run, while important features remain missing.","summary":"A Go Atari 7800 emulator intended partly as a hardware-learning project. It supports multiple cartridge layouts, POKEY variants and ELF cartridges; the MARIA video implementation is new to this project.","project_url":"https://github.com/jetsetilly/test7800","updated":"2026-10-16","strategy":"From-scratch Atari 7800 hardware emulation with a built-in BIOS path; user supplies the game image.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Experimental Atari 7800 emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/jetsetilly/test7800"},{"label":"Official GitHub releases","url":"https://github.com/jetsetilly/test7800/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/jetsetilly/test7800"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":853106,"JavaScript":16992,"Makefile":1994,"HTML":759,"Shell":134},"source_url":"https://api.github.com/repos/jetsetilly/test7800/languages","evidence":"GitHub official repository language endpoint byte counts; Go has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tetris-gameboy-assembly-disassembly","title":"Tetris Game Boy Assembly Disassembly","game":"Tetris (Game Boy)","platform":"Nintendo Game Boy (region/revision not specified)","kind":"Decompilation","status":"The repository labels itself a decompilation back to assembly and contains assembly source files plus a Makefile; the README does not document a specific ROM revision or matching-build status.","summary":"An assembly-language disassembly project for the Game Boy version of Tetris. Its exact regional build target and byte-matching state remain undocumented.","project_url":"https://github.com/DanielBenGD/Tetris-Gameboy-Decompilation","updated":"2026-10-15","strategy":"Assembly-language disassembly; byte-matching status is not established","language":"","source_available":"Public repository containing assembly sources and a Makefile; the repository does not document required baseline ROM files.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Game Boy; exact regional ROM/revision is not stated","target_type":"Game","sources":[{"label":"Maintainer README and repository source files","url":"https://github.com/DanielBenGD/Tetris-Gameboy-Decompilation"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/DanielBenGD/Tetris-Gameboy-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":290903,"Makefile":531},"source_url":"https://api.github.com/repos/DanielBenGD/Tetris-Gameboy-Decompilation/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/DanielBenGD/Tetris-Gameboy-Decompilation reports 290,903 bytes of Assembly, the largest language total (99.8% of 291,434 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tetris-grand-master-2-plus-arcade-decomp","title":"Tetris: The Absolute – The Grand Master 2 Plus Decompilation","game":"Tetris: The Absolute – The Grand Master 2 Plus (Psikyo PS5V2 arcade)","platform":"Psikyo PS5V2 arcade SH-2 program → matching C source","kind":"Decompilation","status":"Work in progress. The README reports 121,792 / 200,698 bytes (60.68%) in its current coverage metric and 133 passing tests; it says literal 100% matching is unfinished.","summary":"A matching-decompilation project for the PS5V2 arcade release, with C source and tests.","project_url":"https://github.com/masonc15/tgm2p-decomp","updated":"2026-10-15","strategy":"Matching SH-2 decompilation","language":"","source_available":"Public source repository; no arcade ROM is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/masonc15/tgm2p-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/masonc15/tgm2p-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":963148,"Python":587341,"Java":9449,"Shell":8554,"Lua":2775,"Dockerfile":2303,"Makefile":1148},"source_url":"https://api.github.com/repos/masonc15/tgm2p-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/masonc15/tgm2p-decomp reports 963,148 bytes of C, the largest language total (61.2% of 1,574,718 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-ti-99-4a-mister","title":"Texas Instruments TI-99/4A MiSTer FPGA Core","game":"Texas Instruments TI-99/4A","platform":"Texas Instruments TI-99/4A on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Texas Instruments TI-99/4A on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/TI-99_4A_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/TI-99_4A_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/TI-99_4A_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/TI-99_4A_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/TI-99_4A_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":770214,"Verilog":346358,"SystemVerilog":245140,"C":64270,"Assembly":50524,"Python":32898,"HTML":27591,"Tcl":25668,"C++":17604,"Batchfile":12314,"Shell":5958,"Makefile":1241},"source_url":"https://api.github.com/repos/MiSTer-devel/TI-99_4A_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 770,214 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tf2mt-team-fortress-2-macos","title":"tf2mt","game":"Team Fortress 2","platform":"Windows Team Fortress 2 → Apple silicon macOS 13+ through a Wine-based runtime and a project-owned Direct3D 9-to-Metal renderer","kind":"API Translation","status":"Release v0.3.5 was published 2026-10-14. The project README describes its own Direct3D 9-to-Metal renderer, macOS launcher, and tested Wine fixes. The repository description still mentions DXVK and MoltenVK, which conflicts with the README’s renderer description; use the README’s current implementation account and treat the About text as stale or unresolved.","summary":"A game-specific macOS launcher/runtime for the Windows version of Team Fortress 2 on Apple silicon. Its README says its D3D9 path uses the project’s own Metal renderer; the launcher sets up the runtime and obtains the game from Steam. No game assets are included.","project_url":"https://github.com/HorrorPills/tf2mt","updated":"2026-10-15","strategy":"Game-specific Wine runtime and custom Direct3D 9-to-Metal renderer","language":"","source_available":"Public source under MIT for tf2mt code; bundled third-party components retain their own licenses. Requires a Steam account and user-installed game; no game files are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Team Fortress 2 Apple silicon compatibility runtime","target_type":"Game","sources":[{"label":"Project README and requirements","url":"https://github.com/HorrorPills/tf2mt"},{"label":"Latest release v0.3.5","url":"https://github.com/HorrorPills/tf2mt/releases/tag/v0.3.5"},{"label":"Reddit project post and linked demo","url":"https://www.reddit.com/r/macgaming/comments/1x0ol6o/tf2mt_native_metal_renderer_for_team_fortress_2/"},{"label":"Project demo video linked from Reddit","url":"https://youtu.be/8VNTdOZ2uzk"}],"media":[{"kind":"video","label":"tf2mt community demo video","url":"https://youtu.be/8VNTdOZ2uzk","preview_url":"https://img.youtube.com/vi/8VNTdOZ2uzk/hqdefault.jpg","source_url":"https://www.reddit.com/r/macgaming/comments/1x0ol6o/tf2mt_native_metal_renderer_for_team_fortress_2/","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":276649,"Objective-C++":134791,"Shell":90332,"C++":75592,"Swift":74384,"Python":71733,"Objective-C":18648,"Makefile":6207},"source_url":"https://api.github.com/repos/HorrorPills/tf2mt/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/HorrorPills/tf2mt reports 276,649 bytes of C, the largest language total (37.0% of 748,336 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"the-3rd-birthday-psp-windows-static-recomp","title":"The 3rd Birthday PSP Windows Static Recompilation","game":"The 3rd Birthday (PSP, US ULUS10567)","platform":"PlayStation Portable (US ULUS10567) → Windows x64 / Vulkan","kind":"Recompilation","status":"Work in progress. The README reports play from the start through the first missions, with movies, voice, music and saving; gameplay simulation remains 30 fps, with optional GPU frame interpolation for 60 fps presentation. No release is listed. The game image is user supplied.","summary":"A Windows native port of the US PSP release of The 3rd Birthday. It statically recompiles the game’s MIPS code to C and runs it with a Vulkan renderer; the repo includes no game data.","project_url":"https://github.com/BasedYuki/the-3rd-birthday-recomp","updated":"2026-10-16","strategy":"Static Allegrex/MIPS recompilation to C with a native Vulkan runtime","language":"","source_available":"Public source; no game data is included. Building and playing require the user’s own PSP disc image.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"Windows native port; early-access gameplay","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/BasedYuki/the-3rd-birthday-recomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/BasedYuki/the-3rd-birthday-recomp/blob/master/.github/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/BasedYuki/the-3rd-birthday-recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/BasedYuki/the-3rd-birthday-recomp/languages"},{"label":"Maintainer releases","url":"https://github.com/BasedYuki/the-3rd-birthday-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":901223,"Python":145451,"C++":41503,"GLSL":10553,"Shell":4479,"PowerShell":3454,"Makefile":2959},"source_url":"https://api.github.com/repos/BasedYuki/the-3rd-birthday-recomp/languages","evidence":"GitHub’s official Languages API reports C: 901,223 bytes, Python: 145,451 bytes, C++: 41,503 bytes, GLSL: 10,553 bytes, Shell: 4,479 bytes, PowerShell: 3,454 bytes, Makefile: 2,959 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mumble-7th-saga-it","title":"The 7th Saga Italian Translation","game":"The 7th Saga","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; v1.00 released 2026-05-20","summary":"Italian text patch for the SNES RPG. The maintainer provides an IPS patch for a specifically identified US ROM revision.","project_url":"https://www.mumble.romhacking.it/7thsaga.html","updated":"2026-05-20","strategy":"Fan translation patch","language":"Italian","source_available":"IPS patch","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Project page and release status","url":"https://www.mumble.romhacking.it/7thsaga.html"},{"label":"Patch readme; target ROM checksum and patch instructions","url":"https://www.mumble.romhacking.it/readmes/7thsaga-readme.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.mumble.romhacking.it/7thsaga.html","evidence":"The maintainer page identifies an Italian SNES translation and offers an IPS patch with a readme; it does not publish a code repository or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes a ROM patch rather than a code repository with language totals; no predominant programming language can be assigned."}},{"id":"the-addams-family-turbografx-cd-ukrainian","title":"The Addams Family Ukrainian Translation","game":"The Addams Family","platform":"TurboGrafx-CD","kind":"Fan Localization","status":"Complete; RHP reports v1.0","summary":"Ukrainian fan localization for The Addams Family on TurboGrafx-CD. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/addams-family-ukrayinskii-pereklad-ukrainian-translation-turbografx-cd","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Ukrainian","source_available":"RHP listing links to the author’s UAPLayer announcement/download page; verify exact patch asset there.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP release/listing: target language, platform, version/date, source checksum","url":"https://romhackplaza.org/translations/addams-family-ukrayinskii-pereklad-ukrainian-translation-turbografx-cd"},{"label":"Author-hosted UAPLayer patch page","url":"https://www.uaplayer.net/2026/10/09/turbografx-cd-addams-family-ukrainskyj-pereklad/"},{"label":"RHP Voodoo author index","url":"https://romhackplaza.org/database?authors%5B0%5D=1363"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.uaplayer.net/2026/10/09/turbografx-cd-addams-family-ukrainskyj-pereklad/","evidence":"The author-hosted UAPlayer page identifies AstralVoodoo/Voodoo and distributes the Ukrainian patch, but it provides no source-code language statement or repository byte totals. The human translation language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"The maintainer primary source for The Addams Family Ukrainian Translation does not publish project code language or repository language totals; the programming language remains unknown rather than inferred."}},{"id":"wesnoth-mobile","title":"The Battle for Wesnoth mobile ports","game":"The Battle for Wesnoth","platform":"Windows/Linux/macOS PC → Android/iOS","kind":"Reimplementation","status":"The current Android port targets version 1.19+ and is described as alpha. The Android packaging documentation lists armeabi-v7a, arm64-v8a, x86, and x86_64 variants and downloads game data through the client. The iOS target is an older 1.14 release marked unmaintained. The docs do not specify minimum Android/iOS versions or tested device models.","summary":"Open-source strategy game with an experimental Android port and a legacy iOS port. Android packages support four documented ABI variants and maintain downloaded game data under Android app storage; no commercial PC assets are needed.","project_url":"https://github.com/wesnoth/wesnoth","updated":"2026-10-15","strategy":"Cross-platform source port with Android build and legacy iOS target","language":"","source_available":"Public C++ source repository with Android build/package documentation and legacy iOS build information; the game content is open","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Native mobile source port","target_type":"Game","sources":[{"label":"Current project mobile platform notes","url":"https://github.com/wesnoth/wesnoth"},{"label":"Project Android port version, ABI packaging, and data-download notes","url":"https://wiki.wesnoth.org/Android"},{"label":"Project installation documentation","url":"https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md"}],"media":[{"kind":"image","label":"screenshot main menu","url":"https://www.wesnoth.org/images/sshots/wesnoth-1.16.0-1.jpg","preview_url":"https://www.wesnoth.org/images/sshots/wesnoth-1.16.0-1.jpg","source_url":"https://github.com/wesnoth/wesnoth/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"screenshot campaign menu","url":"https://www.wesnoth.org/images/sshots/wesnoth-1.16.0-5.jpg","preview_url":"https://www.wesnoth.org/images/sshots/wesnoth-1.16.0-5.jpg","source_url":"https://github.com/wesnoth/wesnoth/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"screenshot map","url":"https://www.wesnoth.org/images/sshots/wesnoth-1.16.0-8.jpg","preview_url":"https://www.wesnoth.org/images/sshots/wesnoth-1.16.0-8.jpg","source_url":"https://github.com/wesnoth/wesnoth/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":10412094,"Lua":1762915,"Python":1228590,"Emacs Lisp":296327,"Java":246074,"Shell":157918,"CMake":127319,"Perl":54498,"C":47500,"Vim Script":28840,"TypeScript":25038,"Objective-C++":14821,"NSIS":8549,"PHP":7658,"Makefile":5931,"JavaScript":5807,"sed":4033,"HTML":3619,"CSS":3294,"Objective-C":856,"Batchfile":148,"Go Template":122},"source_url":"https://api.github.com/repos/wesnoth/wesnoth/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (10412094 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"binding-of-isaac-flash-recomp-android","title":"The Binding of Isaac (Flash) Recompiled for Android","game":"The Binding of Isaac (original Flash game)","platform":"Windows PC (2011 Flash game / Steam Isaac.exe) → Android ARM64 (Android 7.0+, OpenGL ES 3.0)","kind":"Recompilation","status":"The v1.2.0 release (2026-10-13) publishes an Android APK for 64-bit ARM devices with Android 7.0+ and OpenGL ES 3.0. The project provides touch and controller input; it is a native port of the original Flash game, not The Binding of Isaac: Rebirth.","summary":"Static recompilation of the original game's ActionScript 2 / AVM1 bytecode into C++ with a native engine. The Android APK reads graphics, audio, and code from the user's Steam Isaac.exe and includes touch controls; no game data is bundled. The project covers the original game and named Flash-era editions, not Rebirth or later games.","project_url":"https://github.com/whylurking/IsaacRecomp","updated":"2026-10-16","strategy":"Static recompilation of AVM1 bytecode into C++ functions compiled with a native engine; Android uses OpenGL ES 3.0.","language":"","source_available":"Public source repository and Android APK release; user supplies Isaac.exe from their own Steam copy. Graphics, sounds, and music are not bundled.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Single-game Android APK with touch and controller input","target_type":"Game","sources":[{"label":"Maintainer README: bytecode-to-C++ method, Android requirements, controls, and data requirements","url":"https://github.com/whylurking/IsaacRecomp"},{"label":"v1.2.0 Android release and download details","url":"https://github.com/whylurking/IsaacRecomp/releases"}],"media":[{"kind":"image","label":"The Binding of Isaac recompilation comparing 30 fps and 60 fps in slow motion","url":"https://raw.githubusercontent.com/whylurking/IsaacRecomp/main/docs/media/compare_60fps_slowmo.gif","preview_url":"https://raw.githubusercontent.com/whylurking/IsaacRecomp/main/docs/media/compare_60fps_slowmo.gif","source_url":"https://github.com/whylurking/IsaacRecomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":685109,"Java":216241,"ActionScript":91393,"Python":41092,"CMake":8728,"Shell":4912},"source_url":"https://api.github.com/repos/whylurking/IsaacRecomp/languages","evidence":"GitHub's official Languages REST endpoint reports 685,109 bytes of C++ as the largest total (65.4% of 1,047,475 recognized language bytes) for the repository. The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"binding-of-isaac-repentance-clean-room-android","title":"The Binding of Isaac: Repentance Clean-Room Engine for Android","game":"The Binding of Isaac: Repentance","platform":"Windows PC/Steam 32-bit x86 → Android ARM64 (primary target) and Linux x86-64","kind":"Reimplementation","status":"The v0.1.0 release (2026-10-12) is explicitly an early scaffold, not a playable game: the repository reports 0 of 655 native function bodies implemented and nothing rendered. It does contain a recovered/registered API surface, engine lifecycle scaffolding, reproducible binding-table extraction from the user’s own install, and CI cross-compilation for Android ARM64.","summary":"An independent MIT-licensed C++17 clean-room engine reimplementation targeting the Windows/Steam PC game’s runtime behavior on Android ARM64 and Linux. It reads a user-owned Steam installation at runtime and ships no game code, data, sprites, audio, video, or text. The first release registers 655 Lua-facing method names and includes Android cross-build checks, but implements no native method bodies or renderer yet.","project_url":"https://github.com/caos-obliquo/tboi-recomp","updated":"2026-10-16","strategy":"Clean-room C++17 engine/API reimplementation from a compatibility specification and user-local binding-table analysis; it does not statically translate the game executable.","language":"","source_available":"Public MIT source. The README describes the implementation as clean-room and says it contains no game code/assets/data; it reads files from a user-owned Steam install. The project does not grant rights to the commercial game.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Early-stage clean-room engine reimplementation with Android ARM64 target","target_type":"Game","sources":[{"label":"Maintainer README: clean-room method, exact PC input and Android/Linux targets, data boundary, and current 0/655 implementation state","url":"https://github.com/caos-obliquo/tboi-recomp/blob/main/README.md"},{"label":"First release v0.1.0, explicitly describing a non-playable scaffold","url":"https://github.com/caos-obliquo/tboi-recomp/releases/tag/v0.1.0"},{"label":"Repository MIT license","url":"https://github.com/caos-obliquo/tboi-recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata and dates checked 2026-10-16","url":"https://api.github.com/repos/caos-obliquo/tboi-recomp"},{"label":"Official GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/caos-obliquo/tboi-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":92622,"Python":31317,"CMake":5975},"source_url":"https://api.github.com/repos/caos-obliquo/tboi-recomp/languages","evidence":"Exact GitHub REST Languages API byte totals for the repository; totals cover the full repository (including host app, runtime, tooling and support code) and are not counts of game implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"binding-of-isaac-repentance-vita-recomp","title":"The Binding of Isaac: Repentance Vita Recompilation","game":"The Binding of Isaac: Repentance","platform":"Windows PC (Repentance v1.7.9b) → PlayStation Vita","kind":"Recompilation","status":"v0.1.1-alpha (2026-09-07); menus, rooms, bosses, saves, audio and Vita controls work. Measured 55–60 FPS in ordinary rooms on one Vita; dense scenes slow down, and a full run to a final boss is untested.","summary":"Translates the PC game executable ahead of time and runs it natively on Vita; the project requires the user’s own matching PC game files.","project_url":"https://github.com/0xl0cal/repentogxm","updated":"2026-10-15","strategy":"Static recompilation of the PC executable to C for Vita ARM, with a Vita runtime.","language":"C","source_available":"Public source repository (GPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Static recompilation of the pc executable to c for vita arm, with a vita runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/0xl0cal/repentogxm"},{"label":"Verified release or build","url":"https://github.com/0xl0cal/repentogxm/releases/tag/v0.1.1-alpha"},{"label":"Project owner releases","url":"https://github.com/0xl0cal/repentogxm/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/0xl0cal/repentogxm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8755162,"Python":4663188,"Shell":727476,"CMake":491137,"C++":463224,"PowerShell":232507,"Lua":29463,"Batchfile":211},"source_url":"https://api.github.com/repos/0xl0cal/repentogxm/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 8,755,162 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"golden-idol-vita-port","title":"The Case of the Golden Idol — PlayStation Vita Port","game":"The Case of the Golden Idol","platform":"Windows PC (Godot) → PlayStation Vita","kind":"Reimplementation","status":"Vita VPK and patcher release v0.8.7 was published 2026-06-25. The README lists roughly five-second scene loading as a known issue; it does not claim a full-game completion test or a device-wide compatibility matrix. A later README update remains in the public repository.","summary":"Reconstructs and adapts the Godot PC project for a custom Godot Vita runtime, with Vita-specific controls, GPU and texture adjustments, and a patcher for the user’s Steam game.pck. The repository does not include the commercial game data.","project_url":"https://github.com/WolffsRoom/GoldenIdol-PSVita","updated":"2026-10-16","strategy":"Godot project extraction and Vita-native engine/runtime adaptation","language":"","source_available":"Public source and patcher; user-supplied Steam data required","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Custom Godot 3.5 Vita runtime with Steam-data patcher","target_type":"Game","sources":[{"label":"Maintainer README: installation, data requirements, method, and known issues","url":"https://github.com/WolffsRoom/GoldenIdol-PSVita"},{"label":"v0.8.7 VPK/patcher release (2026-06-25)","url":"https://github.com/WolffsRoom/GoldenIdol-PSVita/releases/tag/v0.8.7"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/WolffsRoom/GoldenIdol-PSVita/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":59514},"source_url":"https://api.github.com/repos/WolffsRoom/GoldenIdol-PSVita/languages","evidence":"Official GitHub Languages API returned 1 language byte totals (59,514 bytes); Python is largest at 59,514 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-darkness-xbox360-recomp","title":"The Darkness Recompiled","game":"The Darkness","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"v0.1.7 Windows release; README reports playable full gameplay. Linux/Steam Deck runs the Windows build through Proton and is not a native Linux target.","summary":"Translates the Xbox 360 executable to C++ ahead of time and builds a native Windows executable with D3D11.","project_url":"https://github.com/portingpete/The-Darkness-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/portingpete/The-Darkness-Recomp#readme"},{"label":"Latest project release (v0.1.7)","url":"https://github.com/portingpete/The-Darkness-Recomp/releases/tag/v0.1.7"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/portingpete/The-Darkness-Recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/portingpete/The-Darkness-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6113565,"Python":510171,"PowerShell":112359,"CMake":55010,"Batchfile":11007,"Shell":3294,"C":204},"source_url":"https://api.github.com/repos/portingpete/The-Darkness-Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"the-darkness-xbox360-vr-static-recomp-research","title":"The Darkness VR — Independent Static-Recompilation Research","game":"The Darkness (Xbox 360)","platform":"Xbox 360 → PC (host operating system unspecified); stereo VR is experimental and not yet connected to a headset","kind":"Recompilation","status":"Experimental and unfinished. The project README reports that its own PC recompilation runs in real-time 3D and that one test displayed the same moment in left/right stereo views (reported by the maintainer for 2026-10-12). Headset integration is a next step; this is not a supported product. This is a separate in-house implementation, not the already-catalogued community Windows port.","summary":"Independent Xbox 360 recompilation research whose stated goal is a VR version. The maintainer says the project uses its own copy of the game and the open ReXGlue toolkit; the repo includes research notes and tooling but no original game content.","project_url":"https://github.com/TefMeister/the-darkness-vr","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; game data is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Static recompilation research; VR-oriented fork/implementation","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/TefMeister/the-darkness-vr/blob/0efbb1051f2bddadca8845cb001d837a93de5058/README.md"},{"label":"Canonical public source repository","url":"https://github.com/TefMeister/the-darkness-vr"},{"label":"Project README and dated progress notes","url":"https://github.com/TefMeister/the-darkness-vr/blob/0efbb1051f2bddadca8845cb001d837a93de5058/README.md"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/TefMeister/the-darkness-vr/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":115562,"C++":51866,"Batchfile":10140,"PowerShell":3304,"Shell":3086,"CMake":553},"source_url":"https://api.github.com/repos/TefMeister/the-darkness-vr/languages","evidence":"Exact GitHub Languages API per-language byte counts; Python is largest in this research/tooling repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"dream-of-a-cockspur-steam-ko","title":"The Dream Of A Cockspur Korean Patch","game":"The Dream Of A Cockspur","platform":"Windows PC / Steam (AppID 1699710)","kind":"Fan Localization","status":"Public Korean patch ZIP linked from the repository and stored in repository downloads; repository reports translation-data checks on 2026-10-02, not a complete ending retest.","summary":"Korean patch for Steam visual novel. README documents a patch installer and a copy-paste ZIP. The latter includes 25 modified Unity container files plus 8 additions, so redistribution includes modified containers rather than only a clean delta.","project_url":"https://github.com/BaeSean/The-Dream-of-cockspur-Korean","updated":"2026-10-16","strategy":"Unity asset replacement / installer","language":"Korean","source_available":"Public direct patch packages in the repository: a 16.5 MB copy-paste ZIP and an 18.3 MB quick-install ZIP. Game not separately licensed/included; the copy-paste package includes modified Unity containers.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows Steam fan localization patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/BaeSean/The-Dream-of-cockspur-Korean"},{"label":"Public copy-paste patch ZIP","url":"https://github.com/BaeSean/The-Dream-of-cockspur-Korean/blob/main/downloads/Cockspur-Korean-CopyPaste.zip"},{"label":"Public quick-install patch ZIP","url":"https://github.com/BaeSean/The-Dream-of-cockspur-Korean/blob/main/downloads/Cockspur-Korean-QuickInstall.zip"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":40362,"PowerShell":5194},"source_url":"https://api.github.com/repos/BaeSean/The-Dream-of-cockspur-Korean/languages","evidence":"Exact GitHub Languages API map: {\"PowerShell\": 5194, \"Python\": 40362}. 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The repository includes mod files and translation caches but no game files.","project_url":"https://github.com/DX5536/TheForgottenConcluder_EnglishPatch","updated":"2026-07-30","strategy":"Machine-assisted fan translation patch","language":"English","source_available":"Public v1.0.0 release and repository with translation cache, patch files, and plugin source; no game files.","first_found":"2026-10-15","project_started":"2026-07-30","programming_language":"C#","subtype":"Unity PC game machine-assisted fan translation","target_type":"Game","sources":[{"label":"Maintainer README: translation method, installation, mod contents, and quality caveats","url":"https://github.com/DX5536/TheForgottenConcluder_EnglishPatch#readme"},{"label":"v1.0.0 release","url":"https://github.com/DX5536/TheForgottenConcluder_EnglishPatch/releases/tag/v1.0.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":79121,"Python":56775},"source_url":"https://api.github.com/repos/DX5536/TheForgottenConcluder_EnglishPatch/languages","evidence":"GitHub's official Languages API for https://github.com/DX5536/TheForgottenConcluder_EnglishPatch reports 79,121 bytes of C#, the largest category (58.2% of 135,896 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"the-gorillaman-en","title":"The Gorillaman English Translation","game":"The Gorillaman","platform":"Famicom / Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; Patch Clan lists English v1.4, with the IPS asset marked updated 2026-09-25. The maintainer's release listing records v1.4 on 2026-09-27 and reports all three endings completed.","summary":"English fan translation patch for the Japan-only Famicom board game. It covers the text and text graphics, and the same patch also fixes two original cartridge freezes and adds battery saves and multitap support.","project_url":"https://www.patchclan.com/#/jogo/gorilla-man","updated":"2026-09-27","strategy":"Fan localization patch with original-game bug fixes and additional features","language":"English","source_available":"Patch Clan serves an IPS patch only; no ROM is included. Direct patch URL: https://www.patchclan.com/patches/gorilla-man-en.ips","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Famicom fan translation","target_type":"Game","sources":[{"label":"Patch Clan maintainer page: current version, patch asset, and supported ROM","url":"https://www.patchclan.com/#/jogo/gorilla-man"},{"label":"Patch Clan release listing: coverage, testing, original-ROM hashes, and patch-only distribution","url":"https://www.romhackplaza.org/translations/the-gorillaman-english-translation-nintendo-entertainment-system"},{"label":"Direct IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/gorilla-man-en.ips"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/gorilla-man","evidence":"Project page/source reviewed for repository availability: https://www.patchclan.com/#/jogo/gorilla-man. 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Both games install and boot, but neither main game has been fully playtested on console; specific DLC has received hardware testing.","summary":"Extended English patch carries Capcom's official text, voices, art, and DLC content from Chronicles to Japanese 3DS release; user supplies Japanese game and decrypt.","project_url":"https://github.com/Akoi89/tgaa-3ds-english-patch","updated":"2026-10-16","strategy":"Fan patch / official localization port (Japanese → English)","language":"English","source_available":"Public patch/tooling repository under GPL-3.0. The user supplies the matching Japanese game and required decrypted game data; no complete ROM is distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"TGAA2 target; starts from senyarom patch and credits Scarlet Study as predecessor.","target_type":"Game","sources":[{"label":"Maintainer README and testing notes","url":"https://github.com/Akoi89/tgaa-3ds-english-patch#readme"},{"label":"Latest maintainer release","url":"https://github.com/Akoi89/tgaa-3ds-english-patch/releases/tag/v1.9m"},{"label":"GitHub REST repository metadata: public repository and GPL-3.0 license (checked 2026-10-16)","url":"https://api.github.com/repos/Akoi89/tgaa-3ds-english-patch"},{"label":"Maintainer GNU GPL version 3 license file","url":"https://github.com/Akoi89/tgaa-3ds-english-patch/blob/main/LICENSE"},{"label":"Maintainer README: game/decrypt inputs and patch tooling","url":"https://github.com/Akoi89/tgaa-3ds-english-patch/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":1244729,"PowerShell":20645,"C#":4520},"source_url":"https://api.github.com/repos/Akoi89/tgaa-3ds-english-patch/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository Akoi89/tgaa-3ds-english-patch (repository API id 1351993174, https://github.com/Akoi89/tgaa-3ds-english-patch). 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Its second-game project was unfinished; both later received official English localizations.","project_url":"https://scarletstudy.net/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS English fan translation patch","target_type":"Game","sources":[{"label":"Project site","url":"https://scarletstudy.net/"},{"label":"Patch release page","url":"https://scarletstudy.net/2017/08/01/the-great-ace-attorney-adventures-patch-released/"},{"label":"Official Scarlet Study download page linking the DGS1 3DS release repository","url":"https://scarletstudy.net/download/"},{"label":"Official DGS1 3DS release repository, latest release 2.4.1 published 2019-12-26","url":"https://github.com/ScarletStudy/DGS1-3DS-Release/releases/tag/2.4.1"}],"media":[{"kind":"image","label":"The Great Ace Attorney translation project image","url":"https://scarletstudy.net/wp-content/uploads/2021/04/dgs23.jpg","preview_url":"https://scarletstudy.net/wp-content/uploads/2021/04/dgs23.jpg","source_url":"https://scarletstudy.net/","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://scarletstudy.net/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"great-ace-attorney-adventures-3ds-english-akoi89","title":"The Great Ace Attorney: Adventures — Extended English 3DS Patch","game":"The Great Ace Attorney: Adventures","platform":"Nintendo 3DS","kind":"Fan Localization","status":"The README identifies v1.9m builds; the v1.9m release was published 2026-10-11. Both games install and boot, but neither main game has been fully playtested on console; specific DLC has received hardware testing.","summary":"Extended English patch carries Capcom's official text, voices, art, and DLC content from Chronicles to the Japanese 3DS release; user supplies Japanese game and decrypt.","project_url":"https://github.com/Akoi89/tgaa-3ds-english-patch","updated":"2026-10-16","strategy":"Fan patch / official localization port (Japanese → English)","language":"English","source_available":"Public patch/tooling repository under GPL-3.0. 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README reports 60 fps across chapters tested so far; coverage of the final chapters and ending remains in progress. 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Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hybrid-front-megadrive-english","title":"The Hybrid Front English Translation","game":"The Hybrid Front","platform":"Sega Mega Drive / Genesis","kind":"Fan Localization","status":"Complete; patch released 2025-06-29","summary":"English translation patch for the Japanese Mega Drive strategy game, including extensive menu redesign and reverse-engineering work. The maintainer distributes a ROM-free patch archive and an English manual.","project_url":"https://nebulous.group/index.php/projects/translations/hybrid-front/","updated":"2025-06-29","strategy":"Fan translation patch","language":"English","source_available":"Public patch archive and English manual; no source repository listed","first_found":"2026-10-16","project_started":"2017","programming_language":"","subtype":"Text, interface, and manual localization","target_type":"Game","sources":[{"label":"Maintainer project page, technical notes and patch download","url":"https://nebulous.group/index.php/projects/translations/hybrid-front/"},{"label":"Maintainer site homepage with release announcement dated 2025-06-29","url":"https://nebulous.group/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://nebulous.group/index.php/projects/translations/hybrid-front/","evidence":"The maintainer team page describes the translation, hacking work, and patch distribution but provides no programming-language statement or source repository language totals. No language is inferred from the patch method or translated language.","verified_at":"2026-10-16","reason_unknown":"The maintainer primary source for The Hybrid Front English Translation does not publish project code language or repository language totals; the programming language remains unknown rather than inferred."}},{"id":"imas-dearly-stars-en","title":"THE iDOLM@STER: Dearly Stars English Fan Translation","game":"THE iDOLM@STER: Dearly Stars","platform":"Nintendo DS","kind":"Fan Localization","status":"Work in progress","summary":"Repository describes an English fan patch and translation tools; the project is marked WIP.","project_url":"https://github.com/megastylerC/idolmaster-dearly-stars-english","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/megastylerC/idolmaster-dearly-stars-english"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/megastylerC/idolmaster-dearly-stars-english"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/megastylerC/idolmaster-dearly-stars-english/main/README.md"}],"media":[],"links":[{"kind":"release","label":"THE iDOLM@STER: Dearly Stars English patch releases","url":"https://github.com/megastylerC/idolmaster-dearly-stars-english/releases/latest","source_url":"https://github.com/megastylerC/idolmaster-dearly-stars-english","notes":"README links the latest releases."},{"kind":"docs","label":"Dearly Stars patch file formats","url":"https://github.com/megastylerC/idolmaster-dearly-stars-english/blob/main/docs/FORMATS.md","source_url":"https://github.com/megastylerC/idolmaster-dearly-stars-english","notes":"README links this patch format documentation."}],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":124818},"source_url":"https://api.github.com/repos/megastylerC/idolmaster-dearly-stars-english/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is Python (124,818 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"imas-sls-translation","title":"THE iDOLM@STER: Starlit Season English Fan Translation","game":"THE iDOLM@STER: Starlit Season","platform":"PC","kind":"Fan Localization","status":"UI-only preview; incomplete","summary":"The official project site describes the current translation as a UI-only preview and reports testing with Steam version 1.21.","project_url":"https://imas-sls-fantranslation.github.io/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Project page / patch","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Steam PC fan translation patch","target_type":"Game","sources":[{"label":"Project homepage","url":"https://imas-sls-fantranslation.github.io/"},{"label":"Project update video","url":"https://www.youtube.com/watch?v=BYEHAbH26OY"},{"label":"Official v2.0 alpha patch release: story/UI changes and release date","url":"https://github.com/Imas-SLS-FanTranslation/Idolmaster-Starlit-Season-Fan-Translation-Patch/releases/tag/Prerelease"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://imas-sls-fantranslation.github.io/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"mumble-ignition-factor-it","title":"The Ignition Factor Italian Translation","game":"The Ignition Factor","platform":"Super Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; v1.00 released 2025-06-08","summary":"Italian text patch for the US SNES game; the project readme names the supported ROM revision and checksum.","project_url":"https://www.mumble.romhacking.it/ignition.html","updated":"2025-06-08","strategy":"Fan translation patch","language":"Italian","source_available":"IPS patch","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Project page and release status","url":"https://www.mumble.romhacking.it/ignition.html"},{"label":"Patch readme; target ROM checksum and patch instructions","url":"https://www.mumble.romhacking.it/readmes/ignition-leggimi.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.mumble.romhacking.it/ignition.html","evidence":"The maintainer page identifies an Italian SNES translation and offers an IPS patch with a readme; it does not publish a code repository or programming-language statistics.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes a ROM patch rather than a code repository with language totals; no predominant programming language can be assigned."}},{"id":"the-impossible-game-ps-vita-api-port","title":"The Impossible Game PS Vita Port","game":"The Impossible Game","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android release (see upstream README))","kind":"API Translation","status":"The README reports the main menu and all five levels playable on Vita; open issues are listed upstream.","summary":"The Vita wrapper runs the original Android game library and adapts Android APIs and graphics to Vita-native services.","project_url":"https://github.com/MetalSyntax/The-Impossible-Game-vita","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/The-Impossible-Game-vita"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/The-Impossible-Game-vita#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/The-Impossible-Game-vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/The-Impossible-Game-vita","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"hulk-ultimate-destruction-xbox-thunderclap-decomp","title":"The Incredible Hulk: Ultimate Destruction Xbox Decompilation","game":"The Incredible Hulk: Ultimate Destruction","platform":"Original Xbox → native Windows, SteamOS and Apple silicon macOS (port in progress)","kind":"Decompilation","status":"Work in progress; the README reports 90% of game-code bytes verified and roughly 3,500 functions still unverified. A hybrid build boots in xemu; a native port is the goal, not a finished release.","summary":"A function-level Xbox decompilation and native-port effort. The repository contains no executable, game data or assets; users need their own copy.","project_url":"https://github.com/matthewfcarlson/thunderclap","updated":"2026-10-16","strategy":"Xbox C++ matching/equivalence decompilation toward a native port","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Original Xbox decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/matthewfcarlson/thunderclap"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/matthewfcarlson/thunderclap"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":22263909,"Python":1806680,"C":910028,"TypeScript":52667,"Java":23726,"Shell":17794,"HTML":17263},"source_url":"https://api.github.com/repos/matthewfcarlson/thunderclap/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 22,263,909 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-incredibles-gamecube-decomp","title":"The Incredibles GameCube Decompilation","game":"The Incredibles","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README documents a main.dol build for the U.S. release and does not publish a completion estimate.","summary":"A decompilation of The Incredibles for GameCube U.S. release. The repository documents a main.dol build; an original main.dol is optional for build-diff inspection.","project_url":"https://github.com/seilc/incredibles","updated":"2026-10-15","strategy":"Source decompilation; matching status not stated","language":"","source_available":"Public source repository; original main.dol is optional for diff inspection","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GameCube main.dol decompilation (U.S. release)","target_type":"Game","sources":[{"label":"Project README (target, status, and build requirements)","url":"https://github.com/seilc/incredibles#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":44606405,"C++":21734069,"C":1699989,"Python":102585,"Makefile":27269,"Shell":295},"source_url":"https://api.github.com/repos/seilc/incredibles/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/seilc/incredibles reports 44,606,405 bytes of Assembly, the largest language total (65.4% of 68,170,612 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"kof-battle-de-paradise-ngpc-en","title":"The King of Fighters: Battle de Paradise English Translation","game":"The King of Fighters: Battle de Paradise","platform":"Neo Geo Pocket Color","kind":"Fan Localization","status":"Public v1.0 patch released 2025-10-28. The maintainer provides an online patcher and offline ZIP patch. The project page's platform metadata conflicts with its description; the description and RomHackPlaza identify this as an NGPC-exclusive game. The translation is playable, with some culturally dense dialogue noted as needing improvement.","summary":"Japanese-to-English fan translation patch for the Neo Geo Pocket Color game. The patcher requires the user's original ROM and does not include game data. No source repository or licence was identified.","project_url":"https://www.marcrobledo.com/neo-geo-pocket/king-of-fighters-battle-de-paradise-english-translation/","updated":"2026-10-16","strategy":"Fan translation with online and offline patching","language":"English","source_available":"Public browser patcher and offline patch ZIP; no ROM, source repository or licence identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer page, patch links and platform description","url":"https://www.marcrobledo.com/neo-geo-pocket/king-of-fighters-battle-de-paradise-english-translation/"},{"label":"RomHackPlaza version, NGPC platform and release date","url":"https://romhackplaza.org/translations/the-king-of-fighters-battle-de-paradise-english-translation-neo-geo-pocket-color/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.marcrobledo.com/neo-geo-pocket/king-of-fighters-battle-de-paradise-english-translation/","evidence":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/neo-geo-pocket/king-of-fighters-battle-de-paradise-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://www.marcrobledo.com/neo-geo-pocket/king-of-fighters-battle-de-paradise-english-translation/); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"the-last-guardian-ps4-pc","title":"The Last Guardian PS4-to-PC Native Port","game":"The Last Guardian","platform":"PlayStation 4 → Linux and Windows x86-64","kind":"API Translation","status":"Owner reports stable 30 FPS with image, sound, controls, saves and keyboard/mouse; 60 FPS/unlocked are experimental. Latest checked release is 2026-10-15.","summary":"A title-specific native PC port/compatibility runtime for The Last Guardian. It runs PS4 x86-64 game code on host Windows/Linux, reimplements selected PS4 services, and translates GPU work to Vulkan; the supported input is the user’s dump of CUSA03627 update 01.03.","project_url":"https://github.com/HayatoG/tlg_pc","updated":"2026-10-15","strategy":"PS4 x86-64 code runs natively; PS4 services are reimplemented and GPU work is translated to Vulkan.","language":"C/C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Ps4 x86-64 code runs natively","target_type":"Game","sources":[{"label":"Maintainer README: exact PS4 dump and method","url":"https://github.com/HayatoG/tlg_pc"},{"label":"Verified release or build","url":"https://github.com/HayatoG/tlg_pc/releases/tag/v2026.10.15-aa287a3"},{"label":"Maintainer release history","url":"https://github.com/HayatoG/tlg_pc/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/HayatoG/tlg_pc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4470456,"C":2394262,"Python":337634,"HLSL":55806,"Shell":55090,"CMake":34381,"GLSL":9351,"Nix":6590,"Perl":4899},"source_url":"https://api.github.com/repos/HayatoG/tlg_pc/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 4,470,456 bytes; the manifest breakdown contains all 9 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"the-last-story-wii-pc-recomp","title":"The Last Story on WiiCompiled PC","game":"The Last Story","platform":"Wii → Windows PC","kind":"Recompilation","status":"Maintainer reports steady 30 fps through first chapter, reptid cave and tutorial. Fog absent; 60 fps planned.","summary":"Game-specific Wii static-recompilation target using shared WiiCompiled/wiikit runtime; user supplies game data.","project_url":"https://github.com/vs-sr-dev/pc-thelaststory","updated":"2026-10-16","strategy":"Game-specific Wii recompilation using shared WiiCompiled runtime","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"WiiCompiled title target","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/vs-sr-dev/pc-thelaststory#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-thelaststory"},{"label":"Shared WiiCompiled/wiikit runtime","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/vs-sr-dev/pc-thelaststory/releases"},{"label":"Current primary README","url":"https://github.com/vs-sr-dev/pc-thelaststory/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-thelaststory/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":20035,"C++":6100,"CMake":197},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-thelaststory/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-ledge-rpg-maker-mv-ps-vita-port","title":"The Ledge RPG Maker MV PS Vita Port","game":"The Ledge","platform":"RPG Maker MV desktop release → PlayStation Vita","kind":"Reimplementation","status":"The README offers v0.34 for Vita with movies/audio included and saves preserved across updates; it notes slowdown in one house scene. The project also provides a source package and credits/licence notices.","summary":"A short narrative RPG Maker MV game ported to Vita homebrew with a replacement native runtime. The upstream release includes media and audio, while its documentation distinguishes code licences from rights to game art and media.","project_url":"https://github.com/beaufortribbons/The-Ledge-Vita","updated":"2026-10-16","strategy":"Replacement native Vita runtime and ported game package","language":"","source_available":"The project provides a VPK and a Sources.zip; the README says gameplay, movie/audio and runtime are packaged together. Its code licence does not grant reuse rights to separately licensed game art/media.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Vita VPK v0.34","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/beaufortribbons/The-Ledge-Vita"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/beaufortribbons/The-Ledge-Vita#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/beaufortribbons/The-Ledge-Vita"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/beaufortribbons/The-Ledge-Vita/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"zelda1-disassembly","title":"The Legend of Zelda NES Disassembly","game":"The Legend of Zelda","platform":"NES","kind":"Decompilation","status":"Complete","summary":"Annotated assembly disassembly of the original NES game.","project_url":"https://github.com/aldonunez/zelda1-disassembly","updated":"2026-10-16","strategy":"Annotated disassembly","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"Annotated disassembly","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/aldonunez/zelda1-disassembly"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/aldonunez/zelda1-disassembly"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/aldonunez/zelda1-disassembly/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":1016427,"Pascal":12518,"PowerShell":3963},"source_url":"https://api.github.com/repos/aldonunez/zelda1-disassembly/languages","evidence":"GitHub REST repository Languages endpoint reports 1,016,427 bytes of Assembly out of 1,032,908 measured source bytes (98.4%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"a-link-between-worlds-3ds-matching-decomp","title":"The Legend of Zelda: A Link Between Worlds 3DS Decompilation","game":"The Legend of Zelda: A Link Between Worlds (Nintendo 3DS USA; code.bin SHA-1 e6ab7d66ee62e879248b0660aaf38d22202e604b)","platform":"Nintendo 3DS (USA code.bin)","kind":"Decompilation","status":"Work in progress. README reports source for 16,544/25,986 functions (63.7%); 15,662 (60.3%) are matched without listed workarounds and 882 (3.4%) use matching hacks. 127 earlier matches have no source included. The project author said in a Reddit announcement that they had stopped active work and shared the repository for others to continue; last code push was 2026-10-15.","summary":"C/C++ function-level decompilation for the USA code binary, verified byte-for-byte with ARM Compiler 4.1 build 1049. The repository discloses substantial automated/AI-assisted source generation and separates clean matches from 3.4% that require hacks. The game binary, assets, and compiler are not included.","project_url":"https://github.com/7akeem0/albw-decomp-ai","updated":"2026-10-15","strategy":"AI-assisted function-level C/C++ decompilation and byte matching","language":"","source_available":"Repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README: USA target hash, compiler, matching totals, and method","url":"https://github.com/7akeem0/albw-decomp-ai#readme"},{"label":"Maintainer Reddit announcement: progress, release, and stopped-work status","url":"https://www.reddit.com/r/decomps/comments/1x67yrn/zelda_a_link_between_worlds_3ds_decompilation_ai/"},{"label":"GitHub metadata: archive state and latest push","url":"https://api.github.com/repos/7akeem0/albw-decomp-ai"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/7akeem0/albw-decomp-ai/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6200445,"C++":5132005,"Python":23147},"source_url":"https://api.github.com/repos/7akeem0/albw-decomp-ai/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 6,200,445 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zelda-alttp-original-xbox-native-port","title":"The Legend of Zelda: A Link to the Past Original Xbox Port (Zelda3 X)","game":"The Legend of Zelda: A Link to the Past (US ROM; SHA-256 66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb)","platform":"snesrev/zelda3 C source → Original Xbox (RXDK/XDK; Direct3D 8, DirectSound and XInput; XBE/XISO output)","kind":"Reimplementation","status":"The maintainer README claims the game is playable from start to finish at 60 FPS and documents dashboard-managed save states, widescreen and 720p output. The repository has four commits and no GitHub release; the README does not describe a hardware-test methodology. It requires the user's US ROM and does not include it. Latest source push: 2026-05-24.","summary":"A native Original Xbox port of snesrev/zelda3, the open-source source reimplementation of A Link to the Past. The port adds Xbox D3D8, DirectSound and XInput integration, menus and dashboard-managed save data, and builds an XBE/XISO from the user's US ROM. The maintainer claims full-game playability; that claim is not independently tested here.","project_url":"https://github.com/Team-Resurgent/Zelda-A-Link-To-The-Past-X","updated":"2026-05-24","strategy":"Native C source port of the snesrev/zelda3 engine to Original Xbox, with D3D8, DirectSound, XInput and Xbox dashboard save integration","language":"","source_available":"Public source. LICENSE.txt contains MIT terms for the project source and third-party Opus license notices; the user supplies the specified US ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES source reimplementation ported to Original Xbox hardware","target_type":"Game","sources":[{"label":"Maintainer README: native Xbox APIs, claimed gameplay coverage, ROM requirement, and build output","url":"https://github.com/Team-Resurgent/Zelda-A-Link-To-The-Past-X"},{"label":"Maintainer license file: MIT project terms and bundled Opus notices","url":"https://github.com/Team-Resurgent/Zelda-A-Link-To-The-Past-X/blob/main/LICENSE.txt"},{"label":"Upstream snesrev/zelda3 reimplementation","url":"https://github.com/snesrev/zelda3"},{"label":"GitHub repository metadata: latest source push and primary language","url":"https://api.github.com/repos/Team-Resurgent/Zelda-A-Link-To-The-Past-X"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/Team-Resurgent/Zelda-A-Link-To-The-Past-X/languages"},{"label":"GitHub releases page; no release listed on 2026-10-16","url":"https://github.com/Team-Resurgent/Zelda-A-Link-To-The-Past-X/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3046036,"Python":217455,"C++":66591,"Makefile":11222,"Batchfile":1710},"source_url":"https://api.github.com/repos/Team-Resurgent/Zelda-A-Link-To-The-Past-X/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 3,046,036 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"four-swords-anniversary-dsi-korean-patch","title":"The Legend of Zelda: Four Swords Anniversary Edition — Korean Patch","game":"The Legend of Zelda: Four Swords Anniversary Edition","platform":"Nintendo DSiWare / DSi","kind":"Fan Localization","status":"Version v1.2f was released 2026-10-03 and is described as complete; the README lists 215 of 220 dialogue/text elements translated, plus a Korean font and selected graphics. The latest repository commit (2026-10-07) standardizes the package filename.","summary":"Korean BPS patch for North American DSiWare title; requires user-owned decrypted game and compatible DSi or emulator.","project_url":"https://github.com/arqhive/zelda-four-swords-anniversary-edition-kor-patch","updated":"2026-10-16","strategy":"Fan translation patch (English → Korean)","language":"Korean","source_available":"Public MIT-licensed patch and tools; user supplies decrypted game; no game ROM/assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"North American KQ9E; project code/translation license does not grant rights to Nintendo game content.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/arqhive/zelda-four-swords-anniversary-edition-kor-patch#readme"},{"label":"Latest upstream commit","url":"https://github.com/arqhive/zelda-four-swords-anniversary-edition-kor-patch/commit/70f015c9eacdcddea070fbab784ac34641eda710"},{"label":"Latest maintainer release","url":"https://github.com/arqhive/zelda-four-swords-anniversary-edition-kor-patch/releases/tag/v1.2f"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":135048},"source_url":"https://api.github.com/repos/arqhive/zelda-four-swords-anniversary-edition-kor-patch/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository arqhive/zelda-four-swords-anniversary-edition-kor-patch (repository API id 1371146557, https://github.com/arqhive/zelda-four-swords-anniversary-edition-kor-patch). The exact response reported 135,048 bytes of Python, the largest category, out of 135,048 recognized-language bytes (100.0%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-legend-of-zelda-majora-s-mask-nintendo-64-spanish","title":"The Legend of Zelda: Majora's Mask Spanish Translation","game":"The Legend of Zelda: Majora's Mask","platform":"Nintendo 64","kind":"Fan Localization","status":"Released; RHP reports v1.1b","summary":"Spanish fan localization for The Legend of Zelda: Majora's Mask on Nintendo 64. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/the-legend-of-zelda-majora-mask-spanish-translation-nintendo-64","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/the-legend-of-zelda-majora-mask-spanish-translation-nintendo-64"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/the-legend-of-zelda-majora-mask-spanish-translation-nintendo-64","evidence":"The cataloged Romhack Plaza listing for The Legend of Zelda: Majora's Mask Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for The Legend of Zelda: Majora's Mask Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"the-legend-of-zelda-ocarina-of-time-nintendo-64-spanish","title":"The Legend of Zelda: Ocarina of Time Spanish Translation","game":"The Legend of Zelda: Ocarina of Time","platform":"Nintendo 64","kind":"Fan Localization","status":"Released; RHP reports v1.3beta","summary":"Spanish fan localization for The Legend of Zelda: Ocarina of Time on Nintendo 64. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/the-legend-of-zelda-ocarina-of-time-spanish-translation-nintendo-64","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Spanish","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/the-legend-of-zelda-ocarina-of-time-spanish-translation-nintendo-64"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/the-legend-of-zelda-ocarina-of-time-spanish-translation-nintendo-64","evidence":"The cataloged Romhack Plaza listing for The Legend of Zelda: Ocarina of Time Spanish Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for The Legend of Zelda: Ocarina of Time Spanish Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"oracle-of-ages-switch-port","title":"The Legend of Zelda: Oracle of Ages Switch Port","game":"The Legend of Zelda: Oracle of Ages","platform":"Game Boy Color → Nintendo Switch","kind":"Decompilation","status":"Native Switch build based on the Oracle decompilation; requires the specified user-owned game image.","summary":"Nintendo Switch port for Oracle of Ages using native C code rather than Game Boy emulation.","project_url":"https://github.com/toniisound/oracles-nx","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/toniisound/oracles-nx"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/toniisound/oracles-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":15405470,"Python":352791,"Java":228107,"TypeScript":22721,"CMake":12454,"Lua":6652,"Shell":5575,"C++":2750,"Dockerfile":1098,"JavaScript":270},"source_url":"https://api.github.com/repos/toniisound/oracles-nx/languages","evidence":"GitHub's official language endpoint for https://github.com/toniisound/oracles-nx reports 15,405,470 bytes of C, the largest language total (96.1% of 16,037,888 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"oracle-of-seasons-switch-port","title":"The Legend of Zelda: Oracle of Seasons Switch Port","game":"The Legend of Zelda: Oracle of Seasons","platform":"Game Boy Color → Nintendo Switch","kind":"Decompilation","status":"Native Switch build based on the Oracle decompilation; requires the specified user-owned game image.","summary":"Nintendo Switch port for Oracle of Seasons using native C code rather than Game Boy emulation.","project_url":"https://github.com/toniisound/oracles-nx","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/toniisound/oracles-nx"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/toniisound/oracles-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":15405470,"Python":352791,"Java":228107,"TypeScript":22721,"CMake":12454,"Lua":6652,"Shell":5575,"C++":2750,"Dockerfile":1098,"JavaScript":270},"source_url":"https://api.github.com/repos/toniisound/oracles-nx/languages","evidence":"GitHub's official language endpoint for https://github.com/toniisound/oracles-nx reports 15,405,470 bytes of C, the largest language total (96.1% of 16,037,888 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tears-of-the-kingdom-switch-decomp-bignegro","title":"The Legend of Zelda: Tears of the Kingdom Switch Decompilation (bignegro)","game":"The Legend of Zelda: Tears of the Kingdom","platform":"Nintendo Switch AArch64 (`main.nso` input; user-supplied executable required)","kind":"Decompilation","status":"Early WIP. The maintainer describes a clean-room reconstruction and has C/C++ source plus build/tooling files in the public repository. The README says decomp.dev registration/configuration and objdiff progress export are still pending; no progress metric or release is reported. The repository says game binaries, assets, and other proprietary data must remain outside version control.","summary":"A clean-room source reconstruction project for the Nintendo Switch version of Tears of the Kingdom. It uses a locally supplied `main.nso` and includes reconstructed source and tooling; tracker configuration and measured matching progress are not yet documented as complete.","project_url":"https://github.com/bignegro/TOTK-Decomp","updated":"2026-10-16","strategy":"Matching decompilation: reconstructs Nintendo Switch executable code in source form and provides local build/check tooling; matching progress is not yet reported.","language":"","source_available":"Public reconstruction source and tooling. README requires a legally obtained `main.nso` and prohibits committing original game data or proprietary assets. No project license file was present in the checked repository tree.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo Switch AArch64 clean-room decompilation","target_type":"Game","sources":[{"label":"Maintainer README: clean-room target, required local executable, repository layout, and WIP state","url":"https://github.com/bignegro/TOTK-Decomp"},{"label":"Maintainer decomp.dev notes: registration, objdiff setup, and pending tracker configuration","url":"https://github.com/bignegro/TOTK-Decomp/blob/master/docs/decomp-dev.md"},{"label":"Public reconstructed source tree","url":"https://github.com/bignegro/TOTK-Decomp/tree/master/src"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/bignegro/TOTK-Decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":74926,"C":26020,"PowerShell":5168,"C++":4034,"CMake":3983,"Linker Script":263,"Assembly":80},"source_url":"https://api.github.com/repos/bignegro/TOTK-Decomp/languages","evidence":"Exact GitHub Languages API byte totals checked 2026-10-16. Python is the largest bucket, but much of that reported category can be repository tooling; it does not describe the reconstructed game code alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"minish-cap-zeldaret-decomp","title":"The Legend of Zelda: The Minish Cap Decompilation","game":"The Legend of Zelda: The Minish Cap","platform":"Game Boy Advance","kind":"Decompilation","status":"Work in progress; the README supports U.S., Japanese, and European retail ROMs plus U.S./Japanese demos, and warns that some code is not yet shiftable.","summary":"Source reconstruction project for the GBA game; the README describes recreating the codebase from static/dynamic analysis and lists five regional/demo ROM targets.","project_url":"https://github.com/zeldaret/tmc","updated":"2026-10-15","strategy":"Source decompilation; some code sections are not yet shiftable","language":"","source_available":"Public source repository; supported game ROMs are user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"U.S., Japanese, and European retail plus U.S./Japanese demo targets","target_type":"Game","sources":[{"label":"Maintainer README: status, target revisions, and method","url":"https://github.com/zeldaret/tmc#readme"},{"label":"Maintainer progress page","url":"https://zelda64.dev/games/tmc"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/zeldaret/tmc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6139463,"Assembly":216713,"Linker Script":74100,"Makefile":7091,"Python":5627,"Perl":4753,"Shell":2433,"Dockerfile":500},"source_url":"https://api.github.com/repos/zeldaret/tmc/languages","evidence":"GitHub's official language endpoint for https://github.com/zeldaret/tmc reports 6,139,463 bytes of C, the largest language total (95.2% of 6,450,680 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"twilight-princess-hd-wiiu-macos-arm64-static-recomp","title":"The Legend of Zelda: Twilight Princess HD Wii U to macOS Static Recompilation","game":"The Legend of Zelda: Twilight Princess HD","platform":"Wii U USA disc, title 00050000-1019E500, version 81 (Rev 2) → Apple Silicon macOS 14+ arm64, Metal only","kind":"Recompilation","status":"Work in progress. The maintainer reports booting through the logos to the title screen, starting a new file, playing the opening at the spring, and walking around Ordon Village. All 78 disc stages load, draw, and continue running when warped to; graphics, HUD, and sound work. A real controller has not been tested. The repository says no builds are published (checked 2026-10-16).","summary":"Statically translates the Wii U PowerPC `Zelda.rpx` to C ahead of time, reimplements the imported Cafe OS libraries natively, and renders GX2 through Metal without an emulator at runtime. It reuses the recompiler, runtime, and renderer from ZeldaWWHDRecomp. Only the USA disc v81/Rev 2 executable hash is supported; other regions, updates, and DLC are unsupported. Users provide their own Wii U disc/image and keys; generated game code and data remain local.","project_url":"https://github.com/AsadSi/twilight-princess-hd-recomp","updated":"2026-10-16","strategy":"Ahead-of-time Wii U PowerPC recompilation to C plus native Cafe OS reimplementation and GX2-to-Metal rendering.","language":"","source_available":"Public MPL-2.0 project source; no game code, assets, or keys are included. Requires a user-supplied Wii U game dump and keys; generated code and extracted data stay local.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U PowerPC static recompilation / Apple Silicon native Metal port","target_type":"Game","sources":[{"label":"Maintainer README: exact USA Rev 2 source, recompilation method, current gameplay status, requirements, and limitations","url":"https://github.com/AsadSi/twilight-princess-hd-recomp"},{"label":"Repository MPL-2.0 license","url":"https://github.com/AsadSi/twilight-princess-hd-recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/AsadSi/twilight-princess-hd-recomp"},{"label":"GitHub Languages API exact byte totals","url":"https://api.github.com/repos/AsadSi/twilight-princess-hd-recomp/languages"},{"label":"GitHub releases listing; README says no builds are published","url":"https://github.com/AsadSi/twilight-princess-hd-recomp/releases"},{"label":"Nintendo product page: Wii U platform, date, categories, publisher, and developer listing","url":"https://www.nintendo.com/en-gb/Games/Wii-U-games/The-Legend-of-Zelda-Twilight-Princess-HD-1082222.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1910078,"Objective-C++":391484,"Python":365154,"CMake":40575,"C":22058,"Shell":18669,"Objective-C":6255,"Swift":3820,"Batchfile":389},"source_url":"https://api.github.com/repos/AsadSi/twilight-princess-hd-recomp/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. C++ is largest (1,910,078 of 2,758,482 recognized bytes, 69.2%); the totals cover all repository files and do not isolate game-specific code or the macOS build.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lotr-return-of-the-king-gamecube-recomp","title":"The Lord of the Rings: The Return of the King Native Recompilation","game":"The Lord of the Rings: The Return of the King (GameCube version)","platform":"Nintendo GameCube → macOS on Apple Silicon","kind":"Recompilation","status":"The native macOS build reaches gameplay with working sound; logos, menus, the intro movie, and the Helm's Deep sequence are reported working. Only the opening levels are tested, and heavy fights run below full speed on the maintainer's M1 Max test system.","summary":"GameCube PowerPC code is statically recompiled to C with DolRecomp and compiled for Apple Silicon. Aurora renders the GameCube GX command stream through Metal, while a native host layer supplies console services; the project says no emulator runs during play.","project_url":"https://github.com/kenny08gt/rotk-native","updated":"2026-10-15","strategy":"Static PowerPC-to-C recompilation with Aurora Metal rendering and native GameCube services","language":"","source_available":"Public source repository; user must supply the USA GameCube disc; no game data or generated code is included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GameCube static recompilation for Apple Silicon macOS","target_type":"Game","sources":[{"label":"Project README, supported disc, and status","url":"https://github.com/kenny08gt/rotk-native/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/kenny08gt/rotk-native"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":118142,"C++":30077,"Python":13648,"Java":6369,"Shell":4029,"CMake":3085,"Swift":281},"source_url":"https://api.github.com/repos/kenny08gt/rotk-native/languages","evidence":"Official GitHub REST Languages API breakdown for kenny08gt/rotk-native: source-code byte counts are {\"C\": 118142, \"C++\": 30077, \"CMake\": 3085, \"Java\": 6369, \"Python\": 13648, \"Shell\": 4029, \"Swift\": 281}. Predominant language is the largest byte-count language (C); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lord-of-the-rings-third-age-original-xbox-static-recomp","title":"The Lord of the Rings: The Third Age Original Xbox Static Recompilation","game":"The Lord of the Rings: The Third Age (North American original Xbox release, title ID 4541005F)","platform":"Original Xbox x86 XBE → native Windows","kind":"Recompilation","status":"The project’s October 9 status reports startup reaching the main menu with audible movie/menu audio and a diagnostic framebuffer window; gameplay has not been verified. The README says generated game code is a local step and a fresh clone is not yet a turnkey build. No GitHub release is listed.","summary":"An early-stage static recompilation of the Xbox XBE into a native Windows executable, with project-specific source and runtime work based on xboxrecomp. The repository excludes the game executable, disc image, movies, audio, and other game assets.","project_url":"https://github.com/Revan67/ThirdAge-Recomp","updated":"2026-10-10","strategy":"Static recompilation of original Xbox x86 code to Windows","language":"","source_available":"Public project source and research; the user supplies legally owned Xbox game files, and game-derived code is generated locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation and Windows port","target_type":"Game","sources":[{"label":"Maintainer README: exact Xbox build, method, status, and fresh-clone limitations","url":"https://github.com/Revan67/ThirdAge-Recomp#readme"},{"label":"Current status and local verification notes","url":"https://github.com/Revan67/ThirdAge-Recomp/blob/main/docs/STATUS.md"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/Revan67/ThirdAge-Recomp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/Revan67/ThirdAge-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30648,"CMake":4375},"source_url":"https://api.github.com/repos/Revan67/ThirdAge-Recomp/languages","evidence":"Official GitHub Languages API byte counts; generated source, build tooling, and vendored components can affect repository-level totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"lost-world-jurassic-park-model3-recomp","title":"The Lost World: Jurassic Park Model 3 Recompilation","game":"The Lost World: Jurassic Park (Sega Model 3 Step 1.5 arcade)","platform":"Sega Model 3 Step 1.5 → native PC","kind":"Recompilation","status":"Playable. The maintainer reports the full attract cycle, all five stages and bosses, sound, light-gun input, and two-player network play; some transparency and polygon errors remain.","summary":"A game-specific static PowerPC-to-native-C recompilation linked against the separate model3recomp board runtime. Requires the user's own Model 3 ROM set; neither ROMs nor generated game code are distributed.","project_url":"https://github.com/sp00nznet/lostworld","updated":"2026-10-15","strategy":"Static PowerPC-to-C recompilation with a separately maintained Model 3 board runtime","language":"","source_available":"Public source and build configuration; user-supplied game ROM set required; ROMs, assets, and generated recompilation output are not distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Model 3 game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: game-specific scope, playability, and required ROMs","url":"https://github.com/sp00nznet/lostworld#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/lostworld/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16278,"Python":6695,"CMake":1080},"source_url":"https://api.github.com/repos/sp00nznet/lostworld/languages","evidence":"GitHub's official Languages REST endpoint returned repository byte counts; C has the largest listed count (16,278 bytes; 24,053 bytes across the returned breakdown).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"minish-cap-3ds-port","title":"The Minish Cap 3DS Port","game":"The Legend of Zelda: The Minish Cap","platform":"Game Boy Advance → Nintendo 3DS","kind":"Decompilation","status":"Stable release series with USA/EU support; EU version is reported as most tested.","summary":"Native 3DS port based on Project Picori and The Minish Cap decompilation.","project_url":"https://github.com/EstebanPdN/zelda-tmc-3ds","updated":"2026-10-15","strategy":"Decompilation-based native port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/EstebanPdN/zelda-tmc-3ds"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/EstebanPdN/zelda-tmc-3ds"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":19277819,"C++":1925021,"Assembly":381417,"Java":256715,"Xmake":99931,"Linker Script":74126,"GLSL":67990,"Python":48304,"CMake":9342,"Shell":8512,"Makefile":7091,"Perl":4753,"GDB":3540,"Nix":2550,"Dockerfile":500},"source_url":"https://api.github.com/repos/EstebanPdN/zelda-tmc-3ds/languages","evidence":"GitHub's official language endpoint for https://github.com/EstebanPdN/zelda-tmc-3ds reports 19,277,819 bytes of C, the largest language total (87.0% of 22,167,611 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"minish-cap-decomp","title":"The Minish Cap Native PC and Switch Ports","game":"The Legend of Zelda: The Minish Cap","platform":"Game Boy Advance → x86-64 Linux, Windows, macOS, and Nintendo Switch homebrew","kind":"Reimplementation","status":"Work in progress; native PC and Nintendo Switch homebrew builds are documented.","summary":"A native PC port of The Minish Cap built with SDL3, a software PPU renderer, and the agbplay audio engine. The repository also documents a Nintendo Switch homebrew build; the README says rendering and gameplay remain works in progress.","project_url":"https://github.com/HayatoG/tmc","updated":"2026-10-15","strategy":"Native reimplementation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native PC and Switch ports","target_type":"Game","sources":[{"label":"Project README and platform build instructions","url":"https://github.com/HayatoG/tmc"},{"label":"Project README: method, platforms, and current status","url":"https://raw.githubusercontent.com/HayatoG/tmc/switch-port/README.md"},{"label":"Project release: Switch build","url":"https://github.com/HayatoG/tmc/releases/tag/switch-v0.2.5"}],"media":[],"links":[{"kind":"release","label":"The Minish Cap decompilation releases","url":"https://github.com/999sian/tmc/releases","source_url":"https://github.com/HayatoG/tmc","notes":"README links this release page."},{"kind":"docs","label":"The Minish Cap decompilation install guide","url":"https://github.com/HayatoG/tmc/blob/switch-port/INSTALL.md","source_url":"https://github.com/HayatoG/tmc","notes":"README links the installation guide."}],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16329293,"C++":2111398,"Assembly":231025,"Linker Script":74100,"Xmake":45217,"Python":38397,"Makefile":17365,"Shell":15542,"Perl":4753,"Nix":2550,"Dockerfile":500},"source_url":"https://api.github.com/repos/HayatoG/tmc/languages","evidence":"GitHub's Languages endpoint reports repository source-language byte counts; the largest category is C (16,329,293 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zelda-minish-cap-recomp","title":"The Minish Cap Recomp","game":"The Legend of Zelda: The Minish Cap","platform":"Game Boy Advance → Windows x64 (published release binaries)","kind":"Recompilation","status":"Playable into gameplay in v0.0.1: boot, overworld, dialogue, and save-state round trips are reported working. The project is early and not all paths are statically covered; uncovered code uses an interpreter before persisted JIT compilation.","summary":"GBA ARM7TDMI code, including the BIOS, is statically translated to native C. An interpreter and persisted JIT handle uncovered paths; the public README describes this as an in-development base and runner, not a finished port.","project_url":"https://github.com/mstan/MinishCapRecomp","updated":"2026-10-16","strategy":"Static recompilation with interpreter/JIT coverage healing","language":"","source_available":"Public repository; user-supplied GBA ROM required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/MinishCapRecomp"},{"label":"Project README and status/runtime notes","url":"https://github.com/mstan/MinishCapRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/MinishCapRecomp"},{"label":"Maintainer README (Windows x64 release and Windows build prerequisites)","url":"https://github.com/mstan/MinishCapRecomp#readme"},{"label":"Maintainer GitHub releases","url":"https://github.com/mstan/MinishCapRecomp/releases"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/MinishCapRecomp/main/README.md"}],"media":[],"links":[{"kind":"release","label":"The Minish Cap Recomp releases","url":"https://github.com/mstan/MinishCapRecomp/releases","source_url":"https://github.com/mstan/MinishCapRecomp","notes":"README links the project releases."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":783349,"Python":511548,"CMake":21353,"PowerShell":12974,"Shell":4927},"source_url":"https://api.github.com/repos/mstan/MinishCapRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 783,349 bytes of C++ out of 1,334,151 measured source bytes (58.7%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"minish-cap-aleks-ultimate-nx","title":"The Minish Cap — Alek’s Ultimate NX Edition","game":"The Legend of Zelda: The Minish Cap","platform":"Game Boy Advance → Nintendo Switch homebrew","kind":"Decompilation","status":"Version 1.5.1; the maintainer reports completing the game from the beginning through the final credits on Switch hardware. This is a feature-rich derivative edition built on the existing native port and decompilation, not a new decompilation; the README cautions that the playthrough report is not a promise of zero bugs.","summary":"Switch-focused edition of the native Minish Cap port built on the open-source decompilation. Adds dual/flip-screen layouts, touchscreen and controller interaction, RetroAchievements, multilingual port UI, and Switch-specific quality-of-life features.","project_url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition","updated":"2026-10-15","strategy":"Decompilation-based native Switch port with a custom interface and quality-of-life features","language":"","source_available":"Public source repository and Switch NRO releases; no ROM or copyrighted game data is included. Users supply their own legally obtained USA GBA ROM.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo Switch homebrew edition","target_type":"Game","sources":[{"label":"Alek’s Ultimate NX README: lineage, native Switch features, and completion caveat","url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition#readme"},{"label":"v1.5.1 release","url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition/releases/tag/v1.5.1"},{"label":"Underlying Minish Cap decompilation and native ports","url":"https://github.com/HayatoG/tmc"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"oracle-of-ages-the-oracles-project-nx","title":"The Oracles Project NX — Oracle of Ages","game":"The Legend of Zelda: Oracle of Ages","platform":"Game Boy Color → Nintendo Switch homebrew (.nro)","kind":"Emulator","status":"The maintainer published release 1.1.0 on 2026-10-16; the current changelog marks 1.2.0 as unreleased. The README requires a user-supplied U.S. ROM and says an optional European ROM supplies alternate language text. It runs the unmodified game through an mGBA or SameBoy core; no game files are included.","summary":"Nintendo Switch homebrew frontend port of The Oracles Project for Oracle of Ages. The original Game Boy Color ROM runs unchanged in an mGBA or SameBoy emulator core, with a native Switch host for faithful or widescreen display, gameplay options, language text from an optional European ROM, mods, save states, and remappable controls. This is distinct from the catalog’s existing native C decompilation-based Switch port.","project_url":"https://github.com/toniisound/The-Oracles-Project-NX","updated":"2026-10-16","strategy":"Unmodified Game Boy Color ROM emulation via mGBA or SameBoy within a native Nintendo Switch homebrew frontend.","language":"","source_available":"Public MIT source and a Switch .nro release. No game files are included; the user supplies the U.S. game ROM, with a European ROM optional for translated text.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific Nintendo Switch emulator-core frontend","target_type":"Game","sources":[{"label":"Reddit discovery lead and maintainer release post in r/decomps (2026-10-16); status checked against the canonical repository and release","url":"https://www.reddit.com/r/decomps/comments/1x78sbu/release_the_oracles_project_nx_110_oracle_of_ages/"},{"label":"Maintainer README: Switch port, ROM/core method, requirements, license, and supported features","url":"https://github.com/toniisound/the-oracles-project-nx#readme"},{"label":"GitHub release 1.1.0, published 2026-10-16","url":"https://github.com/toniisound/the-oracles-project-nx/releases/tag/1.1.0"},{"label":"Upstream The Oracles Project that this Switch repository ports","url":"https://github.com/thibautbus/top"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/toniisound/the-oracles-project-nx/languages"},{"label":"Current primary README","url":"https://github.com/toniisound/The-Oracles-Project-NX/blob/switch/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/toniisound/The-Oracles-Project-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/toniisound/The-Oracles-Project-NX/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/toniisound/The-Oracles-Project-NX/releases/tag/1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4139186,"Python":168758,"CMake":62308,"Lua":33416,"Shell":18718,"Java":18368,"Objective-C":4184,"Makefile":1466},"source_url":"https://api.github.com/repos/toniisound/The-Oracles-Project-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"oracle-of-seasons-the-oracles-project-nx","title":"The Oracles Project NX — Oracle of Seasons","game":"The Legend of Zelda: Oracle of Seasons","platform":"Game Boy Color → Nintendo Switch homebrew (.nro)","kind":"Emulator","status":"The maintainer published release 1.1.0 on 2026-10-16; the current changelog marks 1.2.0 as unreleased. The README requires a user-supplied U.S. ROM and says an optional European ROM supplies alternate language text. It runs the unmodified game through an mGBA or SameBoy core; no game files are included.","summary":"Nintendo Switch homebrew frontend port of The Oracles Project for Oracle of Seasons. The original Game Boy Color ROM runs unchanged in an mGBA or SameBoy emulator core, with a native Switch host for faithful or widescreen display, gameplay options, language text from an optional European ROM, mods, save states, and remappable controls. This is distinct from the catalog’s existing native C decompilation-based Switch port.","project_url":"https://github.com/toniisound/The-Oracles-Project-NX","updated":"2026-10-16","strategy":"Unmodified Game Boy Color ROM emulation via mGBA or SameBoy within a native Nintendo Switch homebrew frontend.","language":"","source_available":"Public MIT source and a Switch .nro release. No game files are included; the user supplies the U.S. game ROM, with a European ROM optional for translated text.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Game-specific Nintendo Switch emulator-core frontend","target_type":"Game","sources":[{"label":"Reddit discovery lead and maintainer release post in r/decomps (2026-10-16); status checked against the canonical repository and release","url":"https://www.reddit.com/r/decomps/comments/1x78sbu/release_the_oracles_project_nx_110_oracle_of_ages/"},{"label":"Maintainer README: Switch port, ROM/core method, requirements, license, and supported features","url":"https://github.com/toniisound/the-oracles-project-nx#readme"},{"label":"GitHub release 1.1.0, published 2026-10-16","url":"https://github.com/toniisound/the-oracles-project-nx/releases/tag/1.1.0"},{"label":"Upstream The Oracles Project that this Switch repository ports","url":"https://github.com/thibautbus/top"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/toniisound/the-oracles-project-nx/languages"},{"label":"Current primary README","url":"https://github.com/toniisound/The-Oracles-Project-NX/blob/switch/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/toniisound/The-Oracles-Project-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/toniisound/The-Oracles-Project-NX/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/toniisound/The-Oracles-Project-NX/releases/tag/1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4139186,"Python":168758,"CMake":62308,"Lua":33416,"Shell":18718,"Java":18368,"Objective-C":4184,"Makefile":1466},"source_url":"https://api.github.com/repos/toniisound/The-Oracles-Project-NX/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rhapsody-zephyr-remastered-multilingual","title":"The Rhapsody of Zephyr Remastered Multilingual Patch","game":"The Rhapsody of Zephyr Remastered","platform":"PC (Steam; Windows 10/11 x64 patcher)","kind":"Fan Localization","status":"Active; v0.5.5 released 2026-10-03 for Steam App 5099430 build 25674418. The maintainer says English text continues to receive corrections and not all branches have received line-by-line human acceptance.","summary":"Unofficial Simplified Chinese, Traditional Chinese, and English patch for the Steam remaster. It updates text, key story-animation lettering, fonts, and layout, with a language-selecting Windows installer that validates game resources and supports rollback. The English is AI-assisted from the Simplified Chinese version and is still being proofread; Traditional Chinese is converted from Simplified Chinese and is not fully regionally polished.","project_url":"https://github.com/wanjizheng/zephyr-remastered-multilingual","updated":"2026-10-03","strategy":"Fan translation and localization patch","language":"Simplified Chinese, Traditional Chinese, English","source_available":"Public MIT tool source and release ZIP with patcher and localization payload; requires a purchased Steam game and does not provide the game.","first_found":"2026-10-15","project_started":"2026-09-20","programming_language":"C#","subtype":"Steam remaster multilingual fan localization","target_type":"Game","sources":[{"label":"Maintainer README: languages, supported Steam build, install process, and localization caveats","url":"https://github.com/wanjizheng/zephyr-remastered-multilingual#readme"},{"label":"v0.5.5 release","url":"https://github.com/wanjizheng/zephyr-remastered-multilingual/releases/tag/v0.5.5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":93654,"Python":75263,"PowerShell":5319},"source_url":"https://api.github.com/repos/wanjizheng/zephyr-remastered-multilingual/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/wanjizheng/zephyr-remastered-multilingual reports 93,654 bytes of C#, the largest language total (53.8% of 174,236 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sacred-stones-android-recomp","title":"The Sacred Stones Android Recompilation","game":"Fire Emblem: The Sacred Stones","platform":"Game Boy Advance → Windows x64 and Android 9+ (ARM64)","kind":"Recompilation","status":"Playable Android APK release; maintainer reports play/save testing on Pixel 9 Pro, Xiaomi Pad 5, and AYN Thor. Full-campaign completion is not claimed.","summary":"Android ARM64 static recompilation of the GBA game with touch and controller input. The maintainer reports game play and save/load testing on three named devices; the project does not claim the full campaign has been verified.","project_url":"https://github.com/Lordingard/SacredStonesRecomp","updated":"2026-10-15","strategy":"Static recompilation to native ARM64 with Android app integration","language":"","source_available":"Public source repository and Windows/Android release packages; the game ROM, GBA BIOS, and generated ROM-derived code are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"GBA recompilation with Android ARM64 target","target_type":"Game","sources":[{"label":"Project README: Android build, controls, and device tests","url":"https://github.com/Lordingard/SacredStonesRecomp"},{"label":"Android releases","url":"https://github.com/Lordingard/SacredStonesRecomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Lordingard/SacredStonesRecomp"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/Lordingard/SacredStonesRecomp/blob/main/README.md"},{"label":"GitHub Languages API — PowerShell: 75,262 bytes (51.52% of 146,088 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/Lordingard/SacredStonesRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"Assembly":156,"C++":42164,"CMake":12012,"Java":16494,"PowerShell":75262},"source_url":"https://api.github.com/repos/Lordingard/SacredStonesRecomp/languages","evidence":"PowerShell: 75,262 bytes (51.52% of 146,088 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"haruhi-chokuretsu-nds-english","title":"The Series of Haruhi Suzumiya English Patch","game":"Suzumiya Haruhi no Chokuretsu (The Series of Haruhi Suzumiya)","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete; v1.0.0 released 2026-01-01","summary":"Complete English patch for the Japanese DS game, with a public xdelta release and a separate build repository containing scripts and assembly source. The project page reports all five episodes playable in English.","project_url":"https://github.com/haroohie-club/ChokuretsuTranslationRelease","updated":"2026-01-01","strategy":"Fan translation patch","language":"English","source_available":"Public xdelta release and build source; translation strings/assets repositories are private","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Text and graphics localization","target_type":"Game","sources":[{"label":"Public release repository","url":"https://github.com/haroohie-club/ChokuretsuTranslationRelease"},{"label":"Build repository and exact ROM/build instructions","url":"https://github.com/haroohie-club/ChokuretsuTranslationBuild"},{"label":"Release status, compatibility and changelog","url":"https://www.gamebrew.org/wiki/The_Series_of_Haruhi_Suzumiya_English_Fan_Translation"},{"label":"AGT announcement dated 2026-01-01","url":"https://agtteam.net/blog/2026-01-01-chokuretsu-patch-published/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":22477,"C":13675,"Linker Script":620,"Makefile":15196,"PowerShell":10023,"RPC":13783,"Shell":230},"source_url":"https://api.github.com/repos/haroohie-club/ChokuretsuTranslationBuild/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 22,477 bytes. The linked maintainer build repository says it contains the build scripts and assembly for this translation patch; API totals include the build/tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"shining-force-iii-translation","title":"The Shining Force III Translation Project","game":"Shining Force III","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s June 2026 report confirms V25.1 remains current while V26 planning has begun. The project progress matrix marks all Scenario 1 chapters complete; Scenario 2 chapters 1–4 complete and chapters 5–6 in beta; Scenario 3 playable, and the Premium Disc playable but still in beta. Translation work remains in progress.","summary":"The maintainer's June 2026 report confirms V25.1 remains current while V26 planning has begun. Scenario 2 sections that needed re-review are finished and being incorporated; the team also continues the separate World Book translation.","project_url":"https://sf3trans.shiningforcecentral.com/faq/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Sega Saturn fan translation","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://sf3trans.shiningforcecentral.com/faq/"},{"label":"Maintainer Progress Report June 2026: V25.1 current and V26 planning","url":"https://sf3trans.shiningforcecentral.com/2026/06/12/progress-report-june-2026/"},{"label":"Official translation progress matrix: scenario and chapter completion status","url":"https://sf3trans.shiningforcecentral.com/progress/"}],"media":[{"kind":"video","label":"How-to tutorial for patching and emulating the Shining Force III Translation Project (third-party video)","url":"https://www.youtube.com/watch?v=ZUbFphCpxfo","preview_url":"https://img.youtube.com/vi/ZUbFphCpxfo/hqdefault.jpg","source_url":"https://www.youtube.com/watch?v=ZUbFphCpxfo","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://sf3trans.shiningforcecentral.com/faq/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"simpsons-arcade-ps3-recomp","title":"The Simpsons Arcade Game PS3 Recompilation","game":"The Simpsons Arcade Game (PS3 PSN release, NPUB30563)","platform":"PlayStation 3 PSN → Windows x64","kind":"Recompilation","status":"Playable from the intro and menus through Stage 1 onward, with keyboard/pad input, saving, and audio. The README reports a two-player same-machine co-op test via psnr; later stages and four-player coverage are not fully validated.","summary":"A separate static recompilation of the PS3 PSN release into a native PC executable using ps3recomp. This is distinct from the cataloged Xbox 360 XBLA release; users supply their own PS3 package and assets.","project_url":"https://github.com/sp00nznet/simpsonsarcade-ps3","updated":"2026-10-15","strategy":"Static PS3 PPU/SPU recompilation to native Windows code","language":"","source_available":"Public source repository; requires the user's own PS3 PSN package and game files; no game code or assets are distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 3 game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: PS3 PSN title ID, playable scope, and online test","url":"https://github.com/sp00nznet/simpsonsarcade-ps3#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/simpsonsarcade-ps3/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4242,"CMake":4050,"PowerShell":3830,"Shell":2439},"source_url":"https://api.github.com/repos/sp00nznet/simpsonsarcade-ps3/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sp00nznet/simpsonsarcade-ps3 reports 4,242 bytes of C, the largest language total (29.1% of 14,561 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"simpsons-arcade-xbla-recomp","title":"The Simpsons Arcade Game XBLA Recompilation","game":"The Simpsons Arcade Game","platform":"Xbox 360 XBLA → Windows","kind":"Recompilation","status":"Early project; static recompilation project documented","summary":"Recompiles the 2012 Xbox Live Arcade binary of the 1991 arcade game to native PC using XenonRecomp.","project_url":"https://github.com/sp00nznet/simpsonsarcade","updated":"2026-10-14","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/simpsonsarcade"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/simpsonsarcade"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":167124,"Python":82146,"CMake":6166,"C":283},"source_url":"https://api.github.com/repos/sp00nznet/simpsonsarcade/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C++ (167,124 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"simpsons-game-nds-decomp","title":"The Simpsons Game (Nintendo DS USA) Decompilation","game":"The Simpsons Game (Nintendo DS USA)","platform":"Nintendo DS (USA build, product code YSZE)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2779/8969 functions matched (7.52% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of The Simpsons Game (Nintendo DS USA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/simpsons-game-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/simpsons-game-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/simpsons-game-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1412330,"Python":326133},"source_url":"https://api.github.com/repos/liolu/simpsons-game-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-game-xbox360-pc-recomp","title":"The Simpsons Game (Xbox 360) Recompiled","game":"The Simpsons Game (2007)","platform":"Xbox 360 → Windows / Linux / Steam Deck","kind":"Recompilation","status":"v0.0.6.5 release; README calls it playable on listed hosts and notes Windows is less tested.","summary":"Static PowerPC-to-C++ recompilation with ReXGlue runtime services. This is separate from the cataloged Switch-target project.","project_url":"https://github.com/YesterMester/TheSimpsonsGameRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/YesterMester/TheSimpsonsGameRecomp#readme"},{"label":"Latest project release (v0.0.6.5)","url":"https://github.com/YesterMester/TheSimpsonsGameRecomp/releases/tag/v0.0.6.5"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/YesterMester/TheSimpsonsGameRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/YesterMester/TheSimpsonsGameRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":223389890,"C":13349512,"Assembly":304693,"Python":257101,"CMake":109000,"HTML":91282,"GLSL":86680,"Shell":36606,"PowerShell":20545,"HLSL":6177,"Pawn":1111,"SourcePawn":967,"Batchfile":60},"source_url":"https://api.github.com/repos/YesterMester/TheSimpsonsGameRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"simpsons-game-android-static-recomp","title":"The Simpsons Game Experimental Android Static Recompilation","game":"The Simpsons Game (Xbox 360 version; exact executable build is locally hash-checked by the project)","platform":"Xbox 360 → native Android ARM64 (Android 8+ and Vulkan 1.1); tested on Samsung Galaxy S25 Ultra (SM-S938B, Adreno 830)","kind":"Recompilation","status":"Experimental v0.3.0 was published 2026-10-09. The maintainer reports a real-device boot to the title screen and animated introduction on a Galaxy S25 Ultra, with recompiled code executing through the title and intro. Gameplay is explicitly NOT STARTED in the current-status log; menu options, game audio quality, broader GPU support and performance are unverified. The published APK is a signed experimental debug build, not a production-signed release. User-supplied Xbox 360 game files are required.","summary":"Android ARM64 bring-up for the Xbox 360 game using statically recompiled title code, ReXGlue, SDL3 and Vulkan 1.1. The APK has reached a real-device title and intro but has not reached gameplay, so this is early port groundwork rather than a playable-game claim. The user imports their own extracted game files; game executables, EA assets and external driver binaries are omitted.","project_url":"https://github.com/codepdbh/the-simpsons-game-android","updated":"2026-10-09","strategy":"Static recompilation of Xbox 360 PowerPC code with an Android ARM64 ReXGlue host, SDL3 frontend and Vulkan 1.1 renderer.","language":"","source_available":"Public GPL-3.0 source and experimental debug APK release; proprietary game files/assets and optional external GPU driver binaries are excluded. A locally tested executable hash is required.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Xbox 360 static recompilation Android port groundwork; real-device title/intro only","target_type":"Game","sources":[{"label":"Maintainer README: Android method, release/device claim, minimum requirements, game-data policy and experimental status","url":"https://github.com/codepdbh/the-simpsons-game-android"},{"label":"Official v0.3.0 Experimental release (2026-10-09)","url":"https://github.com/codepdbh/the-simpsons-game-android/releases/tag/v0.3.0-experimental"},{"label":"Current-status log: gameplay NOT STARTED and Galaxy S25 Ultra verification limits","url":"https://github.com/codepdbh/the-simpsons-game-android/blob/main/docs/current-status.md"},{"label":"Device compatibility matrix: title/menu/gameplay state by tested device","url":"https://github.com/codepdbh/the-simpsons-game-android/blob/main/docs/device-compatibility.md"},{"label":"Experimental runtime notes: XEX hash, title and intro evidence, no game files in APK","url":"https://github.com/codepdbh/the-simpsons-game-android/blob/main/docs/experimental-runtime.md"},{"label":"GPL-3.0 repository license and third-party notices","url":"https://github.com/codepdbh/the-simpsons-game-android/blob/main/LICENSE"},{"label":"GitHub repository metadata: latest push and license classifier","url":"https://api.github.com/repos/codepdbh/the-simpsons-game-android"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/codepdbh/the-simpsons-game-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":47487,"C++":36666,"PowerShell":4389,"CMake":3842,"Shell":420,"C":287},"source_url":"https://api.github.com/repos/codepdbh/the-simpsons-game-android/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Java is the largest bucket at 47,487 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-game-switch-recomp","title":"The Simpsons Game Switch Recompilation","game":"The Simpsons Game","platform":"Xbox 360 → Nintendo Switch","kind":"Recompilation","status":"Early build with limited progress; requires the specified US retail XEX.","summary":"Static recompilation of the Xbox 360 release for Switch with Vulkan/NVK.","project_url":"https://github.com/R-drg/the-simpsons-game-nx","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/R-drg/the-simpsons-game-nx"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/R-drg/the-simpsons-game-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":559630,"GLSL":75971,"C":19583,"Python":18632,"CMake":11229,"Shell":2354,"Dockerfile":157},"source_url":"https://api.github.com/repos/R-drg/the-simpsons-game-nx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/R-drg/the-simpsons-game-nx reports 559,630 bytes of C++, the largest language total (81.4% of 687,556 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"simpsons-game-xbox360-windows-powerpc-recomp-port","title":"The Simpsons Game Xbox 360 PowerPC-to-C++ Windows Port (portingpete)","game":"The Simpsons Game (Xbox 360 version)","platform":"Xbox 360 (PowerPC, US title 45410809) → Windows x64 (D3D11; optional Vulkan)","kind":"Recompilation","status":"The project README (Oct 16) says all levels load; full gameplay progression, stability, visual fidelity, and performance remain under testing. No ready-to-play executable or original game is included in the source snapshot.","summary":"An independently maintained Xbox 360-to-Windows static recompilation project, separate from the cataloged ReXGlue-based port. It includes a native D3D11 renderer and an optional Vulkan renderer, with the user supplying supported retail game files.","project_url":"https://github.com/portingpete/the-simpsons-recomp","updated":"2026-10-16","strategy":"Offline PowerPC-to-C++ static recompilation with handwritten platform services and native graphics/audio runtime","language":"","source_available":"Public source and build tools; no game executable or data in the repository. Requires user-supplied retail game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Static recompilation; independent native PC port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/portingpete/the-simpsons-recomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/portingpete/the-simpsons-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":19970322,"C":4808830,"Python":3334830,"CMake":251910,"HLSL":83747,"PowerShell":4220,"Batchfile":1619},"source_url":"https://api.github.com/repos/portingpete/the-simpsons-recomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C++, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-hit-and-run-android-port","title":"The Simpsons: Hit & Run Android Port","game":"The Simpsons: Hit & Run (Windows PC version)","platform":"Windows PC → Android 7.0+; CPU ABI not stated","kind":"Reimplementation","status":"The latest release found is v0.93. The maintainer reports the story mode playable from start to finish, cutscenes, touch controls, external controllers, and 60 FPS with VSync. Android 7.0+ is stated; a Vivo Y01 is named as a playable reference device, with Helio P35/PowerVR Rogue GE8320 and 3 GB RAM given as a performance reference. The README does not specify APK ABI support.","summary":"Community Android port based on the ZenoArrows Switch/Vita port lineage, with native touch controls and an in-game layout editor. The repository contains no game assets; users supply files from their own PC copy. The maintainer's README reports a full story-mode playthrough and testing on a Vivo Y01.","project_url":"https://github.com/Carlox33/The-Simpsons-Hit-and-Run-Android","updated":"2026-08-05","strategy":"Android source port derived from the community's earlier Switch and PlayStation Vita port work, with Android-specific touch input and packaging.","language":"","source_available":"Public source and v0.93 Android release; no game assets are included, and the user must provide the PC game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Touch-enabled Android port; Android 7.0+; tested on a Vivo Y01; ABI not stated","target_type":"Game","sources":[{"label":"Maintainer README: PC-data requirement, touch support, Android floor, and device test","url":"https://github.com/Carlox33/The-Simpsons-Hit-and-Run-Android"},{"label":"Latest v0.93 Android release","url":"https://github.com/Carlox33/The-Simpsons-Hit-and-Run-Android/releases/tag/v0.93"},{"label":"Installation guide and PC game-data setup","url":"https://github.com/Carlox33/The-Simpsons-Hit-and-Run-Android/blob/master/INSTALLATION.md"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/Carlox33/The-Simpsons-Hit-and-Run-Android/languages"},{"label":"Project repository latest recorded commit (2026-08-05): Corregido readme documentacion","url":"https://github.com/Carlox33/The-Simpsons-Hit-and-Run-Android/commit/7f6df5fe273cc61f6de98aca1dbd4dd10f97c5d7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":6209541,"Awk":1912,"Batchfile":15862,"C":115742699,"C#":3707,"C++":35300689,"CMake":929993,"CSS":15530,"Cuda":89287,"DIGITAL Command Language":3785,"GLSL":77031,"HLSL":57625,"HTML":15235,"Java":867721,"JavaScript":22595,"Lua":2922,"M4":331030,"Makefile":1053383,"Meson":894,"Metal":28056,"Module Management System":1162,"Objective-C":1880844,"Pascal":34771,"Perl":452924,"Python":397836,"Roff":118621,"Ruby":1462,"Shell":498463,"SmPL":65485,"Starlark":737,"Swift":612,"Verilog":638,"WebAssembly":2077},"source_url":"https://api.github.com/repos/Carlox33/The-Simpsons-Hit-and-Run-Android/languages","evidence":"GitHub's official Languages REST endpoint reports 115,742,699 bytes of C as the largest total (70.5% of 164,225,129 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-hit-and-run-ios-port","title":"The Simpsons: Hit & Run iOS Port","game":"The Simpsons: Hit & Run (Windows PC version)","platform":"Windows PC → iOS/iPadOS 15.0+ ARM64; fresh-install launch not verified","kind":"Reimplementation","status":"The latest release found is v0.1.0, which provides an unsigned IPA. The maintainer reports a device build signed and sideloaded to a real iPhone with user assets injected, but says a fresh launch is not verified and identifies a missing launch-screen storyboard as a likely startup failure. The touch HUD fixes have not been rechecked on device, performance is unmeasured, and the author has handed the project off.","summary":"iPhone/iPad retarget of the community tvOS port, incorporating the touch-control subsystem from the separate Android port. The repository has an iOS 15 deployment target and produces an unsigned IPA. It contains no game data; the user must extract assets from a legally owned PC copy. The current build is a bring-up project, not a confirmed playable iOS release.","project_url":"https://github.com/zmodelerlover/shr-ios-port","updated":"2026-07-26","strategy":"Retarget the community tvOS source port to iOS/iPadOS and reuse the Android sibling's touch-control subsystem.","language":"","source_available":"Public source and v0.1.0 unsigned IPA release; users must inject their own PC game assets. A Mac with Xcode is needed for local signing/build work.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Touch-enabled iOS/iPadOS ARM64 bring-up; deployment target 15.0; launch and gameplay remain unverified","target_type":"Game","sources":[{"label":"Maintainer README: project lineage, iOS target, device status, and handoff state","url":"https://github.com/zmodelerlover/shr-ios-port"},{"label":"Latest v0.1.0 unsigned IPA release","url":"https://github.com/zmodelerlover/shr-ios-port/releases/tag/v0.1.0"},{"label":"Asset injection guide for user-owned PC game data","url":"https://github.com/zmodelerlover/shr-ios-port/blob/main/ASSET-INJECTION-GUIDE.md"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/zmodelerlover/shr-ios-port/languages"},{"label":"Project repository latest recorded commit (2026-07-26): docs: add asset injection guide for the unsigned .ipa release","url":"https://github.com/zmodelerlover/shr-ios-port/commit/beb96efcf00d479997c5de2fa4a8562f5f6d302a"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":17042,"Batchfile":1723,"C":1311081,"C++":26805555,"GLSL":25357,"Lua":24118,"Makefile":262,"Objective-C++":19226},"source_url":"https://api.github.com/repos/zmodelerlover/shr-ios-port/languages","evidence":"GitHub's official Languages REST endpoint reports 26,805,555 bytes of C++ as the largest total (95.0% of 28,204,364 recognized language bytes) for the complete repository. The full repository byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-hit-and-run-ps3-source-port","title":"The Simpsons: Hit & Run PS3 Source Port","game":"The Simpsons: Hit & Run","platform":"Multi-platform original game source → PlayStation 3 homebrew (RPCS3-tested)","kind":"Reimplementation","status":"The README reports the PS3 build boots to the front end at 60 FPS under RPCS3, with glyph spacing still incorrect and Vulkan currently rendering nothing. It labels the PS3 build in development.","summary":"A source-level PlayStation 3 port of The Simpsons: Hit & Run, with PS3 SDK stubs and build scripts in a public source tree. It is separate from the game’s Windows/Xbox/GameCube builds and does not include game assets.","project_url":"https://github.com/sp00nznet/simpsonshnr","updated":"2026-10-16","strategy":"Source-level PS3 port with platform SDK stubs and build scripts","language":"","source_available":"Public source-only repository. README excludes game assets, vendor SDKs and build products; PS3 build requires the Cell SDK/toolchain.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS3 port from a public source tree; requires external Cell SDK and game assets","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/simpsonshnr"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/sp00nznet/simpsonshnr#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/sp00nznet/simpsonshnr"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://api.github.com/repos/sp00nznet/simpsonshnr","evidence":"The official GitHub repository metadata endpoint reports language='C++'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-hit-and-run-switch-vita-source-port","title":"The Simpsons: Hit & Run Switch / Vita Source Port","game":"The Simpsons: Hit & Run (2003)","platform":"Windows PC source/assets → Nintendo Switch and PlayStation Vita homebrew","kind":"Reimplementation","status":"The README says the full game should be playable, including the bonus-mode local multiplayer, but the port is incomplete with glitches and missing visual effects. Latest GitHub release is v0.6.1 (2024-07-22); repository activity continued through 2026-09-04.","summary":"A Switch NRO and Vita VPK port using the game’s source code and user-provided PC release assets. The repository does not supply the commercial assets.","project_url":"https://github.com/ZenoArrows/The-Simpsons-Hit-and-Run","updated":"2026-09-04","strategy":"Native C++ source port from leaked 2003 game source; uses assets from the official PC release, not the source leak; no static recompilation","language":"","source_available":"Public source port. The README explicitly requires assets from an official PC copy and warns against using leaked source-tree assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dual-target console port in one repository; fork lineage noted","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/ZenoArrows/The-Simpsons-Hit-and-Run"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/ZenoArrows/The-Simpsons-Hit-and-Run/blob/master/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/ZenoArrows/The-Simpsons-Hit-and-Run"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/ZenoArrows/The-Simpsons-Hit-and-Run/languages"},{"label":"Latest release v0.6.1","url":"https://github.com/ZenoArrows/The-Simpsons-Hit-and-Run/releases/tag/v0.6.1"},{"label":"Upstream repository identified by GitHub fork metadata","url":"https://github.com/Svxy/The-Simpsons-Hit-and-Run"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":26304204,"C":1487184,"CMake":46380,"GLSL":25357,"Assembly":17042,"Batchfile":2632,"Makefile":262},"source_url":"https://api.github.com/repos/ZenoArrows/The-Simpsons-Hit-and-Run/languages","evidence":"GitHub's official Languages API reports C++: 26,304,204 bytes, C: 1,487,184 bytes, CMake: 46,380 bytes, GLSL: 25,357 bytes, Assembly: 17,042 bytes, Batchfile: 2,632 bytes, Makefile: 262 bytes. C++ is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"simpsons-hit-run-xbox-series-uwp-port","title":"The Simpsons: Hit & Run Xbox Series UWP Port","game":"The Simpsons: Hit & Run (2003)","platform":"Windows PC source project → Xbox Series S|X UWP (Developer Mode); Xbox One is unsupported","kind":"Reimplementation","status":"The latest GitHub release is `SRR2-ReleaseUwp-x64-2025.02.25-04.36.26-96be5c1` (2025-02-25). The README says the game runs on Xbox Series S|X and that Xbox One is unsupported and will crash; memory corruption remains a listed bug. GitHub's latest push date is 2026-07-06.","summary":"A C++20/x64 source project with a UWP build and Xbox Series S|X installation instructions. The README reports the Series S|X target as working, lists Xbox One as unsupported, and records memory corruption as a known bug; it does not claim a complete playthrough.","project_url":"https://github.com/3UR/Simpsons-Hit-Run","updated":"2026-10-16","strategy":"C++ source port adapted for UWP; the README does not describe a binary recompilation pipeline","language":"","source_available":"Public C++ source and an Xbox UWP release. GitHub identifies GPL-3.0, while the README separately bars commercial redistribution of the project and builds; original game IP remains with its rights holders, and the README does not document an asset-distribution method.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox Series S|X UWP source port","target_type":"Game","sources":[{"label":"Project README, platform support, and known bugs","url":"https://github.com/3UR/Simpsons-Hit-Run/blob/main/README.md"},{"label":"Latest GitHub release","url":"https://github.com/3UR/Simpsons-Hit-Run/releases/tag/SRR2-ReleaseUwp-x64-2025.02.25-04.36.26-96be5c1"},{"label":"Repository LICENSE (GPL version 3)","url":"https://github.com/3UR/Simpsons-Hit-Run/blob/main/LICENSE"},{"label":"GitHub repository metadata (activity and license field)","url":"https://api.github.com/repos/3UR/Simpsons-Hit-Run"},{"label":"GitHub repository language API","url":"https://api.github.com/repos/3UR/Simpsons-Hit-Run/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":24690493,"C":898784,"Assembly":22279,"Batchfile":1216,"Makefile":262},"source_url":"https://api.github.com/repos/3UR/Simpsons-Hit-Run/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tsto-desktop-static-recomp","title":"The Simpsons: Tapped Out Desktop Static Recompilation","game":"The Simpsons: Tapped Out (Android arm64-v8a client, 4.69.x)","platform":"Android ARM64 → native x86-64 Windows desktop (Linux/macOS builds are explicitly untested)","kind":"Recompilation","status":"The maintainer reports that the local-server workflow loads a new-player town and runs the first tutorial mission, advancing dialogue on input. The repository describes a seasonal precipitation layer that covers much of the town and a HUD that is not drawn; it has no GitHub release. EA servers closed in January 2025, so the project uses a local sidecar server.","summary":"A title-specific desktop port that statically lifts the Android client’s ARM64 Scorpio engine to C, replaces Android/Bionic/JNI services with the androidrecomp host, and uses SDL2/OpenGL. The user supplies the original Android APK and assets; a separate local server sidecar provides the now-required service responses. No game code or assets are committed.","project_url":"https://github.com/sp00nznet/tstorecomp","updated":"2026-09-14","strategy":"Static ARM64-to-C recompilation with Android/Bionic/JNI and graphics shims, a desktop SDL/OpenGL host, and a loopback game-service sidecar.","language":"","source_available":"MIT-licensed title-specific source and launcher. No proprietary game code, APK, art, save data, or EA binaries are included. The README says the separate server submodule has no declared license and is not vendored into the MIT repository.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Android-to-desktop game static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: method, tutorial status, Windows host, server dependency, asset requirement, and known issues","url":"https://github.com/sp00nznet/tstorecomp"},{"label":"Repository license and content policy","url":"https://github.com/sp00nznet/tstorecomp/blob/main/LICENSE"},{"label":"Separate local-server submodule; its repository has no detected license","url":"https://github.com/sp00nznet/tsto-springfield"},{"label":"GitHub metadata: creation, latest push, and license classifier","url":"https://api.github.com/repos/sp00nznet/tstorecomp"},{"label":"GitHub Releases; none listed when checked 2026-10-16","url":"https://github.com/sp00nznet/tstorecomp/releases"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/sp00nznet/tstorecomp/languages"},{"label":"Shared static-lifting/runtime toolkit","url":"https://github.com/sp00nznet/androidrecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":14748,"CMake":497},"source_url":"https://api.github.com/repos/sp00nznet/tstorecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 14,748 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"sims-3-nintendo-ds-decomp-scaffold","title":"The Sims 3 Nintendo DS Decompilation Scaffold","game":"The Sims 3 (Nintendo DS, USA NDSi Enhanced)","platform":"Nintendo DS","kind":"Decompilation","status":"Early toolchain-validation scaffold; README says the source is still skeleton code and the generated ROM is not playable.","summary":"Exploratory decompilation/build scaffold for USA `VS3E`; currently measures layout/toolchain matching rather than reconstructed game logic.","project_url":"https://github.com/luispolis124/OpenTS3-DS","updated":"2026-10-16","strategy":"Early decompilation scaffold","language":"","source_available":"Repository; user-provided ROM required; no ROM or extracted game code included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/luispolis124/OpenTS3-DS"},{"label":"Maintainer README and project status","url":"https://github.com/luispolis124/OpenTS3-DS/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":53093,"C":41789,"Linker Script":10333,"Makefile":8114,"Assembly":3878},"source_url":"https://api.github.com/repos/luispolis124/OpenTS3-DS/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ipod-click-wheel-sims-bowling-recomp","title":"The Sims Bowling iPod Click Wheel Recompilation","game":"The Sims Bowling","platform":"Apple iPod Click Wheel → Windows, macOS, Linux","kind":"Recompilation","status":"Playable on the listed host platforms; v1.0.1 (2026-09-06). Mini Golf is furthest along and is the only title with no machine-translated code remaining; the other five still use generated translations.","summary":"One of six recovered iPod Click Wheel games translated from iPod ARM code into C++ for modern platforms. Each game requires its own decrypted user-owned files.","project_url":"https://github.com/DogParty/iPodClickWheelRecomps","updated":"2026-10-15","strategy":"ARM binary translation and recompilation into C++ with a shared native runtime.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Arm binary translation and recompilation into c++ with a shared native runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/DogParty/iPodClickWheelRecomps"},{"label":"Verified release or build","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases/tag/v1.0.1"},{"label":"Project owner releases","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8188243,"C++":3129094,"Python":383662,"Shell":165212,"Objective-C++":151711,"CMake":147684,"HTML":26147,"Java":2078},"source_url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 8,188,243 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"sims-bustin-out-gamecube-decomp","title":"The Sims: Bustin' Out GameCube Decompilation","game":"The Sims: Bustin’ Out (GameCube USA)","platform":"Nintendo GameCube USA G4ME69 revision 0","kind":"Decompilation","status":"Work in progress. The README reports 6.24% whole-executable matching, with 11.43% of game-code functions matched at the time of its status table.","summary":"A matching GameCube decompilation targeting USA revision 0. It aims to rebuild an executable byte-identical to the disc using the original SN Systems ProDG toolchain; game assets and disc code are not included.","project_url":"https://github.com/daftblazer/bustin-out-decomp","updated":"2026-10-15","strategy":"Matching C/C++ decompilation using SN Systems ProDG for GameCube","language":"","source_available":"Public source repository; requires a user-supplied GameCube copy. The README identifies the target main.dol SHA-1 as 26f0bf319a5fd3ea3d3d86e6117fbc78e259231c.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"USA G4ME69 revision 0; original CodeWarrior is not the target toolchain","target_type":"Game","sources":[{"label":"Maintainer README: exact version, toolchain, source requirement, and matching progress","url":"https://github.com/daftblazer/bustin-out-decomp#readme"},{"label":"GitHub repository language statistics","url":"https://api.github.com/repos/daftblazer/bustin-out-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2319215,"C":817939,"Python":159200,"Shell":5928,"Linker Script":972},"source_url":"https://api.github.com/repos/daftblazer/bustin-out-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/daftblazer/bustin-out-decomp reports 2,319,215 bytes of C++, the largest language total (70.2% of 3,303,254 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"the-sims-bustin-out-gba-decomp","title":"The Sims: Bustin’ Out GBA Decompilation","game":"The Sims: Bustin’ Out (Game Boy Advance USA/Europe multilingual release)","platform":"Game Boy Advance USA/Europe → matching source reconstruction","kind":"Decompilation","status":"Work in progress and explicitly described as an AI-driven experiment. The README says the build matches the supplied ROM but most code regions remain copied from the dump; function boundaries are provisional and do not establish a complete game-code denominator.","summary":"A matching-decompilation experiment for the multilingual USA/Europe GBA release. The repository includes ROM-free checks and requires the user’s ROM to build.","project_url":"https://github.com/DaBrown95/tsbodp","updated":"2026-10-15","strategy":"AI-assisted matching C decompilation; ROM build checked byte-for-byte","language":"","source_available":"Public source repository; required ROM is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/DaBrown95/tsbodp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/DaBrown95/tsbodp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2062458,"Python":447096,"Assembly":6566,"Makefile":1312},"source_url":"https://api.github.com/repos/DaBrown95/tsbodp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/DaBrown95/tsbodp reports 2,062,458 bytes of C, the largest language total (81.9% of 2,517,432 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"spongebob-movie-gc-decomp","title":"The SpongeBob SquarePants Movie GameCube Decompilation","game":"The SpongeBob SquarePants Movie","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the NTSC GameCube target and states that game assets and assembly are excluded.","summary":"GameCube source decompilation project for The SpongeBob SquarePants Movie game.","project_url":"https://github.com/bfbbdecomp/tssm","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"NTSC GameCube target GGVE78","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/bfbbdecomp/tssm#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/bfbbdecomp/tssm"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/bfbbdecomp/tssm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13569592,"C":3090242,"Assembly":155910,"Python":126865,"Smarty":444},"source_url":"https://api.github.com/repos/bfbbdecomp/tssm/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/bfbbdecomp/tssm reports 13,569,592 bytes of C++, the largest language total (80.1% of 16,943,053 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"story-of-thor-2-saturn-ru","title":"The Story of Thor 2 Sega Saturn Russian Translation","game":"The Story of Thor 2","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s translation index lists Russian v1.3 dated 2017-03-31. The index identifies it as a completed translation; it does not provide a current hardware test matrix.","summary":"A Russian fan localization for the Sega Saturn version of The Story of Thor 2, listed as a completed release on the maintainer’s project index.","project_url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"Russian","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7","evidence":"Primary project page checked on 2026-10-16: The maintainer’s Sega Saturn translation index lists v1.3 and its release date; it does not publish source code, a language breakdown, or a code-language statement. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer’s Sega Saturn translation index lists v1.3 and its release date; it does not publish source code, a language breakdown, or a code-language statement. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"lord-of-the-rings-two-towers-xbox-recomp","title":"The Two Towers Recompiled","game":"The Lord of the Rings: The Two Towers (Xbox USA, 2002)","platform":"Original Xbox USA → Windows x64 / Linux x86-64; macOS x86-64 package via Rosetta (untested)","kind":"Recompilation","status":"v1.9.1 released 2026-10-15. The project says the game is fully playable, with known visual and high-frame-rate issues; it recommends 60 FPS. The macOS package has not been tested on a Mac.","summary":"Static recompilation of the USA Xbox game. Requires the user’s own disc image or extracted game files; no game data is included. Release packages are provided for Windows and Linux; macOS is an Intel x86-64 package (Apple Silicon requires Rosetta 2). Optional texture packs are separate.","project_url":"https://github.com/Gumpolas/TooTawersRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Original Xbox","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/Gumpolas/TooTawersRecomp#readme"},{"label":"Latest GitHub release (1.9.1, published 2026-10-15)","url":"https://github.com/Gumpolas/TooTawersRecomp/releases/tag/1.9.1"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/Gumpolas/TooTawersRecomp/languages"},{"label":"Current primary README","url":"https://github.com/Gumpolas/TooTawersRecomp/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/Gumpolas/TooTawersRecomp"},{"label":"Maintainer repository","url":"https://github.com/Gumpolas/TooTawersRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Gumpolas/TooTawersRecomp/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"typing-of-the-dead-ii-japanese-pc-en-partial","title":"The Typing of the Dead II Partial English Patch and Fixes","game":"The Typing of the Dead II","platform":"Windows PC (Japanese J edition)","kind":"Fan Localization","status":"Source script is public; no GitHub release is listed. The README limits its English translation to Level 1 main-menu descriptions and attract-mode tutorial hints; in-game typing prompts remain Japanese. The same script also provides font outlines and an optional dgVoodoo2 wrapper installer.","summary":"Japanese → English partial texture-text patch for the Japan-only Windows PC release The Typing of the Dead II. The Python script edits the user’s game installation in place with backup/restore support; it does not distribute game assets. The translation does not cover the actual typing prompts. Repository README and LICENSE specify MIT.","project_url":"https://github.com/ContinualDissapointment/typing-of-the-dead-2-fixes","updated":"2026-10-16","strategy":"Fan localization and PC compatibility fixes (partial translated texture strings)","language":"English","source_available":"Public MIT-licensed Python source script; requires the user’s legitimately owned Windows game.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows PC partial localization mod","target_type":"Game","sources":[{"label":"Maintainer README: J edition target, exact translated fields, incomplete coverage, backup behavior, and MIT license","url":"https://github.com/ContinualDissapointment/typing-of-the-dead-2-fixes/blob/main/README.md"},{"label":"MIT license file","url":"https://github.com/ContinualDissapointment/typing-of-the-dead-2-fixes/blob/main/LICENSE"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/ContinualDissapointment/typing-of-the-dead-2-fixes/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":48148},"source_url":"https://api.github.com/repos/ContinualDissapointment/typing-of-the-dead-2-fixes/languages","evidence":"Exact GitHub Languages API byte map; Python is the only category. The translation itself is Japanese → English and partial.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"urbz-sims-in-the-city-nds-decomp","title":"The Urbz: Sims in the City Nintendo DS Decompilation","game":"The Urbz: Sims in the City","platform":"Nintendo DS","kind":"Decompilation","status":"Early project for USA `ASIE`; README says source directory is empty and matched bytes remain zero while the compiler is being identified.","summary":"Nintendo DS decompilation project with checksum, extraction, and build workflow documented.","project_url":"https://github.com/baker339/urbz-re","updated":"2026-10-16","strategy":"Matching decompilation / early scaffold","language":"","source_available":"Repository; own USA ROM required.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/baker339/urbz-re"},{"label":"Maintainer README and project status","url":"https://github.com/baker339/urbz-re/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":19165,"HTML":9111,"C":2612},"source_url":"https://api.github.com/repos/baker339/urbz-re/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"urbz-sims-in-the-city-original-xbox-recomp","title":"The Urbz: Sims in the City Original Xbox Recompilation","game":"The Urbz: Sims in the City","platform":"Original Xbox (USA retail) → Windows 10/11 x64, Direct3D 12","kind":"Recompilation","status":"v0.1.0 release; README reports the recompiled executable boots and opens its window. XDK 5849 signatures and 15,942 translated functions are documented, but the README does not claim gameplay or campaign coverage.","summary":"A native Windows static recompilation of the USA Original Xbox release using XboxXBERecomp. The project supplies tools/configuration and a player executable; users must provide their own disc or extracted game files. It is more than a scaffold: the README reports a completed recompilation and booting window.","project_url":"https://github.com/abilliontokens/urbz-recomp","updated":"2026-10-16","strategy":"Original Xbox x86 XBE static recompilation into a native Windows x64 executable using XboxXBERecomp","language":"","source_available":"Public source and v0.1.0 Windows release; user supplies the USA retail Xbox disc/image or extracted files. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Original Xbox native PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/abilliontokens/urbz-recomp#readme"},{"label":"Maintainer release v0.1.0","url":"https://github.com/abilliontokens/urbz-recomp/releases/tag/v0.1.0"},{"label":"Maintainer's generated-function and boot-status report","url":"https://github.com/abilliontokens/urbz-recomp/blob/main/docs/status.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/abilliontokens/urbz-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":53880,"C++":29806,"Batchfile":5526,"PowerShell":2673,"CMake":1531},"source_url":"https://api.github.com/repos/abilliontokens/urbz-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/abilliontokens/urbz-recomp reports 53,880 bytes of Python, the largest language total (57.7% of 93,416 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wind-waker-decomp","title":"The Wind Waker Decompilation","game":"The Legend of Zelda: The Wind Waker","platform":"GameCube","kind":"Decompilation","status":"Work in progress; the README tracks GameCube DOL and REL code progress and requires an existing copy for local builds.","summary":"ZeldaRET work-in-progress decompilation supporting several regional releases.","project_url":"https://github.com/zeldaret/tww","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"GameCube DOL/REL source decompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/zeldaret/tww"},{"label":"Project README","url":"https://github.com/zeldaret/tww#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zeldaret/tww"}],"media":[{"kind":"image","label":"Objdiff comparison window linked in the project's decompilation guide","url":"https://raw.githubusercontent.com/zeldaret/tww/8b93b372dc8e841f12ddfb7e0215626f62b05417/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/zeldaret/tww/8b93b372dc8e841f12ddfb7e0215626f62b05417/assets/objdiff.png","source_url":"https://github.com/zeldaret/tww/blob/8b93b372dc8e841f12ddfb7e0215626f62b05417/README.md","discovered_on":"2026-10-16"}],"links":[{"kind":"docs","label":"Wind Waker decompilation guide","url":"https://github.com/zeldaret/tww/blob/main/docs/decompiling.md","source_url":"https://github.com/zeldaret/tww","notes":"README links the decompilation guide."},{"kind":"docs","label":"Wind Waker coding guidelines","url":"https://github.com/zeldaret/tww/blob/main/docs/coding_guidelines.md","source_url":"https://github.com/zeldaret/tww","notes":"README links the coding guidelines."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":22345759,"C":6824457,"Python":250865,"Pawn":26605,"Assembly":22211,"Smarty":1156},"source_url":"https://api.github.com/repos/zeldaret/tww/languages","evidence":"GitHub REST repository Languages endpoint reports 22,345,759 bytes of C++ out of 29,471,053 measured source bytes (75.8%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wind-waker-gamecube-static-recomp","title":"The Wind Waker GameCube Static Recompilation (gcrecomp)","game":"The Legend of Zelda: The Wind Waker","platform":"GameCube USA GZLE01 → Windows 11 x64","kind":"Recompilation","status":"Early bring-up; 8,148 functions translated at 99.99% instruction coverage and textured scene geometry renders at 60 fps. Initialization and gameplay/hardware systems remain incomplete; no release.","summary":"Independent project using gcrecomp, distinct from catalogued BlueWake despite same title/platform family. User supplies USA disc.","project_url":"https://github.com/sp00nznet/ww","updated":"2026-10-16","strategy":"Static recompilation with independent GX/runtime stack","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/sp00nznet/ww#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/sp00nznet/ww"},{"label":"Shared GameCube static-recompilation toolkit","url":"https://github.com/sp00nznet/gcrecomp"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/sp00nznet/ww/releases"},{"label":"Current primary README","url":"https://github.com/sp00nznet/ww/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/sp00nznet/ww/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":277532,"Python":33245,"Java":12186,"PowerShell":3794,"CMake":3619},"source_url":"https://api.github.com/repos/sp00nznet/ww/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wind-waker-hd-decomp","title":"The Wind Waker HD Decompilation","game":"The Legend of Zelda: The Wind Waker HD","platform":"Wii U","kind":"Decompilation","status":"The project README reports 28,244 of 39,713 USA v0 functions decompiled and verified. GameCube-shared functions are reported at 22,068 of 22,215; this is a decompilation effort that feeds a hybrid recompilation workflow, not an independently runnable PC port.","summary":"Wii U Wind Waker HD source decompilation project with extensive function-matching coverage and shared GameCube code; the repository does not provide a standalone playable port.","project_url":"https://github.com/ZeldaWWHDDecomp/wwhd","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public decompilation source; requires user-supplied Wii U game data for the hybrid build workflow.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii U matching decompilation","target_type":"Game","sources":[{"label":"Maintainer repository and README","url":"https://github.com/ZeldaWWHDDecomp/wwhd"},{"label":"Reddit progress lead in r/decomps","url":"https://www.reddit.com/r/decomps/comments/1wxunvl/zelda_wind_waker_hd_decomp_almost_100/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":34405475,"C":3059175,"Python":427113,"Shell":784},"source_url":"https://api.github.com/repos/ZeldaWWHDDecomp/wwhd/languages","evidence":"Official GitHub REST Languages API breakdown for ZeldaWWHDDecomp/wwhd: source-code byte counts are {\"C\": 3059175, \"C++\": 34405475, \"Python\": 427113, \"Shell\": 784}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wind-waker-hd-nwiiu-recomp-preview","title":"The Wind Waker HD nWiiURecomp Preview","game":"The Legend of Zelda: The Wind Waker HD","platform":"Nintendo Wii U → native PC","kind":"Recompilation","status":"Early startup bring-up only: the README reports EU v0 executable authentication, section/relocation mapping, Cafe ABI initialization, and deterministic progress through startup; it does not claim playable gameplay.","summary":"Static PowerPC recompilation through the nWiiURecomp compiler and Cafe OS runtime; the README says Wind Waker HD is its sole validated title profile.","project_url":"https://github.com/BlackLineInteractive/nWiiURecomp","updated":"2026-10-15","strategy":"Static Wii U PowerPC recompilation with Cafe OS runtime","language":"","source_available":"Public source repository; user-provided Wii U executable/game dump required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"EU v0 profile is the only validated game target","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/BlackLineInteractive/nWiiURecomp#readme"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/BlackLineInteractive/nWiiURecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1791739,"CMake":16851,"Java":11981,"Shell":5682,"C":2486},"source_url":"https://api.github.com/repos/BlackLineInteractive/nWiiURecomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/BlackLineInteractive/nWiiURecomp reports 1,791,739 bytes of C++, the largest language total (98.0% of 1,828,739 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wind-waker-hd-recompilation","title":"The Wind Waker HD Recompilation","game":"The Legend of Zelda: The Wind Waker HD","platform":"Wii U → Windows, macOS (Apple silicon), Linux, Android (arm64)","kind":"Recompilation","status":"Latest release v0.3.0. Native builds are documented for Windows, Apple Silicon macOS, Linux, and Android arm64. Accepts Wii U USA or Europe version 0 (disc or eShop, without the update) and checks the user-supplied dump before use. The Switch port is a separate community project.","summary":"A static recompilation that translates Wii U PowerPC code to C ahead of time, reimplements the required Cafe OS libraries, and renders GX2 directly through Metal or Vulkan. It does not use the Cemu runtime and ships no game data.","project_url":"https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp","updated":"2026-10-16","strategy":"Static recompilation with native Cafe OS and GX2 compatibility layers","language":"","source_available":"Public source repository (MPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Static recompilation; desktop and Android builds","target_type":"Game","sources":[{"label":"Project README: method, platforms, supported Wii U revisions and setup","url":"https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/blob/main/README.md"},{"label":"GitHub release v0.3.0 (2026-10-15)","url":"https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases/tag/v0.3.0"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/ZeldaWWHDRecomp/ZeldaWWHDRecomp"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp"},{"label":"GitHub latest commit listed for default branch (2026-10-15, f10b56621e; activity evidence only)","url":"https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/commit/f10b56621ed13e0053e7cf8190e740834377e45a"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6181614,"C++":5829986,"Python":2086548,"Java":532412,"Objective-C++":475628,"CMake":129204,"Shell":14601,"Objective-C":6456,"Batchfile":376},"source_url":"https://api.github.com/repos/ZeldaWWHDRecomp/ZeldaWWHDRecomp/languages","evidence":"The github.com repository languages endpoint reports C as its largest measured source-language category.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wind-waker-ps5-port","title":"The Wind Waker PS5 Port","game":"The Legend of Zelda: The Wind Waker","platform":"GameCube → PlayStation 5","kind":"Decompilation","status":"Version 1.0.3; the maintainer reports PS5 testing through the Dragon Roost boss room. This is a progress checkpoint, not evidence of full-game completion.","summary":"Native PS5 target built from the Wind Waker decompilation-based SwitchWaker project. The maintainer publishes a PS5 build and records console gameplay testing to a named dungeon milestone.","project_url":"https://github.com/griches/PS5_SwitchWaker","updated":"2026-10-15","strategy":"Decompilation-based native PS5 port","language":"","source_available":"Public source and PS5 release; game data is not bundled. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 5","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/griches/PS5_SwitchWaker"},{"label":"Maintainer README: PS5 port basis and console-tested progress","url":"https://github.com/griches/PS5_SwitchWaker#readme"},{"label":"Maintainer PS5 releases","url":"https://github.com/griches/PS5_SwitchWaker/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/griches/PS5_SwitchWaker"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":55405,"Shell":34759,"C++":20987,"Python":15770,"CMake":6793},"source_url":"https://api.github.com/repos/griches/PS5_SwitchWaker/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/griches/PS5_SwitchWaker reports 55,405 bytes of C, the largest language total (41.4% of 133,714 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wind-waker-switchwaker-port","title":"The Wind Waker SwitchWaker Native Port","game":"The Legend of Zelda: The Wind Waker","platform":"Nintendo GameCube → Nintendo Switch homebrew","kind":"Decompilation","status":"Version 0.4.1 Switch builds are provided for USA and Europe revision-0 discs; the maintainer reports testing on real Switch hardware. Disc videos are not implemented and frame-rate drops may occur in heavy docked scenes.","summary":"Native Nintendo Switch port built from the Wind Waker GameCube decompilation; it is separate from SwitchWakerHD, which statically recompiles the Wii U HD edition. Requires user-owned supported GameCube data.","project_url":"https://github.com/centollOS/SwitchWaker","updated":"2026-10-15","strategy":"Decompilation-based native Switch port","language":"","source_available":"Public source and Switch builds; requires a supported USA or Europe revision-0 GameCube disc. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Maintainer README: native port, supported revisions, and Switch limitations","url":"https://github.com/centollOS/SwitchWaker#readme"},{"label":"SwitchWaker v0.4.1 release: Switch builds and known issues","url":"https://github.com/centollOS/SwitchWaker/releases/tag/v0.4.1"},{"label":"Maintainer releases","url":"https://github.com/centollOS/SwitchWaker/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/centollOS/SwitchWaker"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":33213332,"C":5026273,"Python":517159,"Yacc":162683,"Shell":145614,"CMake":124801,"LLVM":35629,"Pawn":26605,"Assembly":22218,"Lex":16822,"Meson":8018,"GLSL":3745,"WGSL":1397,"Dockerfile":706},"source_url":"https://api.github.com/repos/centollOS/SwitchWaker/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/centollOS/SwitchWaker reports 33,213,332 bytes of C++, the largest language total (84.5% of 39,305,002 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wind-waker-windowwaker-windows-port","title":"The Wind Waker WindowWaker Windows Port","game":"The Legend of Zelda: The Wind Waker","platform":"Nintendo GameCube GZLE01 Rev. 0 → Windows 10/11 PC","kind":"Decompilation","status":"The maintainer published release v1.0.0-win on 2026-10-10 and describes native Windows support, configurable 60/120 FPS interpolation, and 4K rendering. This is a community fork of SwitchWaker; its README directs macOS, Linux, and Nintendo Switch users to upstream. The repository requires the user’s own USA GZLE01 Rev. 0 disc and gives no wider compatibility matrix.","summary":"A native Windows source port built from the community C++ Wind Waker decompilation and SwitchWaker codebase, with Dawn/Aurora rendering and no CPU emulation. The Windows fork adds high-frame-rate presentation, 4K rendering, and a disc picker. It contains no game assets or executable; users provide their own USA GameCube revision-0 disc.","project_url":"https://github.com/MaskeZenY/WindowWaker","updated":"2026-10-16","strategy":"Decompilation-based native Windows port; community fork of SwitchWaker","language":"","source_available":"Public Windows fork and v1.0.0 release; build uses the user’s own USA GZLE01 Rev. 0 disc. No game assets or executable are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows source port","target_type":"Game","sources":[{"label":"Maintainer README: decompilation lineage, Windows target, disc requirement, and project limitations","url":"https://github.com/MaskeZenY/WindowWaker#readme"},{"label":"Maintainer v1.0.0 Windows release published 2026-10-10","url":"https://github.com/MaskeZenY/WindowWaker/releases/tag/v1.0.0-win"},{"label":"Upstream SwitchWaker project identified by the maintainer","url":"https://github.com/centollOS/SwitchWaker"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/MaskeZenY/WindowWaker"},{"label":"Current primary README","url":"https://github.com/MaskeZenY/WindowWaker/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MaskeZenY/WindowWaker/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":32586929,"C":5057525,"Python":498564,"Yacc":162683,"Shell":157288,"CMake":157127,"LLVM":35629,"Pawn":26605,"Assembly":22218,"Lex":16822,"Meson":8018,"GLSL":3745,"WGSL":1397,"Dockerfile":1108,"Batchfile":67},"source_url":"https://api.github.com/repos/MaskeZenY/WindowWaker/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-wizard-and-the-princess-fm-7-english","title":"The Wizard and the Princess English Translation","game":"The Wizard and the Princess","platform":"FM-7","kind":"Fan Localization","status":"Released; RHP reports v1","summary":"English fan localization for The Wizard and the Princess on FM-7. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/the-wizard-and-the-princess-fm-7-english-translation-other","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/the-wizard-and-the-princess-fm-7-english-translation-other"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/the-wizard-and-the-princess-fm-7-english-translation-other","evidence":"The cataloged Romhack Plaza listing for The Wizard and the Princess English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for The Wizard and the Princess English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"the-wizard-and-the-princess-pc-88-english","title":"The Wizard and the Princess English Translation","game":"The Wizard and the Princess","platform":"PC-88","kind":"Fan Localization","status":"Released; RHP reports v1","summary":"English fan localization for The Wizard and the Princess on PC-88. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/the-wizard-and-the-princess-english-translation-pc-88","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/the-wizard-and-the-princess-english-translation-pc-88"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/the-wizard-and-the-princess-english-translation-pc-88","evidence":"The cataloged Romhack Plaza listing for The Wizard and the Princess English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for The Wizard and the Princess English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"the-world-ends-with-you-nds-decomp","title":"The World Ends With You Nintendo DS Decompilation","game":"The World Ends With You","platform":"Nintendo DS","kind":"Decompilation","status":"Repository lists North American and Japanese builds with progress badges. Work is for study; no assets are included and the project disclaims ports/modifications.","summary":"Reverse-engineered codebase for the DS release, with US and JP targets.","project_url":"https://github.com/Yotona/twewy","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game copy required; no assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Yotona/twewy"},{"label":"Maintainer README and project status","url":"https://github.com/Yotona/twewy/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6536208,"Python":72149,"C++":42821},"source_url":"https://api.github.com/repos/Yotona/twewy/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"the-world-is-not-enough-n64-recomp","title":"The World Is Not Enough (N64) Recompilation","game":"The World Is Not Enough (Nintendo 64 version)","platform":"Nintendo 64 → Windows, Linux, and Steam Deck","kind":"Recompilation","status":"Release 0.1.93; first launch compiles the supported USA revision-0 ROM locally and caches generated native code.","summary":"Title-specific N64 recompilation that compiles the user’s ROM-derived code at first launch; it also includes gameplay-balance and control changes.","project_url":"https://github.com/riseio/TWIPE_00Sheven","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Maintainer README: native PC/Steam Deck project and platform guidance","url":"https://github.com/riseio/TWIPE_00Sheven#readme"},{"label":"Project release notes: Windows executable and Linux/Steam Deck AppImage usage","url":"https://github.com/riseio/TWIPE_00Sheven/releases/tag/ICHGYTW_0.1.93"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/riseio/TWIPE_00Sheven/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/riseio/TWIPE_00Sheven"},{"label":"Reddit discovery lead; same canonical repository already in catalog","url":"https://www.reddit.com/r/decomps/comments/1wxxz4u/i_would_have_given_you_the_world_the_world_is_not/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":773397,"CMake":22599,"C":14069},"source_url":"https://api.github.com/repos/riseio/TWIPE_00Sheven/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"theft4-gta-iv-ios","title":"Theft4: Grand Theft Auto IV Xbox 360 iOS Recompilation","game":"Grand Theft Auto IV (Xbox 360 version)","platform":"Xbox 360 → iOS/iPadOS (ARM64)","kind":"Recompilation","status":"Experimental v0.3.2 unsigned IPA; maintainer reports actual gameplay on an M5 iPad, while touch controls/save reload and fresh-device QA remain incomplete.","summary":"Experimental PowerPC static recompilation to C++/ARM64 packaged as an iOS/iPadOS app. The maintainer reports gameplay on an M5 iPad at native 2416×1359 resolution; current mobile controls, save reload, and broader hardware validation remain unfinished.","project_url":"https://github.com/KoreanSeats1/Theft4","updated":"2026-10-15","strategy":"Static recompilation from Xbox 360 PowerPC to C++/ARM64 with iOS app integration","language":"","source_available":"Public GPL-3.0 source repository and unsigned iOS IPA release; no game files or generated game data are included. Users provide files from their own legally obtained Xbox 360 copy.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Experimental Xbox 360 recompilation for iOS/iPadOS","target_type":"Game","sources":[{"label":"Project README: recompilation method and iOS preview","url":"https://github.com/KoreanSeats1/Theft4"},{"label":"Releases and iPad test notes","url":"https://github.com/KoreanSeats1/Theft4/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/KoreanSeats1/Theft4"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/KoreanSeats1/Theft4/blob/main/README.md"},{"label":"GitHub Languages API — C++: 272,297,233 bytes (84.56% of 322,026,172 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/KoreanSeats1/Theft4/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":802191,"Batchfile":59547,"C":26924057,"C#":17467,"C++":272297233,"CMake":430208,"CSS":110800,"Dockerfile":489,"GDB":878,"GLSL":70586,"Go":273136,"HLSL":1709539,"HTML":4408618,"Hack":31483,"Java":2583169,"JavaScript":278377,"Lex":22745,"Linker Script":897,"Lua":39009,"Makefile":16885,"Metal":45058,"Objective-C":316881,"Objective-C++":625125,"Pascal":146031,"Pawn":2222,"PostScript":5476,"PowerShell":43665,"Python":10295264,"Shell":72249,"SourcePawn":1938,"Starlark":12589,"TeX":58985,"TypeScript":195791,"Yacc":127584},"source_url":"https://api.github.com/repos/KoreanSeats1/Theft4/languages","evidence":"C++: 272,297,233 bytes (84.56% of 322,026,172 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"theme-hospital-enhanced-port","title":"Theme Hospital Enhanced (Matching-Decompilation Port)","game":"Theme Hospital","platform":"Original Windows PC game → Windows, macOS, Linux, and browser","kind":"Decompilation","status":"Version 1.0.0; README says the full single-player campaign and two bonus levels run on Windows, macOS, Linux, and browser. The user must supply the supported GOG installer.","summary":"A cross-platform port of Theme Hospital built from a matching decompilation of HOSPITAL.EXE. It preserves original gameplay rules and bugs, supports six UI languages, and can upscale graphics.","project_url":"https://github.com/matteo-pacini/theme-hospital-enhanced","updated":"2026-10-16","strategy":"C++20 cross-platform port of a matching function-by-function decompilation; differential tests compare behavior to the original","language":"","source_available":"Public source; no game files. Requires the user’s own GOG offline installer or install folder.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Matching-decompilation-based native/browser port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/matteo-pacini/theme-hospital-enhanced/blob/master/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/matteo-pacini/theme-hospital-enhanced"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6840956,"Assembly":1634884,"C":854737,"Python":323725,"Shell":165447,"CMake":22201,"JavaScript":17123,"Nix":9332,"HTML":2695,"Lua":723},"source_url":"https://api.github.com/repos/matteo-pacini/theme-hospital-enhanced/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C++, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"theme-park-world-mac-decomp","title":"Theme Park World / Sim Theme Park Mac Decompilation","game":"Theme Park World / Sim Theme Park (Mac PowerPC 2.04b3)","platform":"Mac PowerPC 2.04b3 → portable C++17 source","kind":"Decompilation","status":"The progress file reports 5,162/9,189 functions decompiled (56.18%) and 45.87% code-byte coverage as of 2026-10-15. Untranslated functions remain stubs; the README does not claim a playable native build.","summary":"Symbol-assisted C++17 decompilation of the Mac 2.04b3 application, with an SDL3/OpenGL launcher under development.","project_url":"https://gitlab.com/tpw-decomp/theme-park-world-decompiled","updated":"2026-10-16","strategy":"PowerPC application decompilation aided by preserved C++ symbols","language":"","source_available":"Public source repository; the user must supply the Mac 2.04b3 application/resource fork and original game data.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Mac PowerPC application decompilation","target_type":"Game","sources":[{"label":"Project README: Mac build, data requirements and implementation status","url":"https://gitlab.com/tpw-decomp/theme-park-world-decompiled"},{"label":"Project progress: function and code-byte counts","url":"https://gitlab.com/tpw-decomp/theme-park-world-decompiled/-/blob/main/PROGRESS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":51.43,"Python":47.92,"CMake":0.56,"Shell":0.05,"C":0.04},"source_url":"https://gitlab.com/api/v4/projects/tpw-decomp%2Ftheme-park-world-decompiled/languages","evidence":"The official GitLab Languages endpoint reports percentages for the complete repository; the listed language has the highest reported share. This repository-wide breakdown can include supporting code and tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"theseus-uix-desktop-dashboard-reimplementation","title":"Theseus / UIX Desktop","game":"Original Xbox Dashboard and its UIX desktop-shell reconstruction","platform":"Modded original Xbox as a drop-in dashboard replacement; Windows, macOS, and Linux desktop builds. Desktop rendering uses Metal on macOS and Vulkan on Windows/Linux through bgfx.","kind":"Reimplementation","status":"The README documents a working drop-in dashboard for modded Xbox consoles and a desktop UIX application for Windows, macOS, and Linux. It describes the reconstruction as ongoing; the upstream repository is not archived, and its latest code push was 2026-08-16.","summary":"A reverse-engineered C++ reconstruction of the original Xbox dashboard engine, rebuilt plank by plank from retail and patched XBE behavior. On Xbox it replaces the stock dashboard; on desktop, UIX Desktop repurposes the engine as a native launcher and media center. It is distinct from Xbox Dashboard Recompiled: Theseus reconstructs shared source and UI behavior, while that project mechanically recompiles build-3944 machine code.","project_url":"https://github.com/MrMilenko/Theseus","updated":"2026-10-15","strategy":"Reverse-engineered C++ source reconstruction of the dashboard engine, with a shared Xbox target and native desktop UIX port","language":"","source_available":"Public source repository under GPL-3.0-or-later. The README lists third-party component licenses and documents separate build requirements for Xbox and desktop targets.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Reverse-engineered system shell and cross-platform desktop launcher/media center","target_type":"Software","sources":[{"label":"Maintainer repository README: Xbox and desktop targets, supported platforms, rendering backends, reconstruction method, and license","url":"https://github.com/MrMilenko/Theseus"},{"label":"GitHub REST metadata: repository status, latest code push, detected license, and language checked 2026-10-15","url":"https://api.github.com/repos/MrMilenko/Theseus"},{"label":"Project license text: GPL-3.0-or-later","url":"https://github.com/MrMilenko/Theseus/blob/main/LICENSE"},{"label":"GitHub REST language breakdown: C++, C, and project/build languages","url":"https://api.github.com/repos/MrMilenko/Theseus/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5905501,"C":1041634,"Makefile":60112,"Shell":13131,"Scala":12293,"CMake":3692,"GLSL":2768,"SuperCollider":338},"source_url":"https://api.github.com/repos/MrMilenko/Theseus/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/MrMilenko/Theseus reports 5,905,501 bytes of C++, the largest language total (83.9% of 7,039,469 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"thief-deadly-shadows-pc-decomp","title":"Thief: Deadly Shadows PC Matching Decompilation","game":"Thief: Deadly Shadows","platform":"Windows PC (Steam patch 1.1 target)","kind":"Decompilation","status":"Work in progress; the repository confirms a matching C++ decompilation component but does not give a top-line progress percentage in its README. The same repository also contains a modding SDK, launcher, and tools.","summary":"A matching C++ source reconstruction of Thief: Deadly Shadows is maintained inside a broader reverse-engineering and modding SDK project. The README says recovered functions are checked against the Steam patch 1.1 game binary with the original compiler; this record is for the decompilation component, not the SDK or launcher.","project_url":"https://github.com/Veradictus/Thief3-Decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching source reconstruction within a modding SDK project","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Veradictus/Thief3-Decomp"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/Veradictus/Thief3-Decomp/blob/0022f3be04fa1e0b8900cb575e6113fae3d30120/README.md"},{"label":"Latest default-branch commit at check (0022f3b)","url":"https://github.com/Veradictus/Thief3-Decomp/commit/0022f3be04fa1e0b8900cb575e6113fae3d30120"},{"label":"Current progress report","url":"https://decomp.dev/Veradictus/Thief3-Decomp"},{"label":"Latest published release v0.2.1 (2026-09-28)","url":"https://github.com/Veradictus/Thief3-Decomp/releases/tag/v0.2.1"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/Veradictus/Thief3-Decomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Veradictus/Thief3-Decomp"}],"media":[{"kind":"image","label":"T3SDK launcher Play page screenshot","url":"https://raw.githubusercontent.com/Veradictus/Thief3-Decomp/0022f3be04fa1e0b8900cb575e6113fae3d30120/docs/images/launcher-play.png","preview_url":null,"source_url":"https://github.com/Veradictus/Thief3-Decomp/blob/0022f3be04fa1e0b8900cb575e6113fae3d30120/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8615776,"Python":1448115,"Rust":269853,"GDScript":191649,"TypeScript":134783,"Svelte":114462,"C":100521,"Java":28950,"JavaScript":25789,"CMake":8415,"CSS":6542,"HTML":340},"source_url":"https://api.github.com/repos/Veradictus/Thief3-Decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 8,615,776 bytes; the manifest breakdown contains all 12 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"thomas-friends-of-sodor-gbc-en","title":"Thomas the Tank Engine: Friends of Sodor English Translation","game":"Kikansha Thomas: Sodor-tou no Nakama-tachi","platform":"Game Boy Color","kind":"Fan Localization","status":"Released; full script and graphics coverage reported","summary":"English patch for the Japan-only GBC game with separate UK and US wording and graphics variants.","project_url":"https://github.com/zbessinger/thomas-gbc-translation","updated":"2026-10-07","strategy":"Fan translation patch","language":"English","source_available":"Public fan localization repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/zbessinger/thomas-gbc-translation"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zbessinger/thomas-gbc-translation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":106768,"Just":2409},"source_url":"https://api.github.com/repos/zbessinger/thomas-gbc-translation/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (106,768 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ti-84-plus-os-255mp-research","title":"TI-84 Plus OS 2.55MP reverse-engineering reference","game":"TI-84 Plus calculator operating system 2.55MP","platform":"TI-84 Plus / TI-83 Plus Z80 calculator OS; analysis workflow uses Ghidra and user-provided ROM inputs","kind":"Decompilation","status":"Partial reverse-engineering reference; latest main-branch source push checked 2026-09-12. The README documents a reproducible Ghidra pipeline and 728 named bcall routines, but this is not a complete matching-source reconstruction. The repository intentionally excludes the copyrighted ROM and regenerable Ghidra database; exact retail ROM inputs are user-supplied.","summary":"An evidence-indexed technical reference for TI-84 Plus OS 2.55MP, including a reproducible Ghidra project build, derived symbols, probes, and subsystem notes. It supports software analysis and interoperability work; it does not distribute the calculator ROM or claim a full source reconstruction.","project_url":"https://github.com/siraben/ti84p-re","updated":"2026-10-16","strategy":"Ghidra-based static firmware analysis with reproducible symbol recovery, probes, and documented subsystem findings; no matching-source output is claimed.","language":"","source_available":"Public repository under MIT; README explicitly excludes the copyrighted ROM image and regenerable Ghidra database, which must be supplied/rebuilt by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Calculator OS reverse-engineering reference","target_type":"Software","sources":[{"label":"Maintainer README: target OS, scope, included analysis tooling, and excluded ROM/database","url":"https://github.com/siraben/ti84p-re/blob/main/README.md"},{"label":"System overview and reverse-engineering documentation","url":"https://github.com/siraben/ti84p-re/blob/main/docs/system-overview.md"},{"label":"MIT license","url":"https://github.com/siraben/ti84p-re/blob/main/LICENSE"},{"label":"GitHub repository activity metadata (latest push date)","url":"https://api.github.com/repos/siraben/ti84p-re"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/siraben/ti84p-re/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3427379,"JavaScript":1192706,"Assembly":221986,"C++":193608,"Java":118780,"C":72361,"Lua":54140,"HTML":10777,"CSS":9636,"Shell":7283,"Nix":5430,"VBA":794,"FreeBASIC":721,"B4X":367,"QuickBASIC":220,"BASIC":119,"Visual Basic 6.0":17},"source_url":"https://api.github.com/repos/siraben/ti84p-re/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"gamecom-mister-core","title":"Tiger Game.com MiSTer Core","game":"Tiger Game.com handheld software","platform":"MiSTer FPGA","kind":"Emulator","status":"A runnable `GameCom_20260903.rbf` is present in the repository; the source was pushed 2026-09-04. No tagged GitHub release or title compatibility matrix is listed. README says save states apply only to the game in cartridge slot 1.","summary":"FPGA hardware-emulation core for the Tiger Game.com handheld, including its two-cartridge-slot behavior and serial internet feature. The repository supplies core source and a dated bitstream, not a compatibility guarantee for every cartridge.","project_url":"https://github.com/MiSTer-devel/GameCom_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware emulation of the Tiger Game.com handheld.","language":"","source_available":"Public Verilog/SystemVerilog source under GPL-2.0 and a dated runnable RBF bitstream in the repository releases directory; no tagged GitHub release is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"Handheld FPGA core","target_type":"Software","sources":[{"label":"Maintainer README: core behavior and source/project notes","url":"https://github.com/MiSTer-devel/GameCom_MiSTer/blob/master/Readme.md"},{"label":"Maintainer GPL-2.0 license","url":"https://github.com/MiSTer-devel/GameCom_MiSTer/blob/master/LICENSE"},{"label":"Official dated core bitstreams","url":"https://github.com/MiSTer-devel/GameCom_MiSTer/tree/master/releases"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/MiSTer-devel/GameCom_MiSTer"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/MiSTer-devel/GameCom_MiSTer/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":669329,"SystemVerilog":211693,"VHDL":119520,"Tcl":22720,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/GameCom_MiSTer/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tiger-woods-pga-tour-2004-gamecube-decomp","title":"Tiger Woods PGA Tour 2004 GameCube Decompilation","game":"Tiger Woods PGA Tour 2004","platform":"GameCube","kind":"Decompilation","status":"README reports all 7,647 functions byte-exact and every unit linked from C; work continues on naming and code readability.","summary":"Complete matching build for USA Rev. 0 (`GW4E69`); byte-identical `main.dol`.","project_url":"https://github.com/mitsevox/tw2004","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; own game copy required; no game assets, game binaries or official SDK files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GameCube game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/mitsevox/tw2004"},{"label":"Maintainer README and project status","url":"https://github.com/mitsevox/tw2004/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6840372,"C++":1095966,"Python":629399,"Shell":1096},"source_url":"https://api.github.com/repos/mitsevox/tw2004/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"namco23-time-crisis-ii-reconstruction","title":"Time Crisis II Namco System 23 Code Reconstruction","game":"Time Crisis II","platform":"Arcade (Namco System 23)","kind":"Recompilation","status":"Playable per README","summary":"Project translates the MIPS program and two H8 programs to C; README says the main CPU program was checked instruction-by-instruction against MAME. Method: Reverse-engineered machine-code translation; main MIPS program compared instruction-by-instruction against MAME; graphics/audio runtime are project-owned code.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"namco22-time-crisis-reconstruction","title":"Time Crisis Namco System 22 Code Reconstruction","game":"Time Crisis","platform":"Arcade (Namco System 22)","kind":"Recompilation","status":"Playable per README; project cautions that frame/note equivalence is not yet checked","summary":"Project translates program and DSP/sound code; README describes coverage checks but warns about expected small behavioral differences. Method: Reverse-engineered translated C; README says not yet compared frame-by-frame or note-by-note, so expect small differences.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and limitations","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"time-travelers-3ds-en","title":"Time Travelers English Translation","game":"Time Travelers","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Released; updated","summary":"Team released a 3DS translation and posted a patch update in 2025.","project_url":"https://fantranslators.info/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo 3DS English fan translation patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://fantranslators.info/"},{"label":"Official Fan Translators International Time Travelers project page","url":"https://fantranslators.info/projects/time-travelers/"},{"label":"Official Time Travelers patch release repository, latest release 1.5 published 2026-09-13","url":"https://github.com/Time-Travelers-Translation/Patch-Release/releases/tag/1.5"}],"media":[{"kind":"image","label":"Time Travelers English translation project page feature image (project art, not a gameplay screenshot)","url":"https://fantranslators.info/wp-content/uploads/2025/02/final_logo2.png","preview_url":"https://fantranslators.info/wp-content/uploads/2025/02/final_logo2.png","source_url":"https://fantranslators.info/projects/time-travelers/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://fantranslators.info/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"timeball-pc-engine-supergrafx-portuguese","title":"TimeBall Portuguese Translation","game":"TimeBall","platform":"PC Engine SuperGrafx","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for TimeBall on PC Engine SuperGrafx. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/timeball-portuguese-translation-pc-engine-supergrafx","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/timeball-portuguese-translation-pc-engine-supergrafx"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/timeball-portuguese-translation-pc-engine-supergrafx","evidence":"The cataloged Romhack Plaza listing for TimeBall Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for TimeBall Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"timesplitters-future-perfect-gc-decomp","title":"TimeSplitters: Future Perfect GameCube Non-Matching Decompilation","game":"TimeSplitters: Future Perfect (GameCube)","platform":"Nintendo GameCube → GameCube logic library (intended PC recompilation consumer)","kind":"Decompilation","status":"Work in progress; this non-matching C/C++ decompilation builds as a static library for a separate recompilation project and does not claim to be a runnable PC game.","summary":"Separate from the OpenMonkey PS2 source-tree repository; this record targets the GameCube build.","project_url":"https://codeberg.org/OpenMonkey/tsfp-decomp","updated":"2026-10-15","strategy":"Non-matching decompilation of game logic; source project does not itself claim a matching binary or runnable PC game.","language":"C/C++","source_available":"Public source repository (Codeberg)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Non-matching source decompilation","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://codeberg.org/OpenMonkey/tsfp-decomp"},{"label":"Codeberg repository API (public visibility verified)","url":"https://codeberg.org/api/v1/repos/OpenMonkey/tsfp-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":22780472,"C":828622,"CMake":551,"Batchfile":318},"source_url":"https://codeberg.org/api/v1/repos/OpenMonkey/tsfp-decomp/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. C++ is predominant with 22,780,472 bytes; the manifest breakdown contains all 4 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tiny-bullets-ps1-english","title":"Tiny Bullets PlayStation English Translation","game":"Tiny Bullets","platform":"PlayStation (Japanese BIN/CUE; patch requires the Japanese original with the documented MD5)","kind":"Fan Localization","status":"Public v1.2 patcher and translation source are in the repository; README says v1.0 was fully playable and v1.2 adds an anti-piracy-related compatibility fix, script change, and typo fix. Romhack Plaza lists the translation as complete, including cutscene subtitles.","summary":"Japanese → English patch for the 2000 Japanese PlayStation release. The repository includes patching code and text extraction/insertion scripts under GPL-3.0; users supply the matching Japanese BIN/CUE (MD5 9380f92615ec380e9dc178f9898d8a63). No game image is supplied.","project_url":"https://github.com/ChapuTranslations/TinyBulletsEnglishPatch","updated":"2026-10-16","strategy":"Fan translation patch (source scripts produce a patched BIN)","language":"English","source_available":"Public GPL-3.0 patcher and translation source scripts; requires the user’s own Japanese game image.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"PlayStation fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: Japanese PS1 target, input image hash, version notes, and translation source scripts","url":"https://github.com/ChapuTranslations/TinyBulletsEnglishPatch/blob/main/README.md"},{"label":"GPL-3.0 source license","url":"https://github.com/ChapuTranslations/TinyBulletsEnglishPatch/blob/main/LICENSE"},{"label":"Romhack Plaza listing: translation coverage/version","url":"https://www.romhackplaza.org/translations/tiny-bullets-english-translation-playstation"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/ChapuTranslations/TinyBulletsEnglishPatch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":13624,"Python":9627},"source_url":"https://api.github.com/repos/ChapuTranslations/TinyBulletsEnglishPatch/languages","evidence":"Exact GitHub Languages API byte map; Assembly is the largest category. This is patch-code metadata, separate from the Japanese → English translation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tiny386-x86-pc","title":"Tiny386","game":"IBM PC-compatible x86 software and operating systems","platform":"x86 PC system emulation on desktop hosts and ESP32-S3-class MCUs; the README lists 386 with selected 486/586 and amd64 features","kind":"Emulator","status":"The rolling `continuous` release was published 2026-10-08 and the source was pushed that day. The README reports Windows 9x/NT booting on MCUs such as ESP32-S3, and lists missing debugging, hardware-tasking, and permission-check features.","summary":"Portable C99 full-system x86 PC emulator with an i386 CPU model, optional x87 FPU, and modeled PC peripherals. The maintainer reports Windows 9x/NT booting on ESP32-S3; the BIOS and VGA BIOS are external SeaBIOS-derived files configured by the user.","project_url":"https://github.com/hchunhui/tiny386","updated":"2026-10-08","strategy":"C99 software emulator for x86 CPU and PC peripheral hardware, with selected peripherals ported from TinyEMU and QEMU.","language":"","source_available":"Public BSD-3-Clause source repository. The README says BIOS/VGA BIOS files come from SeaBIOS and must be supplied by path; the BSD-3-Clause project license does not determine rights for those firmware files or user disk images. Optional OPL audio code has separate upstream provenance.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Software full-system x86 PC emulator","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/hchunhui/tiny386"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/hchunhui/tiny386/blob/master/README.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/hchunhui/tiny386"},{"label":"GitHub license file","url":"https://github.com/hchunhui/tiny386/blob/master/LICENSE"},{"label":"Latest GitHub release (continuous)","url":"https://github.com/hchunhui/tiny386/releases/tag/continuous"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1182692,"C++":187697,"JavaScript":17789,"Python":16859,"Makefile":12648,"Java":4998,"HTML":3721,"Shell":3551,"CMake":2899,"Assembly":2096},"source_url":"https://api.github.com/repos/hchunhui/tiny386/languages","evidence":"Official GitHub Languages API reports 1,182,692 bytes of C as the largest language count (82.4% of 1,434,950 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"titanic-adventure-out-of-time-windows-decomp-port","title":"Titanic: Adventure Out Of Time (Windows) Decompilation","game":"Titanic: Adventure Out Of Time (Windows, 1996)","platform":"Original Windows x86 executable → modern Windows playable port and matching rebuilds","kind":"Decompilation","status":"New repository created 2026-10-14. The README describes a playable Windows port against user-owned game data and byte-identical rebuilds of the original and GOG-patched TI.exe. Exact rebuilding requires Visual C++ 4.2; no public latest GitHub release was returned on 2026-10-16.","summary":"Reverse-engineered C source recovered from the Windows TI.exe for Titanic: Adventure Out Of Time. The project builds a playable modern Windows port and provides a separate Visual C++ 4.2 matching-build path. The README says no executable or game data is distributed, but notes that the repository resources were taken from the original executable; reuse rights for those assets are not established here.","project_url":"https://github.com/operationostrich/DeTAOOT","updated":"2026-10-16","strategy":"Reverse-engineered source reconstruction with a playable port and byte-identical rebuild path","language":"","source_available":"Public source repository; no game executable or game data is included according to the README.","first_found":"2026-10-16","project_started":"2026-10-14","programming_language":"C","subtype":"Windows game decompilation and native port","target_type":"Game","sources":[{"label":"Maintainer README: target, reversed-engineered C source, playable port, exact-build claims, and required inputs","url":"https://github.com/operationostrich/DeTAOOT#readme"},{"label":"Maintainer build guide: port and matching-build prerequisites","url":"https://github.com/operationostrich/DeTAOOT/blob/main/docs/build.md"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/operationostrich/DeTAOOT/languages"},{"label":"Current primary README","url":"https://github.com/operationostrich/DeTAOOT/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/operationostrich/DeTAOOT"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2561395,"Python":93927,"Makefile":6413},"source_url":"https://api.github.com/repos/operationostrich/DeTAOOT/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-tk2000-mister","title":"TK2000 Apple II-compatible computer MiSTer FPGA Core","game":"TK2000 Apple II-compatible computer","platform":"TK2000 Apple II-compatible computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-11-25.","summary":"FPGA system-emulation core for TK2000 Apple II-compatible computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/TK2000_MiSTer","updated":"2025-11-25","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/TK2000_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/TK2000_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/TK2000_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/TK2000_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3700948,"Verilog":496428,"C":341191,"VHDL":308056,"SystemVerilog":196960,"Tcl":22644,"Makefile":6135,"Shell":884},"source_url":"https://api.github.com/repos/MiSTer-devel/TK2000_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 3,700,948 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"toaru-virtual-on-vita-en","title":"Toaru Majutsu no Virtual-On English Patch","game":"Toaru Majutsu no Virtual-On","platform":"PlayStation Vita","kind":"Fan Localization","status":"Released; author announced completion 2026-02-09. The fan patch targets single-player (multiplayer text is translated); the Dengeki Bunko screen, intro/outro AMVs, trophies, and online manual remain untranslated, and the author notes the patch is not perfect.","summary":"Patch author announced completed translation of in-game text and graphics.","project_url":"https://gbatemp.net/threads/toaru-majutsu-no-virtual-on-english-translation-xdelta-patches.679584/","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Patch page","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PlayStation Vita English translation patch","target_type":"Game","sources":[{"label":"Toaru Majutsu no Virtual-On patch author release post","url":"https://gbatemp.net/threads/toaru-majutsu-no-virtual-on-english-translation-xdelta-patches.679584/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gbatemp.net/threads/toaru-majutsu-no-virtual-on-english-translation-xdelta-patches.679584/","evidence":"Reviewed the catalog's project URL and associated primary-source links; none provides public source-code language totals.","verified_at":"2026-10-15","reason_unknown":"The catalog's official project page and cited project sources do not expose a public source repository or a repository language breakdown; the implementation language cannot be assigned from primary-source evidence."}},{"id":"tokeru-fuuka-shirousagi-zh-cn","title":"Tokeru Fuuka to Shirousagi Simplified Chinese Patch","game":"Tokeru Fuuka to Shirousagi","platform":"PC","kind":"Fan Localization","status":"Released; v1.3.0 updated 2026-09-14.","summary":"Unofficial Simplified Chinese patch that translates the story, CG, opening, and most UI; the team describes its text as AI-assisted and human-polished.","project_url":"https://kazeshiro.ica.wiki/","updated":"2026-10-16","strategy":"Fan translation patch","language":"Simplified Chinese","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Tokeru Fuuka to Shirousagi official project page","url":"https://kazeshiro.ica.wiki/"},{"label":"Project repository","url":"https://github.com/MiaoluoYuanlina/Tokeru-Fuuka-to-Shirousagi_Chinese_Patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":646776,"C#":125254,"JavaScript":9592,"PowerShell":6584,"Batchfile":1464},"source_url":"https://api.github.com/repos/MiaoluoYuanlina/Tokeru-Fuuka-to-Shirousagi_Chinese_Patch/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (646,776 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tokimeki-memorial-2-en","title":"Tokimeki Memorial 2 English Translation","game":"Tokimeki Memorial 2","platform":"PlayStation","kind":"Fan Localization","status":"Released; v1.0 published 2026-10-15. The maintainer says the whole script is machine-translated and only partly reviewed in-game; all five discs have xdelta release patches and the repository also provides a Python patcher.","summary":"English fan translation patch for the five-disc Japanese PlayStation dating sim. The project modifies dialogue, menus, names, pictures, and the text renderer; it is tested in DuckStation, while real hardware has not been tested.","project_url":"https://github.com/jonny-anime/tokimeki-memorial-2-english-patch","updated":"2026-10-15","strategy":"Fan localization patch; per-disc xdelta patches and Python patcher","language":"English","source_available":"GitHub v1.0 release provides five per-disc xdelta patches and checksums.txt; repository also contains Python patching tools, translation text, and translated pictures. No disc images or BIOS files are included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation fan translation","target_type":"Game","sources":[{"label":"Maintainer README: translation scope, source discs, patch instructions, review status, and testing","url":"https://github.com/jonny-anime/tokimeki-memorial-2-english-patch#readme"},{"label":"Maintainer v1.0 release: date and five-disc xdelta patch distribution","url":"https://github.com/jonny-anime/tokimeki-memorial-2-english-patch/releases/tag/v1.0"},{"label":"Maintainer release checksum manifest for each Japanese and English disc image","url":"https://github.com/jonny-anime/tokimeki-memorial-2-english-patch/releases/download/v1.0/checksums.txt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":292562},"source_url":"https://api.github.com/repos/jonny-anime/tokimeki-memorial-2-english-patch/languages","evidence":"Official GitHub REST Languages API breakdown for jonny-anime/tokimeki-memorial-2-english-patch: source-code byte counts are {\"Python\": 292562}. Predominant language is the largest byte-count language (Python); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tokimeki-memorial-ps1-matching-decomp","title":"Tokimeki Memorial PS1 Matching Decompilation","game":"Tokimeki Memorial","platform":"PlayStation → PlayStation executable rebuild","kind":"Decompilation","status":"Boot executable and all 26 overlays already rebuild identically; C decomp progress is partial and tracked by owner; eventual English Godot port is a roadmap goal, not current status.","summary":"Repository contains no game data; target build hash prevents accidental use of other releases.","project_url":"https://github.com/CosmicScribe64/tokimemo-ps1-decomp","updated":"2026-10-15","strategy":"Matching decompilation of the Japanese PlayStation the Best release using SGI IDO MIPS compiler and per-binary matching checks.","language":"C","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching decompilation of the japanese playstation the best release using sgi ido mips compiler and ","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/CosmicScribe64/tokimemo-ps1-decomp"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/CosmicScribe64/tokimemo-ps1-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":88164369,"Python":1897128,"BitBake":25786,"Dockerfile":9311,"Shell":8224},"source_url":"https://api.github.com/repos/CosmicScribe64/tokimemo-ps1-decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 88,164,369 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tokimeki-memorial-ps1-en-patch","title":"Tokimeki Memorial: Forever With You PS1 English Patcher","game":"Tokimeki Memorial: Forever With You","platform":"PlayStation","kind":"Fan Localization","status":"Public source/patcher repository created 2026-10-11; author called the patch complete on 2026-10-12. No tagged release found.","summary":"Python patcher and English translation for the Japanese PS1 release. README identifies the PlayStation the Best disc and says no game data is distributed.","project_url":"https://github.com/gothamor/tokimeki-memorial-english-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Public patcher and translation; user needs a legally obtained Japanese game copy. No game data included.","first_found":"2026-10-16","project_started":"2026-10-11","programming_language":"Python","subtype":"PlayStation fan translation patcher","target_type":"Game","sources":[{"label":"README: target serial, implementation and terms","url":"https://github.com/gothamor/tokimeki-memorial-english-patch"},{"label":"Author announcement","url":"https://www.reddit.com/r/tokimekimemorial/comments/1x2wybt/i_made_a_complete_english_patch_for_the_ps1/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":383196,"PowerShell":18614},"source_url":"https://github.com/gothamor/tokimeki-memorial-english-patch/languages","evidence":"GitHub reports Python 383,196 bytes and PowerShell 18,614; Python is predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tokio-senki-eiyuu-retsuden-game-boy-english","title":"Tokio Senki: Eiyuu Retsuden Game Boy English Patch","game":"Tokio Senki: Eiyuu Retsuden","platform":"Game Boy (Japanese ROM; IPS target)","kind":"Fan Localization","status":"Public IPS v1.0 patch is stored in the repository; the maintainer’s announcement says the English patch is finished. The README says additional project documentation is forthcoming; no GitHub Releases or source/license declaration are present.","summary":"Japanese → English IPS patch for the Japanese Game Boy strategy game. Apply the checked-in IPS patch to the user’s own Japanese ROM with an IPS utility. The repository contains the patch file and brief instructions, not translation tooling or the game ROM; no license is declared.","project_url":"https://github.com/LHE55/Tokio-Senki-Eiyuu-Retsuden---English-Patch","updated":"2026-10-16","strategy":"Fan translation patch (IPS)","language":"English","source_available":"Public IPS patch in the maintainer repository; no source code or license is declared. Requires the user’s own Japanese ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Game Boy fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README and checked-in IPS patch","url":"https://github.com/LHE55/Tokio-Senki-Eiyuu-Retsuden---English-Patch"},{"label":"Maintainer announcement: finished English patch","url":"https://www.reddit.com/r/Gameboy/comments/1sunwqv/english_patch_tokio_senki_eiyuu_retsuden/"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/LHE55/Tokio-Senki-Eiyuu-Retsuden---English-Patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/LHE55/Tokio-Senki-Eiyuu-Retsuden---English-Patch/languages","evidence":"GitHub Languages API returned {}; repository contains only a README and IPS patch.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an empty byte map; no predominant programming language is measurable."}},{"id":"tokyo-bus-guide-dc-decomp","title":"Tokyo Bus Guide Decompilation","game":"Tokyo Bus Guide","platform":"Sega Dreamcast","kind":"Decompilation","status":"Ongoing; README documents partial binary rebuilds combining decompiled functions with original code. Full decompilation is the stated goal; byte-level matching and a playable release are not documented.","summary":"A function-equivalent, non-matching Dreamcast decompilation. The project tests decompiled functions against original counterparts with a custom SH4 object simulator and currently rebuilds the binary with recovered functions alongside original code. A legitimate game backup is required for a playable build.","project_url":"https://github.com/lhsazevedo/tbg-decomp","updated":"2026-10-15","strategy":"Function-equivalent non-matching decompilation","language":"","source_available":"Repository; legitimate game backup required for a playable build","first_found":"2026-10-15","project_started":null,"programming_language":"PHP","subtype":"Functional Dreamcast decompilation with partial binary rebuilds that retain original code for unrecovered functions","target_type":"Game","sources":[{"label":"Project README: function equivalence and partial rebuild approach","url":"https://github.com/lhsazevedo/tbg-decomp#readme"},{"label":"Project-linked SH4 object simulator and testing framework","url":"https://github.com/lhsazevedo/sh4objtest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PHP","breakdown":{"PHP":3303002,"C":1776183,"C++":342778,"Python":126665,"Makefile":48721,"HTML":26182,"Shell":15058,"Max":2369,"Smarty":2342,"Assembly":2208,"Dockerfile":1634},"source_url":"https://api.github.com/repos/lhsazevedo/tbg-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/lhsazevedo/tbg-decomp reports 3,303,002 bytes of PHP, the largest language total (58.5% of 5,647,142 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tokyo-jungle-ps3-recomp","title":"Tokyo Jungle PS3 Recompilation","game":"Tokyo Jungle (PlayStation 3 releases)","platform":"PlayStation 3 → Windows x64","kind":"Recompilation","status":"Early work in progress (Phase 8). The build opens a D3D12 window, completes PSN data-install flow, loads game assets and initializes audio, but does not yet draw 3D geometry; input and playable modes have not started.","summary":"Static recompilation of the PS3 PowerPC executable to native x86-64 with ps3recomp. The README lists North American PSN, European PSN, and Japanese disc release IDs, but does not claim full validation across all regions. Users supply their own game files.","project_url":"https://github.com/sp00nznet/tokyojungle","updated":"2026-10-15","strategy":"Static PS3 PPU/SPU recompilation to native Windows code","language":"","source_available":"Public source repository; user must supply their own supported PS3 game release and decrypted executable; no game data is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 3 game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: platform IDs, recompiled components, and Phase 8 status","url":"https://github.com/sp00nznet/tokyojungle#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/tokyojungle/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":208760,"Python":79875,"C":64714,"CMake":6185},"source_url":"https://api.github.com/repos/sp00nznet/tokyojungle/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sp00nznet/tokyojungle reports 208,760 bytes of C++, the largest language total (58.1% of 359,534 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"namco22-tokyo-wars-reconstruction","title":"Tokyo Wars Namco System 22 Code Reconstruction","game":"Tokyo Wars","platform":"Arcade (Namco System 22)","kind":"Recompilation","status":"Playable per README","summary":"Project translates the Tokyo Wars program to C and checks behavior against MAME; player supplies the MAME game files. Method: Lifted C and project-owned components; checked against MAME, not described as byte matching.","project_url":"https://github.com/spacestate1/namco22-decompile","updated":"2026-10-14","strategy":"Reverse-engineered code translation / native reconstruction","language":"","source_available":"Public source repository; game ROM files are user-supplied","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade machine-code-to-C reconstruction","target_type":"Game","sources":[{"label":"Project README: game status and method","url":"https://github.com/spacestate1/namco22-decompile"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/spacestate1/namco22-decompile"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":360890660,"Python":195314,"CMake":94580,"Rust":89558,"Shell":85112,"C++":3206,"Dockerfile":714},"source_url":"https://api.github.com/repos/spacestate1/namco22-decompile/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is C (360,890,660 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tokyo-xtreme-racer-import-tuner-challenge-xbox360-recomp","title":"Tokyo Xtreme Racer: Import Tuner Challenge Xbox 360 Recompilation","game":"Tokyo Xtreme Racer: Import Tuner Challenge","platform":"Xbox 360 → Windows x64 (Direct3D 11; experimental Vulkan renderer)","kind":"Recompilation","status":"Experimental, unfinished Windows port. README says Free Run is playable from car selection through driving, while Quest Mode reaches a black screen after buying the first car. It reports sound and input; Vulkan is newer and less tested, and saves/video playback/rumble are not implemented.","summary":"A native PC project translating Xbox 360 PowerPC code with XenonRecomp and a hand-written XAM/kernel, Xenos, XMA-audio, and controller runtime. The user supplies extracted game files; the repository includes no game files.","project_url":"https://github.com/hinamihere/txr-itc-recomp","updated":"2026-10-16","strategy":"Xbox 360 static PowerPC recompilation via XenonRecomp with a project-owned D3D11/Vulkan host runtime","language":"","source_available":"Public source and setup notes; requires the user's Xbox 360 game files. README says no game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Experimental Xbox 360 native Windows recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/hinamihere/txr-itc-recomp#readme"},{"label":"Current playable modes and known blockers","url":"https://github.com/hinamihere/txr-itc-recomp/blob/main/README.md"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/hinamihere/txr-itc-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":797215,"Python":297099,"C":37952,"PowerShell":5241,"CMake":3123,"Shell":1857,"Batchfile":1046},"source_url":"https://api.github.com/repos/hinamihere/txr-itc-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/hinamihere/txr-itc-recomp reports 797,215 bytes of C++, the largest language total (69.7% of 1,143,533 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tolkara-macos-app-runtime-ios","title":"Tolkara (macOS app compatibility layer for iPad/iPhone)","game":"Unmodified macOS ARM64 applications on iPadOS/iOS; nested Windows Wine/FEX path is also documented","platform":"macOS ARM64 APIs → iPadOS 27 on Apple Silicon iPad; experimental iPhone support; optional Windows x86/x86-64 guest path through ARM64 Wine + FEX","kind":"API Translation","status":"Release v0.2.1 was published 2026-10-11. The README reports the macOS World of Warcraft Classic client playable end to end on an M5 iPad with Developer service, and the compatibility matrix records additional local-signing results. iPhone support is experimental and External JIT has not been run on a device. The separate Wine/FEX path reports Heroes of Might and Magic III: Horn of the Abyss playable on an M5 iPad; other applications require additional API coverage.","summary":"Loads original macOS ARM64 executables as data and runs their code natively on Apple silicon iPad/iPhone while translating selected macOS APIs (AppKit, Metal, CoreAudio, Carbon, CoreGraphics, Security) to iOS/iPadOS equivalents. It does not patch or re-sign the original app binary. A separate optional route runs Windows x86 software through the project’s macOS-native Wine and FEX forks, with Heroes III HotA documented as a tested target; this is not a Windows emulator built into the macOS-app path.","project_url":"https://github.com/tolkara/tolkara","updated":"2026-10-11","strategy":"macOS-framework API compatibility on iOS/iPadOS with native ARM64 execution; optional nested Wine/FEX path for Windows x86","language":"","source_available":"Public source repository and releases; user supplies target applications and performs required signing/setup","first_found":"2026-10-16","project_started":null,"programming_language":"Objective-C","subtype":"macOS-to-iOS/iPadOS compatibility runtime","target_type":"Software","sources":[{"label":"Project README: architecture, current application support, execution modes, and limitations","url":"https://github.com/tolkara/tolkara#readme"},{"label":"v0.2.1 release","url":"https://github.com/tolkara/tolkara/releases/tag/v0.2.1"},{"label":"Maintainer compatibility matrix by application, version, device, and execution mode","url":"https://github.com/tolkara/tolkara/blob/main/COMPATIBILITY.md"},{"label":"Windows x86 route and Heroes III Wine/FEX status","url":"https://github.com/tolkara/tolkara/blob/main/docs/WINDOWS.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Objective-C","breakdown":{"Objective-C":1026217,"C":621957,"Swift":533846,"Python":384047,"Shell":122984,"Assembly":14965,"C++":6251},"source_url":"https://api.github.com/repos/tolkara/tolkara/languages","evidence":"Official GitHub REST Languages API byte counts for tolkara/tolkara: {\"Assembly\":14965,\"C\":621957,\"C++\":6251,\"Objective-C\":1026217,\"Python\":384047,\"Shell\":122984,\"Swift\":533846}. Objective-C is the largest repository-wide category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tom-jerry-war-of-the-whiskers-switch-port","title":"Tom and Jerry: War of the Whiskers Nintendo Switch Port","game":"Tom and Jerry: War of the Whiskers","platform":"Xbox (2003) → Nintendo Switch homebrew","kind":"Reimplementation","status":"The pre-release package documents an NRO setup flow and user-supplied Xbox game files. The maintainer calls it experimental but playable, notes slowdowns and inconsistent 60 FPS, and says future development is not guaranteed.","summary":"Nintendo Switch homebrew port built on a community PC port of the 2003 Xbox game. The release setup accepts extracted Xbox game files and creates a Switch folder for full-memory homebrew launch; a source archive is attached to the release.","project_url":"https://github.com/JohnJames29/WOTW-NX","updated":"2026-10-16","strategy":"Native Switch port adapted from a PC source port and Xbox game data","language":"","source_available":"Release source archive","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Nintendo Switch homebrew NRO; experimental","target_type":"Game","sources":[{"label":"Project README and performance/development status","url":"https://github.com/JohnJames29/WOTW-NX"},{"label":"Pre-release instructions, required Xbox files, and NRO setup","url":"https://github.com/JohnJames29/WOTW-NX/releases/tag/pre-release"},{"label":"Current primary README","url":"https://github.com/JohnJames29/WOTW-NX/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/JohnJames29/WOTW-NX"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/JohnJames29/WOTW-NX/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/JohnJames29/WOTW-NX/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"rainbow-six-gog-104-macos-recomp","title":"Tom Clancy's Rainbow Six (GOG 1.04) Apple Silicon Static Recompilation","game":"Tom Clancy's Rainbow Six (1998, GOG Windows v1.04)","platform":"Windows x86 GOG v1.04 → native Apple Silicon macOS 13+ (ARM64, Metal, Core Audio); Linux x86-64 is also documented","kind":"Recompilation","status":"Beta 1 was published 2026-10-11. The maintainer reports gameplay from intro and menus through training and missions; Mac-side screenshot comparison covers training and the first mission. Full-campaign completion is not reported, multiplayer remains alpha, and Intel Macs are untested.","summary":"A static recompilation of the user's RainbowSix.exe and SMACKW32.DLL into C, compiled with a native runtime that replaces the Windows, DirectX 5, and audio functions used by the game. The macOS target uses Metal and Core Audio; no Wine, CrossOver, Rosetta, or emulator is used. The supported source is the GOG 1.04 game copy, which remains external to the repository.","project_url":"https://github.com/Joshspeakman/rainbow-six-macos","updated":"2026-10-16","strategy":"Static x86 game-code recompilation to C plus a native macOS runtime for selected Windows, DirectX 5, and audio APIs.","language":"","source_available":"Public MIT source; build requires the user's GOG 1.04 files and generates the game code locally.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows x86 static recompilation / Apple Silicon native game port","target_type":"Game","sources":[{"label":"Maintainer README: supported source revision, macOS requirements, method, gameplay status, and limitations","url":"https://github.com/Joshspeakman/rainbow-six-macos"},{"label":"Maintainer technical report for the Mac and Linux port, including comparison coverage","url":"https://github.com/Joshspeakman/rainbow-six-macos/blob/main/docs/R6-PORT.md"},{"label":"Beta 1 release","url":"https://github.com/Joshspeakman/rainbow-six-macos/releases/tag/beta-1"},{"label":"GitHub repository metadata and license classifier","url":"https://api.github.com/repos/Joshspeakman/rainbow-six-macos"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/Joshspeakman/rainbow-six-macos/languages"},{"label":"Repository MIT license","url":"https://github.com/Joshspeakman/rainbow-six-macos/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1520269,"Python":381718,"Objective-C":241920,"Shell":42931,"Metal":10437,"GLSL":9446},"source_url":"https://api.github.com/repos/Joshspeakman/rainbow-six-macos/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. C is largest (1,520,269 of 2,206,721 recognized bytes, 68.9%); totals include build and porting tools and do not isolate the macOS implementation.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rainbow-six-3-original-xbox-macos-recomp","title":"Tom Clancy's Rainbow Six 3 Original Xbox Recompilation for Apple Silicon","game":"Tom Clancy's Rainbow Six 3","platform":"Original Xbox (2004, XDK 5659) → macOS Apple Silicon arm64","kind":"Recompilation","status":"The maintainer reports running through boot movies, menus, briefings, and into levels at 60 FPS with sound on an Apple Silicon Mac. Widescreen mode is not verified; campaign completion is not claimed.","summary":"A native Mac build statically lifts the Original Xbox XBE to C with the xboxrecomp toolkit and replaces Direct3D 8/DirectSound at the API boundary. The user supplies their own disc files; the repository excludes game code and data.","project_url":"https://github.com/phobos665/Rainbow-six-three-recomp","updated":"2026-10-16","strategy":"Original Xbox x86 XBE static recompilation to C with xboxrecomp and Apple Silicon host APIs","language":"","source_available":"Public source; requires the user's own Xbox disc copy. README says game code and data are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native macOS recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/phobos665/Rainbow-six-three-recomp#readme"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/phobos665/Rainbow-six-three-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":53794,"CMake":8318,"Shell":1065},"source_url":"https://api.github.com/repos/phobos665/Rainbow-six-three-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/phobos665/Rainbow-six-three-recomp reports 53,794 bytes of C, the largest language total (85.1% of 63,177 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tomb-raider-ps1-atari-jaguar-port","title":"Tomb Raider Atari Jaguar Port","game":"Tomb Raider (1996; PlayStation USA v1.6)","platform":"PlayStation (USA v1.6, SLUS-00152) → Atari Jaguar","kind":"Reimplementation","status":"The maintainer README claims real Jaguar hardware runs the title screen and the Caves and Lara’s Home levels with textured lighting, Lara’s complete animation set, sound effects, and streamed title music. The documented playable scope is these two levels, not the full campaign; no release is listed and no detailed hardware/model test matrix is given. The build requires the user’s PS1 USA v1.6 disc, a GameDrive or Skunkboard, and local asset extraction; level loads are documented at 10–15 seconds and the music streams from SD.","summary":"A native Atari Jaguar engine for Tomb Raider, with Jaguar-specific 68000, Tom/GPU, Blitter, and Jerry/DSP code. It locally extracts data from a user-supplied PlayStation USA v1.6 disc; the repository contains no game assets. OpenLara is credited as a reference for TR1 data formats, while this repository describes the Jaguar engine as original work.","project_url":"https://github.com/bslop/tr1-jaguar","updated":"2026-10-16","strategy":"Native Jaguar reimplementation using original 68000/Tom/Blitter/Jerry engine code and locally extracted PlayStation game data; not binary emulation or static recompilation","language":"","source_available":"Public source. The repository LICENSE explicitly says BSD-2-Clause for the code (including the Jaguar engine); GitHub’s license metadata is NOASSERTION. Tomb Raider assets are not included and must be extracted locally from the user’s own PlayStation USA v1.6 disc.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Atari Jaguar native port; two named levels documented; maintainer claims real-hardware testing","target_type":"Game","sources":[{"label":"Maintainer README: source version, scope, Jaguar architecture, build and hardware claims","url":"https://github.com/bslop/tr1-jaguar"},{"label":"Repository LICENSE: BSD-2-Clause code license and game-asset exclusion","url":"https://github.com/bslop/tr1-jaguar/blob/master/LICENSE"},{"label":"GitHub repository metadata: activity and license classifier","url":"https://api.github.com/repos/bslop/tr1-jaguar"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/bslop/tr1-jaguar/languages"},{"label":"GitHub releases endpoint; no releases listed at verification","url":"https://api.github.com/repos/bslop/tr1-jaguar/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":223081,"Python":145569,"C++":57544,"Assembly":40190,"Daslang":26571,"Makefile":11129,"Shell":7023,"Dockerfile":1936,"Linker Script":857},"source_url":"https://api.github.com/repos/bslop/tr1-jaguar/languages","evidence":"Exact repository-wide byte totals returned by the official GitHub Languages API. These include all recognized repository files, not target-only code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tomba-2-ps1-recomp","title":"Tomba! 2 Recompilation","game":"Tomba! 2: The Evil Swine Return","platform":"PlayStation USA (SCUS-94454) and Italy PAL (SCES-02686) → Windows and Linux","kind":"Recompilation","status":"In-development preview builds; not described as a finished port","summary":"Static recompilation built on psxrecomp. Windows/Linux preview builds target the US SCUS-94454 and Italian PAL SCES-02686 discs; the project prepares native code from all 22 original area files and requires the user's own disc.","project_url":"https://github.com/mstan/Tomba2Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/mstan/Tomba2Recomp"},{"label":"Project README or evidence page","url":"https://github.com/mstan/Tomba2Recomp/blob/master/README.md"},{"label":"Project README: supported discs, native code generation, and release requirements","url":"https://github.com/mstan/Tomba2Recomp#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/Tomba2Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/mstan/Tomba2Recomp/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":75826,"C++":60744,"Shell":41534,"PowerShell":24924,"Python":23305,"CMake":13876},"source_url":"https://api.github.com/repos/mstan/Tomba2Recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/mstan/Tomba2Recomp reports 75,826 bytes of C, the largest language total (31.6% of 240,209 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tomba-ps1-decomp","title":"Tomba! Decompilation","game":"Tomba! (Tombi! in Europe; Ore! Tomba in Japan)","platform":"PlayStation","kind":"Decompilation","status":"In progress; the 2026-10-14 report gives 78.0% matched main-game code for the US reference build. The README lists four regional releases sharing the source tree.","summary":"Matching PS1 decompilation with the US release as its reference and shared-source builds for four US, Japanese, and PAL variants. The README's 2026-10-14 snapshot reports 78.0% matched main-game code for the US build.","project_url":"https://github.com/hansbonini/psx_tomba","updated":"2026-10-16","strategy":"Source decompilation; byte-matching not stated","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Source decompilation (matching fidelity unspecified)","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/hansbonini/psx_tomba"},{"label":"Project README: regional builds and dated matching report","url":"https://github.com/hansbonini/psx_tomba#readme"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/hansbonini/psx_tomba"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6967905,"Python":78300,"Makefile":17295,"BitBake":11425,"Assembly":5678,"Shell":1659},"source_url":"https://api.github.com/repos/hansbonini/psx_tomba/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C has the largest total (6,967,905 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tomba-ps1-recomp-apple-silicon","title":"TombaRecomp (Tomba!)","game":"Tomba! (USA PlayStation disc, SCUS-94236)","platform":"PlayStation MIPS → Windows x64 release, experimental Linux x86-64 AppImage, and source builds for macOS on Apple Silicon or Intel; OpenGL or software rendering","kind":"Recompilation","status":"The latest release is v0.20.0-alpha (published 2026-10-09); the maintainer reports play from BIOS boot through gameplay, with known crashes tracked in ISSUES.md. The Windows release is the documented primary download and Linux AppImage is experimental. The README documents macOS builds for Apple Silicon and Intel, but does not give a minimum macOS version or report a Mac-specific play test; no macOS release artifact is listed.","summary":"A game-specific PlayStation static recompilation built on PSXRecomp. The build translates the user's Tomba! MIPS executable to C ahead of time, then runs the compiled game logic against a native PS1 hardware model for GPU, SPU, GTE, memory cards, and BIOS behavior. The repository contains no disc image, retail BIOS, or generated game code; it bundles the MIT-licensed OpenBIOS, while game data and any optional retail BIOS come from the user.","project_url":"https://github.com/mstan/TombaRecomp","updated":"2026-10-10","strategy":"PlayStation MIPS-to-C static recompilation with a native host runtime that models PS1 hardware; SDL2 supplies desktop input and presentation.","language":"","source_available":"Public source under PolyForm Noncommercial 1.0.0. The user supplies the supported USA disc and may supply a retail BIOS; the source repository contains neither the disc nor original game assets. Windows releases include machine-translated game code and OpenBIOS, so the project license does not cover Tomba! content.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation static recompilation with macOS source-build support","target_type":"Game","sources":[{"label":"Maintainer README: static-recompilation method, supported builds, gameplay status, Mac build support, and license boundary","url":"https://github.com/mstan/TombaRecomp"},{"label":"Latest release v0.20.0-alpha (2026-10-09)","url":"https://github.com/mstan/TombaRecomp/releases/tag/v0.20.0-alpha"},{"label":"Maintainer PolyForm Noncommercial license","url":"https://github.com/mstan/TombaRecomp/blob/master/LICENSE"},{"label":"GitHub repository metadata: license recognition, latest push, and release state","url":"https://api.github.com/repos/mstan/TombaRecomp"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/mstan/TombaRecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":177372,"C":102290,"Python":94111,"Shell":42011,"PowerShell":19532,"CMake":7464},"source_url":"https://api.github.com/repos/mstan/TombaRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 177,372 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tombi-ps1-matching-decomp","title":"Tombi! PS1 Matching Decompilation","game":"Tombi! (PS1 PAL Spanish, SCES_013.31)","platform":"PlayStation PAL Spanish (SCES_013.31)","kind":"Decompilation","status":"The current README reports 94.80% of game-code bytes matching (1,449,728/1,529,276). The main executable and the shared/area overlays shown as complete are linked from source; remaining system screens are partial. Psy-Q library bytes and retail .data/.rodata are measured separately and are not counted as completed game-code source.","summary":"A high-progress matching decompilation of the Spanish PAL PlayStation release of Tombi! (Tomba!). The build uses the user’s disc files and keeps game-code progress separate from Sony Psy-Q library and retail data.","project_url":"https://github.com/afsenovilla/tombi-decomp","updated":"2026-10-16","strategy":"Matching C reconstruction of the game code measured against the original executable and overlays","language":"","source_available":"Public source and build tooling; requires user-supplied PAL Spanish game files. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/afsenovilla/tombi-decomp"},{"label":"Maintainer README: measured progress and counting rules","url":"https://github.com/afsenovilla/tombi-decomp#readme"},{"label":"Detailed project progress report","url":"https://github.com/afsenovilla/tombi-decomp/blob/main/docs/PROGRESS.md"}],"media":[{"kind":"image","label":"Tombi! PS1 matching-decompilation progress map","url":"https://decomp.dev/afsenovilla/Tombi-Decomp.png","preview_url":"https://decomp.dev/afsenovilla/Tombi-Decomp.png","source_url":"https://github.com/afsenovilla/tombi-decomp/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"BitBake":11425,"C":19791640,"CMake":3946,"Java":17686,"Python":1292770,"Shell":5607},"source_url":"https://api.github.com/repos/afsenovilla/tombi-decomp/languages","evidence":"GitHub’s official Languages API reports BitBake: 11,425 bytes, C: 19,791,640 bytes, CMake: 3,946 bytes, Java: 17,686 bytes, Python: 1,292,770 bytes, Shell: 5,607 bytes. C is the largest repository-wide total; the README reports decompilation progress separately from GitHub’s repository-wide language map.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tomodachi-collection-nds-en","title":"Tomodachi Collection English Translation","game":"Tomodachi Collection","platform":"Nintendo DS; compatible DS-family systems with the documented loaders","kind":"Fan Localization","status":"Full English patch v1.0 is available; the latest README says it runs on all DS-family systems. Some text and graphics remain Japanese by design.","summary":"A full English fan translation of the Japan-only Nintendo DS game, extending an earlier community patch. It translates the game's readable text while intentionally leaving voice-synthesized lyrics/text, kana keyboard pages, and a few decorative graphics in Japanese.","project_url":"https://github.com/CarlosA49/tomodachi-collection-english","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"xdelta patch only; no ROM is distributed","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer README and compatibility update, 2026-06-10","url":"https://github.com/CarlosA49/tomodachi-collection-english"},{"label":"Project repository latest recorded commit (2026-06-10): docs: add Compatibility section (runs on all DS-family systems)","url":"https://github.com/CarlosA49/tomodachi-collection-english/commit/10f564e2755ed7afd0cecc3accdff25b23b993cd"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/CarlosA49/tomodachi-collection-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"tomodachi-life-us-3ds-decomp","title":"Tomodachi Life — U.S. 3DS Decompilation","game":"Tomodachi Life","platform":"Nintendo 3DS","kind":"Decompilation","status":"Early work in progress; README requires extracted code.bin and gives no current numeric progress value.","summary":"Source decompilation/reverse engineering of U.S. v1.0 3DS build; user must provide extracted game code.","project_url":"https://github.com/dylanpdx/TomodachiLifeDecomp","updated":"2026-09-27","strategy":"Source decompilation","language":"","source_available":"Public source repository; requires extracted code.bin from user-owned game; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"U.S. v1.0; project license not verified.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/dylanpdx/TomodachiLifeDecomp#readme"},{"label":"Project repository latest recorded commit (2026-09-27): Move & Match some misc symbols","url":"https://github.com/dylanpdx/TomodachiLifeDecomp/commit/aea693c9d571221a5c2aa141a09d63729fef8bed"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":15414,"CMake":4549,"C++":3141,"C":1330,"Linker Script":562},"source_url":"https://api.github.com/repos/dylanpdx/TomodachiLifeDecomp/languages","evidence":"Official GitHub repository Languages API returned HTTP 200 on 2026-10-16 for current repository dylanpdx/TomodachiLifeDecomp (repository API id 1223964071, https://github.com/dylanpdx/TomodachiLifeDecomp). The exact response reported 15,414 bytes of Python, the largest category, out of 24,996 recognized-language bytes (61.7%). Counts are repository-wide and do not isolate the catalog target from shared code, tests, build files, or tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tomodachi-ltd-switch-recomp","title":"Tomodachi Life: Living the Dream Recompilation","game":"Tomodachi Life: Living the Dream","platform":"Nintendo Switch → x86-64 Linux (Arch/EndeavourOS tested; Fedora reported working) and Windows 10/11 (experimental)","kind":"Recompilation","status":"Experimental static recompilation. The README reports that audio, video, the opening, and the start of the game have been tested; the installer was run end to end on a fresh clone and the resulting game started. Testing is limited to one machine, and the maintainer warns that parts of the game may remain unplayed. The current PC executable still depends on Suyu-derived runtime components for graphics, audio, and Switch services, so it is not an emulator-free native port. Linux instructions are tested on Arch/EndeavourOS, Fedora is reported working, and Windows 10/11 is experimental. It requires the user’s game NSP v1.0.0 and keys; no GitHub releases are listed.","summary":"Experimental static recompilation of Switch ARM code to an x86-64 PC executable. The current build still relies on Suyu-derived runtime components for graphics, audio, and Switch system services; a more independent native port is in development. The user supplies the base 1.0.0 NSP and keys; game files are not included.","project_url":"https://github.com/RussoPhone/tomodachi-ltd-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/RussoPhone/tomodachi-ltd-recomp"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/RussoPhone/tomodachi-ltd-recomp"},{"label":"GitHub releases page; no release listed when reviewed 2026-10-16","url":"https://github.com/RussoPhone/tomodachi-ltd-recomp/releases"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 2226e51a32; activity evidence only)","url":"https://github.com/RussoPhone/tomodachi-ltd-recomp/commit/2226e51a32e3c0b6730d159bc969a42d0ad412a1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":147841,"PowerShell":7751,"Shell":5127,"Java":2949,"Batchfile":490},"source_url":"https://api.github.com/repos/RussoPhone/tomodachi-ltd-recomp/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (147,841 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-tomytutor-mister","title":"Tomy Tutor / Pyuta / Pyuta Jr. MiSTer FPGA Core","game":"Tomy Tutor / Pyuta / Pyuta Jr.","platform":"Tomy Tutor / Pyuta / Pyuta Jr. on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for Tomy Tutor / Pyuta / Pyuta Jr. on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/TomyTutor_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/TomyTutor_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/TomyTutor_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/TomyTutor_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/TomyTutor_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":691992,"Verilog":359922,"SystemVerilog":177151,"Tcl":22475,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/TomyTutor_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 691,992 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tongari-boushi-to-mahou-no-machi-3ds-it","title":"Tongari Boushi to Mahou no Machi Italian Translation","game":"Tongari Boushi to Mahou no Machi","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Complete Italian translation; v1.9 patch release published 2026-10-14. The maintainer documents an online browser patcher for Azahar and a Luma3DS installation package, plus language-specific UI changes and gameplay options.","summary":"Italian localization for the Japan-only 3DS game. The repository provides translation text and tools; the web patcher applies it to the user's local game and can output a patched .3ds image for Azahar or a Luma3DS folder for a real console.","project_url":"https://github.com/chokercrave/mahou-no-machi-patch","updated":"2026-10-16","strategy":"Browser patcher; Azahar .3ds output or Luma3DS folder ZIP","language":"Italian","source_available":"Browser patcher; Azahar .3ds output or Luma3DS folder ZIP; README says the repository contains translation tools and text but no Nintendo or Konami game files; patching happens on the user's local copy.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"","target_type":"Game","sources":[{"label":"Maintainer README, Italian scope, no-game statement and separate Azahar/Luma3DS patcher outputs","url":"https://github.com/chokercrave/mahou-no-machi-patch/blob/main/README.md"},{"label":"Live online patcher for Azahar and Luma3DS","url":"https://darkenedforest.github.io/tongari-boushi-to-oshare-na-mahou-tsukai-archive/patches/#3ds"},{"label":"GitHub API v1.9 release and date","url":"https://api.github.com/repos/chokercrave/mahou-no-machi-patch/releases?per_page=1"},{"label":"GitHub API repository programming-language breakdown","url":"https://api.github.com/repos/chokercrave/mahou-no-machi-patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":689465},"source_url":"https://api.github.com/repos/chokercrave/mahou-no-machi-patch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 689,465 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-tonitor-acousmatic-firmware","title":"Tonitor (M-VAVE FM-1 acousmatic firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; Chrome/Edge/Opera Web MIDI installer","kind":"Reimplementation","status":"The maintainer README documents a browser installer, rescue/update behavior, and build-from-source steps; no GitHub release entry was found. Latest repository push checked 2026-10-15. The project specifically presents itself as an experimental sound instrument, not a sequenced groovebox.","summary":"An alternative firmware for acousmatic/electroacoustic exploration and live ambient work, with six asynchronous sound-object tracks, algorithmic sound engines, looping, generative paths, and large high-contrast screen text.","project_url":"https://github.com/nzimas/tonitor","updated":"2026-10-16","strategy":"GPL-3.0 custom embedded firmware with original procedural synthesis and looping workflows for the FM-1.","language":"","source_available":"Public source under GPL-3.0; README describes firmware installation, rescue behavior, and shared user-flash overwrite considerations.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded electroacoustic instrument firmware","target_type":"Software","sources":[{"label":"Maintainer README: instrument scope, install/recovery behavior, and build instructions","url":"https://github.com/nzimas/tonitor/blob/main/README.md"},{"label":"GPL-3.0 license","url":"https://github.com/nzimas/tonitor/blob/main/LICENSE"},{"label":"GitHub repository activity metadata (no GitHub release entry)","url":"https://api.github.com/repos/nzimas/tonitor"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/nzimas/tonitor/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":822339,"Python":77463,"HTML":10663,"Shell":8453,"JavaScript":7470,"Linker Script":3052,"Assembly":2656},"source_url":"https://api.github.com/repos/nzimas/tonitor/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (88.2% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tony-hawks-project-8-switch-recomp","title":"Tony Hawk’s Project 8 Switch Recompilation","game":"Tony Hawk’s Project 8","platform":"Xbox 360 → Nintendo Switch","kind":"Recompilation","status":"Early pipeline build; README notes missing objects and frame-rate dips. Requires retail game data.","summary":"Switch target for static recompilation of the Xbox 360 version.","project_url":"https://github.com/R-drg/project8-sw","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/R-drg/project8-sw"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/R-drg/project8-sw"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":803705,"Python":26806,"CMake":26337,"C":20741,"Shell":9551,"NASL":7322,"GLSL":4516,"Dockerfile":314},"source_url":"https://api.github.com/repos/R-drg/project8-sw/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/R-drg/project8-sw reports 803,705 bytes of C++, the largest language total (89.4% of 899,292 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tony-hawks-project-8-xbox360-pc-recomp","title":"Tony Hawk’s Project 8 Xbox 360 PC Recompilation","game":"Tony Hawk’s Project 8 (Xbox 360)","platform":"Xbox 360 → Linux x86-64, macOS arm64, Windows x86-64 (hardware support varies)","kind":"Recompilation","status":"Release v0.3.0. Linux x86-64 is the main verified platform; macOS was tested on Apple M1 but heavy scenes are slow. Windows x86-64 was tested through Proton, not on Windows hardware. The README warns that uncapped frame rates make in-level cutscenes run too fast.","summary":"Ahead-of-time static recompilation translates Xbox 360 PowerPC instructions to C++ and builds a native executable. The user supplies the supported Xbox 360 disc image; game files are not included.","project_url":"https://github.com/theokyr/Project8Recomp","updated":"2026-10-15","strategy":"Static PowerPC-to-C++ recompilation with a native host runtime","language":"","source_available":"Public source repository and release; user supplies the supported Xbox 360 game image; game data is not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation for PC","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/theokyr/Project8Recomp/blob/main/README.md"},{"label":"Known issues and platform verification","url":"https://github.com/theokyr/Project8Recomp/blob/main/docs/KNOWN_ISSUES.md"},{"label":"Release v0.3.0","url":"https://github.com/theokyr/Project8Recomp/releases/tag/v0.3.0"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/theokyr/Project8Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":460198,"Shell":31676,"CMake":28476,"Python":16288,"NASL":7322,"C":2480},"source_url":"https://api.github.com/repos/theokyr/Project8Recomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/theokyr/Project8Recomp reports 460,198 bytes of C++, the largest language total (84.2% of 546,440 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tony-hawks-underground-vita-port","title":"Tony Hawk’s Underground Vita Port","game":"Tony Hawk’s Underground","platform":"Xbox → PlayStation Vita","kind":"Reimplementation","status":"The maintainer reports Story, Free Skate, Create-a-Skater, and all levels playable on Vita; most gameplay is reported near 60 FPS. Videos and online features are unavailable, and the user must supply Xbox USA game files.","summary":"Native PS Vita port based on the PC `kisak-thug` project and Xbox game data, built with VitaSDK; this is a platform port rather than Xbox emulation.","project_url":"https://github.com/iwannagooutside/thug-vita-port","updated":"2026-10-15","strategy":"Native Vita platform port based on the PC port and user-supplied Xbox data","language":"","source_available":"Public source and Vita builds; requires the user's Xbox USA game files","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/iwannagooutside/thug-vita-port"},{"label":"Maintainer README: playable modes, hardware testing, build, and data requirements","url":"https://github.com/iwannagooutside/thug-vita-port#readme"},{"label":"Maintainer releases","url":"https://github.com/iwannagooutside/thug-vita-port/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":21096671,"C":9258651,"GLSL":209627,"CMake":75813,"Python":67812,"q":14680,"Assembly":5891,"Makefile":4906,"HTML":4275,"Shell":2379},"source_url":"https://api.github.com/repos/iwannagooutside/thug-vita-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/iwannagooutside/thug-vita-port reports 21,096,671 bytes of C++, the largest language total (68.6% of 30,740,705 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"top-gear-rally-n64-matching-decomp","title":"Top Gear Rally N64 Matching Decompilation","game":"Top Gear Rally","platform":"Nintendo 64","kind":"Decompilation","status":"Complete according to the maintainer: all 572 functions (379,932 bytes) are byte-exact and named/documented. Snapshot dated 2026-10-07; repository last pushed 2026-10-15.","summary":"Complete matching decompilation of the Nintendo 64 Top Gear Rally ROM. The maintainer reports all 572 functions compile with SGI IDO 5.3 to the retail bytes and are named and documented in the source.","project_url":"https://github.com/jeff-strutb/brally","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":"2026-08-14","programming_language":"C","subtype":"N64 retail ROM matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/jeff-strutb/brally"},{"label":"Maintainer progress snapshot and source-backed decompilation status for both separate targets","url":"https://github.com/jeff-strutb/brally/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/jeff-strutb/brally"}],"media":[{"kind":"image","label":"Top Gear Rally decomp progress treemap","url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/tgrally/progress-map.svg","preview_url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/tgrally/progress-map.svg","source_url":"https://github.com/jeff-strutb/brally/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"native tgrally","url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/tgrally/img/native-tgrally.png","preview_url":"https://raw.githubusercontent.com/jeff-strutb/brally/main/docs/tgrally/img/native-tgrally.png","source_url":"https://github.com/jeff-strutb/brally/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":21178012,"Python":4447643,"C++":2843977,"Objective-C":543155,"Assembly":372565,"Shell":178321,"Pawn":57600,"Swift":31336,"M":19725,"Ruby":19328,"GLSL":15217,"Java":8902,"Metal":6030,"Batchfile":2248,"Linker Script":1268},"source_url":"https://api.github.com/repos/jeff-strutb/brally/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 21,178,012 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"top-gear-snes-usa-static-recomp","title":"Top Gear SNES USA Static Recompilation","game":"Top Gear (SNES, USA)","platform":"Super Nintendo Entertainment System (USA ROM) → native Windows 10/11 x86-64","kind":"Recompilation","status":"Release v2.0.1 was published on 2026-10-16. The maintainer describes a fully static ahead-of-time recompilation with a native Windows launcher and no runtime general-purpose CPU interpreter, dynamic recompiler, or emulator fallback. The exact USA ROM is required and is not included. No repository license detected.","summary":"Static ahead-of-time recompilation of the USA SNES Top Gear ROM to a native Windows x86-64 launcher. The repository documents fixed generated C execution, native system components, and ROM-specific integrity/gameplay tests; game ROM data are user-supplied.","project_url":"https://github.com/Junior-Jones/Top-Gear-SNES-Static-Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; no ROM/game data included. Exact legally obtained USA ROM with SHA-256 ca9889f17f184b3d99a2eaaa82af73e366f03ed00313fdd369e5e023b208e788 is required for game-specific verification. No repository license detected at reviewed commit.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"SNES-to-Windows x86-64 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/Junior-Jones/Top-Gear-SNES-Static-Recomp/blob/592a3a85fe8c57293866ffd2de7f45e7fd341c4b/README.txt"},{"label":"Canonical public repository","url":"https://github.com/Junior-Jones/Top-Gear-SNES-Static-Recomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/Junior-Jones/Top-Gear-SNES-Static-Recomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/Junior-Jones/Top-Gear-SNES-Static-Recomp/languages"},{"label":"Latest maintainer release","url":"https://github.com/Junior-Jones/Top-Gear-SNES-Static-Recomp/releases/tag/v2.0.1"},{"label":"GitHub releases API snapshot","url":"https://api.github.com/repos/Junior-Jones/Top-Gear-SNES-Static-Recomp/releases?per_page=20"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13470312,"C++":12737037,"CMake":41624,"Python":34427},"source_url":"https://api.github.com/repos/Junior-Jones/Top-Gear-SNES-Static-Recomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"torchlight-xbox-360-static-recomp-yapel","title":"Torchlight Recompiled","game":"Torchlight (Xbox 360/XBLA version 1.0.140.0)","platform":"Xbox 360 PowerPC → Windows/Linux x86-64 and Apple Silicon macOS ARM64","kind":"Recompilation","status":"Latest beta release v0.7.6-beta was published 2026-10-13. The project statically recompiles Xbox 360 PowerPC code to C++ using ReXGlue and documents native Windows/Linux x86-64 and Apple Silicon macOS 13.3+ support; Intel Mac is unsupported. The renderer is rebuilt with OGRE 14 and OpenGL 3.3 (D3D11 on Windows). A user dump of Xbox LIVE Arcade version 1.0.140.0 is required; the repository does not include game assets.","summary":"A native desktop recompilation of the Xbox 360/XBLA release of Torchlight. It uses ReXGlue to translate PowerPC game code into C++, with a rebuilt renderer and host-platform integrations.","project_url":"https://github.com/YaPeL/torchlight-recomp","updated":"2026-10-16","strategy":"Static Xbox 360 PowerPC-to-C++ recompilation via ReXGlue, with a rebuilt OGRE renderer and platform-specific host services","language":"","source_available":"Public source under GPL-3.0; ReXGlue patches are BSD-licensed. The user must provide their own Xbox LIVE Arcade 1.0.140.0 files; original game assets are not in the repository.","first_found":"2026-10-16","project_started":"2026-10-06","programming_language":"C++","subtype":"Xbox 360 static recompilation; native x86-64 and Apple Silicon builds","target_type":"Game","sources":[{"label":"Maintainer README: PowerPC recompilation method, supported host platforms, renderer and required Xbox 360 game files","url":"https://github.com/YaPeL/torchlight-recomp/blob/main/README.md"},{"label":"Latest beta release v0.7.6-beta (2026-10-13)","url":"https://github.com/YaPeL/torchlight-recomp/releases/tag/v0.7.6-beta"},{"label":"Maintainer license and third-party notices","url":"https://github.com/YaPeL/torchlight-recomp/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2073796,"Python":305449,"CMake":86584,"Shell":54089,"PowerShell":29101,"C":19647,"Objective-C++":11497,"Swift":1444},"source_url":"https://api.github.com/repos/YaPeL/torchlight-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 2,073,796 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"torchlight-switch-recomp","title":"Torchlight Switch Recompilation","game":"Torchlight","platform":"Xbox 360 / Xbox Live Arcade → Nintendo Switch","kind":"Recompilation","status":"Static recompilation build; README reports variable frame rate by area and does not include game data.","summary":"Native Switch build of a statically recompiled Xbox release.","project_url":"https://github.com/liartes/torchlight-nx","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/liartes/torchlight-nx"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/liartes/torchlight-nx"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":478505,"Linker Script":193879,"Python":114975,"Shell":37208,"CMake":26385,"C":4858,"HLSL":4427,"GLSL":502,"Io":82},"source_url":"https://api.github.com/repos/liartes/torchlight-nx/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/liartes/torchlight-nx reports 478,505 bytes of C++, the largest language total (55.6% of 860,821 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"tornado-outbreak-ps3-recomp","title":"Tornado Outbreak PS3 Recompilation","game":"Tornado Outbreak (PS3 disc, BLUS30371)","platform":"PlayStation 3 → Windows","kind":"Recompilation","status":"In game. The build reaches the first level with player-controlled tornado gameplay; the README reports about 10–16 fps and a white transition that does not clear. Full-game playthrough is not claimed.","summary":"Static recompilation of the PS3 PowerPC program to native Windows using ps3recomp. The user supplies the disc image, decrypted executable, and captured SPU job code needed for the build; no game code or assets are included.","project_url":"https://github.com/sp00nznet/tornado","updated":"2026-10-15","strategy":"Static PS3 PPU/SPU recompilation to a native Windows executable","language":"","source_available":"Public source repository; user supplies their own BLUS30371 disc and derives game code locally; no game code or assets are distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 3 game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported PS3 release, first-level gameplay, and known issue","url":"https://github.com/sp00nznet/tornado#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/tornado/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5834,"Shell":3195,"CMake":2930,"Python":503},"source_url":"https://api.github.com/repos/sp00nznet/tornado/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/sp00nznet/tornado reports 5,834 bytes of C, the largest language total (46.8% of 12,462 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"torneko-great-adventure-sfc-remaster-script","title":"Torneko’s Great Adventure SFC Remastered Script Patches","game":"Torneko’s Great Adventure: Mystery Dungeon","platform":"Super Famicom (Japanese unheadered ROM; alternatively the Magic Destiny 0.99 English-patched ROM)","kind":"Fan Localization","status":"Two v2.2 IPS patches (Dragon Quest and Dragon Warrior variants) are checked into the repository; the README changelog shows v1.1 was released 2026-09-24 and subsequent updates through v2.2. No GitHub Release or license is declared.","summary":"Japanese → revised English script/interface patch for the Japanese Super Famicom game, with a second supported base for the older Magic Destiny 0.99 English translation. The DQ variant follows the remaster’s terminology/British English; the DW variant favors older Dragon Warrior names and American English. This is an addendum/retranslation, not a new first-time English translation. The repository provides IPS patches, not game data or source tooling.","project_url":"https://github.com/NonagonGoron/Tornekos-Great-Adventure-SFC-with-Remaster-Script","updated":"2026-10-16","strategy":"Fan localization/script update patch (two IPS variants)","language":"English","source_available":"Two public IPS patch files and README; no code source or license is declared. No game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Super Famicom fan script-update patch","target_type":"Game","sources":[{"label":"Maintainer README: Japanese and Magic Destiny bases, DQ/DW directions, v2.2 changelog","url":"https://github.com/NonagonGoron/Tornekos-Great-Adventure-SFC-with-Remaster-Script/blob/main/README.txt"},{"label":"Repository and checked-in DQ/DW v2.2 IPS patches","url":"https://github.com/NonagonGoron/Tornekos-Great-Adventure-SFC-with-Remaster-Script"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/NonagonGoron/Tornekos-Great-Adventure-SFC-with-Remaster-Script/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/NonagonGoron/Tornekos-Great-Adventure-SFC-with-Remaster-Script/languages","evidence":"GitHub Languages API returned {}; repository contains README and IPS patch files only.","verified_at":"2026-10-16","reason_unknown":"GitHub Languages API returned an empty byte map; no predominant programming language is measurable."}},{"id":"total-annihilation-pc-decomp","title":"Total Annihilation PC Matching Decompilation","game":"Total Annihilation","platform":"Windows PC","kind":"Decompilation","status":"Matching is complete per the README: 3,267 of 3,267 functions and 850,853 of 850,853 bytes match; current work focuses on improving readability.","summary":"C++ source reconstruction of the Windows PC v3.1 game, matched with the original MSVC 5.0 toolchain. This is the game decompilation project rather than a source port; the user supplies the original game data.","project_url":"https://github.com/HectorBailey/byte-tactics","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/HectorBailey/byte-tactics"},{"label":"Project README at verified HEAD (checked 2026-10-15)","url":"https://github.com/HectorBailey/byte-tactics/blob/8aad18120c208e330cbcb264a6723c7fb846e8ec/README.md"},{"label":"Latest default-branch commit at check (8aad181)","url":"https://github.com/HectorBailey/byte-tactics/commit/8aad18120c208e330cbcb264a6723c7fb846e8ec"},{"label":"GitHub repository language breakdown (checked 2026-10-15)","url":"https://api.github.com/repos/HectorBailey/byte-tactics/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/HectorBailey/byte-tactics"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5884987,"Python":1231930,"C":38361,"Shell":25543,"Java":23482},"source_url":"https://api.github.com/repos/HectorBailey/byte-tactics/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 5,884,987 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"totolink-n150rt-firmware-re-lab","title":"TOTOLINK N150RT Router Firmware Reverse-Engineering Lab","game":"TOTOLINK N150RT hardware V2.0, resident 2.1.6-B20171121.1002 build","platform":"TOTOLINK N150RT V2.0; Realtek RTL8196E big-endian MIPS-I/o32; 4 MiB SPI flash; Boa 0.94.14rc21","kind":"Decompilation","status":"Active research with a fourteen-chapter write-up and extensive CI/tool checks as of October 2026. It analyzes a unit-resident 2017 build that is not on vendor download pages and compares it with available 2015/2020 images. The physical dump for that unit is explicitly not published, so some claims require the author's exact router.","summary":"A public MIT-licensed firmware reverse-engineering lab with a CLI, Ghidra scripts, structural checks, and reproducibility notes for the TOTOLINK N150RT. It documents container and flash layout, analyzes the vendor's MIPS binaries, and differentiates findings backed by downloadable firmware from those requiring a device-specific dump. The work is framed as preservation and analysis of vendor firmware, not a replacement OS.","project_url":"https://github.com/Jhongwe1/router-firmware-re","updated":"2026-10-16","strategy":"Firmware extraction, MIPS binary/Ghidra analysis, scripted structural validation, and controlled emulation/hardware comparison with input hashes attached to reports","language":"","source_available":"MIT for code and CC BY 4.0 for prose/write-up. Vendor firmware is fetched from vendor sources rather than redistributed; the exact unit's resident 2017 flash dump is not published and requires physical N150RT V2.0 access.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Router firmware analysis and rehosting research toolkit","target_type":"Software","sources":[{"label":"Public README: exact device/build, research method, status, and scope","url":"https://github.com/Jhongwe1/router-firmware-re#readme"},{"label":"Reproduction guide distinguishes clone-only evidence from device-dependent claims","url":"https://github.com/Jhongwe1/router-firmware-re/blob/main/REPRODUCE.md"},{"label":"MIT code license and CC BY prose terms","url":"https://github.com/Jhongwe1/router-firmware-re/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":960572,"Shell":448918,"Java":168186,"Makefile":22580,"PowerShell":13620,"C":10193,"Dockerfile":3467},"source_url":"https://api.github.com/repos/Jhongwe1/router-firmware-re/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 960,572 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touchhle-early-ios","title":"touchHLE","game":"Early iPhone, iPod touch, and iPad applications for iPhone OS 2.x/3.x and iOS 4.0.x","platform":"Early iOS applications; official binary builds for x64 Windows, x64 macOS, and AArch64 Android, with source builds documented for Linux and AArch64 macOS","kind":"Emulator","status":"Active high-level emulator; v0.3.0 was released 2026-10-01 with iOS 4.0 and iPad support. The project says most apps for the supported OS versions do not currently work and compatibility varies by app.","summary":"Open-source high-level emulator for early iOS app binaries. It supplies its own iOS framework implementations instead of simulating iPhone hardware; compatibility is tracked app by app and remains incomplete.","project_url":"https://github.com/touchHLE/touchHLE","updated":"2026-10-01","strategy":"High-level emulation of iOS system frameworks for early iPhone, iPod touch, and iPad apps","language":"","source_available":"Public source repository (MPL-2.0; bundled binaries use GPL-3.0-or-later)","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Mobile application emulator using framework-level emulation","target_type":"Software","sources":[{"label":"Maintainer README: method, target OS versions, host support, and compatibility limits","url":"https://github.com/touchHLE/touchHLE"},{"label":"Maintainer v0.3.0 release: iOS 4.0, iPad support, and newly working apps","url":"https://github.com/touchHLE/touchHLE/releases"},{"label":"Maintainer compatibility database","url":"https://appdb.touchhle.org/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":2674051,"Objective-C":267113,"C++":16168,"C":12643,"Kotlin":12379,"Shell":7296,"Java":672,"Makefile":639},"source_url":"https://api.github.com/repos/touchHLE/touchHLE/languages","evidence":"GitHub's official Languages REST endpoint reports 2,674,051 bytes of Rust as the largest total (89.4% of 2,990,961 recognized language bytes). The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-10-switch-native-port","title":"Touhou 10 Nintendo Switch Native Port","game":"Touhou 10: Mountain of Faith","platform":"Windows PC → Nintendo Switch homebrew (Horizon OS)","kind":"Reimplementation","status":"Latest release v1.00a-r5 (2026-09-30); the maintainer labels the port fully playable. Requires the user's Touhou 10 PC v1.00a data.","summary":"Native Switch homebrew port of YomotsuHisami's C++ reimplementation, using a wasm2c runtime and SDL2/OpenGL ES 3 platform host. The repository contains engine code only; players supply the original PC game data.","project_url":"https://github.com/saekaze/th10-switch","updated":"2026-10-15","strategy":"C++ reimplementation-based Switch port using wasm2c and SDL2/GLES3","language":"","source_available":"Public source and NRO release; requires the user's own Touhou 10 PC v1.00a th10.dat archive; music archive and font are optional; no game assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo Switch native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: reimplementation base, runtime method, supported version, and requirements","url":"https://github.com/saekaze/th10-switch#readme"},{"label":"Latest NRO release, v1.00a-r5","url":"https://github.com/saekaze/th10-switch/releases/tag/v1.00a-r5"},{"label":"GitHub repository metadata: primary language and repository state","url":"https://api.github.com/repos/saekaze/th10-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":9241971,"C++":605867,"Python":7006,"CMake":5356,"Shell":2671},"source_url":"https://api.github.com/repos/saekaze/th10-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository saekaze/th10-switch (repository API ID 1371834871, https://github.com/saekaze/th10-switch). The exact response reported 9,241,971 bytes of C, the largest category, out of 9,862,871 recognized-language bytes (93.7%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-105-scarlet-weather-rhapsody-matching-decomp","title":"Touhou 10.5: Scarlet Weather Rhapsody Matching Decompilation","game":"Touhou 10.5: Scarlet Weather Rhapsody","platform":"Windows PC (Japanese version 1.06a)","kind":"Decompilation","status":"Work in progress; the exact Japanese 1.06a executable is the target and reproducible byte comparison is the acceptance criterion.","summary":"A source reconstruction of the original TH10.5 executable. Copyrighted game files are not included.","project_url":"https://github.com/N0zoM1z0/th105","updated":"2026-10-16","strategy":"Windows x86 matching decompilation with byte-identical build checks","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PC matching decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/N0zoM1z0/th105"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/N0zoM1z0/th105"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2197043,"Python":603107,"Shell":7968},"source_url":"https://api.github.com/repos/N0zoM1z0/th105/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 2,197,043 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-10-mountain-of-faith-pc-matching-decomp","title":"Touhou 10: Mountain of Faith PC Matching Decompilation","game":"Touhou 10: Mountain of Faith","platform":"Windows PC executable (th10.exe; exact retail revision/region not stated in README)","kind":"Decompilation","status":"The maintainer says every game function is recovered as C++. Default build reports 74.6% byte-exact C++ bytes and 97.7% weighted identical instructions across equivalent regions; `make EXACT=1` uses equivalent assembly to produce a bit-identical executable. No public release or repository license is listed.","summary":"Matching decompilation of Touhou 10: Mountain of Faith for Windows PC. The maintainer distinguishes the default C++ recovery build from an exact build that substitutes recorded assembly for equivalent regions; exact input game revision is not identified in the README.","project_url":"https://github.com/levzzz5154/th10-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game executable is not included; an original th10.exe is optional for detailed retail comparison. No repository license detected at the reviewed commit.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Windows PC matching decompilation; C++ recovery with exact assembly fallback","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/levzzz5154/th10-decomp/blob/eb027539e55372735db1d60ae5da781a9d1caa8a/README.md"},{"label":"Canonical public repository","url":"https://github.com/levzzz5154/th10-decomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/levzzz5154/th10-decomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/levzzz5154/th10-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":20194643,"C++":11600578,"C":4201027,"Python":2426722,"Makefile":1126,"Shell":152},"source_url":"https://api.github.com/repos/levzzz5154/th10-decomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-11-switch-native-port","title":"Touhou 11 Nintendo Switch Native Port","game":"Touhou 11: Subterranean Animism","platform":"Windows PC → Nintendo Switch homebrew (Horizon OS)","kind":"Reimplementation","status":"Latest release v1.00a-r3 (2026-09-30); the maintainer labels the port fully playable and describes all six stages, Extra, endings, staff roll, music room, and replays. Requires the user's Touhou 11 PC v1.00a data.","summary":"Native Switch homebrew port of YomotsuHisami's C++ reimplementation, compiled for ARM64 and hosted through SDL2/OpenGL ES 3. The repository contains engine code only; the user supplies the original PC game data.","project_url":"https://github.com/saekaze/th11-switch","updated":"2026-10-15","strategy":"C++ reimplementation-based native ARM64 Switch port with SDL2 and GLES3","language":"","source_available":"Public source and NRO release; requires the user's own Touhou 11 PC v1.00a th11.dat archive; music archive and font are optional; no game assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: reimplementation base, supported version, game coverage, and requirements","url":"https://github.com/saekaze/th11-switch#readme"},{"label":"Latest NRO release, v1.00a-r3","url":"https://github.com/saekaze/th11-switch/releases/tag/v1.00a-r3"},{"label":"GitHub repository metadata: primary language and repository state","url":"https://api.github.com/repos/saekaze/th11-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":769366,"CMake":5036,"Python":4068,"Shell":944},"source_url":"https://api.github.com/repos/saekaze/th11-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository saekaze/th11-switch (repository API ID 1397554116, https://github.com/saekaze/th11-switch). The exact response reported 769,366 bytes of C++, the largest category, out of 779,414 recognized-language bytes (98.7%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-15-switch-native-port","title":"Touhou 15 Nintendo Switch Native Port","game":"Touhou 15: Legacy of Lunatic Kingdom","platform":"Windows PC → Nintendo Switch homebrew (Horizon OS)","kind":"Reimplementation","status":"Latest release v1.00b-r3 (2026-10-13); the maintainer labels the port fully playable. Requires the user's Touhou 15 PC v1.00b data; first launch builds a font cache and can take longer.","summary":"Native Switch homebrew port of SteinsGateON's C++ reimplementation, compiled for ARM64 with an SDL2/OpenGL ES 3 host. The repository contains engine code only; players provide the original PC game's data.","project_url":"https://github.com/saekaze/th15-switch","updated":"2026-10-15","strategy":"C++ reimplementation-based native ARM64 Switch port with SDL2 and GLES3","language":"","source_available":"Public source and NRO release; requires the user's own Touhou 15 PC v1.00b th15.dat archive; music archive and font are optional; no game assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: reconstruction base, supported version, requirements, and first-launch behavior","url":"https://github.com/saekaze/th15-switch#readme"},{"label":"Latest NRO release, v1.00b-r3","url":"https://github.com/saekaze/th15-switch/releases/tag/v1.00b-r3"},{"label":"GitHub repository metadata: primary language and repository state","url":"https://api.github.com/repos/saekaze/th15-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1483158,"CMake":5143,"Python":4068,"Shell":944},"source_url":"https://api.github.com/repos/saekaze/th15-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository saekaze/th15-switch (repository API ID 1407844308, https://github.com/saekaze/th15-switch). The exact response reported 1,483,158 bytes of C++, the largest category, out of 1,493,313 recognized-language bytes (99.3%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-4-lotus-land-story-pc98-source-reconstruction","title":"Touhou 4: Lotus Land Story PC-98 Source Reconstruction","game":"Touhou 4: Lotus Land Story (original Japanese PC-98 release)","platform":"Japanese PC-98 DOS products: MAIN.EXE, OP.EXE, MAINE.EXE, and ZUN.COM; a separate modern x64 port is documented","kind":"Decompilation","status":"Active source reconstruction. The README reports all four DOS products building and detailed scoped runtime comparisons, while explicitly leaving complete process transitions, gameplay routes, full pictures, physical timing, Windows input/audio, and some exactness work open. Native builds need not reproduce the original executable bytes.","summary":"Maintains independently reconstructed source for the original Japanese PC-98 Touhou 4 products, with extensive DOS and modern-port comparisons against user-supplied original files. The README reports substantial demo, gameplay-state, and graphics-region agreement but keeps exact-byte, full-route, physical timing, and broader acceptance claims bounded.","project_url":"https://github.com/N0zoM1z0/th04","updated":"2026-10-16","strategy":"Independent source reconstruction with scoped binary and runtime comparisons","language":"","source_available":"Public reconstruction repository; original executables and game data are user-supplied and not committed.","first_found":"2026-10-16","project_started":"2026-09-06","programming_language":"Python","subtype":"PC-98 multi-product source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: exact game/products, current status, comparison scope, and outstanding work","url":"https://github.com/N0zoM1z0/th04#readme"},{"label":"Repository MIT license; original game/asset rights are excluded","url":"https://github.com/N0zoM1z0/th04/blob/main/LICENSE"},{"label":"Official GitHub Languages API byte totals; Python leads repository-wide bytes","url":"https://api.github.com/repos/N0zoM1z0/th04/languages"},{"label":"Current primary README","url":"https://github.com/N0zoM1z0/th04/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/N0zoM1z0/th04"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":6094909,"C++":1260914,"Assembly":370923,"GDB":37144,"Java":21242,"Shell":10098,"PowerShell":4207,"C":3922,"Batchfile":112},"source_url":"https://api.github.com/repos/N0zoM1z0/th04/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code. Python is the repository-wide byte leader; the README describes a multi-product reconstruction with a separate native x64 source tree, so this byte leader should not be read as a claim that the in-game runtime code is mostly Python.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-6-3ds-decomp-port","title":"Touhou 6 Nintendo 3DS Decompilation Port","game":"Touhou Koumakyou: The Embodiment of Scarlet Devil","platform":"Windows PC (version 1.02h) → Nintendo 3DS","kind":"Decompilation","status":"Version 1.0.3-beta was released on 2026-10-15. The README identifies the portable PC decompilation as its base and still lists linear fog and stereoscopic 3D as TODOs; a full-game or hardware-completion claim was not found.","summary":"Citro3D-based Nintendo 3DS port of the Touhou 6 portable decompilation. Users provide the PC game data; the repository does not include the game assets.","project_url":"https://github.com/Faveing2/th06-3ds-native","updated":"2026-10-16","strategy":"Native Citro3D port of the PC game decompilation","language":"","source_available":"Public source and beta release; user supplies Touhou 6 version 1.02h data.","first_found":"2026-10-16","project_started":"","programming_language":"C++","subtype":"Nintendo 3DS decompilation-based port","target_type":"Game","sources":[{"label":"Maintainer README: decompilation base, Citro3D target, and TODOs","url":"https://github.com/Faveing2/th06-3ds-native#readme"},{"label":"Maintainer releases: beta versions","url":"https://github.com/Faveing2/th06-3ds-native/releases"},{"label":"Current primary README","url":"https://github.com/Faveing2/th06-3ds-native/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Faveing2/th06-3ds-native"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Faveing2/th06-3ds-native/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/Faveing2/th06-3ds-native/releases/tag/v1.0.3-beta"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1103334,"C":156002,"Makefile":9195},"source_url":"https://api.github.com/repos/Faveing2/th06-3ds-native/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-6-switch-native-port","title":"Touhou 6 Nintendo Switch Native Port","game":"Touhou Koumakyou: The Embodiment of Scarlet Devil","platform":"Windows PC → Nintendo Switch homebrew (Horizon OS)","kind":"Decompilation","status":"Latest release v1.02h-r2 (2026-09-30); the maintainer labels the port fully playable. Requires Atmosphere custom firmware and the user's Touhou 6 PC v1.02h data archives.","summary":"Native Switch homebrew port built on GensokyoClub's byte-accurate C++ portable decompilation, with a Switch OpenGL ES 3.2 renderer. No game data archives are included; players provide the original PC game's files.","project_url":"https://github.com/saekaze/th06-switch","updated":"2026-10-15","strategy":"Decompilation-based native Switch port with OpenGL ES rendering","language":"","source_available":"Public source and NRO release; requires the user's own Touhou 6 PC v1.02h data archives and Atmosphere CFW; no game archives are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: source base, supported game version, requirements, and playability claim","url":"https://github.com/saekaze/th06-switch#readme"},{"label":"Latest NRO release, v1.02h-r2","url":"https://github.com/saekaze/th06-switch/releases/tag/v1.02h-r2"},{"label":"GitHub repository metadata: primary language and repository state","url":"https://api.github.com/repos/saekaze/th06-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1188837,"Lua":6930,"Makefile":4774,"Python":4088,"GLSL":2219},"source_url":"https://api.github.com/repos/saekaze/th06-switch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,188,837 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-6-psp-native-port","title":"Touhou 6 PSP Native Port","game":"Touhou Koumakyou: The Embodiment of Scarlet Devil","platform":"Windows PC → PlayStation Portable","kind":"Reimplementation","status":"Preview release. The maintainer reports a PSP-3000 hardware run through stages 1–6, the final boss, ending, staff roll, and return to title. PSP-1000 has not reached the ending; busy scenes can fall from 60 to about 30 FPS.","summary":"Native PSP engine port with a libGU/libGUM graphics backend and a PSP audio path. It requires the user's installed Windows version 1.02f data and does not emulate a PC.","project_url":"https://github.com/kan8223-dotcom/th06-psp-native","updated":"2026-10-15","strategy":"Native engine and platform-backend port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Portable","target_type":"Game","sources":[{"label":"English README with hardware testing and limitations","url":"https://github.com/kan8223-dotcom/th06-psp-native/blob/master/README_EN.md"},{"label":"Project releases","url":"https://github.com/kan8223-dotcom/th06-psp-native/releases"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/kan8223-dotcom/th06-psp-native/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1918419,"Python":73968,"C":55267,"Shell":41676,"Makefile":14298,"PowerShell":8153,"GLSL":2219},"source_url":"https://api.github.com/repos/kan8223-dotcom/th06-psp-native/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (1918419 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"touhou-6-7-8-ps4-ports","title":"Touhou 6, 7 and 8 Native PS4 Ports","game":"Touhou 6: The Embodiment of Scarlet Devil; Touhou 7: Perfect Cherry Blossom; Touhou 8: Imperishable Night","platform":"Windows PC game code / community decompilation or reconstruction → native PlayStation 4 (Orbis)","kind":"Recompilation","status":"Public v1.1.0 release published 2026-09-23 documents native PS4 ports for Touhou 6, 7 and 8. The maintainer reports real-PS4 testing and 60 fps for the initial 6/7 announcement; the project still expects bugs. Each game’s original files are required.","summary":"A collection of native PS4 ports built from community decompilation or reconstruction source for Touhou 6, 7 and 8. The project replaces the PC graphics path with native OpenGNM / VideoOut command buffers and uses SDL2 for input, audio and timing; it does not run the Windows executables through Wine, DXVK or CPU emulation. Users provide their own game data.","project_url":"https://github.com/EmiiBytee/Touhou-PS4","updated":"2026-10-16","strategy":"Decompilation/reconstruction-based native source ports with OpenGNM rendering and SDL2 input/audio/timing","language":"","source_available":"Public source under GPL-3.0; game data is not included. README notes component-source licenses differ: TH06 GPL, TH07 CC0 and TH08 MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows game decompilation/reconstruction-based native PS4 ports","target_type":"Game","sources":[{"label":"Maintainer repository / README: supported versions, native method, source and data requirements","url":"https://github.com/EmiiBytee/Touhou-PS4"},{"label":"Maintainer Reddit release post for Touhou 6 and 7 (2026-09-20)","url":"https://www.reddit.com/r/touhou/comments/1wlsy7p/touhou_6_and_touhou_7_now_on_ps4_nonofficially/"},{"label":"GitHub v1.1.0 release","url":"https://github.com/EmiiBytee/Touhou-PS4/releases/tag/v1.1.0"},{"label":"GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/EmiiBytee/Touhou-PS4/languages"},{"label":"Current primary README","url":"https://github.com/EmiiBytee/Touhou-PS4/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/EmiiBytee/Touhou-PS4"}],"media":[{"kind":"image","label":"Touhou 6 and 7 native PS4 release post screenshot","url":"https://preview.redd.it/k8rv75stpqqh1.jpg?width=1920&format=pjpg&auto=webp&s=a8f44ca7b44a9c195942160677dcafb785c4b3c9","preview_url":null,"source_url":"https://www.reddit.com/r/touhou/comments/1wlsy7p/touhou_6_and_touhou_7_now_on_ps4_nonofficially/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5045773,"C":4138924,"CMake":26927,"Python":26072,"GLSL":17895,"PowerShell":12887,"Lua":6969,"Linker Script":5001,"Shell":3543},"source_url":"https://api.github.com/repos/EmiiBytee/Touhou-PS4/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-embodiment-scarlet-devil-pc-decomp","title":"Touhou 6: The Embodiment of Scarlet Devil Decompilation","game":"Touhou Koumakyou: The Embodiment of Scarlet Devil (Windows PC version 1.02h)","platform":"Windows PC → matching source reconstruction; portable branch is separate","kind":"Decompilation","status":"The README identifies the exact 1.02h executable by SHA-256 and describes a perfect source reconstruction goal without a completion claim. It links a separate portable branch for a functioning cross-platform port.","summary":"A source-reconstruction project for Touhou 6, with an explicitly identified target executable and separately maintained portable branch.","project_url":"https://github.com/GensokyoClub/th06","updated":"2026-10-15","strategy":"Matching Windows source reconstruction; separate portable branch","language":"","source_available":"Public source repository; user supplies the original 1.02h executable; no game assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows PC decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/GensokyoClub/th06"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/GensokyoClub/th06/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1051957,"Python":436098,"Java":28777,"Go Template":25387,"Batchfile":1162,"Dockerfile":993,"C":432,"Shell":325},"source_url":"https://api.github.com/repos/GensokyoClub/th06/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/GensokyoClub/th06 reports 1,051,957 bytes of C++, the largest language total (68.1% of 1,545,131 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"touhou-7-perfect-cherry-blossom-switch-port","title":"Touhou 7: Perfect Cherry Blossom — Nintendo Switch Source Port","game":"Touhou 7: Perfect Cherry Blossom","platform":"Windows source → Nintendo Switch (Horizon)","kind":"Reimplementation","status":"The maintainer README describes a native Horizon port paced at locked 60 FPS with direct console audio output and remappable Switch controls. Release v1.00b-r5 (2026-09-30) adds Key Config support, maps ZL/ZR to L/R, standardizes the NRO name to touhou7.nro, and recommends sd:/switch/touhou/touhou7/; the release says gameplay is unchanged.","summary":"Native Switch homebrew source port using SDL3, GLES3, and libnx; requires user's own game files th07.dat and thbgm.dat.","project_url":"https://github.com/saekaze/th07-switch","updated":"2026-10-16","strategy":"Native homebrew source port","language":"","source_available":"Public CC0 project source; user supplies legally owned game data; repository contains no game assets.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Touhou 7 v1.00b; project source license does not grant rights to original game.","target_type":"Game","sources":[{"label":"Maintainer README: supported platform and playability status","url":"https://github.com/saekaze/th07-switch#readme"},{"label":"Project repository latest recorded commit (2026-09-30): Fix default controls: same layout as the other Touhou ports (B shoot,…","url":"https://github.com/saekaze/th07-switch/commit/5166cd25bb4710166687d87f15644b9d6222c0f0"},{"label":"Maintainer release v1.00b-r5 (published 2026-09-30)","url":"https://github.com/saekaze/th07-switch/releases/tag/v1.00b-r5"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/saekaze/th07-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4265050,"C++":1299200,"CMake":8193,"Shell":4941,"Python":3153},"source_url":"https://api.github.com/repos/saekaze/th07-switch/languages","evidence":"Exact repository byte counts from the official GitHub REST Languages endpoint on 2026-10-16; C is the largest category (4,265,050 of 5,580,537 recognized bytes). Repository-wide totals can include build and tooling files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-8-switch-native-port","title":"Touhou 8 Nintendo Switch Native Port","game":"Touhou 8: Imperishable Night","platform":"Windows PC → Nintendo Switch homebrew (Horizon OS)","kind":"Reimplementation","status":"Latest release v1.00d-r4 (2026-09-30); the maintainer labels the port fully playable. This release is based on a C++ reconstruction rather than the decompilation used by r1-r3. Requires the user's Touhou 8 PC v1.00d data.","summary":"Native Switch homebrew port of YomotsuHisami's C++ reconstruction, compiled for ARM64 with an SDL2/OpenGL ES 3 host. The repository contains engine code only; the user supplies the original PC game's data archives.","project_url":"https://github.com/saekaze/th08-switch","updated":"2026-10-15","strategy":"C++ reimplementation-based native ARM64 Switch port with SDL2 and GLES3","language":"","source_available":"Public source and NRO release; requires the user's own Touhou 8 PC v1.00d th08.dat archive; music archive and font are optional; no game assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: current C++ reconstruction base, version, requirements, and playability claim","url":"https://github.com/saekaze/th08-switch#readme"},{"label":"Latest NRO release, v1.00d-r4","url":"https://github.com/saekaze/th08-switch/releases/tag/v1.00d-r4"},{"label":"GitHub repository metadata: primary language and repository state","url":"https://api.github.com/repos/saekaze/th08-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1338342,"CMake":5827,"Python":4077,"Shell":943},"source_url":"https://api.github.com/repos/saekaze/th08-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository saekaze/th08-switch (repository API ID 1353006109, https://github.com/saekaze/th08-switch). The exact response reported 1,338,342 bytes of C++, the largest category, out of 1,349,189 recognized-language bytes (99.2%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-9-switch-native-port","title":"Touhou 9 Nintendo Switch Native Port","game":"Touhou 9: Phantasmagoria of Flower View","platform":"Windows PC → Nintendo Switch homebrew (Horizon OS)","kind":"Reimplementation","status":"Latest release v1.50a-r2 (2026-09-30); the maintainer labels the port fully playable and documents local two-player versus. Requires the user's Touhou 9 PC v1.50a data.","summary":"Native Switch homebrew port of YomotsuHisami's C++ reconstruction, compiled for ARM64 and hosted through SDL2/OpenGL ES 3. The repository contains engine code only; players provide the original PC game data.","project_url":"https://github.com/saekaze/th09-switch","updated":"2026-10-15","strategy":"C++ reimplementation-based native ARM64 Switch port with SDL2 and GLES3","language":"","source_available":"Public source and NRO release; requires the user's own Touhou 9 PC v1.50a th09.dat archive; music archive and font are optional; no game assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch native homebrew port","target_type":"Game","sources":[{"label":"Maintainer README: reconstruction base, supported version, requirements, and 2P feature","url":"https://github.com/saekaze/th09-switch#readme"},{"label":"Latest NRO release, v1.50a-r2","url":"https://github.com/saekaze/th09-switch/releases/tag/v1.50a-r2"},{"label":"GitHub repository metadata: primary language and repository state","url":"https://api.github.com/repos/saekaze/th09-switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":796212,"CMake":5058,"Python":4077,"Shell":943},"source_url":"https://api.github.com/repos/saekaze/th09-switch/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository saekaze/th09-switch (repository API ID 1397553464, https://github.com/saekaze/th09-switch). The exact response reported 796,212 bytes of C++, the largest category, out of 806,290 recognized-language bytes (98.8%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"touhou-9-phantasmagoria-of-flower-view-windows-source-reconstruction","title":"Touhou 9: Phantasmagoria of Flower View 1.50a Windows Source Reconstruction","game":"Touhou 9: Phantasmagoria of Flower View (original Japanese Windows version 1.50a)","platform":"Windows x86 original Japanese v1.50a executable; native Windows i386 product is a later documented phase","kind":"Decompilation","status":"Active reconstruction targeting 95% exact reviewed-authored code bytes. The README says target and live analysis database must be attested each session; the whole runnable product, source/resource/link graph, semantic reconstruction, and portability remain open. It explicitly warns that exact functions do not establish a complete or runnable product.","summary":"Reconstructs the original Japanese TH09 v1.50a executable from a hash-attested user-supplied target, tracking boundary/origin, source presence, code-generation exactness, product closure, runtime semantics, and portability separately. The project documents a staged route from faithful Windows i386 reconstruction toward semantic and portable builds.","project_url":"https://github.com/N0zoM1z0/th09","updated":"2026-10-16","strategy":"Version-attested executable source reconstruction with staged exact-code and product-closure goals","language":"","source_available":"Public reconstruction repository; original executable, IDA databases, game data, and analysis tools are private/user-supplied and not committed.","first_found":"2026-10-16","project_started":"2026-09-10","programming_language":"C++","subtype":"Windows game executable reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: exact v1.50a target, hash, process, and current limitations","url":"https://github.com/N0zoM1z0/th09#readme"},{"label":"Repository MIT license; original game/asset rights are excluded","url":"https://github.com/N0zoM1z0/th09/blob/main/LICENSE"},{"label":"Maintainer-pinned Touhou version database entry used to classify the target","url":"https://github.com/thpatch/thcrap-tsa/blob/f08b582ce57bce800955dd371fc9a68dbad5b324/base_tsa/versions.js"},{"label":"Official GitHub Languages API byte totals; C++ leads repository-wide bytes","url":"https://api.github.com/repos/N0zoM1z0/th09/languages"},{"label":"Current primary README","url":"https://github.com/N0zoM1z0/th09/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/N0zoM1z0/th09"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2144728,"Python":1109728,"Shell":2620},"source_url":"https://api.github.com/repos/N0zoM1z0/th09/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tourist-trophy-ps2-matching-decomp","title":"Tourist Trophy PS2 Matching Decompilation","game":"Tourist Trophy","platform":"PlayStation 2 NTSC-U (SCUS-97502 v1.00, CORE.TT)","kind":"Decompilation","status":"Active WIP matching decompilation. Snapshot for commit 2935e55bc607 (October 2026) reports 22,501/31,593 functions matching (71.2%) and 32.3% of code bytes; 86.1% of those function sources meet the repository’s clean-source criteria. The source notes substantial shared functions with the GT4 sister project. Repository created 2026-10-10 and last pushed 2026-10-15.","summary":"Matching C++ decompilation targeting the encrypted/compressed CORE.TT executable from the NTSC-U SCUS-97502 v1.00 release. Its October 2026 progress snapshot separates function-count progress from byte coverage and identifies functions shared with the Gran Turismo 4 sister project.","project_url":"https://github.com/gustavocanepa/tt-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game data not included","first_found":"2026-10-16","project_started":"2026-10-10","programming_language":"C","subtype":"PS2 NTSC-U matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/gustavocanepa/tt-decomp"},{"label":"Maintainer October 2026 progress snapshot and exact target","url":"https://github.com/gustavocanepa/tt-decomp/blob/master/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/gustavocanepa/tt-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":43320474,"C++":9676931,"Python":1082114,"Shell":9614,"BitBake":2625,"Java":2190},"source_url":"https://api.github.com/repos/gustavocanepa/tt-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 43,320,474 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"toy-story-2-ps1-lightrec-native-port","title":"Toy Story 2 PlayStation Native/Dynamic-Recompilation Port","game":"Toy Story 2: Buzz Lightyear to the Rescue! (PlayStation, USA SLUS_008.93)","platform":"PlayStation (USA SLUS_008.93) → Linux x86-64 (Lightrec dynamic-recomp executor plus title-owned native subsystems)","kind":"Recompilation","status":"Work in progress. The maintainer README reports the Linux x86-64 product runs the title, menu, level select, LEVEL01 and Andy’s Room through psxport’s Lightrec runtime executor. Native scene producers and true widescreen for the front end remain incomplete. The repository has no offline guest source or player-selectable interpreter path; its asset-free verification gate does not establish gameplay compatibility.","summary":"A title-specific native port for the USA PlayStation build. It combines title-owned native subsystems with psxport’s maintained Lightrec dynamic-recompilation executor; user supplies the original disc image, and no game content is tracked or packaged.","project_url":"https://github.com/SomeoneIsWorking/psx-toy-story-2","updated":"2026-10-16","strategy":"Runtime dynamic recompilation through Lightrec, with title-owned native subsystems; no static guest-source decompilation","language":"","source_available":"Public source repository; game data is user-supplied and not distributed","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Dynamic-recompilation-based native port","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/SomeoneIsWorking/psx-toy-story-2/blob/51339ded04ef55161f9a694db49332cb3b02d185/README.md"},{"label":"Canonical public source repository","url":"https://github.com/SomeoneIsWorking/psx-toy-story-2"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/SomeoneIsWorking/psx-toy-story-2/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":417488,"Python":72600,"CMake":8657,"Shell":87},"source_url":"https://api.github.com/repos/SomeoneIsWorking/psx-toy-story-2/languages","evidence":"Exact GitHub Languages API per-language byte counts.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tp-link-archer-c7-v11-firmware-reconstruction","title":"TP-Link Archer C7 v1.1 Firmware Reverse Engineering and RAM-Boot Reconstruction","game":"TP-Link Archer C7 v1.1 router firmware","platform":"TP-Link Archer C7 hardware revision v1.1; 8 MiB NOR flash; UART/U-Boot and TFTP boot path","kind":"Recompilation","status":"The README reports that the full 8 MiB flash was acquired twice and checksum-validated, then a minimally patched and recompressed kernel was wrapped in the TP-Link image format and booted from RAM via TFTP. The next planned stage is to recreate more of normal runtime initialization. The device's flash was never written.","summary":"A public, hardware-specific reverse-engineering notebook documenting read-only flash acquisition, firmware/rootfs extraction, kernel binary patching, LZMA recompression, proprietary image reconstruction, and a temporary RAM boot. The project is a research walkthrough rather than a released replacement firmware, and its repository exposes a README without a separate tool source tree.","project_url":"https://github.com/frontal1660/archer-c7-firmware-reverse","updated":"2026-10-16","strategy":"Read-only UART/U-Boot flash dump, rootfs/kernel extraction, minimal kernel binary patch, LZMA recompression and TP-Link wrapper reconstruction, then TFTP RAM boot","language":"","source_available":"Public README-only walkthrough; no separate implementation license was listed. The vendor firmware and device-specific 8 MiB flash dump are not identified as repository downloads, so reproduction requires access to the exact router and firmware inputs.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Router firmware binary reconstruction and boot-chain study","target_type":"Software","sources":[{"label":"Public README: exact hardware revision, dump validation, image rebuild, RAM-boot result, and scope","url":"https://github.com/frontal1660/archer-c7-firmware-reverse#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/frontal1660/archer-c7-firmware-reverse/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"tplink-sg3428-linux-usb-console","title":"TP-Link JetStream USB Console for Linux","game":"TP-Link TL-SG3428 v2.20 USB console / BootUtil v1.0.0 firmware dated 2025-02-13","platform":"Linux raw USB using libusb","kind":"Reimplementation","status":"A one-file Python tool reports testing on a TP-Link TL-SG3428 v2.20 with BootUtil v1.0.0 firmware. It supports terminal access and an automated password/factory reset path. Factory reset erases switch configuration; README also lists related USB-ID models as expected rather than tested compatibility.","summary":"Reimplements the undocumented USB console path for a JetStream managed switch because TP-Link's Windows-only driver is unavailable on Linux. The reverse-engineering notes show that the device advertises vendor-specific USB class but responds to CDC ACM baud-rate requests; the utility uses raw USB bulk endpoints instead of a kernel serial driver.","project_url":"https://github.com/ossac/tplink-sg3428-usb-reset","updated":"2026-10-15","strategy":"USB request probing and direct CDC ACM-over-libusb console implementation","language":"English","source_available":"Public MIT source; no TP-Link driver is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Managed network switch driver and service utility reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: exact tested switch/firmware, USB protocol, and reset behavior","url":"https://github.com/ossac/tplink-sg3428-usb-reset"},{"label":"Maintainer implementation: raw USB CDC ACM setup and bulk endpoint I/O","url":"https://github.com/ossac/tplink-sg3428-usb-reset/blob/main/tplink_console.py"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":25323},"source_url":"https://api.github.com/repos/ossac/tplink-sg3428-usb-reset/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/ossac/tplink-sg3428-usb-reset reports 25,323 bytes of Python, the largest language total (100.0% of 25,323 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"trackmania-nations-forever-android","title":"TrackMania Nations Forever — Native Android Reconstruction","game":"TrackMania Nations Forever","platform":"Windows PC → Android 15 (arm64-v8a and x86_64)","kind":"Reimplementation","status":"The maintainer documents Android 15/API 35 builds for arm64-v8a and x86_64 and smoke tests on an Android 15 emulator. No prebuilt release or physical-phone test is documented; users must supply their own local game installation, and the repository excludes original game assets.","summary":"Clean-room reconstruction of TrackMania Nations Forever with a native Android GameActivity/C++ runtime. The repository includes reverse-engineering and reconstruction coverage tooling but not the original executable or game assets.","project_url":"https://github.com/rockenrooster/TMNationsDecomp","updated":"2026-10-16","strategy":"Clean-room reconstruction from reverse-engineering inventories","language":"","source_available":"Public source repository; original game installation is user-supplied","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android 15 native GameActivity build","target_type":"Game","sources":[{"label":"Maintainer README: project scope, Android target, and build details","url":"https://github.com/rockenrooster/TMNationsDecomp"},{"label":"Maintainer Android build and emulator test evidence","url":"https://github.com/rockenrooster/TMNationsDecomp/blob/main/README.md"},{"label":"Reverse-engineering and reconstruction coverage workflow","url":"https://github.com/rockenrooster/TMNationsDecomp/blob/main/docs/reverse-engineering.md"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/rockenrooster/TMNationsDecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":921733,"Assembly":251246,"PowerShell":64751,"Java":47155,"CMake":7512,"Python":3513},"source_url":"https://api.github.com/repos/rockenrooster/TMNationsDecomp/languages","evidence":"Official GitHub Languages API returned 6 language byte totals (1,295,910 bytes); C++ is largest at 921,733 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"trails-sky-2nd-chapter-italian","title":"Trails in the Sky 2nd Chapter Italian Translation Patch","game":"Trails in the Sky 2nd Chapter (The Legend of Heroes: Trails in the Sky SC)","platform":"PC (Steam; separate Steam Deck/Linux installer)","kind":"Fan Localization","status":"Released; v1.4 (2026-10-14) for Steam build 25386012; human review ongoing","summary":"A free unofficial English-to-Italian patch distributed as a ZIP installer. Version 1.4 targets Steam build 25386012; Italian replaces English while the original voice track and other text languages remain. AI-assisted text is under human review, and some help pages and signs remain English.","project_url":"https://traduzionegiochi.it/traduzioni/trails-in-the-sky-2nd-chapter","updated":"2026-10-14","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux installer; user supplies the Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game text localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.4 release, exact Steam build, language slot and installation","url":"https://traduzionegiochi.it/traduzioni/trails-in-the-sky-2nd-chapter"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/trails-in-the-sky-2nd-chapter","evidence":"Primary project page checked on 2026-10-16: The current maintainer page documents patch version 1.4 and Steam-build compatibility, but does not link a source-code repository or state the implementation language. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current maintainer page documents patch version 1.4 and Steam-build compatibility, but does not link a source-code repository or state the implementation language. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"transformers-ps2-decomp-tracker","title":"Transformers PS2 Matching Decompilation (Public Progress Tracker)","game":"Transformers (PlayStation 2, PAL SLES-52388; North American title: Transformers Armada: Prelude to Energon)","platform":"PlayStation 2 PAL SLES-52388; North American release is titled Transformers Armada: Prelude to Energon","kind":"Decompilation","status":"The public maintainer README describes an active project started in October 2026 and displays 7.3% matching progress, but explicitly says the source code is not public yet. The match percentage is maintainer-reported and cannot be independently audited from this repository at this time.","summary":"A maintainer-owned public tracker for a planned matching PS2 decompilation of Transformers. The README explains its stated per-function byte-comparison method, identifies the PAL target and North American alias, and asks prospective contributors to coordinate to avoid duplicate work. This record covers the progress tracker only; no decompilation source is public in the repository yet.","project_url":"https://github.com/kayliox/transformers-ps2-decomp","updated":"2026-10-16","strategy":"Planned matching decompilation: original-compiler source is checked byte-for-byte against the retail executable; only the maintainer's claimed status is public for now.","language":"","source_available":"Public project-tracking README only; the maintainer states that decompilation source is not public yet.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Project tracker only; decompilation source not public","target_type":"Game","sources":[{"label":"Maintainer README: project target, matching method, October 2026 start and explicit source-availability status","url":"https://github.com/kayliox/transformers-ps2-decomp/blob/main/README.md"},{"label":"Repository metadata checked 2026-10-16; no recognized source-language files were returned","url":"https://api.github.com/repos/kayliox/transformers-ps2-decomp"}],"media":[{"kind":"image","label":"Maintainer's Transformers PS2 project screenshot","url":"https://raw.githubusercontent.com/kayliox/transformers-ps2-decomp/main/docs/images/jungle.jpg","preview_url":"https://raw.githubusercontent.com/kayliox/transformers-ps2-decomp/main/docs/images/jungle.jpg","source_url":"https://github.com/kayliox/transformers-ps2-decomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/kayliox/transformers-ps2-decomp/languages","evidence":"Exact GitHub Languages API request on 2026-10-16 returned an empty object. The repository currently exposes only a progress-tracking README and images; its README states that source code is not public yet. This is an explicit unknown, not an inferred language assignment.","verified_at":"2026-10-16","reason_unknown":"The README states decompilation source is not public; GitHub reports no recognized source-language bytes."}},{"id":"thermalright-trcc-cross-platform-reimplementation","title":"TRCC Linux","game":"Thermalright LCD Control Center (TRCC) 2.1.2 device-control software","platform":"Thermalright TRCC functionality on Linux; v9.10.4 release page also lists Windows and macOS packages","kind":"Reimplementation","status":"Active source project with v9.10.4 packages published on 2026-09-26 for Linux distributions, Windows, and macOS. The README still solicits testers across operating systems, so coverage should be checked per device rather than inferred from the package list.","summary":"A source reimplementation of the Thermalright LCD Control Center interface for controlling LCD and LED devices. The technical reference enumerates supported USB/SCSI/HID device identifiers and transport families; the upstream project asks users to submit test reports for unverified hardware.","project_url":"https://github.com/Lexonight1/thermalright-trcc-linux","updated":"2026-10-15","strategy":"Reverse-engineered device protocols and native cross-platform control application","language":"English","source_available":"Public GPL-3.0 source with prebuilt platform packages; verify exact device support against the technical reference.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Proprietary LCD/LED controller companion app reimplementation","target_type":"Software","sources":[{"label":"Maintainer README: application scope, platform status, installation, and source license","url":"https://github.com/Lexonight1/thermalright-trcc-linux"},{"label":"Maintainer technical reference: supported SCSI, HID LCD, and HID LED device IDs","url":"https://github.com/Lexonight1/thermalright-trcc-linux/blob/main/doc/REFERENCE_TECHNICAL.md"},{"label":"Maintainer releases: v9.10.4 platform packages and release date","url":"https://github.com/Lexonight1/thermalright-trcc-linux/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":9917903,"GLSL":431009,"Shell":29042,"PowerShell":7714,"Inno Setup":6284,"Nix":5772,"C":5040,"C#":5031,"Makefile":243},"source_url":"https://api.github.com/repos/Lexonight1/thermalright-trcc-linux/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Lexonight1/thermalright-trcc-linux reports 9,917,903 bytes of Python, the largest language total (95.3% of 10,408,038 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"trials-hd-xbox360-static-recomp","title":"Trials HD Xbox 360 Static Recompilation","game":"Trials HD (Xbox 360 XBLA)","platform":"Xbox 360 / XBLA title 5841095A → Linux x86-64 and macOS 12+ (arm64 or x86-64)","kind":"Recompilation","status":"The maintainer describes the project as playable with controller or keyboard and lists Linux x86-64 and macOS 12+ targets with WebGPU/Vulkan graphics backends. No public release is listed. README discloses AI-assisted development and says generated game-derived C++ must not be redistributed.","summary":"Static recompilation of the Xbox 360/XBLA Trials HD title ID 5841095A for Linux and macOS using ReXGlue. The user supplies the original XEX/package and assets; generated game code is produced locally.","project_url":"https://github.com/snufflyyy/trials-hd-recompiled","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (MIT); no game code or assets included. User supplies the legally obtained XEX/package and assets; generated C++ must not be redistributed per README.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360-to-Linux/macOS static recompilation","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/snufflyyy/trials-hd-recompiled/blob/8373f53dd1b429669d6ea07ab320b38aba56b9b0/README.md"},{"label":"Canonical public repository","url":"https://github.com/snufflyyy/trials-hd-recompiled"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/snufflyyy/trials-hd-recompiled"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/snufflyyy/trials-hd-recompiled/languages"},{"label":"Repository license file at reviewed commit","url":"https://github.com/snufflyyy/trials-hd-recompiled/blob/8373f53dd1b429669d6ea07ab320b38aba56b9b0/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":684091,"Python":60967,"WGSL":57094,"CMake":33342,"Shell":25628},"source_url":"https://api.github.com/repos/snufflyyy/trials-hd-recompiled/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tricolore-crise-dc-en","title":"Tricolore Crise Dreamcast English Patch","game":"Tricolore Crise","platform":"Dreamcast","kind":"Fan Localization","status":"Functionally complete; version 1.0.2","summary":"English Dreamcast patch covering the event script, system and battle text, and selected in-disc UI graphics, distributed in BPS and JSON patch formats.","project_url":"https://github.com/closedsockets/tricolore-crise-english-patch","updated":"2026-07-14","strategy":"Fan translation patch","language":"English","source_available":"Public fan localization repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/closedsockets/tricolore-crise-english-patch"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/closedsockets/tricolore-crise-english-patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2055,"Batchfile":820},"source_url":"https://api.github.com/repos/closedsockets/tricolore-crise-english-patch/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (2,055 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"triggerheart-exelica-dreamcast-en","title":"Triggerheart Exelica Dreamcast English Patch","game":"Triggerheart Exelica","platform":"Sega Dreamcast","kind":"Fan Localization","status":"Released; version 1.0, dated 2026-05-04 in the project README.","summary":"English localization patch for the Japanese Dreamcast release, covering on-screen text, story dialogue, VMU messages, and text-bearing graphics. The maintainer says story text is based on the official Steam/Switch English localization with edits, while Dreamcast-specific dialogue was translated from scratch. The patch also adds analog-stick support and an optional invincibility mode.","project_url":"https://github.com/DerekPascarella/TriggerheartExelica-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Dreamcast disc-image patch with font/text rendering changes and translated graphics","language":"English","source_available":"Public GitHub repository, custom tools, README patching instructions, and DCP/Xdelta patch downloads; no original game disc image is included. A separate translation table is not identified.","first_found":"2026-10-16","project_started":null,"programming_language":"Perl","subtype":"Dreamcast fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: patch formats, source checksums, v1.0 date, translation coverage, and provenance","url":"https://github.com/DerekPascarella/TriggerheartExelica-EnglishPatchDreamcast"},{"label":"Project patch releases and assets","url":"https://github.com/DerekPascarella/TriggerheartExelica-EnglishPatchDreamcast/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Perl","breakdown":{"Perl":38700,"Python":2315},"source_url":"https://api.github.com/repos/DerekPascarella/TriggerheartExelica-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Perl is the largest bucket at 38,700 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"trizeal-dc-en","title":"Trizeal English Patch","game":"Trizeal","platform":"Dreamcast","kind":"Fan Localization","status":"Released","summary":"Repository provides patch instructions and describes an added unlimited-continues option.","project_url":"https://github.com/DerekPascarella/Trizeal-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Dreamcast English translation patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/Trizeal-EnglishPatchDreamcast"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/Trizeal-EnglishPatchDreamcast"}],"media":[{"kind":"image","label":"Image from Trizeal English Patch","url":"https://raw.githubusercontent.com/DerekPascarella/Trizeal-EnglishPatchDreamcast/main/images/screenshot.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/Trizeal-EnglishPatchDreamcast/main/images/screenshot.png","source_url":"https://github.com/DerekPascarella/Trizeal-EnglishPatchDreamcast","discovered_on":"2026-10-15"},{"kind":"image","label":"Image from Trizeal English Patch","url":"https://raw.githubusercontent.com/DerekPascarella/Trizeal-EnglishPatchDreamcast/main/images/unlt_cont_toggle.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/Trizeal-EnglishPatchDreamcast/main/images/unlt_cont_toggle.png","source_url":"https://github.com/DerekPascarella/Trizeal-EnglishPatchDreamcast","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/Trizeal-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"trogdor-reburninated","title":"Trogdor: Reburninated","game":"Trogdor (Homestar Runner Flash game)","platform":"Adobe Flash / ActionScript game → manually rewritten C++ recreation for PC, Android, Nintendo Switch, Wii U, Wii, GameCube, 3DS, PlayStation Vita, PSP, PortMaster, and FunKey","kind":"Reimplementation","status":"The maintainer reports playable builds for PC, Android, and the listed homebrew platforms. The README describes a manual ActionScript-to-C++ recreation from Flash-decompiled code and ported assets, but does not give platform-by-platform version or hardware test details.","summary":"Enhanced, open-source recreation of the Homestar Runner Flash game Trogdor. It ports the original ActionScript logic and assets into C++ and adds configurable difficulty, saves, level selection, and other features.","project_url":"https://github.com/Mode8fx/Trogdor-Reburninated","updated":"2026-10-15","strategy":"Manually rewrite decompiled ActionScript game logic in C++ and adapt the SDL-based recreation to console and handheld homebrew targets","language":"","source_available":"Public MIT-licensed source repository; the README states that original Homestar Runner rights remain with their owners","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Multi-platform fan recreation with console homebrew builds","target_type":"Game","sources":[{"label":"Maintainer README: platform list, feature set, and manual decompilation/rewrite process","url":"https://github.com/Mode8fx/Trogdor-Reburninated"},{"label":"Maintainer legal notice identifying the original rights holders","url":"https://github.com/Mode8fx/Trogdor-Reburninated#legal-stuff"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3738828,"C":75976,"Batchfile":17995,"CMake":9657,"Shell":2024,"Makefile":1062},"source_url":"https://api.github.com/repos/Mode8fx/Trogdor-Reburninated/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/Mode8fx/Trogdor-Reburninated reports 3,738,828 bytes of C++, the largest language total (97.2% of 3,845,542 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"trouble-makers-recomp","title":"Trouble Makers","game":"Mischief Makers","platform":"Nintendo 64 → Windows x64, Linux x86-64, Steam Deck (published Windows ZIP and x86_64 AppImages)","kind":"Recompilation","status":"Latest release v0.8.4 (2026-10-05). Release notes validate 52 playable progression rows and Steam Deck startup, while noting boss-background issues; this is not a full-playthrough claim.","summary":"Native PC port using N64Recomp; the repository describes static recompilation of the N64 code.","project_url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo 64 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/ThiagoLira/trouble-makers-pc-recomp"},{"label":"GitHub v0.8.4 release (assets, validation, known issues)","url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp/releases/tag/v0.8.4"},{"label":"Maintainer README (supported targets and project status)","url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp#readme"}],"media":[{"kind":"image","label":"Marina mid-battle in the opening forest, the scene rendered edge-to-edge in 16:9 widescreen","url":"https://raw.githubusercontent.com/ThiagoLira/trouble-makers-pc-recomp/HEAD/screenshots/hero-widescreen.png","preview_url":"https://raw.githubusercontent.com/ThiagoLira/trouble-makers-pc-recomp/HEAD/screenshots/hero-widescreen.png","source_url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Marina idling in the first level at the original 4:3 aspect ratio","url":"https://raw.githubusercontent.com/ThiagoLira/trouble-makers-pc-recomp/HEAD/screenshots/gameplay-vanilla-idle.gif","preview_url":"https://raw.githubusercontent.com/ThiagoLira/trouble-makers-pc-recomp/HEAD/screenshots/gameplay-vanilla-idle.gif","source_url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp","discovered_on":"2026-10-15"},{"kind":"image","label":"Marina idling in the first level with the scene expanded to 16:9","url":"https://raw.githubusercontent.com/ThiagoLira/trouble-makers-pc-recomp/HEAD/screenshots/gameplay-widescreen-idle.gif","preview_url":"https://raw.githubusercontent.com/ThiagoLira/trouble-makers-pc-recomp/HEAD/screenshots/gameplay-widescreen-idle.gif","source_url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp","discovered_on":"2026-10-15"}],"links":[{"kind":"release","label":"Trouble Makers Recomp releases","url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp/releases","source_url":"https://github.com/ThiagoLira/trouble-makers-pc-recomp","notes":"README links the releases page."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":380362,"Shell":51538,"CMake":31124,"Python":4646,"C":658},"source_url":"https://api.github.com/repos/ThiagoLira/trouble-makers-pc-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 380,362 bytes of C++ out of 468,328 measured source bytes (81.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"lkesteloot-trs80-model-i-iii","title":"TRS-80 Emulator (lkesteloot/trs80)","game":"Tandy TRS-80 Model I and Model III computer software","platform":"TRS-80 Model I and Model III; modern web browsers through the my-trs-80 web app and embeddable web package","kind":"Emulator","status":"Public TypeScript project; no GitHub release is listed. GitHub reports the repository was pushed on 2026-10-16. The maintainer README identifies a TRS-80 Model I/III hardware emulator with read-only cassette and floppy support.","summary":"A TypeScript TRS-80 Model I and Model III hardware emulator in a larger suite of libraries, tools, and web apps. The maintainer's my-trs-80 app hosts a virtual machine and software library; the emulator can be embedded in web pages.","project_url":"https://github.com/lkesteloot/trs80","updated":"2026-10-16","strategy":"Hardware emulation of the TRS-80 Model I and Model III","language":"","source_available":"Public MIT-licensed source repository.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Vintage home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: Model I/III emulator package, media support, web app, and MIT license","url":"https://github.com/lkesteloot/trs80#readme"},{"label":"GitHub releases page (no releases listed at review time)","url":"https://github.com/lkesteloot/trs80/releases"},{"label":"GitHub repository metadata and latest push","url":"https://api.github.com/repos/lkesteloot/trs80"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/lkesteloot/trs80/languages"},{"label":"Current primary README","url":"https://github.com/lkesteloot/trs80/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":4652022,"Perl":1950598,"Assembly":311399,"HTML":236388,"JavaScript":111747,"CSS":65818,"C":13873,"Python":12213,"Forth":7442,"BASIC":1509,"Shell":349,"Makefile":332},"source_url":"https://api.github.com/repos/lkesteloot/trs80/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-tsconf-mister","title":"TS-Conf Spectrum-compatible computer MiSTer FPGA Core","game":"TS-Conf Spectrum-compatible computer","platform":"TS-Conf Spectrum-compatible computer on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-10-10.","summary":"FPGA system-emulation core for TS-Conf Spectrum-compatible computer on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/TSConf_MiSTer","updated":"2026-10-10","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/TSConf_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/TSConf_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/TSConf_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/TSConf_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":753116,"SystemVerilog":327075,"VHDL":292958,"Tcl":26574,"Batchfile":714,"Makefile":468},"source_url":"https://api.github.com/repos/MiSTer-devel/TSConf_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 753,116 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tsugaru-fm-towns","title":"Tsugaru","game":"Fujitsu FM TOWNS and FM Towns Marty computer software","platform":"Fujitsu FM TOWNS / Marty; Windows and macOS are the primary tested hosts, with Linux support reported by users","kind":"Emulator","status":"Latest GitHub prerelease v20260522 was published 2026-05-23; repository source was pushed through 2026-09-05. The maintainer says the initial FM TOWNS II MX emulation goal has largely been achieved. The README describes Windows/macOS as the primary test hosts and Linux support as based on user reports.","summary":"A C/C++ system emulator for Fujitsu FM TOWNS computers and the FM Towns Marty. The maintainer documents machine ROM and CD-image setup, a GUI, and a separate command-line program; compatibility claims remain maintainer estimates.","project_url":"https://github.com/captainys/TOWNSEMU","updated":"2026-10-16","strategy":"Low-level hardware emulation of Fujitsu FM TOWNS systems","language":"","source_available":"Public source under the BSD 3-Clause license.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Vintage computer and console-family emulator","target_type":"Software","sources":[{"label":"Maintainer README: target models, host support, ROM/media setup, and compatibility estimate","url":"https://github.com/captainys/TOWNSEMU/blob/master/readme.md"},{"label":"GitHub releases page; latest prerelease v20260522 published 2026-05-23","url":"https://github.com/captainys/TOWNSEMU/releases"},{"label":"GitHub repository metadata and latest push","url":"https://api.github.com/repos/captainys/TOWNSEMU"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/captainys/TOWNSEMU/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4695892,"C":1777176,"Assembly":176629,"CMake":69895,"Python":44846,"Makefile":20311,"Objective-C":3231,"Batchfile":1910,"HTML":94},"source_url":"https://api.github.com/repos/captainys/TOWNSEMU/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tsumu-light-ps1-recomp","title":"Tsumu Light English Static Recompilation","game":"Tsumu Light","platform":"PlayStation Japan (SLPS-02253) → Windows x64","kind":"Recompilation","status":"Playable v0.0.1. README reports puzzle stages playable start-to-finish with working input and memory-card save/load; renderer qualification remains pending.","summary":"Native PS1 static recompilation with an optional runtime English translation layer; user supplies the Japanese disc and BIOS.","project_url":"https://github.com/mstan/TsumuLightRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source and OpenBIOS; user-supplied SLPS-02253 disc required; game data and retail BIOS are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Static recompilation with built-in runtime English localization","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/TsumuLightRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":12742,"Shell":12733,"CMake":4846,"C":4134,"C++":3747},"source_url":"https://api.github.com/repos/mstan/TsumuLightRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; PowerShell is the largest bucket at 12,742 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-reyco2000-ttgo-vga32-coco","title":"TTGO VGA32 Tandy Color Computer 2 and 3 Emulator","game":"Tandy TRS-80 Color Computer 2 and Color Computer 3 software","platform":"LilyGo TTGO VGA32 v1.4 (ESP32-WROVER) with VGA output; source build via Arduino CLI/IDE and browser-based USB flashing via Chrome or Edge","kind":"Emulator","status":"Release v0.16.1 was published 2026-10-13; repository was pushed 2026-10-16. GPL-3.0. It requires the TTGO VGA32 board and user-provided CoCo BASIC/system ROMs (CoCo 2 uses bas13.rom and extbas11.rom; CoCo 3 uses coco3.rom; disk11.rom is required for disk support). The README says the new HD6309 option has not yet been tested on hardware.","summary":"Embedded emulator for CoCo 2 and CoCo 3 computers on the ESP32-WROVER-based LilyGo TTGO VGA32 board, with VGA video, PS/2 keyboard input, disk and cartridge loading, and a browser-assisted flashing flow.","project_url":"https://github.com/reyco2000/TTGO-VGA32-COCO","updated":"2026-10-16","strategy":"Embedded board-specific system emulation","language":"","source_available":"Public GPL-3.0 source repository; system ROMs are user supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Embedded retro-computer emulator","target_type":"Software","sources":[{"label":"Primary project README: target board, supported systems, ROM requirements, and flash workflow","url":"https://github.com/reyco2000/TTGO-VGA32-COCO/blob/main/README.md"},{"label":"Project license file","url":"https://github.com/reyco2000/TTGO-VGA32-COCO/blob/main/LICENSE"},{"label":"Latest GitHub release listed","url":"https://github.com/reyco2000/TTGO-VGA32-COCO/releases/tag/v0.16.1"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/reyco2000/TTGO-VGA32-COCO/languages"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/reyco2000/TTGO-VGA32-COCO"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":692538,"C":259237,"Python":33596,"Shell":16103,"BASIC":683},"source_url":"https://api.github.com/repos/reyco2000/ttgo-vga32-coco/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 692,538 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tunnels-of-underworld-pc-game-decompilation","title":"Tunnels of Underworld RE/Decompilation","game":"Tunnels of Underworld (GigaMess, 2002 Windows game)","platform":"Original Windows game → native Windows, Linux and macOS builds for x86, x64 and ARM64 as applicable","kind":"Decompilation","status":"The latest GitHub release is v0.9 (2026-10-11). The README says the major gameplay-parity pass is complete across weapons, enemies, physics, menus, controls, levels, audio, particles, statistics and effects, based on hands-on comparison with the original. The README also states that the repository offers no project-wide license, is not a clean-room decompilation and includes original game data for preservation.","summary":"A behavior-focused reconstruction of the 2002 Windows game using runtime comparison, disassembly, Ghidra and static reconstruction. The maintainer reports hands-on parity work across major systems and provides native desktop releases. Original game addresses and offsets remain in the source; the repository includes original game data and does not offer a project-wide license, so those facts remain explicit in this catalog proposal.","project_url":"https://github.com/pdromnt/tou_decomp","updated":"2026-10-16","strategy":"Behavior-focused static reconstruction informed by runtime comparison, disassembly and Ghidra; gameplay changes are compared with the original executable. The maintainer explicitly says the project is not clean-room.","language":"","source_available":"Public repository with no project-wide license offered for the reconstruction. The README states that the repository includes original game data and that the original game/assets belong to their owners; third-party notices cover only identified dependencies.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows game behavioral reconstruction and cross-platform decompilation","target_type":"Game","sources":[{"label":"Maintainer README: recovery method, current parity status, supported builds, release workflow and explicit license/asset statement","url":"https://github.com/pdromnt/tou_decomp/blob/ac7269c1dcd8169a033a5122ddb4f02982e6b75c/README.md"},{"label":"Latest release, v0.9 (2026-10-11)","url":"https://github.com/pdromnt/tou_decomp/releases/tag/v0.9"},{"label":"Third-party notices for separately licensed embedded code","url":"https://github.com/pdromnt/tou_decomp/blob/main/THIRD_PARTY_NOTICES.md"},{"label":"GitHub repository metadata API snapshot (repository state, last push, archive/fork and license fields checked 2026-10-16)","url":"https://api.github.com/repos/pdromnt/tou_decomp"},{"label":"Latest project release","url":"https://github.com/pdromnt/tou_decomp/releases/tag/v0.9"},{"label":"Official GitHub Languages API totals retrieved 2026-10-16","url":"https://api.github.com/repos/pdromnt/tou_decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2529190,"HTML":140822,"Python":55197,"C":55172,"CMake":13535,"PowerShell":7571,"CSS":7009,"Batchfile":525},"source_url":"https://api.github.com/repos/pdromnt/tou_decomp/languages","evidence":"GitHub's official Languages endpoint reports C++ as the largest tracked source total (2,529,190 bytes); the complete returned byte map is preserved. This repository-wide total is not a custom-code-only measure.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"turing-complete-ko","title":"Turing Complete Korean Patch","game":"Turing Complete","platform":"Windows, Linux and macOS","kind":"Fan Localization","status":"Released v0.1059-beta on 2026-04-25 for game build 0.1059 Beta.","summary":"Korean language option and Hangul font support for the English-language PC game; README reports 2,161 text entries and patchers for Windows/Linux/macOS.","project_url":"https://github.com/cycorld/turing-complete-korean-patch","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"Korean","source_available":"Public patcher and translation; no game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"PC game localization patch","target_type":"Game","sources":[{"label":"README: scope/build compatibility","url":"https://github.com/cycorld/turing-complete-korean-patch"},{"label":"v0.1059-beta release","url":"https://github.com/cycorld/turing-complete-korean-patch/releases/tag/v0.1059-beta"},{"label":"Official Steam page","url":"https://store.steampowered.com/app/1444480/Turing_Complete/?l=english"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":6484,"Python":4038,"Shell":2314,"Batchfile":2103},"source_url":"https://github.com/cycorld/turing-complete-korean-patch/languages","evidence":"GitHub reports Go 6,484, Python 4,038, Shell 2,314 and Batchfile 2,103; Go is predominant.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"turok-2-seeds-of-evil-n64-pc-recomp","title":"Turok 2: Recompiled","game":"Turok 2: Seeds of Evil","platform":"Nintendo 64 USA 1.0 → Windows x64","kind":"Recompilation","status":"Early public testing; README says playable and reports 120 unique game updates per second at 120 Hz. Crashes, visual leftovers, audio glitches and input quirks remain. Requires own USA 1.0 ROM. Beta2 release dated 2026-09-11.","summary":"N64Recomp + N64ModernRuntime + RT64 + RecompFrontend static recompilation.","project_url":"https://github.com/SirBraga/turok2-recomp","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/SirBraga/turok2-recomp"},{"label":"Project release: Beta2","url":"https://github.com/SirBraga/turok2-recomp/releases/tag/Beta2"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":73441769,"C":71808162,"GLSL":5156400,"Java":3770153,"HTML":2827630,"Python":2199310,"JavaScript":719959,"CMake":520550,"Makefile":278234,"Shell":249242,"HLSL":140385,"CSS":138604,"Assembly":126726,"Rust":118484,"Objective-C++":112163,"PowerShell":65675,"Meson":61100,"Objective-C":55053,"Lua":42482,"Roff":41438,"Pawn":33110,"Brainfuck":16620,"Awk":15281,"Starlark":10295,"Dockerfile":10026,"Batchfile":9667,"Swift":4007,"Cuda":1810,"Kotlin":1513,"GDB":555,"BitBake":483,"Linker Script":186},"source_url":"https://api.github.com/repos/SirBraga/turok2-recomp/languages","evidence":"GitHub's official Languages API reports 73,441,769 bytes of C++ out of 161,977,072 recognized language bytes for https://github.com/SirBraga/turok2-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"turok-2-n64-matching-decomp","title":"Turok 2: Seeds of Evil N64 Matching Decompilation","game":"Turok 2: Seeds of Evil","platform":"Nintendo 64 USA 1.0 (ROM SHA-1 fb0400f21e3f043939ab56500c7b12a3231006f1)","kind":"Decompilation","status":"Work in progress. README reports 1,128 matched engine functions (10.40% of engine code) and 624 matched functions in paged VM modules (8.00%), totaling 9.53% of game code. The complete ROM currently rebuilds byte-exact from split assembly; the parallel native-port track is separate. Repository last pushed 2026-10-15.","summary":"Matching C decompilation of the US 1.0 N64 release. The maintainer identifies the original compiler/toolchain, reports verified matched-code progress separately for engine and paged VM modules, and notes the byte-exact ROM build still includes assembly fallback.","project_url":"https://github.com/mgrz18/turok2-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; ROM data not included","first_found":"2026-10-16","project_started":"2026-05-06","programming_language":"C","subtype":"N64 US 1.0 matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer repository README / source project","url":"https://github.com/mgrz18/turok2-decomp"},{"label":"Maintainer matching progress, US 1.0 target, and assembly fallback caveat","url":"https://github.com/mgrz18/turok2-decomp/blob/main/README.md"},{"label":"GitHub repository metadata checked 2026-10-16: creation date and last source push","url":"https://api.github.com/repos/mgrz18/turok2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":711773,"Python":248087,"Shell":24549,"Makefile":10258,"Assembly":4971,"Dockerfile":1196},"source_url":"https://api.github.com/repos/mgrz18/turok2-decomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 711,773 bytes. Totals are repository-wide and can include tools, vendor code or generated files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"turok-3ds-port","title":"Turok 3DS Port","game":"Turok: Dinosaur Hunter","platform":"Nintendo 64 → Nintendo 3DS","kind":"Reimplementation","status":"Early milestone; first level loads and can be explored, but the project is incomplete.","summary":"Nintendo 3DS port of the original Turok engine source, not a decompilation.","project_url":"https://github.com/colbyshores/turok-port","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 3DS","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/colbyshores/turok-port"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/colbyshores/turok-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8127327,"C++":660968,"Python":321569,"Assembly":148974,"Makefile":29358,"Roff":14240,"Shell":13230,"CSS":851},"source_url":"https://api.github.com/repos/colbyshores/turok-port/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/colbyshores/turok-port reports 8,127,327 bytes of C, the largest language total (87.2% of 9,316,517 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"turok-rage-wars-n64-decomp","title":"Turok: Rage Wars N64 Decompilation","game":"Turok: Rage Wars (Nintendo 64; multiple regions/revisions)","platform":"Nintendo 64, five identified regional/revision targets → matching source build","kind":"Decompilation","status":"Work in progress. The README reports five version targets; for the first US release, 2,196 / 3,363 functions (65.29%) and 559,912 / 1,064,056 code bytes (52.62%) are covered. The reported all-code figure is 58.83%; users supply their own ROM.","summary":"A multi-version matching-decompilation project for Turok: Rage Wars, with per-build progress.","project_url":"https://github.com/AbuN64/ragewars-decomp","updated":"2026-10-15","strategy":"Multi-version matching decompilation","language":"","source_available":"Public CC0 source repository; the game ROM is not included and must be supplied.","first_found":"2026-10-15","project_started":null,"programming_language":"Makefile","subtype":"N64 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/AbuN64/ragewars-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/AbuN64/ragewars-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Makefile","breakdown":{"Makefile":49262562,"C":12150965,"Linker Script":5939086,"Assembly":344391,"Shell":5404,"Python":187},"source_url":"https://api.github.com/repos/AbuN64/ragewars-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/AbuN64/ragewars-decomp reports 49,262,562 bytes of Makefile, the largest language total (72.8% of 67,702,595 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"turok-rage-wars-n64-windows-recomp","title":"Turok: Rage Wars N64 Decompilation and Windows Port","game":"Turok: Rage Wars","platform":"Nintendo 64 (US v1.1, US v1.0, Europe, Germany; Windows port currently US v1.1)","kind":"Decompilation","status":"README status dated Oct 11 says the US v1.1 C build is byte-identical aside from original hand-written assembly and padding; other releases build using shared C plus release-specific assembly. The native Windows port reaches menus and 1–4 player matches.","summary":"A separate multi-region Turok: Rage Wars reverse-engineering project that adds a native Windows port to its decompilation work. The current port scope is the US v1.1 release; the other releases are decompilation/build targets, not yet covered by the port.","project_url":"https://github.com/thejunkman9000/Turok-Rage-Wars-Decomp","updated":"2026-10-16","strategy":"Matching N64 decompilation plus a native Windows source port","language":"","source_available":"Public project source; no game files. Requires a user-supplied supported ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching multi-region decompilation and native Windows source port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/thejunkman9000/Turok-Rage-Wars-Decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/thejunkman9000/Turok-Rage-Wars-Decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":17918416,"Linker Script":2339297,"Python":900596,"Assembly":739028,"Makefile":472769,"PowerShell":219062,"C++":186201,"Shell":105227,"BitBake":4178,"Batchfile":928},"source_url":"https://api.github.com/repos/thejunkman9000/Turok-Rage-Wars-Decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tux-racer-dreamcast-port","title":"Tux Racer 0.61 Dreamcast Port","game":"Tux Racer","platform":"PC source game → Sega Dreamcast","kind":"Reimplementation","status":"Release v0.1.2 was published 2026-08-08. The maintainer’s Flycast harness reaches races and reports roughly 9–11 FPS; known issues include corrupted textures, settings persistence, and a memory-layout-sensitive hang. The README explicitly says no one has tested the release on a real Dreamcast yet.","summary":"A KallistiOS/GLdc Dreamcast port of Tux Racer 0.61 with SDL removed. The repository includes build and Flycast test tooling and distributes a CDI; its hardware compatibility remains unverified.","project_url":"https://github.com/TechProGabe/tuxracer-dreamcast","updated":"2026-10-16","strategy":"KallistiOS/GLdc native Dreamcast source port","language":"","source_available":"Public GPL-2.0 C/C++ source and Dreamcast build scripts; game data is supplied separately from upstream.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Dreamcast native port; emulator-tested, hardware-unverified","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/TechProGabe/tuxracer-dreamcast#readme"},{"label":"Maintainer release v0.1.2","url":"https://github.com/TechProGabe/tuxracer-dreamcast/releases/tag/v0.1.2"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/TechProGabe/tuxracer-dreamcast"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/TechProGabe/tuxracer-dreamcast/languages"},{"label":"Current primary README","url":"https://github.com/TechProGabe/tuxracer-dreamcast/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1120184,"Shell":92622,"C++":67386,"Python":20892,"Makefile":14344,"Dockerfile":6017,"Assembly":3546},"source_url":"https://api.github.com/repos/TechProGabe/tuxracer-dreamcast/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tuya-zigbee-tlsr82xx-replacement-firmware","title":"tuyaZigbee (Telink TLSR82xx Replacement Firmware)","game":"Tuya Zigbee firmware on supported Telink TLSR82xx devices","platform":"Telink TLSR82xx Zigbee devices; the README says practical development has focused on TLSR8258 hardware","kind":"Reimplementation","status":"The README documents implemented firmware for lights/LED controllers, switches and buttons (excluding relay variants), and intrusion-alarm sensors, with model-specific support lists. The latest source push found was 2025-02-13; no GitHub release was listed. The README warns that the current firmware has an OTA bug that can prevent later OTA updates, so an owner without a hardware programmer should not install the affected update.","summary":"A replacement Zigbee firmware for supported Tuya devices built around Telink TLSR82xx chips. Shared device-class behavior is implemented with per-device hardware details; the author says the project is partly based on Telink Zigbee SDK samples and is a continuation of TuyaLight.","project_url":"https://github.com/doctor64/tuyaZigbee","updated":"2026-10-16","strategy":"Replacement embedded firmware with device-class implementations for Telink Zigbee hardware","language":"","source_available":"Public source under Apache-2.0. The README says the project is partly based on Telink Zigbee SDK samples.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Zigbee device replacement firmware","target_type":"Software","sources":[{"label":"README, supported chip family, and OTA warning","url":"https://github.com/doctor64/tuyaZigbee"},{"label":"Device support list","url":"https://github.com/doctor64/tuyaZigbee/blob/master/docs/devices.md"},{"label":"Repository license","url":"https://github.com/doctor64/tuyaZigbee/blob/master/LICENSE"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/doctor64/tuyaZigbee/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":509710,"CMake":40421,"JavaScript":7398,"Python":4307,"Shell":2972},"source_url":"https://api.github.com/repos/doctor64/tuyaZigbee/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 509,710 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"tvt-iptool-linux-tvt-camera-provisioning","title":"TVT IPTool for Linux (TVT camera and NVR network provisioning)","game":"TVT-family IP-camera, NVR, and DVR discovery and network-provisioning protocols","platform":"Linux x86_64. GTK 3 build is documented for Ubuntu 18.04-era/glibc 2.27 systems; GTK 4 build targets Ubuntu 24.04/current Debian, with Fedora build instructions.","kind":"Reimplementation","status":"Latest tagged release v0.1.5 was published 2026-07-15; the repository's last source push was also 2026-07-15 and it is not archived. The README calls this the first release and lists device discovery, IPv4 provisioning, and verification. It does not identify a specific TVT model or firmware compatibility matrix; routed-subnet scanning, IPv6 provisioning, activation, and firmware upgrades are outside the stated scope.","summary":"A native Linux C/GTK utility that directly implements TVT-family Layer-2 discovery and network provisioning, with SSDP/UPnP response parsing and an authenticated NVR web API path. Upstream labels it clean-room and says the application ships no vendor SDK binaries, headers, credentials, firmware, or assets; discovery and IP changes do not require the optional SDK loader. It is a focused provisioning client, not a full replacement for the vendor application.","project_url":"https://github.com/dannielperez/tvt-iptool-linux","updated":"2026-10-16","strategy":"Upstream-labeled clean-room C/GTK client that implements TVT network discovery and provisioning directly; the README does not document a source-denied specification workflow, so no stronger process claim is inferred.","language":"","source_available":"Public source under the MIT License.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Linux camera/NVR discovery and network-provisioning utility","target_type":"Software","sources":[{"label":"Maintainer README: clean-room label, implemented protocols, scope, platforms, and SDK boundary","url":"https://github.com/dannielperez/tvt-iptool-linux"},{"label":"Latest release v0.1.5 (published 2026-07-15)","url":"https://github.com/dannielperez/tvt-iptool-linux/releases/tag/v0.1.5"},{"label":"MIT License","url":"https://github.com/dannielperez/tvt-iptool-linux/blob/main/LICENSE"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/dannielperez/tvt-iptool-linux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":176583,"Meson":3311,"Shell":670},"source_url":"https://api.github.com/repos/dannielperez/tvt-iptool-linux/languages","evidence":"GitHub's official repository Languages endpoint reports C as predominant (176,583 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twilight-princess-decomp","title":"Twilight Princess Decompilation","game":"The Legend of Zelda: Twilight Princess","platform":"GameCube; Wii","kind":"Decompilation","status":"GameCube release code is fully matching, but not all translation units are linked; work continues on the debug and Wii versions.","summary":"ZeldaRET reports the GameCube code is fully matching, with linking and other versions remaining.","project_url":"https://github.com/zeldaret/tp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets/assembly are not included; original game copy required. GitHub repository metadata reports CC0-1.0 (Creative Commons Zero v1.0 Universal).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Shared GameCube/Wii source decompilation with separate version targets","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/zeldaret/tp"},{"label":"Project README","url":"https://github.com/zeldaret/tp#readme"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/zeldaret/tp"}],"media":[{"kind":"image","label":"Objdiff comparison window linked in the project's decompilation guide","url":"https://raw.githubusercontent.com/zeldaret/tp/c8fa8c9e2aab72cf4e5db0e5d1c84a9ea6ee6eb0/assets/objdiff.png","preview_url":"https://raw.githubusercontent.com/zeldaret/tp/c8fa8c9e2aab72cf4e5db0e5d1c84a9ea6ee6eb0/assets/objdiff.png","source_url":"https://github.com/zeldaret/tp/blob/c8fa8c9e2aab72cf4e5db0e5d1c84a9ea6ee6eb0/README.md","discovered_on":"2026-10-16"}],"links":[{"kind":"docs","label":"Twilight Princess decompilation contribution guide","url":"https://zsrtp.link/contribute","source_url":"https://github.com/zeldaret/tp","notes":"README links the contribution guide."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":38332142,"C":32152340,"Python":309927,"Pascal":92224,"Pawn":30400,"Assembly":22211,"Smarty":858},"source_url":"https://api.github.com/repos/zeldaret/tp/languages","evidence":"GitHub REST repository Languages endpoint reports 38,332,142 bytes of C++ out of 70,940,102 measured source bytes (54.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"twilight-princess-ps4-port","title":"Twilight Princess PS4 Port","game":"The Legend of Zelda: Twilight Princess","platform":"GameCube / Wii → PlayStation 4","kind":"Reimplementation","status":"Release r25; native GoldHEN port supports documented GameCube and Wii disc IDs and targets up to 60 FPS.","summary":"PS4 port of the Dusklight reverse-engineered engine; does not use an emulator.","project_url":"https://github.com/BgbrhrWatchinOVO/dusklight-ps4","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation 4","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/BgbrhrWatchinOVO/dusklight-ps4"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/BgbrhrWatchinOVO/dusklight-ps4"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":120648,"C":119332,"JavaScript":32027,"Shell":30011,"HTML":12555,"CSS":6398,"Batchfile":464},"source_url":"https://api.github.com/repos/BgbrhrWatchinOVO/dusklight-ps4/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/BgbrhrWatchinOVO/dusklight-ps4 reports 120,648 bytes of Python, the largest language total (37.5% of 321,435 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"twilight-princess-ps5-port","title":"Twilight Princess PS5 Port","game":"The Legend of Zelda: Twilight Princess","platform":"GameCube → PlayStation 5","kind":"Reimplementation","status":"Console testing reports boot and several minutes of play; save persistence works, while audio is not yet verified.","summary":"Native PS5 port of the reverse-engineered Dusklight engine; not a GameCube emulator.","project_url":"https://github.com/griches/PS5_Dusklight","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation 5","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/griches/PS5_Dusklight"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/griches/PS5_Dusklight"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":52461,"Shell":34025,"C++":29103,"Python":18603,"CMake":9889},"source_url":"https://api.github.com/repos/griches/PS5_Dusklight/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/griches/PS5_Dusklight reports 52,461 bytes of C, the largest language total (36.4% of 144,081 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"twilight-princess-switch-port","title":"Twilight Princess Switch Port","game":"The Legend of Zelda: Twilight Princess","platform":"GameCube → Nintendo Switch","kind":"Reimplementation","status":"Nintendo Switch NRO release; performance and compatibility vary by game build and device.","summary":"Native Switch port of the reverse-engineered Dusklight engine; no GameCube emulation layer is used.","project_url":"https://github.com/givethesourceplox/dusklight-NX","updated":"2026-10-15","strategy":"Native engine port","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and target-platform evidence","url":"https://github.com/givethesourceplox/dusklight-NX"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/givethesourceplox/dusklight-NX"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":40000520,"C":32184973,"Java":248650,"CMake":141700,"Pascal":92224,"Pawn":30400,"Assembly":22211,"Objective-C++":10672,"Nix":8006,"Objective-C":4565,"Shell":3608,"PowerShell":3147,"Python":1677},"source_url":"https://api.github.com/repos/givethesourceplox/dusklight-NX/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/givethesourceplox/dusklight-NX reports 40,000,520 bytes of C++, the largest language total (55.0% of 72,752,353 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"twilight-princess-visionos-vr-port","title":"Twilight Princess VR for Apple Vision Pro","game":"The Legend of Zelda: Twilight Princess","platform":"GameCube or Wii → Apple Vision Pro visionOS","kind":"Decompilation","status":"Three visionOS play modes documented; maintainer says tested on a real Vision Pro. No prebuilt app or release; own disc and Mac/Xcode required.","summary":"Decompilation-based Dusklight+TPVR port bridged to visionOS, RealityKit, Metal and OpenXR. Separate target-platform project from other Dusklight ports.","project_url":"https://github.com/edgytoast/tpvr-visionos","updated":"2026-10-16","strategy":"Decompilation-based native Vision Pro port","language":"","source_available":"Public project source under CC0 for its own code, with third-party exceptions documented. User supplies a GameCube/Wii disc and builds/signs with Xcode; no app download is provided.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube/Wii-to-visionOS port","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/edgytoast/tpvr-visionos#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/edgytoast/tpvr-visionos"},{"label":"Maintainer headset build and install instructions","url":"https://github.com/edgytoast/tpvr-visionos/blob/visionos/AVP-INSTALL.md"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/edgytoast/tpvr-visionos/releases"},{"label":"Current primary README","url":"https://github.com/edgytoast/tpvr-visionos/blob/visionos/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/edgytoast/tpvr-visionos/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":42072776,"C":1890796,"Swift":435570,"Objective-C++":243131,"CMake":225195,"Pascal":92224,"Python":28357,"Objective-C":22340,"Shell":21859},"source_url":"https://api.github.com/repos/edgytoast/tpvr-visionos/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twilight-syndrome-ds-en-es","title":"Twilight Syndrome: Kinjirareta Toshi Densetsu English and Spanish Patches","game":"Twilight Syndrome: Kinjirareta Toshi Densetsu","platform":"Nintendo DS (patched ROM; release specifically reports testing in melonDS)","kind":"Fan Localization","status":"Active; v1.4 English and Spanish BPS patches released 2026-10-15. The release translates the main script and most remaining menu graphics; save-screen clipping and some other untranslated art remain documented limitations.","summary":"Dual-language fan patch for the Japan-only Nintendo DS horror adventure. Both patches cover the full script, menus, inventory, name tags, phone mail and phone screens; v1.4 adds story-intro posters, item-menu buttons, save/load graphics, and about 100 collectible-menu labels.","project_url":"https://github.com/Secabel/twilight-syndrome","updated":"2026-10-15","strategy":"Fan translation patches","language":"English, Spanish","source_available":"Public source repository and v1.4 English/Spanish BPS patch assets; no game ROM is distributed.","first_found":"2026-10-15","project_started":"2026-09-09","programming_language":"Python","subtype":"Nintendo DS multilingual fan translation","target_type":"Game","sources":[{"label":"Maintainer README and project source","url":"https://github.com/Secabel/twilight-syndrome#readme"},{"label":"v1.4 release: languages, coverage, exact ROM fingerprint, and patch files","url":"https://github.com/Secabel/twilight-syndrome/releases/tag/v1.4"},{"label":"GitHub Languages API — Python: 134,190 bytes (100.00% of 134,190 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/Secabel/twilight-syndrome/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":134190},"source_url":"https://api.github.com/repos/Secabel/twilight-syndrome/languages","evidence":"Python: 134,190 bytes (100.00% of 134,190 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twisted-metal-2012-ps3-recomp","title":"Twisted Metal (2012) PS3 Recompilation","game":"Twisted Metal (2012)","platform":"PlayStation 3 USA disc (BCUS98106) → Windows x64","kind":"Recompilation","status":"WIP; README reports reaching a Suburbs match with the front end, vehicle select and six opponents. The in-match HUD renders, but the 3D world/post-effects do not; audio initializes and input is not started.","summary":"Static recompilation of the PS3 PowerPC/SPU code into native Windows via ps3recomp. The user supplies the USA disc and decryption key; game data, keys and lifted code are not distributed.","project_url":"https://github.com/sp00nznet/twistedmetal","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied BCUS98106 disc and key required; no game binary, asset, key or game-derived code is included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/twistedmetal"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/twistedmetal"},{"label":"Project README: disc identity and current in-match status","url":"https://github.com/sp00nznet/twistedmetal#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":340980,"Python":48883,"C":7523,"CMake":3195},"source_url":"https://api.github.com/repos/sp00nznet/twistedmetal/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C++ has the largest total (340,980 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"twisted-metal-black-ps2-ntsc-u-decompilation","title":"Twisted Metal: Black (NTSC-U) PlayStation 2 Matching Decompilation","game":"Twisted Metal: Black (NTSC-U, SCUS-97101 / SCUS_971.01)","platform":"PlayStation 2 NTSC-U (SCUS-97101; executable SCUS_971.01) → matching PS2 binary rebuild","kind":"Decompilation","status":"The README identifies this as a work-in-progress matching decompilation and does not quantify progress or runtime/playability. Building requires the user to extract SCUS_971.01 from a copy of the NTSC-U game. The maintainer asks contributors not to port the code to other platforms until the decompilation nears completion.","summary":"Public WIP matching decompilation of the NTSC-U PlayStation 2 release; no PC port or completion claim is made.","project_url":"https://github.com/abelbriggs1/tmb_decomp","updated":"2026-10-16","strategy":"Matching PlayStation 2 source decompilation","language":"","source_available":"Public source repository; build requires a user-supplied NTSC-U game copy and its extracted SCUS_971.01 executable.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 2 matching decompilation","target_type":"Game","sources":[{"label":"Project README: WIP scope, exact NTSC-U executable, user-supplied game requirement, and no-port request","url":"https://github.com/abelbriggs1/tmb_decomp#readme"},{"label":"GitHub official Languages API","url":"https://api.github.com/repos/abelbriggs1/tmb_decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":387346,"C++":153068,"Python":52625,"Shell":173},"source_url":"https://api.github.com/repos/abelbriggs1/tmb_decomp/languages","evidence":"GitHub's official Languages REST endpoint reports 387,346 bytes of C as the largest total (65.3% of 593,212 recognized language bytes) for the repository. The endpoint is repository-wide and may count build tooling or unrelated project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twisted-metal-harbor-city-ps2-elf-decompilation","title":"Twisted Metal: Harbor City Unreleased PlayStation 2 Decompilation","game":"Twisted Metal: Harbor City (unreleased PlayStation 2 game; TM.ELF SHA-1 59695de214d38d1c0af9167412271fe2a446a13a)","platform":"PlayStation 2 unreleased title (TM.ELF SHA-1 59695de214d38d1c0af9167412271fe2a446a13a) → matching source decompilation","kind":"Decompilation","status":"The project describes itself as a work-in-progress matching decompilation of the unreleased PS2 game and pins TM.ELF by SHA-1. The README gives no region or further executable revision, and no progress or playability percentage; none is inferred here. The documented build environment is POSIX.","summary":"Public source decompilation project for the unreleased PS2 game, identified by the exact TM.ELF hash documented in its README.","project_url":"https://github.com/jacobleeharris/tmhc","updated":"2026-10-16","strategy":"Matching PS2 executable decompilation","language":"","source_available":"Public work-in-progress source repository; the README identifies the target ELF by SHA-1 and does not document a playable port or progress metric.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Unreleased PlayStation 2 game decompilation","target_type":"Game","sources":[{"label":"Project README: unreleased game, matching-decompilation status, exact TM.ELF hash, and POSIX environment","url":"https://github.com/jacobleeharris/tmhc#readme"},{"label":"GitHub official Languages API","url":"https://api.github.com/repos/jacobleeharris/tmhc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1110921,"Python":152983,"C++":17561,"BitBake":2626},"source_url":"https://api.github.com/repos/jacobleeharris/tmhc/languages","evidence":"GitHub's official Languages REST endpoint reports 1,110,921 bytes of C as the largest total (86.5% of 1,284,091 recognized language bytes) for the repository. The endpoint is repository-wide and may count build tooling or unrelated project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"twisted-tower-italian","title":"Twisted Tower Italian Translation Patch","game":"Twisted Tower","platform":"PC (Steam on Windows; separate Steam Deck/Linux installer)","kind":"Fan Localization","status":"Released; v1.3.4 (2026-08-26) targets game build 24937111; 97.2% coverage reported","summary":"A free unofficial English-to-Italian Steam patch. The current v1.3.4 ZIP installer covers Steam build 24937111 and is reported at 97.2% text coverage, with 41 entries left English on that build; it modifies the user's local game files reversibly and distributes patch files only.","project_url":"https://traduzionegiochi.it/traduzioni/twisted-tower","updated":"2026-08-26","strategy":"Fan translation patch","language":"Italian","source_available":"Patch ZIP and separate Steam Deck/Linux installer; user supplies Steam game","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC game text localization patch","target_type":"Game","sources":[{"label":"Maintainer page: v1.3.4 release, game-build range, coverage, installer and patch-only policy","url":"https://traduzionegiochi.it/traduzioni/twisted-tower"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://traduzionegiochi.it/traduzioni/twisted-tower","evidence":"Primary project page checked on 2026-10-16: The current maintainer page documents patch version 1.4 and coverage, but does not link a source-code repository or state the implementation language. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current maintainer page documents patch version 1.4 and coverage, but does not link a source-code repository or state the implementation language. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"ty-the-tasmanian-tiger-gc-decomp","title":"Ty the Tasmanian Tiger Decompilation","game":"Ty the Tasmanian Tiger","platform":"Nintendo GameCube","kind":"Decompilation","status":"Work in progress; the README identifies the U.S. GTYE69 version and says the repository does not include game assets or assembly.","summary":"GameCube source decompilation project for the U.S. release of Ty the Tasmanian Tiger.","project_url":"https://github.com/1superchip/ty-decomp","updated":"2026-10-15","strategy":"Source decompilation","language":"","source_available":"Public source repository; game assets and assembly are excluded; user game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"U.S. release GTYE69","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/1superchip/ty-decomp#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/1superchip/ty-decomp"},{"label":"GitHub repository page (primary language: C++)","url":"https://github.com/1superchip/ty-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1412335,"C":829320,"Python":386196,"Assembly":2060},"source_url":"https://api.github.com/repos/1superchip/ty-decomp/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/1superchip/ty-decomp reports 1,412,335 bytes of C++, the largest language total (53.7% of 2,629,911 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"u-boot-boot-firmware","title":"U-Boot","game":"Vendor-provided embedded boot firmware / bootloader","platform":"Board-specific configurations across supported embedded processor and board targets; support is per U-Boot board configuration and revision.","kind":"Reimplementation","status":"Active upstream source tree; last update 2026-10-14. This record is limited to U-Boot as a replacement/alternative board boot firmware stage; it is not a full OS.","summary":"A board-specific boot firmware and bootloader implementation for embedded systems. U-Boot initializes supported hardware and loads an operating system or payload; a board’s defconfig and peripheral support determine actual compatibility.","project_url":"https://github.com/u-boot/u-boot","updated":"2026-10-16","strategy":"Embedded boot-firmware reimplementation","language":"","source_available":"Public source, primarily GPL-2.0 with per-file exceptions and alternative licenses documented under Licenses/.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded board boot firmware","target_type":"Software","sources":[{"label":"U-Boot project repository and README","url":"https://github.com/u-boot/u-boot"},{"label":"U-Boot license policy","url":"https://github.com/u-boot/u-boot/blob/master/Licenses/README"},{"label":"Board configuration and defconfig source","url":"https://github.com/u-boot/u-boot/tree/master/configs"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/u-boot/u-boot/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":114188706,"Python":3390630,"Assembly":768472,"Makefile":703924,"Perl":423225,"C#":314095,"ASL":216859},"source_url":"https://api.github.com/repos/u-boot/u-boot/languages","evidence":"Official GitHub REST language endpoint reports C as largest repository category.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-snakebyte69-ubee512","title":"uBee512 Microbee Emulator","game":"Microbee Z80 ROM-, floppy-, and hard-disk-based computer models","platform":"Microbee systems; the README gives macOS and Linux build steps and marks the unified Windows build as work in progress; older Windows installation/build notes remain in the manual.","kind":"Emulator","status":"The public source repository was pushed 2025-01-10 and its newest listed GitHub release is uBee512v6.1.1macOS from that date. GitHub metadata and the project license identify GPL-2.0. The current README gives macOS and Linux build steps and marks a unified Windows build as in progress; older Windows instructions remain in the manual. The README/manual require model-specific Microbee BASIC/system ROMs and a character ROM; disk images are needed for disk-based use. The repository is an unofficial source fork of uBee512.","summary":"Emulates Microbee Z80 computer models, including ROM-, floppy-, and hard-disk-based machines, extended memory, and a range of peripherals. The README gives macOS/Linux build instructions and marks its unified Windows build as work in progress.","project_url":"https://github.com/snakebyte69/uBee512","updated":"2025-01-10","strategy":"Cross-platform software emulation","language":"","source_available":"Public GPL-2.0 source repository; third-party dependencies retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Retro-computer emulator","target_type":"Software","sources":[{"label":"Primary repository README","url":"https://github.com/snakebyte69/uBee512/blob/main/README.md"},{"label":"Maintainer manual: model coverage, ROMs, and peripherals","url":"https://github.com/snakebyte69/uBee512/blob/main/doc/README"},{"label":"Project license file","url":"https://github.com/snakebyte69/uBee512/blob/main/LICENSE"},{"label":"Newest listed GitHub release","url":"https://github.com/snakebyte69/uBee512/releases/tag/uBee512v6.1.1macOS"},{"label":"GitHub language API byte totals","url":"https://api.github.com/repos/snakebyte69/uBee512/languages"},{"label":"GitHub repository metadata","url":"https://api.github.com/repos/snakebyte69/uBee512"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1963600,"Pascal":67706,"Makefile":33024,"Shell":5479},"source_url":"https://api.github.com/repos/snakebyte69/ubee512/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,963,600 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"afi-r-router-display-firmware-reconstruction","title":"Ubiquiti AmpliFi AFi-R Reverse Engineering and Display Firmware","game":"Ubiquiti AmpliFi AFi-R router and STM32 display module","platform":"Ubiquiti AmpliFi AFi-R (QCA956X/MIPS router, Linux 4.1.16) and STM32F205 display board → custom host tools and replacement display firmware","kind":"Reimplementation","status":"Public research repository; latest source push checked 2026-04-08. The README documents router firmware extraction/repacking tools and a replacement STM32 display firmware with image, GIF, audio, and touchscreen functions; it does not claim a full replacement for the router's stock firmware.","summary":"Reverse-engineering notes and tools for the AmpliFi AFi-R, including custom firmware for its STM32F205 240×240 touchscreen/display module. The router uses a QCA956X MIPS SoC, 128 MB RAM, and an OpenWrt-based Linux system. Hardware-specific instructions and the public code are available, but the repository does not declare an overall software license.","project_url":"https://github.com/alexanderhenne/AFi-R","updated":"2026-10-16","strategy":"Firmware analysis, protocol reconstruction, and STM32 display-firmware replacement","language":"","source_available":"Public repository; no overall license declared","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Router and embedded-display firmware research","target_type":"Software","sources":[{"label":"Project README and hardware identification","url":"https://github.com/alexanderhenne/AFi-R"},{"label":"Custom display replacement firmware","url":"https://github.com/alexanderhenne/AFi-R/tree/master/custom_display_fw"},{"label":"Firmware extraction and repacking tools","url":"https://github.com/alexanderhenne/AFi-R/tree/master/tools"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":80491,"Python":52943,"Shell":15524,"Makefile":2778,"Linker Script":1349},"source_url":"https://api.github.com/repos/alexanderhenne/AFi-R/languages","evidence":"Official GitHub REST Languages API breakdown for alexanderhenne/AFi-R: source-code bytes are {\"C\": 80491, \"Linker Script\": 1349, \"Makefile\": 2778, \"Python\": 52943, \"Shell\": 15524}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ubuntu-touch","title":"Ubuntu Touch","game":"Android/mobile OS on supported phones and tablets","platform":"Official device directory lists phones, tablets and other ports with per-device maturity and release status; the 24.04 Noble series is available on a subset of devices.","kind":"Reimplementation","status":"Active community OS; official supported-device directory is maintained and recent issue tracking includes current device-specific work. Image and support state depend on the exact device port; many entries are community, legacy or experimental.","summary":"A touch-oriented Ubuntu mobile operating system maintained by UBports. It replaces the stock OS on supported Android devices or other ports; the OS is composed across multiple repositories and device-specific Halium/native integration, rather than one monolithic source repository.","project_url":"https://ubuntu-touch.io/","updated":"2026-10-16","strategy":"Mobile Ubuntu OS port and device-specific replacement","language":"","source_available":"Public source across UBports/GitLab and Ubuntu package repositories; component licenses vary, and Android-based ports may depend on proprietary vendor blobs. There is no single meaningful repository language.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Ubuntu-based mobile OS","target_type":"Software","sources":[{"label":"Official Ubuntu Touch project site","url":"https://ubuntu-touch.io/"},{"label":"Official device list, release channels and maturity filters","url":"https://devices.ubuntu-touch.io/"},{"label":"UBports GitLab source organization","url":"https://gitlab.com/ubports"},{"label":"Official reference-device status, updated June 2026","url":"https://ubports.com/reference-devices-1"},{"label":"Current project issue tracker activity","url":"https://gitlab.com/ubports/development/ubuntu-touch/-/work_items"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://gitlab.com/ubports","evidence":"Ubuntu Touch source is spread across multiple GitLab repositories and Ubuntu packages; the cited GitLab group has no single aggregate source-language endpoint.","verified_at":"2026-10-16","reason_unknown":"The project has no monolithic source tree that provides an honest project-wide language signal."}},{"id":"underworld-exhumed","title":"Ultima Underworld I and II Source Reconstruction","game":"Ultima Underworld and Ultima Underworld II","platform":"MS-DOS","kind":"Decompilation","status":"Active; source accuracy and native ports documented for both games","summary":"Reconstructs byte-matching source for both DOS titles and builds native Windows, macOS, Linux, and web ports; users provide their own game data.","project_url":"https://github.com/abedegno/underworld-exhumed","updated":"2026-10-16","strategy":"Byte-matching source reconstruction and native ports","language":"","source_available":"Public source repository (MIT license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"DOS byte-matching source reconstruction","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/abedegno/underworld-exhumed"},{"label":"Project README or evidence page","url":"https://github.com/abedegno/underworld-exhumed/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/abedegno/underworld-exhumed"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/abedegno/underworld-exhumed/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7925226,"Assembly":2338563,"Python":764852,"JavaScript":49841,"Shell":29532,"Makefile":19050,"C++":7606,"HTML":731},"source_url":"https://api.github.com/repos/abedegno/underworld-exhumed/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/abedegno/underworld-exhumed reports 7,925,226 bytes of C, the largest language total (71.2% of 11,135,401 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ultima-v-warriors-of-destiny-dos-decomp","title":"Ultima V: Warriors of Destiny DOS Decompilation","game":"Ultima V: Warriors of Destiny (MS-DOS v1.16)","platform":"MS-DOS x86 → Windows/DOS source builds and original-data runtime","kind":"Decompilation","status":"The README reports approximately 95% matching for `ULTIMA.EXE` and overlays but says byte-perfect linking is impossible because the original linker is unknown; it uses semantic matching. The game can be played through the ending with original data, with known bugs.","summary":"An ongoing source reconstruction of MS-DOS v1.16 with Windows and DOS builds and explicit limits on byte-identity claims.","project_url":"https://github.com/wonst719/u5d","updated":"2026-10-15","strategy":"Semantic source reconstruction and assembly-level matching","language":"","source_available":"Public source repository; original game data is supplied by the user.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"DOS game source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/wonst719/u5d"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/wonst719/u5d/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1230849,"Makefile":1941,"Batchfile":1595,"CMake":1478},"source_url":"https://api.github.com/repos/wonst719/u5d/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/wonst719/u5d reports 1,230,849 bytes of C, the largest language total (99.6% of 1,235,863 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ultima-vii-serpent-isle-decomp","title":"Ultima VII Part Two: Serpent Isle Decompilation","game":"Ultima VII Part Two: Serpent Isle","platform":"DOS x86 → Windows/macOS/Linux portable build","kind":"Decompilation","status":"AI-assisted recovery; logic tested to produce byte-exact output with Borland C++ 2.0. A modern portable source branch is included; v0.4.0 (2026-10-12).","summary":"The same repository contains separate Black Gate and Serpent Isle game binaries; this row covers Serpent Isle only.","project_url":"https://github.com/Kitrinx/Ultima7_Decomp","updated":"2026-10-15","strategy":"Matching decompilation of original C/C++ and assembly, plus a lightly adjusted cross-platform source port.","language":"C/C++/assembly","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching decompilation of original c/c++ and assembly, plus a lightly adjusted cross-platform source","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Kitrinx/Ultima7_Decomp"},{"label":"Verified release or build","url":"https://github.com/Kitrinx/Ultima7_Decomp/releases/tag/v0.4.0"},{"label":"Project owner releases","url":"https://github.com/Kitrinx/Ultima7_Decomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Kitrinx/Ultima7_Decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5920995,"C++":4005620,"Assembly":1718717,"CMake":29852,"Shell":5115,"Python":3851,"Makefile":1860,"Batchfile":708},"source_url":"https://api.github.com/repos/Kitrinx/Ultima7_Decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 5,920,995 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ultima-vii-black-gate-decomp","title":"Ultima VII: The Black Gate Decompilation","game":"Ultima VII: The Black Gate","platform":"DOS x86 → Windows/macOS/Linux portable build","kind":"Decompilation","status":"AI-assisted recovery; logic tested to produce byte-exact output with Borland C++ 2.0. A modern portable source branch is included; v0.4.0 (2026-10-12).","summary":"The project contains independent target binaries and a portable branch for modern PC play.","project_url":"https://github.com/Kitrinx/Ultima7_Decomp","updated":"2026-10-15","strategy":"Matching decompilation of original C/C++ and assembly, plus a lightly adjusted cross-platform source port.","language":"C/C++/assembly","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching decompilation of original c/c++ and assembly, plus a lightly adjusted cross-platform source","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/Kitrinx/Ultima7_Decomp"},{"label":"Verified release or build","url":"https://github.com/Kitrinx/Ultima7_Decomp/releases/tag/v0.4.0"},{"label":"Project owner releases","url":"https://github.com/Kitrinx/Ultima7_Decomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Kitrinx/Ultima7_Decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5920995,"C++":4005620,"Assembly":1718717,"CMake":29852,"Shell":5115,"Python":3851,"Makefile":1860,"Batchfile":708},"source_url":"https://api.github.com/repos/Kitrinx/Ultima7_Decomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C is predominant with 5,920,995 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ultimate-mortal-kombat-3-ios-decomp-pc-port","title":"Ultimate Mortal Kombat 3 iOS Decompilation and Native PC Port","game":"Ultimate Mortal Kombat 3 (EA Mobile iOS 2011)","platform":"iOS ARM (version 1.2.59) → native Windows; Linux/macOS builds from source","kind":"Decompilation","status":"The Oct 15 README reports 2,572/2,572 game functions written as C and describes front-end screens, fights, sound, and saves running natively; release 0.1.2 is marked alpha.","summary":"A complete decompilation of the 2011 EA Mobile iOS build plus a native PC port. The project documents behavioral verification and requires the matching game copy; it does not distribute game assets.","project_url":"https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp","updated":"2026-10-16","strategy":"Hand-written C reconstruction of the iOS release, differential-verified against a static ARM-to-C recompiler, then built with a native host runtime","language":"","source_available":"Public reconstructed source and tools; no game files/assets. Requires the user’s own compatible iOS game copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Complete decompilation; native port in progress","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7091289,"Python":701844,"JavaScript":153364,"HTML":37365,"CSS":19682,"CMake":18242,"Java":15910,"PowerShell":12422,"Shell":9781},"source_url":"https://api.github.com/repos/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ultimate-spider-man-nds-decomp","title":"Ultimate Spider-Man (Nintendo DS FRA)","game":"Ultimate Spider-Man (Nintendo DS FRA)","platform":"Nintendo DS (FRA build, product code AUSF)","kind":"Decompilation","status":"Work in progress; the maintainer README updated 2026-10-15 reports 2292/4593 functions matched (29.85% of code; data 0.00%). The compiler revision is still being identified, and no ROM or game assets are included.","summary":"Matching decompilation of Ultimate Spider-Man (Nintendo DS FRA), using Metrowerks mwccarm. The repository contains project source and build tooling but excludes copyrighted game assets; reproducing the target requires the user’s own ROM.","project_url":"https://github.com/liolu/ultimate-spider-man-decomp","updated":"2026-10-16","strategy":"Nintendo DS matching decompilation with Metrowerks mwccarm; compiler version identification remains open","language":"","source_available":"Public decompilation source and tools; no game assets. Requires the user’s own game ROM for extraction/build verification.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/liolu/ultimate-spider-man-decomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/liolu/ultimate-spider-man-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1753978,"Python":326139},"source_url":"https://api.github.com/repos/liolu/ultimate-spider-man-decomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ultrahle","title":"UltraHLE","game":"Nintendo 64","platform":"Windows 9x","kind":"Emulator","status":"Discontinued historical emulator released in 1999.","summary":"Milestone N64 emulator that achieved playable commercial-game performance on contemporary PCs through high-level emulation; later development ceased.","project_url":"https://github.com/emu-russia/UltraHLE","updated":"2026-08-22","strategy":"High-level emulation (HLE).","language":"","source_available":"Archived or community source","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Nintendo 64 high-level-emulation (HLE) emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/emu-russia/UltraHLE"},{"label":"Archived source release listing","url":"https://github.com/emu-russia/UltraHLE/releases"},{"label":"Academic legal-history article describing the 1999 HLE milestone","url":"https://cardozolawreview.com/wp-content/uploads/2024/02/2.SIGMON.45.1.6.Print_.pdf"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/emu-russia/UltraHLE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1211291,"HTML":286133,"C++":38051},"source_url":"https://api.github.com/repos/emu-russia/UltraHLE/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/emu-russia/UltraHLE reports 1,211,291 bytes of C, the largest language total (78.9% of 1,535,475 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ultrakill-macos-native-port","title":"ULTRAKILL macOS Port and Converter","game":"ULTRAKILL","platform":"Windows Steam build → universal Intel/Apple Silicon macOS app","kind":"Reimplementation","status":"Latest official pre-release 0.0.0-dev.5 was published 2026-10-08. It includes a converter fix for extra Windows/Finder files and supports a specific verified Windows build and Steam depot. The maintainer states that full shader parity and physical Intel GPU/macOS 11 testing remain unverified. The converter requires the user’s own game installation and distributes no game assets.","summary":"A source-only project that converts supported ULTRAKILL Windows installations into a native macOS Unity Mono application. It patches platform-dependent code, translates Windows shaders to Metal, builds native Burst routines and outputs universal Intel/Apple Silicon apps; it is not a reconstruction of an editable Unity project.","project_url":"https://github.com/Yash-Singh1/ultrakill-mac","updated":"2026-10-16","strategy":"Game-specific Unity macOS conversion and platform port, including Direct3D shader-to-Metal conversion and managed-code/runtime patches.","language":"","source_available":"Public source repository and pre-release converter package; no complete game installation, saves or generated game payloads are included. User supplies the supported Steam game build.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Native macOS game converter/source port for Apple Silicon and Intel","target_type":"Game","sources":[{"label":"Reddit r/macgaming announcement of the native ULTRAKILL macOS port; discovery lead only","url":"https://www.reddit.com/r/macgaming/comments/1wzqlzg/native_macos_ultrakill_port/"},{"label":"Maintainer README documenting supported inputs, method and testing limits","url":"https://github.com/Yash-Singh1/ultrakill-mac#readme"},{"label":"https://github.com/Yash-Singh1/ultrakill-mac/releases","url":"https://github.com/Yash-Singh1/ultrakill-mac/releases"},{"label":"Current primary README","url":"https://github.com/Yash-Singh1/ultrakill-mac/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/Yash-Singh1/ultrakill-mac"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Yash-Singh1/ultrakill-mac/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":237207,"C#":236140,"Objective-C++":35539,"Swift":18704,"HLSL":5846},"source_url":"https://api.github.com/repos/Yash-Singh1/ultrakill-mac/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ultraman-club-2-en-patchclan","title":"Ultraman Club 2: Kaettekita Ultraman Club — English Translation","game":"Ultraman Club 2: Kaettekita Ultraman Club","platform":"Famicom / Nintendo Entertainment System","kind":"Fan Localization","status":"Beta v0.9 build 36; English IPS patch updated 2026-09-07.","summary":"Patch Clan's English fan translation of the Japanese Famicom RPG, including dialogue, combat text, menus, and a monster bestiary. The project remains in beta.","project_url":"https://www.patchclan.com/#/jogo/ultraman-club-2","updated":"2026-10-16","strategy":"Game-specific text and graphics fan localization patch","language":"English","source_available":"Patch Clan's project history identifies the first English patch and lists the IPS file, supported Japanese ROM name, and MD5. Beta downloads route through the project site's Patreon link; no ROM is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"Patch Clan project page: English beta patch, version, format, and source ROM checksum","url":"https://www.patchclan.com/#/jogo/ultraman-club-2"},{"label":"Patch Clan Patreon, used by the site for beta patch downloads","url":"https://www.patreon.com/patchclan"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/ultraman-club-2","evidence":"Primary project page checked on 2026-10-16: The current Patch Clan project page and cited update index describe the IPS patch; no public project source repository or code-language statement is linked. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The current Patch Clan project page and cited update index describe the IPS patch; no public project source repository or code-language statement is linked. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"ultraman-fighting-evolution-3-ps2-linux-static-recomp","title":"Ultraman Fighting Evolution 3 PS2 Static Recompilation","game":"Ultraman Fighting Evolution 3 (Japan, SLPS-25441)","platform":"PlayStation 2 (Japan, SLPS-25441) → Linux x86-64","kind":"Recompilation","status":"Early and not playable. The maintainer reports that it boots through the IOP modules and sound driver, passes the memory-card check, renders the health-warning screen, and skips the opening movie, then stops on a black screen before the title. 3D/VU1 rendering is not yet working.","summary":"A static recompilation of the Japanese PS2 executable to a native Linux runner using PS2Recomp. It requires a user-supplied game disc and an x86-64 host with AVX2; the repository says it contains no game data.","project_url":"https://github.com/idiazraz/ufe3-recomp","updated":"2026-10-16","strategy":"Static recompilation of PS2 MIPS code to C++","language":"","source_available":"Public GitHub source; the README requires the user to supply the original disc and states that no game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Native Linux static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: PS2 target, Linux host requirements, recompilation method, current status and user-supplied disc requirement","url":"https://github.com/idiazraz/ufe3-recomp#readme"},{"label":"Maintainer technical notes linked from the README","url":"https://github.com/idiazraz/ufe3-recomp/blob/main/docs/NOTES.md"},{"label":"Project license (GPL-3.0)","url":"https://github.com/idiazraz/ufe3-recomp/blob/main/LICENSE"},{"label":"GitHub repository metadata: creation and latest push dates, archive/fork state and declared license","url":"https://api.github.com/repos/idiazraz/ufe3-recomp"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/idiazraz/ufe3-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":83619,"C++":45572,"Shell":7590},"source_url":"https://api.github.com/repos/idiazraz/ufe3-recomp/languages","evidence":"Exact repository-wide language byte totals returned by GitHub Languages API, checked 2026-10-16; byte counts can include tools and dependencies and do not isolate game-specific code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"um-jammer-lammy-ps1-recomp","title":"Um Jammer Lammy Static Recompilation","game":"Um Jammer Lammy","platform":"PlayStation USA (SCUS-94448) → Windows x64, Linux x86-64","kind":"Recompilation","status":"Initial preview release; controller gameplay has been tested, while full stage clears, duet/PaRappa modes and all scenes are not systematically validated.","summary":"Native static recompilation with optional rhythm timing assist, adaptive widescreen and fast resource loading; requires the user’s own disc.","project_url":"https://github.com/mstan/UmJammerLammyRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source; user-supplied SCUS-94448 disc and game data required; no game data or retail BIOS included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"","target_type":"Game","sources":[{"label":"Project README and current status","url":"https://github.com/mstan/UmJammerLammyRecomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":23691,"Python":7508,"C++":5167,"CMake":3665,"Shell":3460},"source_url":"https://api.github.com/repos/mstan/UmJammerLammyRecomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 23,691 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"umineko-catbox-console-en","title":"Umineko Catbox English Patch","game":"Umineko When They Cry: The Symphony of Catbox and Dreams","platform":"Nintendo Switch","kind":"Fan Localization","status":"Released; support discontinued","summary":"English patch for console release; maintainer says project support has ended.","project_url":"https://github.com/Foxdear/umineko-catbox-X-english","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Ruby","subtype":"Nintendo Switch fan translation patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/Foxdear/umineko-catbox-X-english"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Foxdear/umineko-catbox-X-english"}],"media":[],"links":[{"kind":"patch","label":"Umineko Catbox Yuzu patch package","url":"https://github.com/Foxdear/umineko-catbox-X-english/releases/latest/download/patch_yuzu.zip","source_url":"https://github.com/Foxdear/umineko-catbox-X-english","notes":"README links this latest patch asset."},{"kind":"patch","label":"Umineko Catbox Atmosphere patch package","url":"https://github.com/Foxdear/umineko-catbox-X-english/releases/latest/download/patch_atmos.zip","source_url":"https://github.com/Foxdear/umineko-catbox-X-english","notes":"README links this latest patch asset."}],"programming_language_evidence":{"predominant_language":"Ruby","breakdown":{"Ruby":18290558,"Python":2855,"Shell":2278,"Batchfile":635,"JavaScript":503},"source_url":"https://api.github.com/repos/Foxdear/umineko-catbox-X-english/languages","evidence":"GitHub REST repository Languages endpoint reports 18,290,558 bytes of Ruby out of 18,296,829 measured source bytes (100.0%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"umineko-portable-psp-en","title":"Umineko Portable English Patch","game":"Umineko Portable 1","platform":"PlayStation Portable","kind":"Fan Localization","status":"Released for first game; second planned","summary":"Portable 1 patch described as complete; patch for Portable 2 was still planned.","project_url":"https://github.com/kotcrab/umineko-portable-english","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PlayStation Portable English translation patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/kotcrab/umineko-portable-english"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/kotcrab/umineko-portable-english"}],"media":[],"links":[{"kind":"release","label":"Umineko Portable PSP translation release ZIP","url":"https://github.com/kotcrab/umineko-portable-english/releases/latest","source_url":"https://github.com/kotcrab/umineko-portable-english","notes":"README links the latest release ZIP."}],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/kotcrab/umineko-portable-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"blue-reflection-quartet-english-retranslation","title":"Unburger: BLUE REFLECTION English Translation and Restoration","game":"BLUE REFLECTION (2017), BLUE REFLECTION: Second Light, and the BLUE REFLECTION Quartet editions of BLUE REFLECTION, Second Light, SUN, and RAY","platform":"Windows and Linux PC; includes Steam/Proton game installations","kind":"Fan Localization","status":"Translation is beta, with ongoing in-game testing, cross-title consistency work, and line-level polish. The first game’s Quartet DLC restoration and Tropical Island are functional and confirmed in-game; the Second Light DLC restoration has user-runtime validation on Windows and Linux. The complete Quartet uncensor remains in development; the bathroom-water restoration and three restored movies are canonical, while wet-clothing transparency and other visual candidates remain under testing.","summary":"English translation and content-restoration project for the PC BLUE REFLECTION series. The translation covers the original PC releases and all four Quartet titles; separate modules restore content removed from the Quartet collection.","project_url":"https://github.com/rsc-pl/Blue-Reflection-Quartet-Uncensor-Restore-Translation-Unburger-Mod","updated":"2026-09-25","strategy":"Japanese-to-English fan translation with independently selectable content-restoration and uncensor modules","language":"English (Japanese → English)","source_available":"Public source and fan translation patch. The optional large game-data bundles, proprietary costume and texture assets, and other retail assets are not included; users provide their own game installations. The maintainer documents three restored cutscene videos in the regular public patch payload.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PC game retranslation and restoration","target_type":"Game","sources":[{"label":"Canonical repository, README status, translation scope, and asset boundary","url":"https://github.com/rsc-pl/Blue-Reflection-Quartet-Uncensor-Restore-Translation-Unburger-Mod/blob/main/README.md"},{"label":"Maintainer project and release discussion","url":"https://gbatemp.net/threads/blue-reflection-quartet-translation-content-restoration-and-uncensor-mod.683817/"},{"label":"Official Unburger mod hub","url":"https://www.unburger.dev/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":10307540,"Go":1781868,"Shell":631816},"source_url":"https://api.github.com/repos/rsc-pl/Blue-Reflection-Quartet-Uncensor-Restore-Translation-Unburger-Mod/languages","evidence":"Official GitHub REST Languages API byte totals for this canonical repository; Python is largest. Counts are repository-wide and can include build/tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"uncharted-among-thieves-nathan-drake-collection-pc","title":"Uncharted 2: Among Thieves (Nathan Drake Collection) Native PC Port","game":"Uncharted 2: Among Thieves (The Nathan Drake Collection, PS4)","platform":"PlayStation 4 → Windows 10/11 x64 and Linux x86-64 (the Linux port is a fork of the Windows project)","kind":"API Translation","status":"Windows v0.3.3 release with a separate Linux fork. The Linux README says this title boots and renders and identifies its collection executable; the Windows project launches all three games. Known streaming/render crashes remain in Uncharted 2 and 3 on the documented US v1.02 dump, and neither project claims a full play-through.","summary":"Native host port of the PS4 collection's original game code, with PS4 graphics translated to Vulkan through the bbport/shadPS4-derived stack; it is not run through Wine or a conventional PS4 emulator. This row covers the big2-ps4_Shipping.elf target for Uncharted 2: Among Thieves. The user must provide a decrypted collection dump; CUSA02320 is documented by the Linux fork and the Windows README lists it among supported examples. No game files are included.","project_url":"https://github.com/Supermedo/uncharted_pc","updated":"2026-10-15","strategy":"Direct execution of original PS4 game code through a native host/runtime with Vulkan graphics translation (bbport/shadPS4-derived)","language":"","source_available":"Public Windows source and v0.3.3 release plus a public Linux fork; requires the user's own decrypted PS4 collection dump; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS4-to-PC native API translation; executable target big2-ps4_Shipping.elf","target_type":"Game","sources":[{"label":"Windows project README: direct code execution, Vulkan translation, target and game-data requirements","url":"https://github.com/Supermedo/uncharted_pc#readme"},{"label":"Windows release v0.3.3 and current release notes","url":"https://github.com/Supermedo/uncharted_pc/releases/tag/v0.3.3"},{"label":"Linux fork README: per-game executables, direct execution, and CUSA02320 dump requirements","url":"https://github.com/Pepin208/uncharted_pc_linux#readme"},{"label":"GitHub language breakdown for Windows implementation","url":"https://api.github.com/repos/Supermedo/uncharted_pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6199200,"C":756479,"Python":586248,"Shell":38013,"CMake":22546,"Nix":7524,"Perl":4885,"GLSL":3992,"PowerShell":1491},"source_url":"https://api.github.com/repos/Supermedo/uncharted_pc/languages","evidence":"Official GitHub REST Languages API breakdown for Supermedo/uncharted_pc: source-code byte counts are {\"C\": 756479, \"C++\": 6199200, \"CMake\": 22546, \"GLSL\": 3992, \"Nix\": 7524, \"Perl\": 4885, \"PowerShell\": 1491, \"Python\": 586248, \"Shell\": 38013}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"uncharted-drakes-deception-nathan-drake-collection-pc","title":"Uncharted 3: Drake's Deception (Nathan Drake Collection) Native PC Port","game":"Uncharted 3: Drake's Deception (The Nathan Drake Collection, PS4)","platform":"PlayStation 4 → Windows 10/11 x64 and Linux x86-64 (the Linux port is a fork of the Windows project)","kind":"API Translation","status":"Windows v0.3.3 release with a separate Linux fork. The Linux README says this title boots and renders and identifies its collection executable; the Windows project launches all three games. Known streaming/render crashes remain in Uncharted 2 and 3 on the documented US v1.02 dump, and neither project claims a full play-through.","summary":"Native host port of the PS4 collection's original game code, with PS4 graphics translated to Vulkan through the bbport/shadPS4-derived stack; it is not run through Wine or a conventional PS4 emulator. This row covers the big3-ps4_Shipping.elf target for Uncharted 3: Drake's Deception. The user must provide a decrypted collection dump; CUSA02320 is documented by the Linux fork and the Windows README lists it among supported examples. No game files are included.","project_url":"https://github.com/Supermedo/uncharted_pc","updated":"2026-10-15","strategy":"Direct execution of original PS4 game code through a native host/runtime with Vulkan graphics translation (bbport/shadPS4-derived)","language":"","source_available":"Public Windows source and v0.3.3 release plus a public Linux fork; requires the user's own decrypted PS4 collection dump; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS4-to-PC native API translation; executable target big3-ps4_Shipping.elf","target_type":"Game","sources":[{"label":"Windows project README: direct code execution, Vulkan translation, target and game-data requirements","url":"https://github.com/Supermedo/uncharted_pc#readme"},{"label":"Windows release v0.3.3 and current release notes","url":"https://github.com/Supermedo/uncharted_pc/releases/tag/v0.3.3"},{"label":"Linux fork README: per-game executables, direct execution, and CUSA02320 dump requirements","url":"https://github.com/Pepin208/uncharted_pc_linux#readme"},{"label":"GitHub language breakdown for Windows implementation","url":"https://api.github.com/repos/Supermedo/uncharted_pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6199200,"C":756479,"Python":586248,"Shell":38013,"CMake":22546,"Nix":7524,"Perl":4885,"GLSL":3992,"PowerShell":1491},"source_url":"https://api.github.com/repos/Supermedo/uncharted_pc/languages","evidence":"Official GitHub REST Languages API breakdown for Supermedo/uncharted_pc: source-code byte counts are {\"C\": 756479, \"C++\": 6199200, \"CMake\": 22546, \"GLSL\": 3992, \"Nix\": 7524, \"Perl\": 4885, \"PowerShell\": 1491, \"Python\": 586248, \"Shell\": 38013}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"uncharted-drakes-fortune-nathan-drake-collection-pc","title":"Uncharted: Drake's Fortune (Nathan Drake Collection) Native PC Port","game":"Uncharted: Drake's Fortune (The Nathan Drake Collection, PS4)","platform":"PlayStation 4 → Windows 10/11 x64 and Linux x86-64 (the Linux port is a fork of the Windows project)","kind":"API Translation","status":"Windows v0.3.3 release with a separate Linux fork. The Linux README says this title boots and renders and identifies its collection executable; the Windows project launches all three games. Known streaming/render crashes remain in Uncharted 2 and 3 on the documented US v1.02 dump, and neither project claims a full play-through.","summary":"Native host port of the PS4 collection's original game code, with PS4 graphics translated to Vulkan through the bbport/shadPS4-derived stack; it is not run through Wine or a conventional PS4 emulator. This row covers the eboot.bin target for Uncharted: Drake's Fortune. The user must provide a decrypted collection dump; CUSA02320 is documented by the Linux fork and the Windows README lists it among supported examples. No game files are included.","project_url":"https://github.com/Supermedo/uncharted_pc","updated":"2026-10-15","strategy":"Direct execution of original PS4 game code through a native host/runtime with Vulkan graphics translation (bbport/shadPS4-derived)","language":"","source_available":"Public Windows source and v0.3.3 release plus a public Linux fork; requires the user's own decrypted PS4 collection dump; game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS4-to-PC native API translation; executable target eboot.bin","target_type":"Game","sources":[{"label":"Windows project README: direct code execution, Vulkan translation, target and game-data requirements","url":"https://github.com/Supermedo/uncharted_pc#readme"},{"label":"Windows release v0.3.3 and current release notes","url":"https://github.com/Supermedo/uncharted_pc/releases/tag/v0.3.3"},{"label":"Linux fork README: per-game executables, direct execution, and CUSA02320 dump requirements","url":"https://github.com/Pepin208/uncharted_pc_linux#readme"},{"label":"GitHub language breakdown for Windows implementation","url":"https://api.github.com/repos/Supermedo/uncharted_pc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6199200,"C":756479,"Python":586248,"Shell":38013,"CMake":22546,"Nix":7524,"Perl":4885,"GLSL":3992,"PowerShell":1491},"source_url":"https://api.github.com/repos/Supermedo/uncharted_pc/languages","evidence":"Official GitHub REST Languages API breakdown for Supermedo/uncharted_pc: source-code byte counts are {\"C\": 756479, \"C++\": 6199200, \"CMake\": 22546, \"GLSL\": 3992, \"Nix\": 7524, \"Perl\": 4885, \"PowerShell\": 1491, \"Python\": 586248, \"Shell\": 38013}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"uncompyle6-python-decompiler","title":"uncompyle6","game":"CPython bytecode from Python 1.0 through 3.8 (plus documented PyPy cases)","platform":"Compiled Python bytecode; maintainer documents CPython versions 1.0–3.8, Dropbox Python 2.5 bytecode, and some PyPy bytecode","kind":"Decompilation","status":"Maintained in public source; latest push checked 2026-10-05. The latest tagged release found is 3.9.3 (2025-09-29). Its documented bytecode coverage stops at Python 3.8.","summary":"Cross-version Python bytecode decompiler that reconstructs equivalent Python source and can deparse bytecode fragments. It uses compiler-style parsing and syntax-tree reconstruction; the stated bytecode range is older than current Python releases.","project_url":"https://github.com/rocky/python-uncompyle6","updated":"2026-10-15","strategy":"Parsing and syntax-tree reconstruction from CPython bytecode","language":"","source_available":"Public GPL-3.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Python bytecode decompiler","target_type":"Software","sources":[{"label":"Maintainer README: bytecode versions, output, and fragment-decompilation method","url":"https://github.com/rocky/python-uncompyle6"},{"label":"Version 3.9.3 release (2025-09-29)","url":"https://github.com/rocky/python-uncompyle6/releases/tag/3.9.3"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/rocky/python-uncompyle6"}],"media":[{"kind":"video","label":"How to Get the Most Out of the Python Decompilers Uncompyle6 and Decompyle3","url":"https://www.youtube.com/watch?v=H-7ZNrpsV50","preview_url":"https://i.ytimg.com/vi/H-7ZNrpsV50/hqdefault.jpg","source_url":"https://github.com/rocky/python-uncompyle6/blob/master/README.rst","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2721277,"Shell":86190,"Makefile":17827,"PowerShell":7195,"Batchfile":3365},"source_url":"https://api.github.com/repos/rocky/python-uncompyle6/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/rocky/python-uncompyle6 reports 2,721,277 bytes of Python, the largest language total (96.0% of 2,835,854 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"undead-neighbor-eaters-original-xbox-port","title":"Undead Neighbor Eaters Original Xbox Port","game":"Zombies Ate My Neighbors (SNES USA)","platform":"Super Nintendo source game → Original Xbox (RXDK)","kind":"Reimplementation","status":"The ROM-free Original Xbox Beta 1 ZIP was published in release OG-X on 2026-10-16; its release notes advertise offline play and online multiplayer. The project’s release-readiness document says the packaging workflow was exercised with a working build on a modified Original Xbox, while a detailed offline/network/audio QA list remains unchecked and the same documentation says redistribution rights for upstream-derived game code need resolution. No campaign-completion result is stated; treat the release feature list as maintainer claims rather than a verified test matrix.","summary":"A native RXDK Original Xbox port of the SNES USA version of Zombies Ate My Neighbors, with a ROM-free XBE package and user-supplied SNES ROM. The project also advertises online co-op, Android cross-play, profiles, and saves; documentation distinguishes its partial license notices and unresolved redistribution permissions from the technical build status.","project_url":"https://github.com/sirdankz/Undead-Neighbor-Eaters-Xbox","updated":"2026-10-16","strategy":"Native RXDK game port using user-supplied SNES game data and Xbox rendering/audio/input","language":"","source_available":"Public repository source and RXDK build/packaging scripts, plus a ROM-free XBE release; the user supplies the SNES ROM. The project documents that its license notice covers only selected netplay files and that rights for upstream-derived game code remain unresolved.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox native port; published beta, packaging tested on a modified console, full gameplay/network validation incomplete","target_type":"Game","sources":[{"label":"Maintainer README and build instructions","url":"https://github.com/sirdankz/Undead-Neighbor-Eaters-Xbox#readme"},{"label":"Maintainer Original Xbox Beta 1 release OG-X","url":"https://github.com/sirdankz/Undead-Neighbor-Eaters-Xbox/releases/tag/OG-X"},{"label":"Maintainer release-readiness and test checklist","url":"https://github.com/sirdankz/Undead-Neighbor-Eaters-Xbox/blob/main/RELEASE_READINESS.md"},{"label":"Maintainer licensing notes","url":"https://github.com/sirdankz/Undead-Neighbor-Eaters-Xbox/blob/main/LICENSING.md"},{"label":"Current primary README","url":"https://github.com/sirdankz/Undead-Neighbor-Eaters-Xbox/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/sirdankz/Undead-Neighbor-Eaters-Xbox"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/sirdankz/Undead-Neighbor-Eaters-Xbox/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2344055,"C++":350307,"Python":60678,"PowerShell":25805},"source_url":"https://api.github.com/repos/sirdankz/Undead-Neighbor-Eaters-Xbox/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"undertale-demo-gml-source-extraction","title":"Undertale Demo GML Source Extraction","game":"Undertale Demo (GameMaker 8.1)","platform":"Windows/GameMaker 8.1 demo → recovered GML source","kind":"Decompilation","status":"The repository contains recovered GML source from the official demo and a helper for reconstructing drag-and-drop blocks; it is not a complete GameMaker project or full game-data reconstruction.","summary":"Extraction and restoration of Undertale Demo GameMaker Language source, including source comments/formatting and a helper for drag-and-drop blocks.","project_url":"https://codeberg.org/BioTomateDE/UndertaleDemoCode","updated":"2026-10-16","strategy":"GameMaker resource extraction and GML source restoration","language":"","source_available":"Public recovered GML source; complete original project context and full game data are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Game Maker Language","subtype":"GameMaker source extraction","target_type":"Game","sources":[{"label":"Project README: demo target, extraction method and scope limits","url":"https://codeberg.org/BioTomateDE/UndertaleDemoCode"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Game Maker Language","breakdown":{"Game Maker Language":460391,"Rust":12311},"source_url":"https://codeberg.org/api/v1/repos/BioTomateDE/UndertaleDemoCode/languages","evidence":"The official repository language endpoint reports 460,391 bytes of Game Maker Language as the largest language total (97.4% of 472,702 recognized language bytes) for the complete repository. This repository-wide statistic can include tools and supporting code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"undertale-green-gamemaker-decomp","title":"Undertale Green GameMaker Decompilation","game":"Undertale Green","platform":"Windows PC GameMaker Studio 2 project","kind":"Decompilation","status":"The maintainer publishes a GameMaker Studio 2 decompilation; the README requires IDE 2024.14.4.221/runtime 2024.14.4.265 and several fonts, and does not claim a completion or build test.","summary":"A source decompilation of the Undertale Green fangame project. The repository credits the Undertale Green team and its decompiler script author.","project_url":"https://github.com/TheWilmster/UndertaleGreen","updated":"2026-10-16","strategy":"GameMaker project decompilation","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Game Maker Language","subtype":"GameMaker decompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/TheWilmster/UndertaleGreen"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/TheWilmster/UndertaleGreen"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Game Maker Language","breakdown":{"Game Maker Language":1478708,"GLSL":33506},"source_url":"https://api.github.com/repos/TheWilmster/UndertaleGreen/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Game Maker Language is the largest bucket at 1,478,708 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"undertale-xbox-decomp-gamemaker","title":"UNDERTALE Xbox Edition Decompilation for GameMaker","game":"UNDERTALE (Xbox One edition, v1.13X)","platform":"Xbox One-derived code/assets → GameMaker Studio 2 Beta project (desktop target OS unspecified)","kind":"Decompilation","status":"The public README describes a decompilation of Xbox One v1.13X imported into GameMaker Studio 2 Beta, with enhanced and vanilla branches. It gives setup instructions but no release or quantified playability status; GitHub shows the last push in September 2025.","summary":"The project reconstructs the Xbox edition as a GameMaker Studio project and imports assets from a copy supplied by the user. Its README says game assets are not bundled and recommends the Xbox version for closest parity.","project_url":"https://github.com/kittibyte/UndertaleDecomp","updated":"2026-10-15","strategy":"GameMaker project decompilation and user-owned asset import","language":"","source_available":"Public GML project; setup imports assets from the user’s own game copy; no UNDERTALE-specific assets are bundled","first_found":"2026-10-15","project_started":null,"programming_language":"Game Maker Language","subtype":"Xbox One edition reconstructed as a GameMaker Studio project","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/kittibyte/UndertaleDecomp/blob/main/README.md"},{"label":"GitHub repository metadata and last-push date","url":"https://api.github.com/repos/kittibyte/UndertaleDecomp"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/kittibyte/UndertaleDecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Game Maker Language","breakdown":{"Game Maker Language":4833640,"C#":31685,"Shell":2268,"Batchfile":982},"source_url":"https://api.github.com/repos/kittibyte/UndertaleDecomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/kittibyte/UndertaleDecomp reports 4,833,640 bytes of Game Maker Language, the largest language total (99.3% of 4,868,575 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"uniden-r7-firmware-toolkit-decompilation","title":"Uniden R7 Firmware Toolkit","game":"Uniden R7 radar detector firmware (R7_v153.150.127)","platform":"Uniden R7 radar detector firmware. Python 3.9+ command-line tools and a browser-local editor; the README does not state a host OS matrix.","kind":"Decompilation","status":"Active; the repository was updated 2026-10-15 and has no GitHub release. The toolkit decodes, edits, and repacks R7 firmware; the maintainer reports 1,654 recovered functions. Feature offsets are documented for R7_v153.150.127, while support for other R-series firmware requires version-specific offset work.","summary":"A reverse-engineered toolkit for Uniden R7 firmware that exports Ghidra projects and C/assembly, and edits firmware text, graphics, GPS data, and other sections. The maintainer says decode-then-encode round-trips byte-for-byte. Users supply their own firmware; vendor firmware and extracted assets are not distributed.","project_url":"https://github.com/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool","updated":"2026-10-16","strategy":"Firmware-container reverse engineering, Ghidra-assisted ARM decompilation, and version-specific editing and re-encoding.","language":"","source_available":"Public AGPL-3.0 source and documentation. The project does not include Uniden firmware or extracted assets; users provide their own image.","first_found":"2026-10-16","project_started":null,"programming_language":"JavaScript","subtype":"Uniden R7 embedded firmware analysis and editing toolkit","target_type":"Software","sources":[{"label":"Maintainer README: target, round-trip behavior, supported firmware version, and toolkit scope","url":"https://github.com/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool#readme"},{"label":"Maintainer reverse-engineering methodology and Ghidra workflow","url":"https://github.com/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool/blob/main/docs/REVERSE_ENGINEERING.md"},{"label":"Project license","url":"https://github.com/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool/blob/main/LICENSE"},{"label":"GitHub repository metadata and activity","url":"https://api.github.com/repos/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":197469,"Python":131636,"HTML":41388,"CSS":33835,"Java":23333},"source_url":"https://api.github.com/repos/Ashwin-Iyer1/Uniden-Firmware-Decompilation-Tool/languages","evidence":"Official GitHub REST Languages API byte counts; JavaScript is the largest category in this repository snapshot. The project also contains substantial Python firmware-analysis tools.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"unleashed-recompiled","title":"Unleashed Recompiled","game":"Sonic Unleashed (Xbox 360 version)","platform":"Xbox 360 → Windows, Linux","kind":"Recompilation","status":"Released","summary":"Unofficial native PC port using static recompilation of the Xbox 360 game code and shaders.","project_url":"https://github.com/hedge-dev/UnleashedRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/hedge-dev/UnleashedRecomp"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/hedge-dev/UnleashedRecomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/hedge-dev/UnleashedRecomp/main/README.md"},{"label":"GitHub release v1.0.3 (2025-04-03)","url":"https://github.com/hedge-dev/UnleashedRecomp/releases/tag/v1.0.3"},{"label":"GitHub latest commit listed for default branch (2026-06-29, cf829a9eca; activity evidence only)","url":"https://github.com/hedge-dev/UnleashedRecomp/commit/cf829a9eca8fb680fba4b0409ddeb6ca92f22e3c"}],"media":[{"kind":"video","label":"Unleashed Recompiled release trailer","url":"https://www.youtube.com/watch?v=TJreGbVPDx0","preview_url":"https://i.ytimg.com/vi/TJreGbVPDx0/hqdefault.jpg","source_url":"https://www.youtube.com/watch?v=TJreGbVPDx0","discovered_on":"2026-10-16"}],"links":[{"kind":"release","label":"Unleashed Recompiled latest release","url":"https://github.com/hedge-dev/UnleashedRecomp/releases/latest","source_url":"https://github.com/hedge-dev/UnleashedRecomp","notes":"README links the latest release."},{"kind":"docs","label":"Unleashed Recompiled game data dumping guide","url":"https://github.com/hedge-dev/UnleashedRecomp/blob/main/docs/DUMPING-en.md","source_url":"https://github.com/hedge-dev/UnleashedRecomp","notes":"README links the English dumping guide."},{"kind":"docs","label":"Unleashed Recompiled build instructions","url":"https://github.com/hedge-dev/UnleashedRecomp/blob/main/docs/BUILDING.md","source_url":"https://github.com/hedge-dev/UnleashedRecomp","notes":"README links build instructions."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1567349,"CMake":55646,"HLSL":32677,"C":7311,"Batchfile":39},"source_url":"https://api.github.com/repos/hedge-dev/UnleashedRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 1,567,349 bytes of C++ out of 1,663,022 measured source bytes (94.2%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"unnethack-android-port-minz3c","title":"UnNetHack Android","game":"UnNetHack 6 (based on UnNetHack 6.0.15-dev)","platform":"UnNetHack → Android 6+ ARM64","kind":"Reimplementation","status":"Unofficial Android ARM64 port. The latest prerelease is android-v6.0.15-dev.5 (2026-09-14). Its release notes report native/APK builds, signing and focused tests passing; the new confirmation UI is not documented as device-tested. The repository warns that licensing clarification for ForkFront, bundled assets and dependencies is still in progress, so its license scope should not be treated as fully resolved.","summary":"An Android port of UnNetHack built around the UnNetHack 6.0.15-dev codebase and an Android shell based on NetHack Android/ForkFront. The README documents Android save/recovery and mobile UI features.","project_url":"https://github.com/MinZ3-c/UnNetHack-Android","updated":"2026-10-16","strategy":"Port of the UnNetHack source game to Android ARM64, integrating an Android launcher/front end and mobile interaction features","language":"","source_available":"Public source. The repository identifies the NetHack General Public License for the core game but says third-party/ForkFront/assets licensing clarification remains in progress. Treat repository-wide licensing as unresolved.","first_found":"2026-10-16","project_started":"2026-09-14","programming_language":"C","subtype":"Android ARM64 port of a roguelike game","target_type":"Game","sources":[{"label":"Maintainer README: UnNetHack base, Android requirements, mobile features and licensing caveat","url":"https://github.com/MinZ3-c/UnNetHack-Android/blob/android-port/README.md"},{"label":"Latest prerelease android-v6.0.15-dev.5 (2026-09-14), with build/test notes","url":"https://github.com/MinZ3-c/UnNetHack-Android/releases/tag/android-v6.0.15-dev.5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11428847,"Lua":338984,"Java":337010,"C++":245307,"Yacc":85744,"M4":71570,"Assembly":38280,"Makefile":33689,"DIGITAL Command Language":27787,"Lex":25718,"Python":21251,"Shell":12183,"Awk":11838,"Batchfile":11243,"Rez":7210,"CSS":6222,"OpenEdge ABL":4319,"Ruby":4193,"Max":1167,"sed":799,"GAP":712},"source_url":"https://api.github.com/repos/MinZ3-c/UnNetHack-Android/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 11,428,847 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"unreal-v200-android-andiweli","title":"Unreal (1998) Android Port","game":"Unreal (1998, PC retail v1.200 / engine v200)","platform":"Windows PC Unreal v1.200 game data → Android 8+ (32/64-bit ARM); Android OUYA legacy build; OpenGL ES 2.0","kind":"Reimplementation","status":"Maintained unofficial fan port; latest official release found is Unreal Android v2.2.1 published 2026-08-30, with repository activity through 2026-08-30. Current README lists regular Android 8+ support, older OUYA support, gamepad, basic touchscreen, keyboard and local Wi-Fi multiplayer. It requires Unreal v1.200 retail data, not Unreal Gold.","summary":"Android source port of the 1998 PC version of Unreal. The app runs the UE1 v200 game engine natively on Android, imports the player's game-data folder or ZIP, and adds Android storage, control and local-network adaptations. It ships no commercial game data.","project_url":"https://github.com/Andiweli/Unreal-Android","updated":"2026-10-16","strategy":"UE1 v200 source-port work adapted to Android, with SDL/mobile input and OpenGL ES support; provides the original engine/gameplay code rather than emulating a Windows executable.","language":"","source_available":"Public source repository; no repository-level license is declared. README states this is an unofficial, non-commercial fan port and contains no game data; user-supplied Unreal v1.200 retail data are required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Unreal v200 retail PC source-port adaptation for Android and OUYA","target_type":"Game","sources":[{"label":"Maintainer repository and supported data/device information","url":"https://github.com/Andiweli/Unreal-Android"},{"label":"Latest official Unreal Android v2.2.1 release","url":"https://github.com/Andiweli/Unreal-Android/releases/tag/v2.2.1"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/Andiweli/Unreal-Android/languages"},{"label":"Community discussion of the Android 64-bit port and distinct UT99 variant","url":"https://www.reddit.com/r/unrealtournament/comments/1v56zjf/sigma_touch_unreal_and_ut99_android_ports_64bit/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14568965,"UnrealScript":5485377,"Java":467669,"C":334815,"CMake":226558,"Batchfile":5102,"PowerShell":1848},"source_url":"https://api.github.com/repos/Andiweli/Unreal-Android/languages","evidence":"GitHub REST language API byte breakdown; C++ is the largest measured source-language category, followed by UnrealScript.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ut99-android-andiweli","title":"Unreal Tournament 99 Android Port (Andiweli)","game":"Unreal Tournament (1999 PC v400 release)","platform":"Windows PC Unreal Tournament v400 game data → Android 4.1+ / API 16+ on ARMv7; ARM64 requires Android 5.0+ / API 21+; Android Automotive variant requires API 21; OpenGL ES 2.0; legacy OUYA is also mentioned","kind":"Reimplementation","status":"Maintained unofficial community port; GitHub shows v2.2.1 released 2026-08-30 and repository activity through 2026-08-30. The README lists Android support through Android 16, ARMv7/ARM64 build variants, touch/gamepad/keyboard input, and local Wi-Fi play. The Gradle build sets API 16 for the regular/OUYA variant and API 21 for its Android Automotive variant; the arm64 native ABI itself requires API 21+. It requires exact v400 retail game data; later GOTY data are not supported by the maintainer's installation notes.","summary":"Android source port of Unreal Tournament 99 built on the community ut99dc/Unreal Tournament code work. It supplies a native Android application, local Wi-Fi multiplayer and botmatches, controller input, basic touch controls, keyboard/mouse support, and folder/ZIP import. The app does not include game data.","project_url":"https://github.com/Andiweli/UT99-Android","updated":"2026-10-16","strategy":"Android port of community Unreal Tournament / ut99dc source work with SDL/OpenGL ES 2.0 and an Android Java shell; not an Xbox/PC binary emulator or static recompilation.","language":"","source_available":"Public Android/engine source repository; GitHub does not identify a repository license. No game data are included. Bring your own Unreal Tournament v400 files from a legally obtained PC installation.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"PC Unreal Tournament v400 source-port adaptation for Android; separate from the later Unreal v200 project","target_type":"Game","sources":[{"label":"Maintainer repository and game/build requirements","url":"https://github.com/Andiweli/UT99-Android"},{"label":"Latest official UT99 Android v2.2.1 release","url":"https://github.com/Andiweli/UT99-Android/releases/tag/v2.2.1"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/Andiweli/UT99-Android/languages"},{"label":"Official Gradle ABI/minimum-API configuration","url":"https://github.com/Andiweli/UT99-Android/blob/master/app/build.gradle"},{"label":"Community announcement of the 64-bit Unreal/UT99 Android update","url":"https://www.reddit.com/r/unrealtournament/comments/1v56zjf/sigma_touch_unreal_and_ut99_android_ports_64bit/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":253797,"C++":9954,"CMake":7072,"Python":3957,"C":2675},"source_url":"https://api.github.com/repos/Andiweli/UT99-Android/languages","evidence":"GitHub REST language API byte breakdown; Java is the largest language by bytes in this Android/source-port repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"uofw-psp-kernel-firmware-reconstruction","title":"uOFW (Unofficial Official PSP Firmware)","game":"Sony PlayStation Portable kernel and system firmware (the project does not pin one official firmware version)","platform":"Sony PlayStation Portable; firmware PRX modules and low-level PSP kernel/hardware components","kind":"Decompilation","status":"The project describes itself as far from complete. Its module-status wiki lists reconstructed and unfinished kernel modules and tests, with recorded device tests through 2024; its README does not identify a single firmware release as the pinned target. GitHub reports a source push on 2026-10-03 and no published releases.","summary":"An open-source reverse-engineering and source-reconstruction project for the PSP kernel, hardware, and vanilla system firmware. The repository contains C/assembly modules and technical documentation; the project-specific wiki tracks module completeness and testing. It is not a complete firmware image, and its public documentation does not pin an exact official firmware version.","project_url":"https://github.com/uofw/uofw","updated":"2026-10-16","strategy":"Reverse-engineer PSP kernel and hardware modules into public C/assembly source with module-level documentation and test status","language":"","source_available":"Public repository source: project code is MIT-licensed and the README identifies included PSPSDK code as BSD-licensed. The repository does not publish a completed firmware release; consult `COPYING` for notices.","first_found":"2026-10-16","project_started":"2012-11-09","programming_language":"C","subtype":"Handheld operating-system and firmware decompilation/reconstruction","target_type":"Software","sources":[{"label":"Maintainer README: firmware goal, incomplete status, installation notes, and MIT/BSD license split","url":"https://github.com/uofw/uofw#readme"},{"label":"Maintainer module-status wiki: completed, partial, and orphan PSP modules plus recorded test results","url":"https://github.com/uofw/uofw/wiki/Current-Modules-Status"},{"label":"Repository license and third-party notices","url":"https://github.com/uofw/uofw/blob/master/COPYING"},{"label":"Official GitHub repository metadata: creation and latest push dates","url":"https://api.github.com/repos/uofw/uofw"},{"label":"GitHub Releases page; no releases listed when checked 2026-10-16","url":"https://github.com/uofw/uofw/releases"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/uofw/uofw/languages"},{"label":"Current primary README","url":"https://github.com/uofw/uofw/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4865682,"Assembly":203053,"Makefile":17492,"C++":14769,"Shell":5672},"source_url":"https://api.github.com/repos/uofw/uofw/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"urban-reign-ps2-recomp","title":"Urban Reign PC Port","game":"Urban Reign","platform":"PlayStation 2 → Windows","kind":"Recompilation","status":"Windows v1.3.0 release (2026-10-13); README labels the port beta and documents static recompilation of the USA PS2 build SLUS-21209. The latest release documents CoopTool support for up to eight human players through multitap, with the user’s own game image required.","summary":"Static recompilation translates the PS2 game code to C++ for a native Windows program, while graphics use PCSX2's renderer. The project requires the user's USA SLUS-21209 disc image and documents save states, memory cards, and optional texture packs.","project_url":"https://github.com/thiagordsfx/urban-reign-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository and release; user-supplied USA SLUS-21209 disc image required; no game data included. GitHub repository metadata reports GPL-3.0 (GNU General Public License v3.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation 2 static recompilation","target_type":"Game","sources":[{"label":"Project README","url":"https://github.com/thiagordsfx/urban-reign-recomp"},{"label":"Windows v1.3.0 release notes","url":"https://github.com/thiagordsfx/urban-reign-recomp/releases/tag/v1.3.0"},{"label":"Author announcement in r/recomps","url":"https://www.reddit.com/r/recomps/comments/1x4fsis/urban_reign_ps2_static_recompilation_native/"},{"label":"Project README, release/version, and requirements","url":"https://github.com/thiagordsfx/urban-reign-recomp/blob/main/README.md"},{"label":"Latest project release","url":"https://github.com/thiagordsfx/urban-reign-recomp/releases/latest"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/thiagordsfx/urban-reign-recomp"}],"media":[{"kind":"image","label":"Urban Reign Recomp project status map for Sony SDK functions and PS2 hardware components","url":"https://raw.githubusercontent.com/thiagordsfx/urban-reign-recomp/main/docs/status/map.en.svg","preview_url":"https://raw.githubusercontent.com/thiagordsfx/urban-reign-recomp/main/docs/status/map.en.svg","source_url":"https://github.com/thiagordsfx/urban-reign-recomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[{"kind":"release","label":"Urban Reign PC recompilation latest release","url":"https://github.com/thiagordsfx/urban-reign-recomp/releases/latest","source_url":"https://github.com/thiagordsfx/urban-reign-recomp","notes":"README links the latest release."},{"kind":"docs","label":"Urban Reign PC recompilation advanced guide","url":"https://github.com/thiagordsfx/urban-reign-recomp/blob/main/docs/ADVANCED.md","source_url":"https://github.com/thiagordsfx/urban-reign-recomp","notes":"README links the advanced guide."}],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4463403,"Python":159134,"Java":53119,"C":52009,"CMake":47154,"PowerShell":6749,"Batchfile":507},"source_url":"https://api.github.com/repos/thiagordsfx/urban-reign-recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 4,463,403 bytes of C++ out of 4,782,075 measured source bytes (93.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"utopia-creation-of-a-nation-snes-static-recomp","title":"Utopia: The Creation of a Nation SNES Static Recompilation","game":"Utopia: The Creation of a Nation (SNES USA 8 Mbit LoROM)","platform":"SNES 65C816 → static-dispatch native core for Windows/Linux","kind":"Recompilation","status":"Experimental and not yet playable. The README’s 2026-10-13 status reports a working static-dispatch generator and 300-frame headless test; S-DSP, PPU rendering, and SDL frontend remain in progress.","summary":"A game-specific static-recompilation core for the USA SNES release, with a user-supplied ROM requirement and headless-only maturity boundary.","project_url":"https://github.com/linuxkafe/Utopia-SNES-Static-Recomp","updated":"2026-10-15","strategy":"Static 65C816 recompilation with generated native dispatch","language":"","source_available":"Public source repository; original ROM is not included and must match the documented requirements.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"SNES static recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/linuxkafe/Utopia-SNES-Static-Recomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/linuxkafe/Utopia-SNES-Static-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":359572,"Python":138330,"CMake":10800,"Shell":7417,"C++":6988,"Makefile":3462},"source_url":"https://api.github.com/repos/linuxkafe/Utopia-SNES-Static-Recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/linuxkafe/Utopia-SNES-Static-Recomp reports 359,572 bytes of C, the largest language total (68.3% of 526,569 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"utp-ut99-ios","title":"UTP: Unreal Tournament 99 for iOS/iPadOS","game":"Unreal Tournament 99 GOTY / OldUnreal v469e (Apple Silicon reference engine)","platform":"OldUnreal v469e ARM64 Apple Silicon/macOS runtime → iOS/iPadOS 17+ ARM64 iPhone and iPad, hosted in a native UIKit/Metal app","kind":"API Translation","status":"Active public-source development, but no public download currently. The maintainer says the current gameplay build works on physical iPhone/iPad; Preview 3 was retired while a new build is prepared. No TestFlight, App Store or one-tap website install is available. The repository was pushed 2026-10-04 and remains open as of 2026-10-16.","summary":"Native iOS/iPadOS host for Unreal Tournament 99 that adapts the official OldUnreal v469e Apple Silicon runtime for iOS through build-time Mach-O preparation and narrow platform shims, then presents the game through a UIKit host and FruCoRe Metal renderer. The original game code, menus, maps, bots and network protocol remain upstream. The source repo/app omits game data and runtime binaries; users import authorized game files.","project_url":"https://github.com/chrissotraidis/utp","updated":"2026-10-16","strategy":"Bounded binary rehosting and desktop-to-iOS platform adaptation: prepare a native ARM64 OldUnreal macOS runtime for iOS at build time, bridge platform services and SDL/Metal, and provide the iOS lifecycle/input/data layer; no runtime x86 emulation or game-engine rewrite.","language":"","source_available":"Public Swift/Objective-C source, tests, build/patch tooling and documentation. It does not ship the OldUnreal engine source, game data, or a current public binary; release previews were retired. Rights/distribution permission for transformed upstream runtime and Apple review/channel requirements are still open per the maintainer.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"Unreal Tournament 99 Apple-platform host using OldUnreal v469e ARM64 runtime","target_type":"Game","sources":[{"label":"Maintainer repository README, status and technical architecture","url":"https://github.com/chrissotraidis/utp"},{"label":"Maintainer's community announcement of iPhone/iPad gameplay","url":"https://www.reddit.com/r/unrealtournament/comments/1vyp2jw/unreal_tournament_is_now_running_natively_on/"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/chrissotraidis/utp/languages"},{"label":"Repository status ledger","url":"https://github.com/chrissotraidis/utp/blob/main/docs/STATUS.md"},{"label":"Repository rights/license ledger","url":"https://github.com/chrissotraidis/utp/blob/main/RIGHTS_AND_LICENSES.md"}],"media":[{"kind":"image","label":"Unreal Tournament 99 gameplay in UTP with the Flak Cannon visible","url":"https://raw.githubusercontent.com/chrissotraidis/utp/main/docs/readme/utp-gameplay-flak-cannon.png","preview_url":"https://raw.githubusercontent.com/chrissotraidis/utp/main/docs/readme/utp-gameplay-flak-cannon.png","source_url":"https://github.com/chrissotraidis/utp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":542910,"Shell":104798,"Python":48970,"Makefile":18732,"Objective-C":14338,"C":5760},"source_url":"https://api.github.com/repos/chrissotraidis/utp/languages","evidence":"GitHub REST language API byte breakdown; Swift is the largest repository-language category. The OldUnreal engine runtime itself is an upstream build input, not public engine source in this repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"uxplay-airplay-receiver-reimplementation","title":"UxPlay (AirPlay mirroring and audio receiver)","game":"Apple AirPlay and AirPlay 2 mirroring/audio receiver behavior","platform":"Linux, macOS, Unix/BSD, and Windows; macOS AWDL point-to-point connection support is a macOS-only feature.","kind":"Reimplementation","status":"Active continuation at FDH2/UxPlay; the latest tagged release is v1.73.7 (2026-09-04), while the current README labels 1.74 as experimental. It supports AirPlay mirroring and audio, using the AirPlay 2 legacy protocol; the README says some features are missing and AirPlay 2 multi-room audio is unsupported. The project source history cites RPiPlay-derived components, so this is not presented as a clean-room implementation.","summary":"An open-source AirPlay receiver for Unix-like systems and Windows that can receive screen mirroring and audio streams from Apple clients. The maintainer explicitly limits AirPlay 2 claims to the legacy protocol and documents unsupported features; it does not claim complete Apple TV or AirPlay feature parity.","project_url":"https://github.com/FDH2/UxPlay","updated":"2026-10-16","strategy":"AirPlay receiver/protocol implementation with documented RPiPlay lineage; no clean-room statement found in the reviewed upstream materials.","language":"","source_available":"Public source under GNU General Public License version 3; the README identifies separately licensed third-party components.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"AirPlay mirroring and audio receiver","target_type":"Software","sources":[{"label":"Maintainer README: current development home, platforms, AirPlay 2 boundary, and limitations","url":"https://github.com/FDH2/UxPlay/blob/master/README.md"},{"label":"GitHub release v1.73.7 (2026-09-04)","url":"https://github.com/FDH2/UxPlay/releases/tag/v1.73.7"},{"label":"GNU GPL version 3 license","url":"https://github.com/FDH2/UxPlay/blob/master/LICENSE"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/FDH2/UxPlay"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/FDH2/UxPlay"},{"label":"GitHub latest commit listed for default branch (2026-10-16, 4e95a9ec01; activity evidence only)","url":"https://github.com/FDH2/UxPlay/commit/4e95a9ec013c52d8555d88dbc55abe346e94d56e"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1609202,"C++":143515,"Python":46987,"CMake":17298,"Roff":10376},"source_url":"https://api.github.com/repos/FDH2/UxPlay/languages","evidence":"GitHub's official repository Languages endpoint reports C as predominant (1,609,202 bytes). Counts are repository-wide and can include build and tooling code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"v86-browser-pc","title":"v86","game":"Browser-emulated x86 PCs running FreeDOS, MS-DOS, Windows 1.x/3.x/95/98/ME/NT/2000, and other guest systems","platform":"Modern web browsers","kind":"Emulator","status":"Maintained browser emulator; project README documents DOS and Windows guest support","summary":"x86 PC emulator implemented for browser execution. The project includes examples and disk images for DOS and several historical Windows versions.","project_url":"https://github.com/copy/v86","updated":"2026-10-09","strategy":"Emulates x86 hardware in WebAssembly and JavaScript, allowing an operating system image to boot in a browser.","language":"","source_available":"Public source repository (BSD-2-Clause)","first_found":"2026-10-15","project_started":null,"programming_language":"JavaScript","subtype":"Browser-based x86 PC system emulator","target_type":"Software","sources":[{"label":"Maintainer README: x86 emulation in browser/WASM and supported guest systems","url":"https://github.com/copy/v86"},{"label":"Project BSD-2-Clause license","url":"https://github.com/copy/v86/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"JavaScript","breakdown":{"JavaScript":1525889,"Rust":1225344,"C":975381,"WebAssembly":175014,"Assembly":61469,"HTML":57958,"C++":21066,"Makefile":20376,"Python":16045,"CSS":10661,"Dockerfile":7022,"Shell":4102,"Linker Script":1741},"source_url":"https://api.github.com/repos/copy/v86/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/copy/v86 reports 1,525,889 bytes of JavaScript, the largest language total (37.2% of 4,102,068 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vagrant-story-decomp","title":"Vagrant Story Decompilation","game":"Vagrant Story","platform":"PlayStation","kind":"Decompilation","status":"In progress; matching status not established in reviewed README","summary":"Reverse-engineering project for the PS1 game with a build workflow and a stated goal of modern hardware interoperability and bug fixes.","project_url":"https://github.com/ser-pounce/rood-reverse","updated":"2026-10-16","strategy":"Source decompilation; matching fidelity not established","language":"","source_available":"Public source repository (CC0-1.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 source decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/ser-pounce/rood-reverse"},{"label":"Project README or evidence page","url":"https://github.com/ser-pounce/rood-reverse/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ser-pounce/rood-reverse"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/ser-pounce/rood-reverse/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4219738,"Python":205351,"Makefile":33630,"Kaitai Struct":20012,"Assembly":16428,"BitBake":1434,"Dockerfile":386},"source_url":"https://api.github.com/repos/ser-pounce/rood-reverse/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ser-pounce/rood-reverse reports 4,219,738 bytes of C, the largest language total (93.8% of 4,496,979 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vagrant-story-native-pc-port","title":"Vagrant Story Native PC Port","game":"Vagrant Story (PlayStation)","platform":"PlayStation game → native PC runtime using upstream matching-decompilation source","kind":"Reimplementation","status":"Playable but unfinished: it boots the intro and game, but an unimplemented path stops; the ending and rare paths are incomplete. The native host runtime provides PS1 hardware services and requires the user’s own disc.","summary":"A native PC port built on the Vagrant Story decompilation. It compiles recovered game C for x86-64 and provides PS1 GPU/GTE/SPU/CD/pad services.","project_url":"https://github.com/noprompt/rood-boi","updated":"2026-10-15","strategy":"Native source port from a matching decompilation with PS1 hardware-service implementations","language":"","source_available":"Public source repository; user supplies original game data; no game data is shipped.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation native PC port","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/noprompt/rood-boi"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/noprompt/rood-boi/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8370284,"C++":2509090,"Python":2379043,"Assembly":419120,"GLSL":195953,"Makefile":34878,"Kaitai Struct":19789,"CMake":12282,"Shell":9563,"BitBake":1434,"Dockerfile":386},"source_url":"https://api.github.com/repos/noprompt/rood-boi/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/noprompt/rood-boi reports 8,370,284 bytes of C, the largest language total (60.0% of 13,951,822 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vagrant-story-ps1-native-dynarec-port","title":"Vagrant Story PlayStation Native/Dynamic-Recompilation Port","game":"Vagrant Story (PlayStation USA SLUS_010.40)","platform":"PlayStation USA SLUS_010.40 → Linux x86-64 native product using psxport/Lightrec","kind":"Recompilation","status":"Active work in progress, not playable end to end. The maintainer reports that a new game reaches the BATTLE prologue and that a warp command can load a free-roam map; later overlays, save progression and further gameplay are unverified.","summary":"Game-specific native/dynamic-recompilation port using psxport's per-core Lightrec runtime for PS1 guest instructions, with title-owned resident/overlay provisioning and native CD, memory-card, input, timing and rendering work. It uses the original USA disc supplied by the player and does not distribute game content; the repository describes the game as booting into a limited playable scene, not as a completed port.","project_url":"https://github.com/SomeoneIsWorking/psx-vagrant-story","updated":"2026-10-16","strategy":"Runtime dynamic recompilation of PS1 guest code through psxport/Lightrec with game-specific native subsystems; not a static recompilation.","language":"","source_available":"Public source; requires the user's USA SLUS_010.40 disc. The project vendors the CC0 rood-reverse decompilation source and does not include game content.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific dynamic-recompilation port","target_type":"Game","sources":[{"label":"Maintainer README: PS1 target, Lightrec execution method, boot milestone and unverified features","url":"https://github.com/SomeoneIsWorking/psx-vagrant-story/blob/main/README.md"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/SomeoneIsWorking/psx-vagrant-story"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":247608,"Python":55856,"CMake":2761,"Shell":85},"source_url":"https://api.github.com/repos/SomeoneIsWorking/psx-vagrant-story/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: C++ is largest (247,608 of 306,310 recognized bytes, 80.8%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"valdroid-valheim-android","title":"ValDroid: Valheim Android Runtime","game":"Valheim (Linux PC build; Unity Android-native engine path and Box64 fallbacks)","platform":"Linux x86_64 PC game data → Android 11+ ARM64 phones and tablets; native Unity Android player for the primary path, with Box64 compatibility fallbacks","kind":"API Translation","status":"Active beta. Official v0.1.3 was published 2026-10-09 and repository activity continued through 2026-10-15. Since v0.1.3 the primary path is a native Unity Android player, while the Box64 engines remain fallback options. The native engine is still marked experimental in the app; only single-player is supported and mods are experimental.","summary":"Unofficial Android launcher for playing a user-owned Linux PC copy of Valheim on ARM64 phones and tablets. Its primary path runs the game's data and C# code through Unity's Android player and ARM64 Mono; Box64 paths remain available to run the Linux x86_64 engine. It adds touch/gamepad controls, Steam download and Cloud save support, settings, and experimental mods. It does not include the game.","project_url":"https://github.com/udarmolota/ValDroid","updated":"2026-10-16","strategy":"Hybrid Android compatibility/runtime port: Unity Android player plus native ARM64 Mono for the experimental primary path; optional Box64 x86_64 emulation of the Linux Unity engine with MobileGlues or Zink graphics translation as fallbacks.","language":"","source_available":"Public GPL-3.0 source repository with third-party notices. The project does not bundle Valheim. Unity's Android player is downloaded from Unity during builds and is used under Unity's license; Box64, graphics, mod and Steam components have their own terms. Users provide game access through their Steam account or Linux game files.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Linux PC game to Android compatibility runtime with an experimental native Unity engine and Box64 fallback","target_type":"Game","sources":[{"label":"Maintainer repository and technical README","url":"https://github.com/udarmolota/ValDroid"},{"label":"Latest official ValDroid v0.1.3 release","url":"https://github.com/udarmolota/ValDroid/releases/tag/0.1.3"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/udarmolota/ValDroid/languages"},{"label":"Recent maintainer Reddit introduction to the ZomDroid/RimDroid/PriDroid launchers","url":"https://www.reddit.com/r/AndroidNativePorts/comments/1wamxu6/zomdroid_rimdroid_pridroid_my_three_android/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":26880950,"Java":1797427,"Python":154542,"CMake":127391,"HTML":126644,"C++":117341,"Assembly":75303,"C#":49377,"Shell":19585,"Makefile":12395,"PowerShell":1222},"source_url":"https://api.github.com/repos/udarmolota/ValDroid/languages","evidence":"GitHub repository language API byte breakdown; C is overwhelmingly largest by bytes because the repository includes native Box64 components. This does not mean the app UI is written predominantly in C.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"valhollian-saturn-ru","title":"Valhollian Sega Saturn Russian Translation","game":"Valhollian","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s project page lists Russian v1.4, dated 2021-05-10. The update page says it corrects errors/typos and adds a way to skip data caching when using a 4 MB expansion cartridge.","summary":"A Russian fan localization for the Sega Saturn RPG Valhollian; the v1.4 update includes text corrections and an optional data-cache skip.","project_url":"https://meduza-team.ucoz.net/news/obnovlenie_perevoda_vandal_hearts_dlja_sega_saturn_v_1_5/2021-05-10-33","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"Russian","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/obnovlenie_perevoda_vandal_hearts_dlja_sega_saturn_v_1_5/2021-05-10-33"},{"label":"Maintainer translation index: game version and release date","url":"https://meduza-team.ucoz.net/publ/romkhaking/proekty/perevody_dlja_sega_saturn/2-1-0-7"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/obnovlenie_perevoda_vandal_hearts_dlja_sega_saturn_v_1_5/2021-05-10-33","evidence":"Primary project page checked on 2026-10-16: The maintainer’s update page documents the v1.4 Russian patch; it does not publish source code, a language breakdown, or a code-language statement. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer’s update page documents the v1.4 Russian patch; it does not publish source code, a language breakdown, or a code-language statement. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"valkyria-chronicles-italian","title":"Valkyria Chronicles Italian Patch","game":"Valkyria Chronicles","platform":"PC (Windows/Linux/Steam Deck workflow documented)","kind":"Fan Localization","status":"Patch project available; completeness and current release version not verified","summary":"An Italian PC patch project documenting text extraction/injection for MTP/MXE resources and Windows/Linux installation options.","project_url":"https://github.com/zSavT/Valkyria-Chronicles-Patch-ITA","updated":"2026-06-11","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zSavT/Valkyria-Chronicles-Patch-ITA"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zSavT/Valkyria-Chronicles-Patch-ITA"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":87637,"C++":28690},"source_url":"https://api.github.com/repos/zSavT/Valkyria-Chronicles-Patch-ITA/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (87,637 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"valkyrie-profile-ps1-recomp","title":"Valkyrie Profile (PS1) Recompilation","game":"Valkyrie Profile (PlayStation version)","platform":"PlayStation → Windows","kind":"Recompilation","status":"Work in progress / compatibility testing; v1.0.1 release. The README documents two-disc USA support.","summary":"Native PC static recompilation using PSXRecomp and recomp-ui.","project_url":"https://github.com/Ed1z19/ValkyrieRecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/Ed1z19/ValkyrieRecomp#readme"},{"label":"Latest project release (v1.0.1)","url":"https://github.com/Ed1z19/ValkyrieRecomp/releases/tag/v1.0.1"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/Ed1z19/ValkyrieRecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Ed1z19/ValkyrieRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3698,"Shell":3667,"CMake":3132,"C":2257},"source_url":"https://api.github.com/repos/Ed1z19/ValkyrieRecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"valve-togl","title":"Valve ToGL","game":"Direct3D 9 rendering in Valve Source 1 software (multi-title)","platform":"Limited Direct3D 9.0c subset → OpenGL; used by Valve Source 1 rendering paths on Linux/macOS, but the public repository is an unsupported source dump","kind":"API Translation","status":"Public source dump; Valve says it supports only a limited D3D9 subset, has some Shader Model 3 support, is supplied as-is, and most likely will not build by itself.","summary":"Valve’s ToGL is a Direct3D-to-OpenGL abstraction layer with a bytecode-level HLSL-to-GLSL translator. The public code came from the Dota 2 source tree and contains Source Engine-specific behavior, so it should not be treated as a general, ready-to-build D3D9 translator.","project_url":"https://github.com/ValveSoftware/ToGL","updated":"2026-10-15","strategy":"Limited D3D9 interface and shader bytecode translation to OpenGL","language":"","source_available":"Public source dump (Valve license file; unsupported and may not build)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Source Engine graphics translation layer","target_type":"Software","sources":[{"label":"Valve project README: API scope, shader limitations, and support caveat","url":"https://github.com/ValveSoftware/ToGL"},{"label":"Valve developer’s release note: original Source-engine use and platform context","url":"https://richg42.blogspot.com/2014/03/togl-d3d9-opengl-layer-source-release.html"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1119906,"C":107146,"Objective-C":2395},"source_url":"https://api.github.com/repos/ValveSoftware/ToGL/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ValveSoftware/ToGL reports 1,119,906 bytes of C++, the largest language total (91.1% of 1,229,447 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vamiga","title":"vAmiga","game":"Commodore Amiga 500, 1000, and 2000","platform":"macOS","kind":"Emulator","status":"Maintained; v5.0b2 (2026-09-01) remains the latest prerelease and v4.5 (2026-08-07) the latest stable release. The public dev branch continued with workspace and snapshot persistence changes through 2026-10-11.","summary":"Native macOS Amiga emulator focused on A500, A1000, and A2000. Its repository documents distinct licenses for the application, emulator core, and CPU component.","project_url":"https://github.com/dirkwhoffmann/vAmiga","updated":"2026-10-16","strategy":"Emulates Amiga hardware and boots compatible Kickstart ROMs and software.","language":"","source_available":"Public source repository; application GPL-3.0-or-later, core MPL-2.0, CPU component MIT","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Amiga 500/1000/2000 hardware emulator for macOS","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/dirkwhoffmann/vAmiga"},{"label":"Project releases","url":"https://github.com/dirkwhoffmann/vAmiga/releases"},{"label":"Project license details","url":"https://github.com/dirkwhoffmann/vAmiga/blob/master/LICENSE"},{"label":"Latest prerelease v5.0b2 (2026-09-01)","url":"https://github.com/dirkwhoffmann/vAmiga/releases/tag/v5.0b2"},{"label":"Latest stable release v4.5 (2026-08-07)","url":"https://github.com/dirkwhoffmann/vAmiga/releases/tag/v4.5"},{"label":"Latest public dev-branch commit: workspace/snapshot persistence changes (2026-10-11T08:30:16Z)","url":"https://github.com/dirkwhoffmann/vAmiga/commit/574b7238a7a6004252763f75cf2956bbb8107743"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3831358,"C":3336691,"Swift":883933,"HTML":584828,"Objective-C":103914,"Objective-C++":53483,"JavaScript":51983,"CSS":43565,"Metal":21201,"CMake":15603,"Python":1438,"Rich Text Format":1068,"Makefile":634},"source_url":"https://api.github.com/repos/dirkwhoffmann/vAmiga/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/dirkwhoffmann/vAmiga reports 3,831,358 bytes of C++, the largest language total (42.9% of 8,929,699 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vampire-savior-cps2-recomp","title":"Vampire Savior CPS-2 Static Recompilation","game":"Vampire Savior: The Lord of Vampire","platform":"Capcom CPS-2 arcade (1997) → Windows/macOS/Linux","kind":"Recompilation","status":"Beta; the README says the game plays from start to ending and its code is checked instruction-by-instruction, but it has seen limited machine/controller testing. Only the Japanese 970519 ROM/key set is supported.","summary":"A native PC port that translates the CPS-2 68000 program ahead of time into C++ and adds project-written board services and training features. No game files are included.","project_url":"https://github.com/tmcleroy/vampire-savior-recomp","updated":"2026-10-16","strategy":"Static 68000-to-C++ recompilation with verified hand-written routine rewrites","language":"","source_available":"Public source repository; requires the user's own supported arcade ROM set and key","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"CPS-2 arcade to native PC port","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/tmcleroy/vampire-savior-recomp/blob/main/README.md"},{"label":"Project releases","url":"https://github.com/tmcleroy/vampire-savior-recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1181254,"Python":102232,"Shell":46959,"CMake":13557,"Makefile":8754,"C":6035,"GLSL":1390,"Dockerfile":991},"source_url":"https://api.github.com/repos/tmcleroy/vampire-savior-recomp/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; C++ has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vampire-survivors-xbox360-demake","title":"Vampire Survivors Xbox 360 C Demake","game":"Vampire Survivors","platform":"Vampire Survivors PC/Steam data → Xbox 360 (XDK); SDL2 PC development build","kind":"Reimplementation","status":"The 2026-10-14 progress log says the first XEX was built with the real Xbox 360 XDK and booted from a console dashboard; a later console check confirmed save creation/loading. The same log says console audio had not yet been heard, and it does not claim a full game or campaign completion. Most automated behavior checks are headless/PC tests; no GitHub release is listed.","summary":"A C99 demake of Vampire Survivors with PC/SDL2 and Xbox 360 XDK targets. A local patcher makes the data pack from the user’s own Steam depot; the repository does not include the original game assets. The Xbox XEX boot and save path have been checked on a real console, while audio and broader gameplay validation remain incomplete.","project_url":"https://github.com/SpikeTheDragon40k/vsdemake","updated":"2026-10-16","strategy":"C99 game reimplementation and Xbox 360 XDK runtime with locally generated data pack from a user-owned Steam copy","language":"","source_available":"Public MIT source, Xbox/SDL2 engine, and data-packing tools; users provide their own compatible Steam depot, and original game assets are not distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Xbox 360 native demake; real-console XEX boot and save creation verified, audio not yet verified","target_type":"Game","sources":[{"label":"Maintainer README","url":"https://github.com/SpikeTheDragon40k/vsdemake#readme"},{"label":"Maintainer console progress log","url":"https://github.com/SpikeTheDragon40k/vsdemake/blob/main/notes/progress.md"},{"label":"First Xbox 360 XEX test record","url":"https://github.com/SpikeTheDragon40k/vsdemake/blob/main/docs/FIRST_XEX_TEST.md"},{"label":"Current primary README","url":"https://github.com/SpikeTheDragon40k/vsdemake/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/SpikeTheDragon40k/vsdemake"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/SpikeTheDragon40k/vsdemake/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":307716,"JavaScript":105038,"C++":14539,"Batchfile":2567,"CMake":2068,"Makefile":1491},"source_url":"https://api.github.com/repos/SpikeTheDragon40k/vsdemake/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vandal-hearts-decomp","title":"Vandal Hearts Matching Decompilation","game":"Vandal Hearts","platform":"PlayStation","kind":"Decompilation","status":"The maintainer marks the matching decompilation and native port complete; US and Japanese matching builds are checked byte-for-byte, and the port supports USA, Asia, and Japan discs.","summary":"Completed PS1 matching decompilation used by the project's native PC port. The README documents byte-exact US and Japanese builds; the shared PC executable also detects USA, Asia, and Japan game discs.","project_url":"https://github.com/HalmyLyseas/VandalHearts-PcPort","updated":"2026-08-31","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching source decompilation","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort"},{"label":"Primary-source evidence","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort/blob/master/docs/architecture.md"},{"label":"Vandal Hearts project README: completion, supported regions, and matching checks","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort#readme"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/HalmyLyseas/VandalHearts-PcPort"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7043934,"Python":348971,"Shell":80890,"Makefile":38514,"CMake":36662,"BitBake":23652,"Assembly":17876},"source_url":"https://api.github.com/repos/HalmyLyseas/VandalHearts-PcPort/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C has the largest total (7,043,934 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vandal-hearts-pc-port","title":"Vandal Hearts Native PC Port","game":"Vandal Hearts","platform":"PlayStation → Windows and Linux (released); macOS (experimental community build)","kind":"Recompilation","status":"v2.0 released; the full game is reported validated through credits on Windows and Linux for USA, Asia, and Japan discs. macOS is community-supported and experimental.","summary":"Native PC port built on top of the matching PS1 decompilation, with PlayStation hardware dependencies replaced by portable backends.","project_url":"https://github.com/HalmyLyseas/VandalHearts-PcPort","updated":"2026-08-31","strategy":"Native port from matching decompilation","language":"","source_available":"Public source repository and Windows/Linux releases; users supply their own supported disc. Release binaries embed a portion of game-derived data.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Native port from matching decompilation","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort"},{"label":"Primary-source evidence","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort/blob/master/docs/architecture.md"},{"label":"Vandal Hearts project README: full-game validation, platforms, and release contents","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort#readme"},{"label":"Project releases","url":"https://github.com/HalmyLyseas/VandalHearts-PcPort/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/HalmyLyseas/VandalHearts-PcPort"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7043934,"Python":348971,"Shell":80890,"Makefile":38514,"CMake":36662,"BitBake":23652,"Assembly":17876},"source_url":"https://api.github.com/repos/HalmyLyseas/VandalHearts-PcPort/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C has the largest total (7,043,934 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vandal-hearts-saturn-en","title":"Vandal Hearts Sega Saturn English Translation","game":"Vandal Hearts (Sega Saturn version)","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s latest cited update is v1.5, posted 2021-05-10. The project adapts much of the PlayStation English localization with changes for Saturn-specific maps/items/spells, plus variable-width and single-byte text support.","summary":"An English patch for the Sega Saturn version of Vandal Hearts. This is separate from the already cataloged PlayStation decompilation/PC-port project and preserves Saturn-exclusive content.","project_url":"https://meduza-team.ucoz.net/news/obnovlenie_perevoda_vandal_hearts_dlja_sega_saturn_v_1_5/2021-05-10-33","updated":"2026-10-16","strategy":"Fan translation/modification patch","language":"English","source_available":"The maintainer distributes a patch package through the project site; no public source-code repository or license information was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Sega Saturn fan localization","target_type":"Game","sources":[{"label":"Maintainer project page: game-specific localization and release status","url":"https://meduza-team.ucoz.net/news/obnovlenie_perevoda_vandal_hearts_dlja_sega_saturn_v_1_5/2021-05-10-33"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://meduza-team.ucoz.net/news/obnovlenie_perevoda_vandal_hearts_dlja_sega_saturn_v_1_5/2021-05-10-33","evidence":"Primary project page checked on 2026-10-16: The maintainer’s update page documents the v1.5 English patch; it does not publish source code, a language breakdown, or a code-language statement. No project programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer’s update page documents the v1.5 English patch; it does not publish source code, a language breakdown, or a code-language statement. No predominant programming language is assigned; patch/localization target, patch format, or game engine is not a proxy for project source language."}},{"id":"varmint-apple-silicon-game-vm","title":"Varmint","game":"Windows and Linux PC games run through Steam/Proton","platform":"Apple Silicon macOS 26+ → Debian arm64 guest VM with FEX, Steam/Proton and graphics translation to Metal","kind":"Emulator","status":"Latest release v0.3.0-alpha.2 was published 2026-10-05. Varmint is a lightweight Apple Silicon VM gaming app: a Debian arm64 guest runs FEX, Steam and Proton. Experimental DirectX 11 can use Mesa Neptune → virglrenderer → DXMT → Metal; the Vulkan path uses Mesa Venus → virglrenderer → MoltenVK → Metal. DirectX 12 remains experimental and lightly tested. The repository’s game table reports a broad set of game tests, but this product orchestrates existing VM and translation components rather than implementing a standalone DirectX translator.","summary":"An Apple Silicon macOS VM gaming app that combines a Debian arm64 guest, FEX and Steam/Proton with virtualized Vulkan and experimental DirectX-to-Metal graphics paths. It is a VM/front-end integration project, not a distinct translation layer implementation.","project_url":"https://github.com/kisasexypantera94/varmint","updated":"2026-10-16","strategy":"Virtual-machine gaming stack integrating Debian arm64, FEX, Steam/Proton, Mesa Venus/Neptune, virglrenderer, MoltenVK and DXMT","language":"","source_available":"Public source under GPL-3.0. Requires Apple Silicon and macOS 26+ plus the documented build/runtime dependencies. It composes external projects for CPU and graphics translation.","first_found":"2026-10-16","project_started":"2026-05-07","programming_language":"Rust","subtype":"Apple Silicon VM gaming app with Vulkan/DirectX graphics-stack integration","target_type":"Software","sources":[{"label":"Maintainer README: Apple Silicon/macOS requirements, VM/FEX/Proton setup, graphics paths and tested games","url":"https://github.com/kisasexypantera94/varmint/blob/master/README.md"},{"label":"Latest alpha release v0.3.0-alpha.2 (2026-10-05)","url":"https://github.com/kisasexypantera94/varmint/releases/tag/v0.3.0-alpha.2"},{"label":"Neptune maintainer article: Direct3D virtualization architecture and current limitations","url":"https://blog.getutm.app/2026/introducing-neptune-direct3d-virtualization-for-qemu/"}],"media":[{"kind":"video","label":"Varmint README demo: The Witcher 3: Wild Hunt","url":"https://www.youtube.com/watch?v=44vA4ao50Ng","preview_url":"https://img.youtube.com/vi/44vA4ao50Ng/maxresdefault.jpg","source_url":"https://github.com/kisasexypantera94/varmint/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Varmint README demo: Dragon’s Dogma: Dark Arisen","url":"https://www.youtube.com/watch?v=MofyWR6YVBw","preview_url":"https://img.youtube.com/vi/MofyWR6YVBw/maxresdefault.jpg","source_url":"https://github.com/kisasexypantera94/varmint/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Varmint README demo: Fallout: New Vegas","url":"https://www.youtube.com/watch?v=fEr_Hq2IWoA","preview_url":"https://img.youtube.com/vi/fEr_Hq2IWoA/maxresdefault.jpg","source_url":"https://github.com/kisasexypantera94/varmint/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Varmint README demo: Subnautica","url":"https://www.youtube.com/watch?v=l5Vk417vImU","preview_url":"https://img.youtube.com/vi/l5Vk417vImU/maxresdefault.jpg","source_url":"https://github.com/kisasexypantera94/varmint/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":364654,"Shell":93618,"Dockerfile":6312,"Python":3250,"Makefile":1703},"source_url":"https://api.github.com/repos/kisasexypantera94/varmint/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Rust is the largest bucket at 364,654 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"heroes3-vcmi-mobile","title":"VCMI: Heroes of Might and Magic III mobile engine","game":"Heroes of Might and Magic III Complete Edition","platform":"Windows PC → Android/iOS","kind":"Reimplementation","status":"Android 5.0+ is required; Google Play, F-Droid, GitHub APKs, and unstable daily builds are documented. F-Droid currently offers arm64 and x86_64 variants. The iOS guide supports iOS 12+ and TestFlight or sideload installation, and says iOS 10/11 require a source build. Original Heroes III data is required. The docs do not list Android device models.","summary":"Open-source Heroes of Might and Magic III engine with current Android packages and an iOS TestFlight/sideload path. Users import original Shadow of Death or Complete data. Android ABIs are partly documented through F-Droid; iOS docs state all iOS devices are supported at the documented OS floor.","project_url":"https://github.com/vcmi/vcmi","updated":"2026-10-16","strategy":"Native engine reimplementation","language":"","source_available":"Public C++ source repository, Android Play/F-Droid/GitHub builds, and iOS TestFlight/source-build guidance; original Heroes III game files required. GitHub repository metadata reports GPL-2.0 (GNU General Public License v2.0).","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android release and iOS build targets","target_type":"Game","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/vcmi/vcmi"},{"label":"Android minimum, package sources, F-Droid ABIs, and data import","url":"https://github.com/vcmi/vcmi/blob/develop/docs/players/Installation_Android.md"},{"label":"iOS build guide","url":"https://github.com/vcmi/vcmi/blob/develop/docs/developers/Building_iOS.md"},{"label":"iOS minimum, device statement, and TestFlight/sideload installation","url":"https://github.com/vcmi/vcmi/blob/develop/docs/players/Installation_iOS.md"},{"label":"Project release packages","url":"https://github.com/vcmi/vcmi/releases"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/vcmi/vcmi"},{"label":"GitHub release 1.7.5 (2026-08-15)","url":"https://github.com/vcmi/vcmi/releases/tag/1.7.5"},{"label":"GitHub latest commit listed for default branch (2026-10-16, ffff9bba18; activity evidence only)","url":"https://github.com/vcmi/vcmi/commit/ffff9bba189bbf0034a45a8f810ebd393b1df92f"}],"media":[{"kind":"image","label":"Quick hero selection, Bastion town","url":"https://vcmi.eu/img/screenshots/main_page/Quick%20Hero%20Select%20Bastion.webp","preview_url":"https://vcmi.eu/img/screenshots/main_page/Quick%20Hero%20Select%20Bastion.webp","source_url":"https://vcmi.eu/","discovered_on":"2026-10-16"},{"kind":"image","label":"Town and unit view","url":"https://vcmi.eu/img/screenshots/main_page/Town%20and%20Unit.webp","preview_url":"https://vcmi.eu/img/screenshots/main_page/Town%20and%20Unit.webp","source_url":"https://vcmi.eu/","discovered_on":"2026-10-16"},{"kind":"image","label":"Siege battle scene","url":"https://vcmi.eu/img/screenshots/main_page/Siege.webp","preview_url":"https://vcmi.eu/img/screenshots/main_page/Siege.webp","source_url":"https://vcmi.eu/","discovered_on":"2026-10-16"},{"kind":"image","label":"VCMI map editor","url":"https://vcmi.eu/img/screenshots/main_page/Editor.webp","preview_url":"https://vcmi.eu/img/screenshots/main_page/Editor.webp","source_url":"https://vcmi.eu/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12836971,"Inno Setup":497701,"CMake":232186,"Lua":113757,"Java":66886,"Python":27163,"Shell":22123,"Objective-C++":11771,"Objective-C":5559,"Nix":5071,"Batchfile":4200,"Dockerfile":3239,"AppleScript":2440,"Makefile":1763,"HTML":687,"Ruby":199},"source_url":"https://api.github.com/repos/vcmi/vcmi/languages","evidence":"GitHub's official Languages API for https://github.com/vcmi/vcmi reports 12,836,971 bytes of C++, the largest category (92.8% of 13,831,716 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vice-city-stories-switch-vcsnx","title":"VCSNX: Grand Theft Auto: Vice City Stories for Nintendo Switch","game":"Grand Theft Auto: Vice City Stories","platform":"PlayStation Portable (US ULUS-10160 v1.03) → Nintendo Switch","kind":"Recompilation","status":"v0.3.0 was released on 2026-10-14. The maintainer documents a Switch homebrew launch flow and describes the full game at 1280×720 with sound and movies. Only the US PSP ULUS-10160 v1.03 version is supported.","summary":"Static recompilation of the PSP game code to C++ with PSPRecomp. A Windows builder compiles the generated code locally; the Switch runtime uses Vulkan through Mesa NVK, SDL2, and FFmpeg. Game data remains user-supplied.","project_url":"https://github.com/fsalamancar/VCSNX","updated":"2026-10-16","strategy":"Static recompilation of PSP code to C++ with a native Nintendo Switch runtime.","language":"","source_available":"Public source, Switch NRO, and builder release; the user supplies and prepares files from the supported PSP game copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Maintainer README: Switch target, exact PSP version, install flow, and gameplay features","url":"https://github.com/fsalamancar/VCSNX/blob/main/README.md"},{"label":"v0.3.0 Switch runtime and builder release","url":"https://github.com/fsalamancar/VCSNX/releases/tag/v0.3.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":520152,"C#":179822,"Python":81160,"CMake":37820,"Shell":24023,"C":3523,"Assembly":213},"source_url":"https://api.github.com/repos/fsalamancar/VCSNX/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vdx7-yamaha-dx7-emulator","title":"VDX7","game":"Yamaha DX7 Mark I FM synthesizer","platform":"GNU/Linux desktop; X11 GUI and JACK audio/MIDI","kind":"Emulator","status":"Released Linux emulator; maintainer describes bit-accurate emulation as its goal, not a verified universal guarantee. Latest code push 2026-01-19; latest GitHub release V1.0 dated 2024-01-24.","summary":"Linux DX7 Mark I emulator that implements synthesizer behavior and can load Yamaha firmware, RAM state, and SysEx cartridges. The README says the default firmware is revision 1.8 and the FAQ says the firmware blob is likely still proprietary; the repository contains factory voice cartridge banks, whose separate rights are not clarified.","project_url":"https://github.com/chiaccona/VDX7","updated":"2026-01-19","strategy":"Software and firmware emulation","language":"","source_available":"Public GPL-3.0 source. The repository does not include the proprietary Yamaha firmware ROM; users provide a firmware image. The app includes eight factory voice cartridge banks, with no separate rights statement located.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"DX7 Mark I / synthesizer emulator","target_type":"Software","sources":[{"label":"Maintainer README, Linux target, emulation goal, and firmware options","url":"https://github.com/chiaccona/VDX7"},{"label":"Maintainer FAQ on firmware copyright and distribution","url":"https://github.com/chiaccona/VDX7/blob/main/README.FAQ.md"},{"label":"Maintainer releases; V1.0 dated 2024-01-24","url":"https://github.com/chiaccona/VDX7/releases/tag/V1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":205530,"C":79651,"Makefile":7324,"CSS":2815,"Shell":1550},"source_url":"https://api.github.com/repos/chiaccona/VDX7/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 205,530 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-vector-06c","title":"Vector-06C MiSTer Core","game":"Vector-06C computer software and disk images","platform":"Vector-06C home computer on MiSTer FPGA","kind":"Emulator","status":"The repository was pushed 2026-06-04; GitHub returned no tagged release. README claims precise timings and a fully functional core, documents tape/floppy/quasi-disk formats, and marks the optional Z80 CPU experimental and non-original.","summary":"Verilog MiSTer FPGA implementation of the Vector-06C, with disk/tape formats, sound and joystick paths. The README offers optional boot-ROM loading and warns that its experimental Z80 mode is not the computer’s original CPU.","project_url":"https://github.com/MiSTer-devel/Vector-06C_MiSTer","updated":"2026-06-04","strategy":"FPGA hardware emulation core for the Vector-06C computer on MiSTer.","language":"","source_available":"Public BSD-2-Clause source repository. BSD-2-Clause source license. The README describes an optional external boot ROM; user-supplied firmware and software files have separate rights.","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"MiSTer FPGA home-computer emulator core","target_type":"Software","sources":[{"label":"Maintainer repository","url":"https://github.com/MiSTer-devel/Vector-06C_MiSTer"},{"label":"Maintainer README / project status and requirements","url":"https://github.com/MiSTer-devel/Vector-06C_MiSTer/blob/master/ReadMe.md"},{"label":"GitHub repository metadata and last push","url":"https://api.github.com/repos/MiSTer-devel/Vector-06C_MiSTer"},{"label":"GitHub license file","url":"https://github.com/MiSTer-devel/Vector-06C_MiSTer/blob/master/LICENSE.TXT"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":352525,"VHDL":224960,"SystemVerilog":204625,"Tcl":23006,"Batchfile":721},"source_url":"https://api.github.com/repos/MiSTer-devel/Vector-06C_MiSTer/languages","evidence":"Official GitHub Languages API reports 352,525 bytes of Verilog as the largest language count (43.7% of 805,837 recognized-language bytes). Repository-wide counts include RTL, tools, tests, build files, documentation or bundled reference code and do not isolate the emulator core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vectorcraft-adobe-illustrator","title":"VectorCraft (Adobe Illustrator reimplementation)","game":"Adobe Illustrator","platform":"macOS, Windows, Linux, FreeBSD, and browser via WebAssembly","kind":"Reimplementation","status":"Alpha; the README says the project is in active development. Latest release v0.11.0 (2026-10-14).","summary":"A clean-room Rust vector illustration editor for Illustrator-style drawing and document workflows.","project_url":"https://github.com/storytold/vectorcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust of Adobe Illustrator vector-editing workflows.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Vector illustration editor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/vectorcraft"},{"label":"Project owner release v0.11.0","url":"https://github.com/storytold/vectorcraft/releases/tag/v0.11.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":22379923,"Shell":32182,"PowerShell":20458,"Python":5232,"HTML":1900},"source_url":"https://api.github.com/repos/storytold/vectorcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 22,379,923 bytes of Rust, the largest language total (99.7% of 22,439,695 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-vectrex-mister","title":"Vectrex MiSTer FPGA Core","game":"Vectrex","platform":"Vectrex on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-06-04.","summary":"FPGA system-emulation core for Vectrex on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Vectrex_MiSTer","updated":"2026-06-04","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Vectrex_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Vectrex_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Vectrex_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Vectrex_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":462489,"Verilog":433889,"SystemVerilog":172068,"Tcl":22852,"Python":1818,"Batchfile":710,"Shell":190},"source_url":"https://api.github.com/repos/MiSTer-devel/Vectrex_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 462,489 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vectrexy-vectrex","title":"Vectrexy","game":"All compatible Vectrex software","platform":"Milton Bradley Vectrex (1982)","kind":"Emulator","status":"Active early-stage project","summary":"Open-source modern C++ Vectrex emulator with Windows and Linux builds, compatibility tracking, and support for artwork overlays. The author describes it as still early in development.","project_url":"https://github.com/amaiorano/vectrexy","updated":"2024-12-05","strategy":"Software emulation of the MC6809 CPU, 6522 VIA, AY-3-8910 sound, and vector display.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Vectrex console emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/amaiorano/vectrexy"},{"label":"Official release history","url":"https://github.com/amaiorano/vectrexy/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/amaiorano/vectrexy"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":558895,"CMake":10261,"GLSL":4192,"Makefile":3793,"Smarty":3007,"C":2517,"Batchfile":1151,"Shell":731},"source_url":"https://api.github.com/repos/amaiorano/vectrexy/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/amaiorano/vectrexy reports 558,895 bytes of C++, the largest language total (95.6% of 584,547 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vegas-adreno-dxvk","title":"VEGAS","game":"Windows Direct3D games on Android (multi-title)","platform":"DXVK-supported Direct3D calls → Vulkan on Android ARM64, specifically Qualcomm Adreno GPUs; runs as a graphics component inside Wine-based frontends such as Winlator or Star Emulator.","kind":"API Translation","status":"Community-maintained Adreno-focused fork. Public releases include v2.7.3 stable (2026-06-08), a final v2.4.1-line build (2026-08-05), and a separate VEGAS Sarek line; the public source repository's latest commit was 2026-08-14. These are separate build lines, not a single sequential version history.","summary":"An Adreno-tuned DXVK/GPLAsync graphics layer for running Windows games through Wine-based Android frontends. It provides Vulkan output and project-specific GPU tuning; it is one component of the surrounding Windows-on-Android stack, not a standalone Windows API compatibility environment.","project_url":"https://github.com/isygold/Vegas-Private","updated":"2026-10-15","strategy":"DXVK/GPLAsync Direct3D graphics translation to Vulkan, with Qualcomm Adreno-oriented tuning","language":"","source_available":"Public source repository and separately published binary packages (zlib license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android/Adreno-specific Windows graphics translation layer","target_type":"Software","sources":[{"label":"Project source README: Adreno target and implementation features","url":"https://github.com/isygold/Vegas-Private"},{"label":"Public release repository: project scope, release lines, and package availability","url":"https://github.com/isygold/vegas-releases"},{"label":"Public release history: dated VEGAS and VEGAS Sarek packages","url":"https://github.com/isygold/vegas-releases/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":29179233,"C":5222756,"Python":653880,"C#":354179,"Lua":307500,"Beef":174903,"D":135707,"GLSL":115720,"Meson":29704,"CMake":22964,"Starlark":10234,"Objective-C":8066,"Shell":5752},"source_url":"https://api.github.com/repos/isygold/Vegas-Private/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/isygold/Vegas-Private reports 29,179,233 bytes of C++, the largest language total (80.6% of 36,220,598 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vex-v5-vexos-private-api-firmware-decompilation","title":"VEXAPI (VEX V5/VEXos private API reverse analysis)","game":"VEX V5 user-program runtime and VEXos 1.1.2.0 system firmware API","platform":"VEX V5 ARM firmware and 32-bit ARM EABI user runtime; repository identifies VEXos 1.1.2.0 build 20220922.10.00.00 as its firmware snapshot.","kind":"Decompilation","status":"Repository release v1.1 was published 2026-09-11, but the README says the firmware/API snapshots were last updated 2024-01-11, are semi-incomplete, and lack current-hardware verification. The README notes that the VEXos extraction/download workflow is not automated and that the checked-in split boot image cannot be confirmed as an extraction of the listed update package.","summary":"An unofficial VEX V5 reverse-analysis collection of extracted firmware/runtime files, inferred private headers, and VEXos jump-table offsets. It documents how SDK wrappers reach firmware functions; the maintainer marks the names and offsets as incomplete and potentially tied to the archived firmware/runtime version.","project_url":"https://github.com/cetio/VEXAPI","updated":"2026-10-16","strategy":"Inspect the VEX V5 runtime and extracted firmware, use symbols and disassembly to map the VEXos jump table, and reconstruct partial public/private API headers.","language":"","source_available":"Public repository; GitHub metadata identifies Apache-2.0, and the README limits the license to original repository work. VEX headers, libraries, firmware, marks, and third-party material remain under their own rights and terms.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Robotics-controller firmware API reverse analysis","target_type":"Software","sources":[{"label":"Maintainer README: VEXAPI scope, inferred API, caveats, version, and license boundary","url":"https://github.com/cetio/VEXAPI"},{"label":"Firmware snapshot notes: VEXos version, image contents, and extraction uncertainty","url":"https://github.com/cetio/VEXAPI/blob/main/firmware/README.md"},{"label":"Official repository license file","url":"https://github.com/cetio/VEXAPI/blob/main/LICENSE.txt"},{"label":"VEXAPI v1.1 release","url":"https://github.com/cetio/VEXAPI/releases/tag/v1.1"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/cetio/VEXAPI"},{"label":"Official GitHub Languages API byte map","url":"https://api.github.com/repos/cetio/VEXAPI/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":276406,"C":73552,"Python":249},"source_url":"https://api.github.com/repos/cetio/VEXAPI/languages","evidence":"Official GitHub REST Languages endpoint checked 2026-10-16; C++ is the largest repository-wide tracked byte category (276,406 bytes). Counts include all tracked repository material, including tools, headers, and documentation, and do not necessarily represent the implementation language of one product component.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vgsx-virtual-game-console","title":"VGS-X","game":"Programs for the VGS-X virtual game console","platform":"Custom MC68030-based virtual game system; reference runtime for Windows, macOS, and Linux PC hosts","kind":"Emulator","status":"The latest release found is 1.10.0 (2026-09-11); the repository was last pushed 2026-09-14. The README identifies the included SDL2 runtime as a reference emulator for the project's fixed virtual hardware specification.","summary":"VGS-X defines a virtual game computer with an MC68030-based CPU, custom video hardware, YM2612 sound, DMA, and fixed memory semantics. The repository includes a runnable SDL2 reference emulator, an SDK/toolchain, and documentation for third-party runtimes.","project_url":"https://github.com/suzukiplan/vgsx","updated":"2026-10-16","strategy":"Reference software emulation of a project-defined virtual game-console hardware model","language":"","source_available":"Public MIT-licensed VGS-X source; bundled components carry separate notices/licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Emulator for a project-defined virtual console (not a historical commercial console)","target_type":"Software","sources":[{"label":"Maintainer README: fixed virtual hardware model, runtime, host platforms, BIOS, and licensing","url":"https://github.com/suzukiplan/vgsx/blob/master/README.md"},{"label":"Latest release found, 1.10.0","url":"https://github.com/suzukiplan/vgsx/releases/tag/1.10.0"},{"label":"VGS-X core license notice","url":"https://github.com/suzukiplan/vgsx/blob/master/LICENSE-VGSX.txt"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/suzukiplan/vgsx"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/suzukiplan/vgsx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7084741,"C++":3030511,"Makefile":16053,"Python":14305,"Shell":2937,"Linker Script":923,"Assembly":542},"source_url":"https://api.github.com/repos/suzukiplan/vgsx/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vgszero-virtual-game-console","title":"VGS-Zero","game":"VGS-Zero custom console software","platform":"Custom Z80-based console running bare-metal on Raspberry Pi Zero 2 W; PC SDL2 emulator for Linux and macOS","kind":"Emulator","status":"Version 1.25.0 was released 2026-10-13, and repository source was pushed the same day. The README describes the emulator alongside the console body code, distribution images, and SDK.","summary":"A custom 8-bit Z80 game system designed for Raspberry Pi Zero 2 W bare-metal operation. Its repository provides a PC SDL2 emulator/debugger for the VGS-Zero virtual hardware, plus a development toolchain and distribution image.","project_url":"https://github.com/suzukiplan/vgszero","updated":"2026-10-16","strategy":"SDL2 software emulation of the project's custom Z80 game-console hardware","language":"","source_available":"Public source; VGS-Zero body code is GPL-3.0 and the Z80 game library is MIT. The distribution image and bundled components carry additional license notices.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Emulator for a project-defined bare-metal game console","target_type":"Software","sources":[{"label":"Maintainer English README: custom console, PC emulator, host support, and license inventory","url":"https://github.com/suzukiplan/vgszero/blob/master/README-en.md"},{"label":"Version 1.25.0 release","url":"https://github.com/suzukiplan/vgszero/releases/tag/1.25.0"},{"label":"Tracked VGS-Zero GPL-3.0 license","url":"https://github.com/suzukiplan/vgszero/blob/master/LICENSE-VGS0.txt"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/suzukiplan/vgszero"},{"label":"Current primary README","url":"https://github.com/suzukiplan/vgszero/blob/master/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/suzukiplan/vgszero/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4308714,"C++":1114188,"Assembly":109475,"Makefile":86530,"POV-Ray SDL":10497},"source_url":"https://api.github.com/repos/suzukiplan/vgszero/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vib-ribbon-pal-ps1-decomp","title":"Vib-Ribbon PAL PS1 Decompilation","game":"Vib-Ribbon (PAL, SCES_028.73)","platform":"PlayStation 1 (PAL, SCES_028.73)","kind":"Decompilation","status":"Work in progress. The README tracks the PAL executable MAIN_T.EXE with a live progress badge; MAIN_K.EXE (kiosk/tutorial), MAIN_G.EXE (menu/gameplay), and the SCES_028.73 loader are listed without a progress percentage. Some functions remain non-matching; no game release is listed. GitHub reports the latest source push on 2025-08-26.","summary":"Public C decompilation of the PAL PlayStation build of Vib-Ribbon. Contributors extract the executable files from their own game copy, then build and compare reconstructed code against the original; the repository does not include game data.","project_url":"https://github.com/open-ribbon/open-ribbon","updated":"2026-10-16","strategy":"Matching-oriented MIPS decompilation in C; original executable files are user supplied","language":"","source_available":"Public source. The README requires executable files extracted from the user’s own PAL game copy; no game data is included.","first_found":"2026-10-16","project_started":"","programming_language":"C","subtype":"PS1 PAL build","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/open-ribbon/open-ribbon"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/open-ribbon/open-ribbon/blob/main/README.md"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/open-ribbon/open-ribbon"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/open-ribbon/open-ribbon/languages"},{"label":"Maintainer decompilation documentation","url":"https://github.com/open-ribbon/documentation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":431038,"Python":6029,"Makefile":5904,"BitBake":945,"Assembly":145,"Shell":96},"source_url":"https://api.github.com/repos/open-ribbon/open-ribbon/languages","evidence":"GitHub’s official Languages API reports C: 431,038 bytes, Python: 6,029 bytes, Makefile: 5,904 bytes, BitBake: 945 bytes, Assembly: 145 bytes, Shell: 96 bytes. C is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vice","title":"VICE (Versatile Commodore Emulator)","game":"Games and software for Commodore 8-bit computers","platform":"Commodore 8-bit home computers","kind":"Emulator","status":"Active; v3.10 was released 2025-12-24, with upstream source-mirror updates through 2026-09-27.","summary":"Standalone emulator collection for Commodore C64, C64DTV, C128, VIC-20, PET, Plus/4, CBM-II, and C64 SuperCPU systems. Its machine-specific emulator programs share user interface conventions, settings, and file formats.","project_url":"https://vice-emu.sourceforge.io/","updated":"2026-10-16","strategy":"Choose the machine-specific emulator within the VICE collection; each emulator runs its target computer and shares common settings and file handling.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Commodore 8-bit computer emulator suite","target_type":"Software","sources":[{"label":"Official VICE project, supported systems, and current release","url":"https://vice-emu.sourceforge.io/"},{"label":"Official source code mirror","url":"https://github.com/VICE-Team/svn-mirror"},{"label":"Official SourceForge project and source access","url":"https://sourceforge.net/projects/vice-emu/"},{"label":"Official VICE user manual","url":"https://vice-emu.sourceforge.io/vice.pdf"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":23141918,"C++":2038025,"Shell":677036,"TeX":376684,"M4":256138,"Vim Script":221974,"Makefile":193029,"HTML":86051,"Perl":61725,"Python":49278,"Objective-C":13958,"sed":10355,"GLSL":5911,"CSS":5208,"AppleScript":1689,"Dockerfile":1594,"Awk":930},"source_url":"https://api.github.com/repos/VICE-Team/svn-mirror/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/VICE-Team/svn-mirror reports 23,141,918 bytes of C, the largest language total (85.3% of 27,141,503 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"victorious-taking-the-lead-wii-pc-static-recomp","title":"Victorious: Taking the Lead Native PC Recompilation","game":"Victorious: Taking the Lead","platform":"Nintendo Wii North American release S2VEG9 → native PC; the maintainer uses SDL3 and an OpenGL 4.5 renderer but does not publish a complete host-OS matrix.","kind":"Recompilation","status":"The repository is a source/build project with no player-ready release. Its latest session report says all four episodes, the Romeo and Juliet finale, and credits were played through by hand for up to 2 h 21 min at 30 fps, with saves surviving restarts. Rare dialogue-load hitches remain.","summary":"Statically recompiles the Wii Gekko executable to C++ and replaces the Wii SDK/runtime, including a PC-native OpenGL renderer and mouse input. The maintainer reports a full hand-played run but has not published a player-ready release.","project_url":"https://github.com/vs-sr-dev/pc-victorious","updated":"2026-10-16","strategy":"Static Gekko-to-C++ recompilation of the Wii executable with replacement Wii SDK/runtime services and a native PC renderer/input layer.","language":"","source_available":"Public source; MIT applies to the repository documentation and tools. The README says game data, executables, and assets are not included and users supply the North American disc.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo Wii static recompilation to native PC","target_type":"Game","sources":[{"label":"Maintainer README: exact Wii release, Gekko-to-C++ static recompilation, current full-playthrough status, platform details, and game-data policy","url":"https://github.com/vs-sr-dev/pc-victorious#readme"},{"label":"Maintainer development-session log with current gameplay/runtime milestones","url":"https://github.com/vs-sr-dev/pc-victorious/blob/main/docs/00-sessions.md"},{"label":"Repository MIT license; README limits it to documentation and tools","url":"https://github.com/vs-sr-dev/pc-victorious/blob/main/LICENSE"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/vs-sr-dev/pc-victorious"},{"label":"GitHub releases checked 2026-10-16; no release is listed","url":"https://api.github.com/repos/vs-sr-dev/pc-victorious/releases"},{"label":"Official GitHub Languages API exact repository byte totals","url":"https://api.github.com/repos/vs-sr-dev/pc-victorious/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":14502,"C++":11949,"CMake":476},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-victorious/languages","evidence":"Official GitHub Languages API byte map verified 2026-10-16; predominant language is the largest byte bucket. Full repository byte totals are preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vigilante-8-arcade-xbla-windows-recomp","title":"Vigilante 8 Arcade XBLA Windows Recompilation","game":"Vigilante 8 Arcade","platform":"Xbox 360 XBLA → Windows x86-64","kind":"Recompilation","status":"The README reports playable menus, level loading, and full 3D gameplay at 90 FPS. Source is public; no release assets were found in the repository metadata.","summary":"Static recompilation of the Xbox 360 XBLA title to a native Windows executable. Supported package is title ID `0x584108A8`, XEX2, with `default.xex` and its `.ib`/`.ibz` data files. Requires the user’s own package; no game data is distributed. Code is MIT licensed.","project_url":"https://github.com/sp00nznet/vig8","updated":"2026-10-14","strategy":"Xbox 360 XBLA XEX static recompilation with a native PC runtime","language":"","source_available":"Public source and build notes; requires the user’s own XBLA package; no game files included; MIT license.","first_found":"2026-10-16","project_started":"2026-02-17","programming_language":"C++","subtype":"Xbox 360 XBLA static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: title ID/package layout, playable status, and build information","url":"https://github.com/sp00nznet/vig8/blob/main/README.md"},{"label":"Official GitHub repository metadata: created/updated dates and license","url":"https://api.github.com/repos/sp00nznet/vig8"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":239535,"Python":70176,"CMake":6239},"source_url":"https://api.github.com/repos/sp00nznet/vig8/languages","evidence":"Official GitHub Repository.languages API byte counts: 239,535 bytes of C++, the largest total (75.8% of 315,950 recognized language bytes). These are repository-level counts; generated code, vendored dependencies, launchers, tooling, or other titles in a shared repository affect the total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"village-in-the-shade-steam-english","title":"Village in the Shade English Translation Patch","game":"Village in the Shade","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"English translation v1 for Steam v1.20 build 25311578 released 2026-10-03. Maintainer reports start-to-finish playability and rendering checks; name entry is the stated display issue.","summary":"Japanese-to-English community translation port for Village in the Shade on Steam. It localizes 55,520 strings and selected fonts/textures in a user-installed ZIP mod; requires an existing Steam copy and includes no game files.","project_url":"https://github.com/pedrosousah90-dev/Village-in-the-Shade-English-Patch/releases/tag/v1.20","updated":"2026-10-16","strategy":"Game-specific text, font, and texture fan localization mod","language":"English","source_available":"Public ZIP mod package for an existing Steam game installation; installer includes tools to verify and restore original game files.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Steam game localization mod","target_type":"Game","sources":[{"label":"Maintainer v1.20 release with supported Steam build and package checksum","url":"https://github.com/pedrosousah90-dev/Village-in-the-Shade-English-Patch/releases/tag/v1.20"},{"label":"Maintainer README with install requirements, coverage and testing status","url":"https://github.com/pedrosousah90-dev/Village-in-the-Shade-English-Patch"},{"label":"Official Steam store listing (Japanese supported; English unsupported at review)","url":"https://store.steampowered.com/app/3934250/Village_in_the_Shade/"},{"label":"Official Steam announcements for additional language support","url":"https://steamcommunity.com/app/3934250/allnews/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/pedrosousah90-dev/Village-in-the-Shade-English-Patch/languages","evidence":"GitHub's official repository Languages API for pedrosousah90-dev/Village-in-the-Shade-English-Patch returned this exact byte map on 2026-10-16: {}. No predominant language can be assigned.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response for pedrosousah90-dev/Village-in-the-Shade-English-Patch was an explicit empty map ({}) on 2026-10-16; the repository exposes no language byte totals, so the predominant language remains unknown."}},{"id":"vineflower-java-decompiler","title":"Vineflower","game":"Java and JVM-language class files, JARs, and archives","platform":"Java/JVM bytecode in class files, JARs, ZIPs, and folders; Java 21+ language constructs are documented","kind":"Decompilation","status":"Active; v1.12.0 was released 2026-04-29 and source changes continued through 2026-08-18. Vineflower 1.11+ requires Java 17 or later to run.","summary":"General-purpose Java and JVM-language decompiler, usable as a command-line program or library. It decompiles class files and archives into formatted Java source and supports modern language features such as records, sealed classes, switch expressions, and pattern matching.","project_url":"https://github.com/Vineflower/vineflower","updated":"2026-10-15","strategy":"JVM bytecode control-flow and type reconstruction into Java source","language":"","source_available":"Public Apache-2.0 source repository.","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Java/JVM bytecode decompiler","target_type":"Software","sources":[{"label":"Maintainer README: supported input forms, Java language features, and use modes","url":"https://github.com/Vineflower/vineflower"},{"label":"Version 1.12.0 release (2026-04-29)","url":"https://github.com/Vineflower/vineflower/releases/tag/1.12.0"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/Vineflower/vineflower"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":4086560,"Kotlin":48129,"Scala":2779,"Groovy":1540},"source_url":"https://api.github.com/repos/Vineflower/vineflower/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Vineflower/vineflower reports 4,086,560 bytes of Java, the largest language total (98.7% of 4,139,008 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"cloudflare-vinext-nextjs-16-vite-implementation","title":"vinext (Next.js 16 API reimplementation on Vite)","game":"Next.js 16.x public API surface (App Router and Pages Router)","platform":"Next.js 16.x applications → Vite runtime/build; Cloudflare Workers is the primary native target, with Node.js and Nitro-backed targets at differing support levels","kind":"Reimplementation","status":"Active development; GitHub release vinext@1.2.1 was published 2026-10-15. The README says it is not a drop-in replacement for every workload, reports about 94% full or partial Next.js 16 API coverage, and documents gaps including full Cache Components/PPR behavior and platform-specific behavior.","summary":"Cloudflare's Vite plugin reimplements the public Next.js API so applications can run on Vite rather than the Next.js compiler toolchain. It supports both routers, React Server Components, Server Actions, middleware, route handlers, ISR, and static export, with Cloudflare Workers receiving the deepest integration. Compatibility remains scoped and should be evaluated against the application's actual feature set.","project_url":"https://github.com/cloudflare/vinext","updated":"2026-10-15","strategy":"Independent reimplementation of the public Next.js 16 API as a Vite plugin; project documentation says it does not consume next build output.","language":"","source_available":"Public MIT-licensed source. The project reimplements a public API; it is not a Next.js source fork. README and Cloudflare's announcement describe the scope and known compatibility gaps.","first_found":"2026-10-16","project_started":null,"programming_language":"TypeScript","subtype":"Web framework and deployment/build tool","target_type":"Software","sources":[{"label":"Project README, target version, API coverage, and known gaps","url":"https://github.com/cloudflare/vinext#readme"},{"label":"vinext 1.2.1 release","url":"https://github.com/cloudflare/vinext/releases/tag/vinext%401.2.1"},{"label":"Cloudflare announcement and implementation overview","url":"https://blog.cloudflare.com/vinext/"},{"label":"GitHub repository metadata and push date","url":"https://api.github.com/repos/cloudflare/vinext"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/cloudflare/vinext/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":23008159,"JavaScript":238797,"Shell":83365,"Nix":3487,"CSS":3430},"source_url":"https://api.github.com/repos/cloudflare/vinext/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; TypeScript is the largest bucket at 23,008,159 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vipercard-hypercard","title":"ViperCard","game":"Apple HyperCard (1987)","platform":"Apple Macintosh HyperCard → web browser","kind":"Reimplementation","status":"The repository README identifies an open-source browser rewrite and links a hosted demo, but provides no release or feature-completion milestone; current maturity is unclear.","summary":"Public-source browser rewrite of Apple's 1987 HyperCard, intended for creating animations and interactive art. The README does not claim recovery of Apple's source or binary translation.","project_url":"https://github.com/moltenform/vipercard","updated":"2026-10-15","strategy":"Browser-based rewrite of HyperCard","language":"","source_available":"Public source repository (GPL-3.0) and hosted browser demo","first_found":"2026-10-15","project_started":null,"programming_language":"TypeScript","subtype":"Interactive authoring application","target_type":"Software","sources":[{"label":"Maintainer README: target, rewrite method, source availability, and license","url":"https://github.com/moltenform/vipercard#readme"},{"label":"Maintainer-hosted browser demo","url":"https://www.vipercard.net/"},{"label":"Repository releases page; no tagged releases are listed","url":"https://github.com/moltenform/vipercard/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":2741278,"HTML":160735,"Python":121344,"CSS":31420,"JavaScript":17426},"source_url":"https://api.github.com/repos/moltenform/vipercard/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository moltenform/vipercard (repository API ID 82257226, https://github.com/moltenform/vipercard). The exact response reported 2,741,278 bytes of TypeScript, the largest category, out of 3,072,203 recognized-language bytes (89.2%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"viridite-android-to-horizon-compatibility-layer","title":"Viridite Android-to-Horizon Compatibility Layer","game":"Viridite Android-to-Horizon Compatibility Layer","platform":"Android ARM64/ARM32 native NDK applications → Nintendo Switch Horizon OS (AArch64)","kind":"API Translation","status":"Experimental source-available compatibility layer. The maintainer reports Hill Climb Racing playable on real Switch hardware with touch input, audio, and a locked 60 fps; the README still notes a crash in the Shop screen and that full save-persistence round-trip testing is outstanding. The README says other detected games are not thereby confirmed playable.","summary":"A Nintendo Switch homebrew launcher and Android-runtime compatibility/translation layer. It runs Android native libraries on Horizon OS without Android or a whole-device emulator, adapting the needed Android ABI/API, JNI, filesystem, graphics, and audio behavior to Switch-side services. Hill Climb Racing 1.x is the hardware-tested target; this is a reusable software framework, not a catalog entry for each recognized APK.","project_url":"https://github.com/Viridite/Viridite","updated":"2026-10-16","strategy":"Runtime Android ABI/API translation for Horizon OS: load Android native ELF libraries and bridge JNI, libc, graphics, storage, and audio behavior to Nintendo Switch services.","language":"","source_available":"Public source repository under a custom source-available, non-commercial, attribution/share-alike license; it is not a standard permissive open-source license. No third-party Android application binaries or game data are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android application compatibility layer for Nintendo Switch homebrew","target_type":"Software","sources":[{"label":"Maintainer README: architecture, tested Hill Climb Racing target, hardware-reported playability, and remaining blockers","url":"https://github.com/Viridite/Viridite/blob/main/README.md"},{"label":"Custom Android Horizon NX Free & Source-Available License v1.0","url":"https://github.com/Viridite/Viridite/blob/main/LICENSE"},{"label":"Latest tagged v0.2.133-testing-alpha release; release notes identify included components and build date 2026-08-08","url":"https://github.com/Viridite/Viridite/releases/tag/v0.2.133-testing-alpha"},{"label":"GitHub repository metadata and latest source push checked 2026-10-16","url":"https://api.github.com/repos/Viridite/Viridite"},{"label":"Official GitHub Languages API exact byte totals checked 2026-10-16","url":"https://api.github.com/repos/Viridite/Viridite/languages"}],"media":[{"kind":"image","label":"Viridite APK-browser screen captured on Nintendo Switch and linked directly by the project README","url":"https://raw.githubusercontent.com/Viridite/Viridite/main/docs/screenshots/ui_menu.png","preview_url":"https://raw.githubusercontent.com/Viridite/Viridite/main/docs/screenshots/ui_menu.png","source_url":"https://github.com/Viridite/Viridite/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":452049,"C":214219,"JavaScript":147177,"HTML":67731,"CSS":19645,"Python":13982,"Makefile":11534,"Shell":1978},"source_url":"https://api.github.com/repos/Viridite/Viridite/languages","evidence":"Exact GitHub REST Languages API byte totals for the complete compatibility layer and launcher repository; totals include frontend and support files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"virtua-cop-2-dc-en","title":"Virtua Cop 2 English Patch","game":"Virtua Cop 2","platform":"Dreamcast","kind":"Fan Localization","status":"GDI patch v1.1 released (2026-09-25); CDI support remains future work","summary":"The README lists v1.1 (2026-09-25), a DCP patch for GDI/CUE, and CDI support as future work. The English patch covers helper text, stage titles, and VMU metadata.","project_url":"https://github.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Dreamcast English translation patch","target_type":"Game","sources":[{"label":"Primary project page or release","url":"https://github.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast"}],"media":[{"kind":"image","label":"Image from Virtua Cop 2 English Patch","url":"https://raw.githubusercontent.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast/main/screenshot.png","preview_url":"https://raw.githubusercontent.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast/main/screenshot.png","source_url":"https://github.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast","discovered_on":"2026-10-15"}],"links":[{"kind":"patch","label":"Virtua Cop 2 English v1.1 Dreamcast patch","url":"https://github.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast/releases/download/1.1/Virtua.Cop.2.English.v1.1.dcp","source_url":"https://github.com/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast","notes":"README links this patch file."}],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/DerekPascarella/VirtuaCop2-EnglishPatchDreamcast/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"virtua-cop-model2-recomp","title":"Virtua Cop Model 2 Recompilation","game":"Virtua Cop (Model 2 arcade, Revision A and Revision B ROM sets)","platform":"Sega Model 2 → Windows","kind":"Recompilation","status":"Attract mode and a first-person stage run with native rendering and mouse light-gun input. Playing a stage through to completion is unverified, and sound is not implemented.","summary":"Static recompilation of Virtua Cop's i960 ROM program to C, linked against the separate model2recomp board runtime. The game-specific repository supplies the ROM loader/lifter; users must provide their own Revision A or B ROM set.","project_url":"https://github.com/sp00nznet/virtuacop","updated":"2026-10-15","strategy":"Static Intel i960-to-C recompilation with a native Model 2 board runtime","language":"","source_available":"Public source and tooling; user supplies their own Virtua Cop Revision A or B ROM set; no game ROM data or generated C is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Sega Model 2 game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: static lift, target ROM revisions, gameplay status, and missing audio","url":"https://github.com/sp00nznet/virtuacop#readme"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/sp00nznet/virtuacop/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":20977,"C":4384,"Lua":2032,"CMake":1483},"source_url":"https://api.github.com/repos/sp00nznet/virtuacop/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/sp00nznet/virtuacop reports 20,977 bytes of Python, the largest language total (72.6% of 28,876 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtua-fighter-2-model2-cleanroom-decomp","title":"Virtua Fighter 2 Model 2 Clean-room Decompilation","game":"Virtua Fighter 2","platform":"Sega Model 2A arcade (Version 2.1) → reconstructed C","kind":"Decompilation","status":"Active research, not a complete playable port. The README documents a growing clean-room C17 reconstruction of boot/menu/dispatch/gameplay-adjacent corridors and measured hardware behavior; combat, selection, full geometry, sound and substantial board behavior remain unfinished.","summary":"Non-matching clean-room behavioral reconstruction in C17, validated against controlled observations; not a byte-matching decompilation.","project_url":"https://github.com/celsowm/vf2-decomp","updated":"2026-10-16","strategy":"Non-matching clean-room behavioral reconstruction in C17, validated against controlled observations; not a byte-matching decompilation.","language":"","source_available":"Public source, analysis tooling and tests; no ROMs included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Model 2A clean-room C reconstruction / decompilation research","target_type":"Game","sources":[{"label":"Official project repository and maintainer README","url":"https://github.com/celsowm/vf2-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7517913,"Python":1039651,"C++":345748,"CMake":67126,"PowerShell":13796,"Shell":8089,"Pawn":18},"source_url":"https://api.github.com/repos/celsowm/vf2-decomp/languages","evidence":"GitHub's official repository Languages API reports these repository-wide byte totals; the largest total is listed as the predominant language. Generated or tooling code can affect repository-wide totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"virtua-fighter-2-model2-static-recomp","title":"Virtua Fighter 2 Sega Model 2 Static Recompilation","game":"Virtua Fighter 2","platform":"Sega Model 2 i960 → macOS, Windows, Linux and Steam Deck","kind":"Recompilation","status":"Working native builds are documented; graphics and audio are provided by MAME components, and the user must supply vf2.zip.","summary":"A static recompilation of Virtua Fighter 2’s Model 2 i960 program with a native runtime. This is a separate project from the cataloged Model 2 clean-room decompilation.","project_url":"https://github.com/mr-finster/vf2-recomp","updated":"2026-10-16","strategy":"Sega Model 2 i960 static recompilation with MAME graphics/audio components","language":"","source_available":"Public source repository; copyrighted game data is not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Arcade static recompilation","target_type":"Game","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/mr-finster/vf2-recomp"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/mr-finster/vf2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1810715,"Objective-C++":47493,"HLSL":26077,"Shell":22779,"Python":19113,"Makefile":9365,"C":3831},"source_url":"https://api.github.com/repos/mr-finster/vf2-recomp/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,810,715 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"virtua-fighter-5-ps3-recomp","title":"Virtua Fighter 5 PS3 Recompilation","game":"Virtua Fighter 5","platform":"PlayStation 3 → Windows x64","kind":"Recompilation","status":"WIP; boots and renders four boot logos, stalls before title screen","summary":"Static recompilation of PS3 PowerPC code to C++ with ps3recomp; README details current progress and blocker.","project_url":"https://github.com/sp00nznet/vf5","updated":"2026-09-21","strategy":"Static recompilation","language":"","source_available":"Project repository; see verification metadata for license and excluded game data.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Game-specific static recompilation","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/vf5"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/sp00nznet/vf5"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3412,"CMake":3176,"Shell":2456,"C":2286,"PowerShell":1309},"source_url":"https://api.github.com/repos/sp00nznet/vf5/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (3,412 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtua-fighter-arcade-model1-recomp","title":"Virtua Fighter Model 1 Recompilation","game":"Virtua Fighter (1993 arcade version)","platform":"Sega Model 1 (NEC V60) → Windows, macOS, Linux/Steam Deck","kind":"Recompilation","status":"Working native build; menu, gamepads and two-player mode work. Online play is not yet available. Latest checked release v1.3.0 (2026-10-16 UTC / 2026-10-15 EDT).","summary":"Native PC implementation from the user’s own MAME `vf` ROM set; software and GPU renderers are checked against each other.","project_url":"https://github.com/mr-finster/vf1-recomp","updated":"2026-10-15","strategy":"Recompiles the Model 1 V60 program and reimplements the board’s TGP, rasterizer, tile, sound and I/O systems.","language":"C++","source_available":"Public source repository; user-supplied MAME vf ROM set required; ROMs are not included","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game-specific Sega Model 1 static recompilation with native board-hardware models","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/mr-finster/vf1-recomp"},{"label":"Verified release or build","url":"https://github.com/mr-finster/vf1-recomp/releases/tag/v1.3.0"},{"label":"Owner project site and web build","url":"https://vf1-recomp.pages.dev/"},{"label":"Project owner releases","url":"https://github.com/mr-finster/vf1-recomp/releases"},{"label":"Virtua Fighter Recomp README: ROM requirement and implementation","url":"https://github.com/mr-finster/vf1-recomp#readme"},{"label":"Latest project release","url":"https://github.com/mr-finster/vf1-recomp/releases/latest"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":897558,"HTML":60248,"Python":51627,"Shell":22430,"Objective-C++":15574,"HLSL":12537,"Makefile":8751,"C":6751,"Assembly":3507,"JavaScript":2545},"source_url":"https://api.github.com/repos/mr-finster/vf1-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 897,558 bytes; the manifest breakdown contains all 10 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtua-racing-deluxe-32x-disasm","title":"Virtua Racing Deluxe Disassembly","game":"Virtua Racing Deluxe","platform":"Sega 32X","kind":"Decompilation","status":"The README calls it a complete, buildable disassembly and identifies the v5.0-freeze branch as byte-identical; current work reports 40 FPS output while the game logic remains 20 FPS.","summary":"A documented and buildable 32X disassembly of Virtua Racing Deluxe; separate experimental changes improve display interpolation without changing the original game logic rate.","project_url":"https://github.com/matiaszanolli/sega-vr-disasm","updated":"2026-10-16","strategy":"Matching 32X disassembly with documented runtime experiments","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Complete/buildable 32X disassembly","target_type":"Game","sources":[{"label":"Maintainer README and project details","url":"https://github.com/matiaszanolli/sega-vr-disasm/blob/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":63619201,"Python":1048218,"C":167230,"Makefile":142162,"Shell":27503,"Linker Script":13533},"source_url":"https://api.github.com/repos/matiaszanolli/sega-vr-disasm/languages","evidence":"GitHub's repository Languages API reports the byte totals shown; Assembly has the largest count. This is repository-wide and may include tooling/generated code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"virtua-tennis-dreamcast-decomp","title":"Virtua Tennis Dreamcast Decompilation","game":"Virtua Tennis","platform":"Sega Dreamcast","kind":"Decompilation","status":"Work in progress. The README reports equivalent C for 417 of 3,280 functions (12.7%), no matching C functions yet, and 1,033 named functions for the USA MK-51054 v1.001 build.","summary":"Dreamcast decompilation and rebuild tools for the USA release MK-51054 v1.001. Functionally equivalent C is tested against the original; byte-matching is a further goal. Setup requires the user's own disc and Katana SDK, and refuses other releases.","project_url":"https://github.com/consolesplayingconsoles/virtua-tennis-decomp","updated":"2026-10-15","strategy":"Functional-equivalence decompilation with byte-matching as a further goal","language":"","source_available":"Public source repository; user-supplied Dreamcast disc and Katana SDK required","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Dreamcast functional decompilation","target_type":"Game","sources":[{"label":"Project README: supported release, method, requirements, and progress report","url":"https://github.com/consolesplayingconsoles/virtua-tennis-decomp#readme"},{"label":"Project source repository","url":"https://github.com/consolesplayingconsoles/virtua-tennis-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":255938,"C":55284,"Shell":11836,"Dockerfile":1128},"source_url":"https://api.github.com/repos/consolesplayingconsoles/virtua-tennis-decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/consolesplayingconsoles/virtua-tennis-decomp reports 255,938 bytes of Python, the largest language total (78.9% of 324,186 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtual-hydlide-saturn-recomp","title":"Virtual Hydlide Saturn Recompilation and PC Port","game":"Virtual Hydlide (Europe, MK-81380 V1.000)","platform":"Sega Saturn → native PC","kind":"Recompilation","status":"Work in progress. The README says all 15 programs compile and agree with an interpreter; the game reaches its field with video and sound, and interpolation draws at 60 fps over the game's 12 fps logic. The remaining areas and full playthrough are unverified.","summary":"A game-specific static SH-2-to-C++ recompiler and runtime built on saturnkit, targeting the European MK-81380 V1.000 disc. The repository contains documentation and tools but no game data; users supply their own original disc.","project_url":"https://github.com/vs-sr-dev/pc-virtualhydlide","updated":"2026-10-15","strategy":"Static SH-2-to-C++ recompilation with a native PC runtime","language":"","source_available":"Public source, documentation, and tools; user must provide the original European Saturn disc; no game data or assets are included.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Sega Saturn game-specific static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: target disc, recompilation workflow, and current session status","url":"https://github.com/vs-sr-dev/pc-virtualhydlide#readme"},{"label":"Project video/audio and frame-rate status","url":"https://github.com/vs-sr-dev/pc-virtualhydlide/blob/main/docs/14-frame-rate.md"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/vs-sr-dev/pc-virtualhydlide/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":17280,"C++":4924,"CMake":202},"source_url":"https://api.github.com/repos/vs-sr-dev/pc-virtualhydlide/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/vs-sr-dev/pc-virtualhydlide reports 17,280 bytes of Python, the largest language total (77.1% of 22,406 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtual-jaguar-atari-jaguar","title":"Virtual Jaguar (libretro continuation)","game":"All compatible Atari Jaguar and Jaguar CD software","platform":"Atari Jaguar (1993) and Jaguar CD","kind":"Emulator","status":"Active continuation; recent releases","summary":"Open-source continuation of the Virtual Jaguar emulator, packaged as a libretro core. Current development covers Jaguar cartridges, Jaguar CD, and peripherals; it remains experimental relative to the closed-source BigPEmu.","project_url":"https://github.com/libretro/virtualjaguar-libretro","updated":"2026-10-16","strategy":"Software emulation of Jaguar processors, video, audio, CD hardware, and supported peripherals.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Atari Jaguar and Jaguar CD emulator core for Libretro","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/libretro/virtualjaguar-libretro"},{"label":"Project site and current core documentation links","url":"https://jaguar.provenance-emu.com/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/libretro/virtualjaguar-libretro"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13749780,"C++":2331733,"Shell":483775,"Assembly":446599,"Python":323437,"Makefile":198479,"CMake":139839,"HTML":67186,"PowerShell":56338,"CSS":23933,"Objective-C++":14144,"Swift":9583,"Inno Setup":7389,"GDB":5414,"Perl":3653,"Slang":3321,"Batchfile":3054,"Dockerfile":2883},"source_url":"https://api.github.com/repos/libretro/virtualjaguar-libretro/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/libretro/virtualjaguar-libretro reports 13,749,780 bytes of C, the largest language total (76.9% of 17,870,540 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtual-on-oratorio-tangram-xbla-recomp","title":"Virtual On: Oratorio Tangram Xbox 360 Static Recompilation","game":"Virtual On: Oratorio Tangram (Xbox 360 / XBLA)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"README labels the project Phase 1: extraction, XEX analysis, configuration, and source scaffold are checked, but first recompilation pass, clean compile, game boot, graphics initialization, and gameplay are all unchecked. No release is listed.","summary":"A source repository and extraction/code-generation scaffold for the XBLA game. The generated C++ is produced locally from a user-provided, legally obtained `default.xex` and is not committed.","project_url":"https://github.com/sp00nznet/voot","updated":"2026-10-14","strategy":"XenonRecomp PowerPC-to-C++ static recompilation with ReXGlue runtime glue","language":"","source_available":"Public project source; README says no game code/assets are included and requires the user’s legally obtained Xbox 360 game.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Phase 1 scaffold only; project-specific code generation has not run","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/voot"},{"label":"Maintainer README: target, implementation, requirements, and status","url":"https://github.com/sp00nznet/voot/blob/main/README.md"},{"label":"GitHub repository API: canonical identity and checked repository activity","url":"https://api.github.com/repos/sp00nznet/voot"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/sp00nznet/voot/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":54492,"C++":24222,"CMake":2276},"source_url":"https://api.github.com/repos/sp00nznet/voot/languages","evidence":"GitHub's official Languages API reports Python: 54,492 bytes, C++: 24,222 bytes, CMake: 2,276 bytes. Python is the largest repository-wide byte total; this does not imply that generated game code or platform-specific runtime code is written only in that language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"virtual-pro-wrestling-64-n64-windows-recomp","title":"Virtual Pro Wrestling 64 N64 Windows Recompilation","game":"Virtual Pro Wrestling 64","platform":"Nintendo 64 → native Windows PC","kind":"Recompilation","status":"Beta; the README reports boot, high-resolution rendering, music, gamepad/keyboard controls, and persistent saves. It notes users have reported occasional post-match freezes with a translation beta.","summary":"Native PC port using N64Recomp static recompilation; no game files are included.","project_url":"https://github.com/jessetbh/VPW64Recomp","updated":"2026-10-16","strategy":"N64 static recompilation with N64Recomp and N64ModernRuntime","language":"","source_available":"Public source and build configuration; no game files. Requires the user’s own supported N64 ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Static recompilation; native PC port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/jessetbh/VPW64Recomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/jessetbh/VPW64Recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":77406,"Python":67314,"C":38678,"CMake":10395,"PowerShell":5301,"BitBake":2956},"source_url":"https://api.github.com/repos/jessetbh/VPW64Recomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C++, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"virtualfriend","title":"VirtualFriend","game":"Nintendo Virtual Boy","platform":"Apple Vision Pro and iOS","kind":"Emulator","status":"Public source received updates through 2026-08-09; latest formal release is 1.0.0 from 2024-08-08.","summary":"Virtual Boy emulator designed for Apple Vision Pro, with an iOS version and public Rust source.","project_url":"https://github.com/agg23/virtualfriend","updated":"2026-08-09","strategy":"Virtual Boy system emulation implemented in a multiplatform Rust application, designed for Apple Vision Pro.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Virtual Boy / Apple Vision","target_type":"Software","sources":[{"label":"Official project README documents emulation method or project scope","url":"https://github.com/agg23/virtualfriend"},{"label":"Maintainer release history","url":"https://github.com/agg23/virtualfriend/releases"},{"label":"Official App Store listing linked by the project","url":"https://apps.apple.com/app/virtualfriend-vb-emulator/id6479948317"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/agg23/virtualfriend"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":260500,"Swift":167010,"Objective-C":14056,"JavaScript":1155,"Makefile":1019,"C":351},"source_url":"https://api.github.com/repos/agg23/virtualfriend/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/agg23/virtualfriend reports 260,500 bytes of Rust, the largest language total (58.7% of 444,091 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"virtualxt-pcxt","title":"VirtualXT","game":"IBM PC/XT-compatible software","platform":"Turbo PC/XT (8088/V20); native platforms and browser","kind":"Emulator","status":"Maintained on Codeberg; latest tag v3.0 (2026-06-10); last repository commit 2026-07-29. README links to a browser version.","summary":"A portable C11 Turbo PC/XT emulator with ISA passthrough, direct host-file sharing, debugging and a PC/XT BIOS with extensions. User-selected disk images provide the guest software.","project_url":"https://codeberg.org/virtualxt/virtualxt","updated":"2026-10-16","strategy":"Full IBM PC/XT hardware emulation.","language":"","source_available":"Public Codeberg source repository; repository API returned no license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Browser and desktop PC/XT emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/virtualxt/virtualxt"},{"label":"Official GitHub releases","url":"https://github.com/virtualxt/virtualxt/releases"},{"label":"Official browser build","url":"https://virtualxt.org/"},{"label":"Official Codeberg repository API (public visibility and license metadata)","url":"https://codeberg.org/api/v1/repos/virtualxt/virtualxt"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1276200,"Assembly":531480,"C++":46552,"JavaScript":33774,"Makefile":20928,"TypeScript":15013,"Shell":11446,"Python":10645,"HTML":5732,"Dockerfile":1751},"source_url":"https://codeberg.org/api/v1/repos/virtualxt/virtualxt/languages","evidence":"Codeberg official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"visualboyadvance-m","title":"VisualBoyAdvance-M (VBA-M)","game":"Game Boy/Game Boy Color/Game Boy Advance","platform":"Windows, macOS, Linux, Android, libretro platforms","kind":"Emulator","status":"Active community continuation of the original VisualBoyAdvance project.","summary":"Widely used VBA successor that continues the original emulator lineage and provides desktop, Android, and libretro builds.","project_url":"https://github.com/visualboyadvance-m/visualboyadvance-m","updated":"2026-10-15","strategy":"Standalone software emulator and libretro core.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Game Boy/Game Boy Advance emulator and Libretro core","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/visualboyadvance-m/visualboyadvance-m"},{"label":"Official project site","url":"https://visualboyadvance-m.org/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/visualboyadvance-m/visualboyadvance-m"}],"media":[{"kind":"image","label":"VisualBoyAdvance-M running on Android","url":"https://www.visualboyadvance-m.org/screenshots/android.jpg","preview_url":"https://www.visualboyadvance-m.org/screenshots/android.jpg","source_url":"https://www.visualboyadvance-m.org/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":8400757,"C":1408482,"Java":523688,"CMake":514843,"Assembly":325109,"Shell":240450,"Objective-C++":90157,"Objective-C":42035,"Lua":21354,"PowerShell":14421,"Makefile":4861,"Roff":4762,"Yacc":3430,"Lex":2970,"Metal":2718,"GLSL":937,"Nix":746,"Batchfile":681,"Perl":35},"source_url":"https://api.github.com/repos/visualboyadvance-m/visualboyadvance-m/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/visualboyadvance-m/visualboyadvance-m reports 8,400,757 bytes of C++, the largest language total (72.4% of 11,602,436 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-64-vita-kart64","title":"Vita Kart 64: Mario Kart 64 Vita Port","game":"Mario Kart 64","platform":"Nintendo 64 (US) → PlayStation Vita","kind":"Decompilation","status":"The v0.1.0 source/tooling release (2026-08-25) documents a Vita hardware build path and VPK generation from the user's own ROM. It explicitly contains no VPK, game data, or hardware-run evidence, so Vita gameplay has not been confirmed from the public release.","summary":"PS Vita-specific adaptation of the Spaghetti Kart / Mario Kart 64 decompilation runtime, with Vita rendering, performance, archive preparation, and install/test tooling. The player supplies a US ROM and generates local archives; the published release contains source and tools only.","project_url":"https://github.com/TheGh0stShip/VitaKart64","updated":"2026-10-16","strategy":"Native PlayStation Vita adaptation of the Mario Kart 64 decompilation runtime, with a documented local VPK build workflow.","language":"","source_available":"Public source/tooling release only; the user supplies the US ROM and generates game archives. No VPK or game files are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Maintainer README: Vita hardware target, N64 source, ROM requirements, and build workflow","url":"https://github.com/TheGh0stShip/VitaKart64"},{"label":"v0.1.0 release notes: included tooling and explicit absence of VPK / hardware evidence","url":"https://github.com/TheGh0stShip/VitaKart64/releases/tag/v0.1.0"},{"label":"Upstream Spaghetti Kart decompilation runtime","url":"https://github.com/HarbourMasters/SpaghettiKart"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18979317,"C++":14176805,"Python":408689,"CMake":227270,"Objective-C++":130685,"Makefile":34714,"Shell":22876,"HLSL":22256,"Objective-C":20283,"GLSL":19223,"Metal":19049,"Meson":17153,"Batchfile":8242,"Dockerfile":3804,"Lua":3108,"HTML":2264,"Kotlin":1513,"BitBake":947,"GDB":555},"source_url":"https://api.github.com/repos/TheGh0stShip/VitaKart64/languages","evidence":"Official GitHub REST Languages endpoint byte counts fetched 2026-10-16; the predominant language is the largest reported total. Repository-level counts can include build tooling, vendored code, and other recognized content, so they do not isolate implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vita-recomp-kit-static-recompiler-framework","title":"Vita Recomp Kit","game":"PlayStation Vita titles (multi-title static-recompilation toolchain)","platform":"PlayStation Vita ARMv7-A/Thumb-2 modules → native C++ DLLs loaded by a modified Vita3K build on Windows","kind":"Recompilation","status":"The public toolchain is already used as a submodule by two game ports: Soul Sacrifice Delta and Shinobido 2. It provides ELF analysis, code generation, comparison tests and scripts for building game modules and the Vita3K fork. Game compatibility and story status are maintained by those separate game repositories.","summary":"vita-recomp-kit is a shared Vita static-recompilation toolchain that generates C++ DLLs and loads them through a modified Vita3K runtime. Its README names Soul Sacrifice Delta and Shinobido 2 as consuming game projects.","project_url":"https://github.com/vita-recomps/vita-recomp-kit","updated":"2026-10-16","strategy":"Static ARM/Thumb-2-to-C++ recompilation with generated DLLs loaded by the project’s Vita3K fork","language":"","source_available":"Public MIT-licensed source. The README says game dumps, generated C++ and game data remain local and are not included.","first_found":"2026-10-16","project_started":"2026-10-13","programming_language":"Python","subtype":"PlayStation Vita static-recompiler toolchain","target_type":"Software","sources":[{"label":"Primary project repository","url":"https://github.com/vita-recomps/vita-recomp-kit"},{"label":"Maintainer README: target, implementation and current status","url":"https://github.com/vita-recomps/vita-recomp-kit#readme"},{"label":"Official GitHub repository metadata (created 2026-10-13, last pushed 2026-10-15)","url":"https://api.github.com/repos/vita-recomps/vita-recomp-kit"},{"label":"Current primary README","url":"https://github.com/vita-recomps/vita-recomp-kit/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/vita-recomps/vita-recomp-kit/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":282581,"C++":71979,"CMake":5296,"PowerShell":5166},"source_url":"https://api.github.com/repos/vita-recomps/vita-recomp-kit/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vita3k","title":"Vita3K","game":"PlayStation Vita games and applications","platform":"PlayStation Vita","kind":"Emulator","status":"Active experimental project with continuous builds; the official compatibility tracker showed about 64% of tested titles playable on 2026-10-08.","summary":"The first functional open-source PS Vita emulator, with commercial-game support tracked by the maintainers.","project_url":"https://github.com/Vita3K/Vita3K","updated":"2026-10-16","strategy":"Full PS Vita system emulation, with emulated platform services, CPU execution, and graphics translation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita system emulator","target_type":"Software","sources":[{"label":"Official source repository","url":"https://github.com/Vita3K/Vita3K"},{"label":"Official project site","url":"https://vita3k.org/"},{"label":"Official compatibility tracker","url":"https://vita3k.org/compatibility"},{"label":"Official upstream release history","url":"https://github.com/Vita3K/Vita3K/releases"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Vita3K/Vita3K"}],"media":[{"kind":"image","label":"Persona 4 Golden screenshot","url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/P4G.png","preview_url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/P4G.png","source_url":"https://github.com/Vita3K/Vita3K/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"A Rose in the Twilight screenshot","url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/A%20Rose%20in%20the%20Twilight.png","preview_url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/A%20Rose%20in%20the%20Twilight.png","source_url":"https://github.com/Vita3K/Vita3K/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Alone with You screenshot","url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/Alone%20With%20You.png","preview_url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/Alone%20With%20You.png","source_url":"https://github.com/Vita3K/Vita3K/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"VA-11 HALL-A screenshot","url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/VA-11%20HALL-A.png","preview_url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/VA-11%20HALL-A.png","source_url":"https://github.com/Vita3K/Vita3K/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Fruit Ninja Screenshot","url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/Fruit%20Ninja.png","preview_url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/Fruit%20Ninja.png","source_url":"https://github.com/Vita3K/Vita3K/blob/master/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Jetpack Joyride Screenshot","url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/Jetpack%20Joyride.png","preview_url":"https://raw.githubusercontent.com/Vita3K/Vita3K/master/_readme/screenshots/Jetpack%20Joyride.png","source_url":"https://github.com/Vita3K/Vita3K/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6579054,"Kotlin":671626,"Java":110232,"CMake":64710,"GLSL":31439,"Python":20632,"Shell":16261,"Makefile":1771,"Objective-C++":967,"Batchfile":392,"PowerShell":294},"source_url":"https://api.github.com/repos/Vita3K/Vita3K/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Vita3K/Vita3K reports 6,579,054 bytes of C++, the largest language total (87.8% of 7,497,378 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vitagl","title":"vitaGL","game":"PlayStation Vita homebrew using OpenGL (multi-title)","platform":"A subset of OpenGL → Sony SceGxm on PlayStation Vita; 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The README describes a subset of OpenGL rather than full OpenGL compatibility and documents an on-console shader-library prerequisite.","summary":"An open-source hardware-accelerated OpenGL wrapper for PlayStation Vita development that translates supported OpenGL calls to SceGxm equivalents. The project documents a subset of OpenGL functions and requires homebrew users to extract and decrypt libshacccg.suprx on their console.","project_url":"https://github.com/Rinnegatamante/vitaGL","updated":"2026-10-15","strategy":"OpenGL-to-console GPU API translation","language":"","source_available":"Public source","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita OpenGL wrapper/driver","target_type":"Software","sources":[{"label":"vitaGL README and prerequisites","url":"https://github.com/Rinnegatamante/vitaGL"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1858780,"C++":384666,"Makefile":5698,"Batchfile":134},"source_url":"https://api.github.com/repos/Rinnegatamante/vitaGL/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository Rinnegatamante/vitaGL (repository API ID 115822316, https://github.com/Rinnegatamante/vitaGL). The exact response reported 1,858,780 bytes of C, the largest category, out of 2,249,278 recognized-language bytes (82.6%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vitals-clone-macos-monitor-reconstruction","title":"VitalsClone (Vitals macOS activity monitor reconstruction)","game":"Vitals macOS activity-monitor application","platform":"macOS 15 or later (build uses the macOS 26.5 SDK)","kind":"Reimplementation","status":"Public early-stage source project; latest main-branch commit checked 2026-10-11, with no GitHub release listed. The README says it was rebuilt from static analysis of the shipped Vitals app without original source code. It documents live system/app metrics, per-app GPU/network usage, dev-project ports, sleep assertions, and process controls. The project does not claim binary compatibility with the original app.","summary":"A native SwiftUI menu-bar activity monitor that reconstructs selected Vitals app behavior from static analysis of the shipped macOS application. Its published scope includes system and per-app CPU, memory, disk, network, and GPU readings, plus process and developer-server utilities.","project_url":"https://github.com/Samin12/vitals-clone","updated":"2026-10-16","strategy":"Project-described static analysis of the shipped app followed by an independent SwiftUI reimplementation; the README states no original source was used.","language":"","source_available":"Public GitHub source repository; no repository license is declared, so reuse terms are unverified.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"macOS system-activity monitor","target_type":"Software","sources":[{"label":"Project README: target, stated method, feature scope, build requirements","url":"https://github.com/Samin12/vitals-clone/blob/main/README.md"},{"label":"Swift package manifest: macOS deployment target","url":"https://github.com/Samin12/vitals-clone/blob/main/Package.swift"},{"label":"Original Vitals product site referenced by the project","url":"https://vitalsmac.com"},{"label":"Latest checked source commit (2026-10-11)","url":"https://github.com/Samin12/vitals-clone/commit/fc9556eda06792f5e642255fd271b6a42dd106e8"},{"label":"GitHub repository metadata, including license status","url":"https://api.github.com/repos/Samin12/vitals-clone"},{"label":"GitHub Languages API (official language breakdown)","url":"https://api.github.com/repos/Samin12/vitals-clone/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":114909,"Shell":1693},"source_url":"https://api.github.com/repos/Samin12/vitals-clone/languages","evidence":"GitHub’s official Languages REST endpoint reports Swift as the predominant language (114,909 bytes; 98.5% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vitaquake","title":"vitaQuake","game":"Quake","platform":"Quake WinQuake source and game data → PlayStation Vita","kind":"Reimplementation","status":"The maintainer describes vitaQuake as a Quake engine source port for PS Vita. The README documents support for Quake's official mission packs and lists mod compatibility per title; it does not claim full campaign completion. Game data is supplied separately.","summary":"Native PlayStation Vita adaptation of the WinQuake codebase, with Vita-specific controls, audio tracks, expansion and mod support.","project_url":"https://github.com/Rinnegatamante/vitaQuake","updated":"2026-10-15","strategy":"Port WinQuake source to the Vita SDK and adapt rendering, input, and audio to Vita hardware","language":"","source_available":"Public source repository; original Quake or shareware data is required separately","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita source port","target_type":"Game","sources":[{"label":"Maintainer README: source-port scope, expansion support, and per-mod compatibility notes","url":"https://github.com/Rinnegatamante/vitaQuake"},{"label":"Maintainer release page","url":"https://github.com/Rinnegatamante/vitaQuake/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1259950,"C++":104308,"Makefile":3399},"source_url":"https://api.github.com/repos/Rinnegatamante/vitaQuake/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Rinnegatamante/vitaQuake reports 1,259,950 bytes of C, the largest language total (92.1% of 1,367,657 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vitarecomp-static-recompiler-framework","title":"vitarecomp","game":"PlayStation Vita software (multi-title framework)","platform":"PlayStation Vita SELF/ELF and ARMv7-A/Thumb-2 binaries → generated C and native host runtime","kind":"Recompilation","status":"Active; latest source push checked 2026-08-20, with no tagged release listed. The maintainer reports phases 1–5 complete and phase 6 (runtime/HLE) in progress; generated programs still trap on unsupported instructions and firmware calls.","summary":"Static ARM-to-C recompilation toolkit for Vita software, with SELF/ELF extraction, function discovery, C emission, and runtime services. The README reports an end-to-end compile/link/run pipeline and uses Uncharted: Fight for Fortune to measure translation coverage; game compatibility is not established by code-generation coverage alone.","project_url":"https://github.com/sp00nznet/vitarecomp","updated":"2026-10-15","strategy":"Ahead-of-time Vita ARMv7-A/Thumb-2 translation into C with HLE runtime services","language":"","source_available":"Public MIT-licensed source repository; game dumps and keys are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PlayStation Vita static recompiler framework","target_type":"Software","sources":[{"label":"Maintainer README: pipeline and phase status, including HLE work in progress","url":"https://github.com/sp00nznet/vitarecomp"},{"label":"Detailed project roadmap","url":"https://github.com/sp00nznet/vitarecomp/blob/main/docs/ROADMAP.md"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/vitarecomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/sp00nznet/vitarecomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":320024,"CMake":3877},"source_url":"https://api.github.com/repos/sp00nznet/vitarecomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/sp00nznet/vitarecomp reports 320,024 bytes of C, the largest language total (98.8% of 323,901 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"viva-pinata-xbox360-recomp","title":"Viva Piñata Recompiled","game":"Viva Piñata","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"README labels the build playable; Windows 11 is the listed target.","summary":"Native Windows build of the Xbox 360 game using the ReXGlue SDK; the project also offers an optional Russian fan localization.","project_url":"https://github.com/crabinacrabic/vivapinatarecomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/crabinacrabic/vivapinatarecomp#readme"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/crabinacrabic/vivapinatarecomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/crabinacrabic/vivapinatarecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":169876,"Python":96941,"CMake":13129,"C":5715,"Batchfile":130},"source_url":"https://api.github.com/repos/crabinacrabic/vivapinatarecomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"viva-pinata-trouble-in-paradise-recomp","title":"Viva Piñata: Trouble in Paradise Recompiled (ReTiP)","game":"Viva Piñata: Trouble in Paradise","platform":"Xbox 360 → Windows / Linux (macOS planned)","kind":"Recompilation","status":"The current README documents a native renderer alongside the standard ReXGlue/Xenia-renderer development path. Windows and Linux are described; macOS is planned. The native renderer/backend source is not public, and the project does not document full-campaign completion.","summary":"Xbox 360 static recompilation project for Viva Piñata: Trouble in Paradise. The README documents Windows and Linux builds and a native renderer path, while noting that its renderer/backend source is withheld; macOS is planned.","project_url":"https://github.com/SolarCookies/TiP-Recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Partial public source repository; README says the native renderer/backend is not public.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/SolarCookies/TiP-Recomp#readme"},{"label":"Latest project release (1.13.0)","url":"https://github.com/SolarCookies/TiP-Recomp/releases/tag/1.13.0"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/SolarCookies/TiP-Recomp/languages"},{"label":"Maintainer repository and current README","url":"https://github.com/SolarCookies/TiP-Recomp"},{"label":"Latest release v1.13.0","url":"https://github.com/SolarCookies/TiP-Recomp/releases"},{"label":"Community update in r/VivaPinata","url":"https://www.reddit.com/r/VivaPinata/comments/1s6zwry/viva_pinata_trouble_in_paradise_recompiled/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":478476,"HLSL":101832,"C":89771,"CMake":1480},"source_url":"https://api.github.com/repos/SolarCookies/TiP-Recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vkd3d-upstream","title":"vkd3d (Wine upstream)","game":"Direct3D 12 software through Wine","platform":"Direct3D 12 → Vulkan for Windows applications running through Wine on Unix-like hosts; upstream Wine library, distinct from vkd3d-proton.","kind":"API Translation","status":"Active Wine upstream project; WineHQ announced vkd3d 2.1 on 2026-08-24. Release notes define feature coverage; the API is not presented as fully conformant D3D12.","summary":"Wine's upstream Direct3D 12 implementation translates the graphics API to Vulkan for Windows applications running through Wine. This is the upstream library, separate from the already cataloged VKD3D-Proton gaming fork.","project_url":"https://gitlab.winehq.org/wine/vkd3d","updated":"2026-10-15","strategy":"Direct3D 12 graphics API translation to Vulkan","language":"","source_available":"Public WineHQ GitLab source under LGPL-2.1-or-later; individual files may carry separate notices.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Graphics API translation library","target_type":"Software","sources":[{"label":"Wine upstream vkd3d repository","url":"https://gitlab.winehq.org/wine/vkd3d"},{"label":"WineHQ vkd3d 2.1 release announcement (2026-08-24)","url":"https://www.winehq.org/news/3"},{"label":"WineHQ GitLab project API: public source project identity/visibility; checked 2026-10-16","url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fvkd3d"},{"label":"vkd3d project license terms (COPYING); checked 2026-10-16","url":"https://gitlab.winehq.org/wine/vkd3d/-/raw/master/COPYING"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":93.25,"Yacc":4.19,"Objective-C":0.64,"Lex":0.59,"Makefile":0.35},"source_url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fvkd3d/languages","evidence":"GitLab's official project Languages API reports 93.25% C, the largest share in its full percentage breakdown.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vkd3d-proton","title":"vkd3d-proton","game":"Windows Direct3D 12 games (multi-title)","platform":"Direct3D 12 → Vulkan; primarily Linux through Wine/Proton, with Windows builds mainly intended for development/testing. 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The project documents passing D3D12 feature-level, adapter-identity, smoke, and windowed-presentation probes, but explicitly says these are not broad gameplay-stability claims. The released D3D12/Wine modules are x86-64; MoltenVK is universal.","summary":"A reproducible macOS runtime packaging and compatibility fork that combines VKD3D-Proton, a matching DXVK-macOS DXGI provider, and a universal MoltenVK build to expose D3D12 through Vulkan on Metal. Its validation includes feature-level creation and synthetic swapchain/presentation tests; no game-wide compatibility claim is made.","project_url":"https://github.com/metalsharp/VKD3D-Proton-MacOS","updated":"2026-08-16","strategy":"Direct3D 12 to Vulkan with a MoltenVK-to-Metal backend and matched DXGI/Wine modules","language":"","source_available":"Public source repository and v1.0 runtime release","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wine Direct3D 12 compatibility runtime","target_type":"Software","sources":[{"label":"Project README and architecture","url":"https://github.com/metalsharp/VKD3D-Proton-MacOS#readme"},{"label":"v1.0 release package and validation summary","url":"https://github.com/metalsharp/VKD3D-Proton-MacOS/releases/tag/v1.0"},{"label":"Final-state notes and explicit gameplay-coverage limits","url":"https://github.com/metalsharp/VKD3D-Proton-MacOS/blob/main/docs/Final.md"},{"label":"Runtime feature and validation matrix","url":"https://github.com/metalsharp/VKD3D-Proton-MacOS/blob/main/docs/features.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":410597,"Objective-C++":86430,"Shell":83644,"Makefile":7070,"HLSL":3418,"Objective-C":2476,"GLSL":509,"Metal":340},"source_url":"https://api.github.com/repos/metalsharp/VKD3D-Proton-MacOS/languages","evidence":"Official GitHub REST Languages API byte counts for metalsharp/VKD3D-Proton-MacOS: {\"C\":410597,\"GLSL\":509,\"HLSL\":3418,\"Makefile\":7070,\"Metal\":340,\"Objective-C\":2476,\"Objective-C++\":86430,\"Shell\":83644}. C is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vkmt-arm64-wine-fex-macos","title":"VKMT Wine (ARM64 Wine + FEX for macOS)","game":"Windows ARM64, ARM64EC, x86-64, and i386 applications under Wine","platform":"Windows ARM64/ARM64EC/x86-64/i386 applications → Apple Silicon macOS; ARM64 Wine host with FEX guest translators","kind":"API Translation","status":"The VKMT-1.0 release was published 2026-08-01. Its README says Steam can install and run, while i386/WoW64 mapping is still incomplete; broad application compatibility is not claimed.","summary":"An Apple-Silicon-native Wine runtime that keeps Wine and its Unix host boundary ARM64, then uses FEX xtajit64 and xtajit to translate x86-64 and i386 Windows guest code. Unlike Rosetta-based Wine builds, its documented route does not depend on Rosetta. The runtime bundles and patches several third-party graphics/runtime components; it is a compatibility runtime, not a new Direct3D translator.","project_url":"https://github.com/metalsharp/VKMT-Wine","updated":"2026-08-01","strategy":"ARM64 Wine API compatibility plus FEX x86-64/i386 guest-code translation","language":"","source_available":"Public source repository and downloadable runtime release","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Apple Silicon Windows compatibility runtime","target_type":"Software","sources":[{"label":"Project README: architecture, current limitation, and release link","url":"https://github.com/metalsharp/VKMT-Wine#readme"},{"label":"Quick start and runtime requirements","url":"https://github.com/metalsharp/VKMT-Wine/blob/main/docs/quick-start.md"},{"label":"VKMT-1.0 release","url":"https://github.com/metalsharp/VKMT-Wine/releases/tag/VKMT-1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":364644,"Shell":222962,"Java":60588,"Rust":9549,"JavaScript":7807,"Python":6542,"CMake":1263,"NSIS":912,"Inno Setup":482,"C++":435},"source_url":"https://api.github.com/repos/metalsharp/VKMT-Wine/languages","evidence":"Official GitHub REST Languages API byte counts for metalsharp/VKMT-Wine: {\"C\":364644,\"C++\":435,\"CMake\":1263,\"Inno Setup\":482,\"Java\":60588,\"JavaScript\":7807,\"NSIS\":912,\"Python\":6542,\"Rust\":9549,\"Shell\":222962}. C is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vkwind-d3d9-vulkan-translation","title":"VKWIND (Direct3D 9 to Vulkan for Android)","game":"Windows Direct3D 9 games and applications (multi-title)","platform":"Windows Direct3D 9 applications through Wine/Winlator → ARM64 Android with Vulkan; designed for Mali GPUs","kind":"API Translation","status":"The latest GitHub release found is v0.5.3 (2026-10-05), with d3d9.so and a Winlator component package. The README documents an Android ARM64 build and lists 48/48 maintainer-reported tests, but it also contains incomplete Direct3D 9 features and gives an older v0.5.2 package name in its Winlator setup steps. No named commercial-game compatibility result is reported in the README.","summary":"An early Direct3D 9-to-Vulkan translation layer intended to run Windows 3D applications in Wine/Winlator on Android, with a design focus on ARM64 Mali GPUs. It implements a partial D3D9 device, Vulkan backend, and shader/state translation; the README lists missing SM3 addressing modes, D3DX, MSAA, cube maps, 3D textures, and palette textures. It is a general compatibility layer, not a title-specific Android port.","project_url":"https://github.com/ggt64818-sys/vkwind","updated":"2026-10-05","strategy":"Direct3D 9 API and shader translation to Vulkan for Wine/Winlator on Android ARM64 Mali devices.","language":"","source_available":"Public MIT-licensed source and Android ARM64 build instructions; GitHub release assets include Android shared-library and Winlator component builds.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android/Winlator Direct3D 9 translation layer; partial API implementation","target_type":"Software","sources":[{"label":"Maintainer README: API scope, incomplete features, Android/Mali target, tests, and Winlator setup","url":"https://github.com/ggt64818-sys/vkwind#readme"},{"label":"Latest release found: v0.5.3 Android and Winlator component assets","url":"https://github.com/ggt64818-sys/vkwind/releases/tag/v0.5.3"},{"label":"Android ARM64 cross-compilation configuration","url":"https://github.com/ggt64818-sys/vkwind/blob/main/android-arm64.txt"},{"label":"Project license","url":"https://github.com/ggt64818-sys/vkwind/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":689144,"Meson":3465,"GLSL":2691,"Python":2151},"source_url":"https://api.github.com/repos/ggt64818-sys/vkwind/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 689,144 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vkwind11-d3d10-12-vulkan-translation","title":"VKWIND11 (Direct3D 10/11/12 to Vulkan for Android)","game":"Windows Direct3D 10, 11, and 12 games and applications (multi-title)","platform":"Windows Direct3D 10/11/12 applications through Wine/Winlator → ARM64 Android with Vulkan; designed for Mali GPUs","kind":"API Translation","status":"The latest GitHub release found is v0.2.2 (2026-09-30), with Android .so libraries and Winlator .tzst component packages. The README's feature and usage sections still describe v0.2.0 and v0.2.0 package names, so version-specific instructions may lag the release. The README reports 35/35 maintainer tests and documents partial D3D11/D3D12, DXGI, and SM4/DXBC-to-SPIR-V support; it does not name a commercial game test.","summary":"A young Direct3D 10/11/12-to-Vulkan translation layer for Windows software running in Wine/Winlator on ARM64 Android. The repository includes a documented Android ARM64 cross-build and component packages, but the implementation is partial and the maintainer's test count is not a commercial-game compatibility report. It is a general translation layer, not a title-specific Android port.","project_url":"https://github.com/ggt64818-sys/vkwind11","updated":"2026-10-04","strategy":"Partial Direct3D 10/11/12, DXGI, and shader translation to Vulkan for Wine/Winlator on Android ARM64.","language":"","source_available":"Public MIT-licensed source and Android ARM64 build instructions; GitHub release assets include Android shared libraries and Winlator component packages.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android/Winlator Direct3D 10/11/12 translation layer; partial API implementation","target_type":"Software","sources":[{"label":"Maintainer README: Direct3D scope, Android build, partial implementation status, and test claims","url":"https://github.com/ggt64818-sys/vkwind11#readme"},{"label":"Latest release found: v0.2.2 Android shared libraries and Winlator components","url":"https://github.com/ggt64818-sys/vkwind11/releases/tag/v0.2.2"},{"label":"Android ARM64 cross-compilation configuration","url":"https://github.com/ggt64818-sys/vkwind11/blob/master/android-arm64.txt"},{"label":"Project license","url":"https://github.com/ggt64818-sys/vkwind11/blob/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":680155,"C":8611,"Meson":4691},"source_url":"https://api.github.com/repos/ggt64818-sys/vkwind11/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 680,155 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vlc-android","title":"VLC for Android","game":"VLC media player","platform":"Windows/macOS/Linux PC → Android/Android TV/ChromeOS","kind":"Reimplementation","status":"The official Android app is available through VideoLAN's download page and Google Play, with a public application-source repository and Android/NDK build instructions. The cited project pages do not state a minimum Android version, CPU ABI floor, or tested device matrix.","summary":"Native Android media player using the shared VLC/libVLC engine. Users provide local media files or network streams. GitHub's source-language breakdown includes C++, Java, and Kotlin rather than Kotlin alone.","project_url":"https://code.videolan.org/videolan/vlc-android","updated":"2026-10-15","strategy":"Native Android application port using the shared VLC media engine","language":"","source_available":"Public Android application source and official download/store listing; users provide media or network streams","first_found":"2026-10-15","project_started":null,"programming_language":"Kotlin","subtype":"Native Android media player","target_type":"Software","sources":[{"label":"Official Android application source","url":"https://github.com/videolan/vlc-android"},{"label":"VLC project source and supported platforms","url":"https://github.com/videolan/vlc"},{"label":"Official Android app listing","url":"https://play.google.com/store/apps/details?id=org.videolan.vlc"},{"label":"Official VideoLAN Android source repository","url":"https://code.videolan.org/videolan/vlc-android"},{"label":"Official Android download and installation","url":"https://www.videolan.org/vlc/download-android.html"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/videolan/vlc-android/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Kotlin","breakdown":{"Kotlin":4369286,"Java":310741,"C++":230391,"Shell":70182,"AIDL":20485,"Ruby":7956,"Python":5006,"CMake":2179},"source_url":"https://api.github.com/repos/videolan/vlc-android/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; Kotlin is the largest category (4369286 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vlc-ios","title":"VLC for iOS","game":"VLC media player","platform":"Windows/macOS/Linux PC → iOS/iPadOS/tvOS","kind":"Reimplementation","status":"The official iOS/iPadOS application is available from the App Store, with a public application source repository and Xcode build instructions. The cited sources do not state a minimum iOS version, device/CPU matrix, or tested-device list.","summary":"Native iOS and iPadOS media player using VLCKit and VLC's shared media engine. Users provide media files or network sources. The public source language breakdown includes Swift and Objective-C, rather than Swift alone.","project_url":"https://code.videolan.org/videolan/vlc-ios","updated":"2026-10-15","strategy":"Native iOS application port using VLCKit and the shared VLC media engine","language":"","source_available":"Public iOS application source and official App Store listing; users provide media or network streams","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"Native iOS media player","target_type":"Software","sources":[{"label":"Official iOS application source","url":"https://github.com/videolan/vlc-ios"},{"label":"VLC project source and supported platforms","url":"https://github.com/videolan/vlc"},{"label":"Official iOS download page","url":"https://www.videolan.org/vlc/download-ios.html"},{"label":"Official VideoLAN iOS source repository","url":"https://code.videolan.org/videolan/vlc-ios"},{"label":"GitHub repository language breakdown","url":"https://api.github.com/repos/videolan/vlc-ios/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":2190088,"Objective-C":2061517,"HTML":218396,"JavaScript":40725,"CSS":25823,"C":22809,"Python":15286,"Ruby":6758,"Shell":6026},"source_url":"https://api.github.com/repos/videolan/vlc-ios/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; Swift is the largest category (2190088 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"voland-switch-browser","title":"Voland","game":"Nintendo Switch software (prototype)","platform":"Nintendo Switch; planned browser and native hosts","kind":"Emulator","status":"Prototype only; the README explicitly says guest code does not execute yet and the CPU interpreter is a future phase. Source last pushed 2026-09-24; no tagged release.","summary":"An open-source, web-first Switch emulator architecture. Current work covers memory layout, loader and bootstrap scaffolding; it is not yet playable and requires user-supplied keys and game files for planned use.","project_url":"https://github.com/voland-emu/Voland","updated":"2026-10-16","strategy":"Planned full-system Switch emulation with a web-first execution path; currently no guest instruction execution.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Experimental Nintendo Switch emulator prototype","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/voland-emu/Voland"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/voland-emu/Voland"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":508563,"TypeScript":43053,"CMake":12599,"C++":8577,"HTML":6067,"CSS":2779},"source_url":"https://api.github.com/repos/voland-emu/Voland/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ipod-click-wheel-vortex-recomp","title":"Vortex iPod Click Wheel Recompilation","game":"Vortex","platform":"Apple iPod Click Wheel → Windows, macOS, Linux","kind":"Recompilation","status":"Playable on the listed host platforms; v1.0.1 (2026-09-06). Mini Golf is furthest along and is the only title with no machine-translated code remaining; the other five still use generated translations.","summary":"One of six recovered iPod Click Wheel games translated from iPod ARM code into C++ for modern platforms. Each game requires its own decrypted user-owned files.","project_url":"https://github.com/DogParty/iPodClickWheelRecomps","updated":"2026-10-15","strategy":"ARM binary translation and recompilation into C++ with a shared native runtime.","language":"C/C++","source_available":"Public source repository (GPL-3.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"Rust","subtype":"Arm binary translation and recompilation into c++ with a shared native runtime.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/DogParty/iPodClickWheelRecomps"},{"label":"Verified release or build","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases/tag/v1.0.1"},{"label":"Project owner releases","url":"https://github.com/DogParty/iPodClickWheelRecomps/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":8188243,"C++":3129094,"Python":383662,"Shell":165212,"Objective-C++":151711,"CMake":147684,"HTML":26147,"Java":2078},"source_url":"https://api.github.com/repos/DogParty/iPodClickWheelRecomps/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. Rust is predominant with 8,188,243 bytes; the manifest breakdown contains all 8 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"vs-super-mario-bros-arcade-to-neogeo-port","title":"VS. Super Mario Bros. (Arcade → Neo Geo) Port","game":"VS. Super Mario Bros.","platform":"Nintendo VS System arcade → Neo Geo MVS/AES","kind":"Reimplementation","status":"The cartridge is playable in MAME and the project’s GnGeo setup; broad testing on physical AES/MVS boards and flashcarts is still pending. The native direct-C core is different from the home SMBNeo edition.","summary":"A native Neo Geo cartridge port of the arcade edition, preserving its stages, attract flow, coinage, two-player selection, and VS-specific behavior.","project_url":"https://github.com/sabino/smbneo","updated":"2026-10-15","strategy":"Direct-C native port with differential checks against the arcade reference","language":"","source_available":"Public source and build instructions; requires the user’s verified MAME `suprmrio` set and a compatible separately supplied BIOS.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Arcade-to-console native port","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/sabino/smbneo"},{"label":"VS edition implementation and current test status","url":"https://github.com/sabino/smbneo/blob/main/variants/vs/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2812378,"Python":938292,"Assembly":761479,"MoonBit":213540,"JavaScript":92763,"Makefile":64045,"Lua":13117,"CSS":9127,"HTML":6996},"source_url":"https://api.github.com/repos/sabino/smbneo/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/sabino/smbneo reports 2,812,378 bytes of C, the largest language total (57.3% of 4,911,737 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-mister-devel-creativision-mister","title":"VTech CreatiVision / Dick Smith Wizzard MiSTer FPGA Core","game":"VTech CreatiVision / Dick Smith Wizzard","platform":"VTech CreatiVision / Dick Smith Wizzard on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-03-23.","summary":"FPGA system-emulation core for VTech CreatiVision / Dick Smith Wizzard on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/CreatiVision_MiSTer","updated":"2026-03-23","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Verilog","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/CreatiVision_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/CreatiVision_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/CreatiVision_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/CreatiVision_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Verilog","breakdown":{"Verilog":331148,"VHDL":305528,"SystemVerilog":167994,"Tcl":22228,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/CreatiVision_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Verilog is the largest bucket at 331,148 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-laser310-mister","title":"VTech Laser 310 / VZ-300 family MiSTer FPGA Core","game":"VTech Laser 310 / VZ-300 family","platform":"VTech Laser 310 / VZ-300 family on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2025-12-09.","summary":"FPGA system-emulation core for VTech Laser 310 / VZ-300 family on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/Laser310_MiSTer","updated":"2025-12-09","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/Laser310_MiSTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/Laser310_MiSTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/Laser310_MiSTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/Laser310_MiSTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4049401,"C":770551,"Verilog":717076,"VHDL":253744,"SystemVerilog":163777,"Tcl":24025,"Makefile":5913,"Batchfile":690,"Shell":416},"source_url":"https://api.github.com/repos/MiSTer-devel/Laser310_MiSTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 4,049,401 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"vulkan-ps4","title":"vulkan-ps4","game":"Vulkan applications for jailbroken PS4 (multi-application)","platform":"Vulkan 1.0 → GNM/PM4 on jailbroken PlayStation 4; OpenOrbis cross-compilation, with host builds for development/testing.","kind":"API Translation","status":"Experimental homebrew ICD; its README describes Vulkan 1.0 graphics and compute paths. It depends on OpenGNM and opengnm-psbc; no GitHub release is listed.","summary":"An Installable Client Driver that translates Vulkan API calls into PS4 GNM/PM4 commands. The project documents graphics pipelines, compute pipelines, memory and texture paths, and runtime SPIR-V shader compilation. It targets Vulkan software on jailbroken PS4 hardware, not general PC game compatibility.","project_url":"https://github.com/PS4-OpenGNM/vulkan-ps4","updated":"2026-10-15","strategy":"Vulkan-to-PS4 GNM/PM4 API translation","language":"","source_available":"Public source (MIT)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Vulkan 1.0 Installable Client Driver for PS4","target_type":"Software","sources":[{"label":"vulkan-ps4 README and supported paths","url":"https://github.com/PS4-OpenGNM/vulkan-ps4"},{"label":"OpenGNM Stack architecture and status","url":"https://github.com/PS4-OpenGNM/opengnm-stack"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":778081,"CMake":8826,"GLSL":1006},"source_url":"https://api.github.com/repos/PS4-OpenGNM/vulkan-ps4/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 778,081 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wayne-gretzkys-3d-hockey-n64-pc-recomp","title":"W.G. 3D Hockey: Recompiled","game":"Wayne Gretzky’s 3D Hockey","platform":"Nintendo 64 USA v1.0 → Windows x86-64","kind":"Recompilation","status":"v0.2.0 release; boots, renders, plays audio, accepts four-port keyboard/gamepad input and saves to Controller Pak. Correctness pass remains in progress. Requires own ROM SHA-1 `400aa84811f1f2f6c62c756b43b54d534d5a5ec8`.","summary":"N64Recomp + N64ModernRuntime + RT64 static recompilation.","project_url":"https://github.com/geno55/wg3d-recomp","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/geno55/wg3d-recomp"},{"label":"Project release: v0.2.0","url":"https://github.com/geno55/wg3d-recomp/releases/tag/v0.2.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":184024,"C++":116238,"CMake":9763,"Java":5724,"PowerShell":5451,"Shell":3651,"BitBake":2956,"C":2383,"Batchfile":969},"source_url":"https://api.github.com/repos/geno55/wg3d-recomp/languages","evidence":"GitHub's official Languages API reports 184,024 bytes of Python out of 331,159 recognized language bytes for https://github.com/geno55/wg3d-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wabbitemu-ti-calculator","title":"Wabbitemu","game":"Texas Instruments TI-73/81/82/83/83+/84+/85/86 software","platform":"Texas Instruments TI graphing calculators; Windows, macOS and Android","kind":"Emulator","status":"Legacy with occasional source activity; latest tagged release v1.9.5.22 (2018-07-30); repository updated 2026-09-08. README says the Windows project needs major cleanup/migration.","summary":"A desktop/mobile TI graphing-calculator emulator with a setup wizard to create a calculator ROM image. The ROM image is not bundled and must come from a user-owned calculator.","project_url":"https://github.com/sputt/wabbitemu","updated":"2026-10-16","strategy":"Calculator hardware emulation using a user-provided ROM image.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"TI graphing calculator emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/sputt/wabbitemu"},{"label":"Official GitHub releases","url":"https://github.com/sputt/wabbitemu/releases"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/sputt/wabbitemu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1718201,"Assembly":406501,"C++":168215,"POV-Ray SDL":6447,"Batchfile":1184,"VBScript":291,"HTML":14},"source_url":"https://api.github.com/repos/sputt/wabbitemu/languages","evidence":"GitHub official repository language endpoint byte counts; C has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"waku-waku-puyo-puyo-dungeon-saturn-ko","title":"Waku Waku Puyo Puyo Dungeon Sega Saturn Korean Patch","game":"Waku Waku Puyo Puyo Dungeon","platform":"Sega Saturn","kind":"Fan Localization","status":"The maintainer’s series index marks v1.0.1 as a formal release dated 2026-10-08. The patch localizes scenario/event dialogue, system UI, and title graphics for checksum-identified Japanese BIN/CUE input; QA is credited to the maintainer.","summary":"An XDelta Korean patch for the Japanese Sega Saturn dungeon RPG Waku Waku Puyo Puyo Dungeon, with the original disc image excluded.","project_url":"https://github.com/mcpads/madou-monogatari-kr-patch/ss-waku-puyo","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"Korean","source_available":"The repository supplies patch files and game-specific checksums, not ROMs. The README links a separate per-platform patcher source repository for this target.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Korean fan localization patch","target_type":"Game","sources":[{"label":"Maintainer game-specific patch README / project page","url":"https://github.com/mcpads/madou-monogatari-kr-patch/ss-waku-puyo"},{"label":"Maintainer collection README: title-specific release/status row; Maintainer collection README: title-specific release/status row; Maintainer series list: separate supported title and current release state","url":"https://github.com/mcpads/madou-monogatari-kr-patch#readme"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages"},{"label":"Linked per-platform patcher source","url":"https://github.com/mcpads/ss-waku-puyo-kr-patcher"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/mcpads/madou-monogatari-kr-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"wangan-midnight-ps3-en","title":"Wangan Midnight PS3 English Patch","game":"Wangan Midnight","platform":"PlayStation 3","kind":"Fan Localization","status":"Public beta v0.6.0 released 2026-10-05. Menus, story, racing text and many graphics are translated; the voice acting and videos remain Japanese. The maintainer reports RPCS3 testing only, with additional areas still unchecked.","summary":"English patch for the Japanese PS3 racing game (disc BLJM60028 v01.02). xdelta patches modify the game archive and optionally decrypted EBOOT.BIN; the repo contains patch files only. The main release adds English subtitles to Japanese vertical cut-in/cutscene text.","project_url":"https://github.com/SmokeJ-Git/wangan-midnight-ps3-english","updated":"2026-10-05","strategy":"Fan translation patch","language":"English","source_available":"GitHub release distributes xdelta patches only; user supplies the original Japanese BLJM60028 v01.02 disc files. No game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation 3 fan translation","target_type":"Game","sources":[{"label":"Maintainer README: v0.6.0 beta, exact Japanese disc revision, translated scope, patch formats, RPCS3 testing and no-game-data disclosure","url":"https://github.com/SmokeJ-Git/wangan-midnight-ps3-english"},{"label":"v0.6.0 patch release","url":"https://github.com/SmokeJ-Git/wangan-midnight-ps3-english/releases/tag/v0.6.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/SmokeJ-Git/wangan-midnight-ps3-english/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"wanwan-aijou-monogatari-loopy-english","title":"Wanwan Aijou Monogatari (Puppy Love Story) Casio Loopy English Patch","game":"Wanwan Aijou Monogatari (Puppy Love Story)","platform":"Casio Loopy (Japanese cartridge image; BPS patch target)","kind":"Fan Localization","status":"Released; BPS patch v1.0 published 2025-04-21. The maintainer describes it as the first Loopy game translated to English and provides the patch and source tooling.","summary":"Japanese → English BPS patch for the 1995 Casio Loopy visual novel Wanwan Aijou Monogatari. Apply to the user’s own big-endian cartridge image with the documented hashes. The repository is MIT-licensed and supplies translation/build tooling and a translated manual; it does not include a game ROM.","project_url":"https://github.com/partlyhuman/puppy-love-story","updated":"2026-10-16","strategy":"Fan translation patch (BPS) with public source/tooling","language":"English","source_available":"Public MIT-licensed source/tooling and BPS patch; requires the user’s own Casio Loopy cartridge image.","first_found":"2026-10-16","project_started":null,"programming_language":"HTML","subtype":"Casio Loopy fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: 1995 Casio Loopy title, Japanese cartridge input, BPS patch, source/tooling","url":"https://github.com/partlyhuman/puppy-love-story/blob/main/README.md"},{"label":"v1.0 BPS patch release","url":"https://github.com/partlyhuman/puppy-love-story/releases/tag/v1.0"},{"label":"MIT license","url":"https://github.com/partlyhuman/puppy-love-story/blob/main/LICENSE"},{"label":"GitHub Languages API byte map","url":"https://api.github.com/repos/partlyhuman/puppy-love-story/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":5707,"JavaScript":5106,"Shell":3804,"CSS":3113,"Python":2382},"source_url":"https://api.github.com/repos/partlyhuman/puppy-love-story/languages","evidence":"Exact GitHub Languages API byte map. HTML is the largest reported category (markup); this does not establish the Japanese → English translation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"rogue-trader-italian","title":"Warhammer 40,000: Rogue Trader Italian Localization","game":"Warhammer 40,000: Rogue Trader","platform":"PC","kind":"Fan Localization","status":"Available; translation files v1.5 updated 2025-10-22","summary":"Community Italian localization files for the base game and named DLCs, installed by replacing a Spanish localization file and selecting Spanish in-game.","project_url":"https://github.com/EasyPeasyViking/warhammer-40k-rogue-trader-italian","updated":"2025-10-22","strategy":"Fan translation patch","language":"Italian","source_available":"Public MIT-licensed repository containing Italian localization files and a Python translator. No GitHub release artifact is listed; the catalogued translation-file version/date remains v1.5 (2025-10-22).","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/EasyPeasyViking/warhammer-40k-rogue-trader-italian"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/EasyPeasyViking/warhammer-40k-rogue-trader-italian"},{"label":"Repository MIT license file","url":"https://github.com/EasyPeasyViking/warhammer-40k-rogue-trader-italian/blob/main/LICENSE"},{"label":"Maintainer README: localization scope and installation context","url":"https://github.com/EasyPeasyViking/warhammer-40k-rogue-trader-italian/blob/main/README.md"},{"label":"GitHub Releases page; no tagged release is listed","url":"https://github.com/EasyPeasyViking/warhammer-40k-rogue-trader-italian/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":17205},"source_url":"https://api.github.com/repos/EasyPeasyViking/warhammer-40k-rogue-trader-italian/languages","evidence":"GitHub's repository Languages endpoint reports source-language byte counts; its largest category is Python (17,205 bytes). The public endpoint was retrieved through a read-only proxy because the shared unauthenticated GitHub API quota was exhausted.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"warioware-twisted-recomp","title":"WarioWare: Twisted! Recomp","game":"WarioWare: Twisted!","platform":"Game Boy Advance → Windows/Android","kind":"Recompilation","status":"Experimental v0.0.1 builds run on Windows and Android. The README reports menus, microgames, cartridge saves and gyro stages working; the Galaxy S22 Ultra is the named Android test device. This is not a full-game playthrough claim; the Android APK is a prerelease.","summary":"Static GBA recompilation for Windows and Android, with an Android ARM64 package, touchscreen controls and native phone-gyro input for the cartridge gyroscope. Users provide the supported USA ROM and retail GBA BIOS; neither is included. Android testing is limited to the named Galaxy S22 Ultra.","project_url":"https://github.com/mstan/WarioWareTwistedRecomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public repository and Android release; user-supplied GBA ROM and retail BIOS required; no game data included","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"GBA static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: status, device test and ROM/BIOS requirements","url":"https://github.com/mstan/WarioWareTwistedRecomp"},{"label":"Project README and Android compatibility notes","url":"https://github.com/mstan/WarioWareTwistedRecomp/blob/main/README.md"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mstan/WarioWareTwistedRecomp"},{"label":"Maintainer Android v0.0.1 release","url":"https://github.com/mstan/WarioWareTwistedRecomp/releases/tag/android-v0.0.1"}],"media":[],"links":[{"kind":"release","label":"WarioWare: Twisted! Recomp Android release","url":"https://github.com/mstan/WarioWareTwistedRecomp/releases/tag/android-v0.0.1","source_url":"https://github.com/mstan/WarioWareTwistedRecomp","notes":"README links the Android release."},{"kind":"release","label":"WarioWare: Twisted! Recomp Windows release","url":"https://github.com/mstan/WarioWareTwistedRecomp/releases/tag/v0.0.1","source_url":"https://github.com/mstan/WarioWareTwistedRecomp","notes":"README links the Windows release."}],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"PowerShell":19307,"C++":5363,"CMake":4464},"source_url":"https://api.github.com/repos/mstan/WarioWareTwistedRecomp/languages","evidence":"GitHub REST repository Languages endpoint reports 19,307 bytes of PowerShell out of 29,134 measured source bytes (66.3%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"warlords-atari-arcade-disassembly","title":"Warlords (Atari Arcade) Full Disassembly","game":"Warlords","platform":"Atari arcade (6502; 1980)","kind":"Decompilation","status":"The repository contains six annotated assembly modules; its generator assembles the listings and compares the result against the ROM. No C port is claimed.","summary":"A full 6502 assembly reconstruction of Warlords, including program, stamp-ROM and PROM data, memory-map definitions, and rebuild checks.","project_url":"https://github.com/tcottrill/Warlords-Full-Disassembly","updated":"2026-10-15","strategy":"Annotated byte-exact 6502 disassembly and assembly round-trip checks","language":"","source_available":"Public listings and build tools; the original source archive is referenced but not bundled, and ROM images must be supplied for regeneration.","first_found":"2026-10-15","project_started":null,"programming_language":"HTML","subtype":"Arcade disassembly","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/tcottrill/Warlords-Full-Disassembly"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":1072516,"Assembly":319046,"Python":204417},"source_url":"https://api.github.com/repos/tcottrill/Warlords-Full-Disassembly/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/tcottrill/Warlords-Full-Disassembly reports 1,072,516 bytes of HTML, the largest language total (67.2% of 1,595,979 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"warzone-2100-web-android","title":"Warzone 2100 browser port for Android","game":"Warzone 2100","platform":"Windows/macOS/Linux PC → Android browser","kind":"Reimplementation","status":"A project-maintainer response links an Android browser build at play.wz2100.net. The source is maintained in the public upstream repository, but the maintainer response does not identify a minimum browser/OS version, CPU/ABI requirement, or tested device models.","summary":"Browser-based WebAssembly port of the open-source real-time strategy game, playable on Android according to the upstream project's maintainer. This is a browser experience rather than a native Android package; current device compatibility details are not published in the cited project response.","project_url":"https://play.wz2100.net/","updated":"2026-10-15","strategy":"Browser/WebAssembly source port","language":"","source_available":"The upstream C++ game source is public; the maintainer's announcement links the hosted browser build but does not link a separate web-build repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android browser build using WebAssembly","target_type":"Game","sources":[{"label":"Upstream maintainer's Android browser-port announcement","url":"https://github.com/Warzone2100/warzone2100/discussions/3603"},{"label":"Hosted browser build","url":"https://play.wz2100.net/"},{"label":"Public upstream source repository","url":"https://github.com/Warzone2100/warzone2100"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":13567338,"JavaScript":1618231,"CMake":568944,"C":498214,"GLSL":413528,"PHP":258348,"NSIS":178312,"Python":101719,"HTML":98655,"Shell":98319,"Inno Setup":65687,"PowerShell":14570,"Objective-C++":13296,"CSS":11748,"Dockerfile":11506,"Ruby":5806,"Makefile":3661,"AppleScript":3528,"QMake":1285,"Rich Text Format":1233,"Hack":1095,"Batchfile":330},"source_url":"https://api.github.com/repos/Warzone2100/warzone2100/languages","evidence":"Official GitHub REST Languages API breakdown for Warzone2100/warzone2100: source-code byte counts are {\"AppleScript\": 3528, \"Batchfile\": 330, \"C\": 498214, \"C++\": 13567338, \"CMake\": 568944, \"CSS\": 11748, \"Dockerfile\": 11506, \"GLSL\": 413528, \"HTML\": 98655, \"Hack\": 1095, \"Inno Setup\": 65687, \"JavaScript\": 1618231, \"Makefile\": 3661, \"NSIS\": 178312, \"Objective-C++\": 13296, \"PHP\": 258348, \"PowerShell\": 14570, \"Python\": 101719, \"QMake\": 1285, \"Rich Text Format\": 1233, \"Ruby\": 5806, \"Shell\": 98319}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as Upstream maintainer's Android browser-port announcement.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-supervision","title":"Watara SuperVision MiSTer Core","game":"Watara SuperVision software and games","platform":"Watara SuperVision handheld on MiSTer FPGA","kind":"Emulator","status":"Runnable core with maintenance unclear; last source push was 2025-07-15 and the latest checked-in bitstream is dated 2025-07-08. The maintainer says the full game library, including the rare Journey to the West, is supported and that no boot ROM or setup is required.","summary":"FPGA hardware emulator core for the Watara SuperVision handheld. The README says its full known library works without a boot ROM; the source repository contains no game ROMs.","project_url":"https://github.com/MiSTer-devel/SuperVision_MiSTer","updated":"2026-10-16","strategy":"MiSTer FPGA hardware recreation of the Watara SuperVision handheld.","language":"","source_available":"Public GPL-2.0 source repository. No boot ROM is required; cartridge images are user-supplied and are not included in the tracked tree.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA handheld console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/SuperVision_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/SuperVision_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":387434,"Verilog":308824,"SystemVerilog":168470,"Tcl":22716,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/SuperVision_MiSTer/languages","evidence":"Official GitHub Languages API reports 387,434 bytes of VHDL as the largest language count (43.6% of 888,152 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wave-race-64-switch-port-racewave46","title":"Wave Race 64 Nintendo Switch Port (RaceWave46)","game":"Wave Race 64","platform":"Nintendo 64 → Nintendo Switch homebrew","kind":"Recompilation","status":"The maintainer’s main-tag release supplies WaveRace64Recompiled.nro. The README documents a supported USA Rev 1 ROM, Switch setup, and hardware performance testing; it cautions that compatibility varies by firmware and settings.","summary":"Switch port of RaceWave46, the Wave Race 64 recompiled project. The target-specific repository adds ARM64/libnx startup and input integration, an RT64 Vulkan/NVK path, and NRO packaging.","project_url":"https://github.com/1weell/RaceWave46-Switch","updated":"2026-10-16","strategy":"Switch port of the WaveRace64Recompiled static recompilation","language":"","source_available":"Public source repository; GitHub reports no SPDX-identified license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew NRO","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/1weell/RaceWave46-Switch"},{"label":"NRO release","url":"https://github.com/1weell/RaceWave46-Switch/releases/tag/main"},{"label":"Current primary README","url":"https://github.com/1weell/RaceWave46-Switch/blob/switch-port/README.md"},{"label":"Official GitHub repository API (public visibility; no SPDX-identified repository license metadata)","url":"https://api.github.com/repos/1weell/RaceWave46-Switch"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/1weell/RaceWave46-Switch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":56954295,"C":54254934,"GLSL":5290065,"HTML":2844564,"Python":948841,"JavaScript":745528,"CMake":649347,"HLSL":354533,"Makefile":258763,"Shell":219452,"CSS":124295,"Objective-C++":114709,"Assembly":94152,"Rust":61043,"Objective-C":56717,"Meson":49827,"PowerShell":45454,"Lua":44808,"Roff":41438,"Batchfile":23112,"Pawn":17149,"Starlark":10295,"Brainfuck":8576,"Linker Script":5954,"Swift":4079,"Kotlin":1553,"Dockerfile":1074,"Cuda":933,"GDB":567,"Awk":271},"source_url":"https://api.github.com/repos/1weell/RaceWave46-Switch/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wave-race-64-pc-recomp","title":"Wave Race 64 Recompiled","game":"Wave Race 64","platform":"Nintendo 64 → Windows x64 / macOS Apple silicon","kind":"Recompilation","status":"v0.4.0-macos.3 release; Windows and Apple-silicon macOS instructions are documented. Linux was not verified.","summary":"N64 static recompilation; the README documents native Windows and Apple-silicon builds and requires the supported US ROM.","project_url":"https://github.com/elliotttate/wave-race-64-recomp","updated":"2026-10-15","strategy":"Static recompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README: method, platform and status evidence","url":"https://github.com/elliotttate/wave-race-64-recomp#readme"},{"label":"Latest project release (v0.4.0-macos.3)","url":"https://github.com/elliotttate/wave-race-64-recomp/releases/tag/v0.4.0-macos.3"},{"label":"GitHub Languages API breakdown","url":"https://api.github.com/repos/elliotttate/wave-race-64-recomp/languages"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/elliotttate/wave-race-64-recomp"}],"media":[{"kind":"video","label":"Wave Race 64 Recompiled showcase","url":"https://youtu.be/3uaqfG4Wzcg","preview_url":"https://i.ytimg.com/vi/3uaqfG4Wzcg/hqdefault.jpg","source_url":"https://github.com/elliotttate/wave-race-64-recomp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"video","label":"Wave Race 64 Recompiled modern water and water-shader demonstration","url":"https://www.youtube.com/watch?v=ikUGbLmPbvA","preview_url":"https://i.ytimg.com/vi/ikUGbLmPbvA/hqdefault.jpg","source_url":"https://github.com/elliotttate/wave-race-64-recomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":486496,"C++":385377,"Shell":36455,"CMake":21567,"PowerShell":16506,"Objective-C++":3185,"C":962},"source_url":"https://api.github.com/repos/elliotttate/wave-race-64-recomp/languages","evidence":"GitHub Languages API repository byte counts; generated source, build tooling and vendored code can affect the repository-level result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wave-race-blue-storm-static-recomp","title":"Wave Race: Blue Storm Static Recompilation","game":"Wave Race: Blue Storm","platform":"GameCube USA GWRE01 → Windows, macOS, Android/Meta Quest targets","kind":"Recompilation","status":"Build/run instructions and Android/Meta Quest target documented; matching DOL hash specified. README makes no gameplay-completion claim; no release.","summary":"GameCube PowerPC static recompilation with native host runtimes; user supplies game data.","project_url":"https://github.com/ethannicholas/bluestorm-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public project source; user supplies legally obtained game data. The repository does not distribute game assets or game-derived binaries.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"GameCube recompilation with mobile/VR targets","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/ethannicholas/bluestorm-recomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ethannicholas/bluestorm-recomp"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/ethannicholas/bluestorm-recomp/releases"},{"label":"Current primary README","url":"https://github.com/ethannicholas/bluestorm-recomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ethannicholas/bluestorm-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":71932,"Python":42816,"PowerShell":7611,"CMake":1398,"Shell":1141},"source_url":"https://api.github.com/repos/ethannicholas/bluestorm-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"way-of-the-samurai-2-ps2-decomp-native-port","title":"Way of the Samurai 2 PS2 Decompilation and Native Port (WOTS2)","game":"Way of the Samurai 2 (NTSC-U PS2 disc, SLUS-208.93; MIPS R5900)","platform":"PlayStation 2 NTSC-U (SLUS-208.93) → native Linux x86-64 and Windows x86-64","kind":"Decompilation","status":"The maintainer reports that the game is playable from title screen through the staff roll and that automated runs complete full games without crashing. About 2,000 of roughly 4,600 binary functions are decompiled; the project's separate compiler reproduces all 164 source-bearing game scripts byte-for-byte. The native renderer/hardware boundary is an approximation rather than bit-exact emulation, and the README says no side-by-side test against real PS2 hardware or PCSX2 has been done. Linux and Windows release packages are available; Windows has only been tested under Wine, not on native Windows hardware.","summary":"A function-by-function handwritten C++ decompilation of the PS2 MIPS R5900 game, paired with native OpenGL/SDL2 replacements for PS2 graphics, audio, input, and disc services. It uses original game data supplied by the player rather than an emulator or interpreter, and reports full story playthroughs through the ending.","project_url":"https://github.com/acklavidian/decomp_wots2","updated":"2026-10-16","strategy":"Handwritten MIPS R5900 function-by-function decompilation to C++ with native OpenGL/SDL2 hardware-service replacements","language":"","source_available":"Public source and Linux/Windows release packages; the repository has no SPDX license metadata or license file, while its README describes the project as non-commercial preservation and research. No game binaries, assets, or disc contents are distributed; use requires the user's own NTSC-U SLUS-208.93 disc.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PS2 MIPS R5900 source decompilation and native port","target_type":"Game","sources":[{"label":"Maintainer README: exact disc, playthrough scope, releases, and test caveats","url":"https://github.com/acklavidian/decomp_wots2#readme"},{"label":"Maintainer README: decompilation method, function coverage, and matching script compiler","url":"https://github.com/acklavidian/decomp_wots2#how-it-works"},{"label":"Latest public release v0.3.10 (Linux and Windows packages, 2026-10-16)","url":"https://github.com/acklavidian/decomp_wots2/releases/tag/v0.3.10"},{"label":"Maintainer README: legal and source-distribution scope","url":"https://github.com/acklavidian/decomp_wots2#legal"},{"label":"GitHub repository metadata: creation and last-push timestamps; no detected license","url":"https://api.github.com/repos/acklavidian/decomp_wots2"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/acklavidian/decomp_wots2/languages"},{"label":"Current primary README","url":"https://github.com/acklavidian/decomp_wots2/blob/master/README.md"}],"media":[{"kind":"image","label":"Native first-fight screenshot at 16:9 with the HUD at the edges","url":"https://raw.githubusercontent.com/acklavidian/decomp_wots2/master/docs/mods_widescreen_native.png","preview_url":"https://raw.githubusercontent.com/acklavidian/decomp_wots2/master/docs/mods_widescreen_native.png","source_url":"https://github.com/acklavidian/decomp_wots2#readme","discovered_on":"2026-10-16"},{"kind":"image","label":"Native lighting comparison screenshot","url":"https://raw.githubusercontent.com/acklavidian/decomp_wots2/master/docs/lighting_native.png","preview_url":"https://raw.githubusercontent.com/acklavidian/decomp_wots2/master/docs/lighting_native.png","source_url":"https://github.com/acklavidian/decomp_wots2#readme","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3106732,"C":208337,"Python":66613,"CMake":10004,"Shell":6637,"Java":5378},"source_url":"https://api.github.com/repos/acklavidian/decomp_wots2/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wcopy-nfc-macos","title":"wCopy NFC for Mac","game":"wCopy / NSR106-IDIC V USB NFC reader protocols (VID:PID 0416:B008 and 0416:B030)","platform":"Native macOS 13+ using IOKit HID","kind":"Reimplementation","status":"Native SwiftUI and CLI tools implement the Linux project's reverse-engineered USB-HID/PN532 protocol. The B008 handshake is verified on a physical V601 reader; B030 is supported using the same protocol, whose hardware verification is attributed to the Linux upstream. Some card attack/write paths have explicit hardware-testing limits in the README.","summary":"Ports the wCopy NFC reader workflow to native macOS, replacing the vendor's Windows-only client without a kernel driver, GTK, hidraw, or Python runtime. The repository distinguishes device enumeration from a confirmed protocol-ready state and documents conservative card-write defaults.","project_url":"https://github.com/zhjcreator/wcopy-nfc-mac","updated":"2026-10-15","strategy":"Native Swift implementation of the protocol reverse-engineered by the Linux project","language":"English, Chinese","source_available":"Public MIT source; protocol implementation credits and derives from the separate MIT-licensed Linux project.","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"Native macOS NFC reader companion application / USB-HID driver","target_type":"Software","sources":[{"label":"Maintainer README: supported reader IDs, hardware test boundaries, macOS implementation, and license","url":"https://github.com/zhjcreator/wcopy-nfc-mac"},{"label":"Upstream Linux protocol source credited by the macOS implementation","url":"https://github.com/mariogiordano96/wcopy-nfc-linux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":321405,"Shell":2994},"source_url":"https://api.github.com/repos/zhjcreator/wcopy-nfc-mac/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/zhjcreator/wcopy-nfc-mac reports 321,405 bytes of Swift, the largest language total (99.1% of 324,399 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wcopy-nfc-linux","title":"wCopy NFC Linux","game":"wCopy Smart Reader / NSR106-IDIC V NFC dongle (VID:PID 0416:B030)","platform":"Linux USB-HID via hidraw","kind":"Reimplementation","status":"Public Linux toolkit documents read, key-check, dump/restore, UID writing, formatting, a GTK GUI, and libnfc/mfoc bridging. The author says the protocol was recovered from a Windows USBPcap capture and disassembly of nfcPro_wbw.exe; writes and formatting can alter cards, so the README requires ownership or explicit authorization and recommends a backup.","summary":"Reimplements the proprietary Windows reader software's USB-HID/PN532 protocol as a Linux driverless CLI and optional GUI. The README supports the 0416:B030 reader and gives explicit safety boundaries for MIFARE Classic cards.","project_url":"https://github.com/mariogiordano96/wcopy-nfc-linux","updated":"2026-10-15","strategy":"USB capture and binary analysis followed by independent Python protocol implementation","language":"English","source_available":"Public MIT source; the proprietary Windows application is not distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"NFC reader desktop utility reimplementation / USB-HID driver","target_type":"Software","sources":[{"label":"Maintainer README: exact reader, supported operations, limitations, and safety warnings","url":"https://github.com/mariogiordano96/wcopy-nfc-linux"},{"label":"Maintainer reverse-engineering notes: USBPcap and nfcPro_wbw.exe analysis","url":"https://github.com/mariogiordano96/wcopy-nfc-linux/blob/main/REVERSE_ENGINEERING.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":68179,"Shell":1349},"source_url":"https://api.github.com/repos/mariogiordano96/wcopy-nfc-linux/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/mariogiordano96/wcopy-nfc-linux reports 68,179 bytes of Python, the largest language total (98.1% of 69,528 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wcw-vs-nwo-world-tour-n64-static-recomp","title":"WCW vs. nWo World Tour N64 Static Recompilation","game":"WCW vs. nWo World Tour","platform":"Nintendo 64 → native PC","kind":"Recompilation","status":"Beta; the maintainer reports the game playable end to end. 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Full race flow, performance, audio and controller/HUD work remain incomplete; no prebuilt APK is shipped.","summary":"Android port of WiiCompiled's PowerPC static recompilation of Mario Kart Wii to native ARM64, with Vulkan rendering and touch/tilt controls. The README reports device-level boot/render tests but describes slow performance and unfinished gameplay flow. APKs must be built locally from a user-supplied PAL disc dump.","project_url":"https://github.com/KeithKirenai/wheeldroid","updated":"2026-10-15","strategy":"Static PowerPC recompilation to native ARM64 with Vulkan Android integration","language":"","source_available":"Public GPL-3.0 source repository; neither Nintendo code nor game assets/data are included. Users supply their own legally dumped PAL RMCP01 disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android fork of WiiCompiled","target_type":"Game","sources":[{"label":"Project README: Android method, device test, and maturity","url":"https://github.com/KeithKirenai/wheeldroid"},{"label":"Build/install and physical-device status","url":"https://github.com/KeithKirenai/wheeldroid/blob/main/PROGRESS_REPORT.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/KeithKirenai/wheeldroid"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/KeithKirenai/wheeldroid/blob/main/README.md"},{"label":"GitHub Languages API — C++: 3,658,471 bytes (47.94% of 7,631,016 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/KeithKirenai/wheeldroid/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":3578,"Batchfile":3384,"C":288648,"C#":2951600,"C++":3658471,"CMake":114860,"Java":212833,"Kotlin":134277,"Objective-C++":793,"PowerShell":146287,"Shell":116285},"source_url":"https://api.github.com/repos/KeithKirenai/wheeldroid/languages","evidence":"C++: 3,658,471 bytes (47.94% of 7,631,016 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"whisky-macos-wine-wrapper","title":"Whisky","game":"Windows applications and games (multi-title)","platform":"Windows applications and games → Apple silicon macOS (M-series; macOS 14+)","kind":"API Translation","status":"Archived by its owner on 2025-05-11 and no longer actively maintained. The latest release is v2.3.5 (2025-04-05); the README lists Apple silicon and macOS Sonoma 14+.","summary":"SwiftUI macOS application for creating and managing Wine bottles for Windows apps and games. The original README says Whisky is built on CrossOver 22.1.1 and Apple's Game Porting Toolkit, so it is a wrapper around those compatibility components rather than a separate Windows API implementation.","project_url":"https://github.com/Whisky-App/Whisky","updated":"2026-10-16","strategy":"Wine-based Windows compatibility wrapper with CrossOver and Game Porting Toolkit components","language":"","source_available":"Public archived source repository; runtime components have separate licensing terms","first_found":"2026-10-15","project_started":null,"programming_language":"Swift","subtype":"macOS Wine wrapper","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/Whisky-App/Whisky"},{"label":"GitHub release v2.3.5 (2025-04-05)","url":"https://github.com/Whisky-App/Whisky/releases/tag/v2.3.5"},{"label":"GitHub latest commit listed for default branch (2025-04-09, fd5480a76b; activity evidence only)","url":"https://github.com/Whisky-App/Whisky/commit/fd5480a76b3ebfe3419a1ab86ca3695f5cc328f8"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/Whisky-App/Whisky"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":264721},"source_url":"https://api.github.com/repos/Whisky-App/Whisky/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Whisky-App/Whisky reports 264,721 bytes of Swift, the largest language total (100.0% of 264,721 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"white-album-2-apple-native-port","title":"WHITE ALBUM 2 Apple Port","game":"WHITE ALBUM 2","platform":"Windows PC → iOS/iPadOS, visionOS, tvOS and Apple silicon macOS","kind":"Reimplementation","status":"Release v0.4.0 was published 2026-10-15 with iPhone/iPad and Apple TV IPAs plus a macOS DMG. The maintainer reports native-device checks on iPhone 16 Pro Max, iPad Pro M5, Vision Pro, Apple TV 4K and M1 Max Mac; these checks establish the listed device/platform behavior, not completion of every story route.","summary":"Apple-platform engine port based on the Godot 4 .NET reimplementation of the WHITE ALBUM 2 PC engine. It adds native Apple builds, touch and Siri Remote controls, and performance work; C# is compiled ahead of time to ARM64 and rendering uses Metal. The app reads data from the user's purchased PC copy and distributes no game content.","project_url":"https://github.com/galhack/WhiteAlbum2_iOS","updated":"2026-10-16","strategy":"Apple platform port of an existing Godot 4 .NET engine reimplementation, with NativeAOT ARM64 output and a Metal renderer.","language":"","source_available":"Public source with file-specific terms: Apple-port additions and identified upstream porting files use Apache-2.0, the WMV add-on uses MIT, and unmarked repository files have no copyright license grant. Third-party dependencies retain their own licenses; game data is excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Native Apple platform engine port","target_type":"Game","sources":[{"label":"English README, engine method, supported devices and data policy","url":"https://github.com/galhack/WhiteAlbum2_iOS/blob/main/README_EN.md"},{"label":"Release v0.4.0 and Apple application packages","url":"https://github.com/galhack/WhiteAlbum2_iOS/releases/tag/v0.4.0"},{"label":"Per-file license notice","url":"https://github.com/galhack/WhiteAlbum2_iOS/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"C#":373727,"Python":61361,"C++":42964,"GDShader":24111,"GDScript":14212,"Objective-C++":3705,"Shell":3282,"PowerShell":357},"source_url":"https://api.github.com/repos/galhack/WhiteAlbum2_iOS/languages","evidence":"GitHub's official Languages endpoint reports C# as the largest tracked source total; the complete repository-wide byte map is preserved.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"white-knight-chronicles-ii-ps3-windows-recomp","title":"White Knight Chronicles II PS3-to-Windows Recompilation Research","game":"White Knight Chronicles II (USA BLUS30784, disc v01.00)","platform":"PlayStation 3 → native Windows; Apple Silicon portability is planned, not verified","kind":"Recompilation","status":"Early, active research and not a playable port. The README documents a rendered title menu and movies, native text/dialog and the Customize Avatar room/body; gameplay, saves, full visual fidelity, the 1.01 update and DLC are still unverified or planned.","summary":"Game-specific PS3 static-recompilation research targeting native Windows execution using C/C++. The project separates analysis, compilation, boot, rendering and gameplay milestones, and reports each verified result in its findings log and image gallery. The user must supply the matching game data; update and DLC support are plans rather than current runtime capabilities.","project_url":"https://github.com/WK2D/White-Knight-Chronicles-2-Decomp","updated":"2026-10-16","strategy":"Static recompilation of the PS3 game code into C/C++ for a native Windows runtime; reported rendered milestones do not establish playable compatibility.","language":"","source_available":"Public research and source repository; the matching retail disc and any update/DLC data are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"PS3 static recompilation research","target_type":"Game","sources":[{"label":"Maintainer README: exact target, method, verified progress, and explicit non-playable status","url":"https://github.com/WK2D/White-Knight-Chronicles-2-Decomp/blob/main/README.md"},{"label":"Newest-first project gallery and milestone evidence","url":"https://github.com/WK2D/White-Knight-Chronicles-2-Decomp/blob/main/docs/GALLERY.md"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/WK2D/White-Knight-Chronicles-2-Decomp"}],"media":[{"kind":"image","label":"Latest verified avatar-room rendering screenshot","url":"https://raw.githubusercontent.com/WK2D/White-Knight-Chronicles-2-Decomp/main/verification/screenshots/2026-10-16-native-avatar-shading.png","preview_url":"https://raw.githubusercontent.com/WK2D/White-Knight-Chronicles-2-Decomp/main/verification/screenshots/2026-10-16-native-avatar-shading.png","source_url":"https://github.com/WK2D/White-Knight-Chronicles-2-Decomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":309659,"C++":187511,"CMake":25483,"C":21790,"PowerShell":8093,"Java":4001},"source_url":"https://api.github.com/repos/WK2D/White-Knight-Chronicles-2-Decomp/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: Python is largest (309,659 of 556,537 recognized bytes, 55.6%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wibo-win32-command-line-runtime","title":"wibo","game":"Simple 32-bit Windows command-line binaries (no specific commercial application version pinned)","platform":"Win32 x86 command-line executables → Linux x86 (documented stable build), experimental Linux x86-64, or experimental macOS x86-64 under Rosetta 2","kind":"API Translation","status":"Version 1.2.0 was released 2026-07-11; the repository received source changes through 2026-09-29. The README limits its goal to simple command-line 32-bit Windows binaries; Linux x86-64 and macOS builds are marked experimental. It is not presented as a GUI application runtime. Its tests use Windows-built fixtures and check selected WinAPI expectations, not complete Windows compatibility.","summary":"A small C++ runtime wrapper that runs selected 32-bit Windows console executables on Linux and macOS, originally to run Windows compiler toolchains without the overhead of Wine. It implements a limited Windows-facing runtime surface; it is not a complete Windows environment or a general GUI compatibility layer.","project_url":"https://github.com/decompals/wibo","updated":"2026-10-15","strategy":"Partial Windows API/runtime reimplementation for simple x86 console binaries, relying on host x86 execution or Rosetta rather than a full-system emulator","language":"","source_available":"Public MIT-licensed source; optional embedded Wine CRT DLLs retain LGPL-2.1-or-later terms","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Win32 command-line application runtime / partial API compatibility","target_type":"Software","sources":[{"label":"Maintainer README: versioned host builds, supported executable scope, test limits, and optional Wine CRT licensing","url":"https://github.com/decompals/wibo"},{"label":"Latest wibo release, version 1.2.0","url":"https://github.com/decompals/wibo/releases/tag/1.2.0"},{"label":"Project MIT license","url":"https://github.com/decompals/wibo/blob/main/LICENSE"},{"label":"GitHub repository metadata: latest push and language checked 2026-10-15","url":"https://api.github.com/repos/decompals/wibo"},{"label":"GitHub language byte breakdown for wibo","url":"https://api.github.com/repos/decompals/wibo/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":776796,"C":210776,"Python":47136,"CMake":32420,"Assembly":11398,"Dockerfile":1849},"source_url":"https://api.github.com/repos/decompals/wibo/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/decompals/wibo reports 776,796 bytes of C++, the largest language total (71.9% of 1,080,375 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wie-arm64-windows-pe64-user-emulator","title":"WIE — Windows PE64 User-Mode Emulator for Apple Silicon","game":"Windows PE64 user-mode applications (multi-application runtime)","platform":"Windows x86-64 PE64 user-mode applications → Apple Silicon macOS ARM64. The README does not specify a minimum macOS release.","kind":"Emulator","status":"Experimental research engine; v0.1.0 was released 2026-08-08. The main-branch README/status document Windows Notepad, 7-Zip console, terminal games, GUI windows, native dialogs, and a partial D3D9 software renderer. The project explicitly excludes 32-bit PE applications and does not claim full Windows compatibility or modern GPU-game support. A separate feat/dll-coverage branch received work through 2026-10-05; those branch changes are not part of the main release.","summary":"A Windows PE64 user-mode emulator for Apple Silicon that does not boot Windows or use Wine. It JIT-translates x86-64 code to ARM64 with Cranelift, interprets selected cold paths, and implements a documented subset of Win32 APIs in Rust with native macOS windows, dialogs, and file access. Current game support is a partial software-rendered D3D9 path; broad commercial-game compatibility is a roadmap item, not a current result.","project_url":"https://github.com/wie-project/wie","updated":"2026-10-16","strategy":"x86-64-to-ARM64 JIT plus user-mode Win32 API reimplementation; no Windows kernel, Wine, or VM","language":"","source_available":"Public LGPL-3.0 source and release binaries. No proprietary Windows application is bundled as a supported product; users provide PE64 programs. Third-party components retain their own licenses.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Apple Silicon Windows PE64 user-mode emulator (experimental; 32-bit PE and full Win32 compatibility are out of scope)","target_type":"Software","sources":[{"label":"Project README: architecture, requirements, current capability, and license","url":"https://github.com/wie-project/wie"},{"label":"v0.1.0 GitHub release (2026-08-08)","url":"https://github.com/wie-project/wie/releases/tag/v0.1.0"},{"label":"Main-branch capability matrix, tested apps, and roadmap","url":"https://github.com/wie-project/wie/blob/main/docs/status.md"},{"label":"Official GitHub Languages API","url":"https://api.github.com/repos/wie-project/wie/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":6524446,"C":237663,"Shell":22322,"Makefile":12384,"C++":4499},"source_url":"https://api.github.com/repos/wie-project/wie/languages","evidence":"Official GitHub REST Languages API reports source-code byte counts {\"C\": 237663, \"C++\": 4499, \"Makefile\": 12384, \"Rust\": 6524446, \"Shell\": 22322} for wie-project/wie. Rust is the largest category in the official GitHub Languages endpoint.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wii-fit-plus-decomp","title":"Wii Fit Plus Decompilation","game":"Wii Fit Plus","platform":"Wii","kind":"Decompilation","status":"Work in progress targeting USA Rev. 0 (`RFPE01`); repository contains no game assets or assembly.","summary":"Matching decompilation project for the Wii release.","project_url":"https://github.com/Tanline666/veryfat-dungeon","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-supplied game copy required; no game assets or assembly.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/Tanline666/veryfat-dungeon"},{"label":"Maintainer README and project status","url":"https://github.com/Tanline666/veryfat-dungeon/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11850153,"C++":3826882,"Python":125051,"Assembly":1645},"source_url":"https://api.github.com/repos/Tanline666/veryfat-dungeon/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wii-forecast-channel-decomp","title":"Wii Forecast Channel Decompilation","game":"Wii Forecast Channel (USA/NTSC v7)","platform":"Nintendo Wii","kind":"Decompilation","status":"Work in progress; the README identifies HAFE v7 (USA/NTSC) and states that the repository excludes channel assets and assembly.","summary":"Source decompilation of the Wii Forecast Channel; building requires a user-provided copy of the supported channel WAD.","project_url":"https://github.com/doldecomp/forecast","updated":"2026-10-15","strategy":"Source decompilation of the Wii Forecast Channel","language":"","source_available":"Public source repository; channel assets and assembly are excluded; original WAD required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii channel HAFE v7, USA/NTSC","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/doldecomp/forecast#readme"},{"label":"Project progress dashboard","url":"https://decomp.dev/doldecomp/forecast"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/doldecomp/forecast"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":7592831,"C++":2908553,"Python":141989,"Assembly":22211},"source_url":"https://api.github.com/repos/doldecomp/forecast/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/doldecomp/forecast reports 7,592,831 bytes of C, the largest language total (71.2% of 10,665,584 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wii-menu-43-decompilation","title":"Wii Menu 4.3 Decompilation","game":"Wii Menu (System Menu 4.3)","platform":"Wii System Menu 4.3U, 4.3E, 4.3J, 4.3K","kind":"Decompilation","status":"WIP; builds main.dol, not WAD. SEL is not generated so output is not fully shiftable; Wii Settings and some channel banners remain imperfect.","summary":"Decompilation of Wii system software, not a game. User-supplied WAD required.","project_url":"https://github.com/koopthekoopa/wii-ipl","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source decompilation and build tools. A user-supplied WAD is required; the repository does not include system software assets or executable.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii system software decompilation","target_type":"Software","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/koopthekoopa/wii-ipl#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/koopthekoopa/wii-ipl"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/koopthekoopa/wii-ipl/releases"},{"label":"Current primary README","url":"https://github.com/koopthekoopa/wii-ipl/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/koopthekoopa/wii-ipl/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6984946,"C++":4719985,"Python":182206},"source_url":"https://api.github.com/repos/koopthekoopa/wii-ipl/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wii-news-channel-decomp-pc-port","title":"Wii News Channel Decompilation and Native PC Port","game":"Wii News Channel (USA HAGE v7)","platform":"Wii USA HAGE v7; Linux x86 PC port on pc-port branch","kind":"Decompilation","status":"Main branch: 99.53% decompiled, 93.12% byte-matched, 81.94% linked. PC branch: 217 files compile; README reports boot, GX-to-OpenGL rendering, input, audio, news, globe, and article/slideshow operation. No release.","summary":"Matching decompilation and decompilation-based Linux x86 port; user supplies the channel WAD and its assets.","project_url":"https://github.com/hotlandsoftware/wii-news-channel","updated":"2026-10-16","strategy":"Matching decompilation and native Linux port with PC SDK layer","language":"","source_available":"Public source repository. The user supplies a Wii News Channel WAD; no channel assets are stored in the repository.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wii software decompilation and Linux port","target_type":"Software","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/hotlandsoftware/wii-news-channel#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/hotlandsoftware/wii-news-channel"},{"label":"Maintainer native PC port branch status","url":"https://github.com/hotlandsoftware/wii-news-channel/tree/pc-port"},{"label":"GitHub Releases page checked 2026-10-16","url":"https://github.com/hotlandsoftware/wii-news-channel/releases"},{"label":"Current primary README","url":"https://github.com/hotlandsoftware/wii-news-channel/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/hotlandsoftware/wii-news-channel/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5192793,"C++":3171799,"Python":211888},"source_url":"https://api.github.com/repos/hotlandsoftware/wii-news-channel/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wii-party-static-recomp","title":"Wii Party Static Recompilation","game":"Wii Party","platform":"Wii → Windows, experimental Linux x86-64","kind":"Recompilation","status":"Alpha v0.1.13-alpha (2026-10-14); maintainer reports 60 fps PAL60, complete Board Game Island sessions, all 79 Free Play minigames tested, 93% overall. Other modes not played through in full.","summary":"Native PC static recompilation; user disc is built locally, no game files distributed.","project_url":"https://github.com/arelkair/wiiparty-recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source and release; the launcher builds game code locally from the user’s own disc. No copyrighted game files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii-to-PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README and project instructions","url":"https://github.com/arelkair/wiiparty-recomp#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/arelkair/wiiparty-recomp"},{"label":"Latest alpha release (2026-10-14)","url":"https://github.com/arelkair/wiiparty-recomp/releases/tag/v0.1.13-alpha"},{"label":"Current primary README","url":"https://github.com/arelkair/wiiparty-recomp/blob/main/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/arelkair/wiiparty-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1156830,"Python":193680,"CMake":18201,"Java":9680,"C":131},"source_url":"https://api.github.com/repos/arelkair/wiiparty-recomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wii-sports-decomp","title":"Wii Sports Decompilation","game":"Wii Sports","platform":"Nintendo Wii","kind":"Decompilation","status":"Work in progress; the matching decompilation targets U.S. revision 1. The repository excludes game assets and assembly, and a user copy is required.","summary":"Matching source reconstruction for Wii Sports U.S. revision 1 (RSPE01_01). The README gives the supported revision and SHA-1, and states that the repository contains neither game assets nor assembly.","project_url":"https://github.com/doldecomp/ogws","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository; game assets and assembly are not included; original game copy required","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Matching decompilation of Wii Sports U.S. revision 1","target_type":"Game","sources":[{"label":"Project README (matching method, supported revision, and source requirements)","url":"https://github.com/doldecomp/ogws#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":12110591,"C++":3970572,"Python":181046,"Assembly":1645},"source_url":"https://api.github.com/repos/doldecomp/ogws/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/doldecomp/ogws reports 12,110,591 bytes of C, the largest language total (74.5% of 16,263,854 recognized language bytes). These are repository-wide totals, so shared targets or generated/vendor code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wii-sports-resort-pc-static-recomp","title":"Wii Sports Resort Static Recompilation (PC)","game":"Wii Sports Resort","platform":"Nintendo Wii (PAL RZTP01) → native PC","kind":"Recompilation","status":"The maintainer documents a native PC static-recompilation port and published prerelease v0.2.3-netplay-preview on 2026-10-04. The experimental two-player Riisorted Swordplay Duel prototype passed a same-PC test; remote testing remains next. Requires a user-provided PAL dump.","summary":"A Wii Sports Resort native PC port built by static recompilation with WiiCompiled and Aurora. Its scripts extract and analyze the PAL RZTP01 game, translate the main DOL, and build the native runtime; no Nintendo game code or data is committed.","project_url":"https://github.com/redluigi323/ResortCompiled","updated":"2026-10-16","strategy":"Static recompilation of Wii Sports Resort PAL RZTP01 to a native PC runtime using WiiCompiled tooling.","language":"","source_available":"Public source and build scripts; the user supplies the PAL game dump. No Nintendo code or game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii static recompilation / native PC port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/redluigi323/ResortCompiled#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/redluigi323/ResortCompiled"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/redluigi323/ResortCompiled/releases"},{"label":"Maintainer prerelease v0.2.3-netplay-preview","url":"https://github.com/redluigi323/ResortCompiled/releases/tag/v0.2.3-netplay-preview"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/redluigi323/ResortCompiled/languages"},{"label":"Current primary README","url":"https://github.com/redluigi323/ResortCompiled/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2167342,"Python":289207,"CMake":61295,"Shell":32876,"Assembly":1705,"C":1087},"source_url":"https://api.github.com/repos/redluigi323/ResortCompiled/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ocarina-of-time-wii-vc-n64-emulator-decomp","title":"Wii Virtual Console N64 Emulator Decompilation","game":"Nintendo 64 Virtual Console emulator (Super Mario 64, Mario Kart 64, Ocarina of Time)","platform":"Nintendo Wii Virtual Console","kind":"Decompilation","status":"Work in progress; the README lists supported Wii Virtual Console builds for Super Mario 64 and Mario Kart 64 across Japan/U.S./Europe and Ocarina of Time Japan/U.S. builds.","summary":"Source decompilation of the N64 emulator embedded in Wii Virtual Console titles; the repository documents per-title regional configurations.","project_url":"https://github.com/zeldaret/oot-vc","updated":"2026-10-15","strategy":"Virtual Console emulator decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Wii Virtual Console N64 emulator code","target_type":"Software","sources":[{"label":"Maintainer README (target, method, status, and source requirements)","url":"https://github.com/zeldaret/oot-vc#readme"},{"label":"Project progress page","url":"https://decomp.dev/zeldaret/oot-vc"},{"label":"GitHub repository page (primary language: C)","url":"https://github.com/zeldaret/oot-vc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3784178,"C++":1215810,"Python":288519,"Assembly":10713,"Shell":761},"source_url":"https://api.github.com/repos/zeldaret/oot-vc/languages","evidence":"GitHub's official language endpoint for https://github.com/zeldaret/oot-vc reports 3,784,178 bytes of C, the largest language total (71.4% of 5,299,981 recognized language bytes). The complete repository-level byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"mario-kart-wii-wiicompiled-switch","title":"WiiCompiled for Nintendo Switch (experimental)","game":"Mario Kart Wii","platform":"Wii PAL RMCP01 → Nintendo Switch homebrew (AArch64 NRO; experimental Deko3D path)","kind":"Recompilation","status":"No playable NRO or Switch race performance is claimed. The native Deko3D build path passes ten published checks on commit 42aca1c; the private PAL translation/product build and on-device execution remain outstanding. An older Vulkan/NVK diagnostic path reached boot pixels, not verified complete gameplay.","summary":"WiiCompiled static recompilation adapted to Switch homebrew; native Deko3D graphics path under test.","project_url":"https://github.com/yashin-sh/WiiCompiled-Switch","updated":"2026-10-16","strategy":"WiiCompiled downstream platform port","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Switch homebrew","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/yashin-sh/WiiCompiled-Switch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1907954,"Shell":264840,"Python":215322,"CMake":23563,"Makefile":19082,"Assembly":5095,"C":4026,"GLSL":536},"source_url":"https://api.github.com/repos/yashin-sh/WiiCompiled-Switch/languages","evidence":"GitHub's official Languages API reports 1,907,954 bytes of C++ out of 2,440,418 recognized language bytes for https://github.com/yashin-sh/WiiCompiled-Switch; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-wii-xbox-uwp-recomp","title":"WiiCompiled UWP / Xbox Series Port","game":"Mario Kart Wii","platform":"Wii PAL RMCP01 → Xbox Series S (Developer Mode; Series X target not separately evidenced) / desktop UWP","kind":"Recompilation","status":"README reports Xbox Series S gameplay at 60 fps including Grand Prix, time trials and cutscenes. Xbox/DualSense controllers work. Retro Rewind is separately packaged and reported connecting to Retro-WFC online play. Desktop UWP rendering is also reported. Requires own PAL game data; source only, no package.","summary":"WiiCompiled static recompilation ported to UWP/Xbox AppContainer; Direct3D 12 via Aurora + Dawn.","project_url":"https://github.com/itzjuan612/WiiCompiled-Xbox-UWP","updated":"2026-10-16","strategy":"WiiCompiled downstream platform port","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox UWP","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/itzjuan612/WiiCompiled-Xbox-UWP"},{"label":"Project release: build8-10017","url":"https://github.com/itzjuan612/WiiCompiled-Xbox-UWP/releases/tag/build8-10017"},{"label":"Retro Rewind companion repository (same Xbox port effort)","url":"https://github.com/jajdp/retro-rewind-xbox"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":3680891,"C#":2862280,"C":304318,"PowerShell":145780,"CMake":141850,"Shell":109189,"Assembly":1705,"Objective-C++":793},"source_url":"https://api.github.com/repos/itzjuan612/WiiCompiled-Xbox-UWP/languages","evidence":"GitHub's official Languages API reports 3,680,891 bytes of C++ out of 7,246,806 recognized language bytes for https://github.com/itzjuan612/WiiCompiled-Xbox-UWP; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wiikit-wii-recomp-framework","title":"wiikit","game":"Nintendo Wii and GameCube software (multi-title framework)","platform":"Wii/GameCube Gekko PowerPC programs and disc/executable formats → native C++ plus a host runtime","kind":"Recompilation","status":"Active game-agnostic toolkit; latest source push checked 2026-10-12; no tagged release is listed. Its README points to separate Wii game-port repositories built on the toolkit, so title compatibility should be checked on those repositories.","summary":"Shared Wii/GameCube reverse-engineering and native-port toolkit covering disc images, executable formats, Gekko decoding, static C++ recompilation, and a hardware-replacement runtime. It is infrastructure for separate game ports rather than a single game project.","project_url":"https://github.com/vs-sr-dev/wiikit","updated":"2026-10-15","strategy":"Static Gekko-to-C++ recompilation with shared Wii/GameCube runtime services","language":"","source_available":"Public MIT-licensed source repository; original game data remains separate.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii/GameCube multi-title static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README: shared toolchain scope and separate game-port repositories","url":"https://github.com/vs-sr-dev/wiikit"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/vs-sr-dev/wiikit"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/vs-sr-dev/wiikit/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":374934,"Python":166285,"C":8321,"CMake":1302},"source_url":"https://api.github.com/repos/vs-sr-dev/wiikit/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/vs-sr-dev/wiikit reports 374,934 bytes of C++, the largest language total (68.1% of 550,842 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wiirecomp-wii-static-compiler","title":"WiiRecomp","game":"WiiRecomp","platform":"Nintendo Wii PowerPC .dol/.elf/RSO/SEL executables → generated C; game-specific runtime required","kind":"Recompilation","status":"General-purpose Wii static recompiler; README expressly says it is not an emulator and produces nothing playable by itself. It emits title-specific translated code requiring a compatible runtime; Robox is described as its first title/client. No release found.","summary":"Python PowerPC static code translator with discovery/bucketing, HLE binding and C emission.","project_url":"https://github.com/Eggscantfly/WiiRecomp","updated":"2026-10-16","strategy":"Wii static-recompilation tool","language":"","source_available":"Public source repository; tool only, no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Software","target_type":"Software","sources":[{"label":"Project README and primary repository","url":"https://github.com/Eggscantfly/WiiRecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":385200,"Go Template":48934,"Shell":803},"source_url":"https://api.github.com/repos/Eggscantfly/WiiRecomp/languages","evidence":"GitHub's official Languages API reports 385,200 bytes of Python out of 434,937 recognized language bytes for https://github.com/Eggscantfly/WiiRecomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mario-kart-wii-ps-vita-wiicompiled","title":"Wiitacompiled (Mario Kart Wii for PS Vita)","game":"Mario Kart Wii","platform":"Wii PAL RMCP01 → PlayStation Vita (homebrew)","kind":"Recompilation","status":"Work-in-progress port; author says playable at roughly 20 fps during races, with substantial optimization still needed. Vita-specific Aurora GX path uses GLES/VitaGL rather than porting Dawn; requires the user’s clean PAL dump.","summary":"WiiCompiled static recompilation adapted to Vita; GX command layer ported to GLES/VitaGL.","project_url":"https://github.com/redluigi323/Wiitacompiled","updated":"2026-10-16","strategy":"WiiCompiled downstream platform port","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/redluigi323/Wiitacompiled"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2033319,"Python":36674,"CMake":23284,"Shell":19305,"Assembly":1084,"C":502},"source_url":"https://api.github.com/repos/redluigi323/Wiitacompiled/languages","evidence":"GitHub's official Languages API reports 2,033,319 bytes of C++ out of 2,114,168 recognized language bytes for https://github.com/redluigi323/Wiitacompiled; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wild-9-ps1-matching-decomp","title":"Wild 9 PlayStation Matching Decompilation","game":"Wild 9","platform":"PlayStation NTSC-U executable SLUS_004.25","kind":"Decompilation","status":"Work in progress targeting a byte-for-byte rebuild of SLUS_004.25. The README documents function splitting, isolated compilation/linking, and byte-exact verification, and states that this repository is not a playable version. Last pushed 2026-10-15; no GitHub release is listed.","summary":"Matching decompilation of the NTSC-U PlayStation executable for Wild 9. It supplies reconstruction source and build tools without distributing the original executable or game assets.","project_url":"https://github.com/plinkr/Wild9-Decompilation","updated":"2026-10-16","strategy":"Matching C and MIPS R3000A assembly decompilation","language":"","source_available":"Public AGPL-3.0 source repository; no original executable or game assets; users provide their own game copy; no GitHub release.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation with a separate native PC recompilation project","target_type":"Game","sources":[{"label":"Maintainer repository README and project documentation","url":"https://github.com/plinkr/Wild9-Decompilation"},{"label":"GitHub repository metadata: creation date, last push, and license","url":"https://api.github.com/repos/plinkr/Wild9-Decompilation"},{"label":"GitHub release history; no release entries found on 2026-10-16","url":"https://github.com/plinkr/Wild9-Decompilation/releases"},{"label":"GitHub Languages API; exact byte counts recorded in programming-languages.json","url":"https://api.github.com/repos/plinkr/Wild9-Decompilation/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":159875,"Python":61804,"Makefile":22423,"BitBake":11826,"Shell":585},"source_url":"https://api.github.com/repos/plinkr/Wild9-Decompilation/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 159,875 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wild-9-ps1-recompiled","title":"Wild 9 Recompiled","game":"Wild 9","platform":"PlayStation (NTSC-U SLUS-00425) → Windows, Linux, macOS","kind":"Recompilation","status":"The repository links public releases and identifies the supported NTSC-U executable. Its README documents a native PC port and features but does not state a full-game playthrough boundary.","summary":"The PS1 MIPS R3000A executable is statically translated into native C and linked to a PS1 hardware runtime. The project targets the original NTSC-U SLUS-00425 release; users supply their own disc data.","project_url":"https://github.com/plinkr/Wild9Recomp","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository and releases; user-supplied NTSC-U SLUS-00425 disc required; game data is not included. GitHub repository metadata reports MIT (MIT License).","first_found":"2026-10-15","project_started":null,"programming_language":"Shell","subtype":"PS1 static recompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/plinkr/Wild9Recomp"},{"label":"Project README and target disc identity","url":"https://github.com/plinkr/Wild9Recomp/blob/main/README.md"},{"label":"Project releases","url":"https://github.com/plinkr/Wild9Recomp/releases"},{"label":"GitHub repository metadata (primary language) / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/plinkr/Wild9Recomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/plinkr/Wild9Recomp/main/README.md"}],"media":[{"kind":"image","label":"Wild 9 Recompiled Level 4 gameplay screenshot","url":"https://github.com/user-attachments/assets/7784e243-98aa-4e82-9107-4bdabb7146bc","preview_url":"https://github.com/user-attachments/assets/7784e243-98aa-4e82-9107-4bdabb7146bc","source_url":"https://github.com/plinkr/Wild9Recomp/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Wild 9 Recompiled Level 1 gameplay screenshot","url":"https://github.com/user-attachments/assets/5e9e5a1a-76ab-438c-8e88-df57aa4a49e4","preview_url":"https://github.com/user-attachments/assets/5e9e5a1a-76ab-438c-8e88-df57aa4a49e4","source_url":"https://github.com/plinkr/Wild9Recomp/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[{"kind":"release","label":"Wild 9 Recompiled releases","url":"https://github.com/plinkr/Wild9Recomp/releases/latest","source_url":"https://github.com/plinkr/Wild9Recomp","notes":"README links the latest release."}],"programming_language_evidence":{"predominant_language":"Shell","breakdown":{"Shell":28992,"Python":27404,"C":20724,"CMake":3737},"source_url":"https://api.github.com/repos/plinkr/Wild9Recomp/languages","evidence":"GitHub REST repository Languages endpoint reports 28,992 bytes of Shell out of 80,857 measured source bytes (35.9%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"willy-wombat-saturn-en","title":"Willy Wombat Sega Saturn English Improvement Patch","game":"Willy Wombat","platform":"Sega Saturn","kind":"Fan Localization","status":"The current patch is v2.0 (published 2026-08-28). The README calls it a full English text/graphics improvement patch for a game that already has English voice acting; changes include menus, save/load, English loading screens, subtitles for all cutscenes, screensaver redraws, and a Drama Test-menu unlock. The Japanese release is the stated test target.","summary":"An SSP/XDelta localization patch for the Japanese Saturn release of Willy Wombat. It improves the English-language presentation and exposes a menu without requiring a specific controller.","project_url":"https://github.com/ExxistanceDC/Willy-Wombat-English-Improvement-Patch","updated":"2026-10-16","strategy":"Fan translation or localization patch","language":"English","source_available":"Patch-only repository; it distributes patches and instructions, not game images; no project license was identified.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"","target_type":"Game","sources":[{"label":"Maintainer repository README and project details","url":"https://github.com/ExxistanceDC/Willy-Wombat-English-Improvement-Patch#readme"},{"label":"Maintainer release v2.0","url":"https://github.com/ExxistanceDC/Willy-Wombat-English-Improvement-Patch/releases/tag/v2.0"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/ExxistanceDC/Willy-Wombat-English-Improvement-Patch"},{"label":"Official GitHub Languages API byte totals","url":"https://api.github.com/repos/ExxistanceDC/Willy-Wombat-English-Improvement-Patch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/ExxistanceDC/Willy-Wombat-English-Improvement-Patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"win32emu-win16-win32","title":"Win32Emu","game":"Classic Windows Win16/Win32 applications and games","platform":"Win16 and Win32 executable software; Windows, Linux and macOS hosts, with browser-based debugger UI","kind":"Emulator","status":"Active development; repository updated 2026-10-15. README documents NE and PE loading but says full API compatibility remains in progress.","summary":"A process-level emulator and compatibility runtime for classic Windows NE/PE executables, not a full PC hardware emulator or frontend. Users provide their application files.","project_url":"https://github.com/archanox/Win32Emu","updated":"2026-10-16","strategy":"x86 executable/process emulation with Windows API reimplementation and thunking.","language":"","source_available":"Public source repository; GitHub's repository API reports MIT license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows application compatibility emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/archanox/Win32Emu"},{"label":"Implementation and supported API status","url":"https://github.com/archanox/Win32Emu#readme"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/archanox/Win32Emu"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20685844,"C#":7374145,"TeX":3146304,"HTML":191572,"JavaScript":63268,"C":62590,"CSS":33213,"Shell":23859,"Zig":17066,"Makefile":3723,"Batchfile":1182},"source_url":"https://api.github.com/repos/archanox/Win32Emu/languages","evidence":"GitHub official repository language endpoint byte counts; C++ has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"winamp-linux-native-reimplementation","title":"Winamp for Linux","game":"Winamp 2.x-style media player","platform":"Linux desktop (native; Qt 6 with Qt 5 fallback)","kind":"Reimplementation","status":"Version 1.2.2 was released on 2026-07-22. The README documents classic skins, audio playback and streaming, a 10-band equalizer, plugins, and tests; modern Winamp 5 skin support is limited.","summary":"An independent C++17/Qt implementation of a classic Winamp 2.x-style media player for Linux, using native Linux audio and desktop integrations rather than a Windows compatibility layer. It is separate from browser-based Winamp reimplementations already cataloged.","project_url":"https://github.com/lord3nd3r/winamp-linux","updated":"2026-10-16","strategy":"Native behavioral and interface reimplementation","language":"","source_available":"GPL-2.0 project source; repository includes classic skin and resource assets whose separate reuse rights should be checked before redistribution.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Desktop audio and media player","target_type":"Software","sources":[{"label":"Project README, feature limits, and license statement","url":"https://github.com/lord3nd3r/winamp-linux#readme"},{"label":"Version 1.2.2 release","url":"https://github.com/lord3nd3r/winamp-linux/releases/tag/v1.2.2"},{"label":"GPL-2.0 license file","url":"https://github.com/lord3nd3r/winamp-linux/blob/master/LICENSE.md"},{"label":"Official GitHub language breakdown","url":"https://api.github.com/repos/lord3nd3r/winamp-linux/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C":10176,"C++":490183,"CMake":6682,"HTML":57505,"Python":17450},"source_url":"https://api.github.com/repos/lord3nd3r/winamp-linux/languages","evidence":"Official GitHub REST Languages API returned {\"C\":10176,\"C++\":490183,\"CMake\":6682,\"HTML\":57505,\"Python\":17450}; C++ is the unique largest byte-count entry (490183 of 581996 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wind-waker-hd-android-enhanced-fork","title":"Wind Waker HD Recompilation: Enhanced Android Fork","game":"The Legend of Zelda: The Wind Waker HD","platform":"Wii U → Android arm64 (Android 11+, Vulkan 1.1)","kind":"Recompilation","status":"Stable v1.5 Enhanced APK published 2026-10-13. The release requires Android 11+, 64-bit ARM, Vulkan 1.1, and about 2 GB free storage and memory. It is a distinct downstream Android fork of the official Wii U recompilation; the catalog already contains the official project and a separate Android Plus fork, so keep its lineage visible and do not merge the performance claims across variants.","summary":"Android-specific downstream fork of the Wii U Wind Waker HD static recompilation. It recompiles PowerPC game code to native ARM on device, reimplements Cafe OS, and uses Vulkan; the Android app adds phone touch controls, widescreen/rendering fixes, camera pinch zoom, frame interpolation, performance work, saves, and mod support. Requires a user-supplied Wii U dump and keys; no game code/data/keys are in the APK.","project_url":"https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED","updated":"2026-10-16","strategy":"Static Wii U PowerPC-to-ARM64 recompilation with a native Vulkan renderer","language":"English, French, Spanish (USA disc); German and Italian (European disc); Japanese support is also claimed in the fork README","source_available":"Public source repository under MPL-2.0; APK contains no game files, compiled game code, or keys. Requires the user's own Wii U game dump and keys.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Android-only feature fork of GreenNaugahyde/ZeldaWWHDRecompAndroid; upstream of that fork is ZeldaWWHDRecomp/ZeldaWWHDRecomp","target_type":"Game","sources":[{"label":"Enhanced fork repository and README: implementation, features, supported Android platforms and game data","url":"https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED"},{"label":"Latest stable v1.5 Enhanced APK release; explicit Android/ABI/Vulkan/storage requirements and no game data/code/keys (2026-10-13)","url":"https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/releases/tag/1.5"},{"label":"Android-specific README: method, Android controls, user-supplied Wii U files, U.S./European version support and language options","url":"https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/blob/enhanced/docs/android-port-readme.md"},{"label":"Direct parent Android fork in project lineage","url":"https://github.com/GreenNaugahyde/ZeldaWWHDRecompAndroid"},{"label":"Canonical upstream recompilation repository in project lineage","url":"https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp"},{"label":"Already-cataloged independent Wind Waker Android Plus variant, included here as a deduplication comparison","url":"https://github.com/Nycolazs/WindWakerHD-Android-Plus"},{"label":"GitHub Languages API for the Enhanced fork","url":"https://api.github.com/repos/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/languages"},{"label":"GitHub repository API: parent, MPL-2.0 metadata, activity and repo identity","url":"https://api.github.com/repos/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1461980,"Python":326031,"Java":322813,"Objective-C++":267601,"C":47933,"CMake":19662,"Objective-C":5099,"Shell":2314},"source_url":"https://api.github.com/repos/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/languages","evidence":"GitHub's official Languages API reports C++ as the largest repository language total. Totals include upstream recompilation, tooling and Android code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wind-waker-hd-android-plus","title":"Wind Waker HD Recompiled for Android — Plus","game":"The Legend of Zelda: The Wind Waker HD","platform":"Wii U → Android","kind":"Recompilation","status":"v1.9 release; native ARM64/Vulkan Android app with performance measurements reported on a Galaxy S20 FE.","summary":"Android continuation of the Wii U static recompilation. It translates PowerPC game code to native ARM64 and renders with Vulkan; the release adds touch controls, a HUD editor, archive import and translation options. Bring your own Wii U game dump.","project_url":"https://github.com/Nycolazs/WindWakerHD-Android-Plus","updated":"2026-10-15T19:46:47Z","strategy":"Static recompilation to ARM64","language":"","source_available":"Public source repository (MPL-2.0 license)","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Android fork of Wii U static recompilation","target_type":"Game","sources":[{"label":"Project repository and README","url":"https://github.com/Nycolazs/WindWakerHD-Android-Plus"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Nycolazs/WindWakerHD-Android-Plus"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1671136,"Java":464710,"Python":329773,"Objective-C++":267601,"C":49714,"CMake":19872,"Objective-C":5099,"Shell":3623},"source_url":"https://api.github.com/repos/Nycolazs/WindWakerHD-Android-Plus/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Nycolazs/WindWakerHD-Android-Plus reports 1,671,136 bytes of C++, the largest language total (59.4% of 2,811,528 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"switchwakerhd-recomp","title":"Wind Waker HD Switch Recompilation","game":"The Legend of Zelda: The Wind Waker HD","platform":"Wii U → Nintendo Switch homebrew","kind":"Recompilation","status":"Playable Switch homebrew under active development: the maintainer reports about 30 FPS on the opening island and 26–29 FPS in busier scenes at stock handheld clocks. Handheld, Joy-Con, and Pro Controller play are documented; no Switch release binary is supplied.","summary":"Wii U PowerPC code is statically recompiled to C; Cafe OS libraries are reimplemented and GX2 graphics are rendered with native deko3d. The Switch NRO is built locally from the user's Wii U version-0 USA or Europe dump.","project_url":"https://github.com/centollOS/SwitchWakerHD","updated":"2026-10-15","strategy":"Static PowerPC recompilation with Cafe OS reimplementation and deko3d rendering","language":"","source_available":"Public source and Switch build/install instructions; user supplies supported Wii U v0 game files; no Switch game binaries are published","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Wii U binary recompilation to Switch homebrew","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/centollOS/SwitchWakerHD"},{"label":"Maintainer README: static recompilation, build/install, controllers, and stock-clock performance","url":"https://github.com/centollOS/SwitchWakerHD/blob/main/README.md"},{"label":"Switch port architecture and rendering notes","url":"https://github.com/centollOS/SwitchWakerHD/blob/main/docs/switch-port.md"},{"label":"Maintainer Switch install guide","url":"https://github.com/centollOS/SwitchWakerHD/blob/main/INSTALL.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6249747,"C":6188427,"Python":1964665,"Java":532412,"Objective-C++":474202,"CMake":133647,"C#":129803,"Shell":35882,"Objective-C":6456,"GLSL":4555,"PowerShell":2167,"Batchfile":376,"Dockerfile":245},"source_url":"https://api.github.com/repos/centollOS/SwitchWakerHD/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C++ has the largest total (6,249,747 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"windows-7-desktop-window-manager-decompilation","title":"Windows 7 Desktop Window Manager Decompilation","game":"Windows 7 Desktop Window Manager binaries dwm.exe and uDWM.dll (exact Windows build not stated)","platform":"Windows 7 x64 components; the repository specifies the Windows 7.1.0 Driver Development Kit build environment","kind":"Decompilation","status":"The repository contains decompiled source for dwm.exe and uDWM.dll, with no published releases or documented successful rebuild. The README says it is not intended for Wine, ReactOS, Linux, or ordinary use and requires the Windows 7.1.0 DDK. The latest code commit checked was 2025-03-01 and its message says the tree will not compile. No repository license was found, so public source availability does not establish reuse rights.","summary":"A source decompilation of two Windows 7 Desktop Window Manager components. The maintainer explicitly warns that it is not a ready replacement and should not be used to terminate or replace the running DWM; the exact target build is not specified.","project_url":"https://github.com/Adrikikicp2/DWM","updated":"2026-10-15","strategy":"Reverse-engineered source decompilation of dwm.exe and uDWM.dll","language":"","source_available":"Public repository source; no license file or reuse grant found as of 2026-10-15","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows system component decompilation","target_type":"Software","sources":[{"label":"Maintainer README: target components, unsupported use cases, DDK build requirement, and project warnings","url":"https://github.com/Adrikikicp2/DWM"},{"label":"Latest source commit checked 2026-10-15; commit message notes the tree will not compile","url":"https://github.com/Adrikikicp2/DWM/commit/15743a44"},{"label":"GitHub repository metadata: push date and absent declared license checked 2026-10-15","url":"https://api.github.com/repos/Adrikikicp2/DWM"},{"label":"GitHub source-language breakdown for the DWM repository","url":"https://api.github.com/repos/Adrikikicp2/DWM/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":20280,"C":3136,"Makefile":502},"source_url":"https://api.github.com/repos/Adrikikicp2/DWM/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Adrikikicp2/DWM reports 20,280 bytes of C++, the largest language total (84.8% of 23,918 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"microsoft-winobjc-ios-api-windows-bridge","title":"Windows Bridge for iOS (WinObjC)","game":"Objective-C iOS application source and supported iOS APIs","platform":"Objective-C iOS source and selected iOS APIs → Windows 10 Universal Windows Platform applications","kind":"API Translation","status":"Archived; GitHub lists prerelease 0.2.180220 (2018-02-21). The README describes an Objective-C development environment and selected iOS API support for Windows UWP apps; its setup instructions target Windows 10 build 10586+ and Visual Studio 2017.","summary":"Microsoft's source bridge let developers reuse Objective-C code and supported iOS APIs in Universal Windows Platform applications, with access to Windows features and XAML controls. It ports source into Windows applications; it is not a runtime for executing iOS binaries, and its archived state and documented platform/toolchain requirements limit present-day use.","project_url":"https://github.com/microsoft/WinObjC","updated":"2026-10-16","strategy":"Objective-C toolchain and framework/API bridge targeting Windows UWP","language":"","source_available":"Public archived MIT-licensed source repository; GitHub lists prerelease 0.2.180220, published 2018-02-21.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Historical iOS source-to-UWP bridge","target_type":"Software","sources":[{"label":"Microsoft README: bridge purpose, source reuse, UWP target, and documented toolchain requirements","url":"https://github.com/microsoft/WinObjC#readme"},{"label":"Microsoft WinObjC quick-start tutorial: documented UWP workflow","url":"https://github.com/microsoft/WinObjC/wiki/Quick-Start-Tutorial"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/microsoft/WinObjC"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/microsoft/WinObjC/languages"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/microsoft/WinObjC"},{"label":"GitHub release 0.2.180220 (2018-02-21; prerelease)","url":"https://github.com/microsoft/WinObjC/releases/tag/0.2.180220"},{"label":"GitHub latest commit listed for default branch (2022-11-28, 94f6b5bfdc; activity evidence only)","url":"https://github.com/microsoft/WinObjC/commit/94f6b5bfdc09d945e30607b56124b6f94a5b9d7b"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":13939405,"Objective-C++":11702894,"Objective-C":10068707,"C++":5301638,"C#":357118,"Mathematica":77709,"PowerShell":54816,"Assembly":13134,"Yacc":9740,"Python":7658,"Makefile":5307,"Lex":4667,"Shell":457,"Batchfile":136},"source_url":"https://api.github.com/repos/microsoft/WinObjC/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 13,939,405 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"windows-live-movie-maker-2012-reconstruction","title":"Windows Live Movie Maker 2012 Reconstruction","game":"Windows Live Movie Maker 2012","platform":"Windows Live Essentials 2012 binary → Windows x86-64 reconstruction","kind":"Reimplementation","status":"Early phased software reconstruction; the maintainer describes a C++14/ATL/WTL source recovery with contract tests, but the published roadmap still lists major application surfaces and binary parity as work in progress.","summary":"Binary-informed C++14/ATL/WTL reconstruction of Windows Live Movie Maker 2012 (Sundance). The project’s roadmap tracks a phased recovery of application, service, plugin, resource and UI behavior; the README does not claim byte-identical parity or a completed application.","project_url":"https://codeberg.org/PatoFlamejanteTV/WindowsMovieMakerDecomp","updated":"2026-10-15","strategy":"Binary-informed C++14/ATL/WTL source reconstruction; no byte-identical parity claim is made.","language":"C++","source_available":"Public MIT-licensed C++14/ATL/WTL reconstruction repository, including source, analysis notes, tests, and a phased roadmap. The project describes an ongoing reconstruction; MIT covers this repository, not Microsoft’s original application or assets.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows desktop software reconstruction","target_type":"Software","sources":[{"label":"Maintainer project repository and README","url":"https://codeberg.org/PatoFlamejanteTV/WindowsMovieMakerDecomp"},{"label":"Maintainer README: reconstruction scope, source tree and roadmap","url":"https://codeberg.org/PatoFlamejanteTV/WindowsMovieMakerDecomp/src/branch/main/README.md"},{"label":"Project MIT license","url":"https://codeberg.org/PatoFlamejanteTV/WindowsMovieMakerDecomp/src/branch/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":6397799,"Python":299173,"C":174028,"HTML":62364,"CMake":45653,"CSS":42602,"C#":14897,"Batchfile":13954,"JavaScript":10107,"PowerShell":3670,"Ruby":102},"source_url":"https://codeberg.org/api/v1/repos/PatoFlamejanteTV/WindowsMovieMakerDecomp/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. C++ is predominant with 6,397,799 bytes; the manifest breakdown contains all 11 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"windurango","title":"WinDurango","game":"Multiple Xbox One ERA games","platform":"Xbox One → Windows (UWP)","kind":"API Translation","status":"The README lists Sonic Mania, Minecraft: Xbox One Edition 1.2.0.0, and LIMBO as playable; several other listed titles only boot. Kinect support is experimental.","summary":"An Xbox One ERA compatibility layer for Windows UWP that implements selected Xbox system interfaces, including KernelX and D3D11.X, and runs supported title binaries through Windows services. It is a partial API/system compatibility project, not a full Xbox hardware emulator.","project_url":"https://github.com/WinDurango/WinDurango","updated":"2026-10-15","strategy":"Console API and system-library translation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox One","target_type":"Software","sources":[{"label":"WinDurango maintainer README: architecture, Windows host requirements, and title status","url":"https://github.com/WinDurango/WinDurango"},{"label":"GitHub language breakdown API","url":"https://api.github.com/repos/WinDurango/WinDurango/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4315138,"C":85134,"CMake":27871},"source_url":"https://api.github.com/repos/WinDurango/WinDurango/languages","evidence":"GitHub's official Languages API reports repository source bytes by language; C++ is the largest category (4315138 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wine","title":"Wine","game":"Windows applications and games (multi-title)","platform":"Windows user-mode APIs → POSIX host APIs on Linux, macOS, BSD, and other documented Unix-like systems; graphics translation is supplied by components such as WineD3D, DXVK, and vkd3d rather than Wine’s overall API layer alone.","kind":"API Translation","status":"Active; Wine 11.0 is the stable release and Wine 11.17 is the latest development release listed on 2026-10-15.","summary":"Open-source compatibility layer that translates Windows API calls into POSIX calls so Windows applications can run on supported host systems without a Windows virtual machine. WineHQ lists macOS alongside Linux and BSD; compatibility depends on the application and host configuration.","project_url":"https://gitlab.winehq.org/wine/wine","updated":"2026-10-15","strategy":"Windows API compatibility translation to POSIX","language":"","source_available":"Public WineHQ GitLab source under LGPL-2.1-or-later; individual files may carry separate notices.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Cross-platform Windows application compatibility layer","target_type":"Software","sources":[{"label":"WineHQ project description and platform scope","url":"https://www.winehq.org/about"},{"label":"WineHQ current stable/development release listing","url":"https://www.winehq.org/?page=about"},{"label":"Upstream source repository","url":"https://gitlab.winehq.org/wine/wine"},{"label":"GitLab project languages API — C: 81.17% of GitLab-reported repository language share; rechecked 2026-10-16","url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fwine/languages"},{"label":"WineHQ GitLab project API: public source project identity/visibility; checked 2026-10-16","url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fwine"},{"label":"Wine upstream license terms (LICENSE); checked 2026-10-16","url":"https://gitlab.winehq.org/wine/wine/-/raw/master/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":81.17,"C++":10.77,"POV-Ray SDL":1.12,"Python":0.79,"Ruby":3.22},"source_url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fwine/languages","evidence":"C: 81.17% of GitLab-reported repository language share","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wine-mono-dotnet-framework-runtime","title":"Wine Mono (.NET Framework Runtime for Wine)","game":"Windows .NET Framework applications and games (multi-application runtime)","platform":"Microsoft .NET Framework applications targeting 4.8.1 and earlier → Wine on Linux, macOS, BSD, and other Wine-supported hosts","kind":"Reimplementation","status":"WineHQ's latest release directed to Wine users is wine-mono-11.3.0 (2026-08-17). wine-mono-11.2.1 (2026-09-04) is a bug-fix release for Proton; its release notes direct Wine users to 11.3.0. The canonical repository's latest commit was 2026-10-14 and only changed contributor-policy documentation. Compatibility depends on each application and the implemented .NET Framework behavior.","summary":"Wine Mono packages a modified Framework Mono runtime, class libraries, and related components as an implementation of .NET Framework 4.8.1 and earlier for applications running inside Wine. It works with Wine's built-in mscoree.dll and is explicitly not intended as a general-purpose Mono distribution. This is a managed-framework runtime reimplementation, separate from Wine's Windows system-API compatibility layer and from the general, legacy mono/mono runtime; it does not guarantee that every .NET application will work.","project_url":"https://gitlab.winehq.org/mono/wine-mono","updated":"2026-10-16","strategy":"A modified Mono runtime and class-library package is installed into Wine and integrated with Wine's built-in mscoree.dll to implement .NET Framework behavior for Windows managed applications.","language":"","source_available":"Public source in the WineHQ GitLab repository. The COPYING file describes multiple component licenses, including GPL/LGPL/MIT for Mono portions, LGPL for the compiler, and distinct terms for bundled components; GitHub reports NOASSERTION, so no single repository-wide SPDX license is claimed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Wine-specific .NET Framework compatibility runtime","target_type":"Software","sources":[{"label":"Canonical WineHQ source repository and README: exact purpose, .NET Framework scope, Wine integration, build and install flow","url":"https://gitlab.winehq.org/mono/wine-mono"},{"label":"Official GitHub mirror README: Wine-only purpose, .NET Framework 4.8.1-and-earlier scope, and modified Mono runtime composition","url":"https://github.com/wine-mono/wine-mono"},{"label":"Wine users' release wine-mono-11.3.0, published 2026-08-17","url":"https://gitlab.winehq.org/mono/wine-mono/-/releases/wine-mono-11.3.0"},{"label":"Proton-specific bug-fix release wine-mono-11.2.1; notes direct Wine users to 11.3.0","url":"https://gitlab.winehq.org/mono/wine-mono/-/releases/wine-mono-11.2.1"},{"label":"Canonical GitLab latest commit metadata checked 2026-10-16; latest commit is a contributor policy template","url":"https://gitlab.winehq.org/mono/wine-mono/-/commit/0c9325369a5d3f863c2930fe0ca8abbb9f122aa0"},{"label":"Project COPYING: mixed licenses and component-specific scope","url":"https://github.com/wine-mono/wine-mono/blob/main/COPYING"},{"label":"Official GitHub mirror metadata and repository status checked 2026-10-16","url":"https://api.github.com/repos/wine-mono/wine-mono"},{"label":"Official GitHub Languages API byte totals for the source mirror, checked 2026-10-16","url":"https://api.github.com/repos/wine-mono/wine-mono/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":28137465,"C++":2105736,"C#":1828914,"Objective-C":1061370,"CMake":518887,"Perl":230177,"Java":226031,"Python":196339,"Makefile":105022,"SmPL":66339,"Shell":42477,"HLSL":40702,"M4":25544,"Metal":16404,"HTML":10696,"IL Assembly":7799,"Batchfile":4526,"CSS":4017,"Lua":2922,"JavaScript":1960,"Meson":894,"Swift":270},"source_url":"https://api.github.com/repos/wine-mono/wine-mono/languages","evidence":"Exact repository-wide byte totals returned by the official GitHub Languages endpoint on 2026-10-16. C is the largest reported category. The official GitHub mirror's main commit SHA matched the canonical GitLab main commit SHA at review time; totals include large upstream runtime/class-library components and tooling and are not a measure of Wine-specific code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wined3d","title":"WineD3D","game":"Windows games/apps (multi-title)","platform":"DirectDraw and Direct3D 1–11 → OpenGL through Wine’s graphics implementation on POSIX hosts; actual feature support depends on the Wine version and host OpenGL driver.","kind":"API Translation","status":"Active Wine component; integrated into Wine, no separate latest version identified","summary":"Wine's built-in graphics implementation maps Direct3D/DirectDraw rendering to host graphics, traditionally OpenGL. Proton exposes it as an alternative to DXVK. It is a graphics component inside the broader Wine compatibility layer.","project_url":"https://www.winehq.org/","updated":"2026-10-16","strategy":"Wine’s built-in Direct3D/DirectDraw graphics implementation maps rendering calls to host OpenGL; it is one graphics component in Wine, separate from DXVK and vkd3d.","language":"","source_available":"Wine project documentation; integrated component","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Graphics API component","target_type":"Software","sources":[{"label":"WineHQ project information","url":"https://www.winehq.org/about"},{"label":"Wine developer archive: WineD3D/OpenGL implementation context","url":"https://www.winehq.org/pipermail/wine-devel/2006-June/048964.html"},{"label":"Valve Proton README: WineD3D selectable backend","url":"https://github.com/ValveSoftware/Proton"},{"label":"Official WineD3D source tree","url":"https://gitlab.winehq.org/wine/wine/-/tree/master/dlls/wined3d"},{"label":"Latest official WineD3D source commit","url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fwine/repository/commits?path=dlls%2Fwined3d&per_page=1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":81.17,"C++":10.77,"Ruby":3.22,"POV-Ray SDL":1.12,"Python":0.79},"source_url":"https://gitlab.winehq.org/api/v4/projects/wine%2Fwine/languages","evidence":"The direct GitLab Languages API for the WineHQ upstream Wine repository reports percentages rather than byte counts; C is highest at 81.17%. For Zink, this is the enclosing Mesa repository-wide breakdown, not a Zink-directory-only measurement.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wineforge-macos-wine-runtime","title":"WineForge (macOS Wine 11 patch tree)","game":"Windows desktop applications, launchers, and games under Wine","platform":"Windows i386/x86-64 applications → macOS via Wine; Apple Silicon uses Rosetta for x86-64 Wine/game code; graphics routes include D3DMetal and DXMT","kind":"API Translation","status":"WineForge 0.6.0.6 was published 2026-10-03 and is identified by the maintainer as the current stable release line for tested workflows. Compatibility remains application-specific. This repository is a patched Wine source tree; Apple D3DMetal, DXMT, and the optional WFDXCompat module are separate runtime components.","summary":"A macOS-focused Wine 11.19 source tree with integration patches for Apple Game Porting Toolkit/D3DMetal, process-selectable DXMT, native macOS Steam bridging, and tested launcher paths. It does not bundle a complete Wine runtime, D3DMetal, DXMT, or WFDXCompat, so it is a patched Wine compatibility implementation rather than a self-contained launcher.","project_url":"https://github.com/Alien4042x/WineForge","updated":"2026-10-03","strategy":"Patched Wine Win32 API compatibility on macOS with D3DMetal/DXMT integration","language":"","source_available":"Public Wine source tree and downloadable release","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"macOS Wine source fork and graphics-runtime integration","target_type":"Software","sources":[{"label":"WineForge README: source scope, runtime boundary, graphics paths, and compatibility status","url":"https://github.com/Alien4042x/WineForge#readme"},{"label":"WineForge 0.6.0.6 release","url":"https://github.com/Alien4042x/WineForge/releases/tag/0.6.0.6"},{"label":"Wine upstream","url":"https://gitlab.winehq.org/wine/wine"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":244307650,"C++":84742930,"Python":11869140,"Assembly":1716234,"Perl":1127043,"C#":1086377,"Yacc":900691,"JavaScript":872871,"Objective-C":368637,"VBScript":336721,"Makefile":301999,"Batchfile":172267,"Roff":155180,"M4":152954,"Ruby":107286,"Pawn":106336,"Lex":72179,"HTML":37131,"Java":34763,"HLSL":13096,"Shell":7830,"XSLT":544,"CSS":169,"GLSL":27},"source_url":"https://api.github.com/repos/Alien4042x/WineForge/languages","evidence":"Official GitHub REST Languages API byte counts for Alien4042x/WineForge: {\"Assembly\":1716234,\"Batchfile\":172267,\"C\":244307650,\"C#\":1086377,\"C++\":84742930,\"CSS\":169,\"GLSL\":27,\"HLSL\":13096,\"HTML\":37131,\"Java\":34763,\"JavaScript\":872871,\"Lex\":72179,\"M4\":152954,\"Makefile\":301999,\"Objective-C\":368637,\"Pawn\":106336,\"Perl\":1127043,\"Python\":11869140,\"Roff\":155180,\"Ruby\":107286,\"Shell\":7830,\"VBScript\":336721,\"XSLT\":544,\"Yacc\":900691}. C is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wineglass-native-ios-windows-compatibility","title":"WineGlass-Native","game":"Windows applications and games on iPhone (multi-title runtime)","platform":"Windows x86/x86-64 PE32/PE32+ applications → ARM64 iPhone/iOS; the README's device-build example sets an iOS 17.0 minimum. A macOS harness is documented for development, not as a general end-user host.","kind":"Emulator","status":"Experimental prototype; latest source push was 2026-07-15 and no GitHub release was listed when checked on 2026-10-16. The README reports iPhone execution for x86/x64 code, PE import loading, and 600+ Win32 functions across 15+ DLLs. Steam Setup reaches its installer wizard; a UE4.24 target reaches D3D11 device and swapchain creation but has not rendered a frame.","summary":"An experimental iOS runtime for Windows PE executables. It combines blink x86/x86-64 instruction emulation/JIT on ARM64 with PE loading, selected Win32 API thunks, and a D3D11/DXGI-to-Metal renderer. Its documented Steam installer and UE4.24 progress is prototype evidence, not a claim of general Windows application or game compatibility.","project_url":"https://github.com/Contonion/WineGlass-Native","updated":"2026-10-16","strategy":"x86/x86-64 instruction emulation/JIT via blink, selected Win32 API reimplementations, and a D3D11/DXGI-to-Metal rendering path","language":"","source_available":"Public source repository; README states Apache-2.0, but GitHub metadata reports no detected repository license; vendored and third-party components may have separate terms","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"iOS Windows binary and API compatibility runtime","target_type":"Software","sources":[{"label":"Maintainer README: architecture, iOS build target, implementation, and prototype status","url":"https://github.com/Contonion/WineGlass-Native"},{"label":"GitHub repository metadata checked 2026-10-16 (latest source push 2026-07-15)","url":"https://api.github.com/repos/Contonion/WineGlass-Native"},{"label":"GitHub releases endpoint checked 2026-10-16; no releases listed","url":"https://api.github.com/repos/Contonion/WineGlass-Native/releases"},{"label":"Current primary README","url":"https://github.com/Contonion/WineGlass-Native/blob/pathb-native-memory-uobject-drain/README.md"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/Contonion/WineGlass-Native/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1251372,"Objective-C":95787,"Shell":13899},"source_url":"https://api.github.com/repos/Contonion/WineGlass-Native/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"winemetalgl-opengl-metal","title":"WineMetalGL","game":"Windows OpenGL applications in Wine on macOS (multi-title)","platform":"Windows OpenGL applications → macOS 15+ Metal through Wine; OpenGL 4.6 core and compatibility profiles","kind":"API Translation","status":"WineMetalGL 3.2.0 remains the latest published release (2026-10-14). On 2026-10-16, merged PR #34 fixed GLSL line-continuation handling for shader compiler inputs. The maintainer reports that the 28 affected Godot shader variants compiled after the fix and that 61/61 host and 259/259 GPU tests passed. This is a targeted shader-compiler fix; the README’s documented game corpus and unsupported-feature list remain the compatibility references.","summary":"A general OpenGL compatibility layer for Windows programs running through Wine on macOS. Its library implements GL state and resources on Metal and compiles GLSL to Metal Shading Language; a Wine module exposes that implementation. The project says Wine itself is not patched.","project_url":"https://github.com/metalsharp/WineMetalGL","updated":"2026-10-16","strategy":"OpenGL 4.6 implementation and GLSL-to-MSL translation on Metal through Wine","language":"","source_available":"Public source under GNU LGPL 3.0; Wine and other build/runtime dependencies are separate.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Windows OpenGL to macOS Metal compatibility layer","target_type":"Software","sources":[{"label":"Project README, architecture, and license","url":"https://github.com/metalsharp/WineMetalGL"},{"label":"Latest release 3.2.0","url":"https://github.com/metalsharp/WineMetalGL/releases/tag/winemetalgl-3.2.0"},{"label":"Reddit community discovery post","url":"https://www.reddit.com/r/macgaming/comments/1x2wvdf/winemetalgl_now_available_for_general_use/"},{"label":"Maintainer README: current OpenGL implementation, conformance results, game corpus, and unsupported-feature documentation","url":"https://github.com/metalsharp/WineMetalGL/blob/main/README.md"},{"label":"Merged maintainer PR #34: GLSL line-continuation fix, affected Godot shader results, and test counts","url":"https://github.com/metalsharp/WineMetalGL/pull/34"},{"label":"GitHub API: merge commit 86c5c1930b9bd42a4edc83a41b6fc5f91b3c99c8","url":"https://api.github.com/repos/metalsharp/WineMetalGL/commits/86c5c1930b9bd42a4edc83a41b6fc5f91b3c99c8"},{"label":"GitHub Releases API: v3.2.0 remains latest published release","url":"https://api.github.com/repos/metalsharp/WineMetalGL/releases?per_page=100"},{"label":"GitHub API: current repository push timestamp","url":"https://api.github.com/repos/metalsharp/WineMetalGL"}],"media":[{"kind":"image","label":"DOOM (2016) OpenGL settings through WineMetalGL","url":"https://raw.githubusercontent.com/metalsharp/WineMetalGL/main/docs/images/doom-2016-settings.jpg","preview_url":"https://raw.githubusercontent.com/metalsharp/WineMetalGL/main/docs/images/doom-2016-settings.jpg","source_url":"https://github.com/metalsharp/WineMetalGL/blob/main/README.md","discovered_on":"2026-10-15"}],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1743040,"Objective-C++":1423803,"C":636978,"Python":152748,"Objective-C":106762,"Shell":39831,"CMake":9205},"source_url":"https://api.github.com/repos/metalsharp/WineMetalGL/languages","evidence":"Official GitHub REST Languages API response checked 2026-10-16 reports C++ as the largest measured language bucket (1,743,040 bytes). The previous 2026-10-15 map reported 1,525,451 C++ bytes; the byte map changed alongside the 2026-10-16 merged shader-compiler fix.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"winerosetta-wow-instruction-shim","title":"Winerosetta (World of Warcraft Rosetta instruction shim)","game":"Selected Windows x86 applications under Wine (World of Warcraft versions documented)","platform":"32-bit x86 Windows clients → Apple Silicon macOS through Wine/CrossOver and Rosetta 2","kind":"Emulator","status":"The public source repository was last pushed 2025-09-10 and has no release of its own. Its README still links a v1.0.2 binary from the former Lifeisawful owner namespace, but that destination currently returns 404, so binary availability is unverified. The README documents only specific WoW builds; this is not a general-purpose x86 translator. The newer x87sidecar project is already in the catalog and documents a separate route that can replace Winerosetta for its supported instruction cases.","summary":"A small Windows DLL/loader that works around x86 instruction encodings Rosetta 2 does not support for selected 32-bit World of Warcraft builds under Wine or CrossOver on Apple Silicon. The source README also documents pairing it with RosettaX87. Treat it as a historical, title-specific compatibility shim; its current repo does not provide a formal release package.","project_url":"https://github.com/Gcenx/winerosetta","updated":"2026-10-16","strategy":"Targeted x86 instruction compatibility shim used alongside Rosetta 2","language":"","source_available":"Public source repository; no top-level license file or GitHub-recognized repository license was present in the reviewed current repository listing, so usage terms remain unclear. Its README links a v1.0.2 binary from the former Lifeisawful namespace, but that URL returned 404 when checked on 2026-10-16; current binary availability is unverified.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Game-specific Rosetta/Wine instruction shim","target_type":"Software","sources":[{"label":"Current source repository README: target builds and integration instructions","url":"https://github.com/Gcenx/winerosetta#readme"},{"label":"Current repository release page (no releases published)","url":"https://github.com/Gcenx/winerosetta/releases"},{"label":"x87sidecar README, documenting its relation to Rosetta instruction handling","url":"https://github.com/athei/x87sidecar#readme"},{"label":"GitHub REST repository API: public repository with no detected license (checked 2026-10-16)","url":"https://api.github.com/repos/Gcenx/winerosetta"},{"label":"Current GitHub root listing: no top-level license file (checked 2026-10-16)","url":"https://api.github.com/repos/Gcenx/winerosetta/contents"},{"label":"Former-owner v1.0.2 release endpoint linked from current README; returns 404 (checked 2026-10-16)","url":"https://api.github.com/repos/Lifeisawful/winerosetta/releases/tags/v1.0.2"},{"label":"Current repository README: project scope and linked binary endpoint","url":"https://github.com/Gcenx/winerosetta/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":5436,"CMake":1290},"source_url":"https://api.github.com/repos/Gcenx/winerosetta/languages","evidence":"Official GitHub REST Languages API byte counts for Gcenx/winerosetta: {\"C++\":5436,\"CMake\":1290}. C++ is the largest repository-wide category; this aggregate includes upstream or build/tooling files in source forks and is not a measure of the newly authored patch alone.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"winevdm-win16-on-64bit-windows","title":"WineVDM / OTVDM","game":"16-bit Windows applications (Windows 1.x, 2.x, 3.0, and 3.1)","platform":"Win16 applications → 64-bit Windows","kind":"Emulator","status":"Maintained compatibility emulator with stable v0.9.0 and rolling unstable builds. It combines CPU emulation with Wine-derived Win16-to-Win32 API conversion. Its DOS compatibility mode is explicitly incomplete; the project recommends DOSBox or MS-DOS Player for DOS programs.","summary":"Runs historical 16-bit Windows applications on 64-bit Windows by emulating the CPU and translating Win16 APIs to Win32. The repository is an altered WineVDM build with install integration and compatibility fixes; it is a compatibility runtime, not a recovered original application.","project_url":"https://github.com/otya128/winevdm","updated":"2026-10-15","strategy":"CPU emulation plus Wine-derived Win16-to-Win32 API conversion and compatibility fixes","language":"English","source_available":"Public source under GPL-2.0; stable v0.9.0 release and unstable CI builds. Historical Win16 application binaries are separate.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Win16 application compatibility emulator","target_type":"Software","sources":[{"label":"Maintainer README: supported Win16 versions, implementation method, DOS limitation, and build instructions","url":"https://github.com/otya128/winevdm"},{"label":"Maintainer releases: stable v0.9.0 and release history","url":"https://github.com/otya128/winevdm/releases"}],"media":[{"kind":"image","label":"screenshot","url":"https://raw.githubusercontent.com/otya128/winevdm/master/screenshot.PNG","preview_url":"https://raw.githubusercontent.com/otya128/winevdm/master/screenshot.PNG","source_url":"https://github.com/otya128/winevdm/blob/master/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16948127,"C++":206655,"Python":185543,"Yacc":119713,"CMake":31948,"Makefile":15138,"Assembly":12441,"PowerShell":7083,"Ruby":3857},"source_url":"https://api.github.com/repos/otya128/winevdm/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/otya128/winevdm reports 16,948,127 bytes of C, the largest language total (96.7% of 17,530,505 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"winfellow","title":"WinFellow","game":"Commodore Amiga computer models","platform":"Windows 7, 8, 10, and 11","kind":"Emulator","status":"Windows-focused; latest published release v0.5.11.1263 dated 2024-03-21; public source was updated in 2025","summary":"Windows Amiga emulator with an upstream project site, source repository, and published release builds.","project_url":"https://petschau.github.io/WinFellow/","updated":"2025-11-13","strategy":"Emulates Amiga hardware and boots compatible Kickstart ROMs and software.","language":"","source_available":"Public source repository (GPL-2.0)","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Amiga hardware emulator for Windows","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://petschau.github.io/WinFellow/"},{"label":"Upstream repository and GPL-2.0 project license metadata","url":"https://github.com/petschau/WinFellow"},{"label":"Upstream releases","url":"https://github.com/petschau/WinFellow/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4587714,"C++":2987936,"HTML":470678,"PowerShell":21374,"TeX":18437,"Assembly":8464,"NSIS":7583,"Batchfile":5710,"HLSL":1140,"Shell":292},"source_url":"https://api.github.com/repos/petschau/WinFellow/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/petschau/WinFellow reports 4,587,714 bytes of C, the largest language total (56.6% of 8,109,328 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wing-commander-kilrathi-saga-source-reconstruction","title":"Wing Commander Source Reconstruction and SDL2 Port","game":"Wing Commander (Kilrathi Saga, 1996; DOS data partially supported)","platform":"Windows PC Kilrathi Saga executable → Windows, Linux and macOS SDL2 port; DOS data support is partial","kind":"Decompilation","status":"The README accounts for all 1,472 identified functions: 1,470 have source implementations and the other two are compiler-generated jump thunks. Release v0.0.13 was published 2026-09-14. The SDL2 port supports Kilrathi Saga data and partial original DOS data.","summary":"A C source reconstruction of the Kilrathi Saga PC release that reproduces the original Win32 executable with MSVC 4.20, plus a native SDL2 port for Windows, Linux and macOS. No copyrighted game data is included.","project_url":"https://github.com/neuromancer/wc1-re","updated":"2026-10-16","strategy":"Reconstructed C game core with original-toolchain comparison and an SDL2 native port.","language":"","source_available":"Public source repository and releases; game data is user-supplied.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching PC source reconstruction and native port","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/neuromancer/wc1-re#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/neuromancer/wc1-re/commit/23398dd85b798a29bfe0644533551188a4bf7101"},{"label":"Latest documented release","url":"https://github.com/neuromancer/wc1-re/releases/tag/v0.0.13"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/neuromancer/wc1-re/languages"},{"label":"Current primary README","url":"https://github.com/neuromancer/wc1-re/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/neuromancer/wc1-re"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2431322,"C++":288797,"Assembly":132052,"Makefile":38673,"Python":36743,"Slint":7598,"CMake":7071,"Shell":4781},"source_url":"https://api.github.com/repos/neuromancer/wc1-re/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"winlator-android-windows-compatibility","title":"Winlator: Windows Applications on Android","game":"Windows x86/x86-64 applications and games (multi-title)","platform":"Windows PC x86/x86-64 applications → Android ARM64; per-title compatibility depends on runtime and device","kind":"API Translation","status":"The latest stable release found is v11.2.0 (2026-08-19), with an Android APK. The repository was pushed on 2026-09-22 and remains active. The project documents Wine with Box86/Box64 plus Mesa/Turnip and Direct3D translation components; it does not claim that all Windows applications or games work.","summary":"Android compatibility environment for Windows applications and games. Wine translates Windows interfaces while Box86/Box64 handles x86/x86-64 code on ARM; supported graphics paths use components such as Mesa, DXVK, and VKD3D. Users supply the Windows software; the application does not include commercial game content.","project_url":"https://github.com/brunodev85/winlator","updated":"2026-10-16","strategy":"Wine compatibility layer with Box86/Box64 CPU translation and Mesa/DXVK/VKD3D graphics components.","language":"","source_available":"Public application source identified as LGPL-2.1 by GitHub; bundled runtime components carry their own licenses. Windows software must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android ARM64 Windows compatibility runtime; title/device/driver compatibility varies","target_type":"Software","sources":[{"label":"Official Winlator website: Windows x86-64 application compatibility description (checked 2026-10-16)","url":"https://winlator.org/"},{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/brunodev85/winlator"},{"label":"GitHub release v11.2.0 (2026-08-19)","url":"https://github.com/brunodev85/winlator/releases/tag/v11.2.0"},{"label":"GitHub repository license and source (LGPL-2.1; checked 2026-10-16)","url":"https://github.com/brunodev85/winlator/blob/main/LICENSE"},{"label":"Official GitHub Languages API byte totals (checked 2026-10-16)","url":"https://api.github.com/repos/brunodev85/winlator/languages"},{"label":"Current primary README","url":"https://github.com/brunodev85/winlator/blob/main/README.md"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/brunodev85/winlator"},{"label":"GitHub latest commit listed for default branch (2026-09-22, b6b2259158; activity evidence only)","url":"https://github.com/brunodev85/winlator/commit/b6b2259158cf38d06067c34430d840d56b46d220"}],"media":[{"kind":"video","label":"Winlator demo video embedded in the maintainer README","url":"https://www.youtube.com/watch?v=ETYDgKz4jBQ","preview_url":"https://img.youtube.com/vi/ETYDgKz4jBQ/3.jpg","source_url":"https://github.com/brunodev85/winlator","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":511345,"CMake":470,"Shell":70},"source_url":"https://api.github.com/repos/brunodev85/winlator/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"winrecomp-pe32-static-recompiler","title":"WinRecomp","game":"PE32/i386 Windows application binaries (multi-title recompilation tool)","platform":"32-bit i386 Windows PE executables → generated native Windows x64 CMake projects. Linux builds support analysis/diagnostics; the documented E3 Windows API integration is targeted at Windows x64.","kind":"Recompilation","status":"Early development; the README describes runtime version 0.2 and seven verified roadmap gates totaling 50/100 planning points. Synthetic translated programs, including a GUI/framebuffer comparison, are tested on Windows. An E3-derived x64 executable has been generated, but the maintainer explicitly says actual E3 Windows startup, rendering, and gameplay are unverified; there is no universal PE32 compatibility claim.","summary":"Static recompilation tool for bounded PE32/i386 Windows executables. It analyzes guest code and emits C++ instruction translations plus a CMake project that preserves 32-bit guest state while building for native Windows x64. Unsupported instructions, imports, and indirect transfers stop with errors rather than silently becoming no-ops. The repository contains synthetic fixtures, not a proprietary target executable or its assets.","project_url":"https://github.com/Zippingrocks/WindowsRecompTool","updated":"2026-10-15","strategy":"PE32/i386 analysis and bounded static lifting to C++, linked with a runtime that models guest memory, registers, imports, and selected Win32 APIs; generated code is built for Windows x64 and exercised against guest/native conformance fixtures.","language":"","source_available":"Public MIT-licensed C++ source. The analyst supplies the original PE32 executable and any application data/assets; game-derived binaries and generated source stay local according to the README.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Static PE32/i386 Windows-to-x64 recompilation framework","target_type":"Software","sources":[{"label":"Maintainer README: target profile, runtime behavior, maturity, limitations, and local input requirements","url":"https://github.com/Zippingrocks/WindowsRecompTool#readme"},{"label":"Maintainer status document: Windows x64 build evidence and unverified real-game milestones","url":"https://github.com/Zippingrocks/WindowsRecompTool/blob/main/docs/status.md"},{"label":"Repository metadata: MIT license and source activity checked 2026-10-15","url":"https://api.github.com/repos/Zippingrocks/WindowsRecompTool"},{"label":"GitHub language breakdown checked 2026-10-15","url":"https://api.github.com/repos/Zippingrocks/WindowsRecompTool/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":325555,"Python":134209,"CMake":8028},"source_url":"https://api.github.com/repos/Zippingrocks/WindowsRecompTool/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Zippingrocks/WindowsRecompTool reports 325,555 bytes of C++, the largest language total (69.6% of 467,792 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"winuae","title":"WinUAE","game":"Commodore Amiga computer models","platform":"Windows; experimental native SDL3/Qt ports for Linux and macOS are documented upstream","kind":"Emulator","status":"Maintained Windows emulator; README also documents early/experimental SDL3 and Qt work for Unix-like hosts","summary":"Long-running Amiga emulator with active upstream source. The project also documents an early SDL3/Qt-based native port for Unix-like hosts.","project_url":"https://github.com/tonioni/WinUAE/","updated":"2026-10-15","strategy":"Emulates Amiga hardware and boots compatible Kickstart ROMs and software.","language":"","source_available":"Public source repository; license declaration not found in the checked repository documentation","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Amiga hardware emulator","target_type":"Software","sources":[{"label":"Upstream repository and Windows support information","url":"https://github.com/tonioni/WinUAE/"},{"label":"Upstream Unix-like port notes","url":"https://github.com/tonioni/WinUAE/blob/master/README_unix.md"},{"label":"Official project source confirms emulator type and target","url":"https://github.com/tonioni/WinUAE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":72294463,"C":8336218,"Assembly":219408,"Shell":146706,"CMake":106396,"Python":15511,"Batchfile":5982,"HLSL":3610,"PowerShell":2537,"Makefile":1662,"Smalltalk":1662},"source_url":"https://api.github.com/repos/tonioni/WinUAE/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/tonioni/WinUAE reports 72,294,463 bytes of C++, the largest language total (89.1% of 81,134,155 recognized language bytes). The complete endpoint byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wipeout-pure-psp-static-recomp-native","title":"Wipeout Pure PSP Static Recompilation","game":"Wipeout Pure (PSP, US Greatest Hits UCUS-98612 v2.00)","platform":"PlayStation Portable (US Greatest Hits UCUS-98612 v2.00) → Apple Silicon macOS / Windows x64","kind":"Recompilation","status":"Version 0.1.0 releases are available for Apple Silicon macOS and Windows. The README describes all single-player modes, classes, leagues and circuits, movies, music, audio and PSP-format saves; the maintainer status log reports campaign-sweep routes for every mode/class/circuit and renderer/regression coverage, with known automated-following stalls on three tracks. Only the US Greatest Hits UCUS-98612 v2.00 image is accepted. No game data is packaged.","summary":"A native macOS and Windows port of Wipeout Pure using static PSP-code recompilation, Metal on macOS and Vulkan on Windows. The build is made locally from the user’s matching US PSP image; the project supports export/import of PSP-format saves and user-owned DLC packs.","project_url":"https://github.com/erreib/pure-recomp","updated":"2026-10-16","strategy":"Static Allegrex/MIPS recompilation with native Metal (macOS) and Vulkan (Windows) backends","language":"","source_available":"Public GPL-2.0 source and v0.1.0 desktop releases; no game data is included. Requires the matching US Greatest Hits PSP disc image; optional DLC must also be user supplied.","first_found":"2026-10-16","project_started":"","programming_language":"Python","subtype":"v0.1.0 desktop releases; PSP saves and original DLC supported","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/erreib/pure-recomp"},{"label":"Maintainer README: project identity, method, status and user-data requirements","url":"https://github.com/erreib/pure-recomp/blob/main/README.md"},{"label":"Published project release","url":"https://github.com/erreib/pure-recomp/releases/tag/v0.1.0"},{"label":"GitHub repository API: canonical repository identity and checked activity metadata","url":"https://api.github.com/repos/erreib/pure-recomp"},{"label":"GitHub Languages API: repository-wide source byte counts","url":"https://api.github.com/repos/erreib/pure-recomp/languages"},{"label":"Maintainer status and test matrix (2026-10-07)","url":"https://github.com/erreib/pure-recomp/blob/main/docs/status.md"},{"label":"Maintainer release notes","url":"https://github.com/erreib/pure-recomp/blob/main/docs/release.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":657506,"Shell":454917,"Objective-C++":236560,"C++":193419,"Metal":31197,"Java":13682,"CMake":6274,"Objective-C":3193},"source_url":"https://api.github.com/repos/erreib/pure-recomp/languages","evidence":"GitHub’s official Languages API reports Python: 657,506 bytes, Shell: 454,917 bytes, Objective-C++: 236,560 bytes, C++: 193,419 bytes, Metal: 31,197 bytes, Java: 13,682 bytes, CMake: 6,274 bytes, Objective-C: 3,193 bytes. Python is the largest repository-wide byte total; this does not imply that it is the language of generated game code or the title-specific runtime.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wipeout-dreamcast-port","title":"wipEout Rewrite Dreamcast Port","game":"wipEout (1995)","platform":"PlayStation game → PC reimplementation → Dreamcast","kind":"Reimplementation","status":"Final v2 release; the Dreamcast port README describes it as feature-complete and nearly 60 FPS. The maintainer explicitly does not support emulation, and the repository does not include game data.","summary":"Dreamcast port of phoboslab's PC reimplementation of the 1995 PlayStation game wipEout. The project documents 24-bit color, widescreen, remapped controls, VMU saves, and a release disc image. It requires original game data, which is not included.","project_url":"https://github.com/jnmartin84/wipeout-dc","updated":"2026-04-01","strategy":"Native Dreamcast port of a PC reimplementation","language":"","source_available":"Public source; game data not included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dreamcast","target_type":"Game","sources":[{"label":"Dreamcast port README, build notes, and status","url":"https://github.com/jnmartin84/wipeout-dc/blob/main/README.md"},{"label":"Final v2 Dreamcast release","url":"https://github.com/jnmartin84/wipeout-dc/releases/tag/v2-final"},{"label":"Upstream wipEout Rewrite README identifying it as a PSX-game reimplementation","url":"https://github.com/phoboslab/wipeout-rewrite"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/jnmartin84/wipeout-dc"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":464646,"Assembly":7967,"Makefile":2733},"source_url":"https://api.github.com/repos/jnmartin84/wipeout-dc/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/jnmartin84/wipeout-dc reports 464,646 bytes of C, the largest language total (97.7% of 475,346 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wipeout-xl-playstation-native-static-recomp","title":"Wipeout XL Recompiled (Wipeout2K97XL)","game":"Wipeout XL (USA, SCUS-94351)","platform":"PlayStation USA (SCUS-94351) → Windows x64; experimental Linux x86-64 and macOS x86-64/arm64 setup kits","kind":"Recompilation","status":"The Windows x64 v0.1.0 setup-kit release was published 2026-09-08; it generates and builds the playable native game locally from the user's USA 12-track disc. Maintainer verification reports OpenBIOS gameplay, race tests, and tested Xbox/PowerA controller input, but not full-game completion or exhaustive rendering coverage. A v0.1.0-native-preview release for Linux and macOS was also published 2026-09-08; its host builds pass, but gameplay on those platforms is explicitly unverified. Repository last pushed 2026-09-08.","summary":"A PSXRecomp-based native PC project for Wipeout XL, the US PlayStation release SCUS-94351. Its public archive is a setup kit rather than a prebuilt game: users provide the CUE and all 12 BIN tracks, then generate and compile the native game locally. The Windows kit has gameplay test evidence and optional widescreen, extended draw-distance, CRT-style, and configurable NeGcon dual-stick mods. No game disc or retail BIOS is included.","project_url":"https://github.com/NJH-1001/Wipeout2K97XL","updated":"2026-10-16","strategy":"Static PS1 MIPS recompilation through PSXRecomp, with game code generated and rebuilt locally from a user-supplied disc; the project wraps setup, launcher, and title-specific mods around the recompiled runtime.","language":"","source_available":"Public source, but the maintainer says no game-project license is asserted. PSXRecomp, recomp-ui, OpenBIOS, SDL3, and other bundled dependencies retain their own licenses and notices. The setup kit does not include game data or retail Sony BIOS firmware.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation 1 native PC recompilation","target_type":"Game","sources":[{"label":"Maintainer README: setup-kit workflow, exact disc, platforms, and verification limits","url":"https://github.com/NJH-1001/Wipeout2K97XL"},{"label":"Windows x64 v0.1.0 setup-kit release","url":"https://github.com/NJH-1001/Wipeout2K97XL/releases/tag/v0.1.0"},{"label":"Linux and macOS experimental preview; gameplay unverified","url":"https://github.com/NJH-1001/Wipeout2K97XL/releases/tag/v0.1.0-native-preview"},{"label":"Maintainer verification report","url":"https://github.com/NJH-1001/Wipeout2K97XL/blob/main/VERIFICATION.md"},{"label":"Third-party license notices and no-game-rights statement","url":"https://github.com/NJH-1001/Wipeout2K97XL/blob/main/THIRD_PARTY.md"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/NJH-1001/Wipeout2K97XL/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":60020,"Python":7447,"CMake":4320,"Shell":3972,"C++":1257},"source_url":"https://api.github.com/repos/NJH-1001/Wipeout2K97XL/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 60,020 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wizardry-8-windows-decomp","title":"Wizardry 8 Windows PC Decompilation","game":"Wizardry 8 (Windows PC, 2001)","platform":"Original Windows PC release","kind":"Decompilation","status":"The recovered executable links and runs with original game data and middleware. The maintainer explicitly leaves semantic, binary-structure and behavioral audits open; runnable builds and function pairing do not establish retail equivalence.","summary":"C/C++ source recovery from the Windows retail executable and supporting libraries, with a matching build using the original-era Visual C++ 6 toolchain and runtime tests against user-supplied game data.","project_url":"https://github.com/agluszak/wizardry-8-decomp","updated":"2026-10-16","strategy":"Source reconstruction from original binaries, followed by MSVC 6 matching builds, reccmp comparisons and runtime audits.","language":"","source_available":"Public source repository; original Wizardry 8 game files are not included and are needed for canonical testing.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows PC source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: target, method, status and platform support","url":"https://github.com/agluszak/wizardry-8-decomp#readme"},{"label":"Latest maintainer commit (GitHub, checked 2026-10-16)","url":"https://github.com/agluszak/wizardry-8-decomp/commit/075cbd0b853c4670e94f6ae4fe48d53b52b5e819"},{"label":"GitHub Languages API byte counts","url":"https://api.github.com/repos/agluszak/wizardry-8-decomp/languages"},{"label":"Current primary README","url":"https://github.com/agluszak/wizardry-8-decomp/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/agluszak/wizardry-8-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":11740488,"Python":1005029,"C":851701,"CMake":46466,"Pawn":23788,"Dockerfile":10351,"Shell":505},"source_url":"https://api.github.com/repos/agluszak/wizardry-8-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wolfenstein-3d-n64-reimplementation","title":"Wolfenstein 3D Nintendo 64 Source Port","game":"Wolfenstein 3D","platform":"MS-DOS → Nintendo 64 (libdragon homebrew)","kind":"Reimplementation","status":"Version 1.0.0. The maintainer lists the shareware and full-game campaigns, enemies and bosses, music and sound, menus, saves, and the original recorded demos. The README says it was developed and tested in ares v148; Nintendo 64 hardware has not been tested.","summary":"Unofficial Nintendo 64/libdragon source port of Wolfenstein 3D, written from id Software’s released source code. The build converts the user’s own shareware or full-game data into an N64 ROM; the repository includes no game data or ROM. This is a source port, not an N64 decompilation or static recompilation.","project_url":"https://github.com/michaelpwest/wolfenstein-3d-n64","updated":"2026-10-16","strategy":"Port of id Software’s released DOS source to Nintendo 64/libdragon","language":"","source_available":"Public GPL-2.0 source; requires user-supplied Wolfenstein 3D files and executable. Game data and built N64 ROMs are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"DOS source port to N64 homebrew","target_type":"Game","sources":[{"label":"Maintainer README: source origin, supported editions, features, build requirements, and hardware testing","url":"https://github.com/michaelpwest/wolfenstein-3d-n64#readme"},{"label":"Maintainer technical details for the N64 port","url":"https://github.com/michaelpwest/wolfenstein-3d-n64/blob/main/TECHNICAL_DETAILS.md"}],"media":[{"kind":"image","label":"Wolfenstein 3D N64 port: starting cell","url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/cell.png","preview_url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/cell.png","source_url":"https://github.com/michaelpwest/wolfenstein-3d-n64/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Wolfenstein 3D N64 port: first-floor combat","url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/guard.png","preview_url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/guard.png","source_url":"https://github.com/michaelpwest/wolfenstein-3d-n64/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Wolfenstein 3D N64 port: treasure room","url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/treasure.png","preview_url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/treasure.png","source_url":"https://github.com/michaelpwest/wolfenstein-3d-n64/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"Wolfenstein 3D N64 build GUI","url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/build-window.png","preview_url":"https://raw.githubusercontent.com/michaelpwest/wolfenstein-3d-n64/main/docs/build-window.png","source_url":"https://github.com/michaelpwest/wolfenstein-3d-n64/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":818991,"Python":125137,"PowerShell":43033,"Shell":16920,"Makefile":5938,"Assembly":842,"Batchfile":262},"source_url":"https://api.github.com/repos/michaelpwest/wolfenstein-3d-n64/languages","evidence":"Exact byte counts returned by the official GitHub REST Languages endpoint on 2026-10-16; predominant language is the largest reported total. Repository-level counts can include build tooling and do not isolate runtime implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wonder-boy-monsterland-atari-st-decomp","title":"Wonder Boy in Monsterland Atari ST Decompilation","game":"Wonder Boy in Monsterland (Atari ST)","platform":"Atari ST/STE Motorola 68000 → reconstructed C and ST/STE program","kind":"Decompilation","status":"The README reports 330 verified functions and 6,465 differential tests; the reconstructed program boots on a real Atari STE from floppy. It does not publish a total-function completion percentage.","summary":"Reconstructs shipped Atari ST 68000 code as readable C, verifies it against the original binary, and compiles it back for Atari ST/STE.","project_url":"https://github.com/geogeo28/atari_reverse","updated":"2026-10-15","strategy":"Byte-matching 68000 source reconstruction in C","language":"","source_available":"Public source/tooling repository; the README says game executables, disk images, game data, and TOS ROM are not included; users bring their own copies.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari ST executable reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/geogeo28/atari_reverse"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/geogeo28/atari_reverse/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":13389017,"C":8516505,"Assembly":823506,"Shell":400119,"HTML":123208,"Java":71845,"Makefile":56536,"Linker Script":28995},"source_url":"https://api.github.com/repos/geogeo28/atari_reverse/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/geogeo28/atari_reverse reports 13,389,017 bytes of Python, the largest language total (57.2% of 23,409,731 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wonder-project-j2-n64-pc-recomp","title":"Wonder Project J2 — PC Recompilation","game":"Wonder Project J2","platform":"Nintendo 64 Japan → Linux (Ubuntu 24.04 / Arch tested); Windows/macOS not verified","kind":"Recompilation","status":"Boots the full sequence/title loop, renders through RT64/Vulkan, plays audio and reports stable 60 FPS. Controller Pak saves are implemented but untested; no English patch or packaged distribution. Requires Japanese `.z64` ROM, MD5 `0ff1f8628d8fe69582db54572d2bea79`.","summary":"N64Recomp methodology with RT64; RSP audio microcode via RSPRecomp.","project_url":"https://github.com/Vmarcelo49/wpj2-recomp","updated":"2026-10-16","strategy":"N64 static recompilation","language":"","source_available":"Public source repository; user supplies the original game data where required.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64","target_type":"Game","sources":[{"label":"Project README and primary repository","url":"https://github.com/Vmarcelo49/wpj2-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":18433736,"C++":294888,"Python":27504,"CMake":12125,"Shell":647},"source_url":"https://api.github.com/repos/Vmarcelo49/wpj2-recomp/languages","evidence":"GitHub's official Languages API reports 18,433,736 bytes of C out of 18,768,900 recognized language bytes for https://github.com/Vmarcelo49/wpj2-recomp; full byte breakdown stored here. Generated/vendor code can influence these totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wonder-trek-ps1-english","title":"Wonder Trek English Translation","game":"Wonder Trek","platform":"PlayStation","kind":"Fan Localization","status":"Complete; v1.0 released 2025-05-22","summary":"English translation of the PlayStation adventure, including text, images, and video. A public source repository contains the patch-building script and assembly changes; the Romhack Plaza page currently lists no downloadable files.","project_url":"https://github.com/ChapuTranslations/WonderTrekEnglishPatch","updated":"2025-05-22","strategy":"Fan translation patch","language":"English","source_available":"Public source/build repository; patch download not available from the catalog page when checked","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Text, images, and video localization","target_type":"Game","sources":[{"label":"Public source repository and build instructions","url":"https://github.com/ChapuTranslations/WonderTrekEnglishPatch"},{"label":"Romhack Plaza release record, status and compatibility notes","url":"https://www.romhackplaza.org/translations/wonder-trek-english-translation-playstation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":238444,"Python":21129},"source_url":"https://api.github.com/repos/ChapuTranslations/WonderTrekEnglishPatch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 238,444 bytes. The maintainer repository describes itself as code to translate Wonder Trek; totals are repository-wide.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-wonderswan","title":"WonderSwan MiSTer Core","game":"WonderSwan and WonderSwan Color software and games","platform":"Bandai WonderSwan / WonderSwan Color on MiSTer FPGA with SDRAM","kind":"Emulator","status":"Maintained MiSTer core; the upstream repository was last pushed 2026-10-13. It supports monochrome WonderSwan and WonderSwan Color, while the README requires separate user-supplied boot ROMs for each model.","summary":"FPGA hardware emulation core for Bandai’s WonderSwan family. The project repository contains source and core artifacts but no WonderSwan boot ROM image; the required firmware is copyrighted and must be obtained separately.","project_url":"https://github.com/MiSTer-devel/WonderSwan_MiSTer","updated":"2026-10-16","strategy":"FPGA hardware recreation of the WonderSwan and WonderSwan Color, including their distinct boot ROM paths and 60/75.4 Hz operation options.","language":"","source_available":"Public GPL-2.0 source repository. The WonderSwan and WonderSwan Color boot ROMs are required by the README but are not included in the tracked tree; firmware rights remain separate.","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"MiSTer FPGA handheld console hardware emulator core","target_type":"Software","sources":[{"label":"Maintainer repository and README","url":"https://github.com/MiSTer-devel/WonderSwan_MiSTer"},{"label":"GitHub repository metadata (license and last push)","url":"https://api.github.com/repos/MiSTer-devel/WonderSwan_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":655167,"Verilog":309501,"SystemVerilog":179764,"Assembly":94065,"Tcl":22803,"Lua":21557,"Batchfile":2865},"source_url":"https://api.github.com/repos/MiSTer-devel/WonderSwan_MiSTer/languages","evidence":"Official GitHub Languages API reports 655,167 bytes of VHDL as the largest language count (51.0% of 1,285,722 recognized-language bytes). Repository-wide counts include RTL, bundled references, simulation, build and documentation code and do not isolate the emulation core.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wondrous-magic-sfc-english","title":"Wondrous Magic English Translation Source Build","game":"Wondrous Magic","platform":"Super Famicom","kind":"Fan Localization","status":"Maintainer repository contains an English translation and reproducible source build; no tagged release or prebuilt patch. The full game has not been playtested past piece-by-piece verification.","summary":"Japanese-to-English Super Famicom localization source project. It translates documented script blocks and graphics, then builds an English ROM from the user's Japanese ROM; no ROM or standalone patch is distributed.","project_url":"https://github.com/DanaCrysalis/WondrousMagicTranslation","updated":"2026-10-16","strategy":"Game-specific text, font, and graphics translation build source","language":"English","source_available":"Public translation data, tools, graphics, and build scripts; user supplies a Japanese ROM. `python3 build/build.py` produces rom/Wondrous_Magic_EN.sfc.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Source-build fan localization","target_type":"Game","sources":[{"label":"Maintainer README with translation state, 921-string coverage and build procedure","url":"https://github.com/DanaCrysalis/WondrousMagicTranslation"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":205504},"source_url":"https://api.github.com/repos/DanaCrysalis/WondrousMagicTranslation/languages","evidence":"GitHub's official repository Languages API for DanaCrysalis/WondrousMagicTranslation returned this exact byte map on 2026-10-16: {\"Python\": 205504}. The largest byte total is the predominant language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"woomy-wiiu-reconstruction-recompilation-framework","title":"Woomy Wii U Reconstruction and Recompilation Framework","game":"Splatoon (Wii U; primary analysis and validation corpus)","platform":"Nintendo Wii U RPX → Windows x64 analysis/reconstruction CLI; full native game not yet built or booted","kind":"Recompilation","status":"Early-stage Windows Rust CLI and Wii U reconstruction/recompilation framework. The README names Splatoon as its primary real-world analysis corpus and explicitly says it does not yet build or boot a complete native game. No GitHub release is listed; last reported push was 2026-10-06.","summary":"A Wii U binary-analysis and semantic-reconstruction framework whose stated target is native reconstructed game code; Splatoon is the main validation corpus. It treats PPC execution as an engineering validation tool and does not currently provide a complete playable Splatoon port.","project_url":"https://github.com/lowserzeditexe-lab/Woomy","updated":"2026-10-16","strategy":"Wii U executable analysis and semantic reconstruction/recompilation framework; no complete native game build is claimed.","language":"","source_available":"Public Windows CLI source and documentation. The user supplies extracted Wii U dump files; the tool does not include game assets or keys.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Wii U reconstruction/recompilation software","target_type":"Software","sources":[{"label":"Maintainer README: target, method, and current project status","url":"https://github.com/lowserzeditexe-lab/Woomy#readme"},{"label":"Official GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/lowserzeditexe-lab/Woomy"},{"label":"Official GitHub Releases page checked 2026-10-16","url":"https://github.com/lowserzeditexe-lab/Woomy/releases"},{"label":"Maintainer project status and verified milestone notes","url":"https://github.com/lowserzeditexe-lab/Woomy/blob/main/docs/STATUS.md"},{"label":"Official GitHub language-byte totals checked 2026-10-16","url":"https://api.github.com/repos/lowserzeditexe-lab/Woomy/languages"},{"label":"Current primary README","url":"https://github.com/lowserzeditexe-lab/Woomy/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":988456,"C++":22803,"PowerShell":2706},"source_url":"https://api.github.com/repos/lowserzeditexe-lab/Woomy/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wordcraft-microsoft-word","title":"WordCraft (Microsoft Word reimplementation)","game":"Microsoft Word","platform":"macOS, Windows, Linux, BSD, and browser via WebAssembly","kind":"Reimplementation","status":"Alpha; latest release v0.7.0 (2026-10-14). The README identifies real-world DOCX round-tripping, charts/SmartArt preservation, pagination, stability, and native printing as remaining work.","summary":"A clean-room Rust word processor for Microsoft Word-style writing and document-layout workflows, including DOCX read/write. The project says it is built from public specifications and observation.","project_url":"https://github.com/storytold/wordcraft","updated":"2026-10-16","strategy":"Project-described clean-room reimplementation in Rust; the README says the implementation is built from public specifications and observation.","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Word processor","target_type":"Software","sources":[{"label":"Project owner README: target, method, features, platforms, and maturity","url":"https://github.com/storytold/wordcraft"},{"label":"Project owner release v0.7.0","url":"https://github.com/storytold/wordcraft/releases/tag/v0.7.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":10937299,"Max":174097,"Shell":28698,"PowerShell":13851,"Python":6155,"HTML":928},"source_url":"https://api.github.com/repos/storytold/wordcraft/languages","evidence":"GitHub's official Languages REST endpoint reports 10,937,299 bytes of Rust, the largest language total (98.0% of 11,161,028 recognized language bytes). The full byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wordperfect-8-unix-linux-compatibility-port","title":"WordPerfect 8 for UNIX Linux compatibility port","game":"WordPerfect 8 for UNIX","platform":"UNIX System V i386 → modern Linux","kind":"Reimplementation","status":"Released Linux compatibility port; the latest tagged release is v0.13 (2023-01-08), and the repository received a build-instruction fix on 2026-10-10.","summary":"Provides build scripts and binary patches that adapt a user-supplied WordPerfect 8 for UNIX installation for modern Linux. This is compatibility porting by patching the original binary, not source recovery; the repository does not include the commercial application files.","project_url":"https://github.com/taviso/wpunix","updated":"2026-10-15","strategy":"Binary patching and Linux compatibility adaptation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":"2022-07-18","programming_language":"C","subtype":"Terminal word processor","target_type":"Software","sources":[{"label":"Project repository and README: build scripts and patches for modern Linux; requires original WordPerfect installation","url":"https://github.com/taviso/wpunix/blob/main/README.md"},{"label":"Latest published release v0.13","url":"https://github.com/taviso/wpunix/releases/tag/v0.13"},{"label":"Latest verified repository update (build instruction fix, 2026-10-10)","url":"https://github.com/taviso/wpunix/commit/7f249ea35ed0e6e2a2eb5fea43acd40c1663e02f"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/taviso/wpunix"}],"media":[{"kind":"image","label":"WordPerfect 8 print-preview demonstration","url":"https://user-images.githubusercontent.com/123814/186571054-af88f26c-850a-4d88-94b3-02482d15e039.gif","preview_url":"https://user-images.githubusercontent.com/123814/186571054-af88f26c-850a-4d88-94b3-02482d15e039.gif","source_url":"https://github.com/taviso/wpunix","discovered_on":"2026-10-16"},{"kind":"image","label":"WordPerfect 8 default-look screenshot","url":"https://user-images.githubusercontent.com/123814/187082851-731af626-3cf1-44ac-874b-517c8ff545e6.png","preview_url":"https://user-images.githubusercontent.com/123814/187082851-731af626-3cf1-44ac-874b-517c8ff545e6.png","source_url":"https://github.com/taviso/wpunix","discovered_on":"2026-10-16"},{"kind":"image","label":"WordPerfect 8 equation-editor demonstration","url":"https://user-images.githubusercontent.com/123814/187083922-d1c38e75-734d-4161-853c-407ec38bc9d4.gif","preview_url":"https://user-images.githubusercontent.com/123814/187083922-d1c38e75-734d-4161-853c-407ec38bc9d4.gif","source_url":"https://github.com/taviso/wpunix","discovered_on":"2026-10-16"},{"kind":"image","label":"WordPerfect 8 thesaurus demonstration","url":"https://user-images.githubusercontent.com/123814/188775253-78742e7d-269f-4916-b493-411c5c208b33.gif","preview_url":"https://user-images.githubusercontent.com/123814/188775253-78742e7d-269f-4916-b493-411c5c208b33.gif","source_url":"https://github.com/taviso/wpunix","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":784032,"C++":12197,"Shell":9306,"Assembly":4390,"Makefile":4064,"Python":2935},"source_url":"https://api.github.com/repos/taviso/wpunix/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/taviso/wpunix reports 784,032 bytes of C, the largest language total (96.0% of 816,924 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"winning-eleven-3-final-ver-ps1-jpn-decomp","title":"World Soccer Jikkyou Winning Eleven 3 Final Ver. Matching Decompilation","game":"World Soccer Jikkyou Winning Eleven 3 Final Ver. (PlayStation, Japan SLPM_861.62)","platform":"Sony PlayStation (Japan, SLPM_861.62 revision 1)","kind":"Decompilation","status":"Matching assembly baseline established for 1,273 resident functions. The maintainer reports five confirmed matching overlays covering 412 functions and 414,610 exact bytes, plus 891 matching C functions (520 resident and 371 overlay). Native PC target is not started. No public release is listed.","summary":"Matching decompilation research for the Japanese PlayStation Final Ver. of World Soccer Jikkyou Winning Eleven 3. The repo documents reproducible extraction from a user-supplied disc and separates future native-PC work from the matching reference build.","project_url":"https://github.com/coffeeconleche/winning-eleven-3-final-ver-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; no game, disc image, extracted executable, BIOS, media assets, or proprietary SDK/toolchain files are included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"PlayStation MIPS matching decompilation; native PC target not started","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/coffeeconleche/winning-eleven-3-final-ver-decomp/blob/8de8cd62ed4d0e835b990a3b2f9780862beea3b2/README.md"},{"label":"Canonical public repository","url":"https://github.com/coffeeconleche/winning-eleven-3-final-ver-decomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/coffeeconleche/winning-eleven-3-final-ver-decomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/coffeeconleche/winning-eleven-3-final-ver-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":19763705,"C":1555080,"Python":125494,"BitBake":11826,"Linker Script":11133,"Makefile":3143,"PowerShell":1380},"source_url":"https://api.github.com/repos/coffeeconleche/winning-eleven-3-final-ver-decomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wow-classic-macos-wine-dxvk-bundle","title":"WoW Launcher (Apple Silicon Wine/DXVK Runtime Bundle)","game":"World of Warcraft classic Windows clients (1.12, 2.4.3, and 3.3.5a)","platform":"32-bit Windows WoW clients → Apple Silicon macOS 15+; Wine 11 runs under Rosetta 2, DXVK maps Direct3D 9 → Vulkan → Metal, and optional MTLd3D maps Direct3D 9 → Metal","kind":"API Translation","status":"The latest stable release is v2.12 (2026-10-06). The maintainer identifies WoW 3.3.5a, 2.4.3, and 1.12 as the tested and supported clients, and reports about 120 FPS at native Retina resolution on an M4 Max. The README says later 32-bit MPQ clients are untested and later 64-bit CASC clients receive no patches.","summary":"A game-specific native SwiftUI app that installs and bundles Wine 11, a private prefix, DXVK and client-specific patch tooling for classic World of Warcraft on Apple Silicon. DXVK is the default Direct3D 9 → Vulkan → Metal path; the app also offers an optional MTLd3D Metal path. It integrates existing Wine and graphics components rather than implementing those APIs itself, and includes no Blizzard game data.","project_url":"https://github.com/matasarei/wow-launcher","updated":"2026-10-16","strategy":"Game-specific Wine and graphics-backend integration, using DXVK for Direct3D 9 → Vulkan → Metal with optional MTLd3D Direct3D 9 → Metal.","language":"","source_available":"Public MIT launcher and tooling source; bundled Wine and patch components retain their own licenses; no Blizzard game data is included.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"World of Warcraft classic Wine/DXVK/Metal compatibility bundle","target_type":"Game","sources":[{"label":"Maintainer README: exact supported clients, runtime stack, macOS target, release behavior, screenshots, and limitations","url":"https://github.com/matasarei/wow-launcher"},{"label":"Latest stable v2.12 release","url":"https://github.com/matasarei/wow-launcher/releases/tag/v2.12"},{"label":"Maintainer runtime and patch architecture","url":"https://github.com/matasarei/wow-launcher/blob/main/docs/INTERNALS.md"},{"label":"Third-party components and license inventory","url":"https://github.com/matasarei/wow-launcher/blob/main/docs/THIRD-PARTY.md"},{"label":"GitHub repository metadata and license classifier","url":"https://api.github.com/repos/matasarei/wow-launcher"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/matasarei/wow-launcher/languages"},{"label":"Repository MIT license","url":"https://github.com/matasarei/wow-launcher/blob/main/LICENSE"}],"media":[{"kind":"image","label":"icon","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/icon.png","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/icon.png","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"launcher play","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/launcher-play.png","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/launcher-play.png","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"launcher display","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/launcher-display.png","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/launcher-display.png","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"dalaran","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/dalaran.jpg","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/dalaran.jpg","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"elwynn","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/elwynn.jpg","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/elwynn.jpg","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"westfall","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/westfall.jpg","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/westfall.jpg","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"},{"kind":"image","label":"keybindings cyrillic","url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/keybindings-cyrillic.png","preview_url":"https://raw.githubusercontent.com/matasarei/wow-launcher/main/assets/screenshots/keybindings-cyrillic.png","source_url":"https://github.com/matasarei/wow-launcher/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":131423,"Shell":117448,"Makefile":10651},"source_url":"https://api.github.com/repos/matasarei/wow-launcher/languages","evidence":"Exact repository-wide GitHub Languages API byte totals fetched on 2026-10-16. Swift is largest (131,423 of 259,522 recognized bytes, 50.6%).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wreckless-original-xbox-static-recomp","title":"Wreckless: The Yakuza Missions Original Xbox Recompilation","game":"Wreckless: The Yakuza Missions (Original Xbox)","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"The project builds and boots through initialization, but does not render yet and gameplay work has not started. The README reports 468,799 lines of generated C with 20 stubs and a current unresolved indirect-call blocker.","summary":"Original Xbox x86 machine code is translated into portable C and compiled as a native x86-64 executable using xboxrecomp. D3D8-to-D3D11 graphics, audio, and input are scaffolded but not yet exercised.","project_url":"https://github.com/sp00nznet/wreckless","updated":"2026-10-15","strategy":"Static x86-to-C recompilation with xboxrecomp","language":"","source_available":"Public source repository; user supplies their own Original Xbox game; no game code or assets are included","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox static recompilation for Windows","target_type":"Game","sources":[{"label":"Project README and status","url":"https://github.com/sp00nznet/wreckless/blob/main/README.md"},{"label":"GitHub repository metadata (primary language)","url":"https://api.github.com/repos/sp00nznet/wreckless"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":45053,"CMake":3504,"Shell":2395},"source_url":"https://api.github.com/repos/sp00nznet/wreckless/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/sp00nznet/wreckless reports 45,053 bytes of C, the largest language total (88.4% of 50,952 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"work-time-fun-psp-recomp","title":"WTF: Work Time Fun PSP Recompilation","game":"WTF: Work Time Fun (PSP ULUS10172)","platform":"PlayStation Portable Allegrex → generated C and native host executable","kind":"Recompilation","status":"The README reports the Lumberjack microgame recompiles to C, compiles, links and executes through startup, but stalls before rendering. The title has multiple separately bootable microgames; progress on one is not full-game compatibility.","summary":"A PSP static recompilation project for WTF: Work Time Fun, using one small microgame as an incremental test target for psprecomp. The repository keeps generated code and game data out of source control.","project_url":"https://github.com/sp00nznet/wtf-psp-recomp","updated":"2026-10-16","strategy":"Static Allegrex/MIPS recompilation using psprecomp","language":"","source_available":"Public project scripts; disc images, EBOOT.BIN, extracted modules and decryption keys are excluded and must be supplied by the user.","first_found":"2026-10-16","project_started":null,"programming_language":"PowerShell","subtype":"Microgame-first PSP recompilation; rendering not yet reached","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/sp00nznet/wtf-psp-recomp"},{"label":"Maintainer README: target, implementation, status and requirements","url":"https://github.com/sp00nznet/wtf-psp-recomp#readme"},{"label":"GitHub repository metadata API: canonical identity and detected primary language","url":"https://api.github.com/repos/sp00nznet/wtf-psp-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":null,"source_url":"https://api.github.com/repos/sp00nznet/wtf-psp-recomp","evidence":"The official GitHub repository metadata endpoint reports language='PowerShell'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wurk-sidekiq-api-compatible-job-server-reimplementation","title":"Wurk (Sidekiq-Compatible Background Job Server)","game":"Sidekiq, Sidekiq Pro, and Sidekiq Enterprise job-processing APIs and Redis data behavior","platform":"Ruby gem and Rails engine using Redis; supports standalone and multi-process deployments","kind":"Reimplementation","status":"Active; v1.8.0 was released 2026-10-05 and source updates continued through 2026-10-16. The README claims compatibility with Sidekiq's Redis keys, job JSON, Ruby DSL, and paid feature surfaces, and describes production use by its maintainer. Its own benchmarks report 0.87x–1.02x throughput relative to Sidekiq on the selected workloads; compatibility and deployment claims remain project-authored rather than independently verified here. The project describes itself as AI-managed.","summary":"A Ruby background-job server that reimplements the Sidekiq client/server surface and selected Pro/Enterprise workflows, including batches, limiters, cron entries, and existing Redis data. It adds its own HTTP API, observability, and management features; compatibility breadth is the project's claim and should be checked against its documented coverage and tests.","project_url":"https://github.com/developerz-ai/wurk","updated":"2026-10-16","strategy":"Independent Ruby job-processing server implementing Sidekiq-compatible APIs and Redis data formats","language":"","source_available":"Public source under MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"Ruby","subtype":"Background-job processing server and library","target_type":"Software","sources":[{"label":"Project README with claimed compatibility and project-maintenance model","url":"https://github.com/developerz-ai/wurk"},{"label":"v1.8.0 release","url":"https://github.com/developerz-ai/wurk/releases/tag/v1.8.0"},{"label":"Published benchmark method and results","url":"https://github.com/developerz-ai/wurk/blob/main/docs/benchmarks.md"},{"label":"Repository license","url":"https://github.com/developerz-ai/wurk/blob/main/LICENSE"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/developerz-ai/wurk/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Ruby","breakdown":{"Ruby":4207147,"TypeScript":465213,"Lua":69630,"SCSS":66705,"Shell":29715,"Python":18879,"HTML":4932,"Dockerfile":2373,"CSS":1299},"source_url":"https://api.github.com/repos/developerz-ai/wurk/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Ruby is the largest bucket at 4,207,147 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wwe-2k14-xbox360-recomp","title":"WWE 2K14 Xbox 360 Static Recompilation","game":"WWE 2K14","platform":"Xbox 360 → Windows x64","kind":"Recompilation","status":"Native Windows build; menus, exhibition, entrances, commentary, saves and 60 FPS gameplay work; WrestleMania tested through several matches; other modes not fully tested. Latest release v1.1 (2026-10-15 UTC/EDT).","summary":"Requires Xbox 360 title update 2.0.1.0 from the user’s own game copy.","project_url":"https://github.com/mikeflare007/wwe2k14-recomp","updated":"2026-10-15","strategy":"PowerPC code statically translated to C++ and compiled as a Windows x64 Vulkan application.","language":"C++","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Powerpc code statically translated to c++ and compiled as a windows x64 vulkan application.","target_type":"Game","sources":[{"label":"Maintainer project repository and README","url":"https://github.com/mikeflare007/wwe2k14-recomp"},{"label":"Verified release or build","url":"https://github.com/mikeflare007/wwe2k14-recomp/releases/tag/v1.1"},{"label":"Project owner releases","url":"https://github.com/mikeflare007/wwe2k14-recomp/releases"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/mikeflare007/wwe2k14-recomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":77226,"Python":28400,"PowerShell":19185,"Shell":7851,"CMake":5093,"Batchfile":4758,"C":1926},"source_url":"https://api.github.com/repos/mikeflare007/wwe2k14-recomp/languages","evidence":"Official GitHub repository languages API returned the complete per-language byte breakdown. C++ is predominant with 77,226 bytes; the manifest breakdown contains all 7 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"wwe-all-stars-xbox360-windows-recomp","title":"WWE All Stars Xbox 360 Native Windows Recompilation","game":"WWE All Stars (Xbox 360 USA/Europe; Title Update 2 required)","platform":"Xbox 360 → Windows 10/11 x64 (native Vulkan; tested Windows 11)","kind":"Recompilation","status":"v1.1.0 release. The README reports tested play for Exhibition 1v1, Path of Champions, Fantasy Warfare, Create a Superstar, four local players, DLC wrestlers, and online Player Match. Tested on Windows 11 with an RX 7900 XT and on Steam Deck through Proton; Windows 10, desktop Linux, and NVIDIA/Intel GPUs are untested. Ranked Match and leaderboards are unsupported.","summary":"Statically recompiles the Xbox 360 PowerPC game code and Title Update 2 to C++ using ReXGlue, with a native Vulkan renderer, launcher, and locally prepared shaders. Users provide their own USA/Europe disc image and Title Update 2; purchased DLC may be added. The project does not include the game data.","project_url":"https://github.com/shaneomac1337/WWE-AllStars-Recomp","updated":"2026-10-15","strategy":"Xbox 360 PowerPC-to-C++ static recompilation using ReXGlue with a native Vulkan renderer","language":"","source_available":"Public source and v1.1.0 Windows release; requires the user's own USA/Europe Xbox 360 disc and Title Update 2; optional user-owned DLC.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation and native Windows port","target_type":"Game","sources":[{"label":"Maintainer README: method, supported game data, play tests, and limitations","url":"https://github.com/shaneomac1337/WWE-AllStars-Recomp#readme"},{"label":"Release v1.1.0","url":"https://github.com/shaneomac1337/WWE-AllStars-Recomp/releases/tag/v1.1.0"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/shaneomac1337/WWE-AllStars-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":956432,"C#":591843,"Python":283614,"Go":112229,"PowerShell":85714,"CMake":24213,"Shell":3057,"Dockerfile":763},"source_url":"https://api.github.com/repos/shaneomac1337/WWE-AllStars-Recomp/languages","evidence":"Official GitHub REST Languages API breakdown for shaneomac1337/WWE-AllStars-Recomp: source-code byte counts are {\"C#\": 591843, \"C++\": 956432, \"CMake\": 24213, \"Dockerfile\": 763, \"Go\": 112229, \"PowerShell\": 85714, \"Python\": 283614, \"Shell\": 3057}. Predominant language is the largest byte-count language (C++); this is a repository-wide signal and can include build/tooling files. Repository is cited as canonical project repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"wwe-smackdown-vs-raw-2007-xbox360-recomp","title":"WWE SmackDown vs. Raw 2007 Xbox 360 Recompilation","game":"WWE SmackDown vs. Raw 2007 (Xbox 360)","platform":"Xbox 360 → Windows x86-64","kind":"Recompilation","status":"Release v1.0 is available. The maintainer reports end-to-end playability at stable 60 FPS, including menus, match types, Create-a-Superstar, season mode, and save/load; an occasional GPU device-loss crash and some model artifacts remain.","summary":"The Xbox 360 PowerPC code is statically recompiled to x64 using the ReXGlue-derived runtime documented by the project. 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The port requires user-provided X1 firmware files `IPLROM.X1` and `IPLROM.X1T`; firmware and disk images are not licensed by the core source license.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Sharp X1 / Libretro port","target_type":"Software","sources":[{"label":"Maintainer README identifying the X Millennium port, BIOS files, WIP state, and disk bug","url":"https://github.com/libretro/xmil-libretro"},{"label":"Repository license metadata","url":"https://api.github.com/repos/libretro/xmil-libretro"},{"label":"Repository activity","url":"https://github.com/libretro/xmil-libretro/commits/master"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1657402,"C++":719007,"Assembly":222341,"ReScript":68853,"MAXScript":67335,"Java":39478,"Makefile":27249,"Objective-C":8668,"BitBake":4868,"LiveScript":3104,"Rich Text Format":436,"Perl":39},"source_url":"https://api.github.com/repos/libretro/xmil-libretro/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 1,657,402 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"x-men-legends-original-xbox-windows-recomp","title":"X-Men Legends Original Xbox Windows Recompilation","game":"X-Men Legends","platform":"Original Xbox → Windows x86-64","kind":"Recompilation","status":"Release 0.9.1b was published 2026-10-15. The project reaches gameplay but the maintainer does not claim a complete, game-finished port; it is still beta.","summary":"Static recompilation/native Windows port based on the XboxRecomp toolchain. The README identifies the supported World Xbox ISO and tested `default.xbe` SHA-256 `0a1ef03e57458144609906bbc2d44d2c26028cf704f4698ce0f1e61c34030b44`. It requires the user’s own disc; the public repository contains no retail game data. No repository license is declared.","project_url":"https://github.com/GTTeancum/OpenXML1xbox","updated":"2026-10-15","strategy":"Original-Xbox XBE static recompilation with native Windows graphics/runtime glue","language":"","source_available":"Public source, 0.9.1 beta release, and build instructions; user supplies the supported World ISO; no game data included; no repository license declared.","first_found":"2026-10-16","project_started":"2026-09-13","programming_language":"C","subtype":"Original Xbox static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: tested XBE hash, own-disc requirement, method, and beta status","url":"https://github.com/GTTeancum/OpenXML1xbox/blob/main/README.md"},{"label":"Maintainer 0.9.1b release","url":"https://github.com/GTTeancum/OpenXML1xbox/releases/tag/0.9.1b"},{"label":"Official GitHub repository metadata: created/updated dates and missing license declaration","url":"https://api.github.com/repos/GTTeancum/OpenXML1xbox"}],"media":[{"kind":"image","label":"Wolverine in X-Men Legends level-one gameplay at 1080p","url":"https://raw.githubusercontent.com/GTTeancum/OpenXML1xbox/main/docs/images/gameplay.png","preview_url":"https://raw.githubusercontent.com/GTTeancum/OpenXML1xbox/main/docs/images/gameplay.png","source_url":"https://github.com/GTTeancum/OpenXML1xbox/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"CMake":57091,"PowerShell":32022,"C++":1137346,"Python":947093,"C":89017306,"Batchfile":117,"Assembly":6389},"source_url":"https://api.github.com/repos/GTTeancum/OpenXML1xbox/languages","evidence":"Official GitHub Repository.languages API byte counts: 89,017,306 bytes of C, the largest total (97.6% of 91,197,364 recognized language bytes). 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Setup requires the user's own Xbox 360 ISO extracted so game/default.xex exists; the exact region/revision is not stated. The README describes a Linux/Vulkan target at a high level, while its build procedure is Windows-focused.","project_url":"https://github.com/florinp93/xmd-recompiled","updated":"2026-10-15","strategy":"ReXGlue Xbox 360 PowerPC-to-C++ static recompilation with native PC host scaffolding","language":"","source_available":"Public source, alpha release, and installer/build scripts; requires the user's own Xbox 360 ISO/default.xex; exact supported edition is not documented.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Xbox 360 static recompilation WIP","target_type":"Game","sources":[{"label":"Maintainer README: method, build requirements, game-data input, and current documentation scope","url":"https://github.com/florinp93/xmd-recompiled#readme"},{"label":"Release v0.1.0-alpha.3","url":"https://github.com/florinp93/xmd-recompiled/releases/tag/v0.1.0-alpha.3"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/florinp93/xmd-recompiled/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":89034,"C++":63605,"CMake":10509,"Python":4750,"Inno Setup":4155,"PowerShell":2852,"Shell":1536},"source_url":"https://api.github.com/repos/florinp93/xmd-recompiled/languages","evidence":"Official GitHub REST Languages API breakdown for florinp93/xmd-recompiled: source-code byte counts are {\"C\": 89034, \"C++\": 63605, \"CMake\": 10509, \"Inno Setup\": 4155, \"PowerShell\": 2852, \"Python\": 4750, \"Shell\": 1536}. 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The maintainer labels it beta, describes it as solid for everyday playing, and warns that very busy patterns can exceed FM-1 capacity; the installer provides a path back to official firmware.","summary":"A Felucca-derived performance groovebox firmware centered on 909/808 drums and two 303-style synth parts, with breakbeat generation, song mode, MIDI/audio-over-USB, sample import, browser simulation, and USB installation.","project_url":"https://github.com/charlesvestal/fm1-x0x","updated":"2026-10-16","strategy":"GPL-3.0 Felucca-derived embedded firmware with a custom drum-machine, acid-synth, breakbeat, and song-mode instrument.","language":"","source_available":"Public source under GPL-3.0; README credits Felucca and describes included third-party components.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded drum-machine groovebox firmware","target_type":"Software","sources":[{"label":"Maintainer README: instrument scope, beta caveat, installation, and testing","url":"https://github.com/charlesvestal/fm1-x0x/blob/main/README.md"},{"label":"Release v1.1.0 (published 2026-10-15)","url":"https://github.com/charlesvestal/fm1-x0x/releases/tag/v1.1.0"},{"label":"GPL-3.0 license","url":"https://github.com/charlesvestal/fm1-x0x/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/charlesvestal/fm1-x0x"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/charlesvestal/fm1-x0x/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1088362,"Python":211367,"HTML":114891,"JavaScript":93376,"Shell":28749,"Assembly":3695,"Linker Script":2809},"source_url":"https://api.github.com/repos/charlesvestal/fm1-x0x/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (70.5% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"x360ce-controller-api-translation","title":"x360ce (Xbox 360 Controller Emulator)","game":"Windows games and applications with differing controller API support (multi-title)","platform":"Windows 10 and later; v3 offers an XInput proxy that can translate XInput calls to DirectInput, while v4 maps devices through a virtual Xbox 360 controller","kind":"API Translation","status":"Actively released; the upstream README lists signed v4.25.67.0 and v3.6.24.0 builds in the 2026-10-11 release. The v3 proxy path translates XInput calls to DirectInput; v4 uses a virtual gamepad bus. GitHub reports no license identifier for the public source repository.","summary":"A Windows controller compatibility project with two distinct approaches: the legacy v3 XInput proxy translates XInput calls to DirectInput for older controllers, while v4 maps controllers to an emulated Xbox 360 virtual device through a virtual gamepad bus. Record it as an input compatibility tool, not as a CPU or full-system emulator; the source repository has no GitHub-detected license, so do not imply open-source licensing.","project_url":"https://github.com/x360ce/x360ce","updated":"2026-10-11","strategy":"Versioned input compatibility: XInput-to-DirectInput proxy (v3) and virtual Xbox 360 gamepad mapping (v4)","language":"","source_available":"Public source repository and digitally signed Windows releases; GitHub metadata reports no license identifier","first_found":"2026-10-16","project_started":null,"programming_language":"C#","subtype":"Windows gamepad API adapter and virtual-device mapper","target_type":"Software","sources":[{"label":"Upstream README: v3/v4 behavior, current Windows builds, and XInput-to-DirectInput proxy","url":"https://github.com/x360ce/x360ce/blob/master/README.MD"},{"label":"Latest reviewed releases, including signed v4.25.67.0 build (2026-10-11)","url":"https://github.com/x360ce/x360ce/releases/tag/4.25.0.0"},{"label":"GitHub repository metadata; license field is null","url":"https://api.github.com/repos/x360ce/x360ce"},{"label":"GitHub language statistics (C# is predominant; native C/C++ components are also present)","url":"https://api.github.com/repos/x360ce/x360ce/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C#","breakdown":{"ASP.NET":71082,"Batchfile":11357,"C":6998,"C#":6185343,"C++":205014,"CSS":26197,"GDB":10763,"JavaScript":22930,"PLpgSQL":1760,"PowerShell":153319,"Python":34644,"Smalltalk":57290,"TSQL":177498},"source_url":"https://api.github.com/repos/x360ce/x360ce/languages","evidence":"Official GitHub REST Languages API byte counts; predominant language is the entry with the greatest byte count across the repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"x48-hp48-calculator","title":"x48","game":"HP48 S/SX and G/GX calculator software","platform":"HP48 S/SX and G/GX calculator models; UNIX/Linux hosts","kind":"Emulator","status":"Legacy standalone emulator; the repository's v0.7.1 release and latest source push both date to 2024-01-21. The README documents HP48 S/SX and G/GX support and an X11-based build path.","summary":"C emulator of the HP48 CPU and calculator system for UNIX/Linux. The project requires a complete ROM dump from the user's own calculator for normal operation; without that ROM it can only run limited machine-code programs. The source is GPL-2.0.","project_url":"https://github.com/czodroid/x48","updated":"2026-10-16","strategy":"HP48 calculator CPU and system emulation.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-2.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Calculator emulator","target_type":"Software","sources":[{"label":"Official source repository and README","url":"https://github.com/czodroid/x48"},{"label":"Official v0.7.1 release","url":"https://github.com/czodroid/x48/releases/tag/0.7.1"},{"label":"GitHub license metadata","url":"https://github.com/czodroid/x48"},{"label":"GitHub official repository language byte counts","url":"https://api.github.com/repos/czodroid/x48/languages"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/czodroid/x48"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":631133,"Roff":7526,"Assembly":7270,"M4":3984,"Makefile":3568,"Shell":982},"source_url":"https://api.github.com/repos/czodroid/x48/languages","evidence":"GitHub official repository Languages API reports 631,133 bytes of C as the largest of 6 recognized language buckets (96.4% of recognized bytes). Checked 2026-10-16. Repository-level language counts may include tooling, bundled resources, and UI code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"x86recomp-pc-static-recompiler-framework","title":"x86recomp","game":"32-bit Windows x86 games (multi-title framework)","platform":"32-bit x86 Windows PE games → native 64-bit programs with host-side Windows and middleware services","kind":"Recompilation","status":"Active development; latest source push checked 2026-10-15, with no tagged release listed. The README identifies several separate game projects using the framework and marks some game-port work as in progress; it does not claim general compatibility.","summary":"Static recompilation framework for older 32-bit Windows games. Its lifter emits C++ from PE functions, while a runtime models x86 state, Windows APIs, exception/thread behavior, and optional graphics/audio middleware; game data and title-specific projects are separate.","project_url":"https://github.com/JTM-rootstorm/x86recomp","updated":"2026-10-15","strategy":"Ahead-of-time x86-to-C++ translation with a host runtime for Windows APIs and middleware","language":"","source_available":"Public MIT-licensed source repository; original game files and generated game code are not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PC x86 static recompilation framework","target_type":"Software","sources":[{"label":"Maintainer README: x86 lifter/runtime design and linked game projects","url":"https://github.com/JTM-rootstorm/x86recomp"},{"label":"GitHub repository metadata: license and source activity checked 2026-10-15","url":"https://api.github.com/repos/JTM-rootstorm/x86recomp"},{"label":"GitHub releases page; no tagged release listed when checked 2026-10-15","url":"https://github.com/JTM-rootstorm/x86recomp/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1806874,"C":81355,"Python":54618,"CMake":37164,"GLSL":17062,"POV-Ray SDL":10405,"Pascal":7615,"HLSL":5847,"Java":5584,"Makefile":1375},"source_url":"https://api.github.com/repos/JTM-rootstorm/x86recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/JTM-rootstorm/x86recomp reports 1,806,874 bytes of C++, the largest language total (89.1% of 2,027,899 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"x87sidecar-rosetta-jit","title":"x87sidecar","game":"x86 programs with x87 workloads, including older Windows games under Wine (multi-title)","platform":"x86/x86-64 macOS or Windows applications through Wine → Apple silicon macOS ARM64 using Rosetta 2; Windows integration requires the maintainer's patched Wine handshake","kind":"Emulator","status":"Active; v1.9.0 was released 2026-10-13. The project says CI runs on macOS 26 and that it also runs on macOS 27; its probe checks whether the installed Rosetta runtime is supported. It accelerates only documented x87 instruction ranges, while stock Rosetta handles other instructions.","summary":"A specialist ISA-translation extension for Apple Rosetta 2 on Apple silicon, not a general x86 emulator or Windows API layer. It hooks Rosetta's x86 translator and emits AArch64 code for selected x87 floating-point blocks; unhandled instructions fall through to stock Rosetta. For Windows programs, the project requires a patched Wine build that performs its cooperative sidecar handshake. Its README documents arithmetic-precision limits and notes that its large speedup figures come from microbenchmarks, not whole-game performance.","project_url":"https://github.com/athei/x87sidecar","updated":"2026-10-15","strategy":"Rosetta-integrated JIT translation of selected x87 instructions to AArch64","language":"","source_available":"Public MIT-licensed source; requires Apple's proprietary Rosetta 2, and Wine support uses a separately published patched Wine build","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"x87 ISA translation/JIT extension for Rosetta 2","target_type":"Software","sources":[{"label":"Project README: architecture, app scope, compatibility, and limitations","url":"https://github.com/athei/x87sidecar"},{"label":"Latest x87sidecar release v1.9.0","url":"https://github.com/athei/x87sidecar/releases/tag/v1.9.0"},{"label":"Patched Wine builds used for Windows application integration","url":"https://github.com/athei/wine-build"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":2002089,"C":1399351,"Shell":93385,"Python":20885,"CMake":15920,"Makefile":2983},"source_url":"https://api.github.com/repos/athei/x87sidecar/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/athei/x87sidecar reports 2,002,089 bytes of C++, the largest language total (56.6% of 3,534,613 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xacrett-common-archivers-library-reconstruction","title":"XacRett.dll Common Archivers Library reconstruction","game":"XacRett.dll 0.49.17 (Windows archive and compression library)","platform":"Windows x86 (i386) DLL; documented project build uses Visual C++ 6.0","kind":"Decompilation","status":"Version 0.49.17 reconstruction; release v20261014 was published 2026-10-14 and the repository received a source commit on 2026-10-16. The README reports 11/11 exported APIs aligned with the official binary and extensive byte-exact extraction tests. GitHub reports no declared repository license, so public source availability does not establish reuse rights.","summary":"Reconstructs the Windows Common Archivers Library DLL from incomplete 0.49.11 source plus IDA disassembly and Hex-Rays output for the official 0.49.17 binary. The repository documents 71 archive-format identifiers and an i386 DLL build; it includes reference artifacts, and no repository-level reuse license is declared.","project_url":"https://github.com/roytam1/XacRett-dll","updated":"2026-10-16","strategy":"Hybrid source recovery from an earlier incomplete source tree, disassembly, and decompiler output, with differential checks against the reference DLL and archive corpora.","language":"","source_available":"Public source and decompiler output in the repository; GitHub API reports no declared license (reuse terms unverified).","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Archive and compression library DLL","target_type":"Software","sources":[{"label":"Project README: target version, source-recovery method, platform, APIs, and verification results","url":"https://github.com/roytam1/XacRett-dll/blob/master/README.md"},{"label":"Published release v20261014","url":"https://github.com/roytam1/XacRett-dll/releases/tag/v20261014"},{"label":"GitHub repository metadata, including the absent license declaration","url":"https://api.github.com/repos/roytam1/XacRett-dll"},{"label":"GitHub Languages API (official language breakdown)","url":"https://api.github.com/repos/roytam1/XacRett-dll/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6471550,"C++":4752700},"source_url":"https://api.github.com/repos/roytam1/XacRett-dll/languages","evidence":"GitHub’s official Languages REST endpoint reports C as the largest language by bytes, followed by C++.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xak-iii-pce-english-translation","title":"Xak III: The Eternal Recurrence (PC Engine CD) English Patch","game":"Xak III: The Eternal Recurrence","platform":"PC Engine CD-ROM²","kind":"Fan Localization","status":"English patch v1.00 is available; maintainer notes describe the translation process and a completed patch.","summary":"An English fan translation patch for the PC Engine CD action RPG, with release notes and patch download hosted by the maintainer.","project_url":"https://www.ysutopia.net/translations/xak3/","updated":"2026-10-15","strategy":"Patch-based text localization of the original CD image","language":"English","source_available":"Public patch and project notes; original disc image required.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://www.ysutopia.net/translations/xak3/"},{"label":"Maintainer patch page and history","url":"https://www.ysutopia.net/index.php?iden=7&ind=downloads&op=entry_view"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.ysutopia.net/translations/xak3/","evidence":"The maintainer’s Xak III page documents the English patch and project notes but does not publish a public code repository or language totals.","verified_at":"2026-10-15","reason_unknown":"The primary project page is a patch/translation page without source repository byte totals; no predominant programming language can be assigned."}},{"id":"halflife-xash3d-mobile","title":"Xash3D FWGS: GoldSrc-compatible mobile engine","game":"Half-Life","platform":"Windows PC → Android/iOS","kind":"Reimplementation","status":"The maintainers' port matrix lists Android and iOS support, but does not state current minimum OS versions, CPU ABIs, release-store status, or a device test matrix. Half-Life or compatible GoldSrc game data is required and not included.","summary":"Open-source GoldSrc-compatible C engine for Android and iOS. Mobile compatibility is documented at the platform level; device/OS floors and current install artifacts are not specified by the cited support matrix. Users supply compatible game data.","project_url":"https://github.com/FWGS/xash3d-fwgs","updated":"2026-10-15","strategy":"GoldSrc-compatible engine reimplementation","language":"","source_available":"Public C source repository and supported-platform documentation; Half-Life or compatible game data is user-provided","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Multi-game Android and iOS engine port","target_type":"Game","sources":[{"label":"Project repository and mobile documentation","url":"https://github.com/FWGS/xash3d-fwgs"},{"label":"Maintainer platform support matrix","url":"https://github.com/FWGS/xash3d-fwgs/blob/master/Documentation/ports.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/FWGS/xash3d-fwgs"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5609427,"Python":149794,"Kotlin":72328,"Shell":45662,"C++":35221,"Java":28796,"Objective-C":6613,"Assembly":2576,"Batchfile":1996,"Pawn":1015,"Makefile":949},"source_url":"https://api.github.com/repos/FWGS/xash3d-fwgs/languages","evidence":"GitHub's official Languages API for https://github.com/FWGS/xash3d-fwgs reports 5,609,427 bytes of C, the largest category (94.2% of 5,954,377 recognized-language bytes). The full repository byte breakdown is recorded below; repository totals can include generated files, tooling, and vendored code.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xbox-360-native-recomp-platform","title":"Xbox 360 Native Recompilation Platform","game":"Xbox 360 PowerPC binaries (multi-title static recompiler)","platform":"Xbox 360 PowerPC binaries → Windows x64/D3D12; Linux and macOS are on the roadmap","kind":"Recompilation","status":"Experimental preview; the README documents Windows x64 with D3D12, with original dashboard integration still under development.","summary":"A general Xbox 360 static recompilation platform built around ReXGlue. It is a software tool rather than a game-specific port.","project_url":"https://github.com/fabegalo/x360-native","updated":"2026-10-16","strategy":"General-purpose Xbox 360 PowerPC static recompilation platform","language":"","source_available":"Public source and preview release; no game binaries are included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 static recompilation framework","target_type":"Software","sources":[{"label":"Maintainer GitHub repository and README: project scope, method, target, platform and status","url":"https://github.com/fabegalo/x360-native"},{"label":"Official GitHub repository metadata: default branch, activity and license declaration","url":"https://api.github.com/repos/fabegalo/x360-native"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1393809,"PowerShell":284763,"CMake":106547,"Assembly":3625,"HLSL":2828,"Batchfile":1378,"C":90},"source_url":"https://api.github.com/repos/fabegalo/x360-native/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 1,393,809 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xbox-dashboard-build-3944-static-recompilation","title":"Xbox Dashboard Build 3944 Recompiled","game":"Original Xbox Dashboard build 3944 (system shell)","platform":"Original Xbox x86 executable (xboxdash.xbe) → native x86-64 Windows; Xbox kernel calls are mapped to Win32 and the dashboard's Direct3D 8 path is hosted through Direct3D 11","kind":"Recompilation","status":"Bring-up, not a usable dashboard yet. The maintainer reports the original initialization and XIP scene-loading paths reach the frame loop and clear a 1280×960 surface, but the command stream has zero draw calls. A flash-digest check currently makes the dashboard return to firmware; six indirect-call targets also remain unresolved. Latest code push: 2026-10-14.","summary":"Statically recompiles the original Xbox's build-3944 dashboard executable from x86 into C and links it to a Windows runtime for Xbox kernel, D3D8, audio, input, and NV2A behavior. This is a system application, not an Xbox game or general-purpose emulator. The project requires the user's own dashboard executable and supporting files; its current black framebuffer/zero-draw state is explicitly documented.","project_url":"https://github.com/sp00nznet/xboxdashboard","updated":"2026-10-15","strategy":"Static x86-to-C recompilation with Xbox system-call and graphics runtime mappings","language":"","source_available":"Public project source and analysis metadata; the original Xbox executable/assets and generated lifted code are not distributed. The repository's MIT license applies only to project-owned code, not the original dashboard or derivative lifted code.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Console system-shell static recompilation / native Windows port","target_type":"Software","sources":[{"label":"Maintainer repository README: target build, implementation method, exact bring-up milestones, current rendering blocker, and legal boundary","url":"https://github.com/sp00nznet/xboxdashboard"},{"label":"GitHub repository metadata: latest push and repository status checked 2026-10-15","url":"https://api.github.com/repos/sp00nznet/xboxdashboard"},{"label":"Repository license: MIT scope excludes Xbox Dashboard binaries and generated derivative code","url":"https://github.com/sp00nznet/xboxdashboard/blob/main/LICENSE"},{"label":"GitHub REST language breakdown: C, Python, and CMake","url":"https://api.github.com/repos/sp00nznet/xboxdashboard/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":30640,"Python":18782,"CMake":3627},"source_url":"https://api.github.com/repos/sp00nznet/xboxdashboard/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/sp00nznet/xboxdashboard reports 30,640 bytes of C, the largest language total (57.8% of 53,049 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"original-xbox-xboxrecomp-toolkit","title":"Xbox Recompilation Toolkit (Original Xbox)","game":"Original Xbox static recompilation toolkit","platform":"Original Xbox XBE → native x86-64 C executables; the v0.14.0 release adds evolving Linux, macOS, and arm64 host/runtime support","kind":"Recompilation","status":"v0.14.0 was published on 2026-10-16. The maintainer README says this repository builds title-neutral runtime libraries and tools; it does not produce a complete game executable by itself. Each game executable is generated in a separate title-specific project from user-supplied game files.","summary":"A title-agnostic static recompilation toolkit for Original Xbox XBE binaries. It lifts x86 instructions to C and provides Xbox kernel, graphics, audio, and input runtime libraries; game projects link those libraries and compile the generated code locally. This is a recompilation toolchain, not an emulator or a game-specific port.","project_url":"https://github.com/sp00nznet/xboxrecomp","updated":"2026-10-16","strategy":"Static recompilation toolkit","language":"","source_available":"Public source repository; original game data is supplied by the user","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Title-agnostic static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/README.md"},{"label":"v0.14.0 release notes","url":"https://github.com/sp00nznet/xboxrecomp/releases/tag/v0.14.0"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/sp00nznet/xboxrecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3026140,"Python":1784268,"CMake":49825,"Shell":35658,"Perl":6225,"Java":5446,"C++":4522},"source_url":"https://api.github.com/repos/sp00nznet/xboxrecomp/languages","evidence":"Exact GitHub Languages API per-language byte counts for the reviewed repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xbox-xbe-recompilation-sdk","title":"Xbox XBE Recompilation SDK","game":"Original Xbox XBE static recompilation framework","platform":"Original Xbox x86 XBE → native Windows x64 C++ executable, Direct3D 12/XAudio2 host","kind":"Recompilation","status":"Reusable static-recompilation SDK rather than a single game port. README says it was created for Splinter Cell: Double Agent and later used for BLACK; user-built game modules supply title-specific hooks and configuration.","summary":"A general toolchain translating Original Xbox XBE x86 code ahead of time into C++ and implementing Xbox kernel/XDK APIs, Direct3D 8, DirectSound, and XNet on Windows. It includes no game assets; game-specific modules must provide their own user-owned content.","project_url":"https://github.com/TGP482/XboxXBERecomp","updated":"2026-10-16","strategy":"General Original Xbox x86-to-C++ static recompilation SDK with native Windows HLE APIs and D3D12/XAudio2 backend","language":"","source_available":"Public MIT source; no game assets are included. Specific game projects must supply lawful game data and title-specific integration.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Original Xbox static recompilation toolkit","target_type":"Software","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/TGP482/XboxXBERecomp#readme"},{"label":"README's example game projects using the SDK","url":"https://github.com/TGP482/BLACK-XBERecomp"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/TGP482/XboxXBERecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":901845,"Python":16166,"CMake":7317,"Batchfile":4895,"Shell":4406,"C":2799},"source_url":"https://api.github.com/repos/TGP482/XboxXBERecomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/TGP482/XboxXBERecomp reports 901,845 bytes of C++, the largest language total (96.2% of 937,428 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xbox360recompandroid-emulator","title":"Xbox360RecompAndroid Xbox 360 Emulator for Android","game":"Xbox 360 software (general-purpose emulator)","platform":"Xbox 360 → Android 9+ ARM64 with Vulkan 1.1+","kind":"Emulator","status":"Experimental dynamic PPC Xenon-to-ARM64 JIT emulator; latest available release is an unstable dev build from 2026-07-24. Its compatibility JSON is version 1.0.0 but says it was updated 2025-07-23: Sonic Unleashed is marked in-game, Halo 3 and Minecraft boot, and Geometry Wars 2 does not run. Treat these as old community reports, not current verified compatibility.","summary":"An Android Xbox 360 emulation project combining a Xenon JIT, kernel HLE, XEX/ISO/STFS loader, and Xenos-to-Vulkan layer. It requires the user's legally obtained game files; no commercial compatibility beyond the dated repository compatibility table is claimed here.","project_url":"https://github.com/ViaXTrace/Xbox360RecompAndroid","updated":"2026-10-16","strategy":"Dynamic PowerPC Xenon JIT and high-level Xbox kernel/GPU emulation on Android ARM64","language":"","source_available":"Public GPL-2.0 source and unstable dev APK release; repository says it distributes no games, BIOS, dashboard, or proprietary Microsoft content.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 emulator for Android arm64","target_type":"Software","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/ViaXTrace/Xbox360RecompAndroid#readme"},{"label":"Repository compatibility table with its own last-updated date","url":"https://github.com/ViaXTrace/Xbox360RecompAndroid/blob/main/compat/games.json"},{"label":"Latest unstable development APK","url":"https://github.com/ViaXTrace/Xbox360RecompAndroid/releases/tag/dev-latest"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/ViaXTrace/Xbox360RecompAndroid/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":235773,"Dart":150401,"CMake":3916,"Kotlin":1570},"source_url":"https://api.github.com/repos/ViaXTrace/Xbox360RecompAndroid/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ViaXTrace/Xbox360RecompAndroid reports 235,773 bytes of C++, the largest language total (60.2% of 391,660 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xemu-original-xbox","title":"xemu","game":"All compatible original Xbox software","platform":"Microsoft Xbox (2001)","kind":"Emulator","status":"Active; the official project site lists stable version 0.8.136 dated 2026-06-08. The GitHub repository's rolling development pre-release was published 2026-10-12, with a source push on that date. Stable and development release channels should be distinguished.","summary":"Free, open-source, cross-platform original Xbox emulator. The project publishes current builds and compatibility reports; its site identifies it as low-level hardware emulation.","project_url":"https://xemu.app/","updated":"2026-10-16","strategy":"Low-level hardware emulation of the original Xbox; descended from the QEMU-based XQEMU project.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Original Xbox low-level hardware emulator","target_type":"Software","sources":[{"label":"xemu official homepage","url":"https://xemu.app/"},{"label":"Official source repository","url":"https://github.com/xemu-project/xemu"},{"label":"Latest GitHub rolling development build","url":"https://github.com/xemu-project/xemu/releases/tag/pre-release"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/xemu-project/xemu"}],"media":[{"kind":"image","label":"Screenshot from the official xemu homepage carousel","url":"https://xemu.app/screenshots/0.jpg","preview_url":"https://xemu.app/screenshots/0.jpg","source_url":"https://xemu.app/","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":78214380,"C++":11586194,"Python":4185751,"Shell":1440222,"Assembly":668697,"Meson":541167,"Rust":380943,"Haxe":367293,"Perl":161672,"Objective-C":154160,"Makefile":120764,"Pawn":54823,"SmPL":32968,"Yacc":29612,"Linker Script":29378,"Lex":23760,"NSIS":6939,"GLSL":5894,"Dockerfile":5164,"DenizenScript":3107,"GDB":326,"DTrace":231,"Vim Script":220,"Emacs Lisp":75},"source_url":"https://api.github.com/repos/xemu-project/xemu/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/xemu-project/xemu reports 78,214,380 bytes of C, the largest language total (79.8% of 98,013,740 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xenia-xbox-360","title":"Xenia (Master)","game":"All compatible Xbox 360 software","platform":"Microsoft Xbox 360 (2005)","kind":"Emulator","status":"Maintained sporadically; original upstream","summary":"The original open-source Xbox 360 research emulator. The official project site says this branch now receives sporadic updates; community development is concentrated in Xenia Canary.","project_url":"https://github.com/xenia-project/xenia","updated":"2026-02-18","strategy":"Experimental system emulation with CPU instruction translation and graphics-system reimplementation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Xbox 360 emulator research project","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/xenia-project/xenia"},{"label":"Official project page describing Master and Canary status","url":"https://github.com/xenia-project/xenia-project.github.io/blob/main/index.html"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/xenia-project/xenia"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":9357339,"Assembly":313219,"Python":102844,"Lua":42245,"HLSL":20121,"C#":17467,"C":16414,"Starlark":12589,"Java":11026,"Batchfile":2629,"Pawn":1111,"PowerShell":1082,"SourcePawn":971,"GDB":323},"source_url":"https://api.github.com/repos/xenia-project/xenia/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/xenia-project/xenia reports 9,357,339 bytes of C++, the largest language total (94.5% of 9,899,380 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xenia-canary-xbox-360","title":"Xenia Canary","game":"All compatible Xbox 360 software","platform":"Microsoft Xbox 360 (2005)","kind":"Emulator","status":"Active community fork","summary":"Open-source Xenia fork with more frequent updates, releases, and game-specific fixes than the Master branch. Official documentation describes it as experimental.","project_url":"https://github.com/xenia-canary/xenia-canary","updated":"2026-10-16","strategy":"Experimental system emulation with CPU instruction translation and graphics-system reimplementation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Community Xbox 360 emulator fork","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/xenia-canary/xenia-canary"},{"label":"Official quickstart and branch comparison","url":"https://github.com/xenia-canary/xenia-canary/wiki/Quickstart"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/xenia-canary/xenia-canary"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":12756247,"Python":115714,"CMake":43267,"GLSL":24162,"HLSL":20202,"C#":17467,"C":14565,"Java":11026,"Batchfile":1888,"Pawn":1111,"SourcePawn":971,"PowerShell":560,"GDB":323},"source_url":"https://api.github.com/repos/xenia-canary/xenia-canary/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/xenia-canary/xenia-canary reports 12,756,247 bytes of C++, the largest language total (98.1% of 13,007,503 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xenia-edge-xbox-360","title":"Xenia Edge","game":"Xbox 360 software","platform":"Microsoft Xbox 360; Windows, Linux, and macOS hosts (the README describes macOS as the newest and less-tested port)","kind":"Emulator","status":"Experimental Xenia Canary fork; GitHub published releases on 2026-10-15. The README describes compatibility and platform support as active goals and notes that macOS is less tested than Windows and Linux.","summary":"Public-source Xbox 360 emulator forked from Xenia Canary, focused on faster iteration, default game compatibility, usability, and platform support. Its experimental status and host-specific compatibility differences are documented upstream.","project_url":"https://github.com/has207/xenia-edge","updated":"2026-10-15","strategy":"Full-system Xbox 360 emulation in an experimental Xenia Canary fork","language":"","source_available":"Public source repository (BSD-3-Clause)","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Console system emulator fork","target_type":"Software","sources":[{"label":"Maintainer README: project lineage, experimental status, and host support","url":"https://github.com/has207/xenia-edge"},{"label":"Maintainer release history","url":"https://github.com/has207/xenia-edge/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":15153461,"Python":130012,"Slang":114882,"Objective-C++":87080,"CMake":76370,"GLSL":36906,"HLSL":24984,"C#":17467,"C":15432,"Java":11026,"Objective-C":8177,"Shell":3198,"Batchfile":1887,"Pawn":1111,"SourcePawn":971,"PHP":568,"PowerShell":559,"GDB":323},"source_url":"https://api.github.com/repos/has207/xenia-edge/languages","evidence":"GitHub's official Languages REST endpoint reports 15,153,461 bytes of C++ as the largest total (96.6% of 15,684,414 recognized language bytes). The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xenios-xbox360-apple","title":"XeniOS","game":"Xbox 360 software","platform":"Microsoft Xbox 360; Apple-focused iOS and macOS builds, with upstream platform work also mentioning ARM64 Windows, Linux, and Android","kind":"Emulator","status":"Experimental Apple-focused Xenia Edge fork. Stable release 2.0.1-9730 was published 2026-06-08, with preview builds through 2026-06-19; compatibility varies by game and host.","summary":"Public-source Xbox 360 emulator fork focused on iOS and macOS, with its own release stream and game compatibility tracker. It is a distinct Apple-targeted project alongside the catalog's general Xenia Master and Xenia Canary records.","project_url":"https://github.com/xenios-jp/XeniOS","updated":"2026-06-19","strategy":"Full-system Xbox 360 emulation in an Apple-focused Xenia Edge fork","language":"","source_available":"Public source repository (BSD-3-Clause)","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Console system emulator fork for Apple hosts","target_type":"Software","sources":[{"label":"Maintainer README: experimental status, Xenia Edge lineage, and target hosts","url":"https://github.com/xenios-jp/XeniOS"},{"label":"Maintainer stable and preview releases","url":"https://github.com/xenios-jp/XeniOS/releases"},{"label":"Maintainer game compatibility tracker","url":"https://xenios.jp/compatibility"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":14860720,"Objective-C++":1829362,"C":293551,"Objective-C":179752,"Python":138647,"CMake":94739,"Shell":40783,"GLSL":28640,"HLSL":23585,"C#":17467,"Java":11026,"Batchfile":1887,"Metal":1488,"Pawn":1111,"SourcePawn":971,"PHP":568,"PowerShell":559,"GDB":323},"source_url":"https://api.github.com/repos/xenios-jp/XeniOS/languages","evidence":"GitHub's official Languages REST endpoint reports 14,860,720 bytes of C++ as the largest total (84.8% of 17,525,179 recognized language bytes). The full repository byte breakdown is recorded in language_breakdown_bytes.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xenogears-matching-decomp","title":"Xenogears Matching Decompilation","game":"Xenogears","platform":"PlayStation","kind":"Decompilation","status":"In progress; targets the US release","summary":"Distinct from the existing Noah source-reconstruction project, this repository targets the US PS1 release as a matching decompilation.","project_url":"https://github.com/ladysilverberg/xenogears-decomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/ladysilverberg/xenogears-decomp"},{"label":"Project README or evidence page","url":"https://github.com/ladysilverberg/xenogears-decomp/blob/main/README.md"},{"label":"GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/ladysilverberg/xenogears-decomp"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/ladysilverberg/xenogears-decomp/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1479011,"Python":19445,"Rust":19274,"Makefile":3362,"Assembly":2560,"BitBake":945,"Dockerfile":524,"PHP":268},"source_url":"https://api.github.com/repos/ladysilverberg/xenogears-decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ladysilverberg/xenogears-decomp reports 1,479,011 bytes of C, the largest language total (97.0% of 1,525,389 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xenogears-usa-ps1-recomp","title":"Xenogears USA PS1 Static Recompilation","game":"Xenogears (USA, SLUS-006.64, Disc 1 and Disc 2)","platform":"PlayStation → Windows, macOS, and Linux x86-64","kind":"Recompilation","status":"Alpha. The project reports BIOS boot, title screen, intro FMV, and opening gameplay running with graphics, audio, input, and memory-card saves; it has not been validated end to end.","summary":"A PSXRecomp-based static translation of the USA PS1 executable from MIPS R3000A to C and native x86-64. Releases include OpenBIOS; users supply both game discs, and the source build also needs a locally supplied retail BIOS for its retail backend.","project_url":"https://github.com/OpokXeno/xenogears-recomp","updated":"2026-10-15","strategy":"MIPS R3000A static recompilation to C through PSXRecomp with a native runtime","language":"","source_available":"Public source and desktop releases; user-supplied USA discs required; retail BIOS is not distributed, while releases include the separately licensed OpenBIOS image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 static recompilation","target_type":"Game","sources":[{"label":"Maintainer README: supported discs, method, runtime requirements, and alpha status","url":"https://github.com/OpokXeno/xenogears-recomp#readme"},{"label":"Project releases","url":"https://github.com/OpokXeno/xenogears-recomp/releases"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/OpokXeno/xenogears-recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":5704859,"Python":2423861,"C++":238417,"CMake":152773,"Shell":26993,"PowerShell":18347,"Dockerfile":498},"source_url":"https://api.github.com/repos/OpokXeno/xenogears-recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/OpokXeno/xenogears-recomp reports 5,704,859 bytes of C, the largest language total (66.6% of 8,565,748 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xenon-recomp-nimauria-framework","title":"Xenon Recomp Experimental Xbox 360 Framework (nimauria)","game":"Xbox 360 static recompilation framework (Xenon-Recomp)","platform":"Xbox 360 PowerPC XEX → C++ native modules; shared Windows/Linux x86-64 runtime","kind":"Recompilation","status":"Active experimental framework, no confirmed playable commercial titles and no public release. Its README reports the Ace Combat 6 module reaches an early runtime stall before graphics, audio, menu, or gameplay; Gears of War 2 is planned but work has not started.","summary":"An Xbox 360 ahead-of-time recompiler plus a shared native runtime intended to host multiple game modules, with Vulkan and Direct3D 12 backends. The repository explicitly separates framework code from per-game modules and says no commercial game is confirmed playable yet.","project_url":"https://github.com/nimauria/Xenon-Recomp","updated":"2026-10-16","strategy":"Ahead-of-time Xbox 360 PowerPC-to-C++ recompilation with a shared multi-game runtime and reusable graphics/kernel subsystems","language":"","source_available":"Public MIT source and CI; README says no Xbox 360 games, executables, firmware, updates, DLC, keys, or other proprietary content are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Experimental Xbox 360 static recompilation framework and launcher","target_type":"Software","sources":[{"label":"Maintainer README and project repository","url":"https://github.com/nimauria/Xenon-Recomp#readme"},{"label":"README's explicitly unplayable milestone and current AC6 runtime stall","url":"https://github.com/nimauria/Xenon-Recomp#current-milestone-project-gracemeria"},{"label":"Official GitHub language byte totals","url":"https://api.github.com/repos/nimauria/Xenon-Recomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7539885,"QML":695698,"Python":282063,"CMake":181991,"Pascal":21662,"PowerShell":18009,"Batchfile":6298},"source_url":"https://api.github.com/repos/nimauria/Xenon-Recomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/nimauria/Xenon-Recomp reports 7,539,885 bytes of C++, the largest language total (86.2% of 8,745,606 recognized language bytes). The complete byte breakdown is included; these are repository-level Linguist totals.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xenosaga-episode-i-decomp","title":"Xenosaga Episode I Decompilation","game":"Xenosaga Episode I: Der Wille zur Macht","platform":"PlayStation 2","kind":"Decompilation","status":"In progress","summary":"Matching PS2 decompilation with per-object function progress and a whole-file byte-identity build gate for the listed NTSC-U executable and overlay files.","project_url":"https://github.com/OpokXeno/xsg-i-decomp","updated":"2026-10-15","strategy":"Matching decompilation","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Java","subtype":"Matching source decompilation","target_type":"Game","sources":[{"label":"Project README / documentation","url":"https://github.com/OpokXeno/xsg-i-decomp"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/OpokXeno/xsg-i-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":24286245,"C":7814771,"Python":2309247,"Linker Script":923558,"Assembly":15376,"C++":8080,"BitBake":2743,"Shell":2580},"source_url":"https://api.github.com/repos/OpokXeno/xsg-i-decomp/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Java has the largest total (24,286,245 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xenosaga-i-ii-ds-dutch","title":"Xenosaga I+II DS Complete Dutch Localization","game":"Xenosaga I+II","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete; v1.0.17 was released 2026-09-05 and is listed by the maintainer as the current Dutch release. Release notes identify full Dutch story dialogue and choices plus menus, options, character/status screens, system/UI text, and battle attack labels.","summary":"Dutch fan localization patch for the Japan-only Nintendo DS game, developed as a separate language project alongside the maintainer's English patch. The release includes BPS patch files only and documents the exact clean Japanese source ROM.","project_url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-Dutch","updated":"2026-09-05","strategy":"Fan localization patch; BPS distribution","language":"Dutch","source_available":"Maintainer v1.0.17 GitHub release includes the BPS patch and a release ZIP; no Nintendo DS ROM is distributed.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Maintainer repository: Dutch localization project","url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-Dutch"},{"label":"Maintainer v1.0.17 release: status, coverage, BPS distribution, and exact source-ROM hash","url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-Dutch/releases/tag/v1.0.17"},{"label":"Direct BPS patch asset","url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-Dutch/releases/download/v1.0.17/Xenosaga_I_II_DS_Dutch_v1.0.17.bps"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/vw5hwbngy4-debug/Xenosaga-I-II-DS-Dutch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"xenosaga-i-ii-ds-en-final","title":"Xenosaga I+II DS Complete English Translation","game":"Xenosaga I+II","platform":"Nintendo DS","kind":"Fan Localization","status":"Complete English v1.0 Final released 2026-09-05. The maintainer reports the full supported text coverage is complete, but runtime QA covers cold boot through the first battle rather than an exhaustive playthrough. A separate v1.0.1 Episode 4 Hotfix TEST1 package dated 2026-09-27 is marked experimental.","summary":"English fan localization patch for the Japan-only DS game. The v1.0 release covers supported dialogue and choices, menus, item descriptions, database content, chapter/title graphics, and battle UI; the maintainer says the patch was runtime-tested through the opening tutorial and first battle.","project_url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-English","updated":"2026-09-27","strategy":"Fan localization patch; BPS distribution with a separately published experimental Episode 4 hotfix","language":"English","source_available":"Maintainer v1.0 GitHub release includes a BPS patch and release documentation; no Nintendo DS ROM is distributed. The separate v1.0.1 hotfix package is experimental.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Maintainer repository README: final v1.0 scope, source-ROM hash, patch format, and test coverage","url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-English#readme"},{"label":"Maintainer v1.0 release: release date, BPS asset, supported source hash, and runtime QA","url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-English/releases/tag/v1.0"},{"label":"Maintainer v1.0.1 release: experimental Episode 4 hotfix status and intended issue","url":"https://github.com/vw5hwbngy4-debug/Xenosaga-I-II-DS-English/releases/tag/v1.0.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/vw5hwbngy4-debug/Xenosaga-I-II-DS-English/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"xenosaga-i-ii-ds-vector-en-beta","title":"Xenosaga I+II DS English Translation — Vector Translations","game":"Xenosaga I+II","platform":"Nintendo DS","kind":"Fan Localization","status":"Work in progress; Vector Translations published a first public beta on 2026-03-30 covering the first three chapters. The team account sought Japanese translators; the latest verifiable public build remains this partial beta, with no complete release found.","summary":"A separate English fan translation by Vector Translations, distinct from the separately released full-game v1.0 English patch. The team describes this effort as non-AI; its public beta contains a BPS patch for chapters 1–3.","project_url":"https://bsky.app/profile/vectortranslations.bsky.social/post/3micfcaagqk2d","updated":"2026-03-30","strategy":"Fan localization patch; team describes the translation process as non-AI","language":"English","source_available":"Official team post links a Google Drive beta ZIP containing a BPS patch and patcher; no game ROM is included.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Nintendo DS fan translation","target_type":"Game","sources":[{"label":"Vector Translations official Bluesky announcement: full-project intent and non-AI claim","url":"https://bsky.app/profile/vectortranslations.bsky.social/post/3mi7n43zlg226"},{"label":"Vector Translations official Bluesky beta release: first three chapters and patch links","url":"https://bsky.app/profile/vectortranslations.bsky.social/post/3micfcaagqk2d"},{"label":"Official Google Drive beta ZIP, including BPS patch and patcher","url":"https://drive.google.com/file/d/11J82TJoNQ6m0FJZqccpaZSJw1qCU-22M/view"},{"label":"Vector Translations team-member status comment in September community thread; used only for progress context","url":"https://www.reddit.com/r/Xenosaga/comments/1w7xtcy/xenosaga_iii_ds_complete_english_and_dutch/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://bsky.app/profile/vectortranslations.bsky.social/post/3micfcaagqk2d","evidence":"Project page/source reviewed for repository availability: https://bsky.app/profile/vectortranslations.bsky.social/post/3micfcaagqk2d. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"xbox-pc-gdk-xgameruntime-wine-compatibility","title":"xgameruntime: Xbox PC Gaming Runtime Compatibility Layer","game":"Microsoft Xbox PC Gaming Runtime (GDK) APIs used by Windows PC games","platform":"Windows Xbox PC GDK APIs → Wine/Proton on Linux (Xodus integration; GDK/MSIXVC PC games)","kind":"API Translation","status":"Public LGPL-2.1 source; latest repository push was 2026-10-13. The maintainer describes it as an open implementation of xgameruntime.dll designed for Wine with Xodus, and a companion repository documents clean-room black-box research. Xodus currently reports login, package download and license acquisition, but says Wine-side runtime support for games is still under development; this record does not imply broad game compatibility. No release package is listed.","summary":"A clean-room, Wine-oriented compatibility implementation of the Xbox PC Gaming Runtime DLL used by Windows GDK titles. It is integrated with Xodus's service and is intended for PC GDK/MSIXVC packages on Linux under Wine or Proton. This is a PC runtime API project, not an Xbox One/Series console-native compatibility layer, game-specific recompilation, or emulator.","project_url":"https://github.com/xodus-gaming/xgameruntime","updated":"2026-10-13","strategy":"Clean-room implementation of the xgameruntime.dll API for Wine, with Xodus service integration for Xbox PC GDK title support","language":"","source_available":"Public LGPL-2.1 source; no release package was listed when checked.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox PC GDK runtime API compatibility layer for Wine/Proton","target_type":"Software","sources":[{"label":"Maintainer repository description: implementation of xgameruntime.dll for Wine with Xodus","url":"https://github.com/xodus-gaming/xgameruntime"},{"label":"Xodus README: GDK/MSIXVC target scope, current runtime state and xgameruntime service integration","url":"https://github.com/xodus-gaming/xodus"},{"label":"Companion maintainer documentation: clean-room, black-box reverse engineering of GDK runtime internals","url":"https://github.com/xodus-gaming/xgameruntime-docs"},{"label":"GitHub repository metadata: LGPL-2.1 license, primary language and latest source push","url":"https://api.github.com/repos/xodus-gaming/xgameruntime"},{"label":"Official GitHub Languages API byte counts","url":"https://api.github.com/repos/xodus-gaming/xgameruntime/languages"},{"label":"GitHub releases page; no release listed on 2026-10-16","url":"https://github.com/xodus-gaming/xgameruntime/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":260490,"C":32785,"CMake":5405},"source_url":"https://api.github.com/repos/xodus-gaming/xgameruntime/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C++ is the largest bucket at 260,490 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"final-fantasy-xi-macos-arm64-recomp","title":"XI on Anything — FINAL FANTASY XI for Apple Silicon","game":"FINAL FANTASY XI (Windows PC client)","platform":"Windows PC x86-32 client DLLs → macOS Apple silicon arm64","kind":"Recompilation","status":"v0.2.4 released 2026-10-03. The README says Apple Silicon macOS is the current supported game host; Android has an experimental build tested on a Pixel Fold, while other platforms are described as planned.","summary":"Statically recompiles the client’s `FFXiMain.dll` and `FFXi.dll` from x86 to C and hosts them with native macOS replacements for Win32, Direct3D 8, audio, input, and sockets. Requires the player’s own FINAL FANTASY XI installation with a client build present in the repository’s supported-build metadata; unknown DLL hashes are rejected until address metadata is added. The repository contains the game host/recompiler, not game files.","project_url":"https://github.com/rubymatrix/xi-on-anything","updated":"2026-10-16","strategy":"Static recompilation","language":"","source_available":"Public source repository; GitHub repository metadata identifies the repository-level license as MIT.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Windows PC game","target_type":"Game","sources":[{"label":"Project README: method, inputs, hosts, and current status","url":"https://github.com/rubymatrix/xi-on-anything#readme"},{"label":"Latest GitHub release (v0.2.4, published 2026-10-03)","url":"https://github.com/rubymatrix/xi-on-anything/releases/tag/v0.2.4"},{"label":"GitHub Languages API repository byte counts","url":"https://api.github.com/repos/rubymatrix/xi-on-anything/languages"},{"label":"Current primary README","url":"https://github.com/rubymatrix/xi-on-anything/blob/main/README.md"},{"label":"Official GitHub repository API (public visibility and repository-level license: MIT)","url":"https://api.github.com/repos/rubymatrix/xi-on-anything"},{"label":"Maintainer repository","url":"https://github.com/rubymatrix/xi-on-anything"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2809014,"C++":974581,"Python":657041,"Lua":354989,"Objective-C":239337,"Pawn":68365,"NASL":57019,"Shell":28152,"HLSL":22033,"Java":8882,"Dockerfile":2020,"GLSL":2012,"Batchfile":95},"source_url":"https://api.github.com/repos/rubymatrix/xi-on-anything/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xiaomi-pc-manager-en","title":"Xiaomi PC Manager English UI Patch","game":"Xiaomi PC Manager","platform":"Windows 10/11","kind":"Fan Localization","status":"Maintained patch/install scripts for Xiaomi PC Manager 5.8.x; maintainer describes best-effort compatibility across 5.8.x","summary":"Community English UI localization for Xiaomi's Chinese-language Windows utility, modifying WebView2 strings, native WinUI resources and artwork with a rollback script.","project_url":"https://github.com/kremonia/XiaomiPCManager-English","updated":"2026-08-27","strategy":"Application UI translation patch","language":"English","source_available":"Installer and rollback scripts","first_found":"2026-10-15","project_started":null,"programming_language":"PowerShell","subtype":"Software UI localization","target_type":"Software","sources":[{"label":"Maintainer README; target versions, patch scope, installation and caveats","url":"https://github.com/kremonia/XiaomiPCManager-English"},{"label":"GitHub Languages API — PowerShell: 44,991 bytes (67.39% of 66,758 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/kremonia/XiaomiPCManager-English/languages"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/kremonia/XiaomiPCManager-English"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"PowerShell","breakdown":{"Batchfile":445,"C#":21322,"PowerShell":44991},"source_url":"https://api.github.com/repos/kremonia/XiaomiPCManager-English/languages","evidence":"PowerShell: 44,991 bytes (67.39% of 66,758 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xidi-xinput-to-directinput","title":"Xidi","game":"Windows games and applications using DirectInput or WinMM controller APIs (multi-title)","platform":"XInput-based controllers → DirectInput and WinMM interfaces exposed to Windows applications","kind":"API Translation","status":"Active source repository; Xidi v5.0.0 was released 2026-03-29 and the upstream repository received a source push on 2026-09-25. The maintainer documents support for DirectInput and WinMM clients using XInput controllers; it does not make non-XInput controllers available to XInput-only games.","summary":"A localized Windows library that presents XInput controllers through DirectInput and WinMM APIs for older applications. Games load Xidi in place of system controller libraries; it can map controls and handle controller hot-plugging. This is input API translation, not an emulator or a general-purpose virtual gamepad stack.","project_url":"https://github.com/samuelgr/Xidi","updated":"2026-09-25","strategy":"XInput controller data exposed through DirectInput and WinMM APIs","language":"","source_available":"Public source repository under BSD-3-Clause; releases and documentation are available","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Windows controller API adapter","target_type":"Software","sources":[{"label":"Maintainer README: API direction, localized loading model, features, and limits","url":"https://github.com/samuelgr/Xidi"},{"label":"Latest reviewed release v5.0.0 (2026-03-29)","url":"https://github.com/samuelgr/Xidi/releases/tag/v5.0.0"},{"label":"GitHub repository metadata: license and last source push","url":"https://api.github.com/repos/samuelgr/Xidi"},{"label":"GitHub language statistics","url":"https://api.github.com/repos/samuelgr/Xidi/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"Assembly":11971,"Batchfile":570,"C":8343,"C++":1975510},"source_url":"https://api.github.com/repos/samuelgr/Xidi/languages","evidence":"Official GitHub REST Languages API byte counts; predominant language is the entry with the greatest byte count across the repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xoxo-droplets-jp","title":"XOXO Droplets Japanese Patch","game":"XOXO Droplets","platform":"PC (Steam/itch)","kind":"Fan Localization","status":"Released; v1.00 dated 2026-04-05","summary":"An unofficial Japanese text patch for the English-language visual novel, distributed as a Ren'Py resource archive. The maintainer identifies the supported game build and says the game itself is not included.","project_url":"https://nekomint-2.itch.io/xod-jp-patch","updated":"2026-04-05","strategy":"Fan translation patch","language":"Japanese","source_available":".rpa patch file in a ZIP archive","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Text localization","target_type":"Game","sources":[{"label":"Maintainer itch page; supported game version, patch format, release and distribution terms","url":"https://nekomint-2.itch.io/xod-jp-patch"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://nekomint-2.itch.io/xod-jp-patch","evidence":"Project page/source reviewed for repository availability: https://nekomint-2.itch.io/xod-jp-patch. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"xpsemu-original-xbox-ps5-emulator","title":"XPSemu","game":"XPSemu (Original Xbox emulator)","platform":"Original Xbox → jailbroken PlayStation 5 homebrew","kind":"Emulator","status":"Experimental; latest official release Alpha 2.1 was published 2026-10-10. Its notes include controller, save, shader and game fixes. It requires user-supplied Xbox boot ROM, BIOS and game images; the release does not claim broad game compatibility.","summary":"A PS5 homebrew port of Xemu for original Xbox emulation. The maintainer provides an installable release and documents the required user-supplied firmware and game images.","project_url":"https://github.com/ZiZc3/XPSemu","updated":"2026-10-16","strategy":"Port of the Xemu original Xbox emulator to native PS5 homebrew.","language":"","source_available":"Public source repository and downloadable PS5 homebrew release. Xbox firmware, BIOS and game files are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Original Xbox emulator port for jailbroken PlayStation 5","target_type":"Software","sources":[{"label":"Reddit discovery lead about Xemu on PS5; not used as status authority","url":"https://www.reddit.com/r/PS5_Jailbreak/comments/1wufo7v/original-xbox-xemu-port-on-ps5/"},{"label":"Maintainer README describing the Xemu basis and installation requirements","url":"https://github.com/ZiZc3/XPSemu#readme"},{"label":"https://github.com/ZiZc3/XPSemu/releases","url":"https://github.com/ZiZc3/XPSemu/releases"},{"label":"Current primary README","url":"https://github.com/ZiZc3/XPSemu/blob/main/README.md"},{"label":"Current GitHub repository metadata","url":"https://api.github.com/repos/ZiZc3/XPSemu"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/ZiZc3/XPSemu/languages"},{"label":"Latest published GitHub release observed on 2026-10-16","url":"https://github.com/ZiZc3/XPSemu/releases/tag/Alpha-2.1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":107152706,"C++":12077908,"Python":4217478,"Shell":1460881,"Assembly":668697,"Meson":542564,"Rust":380943,"Haxe":367293,"Perl":161672,"Objective-C":154160,"Makefile":121480,"Pawn":54823,"SmPL":32968,"Yacc":29612,"Linker Script":29378,"Lex":23760,"NSIS":6939,"GLSL":5894,"Dockerfile":5164,"DenizenScript":3107,"GDB":326,"DTrace":231,"Vim Script":220,"Emacs Lisp":75},"source_url":"https://api.github.com/repos/ZiZc3/XPSemu/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"xqemu-original-xbox","title":"XQEMU","game":"Original Xbox and Sega Chihiro software","platform":"Microsoft Xbox (2001); Sega Chihiro arcade hardware","kind":"Emulator","status":"Early-stage original Xbox emulator research; no GitHub releases are listed. The repository has one branch, master, whose tip is dated 2020-09-11. GitHub repository metadata reports pushed_at 2023-02-08, which is later than the branch-tip commit and does not establish newer default-branch code activity. The maintainer README documents Windows, macOS, and Ubuntu build workflows.","summary":"Open-source, low-level Xbox emulator built on QEMU. Its own site describes it as early and not very usable, and points ordinary users to xemu, its more practical fork.","project_url":"https://github.com/xqemu/xqemu","updated":"2023-02-08","strategy":"QEMU-derived, low-level full-system emulation.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"QEMU-derived original Xbox and Sega Chihiro system emulator","target_type":"Software","sources":[{"label":"Official project status page","url":"https://xqemu.com/"},{"label":"Official source repository","url":"https://github.com/xqemu/xqemu"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/xqemu/xqemu"},{"label":"GitHub API: latest commit on the only branch, master (2020-09-11)","url":"https://api.github.com/repos/xqemu/xqemu/commits/master"},{"label":"Maintainer README: original Xbox scope and Windows/macOS/Ubuntu build workflows","url":"https://github.com/xqemu/xqemu/blob/master/README.md"},{"label":"GitHub Releases page; no release is listed","url":"https://github.com/xqemu/xqemu/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":57341179,"C++":2612979,"Python":1747305,"Shell":786343,"Assembly":287410,"Haxe":273740,"Perl":179071,"Objective-C":156574,"Makefile":145973,"SmPL":9568,"NSIS":7306,"GLSL":588,"GDB":470,"Vim Script":220,"Emacs Lisp":75},"source_url":"https://api.github.com/repos/xqemu/xqemu/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/xqemu/xqemu reports 57,341,179 bytes of C, the largest language total (90.2% of 63,548,801 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"rick-dangerous-xrick-source-reimplementation","title":"xrick: Rick Dangerous I & II Reimplementation and Ports","game":"Rick Dangerous and Rick Dangerous II","platform":"Atari ST / IBM PC originals → Linux, Windows, macOS, WebAssembly","kind":"Reimplementation","status":"Released as v2.3.0. The maintainer says Linux and Windows x64 builds are tested; Windows ARM64 and macOS builds are best-effort and not tested on real hardware. The browser build supports touch controls.","summary":"C source reimplementation of Rick Dangerous I and II based on reverse engineering of the original PC and Atari ST versions, with desktop and WebAssembly ports. Its Atari ST 68000 and YM2149 audio path runs the original sound-driver code through emulated hardware; the current fork adds SDL GPU rendering, CRT shaders, gamepad support, and touch controls.","project_url":"https://github.com/senjinthedragon/xrick","updated":"2026-10-15","strategy":"Reverse-engineered C source reimplementation with an emulated Atari ST audio path","language":"","source_available":"Public GPL-3.0 source with desktop and browser releases; the README describes the original games and reverse-engineering lineage.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Two-game Atari ST/IBM PC source reconstruction and modern ports","target_type":"Game","sources":[{"label":"Project README: reverse-engineering lineage, gameplay targets, platform support, and hardware caveats","url":"https://github.com/senjinthedragon/xrick#readme"},{"label":"v2.3.0 release","url":"https://github.com/senjinthedragon/xrick/releases/tag/v2.3.0"},{"label":"GitHub repository language byte counts","url":"https://api.github.com/repos/senjinthedragon/xrick/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4639245,"GLSL":111128,"Pawn":68189,"C++":35654,"JavaScript":27245,"Shell":15083,"E":14533,"CSS":8941,"Makefile":7305,"HTML":4091,"Python":1629},"source_url":"https://api.github.com/repos/senjinthedragon/xrick/languages","evidence":"GitHub’s official Languages REST endpoint for https://github.com/senjinthedragon/xrick reports 4,639,245 bytes of C, the largest language total (94.0% of 4,933,043 recognized-language bytes). These are repository-wide totals, so shared targets, generated code, or vendored code can affect the result.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"xroar","title":"XRoar","game":"Dragon 32/64, Tandy Color Computer, and related 8-bit systems","platform":"Windows, macOS, Linux, and other supported systems","kind":"Emulator","status":"Active; v1.12.1 was released 2026-07-27.","summary":"An emulator for Dragon and Tandy 8-bit computers, with support for their game libraries, disk and tape media, and selected expansion hardware.","project_url":"https://www.6809.org.uk/xroar/","updated":"2026-10-16","strategy":"System-level emulation of Dragon, CoCo, MC-10, and related 6809-based hardware, with cassette and disk support.","language":"","source_available":"Project page","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Dragon and Tandy Color Computer emulator","target_type":"Software","sources":[{"label":"Official XRoar project and source downloads","url":"https://www.6809.org.uk/xroar/"},{"label":"Official XRoar user manual","url":"https://www.6809.org.uk/xroar/doc/xroar.shtml"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.6809.org.uk/xroar/","evidence":"The official XRoar page identifies its self-hosted Git clone URL, but publishes no official API language totals for that repository.","verified_at":"2026-10-15","reason_unknown":"The identified repository is hosted on the project site without an official per-language breakdown API; no language is assigned from a code review or the existing label."}},{"id":"xubamp-winamp-29x-wayland-reimplementation","title":"xubamp (Winamp 2.9x player reimplementation for Ubuntu)","game":"Winamp 2.9x desktop media player","platform":"Ubuntu 26.04 amd64 with a Wayland session, GNOME 50/Mutter, and PipeWire; requires Rust 1.96 to build. Users may supply classic .wsz skins; none are bundled.","kind":"Reimplementation","status":"Latest GitHub release found: v0.2.11; the release list shows several tagged builds and packaged Ubuntu binaries. The README describes a from-scratch native Wayland implementation for Ubuntu 26.04 only, with classic skins, audio playback, EQ, playlists, and Winamp-style controls. No X11, Windows, or macOS support is claimed.","summary":"A clean-room native Linux music player that recreates the Winamp 2.9x interface and core playback workflow on Wayland. The author says it contains no Winamp code and ships no Winamp skins, names, or artwork; users can optionally provide their own .wsz skin files.","project_url":"https://github.com/hec-ovi/xubamp","updated":"2026-10-16","strategy":"From-scratch behavioral and interface reimplementation using documented .wsz skin formats, Symphonia audio decoding, and a native Wayland/PipeWire frontend; it does not rely on Wine or XWayland.","language":"","source_available":"Public GPL-2.0-or-later source. The project states it is independent, contains no Winamp code, and bundles no Winamp skins, names, or artwork; user-provided skins remain external files.","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"Desktop media player reimplementation","target_type":"Software","sources":[{"label":"Project README: target version, supported host, requirements, scope, and clean-room claim","url":"https://github.com/hec-ovi/xubamp"},{"label":"Latest release v0.2.11 and release history","url":"https://github.com/hec-ovi/xubamp/releases"},{"label":"Cargo workspace: version, Rust minimum, and GPL-2.0-or-later license","url":"https://github.com/hec-ovi/xubamp/blob/main/Cargo.toml"},{"label":"GPL-2.0-or-later license","url":"https://github.com/hec-ovi/xubamp/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":null,"source_url":"https://github.com/hec-ovi/xubamp","evidence":"The official GitHub repository page's Languages panel displays Rust 98.4%, Shell 1.1%, Other 0.5%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"mister-xybots","title":"Xybots MiSTer core","game":"Atari Xybots arcade software","platform":"MiSTer FPGA; DE10-Nano and 32 MB SDRAM","kind":"Emulator","status":"Active; bitstream Xybots_20260927.rbf present and repository updated 2026-09-27. README reports boot/self-test, input, sound, EEPROM, extended-play hardware checks, and simulation.","summary":"An FPGA recreation of Atari SP-313 hardware from schematics, with five MAME ROM sets listed. User-supplied game ROMs and MiSTer hardware with SDRAM are required.","project_url":"https://github.com/MiSTer-devel/Arcade-Xybots_MiSTer","updated":"2026-10-16","strategy":"FPGA recreation from Atari SP-313 schematics with board-level hardware checks.","language":"","source_available":"Public source repository; GitHub's repository API reports GPL-3.0 license metadata.","first_found":"2026-10-16","project_started":null,"programming_language":"SystemVerilog","subtype":"MiSTer FPGA arcade core","target_type":"Software","sources":[{"label":"Official core repository, hardware validation, and ROM sets","url":"https://github.com/MiSTer-devel/Arcade-Xybots_MiSTer"},{"label":"GPL-3.0 license","url":"https://github.com/MiSTer-devel/Arcade-Xybots_MiSTer/blob/master/LICENSE"},{"label":"Official GitHub repository API (public visibility and license metadata)","url":"https://api.github.com/repos/MiSTer-devel/Arcade-Xybots_MiSTer"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"SystemVerilog","breakdown":{"SystemVerilog":726376,"Verilog":488216,"VHDL":193441,"Tcl":35040,"Batchfile":708},"source_url":"https://api.github.com/repos/MiSTer-devel/Arcade-Xybots_MiSTer/languages","evidence":"GitHub repository language API byte counts; SystemVerilog has the largest reported share. Checked 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yaba-sanshiro","title":"Yaba Sanshiro","game":"Sega Saturn","platform":"Sega Saturn → Android, iOS, and Windows","kind":"Emulator","status":"Maintained; the official download page lists v1.20.51 and provides the corresponding complete source under the GNU GPL.","summary":"Sega Saturn emulator with Android, iOS, and Windows releases. Its maintainer supplies the complete corresponding source for released binaries under the GNU GPL.","project_url":"https://www.yabasanshiro.com/","updated":"2026-08-02","strategy":"Native software emulation of Saturn hardware, distributed as standalone platform applications.","language":"","source_available":"Complete source for released binaries is provided under the GNU GPL on the official downloads page.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Sega Saturn emulator for Android, iOS, and Windows","target_type":"Software","sources":[{"label":"Official project site","url":"https://www.yabasanshiro.com/"},{"label":"Official project source confirms emulator type and target","url":"https://www.yabasanshiro.com/download"},{"label":"Official project blog, latest News article dated 2026-08-02","url":"https://www.yabasanshiro.com/blog"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/devmiyax/yabause/languages","evidence":"GitHub’s official Languages REST endpoint for the repository linked by Yaba Sanshiro’s official site returned HTTP 404; it exposes no current byte breakdown.","verified_at":"2026-10-15","reason_unknown":"The project’s official site points to a GitHub source repository, but its official Languages endpoint returns HTTP 404; no current public totals are available to determine a predominant language."}},{"id":"yabause","title":"Yabause","game":"Sega Saturn","platform":"32-bit home console","kind":"Emulator","status":"Legacy/low activity; latest stable version listed by the project is 0.9.15 from 2016-08-24","summary":"Open-source Sega Saturn emulator with a public development repository. The project site still lists a development version, but its latest stable package is from 2016.","project_url":"https://github.com/Yabause/yabause","updated":"2024-03-09","strategy":"Native software emulation of Sega Saturn hardware; the repository also contains platform-specific builds.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Sega Saturn console emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/Yabause/yabause"},{"label":"Official project downloads and stable release date","url":"https://yabause.org/download/"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Yabause/yabause"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":8379513,"C++":1527688,"Assembly":206594,"CMake":79209,"Java":69167,"Objective-C":46409,"Roff":7212},"source_url":"https://api.github.com/repos/Yabause/yabause/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Yabause/yabause reports 8,379,513 bytes of C, the largest language total (81.2% of 10,315,792 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yakc-east-german-computers","title":"YAKC (Yet Another KC Emulator)","game":"KC85/2, KC85/3, KC85/4, KC Compact, Robotron Z9001/KC87 and Z1013, plus ZX Spectrum, Amstrad CPC, and Acorn Atom software","platform":"WebAssembly/browser, Windows, macOS, and Linux; Android, iOS, and Raspberry Pi are described as less-tested","kind":"Emulator","status":"The maintainer labels the project abandoned and points to a follow-up project. GitHub's last push was 2019-01-21; a WebAssembly demo remains linked from the README.","summary":"Multi-system 8-bit home-computer emulator with especially uncommon East German systems: KC85 variants, KC Compact, Robotron Z9001/KC87, and Z1013. It also includes ZX Spectrum, CPC, and Acorn Atom emulation; the README documents known accuracy limits.","project_url":"https://github.com/floooh/yakc","updated":"2026-10-16","strategy":"Software emulation using cycle- or machine-cycle-level chip models.","language":"","source_available":"Public MIT-licensed source repository; the README links a WebAssembly/browser demo. The maintainer marks the project abandoned and no tagged GitHub release is listed.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Historical multi-system home-computer emulator","target_type":"Software","sources":[{"label":"Maintainer README: project state, systems and browser demo","url":"https://github.com/floooh/yakc/blob/master/README.md"},{"label":"Maintainer MIT license","url":"https://github.com/floooh/yakc/blob/master/LICENSE"},{"label":"Maintainer-linked WebAssembly demo","url":"https://floooh.github.io/tiny8bit/"},{"label":"GitHub repository metadata checked 2026-10-16","url":"https://api.github.com/repos/floooh/yakc"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/floooh/yakc/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":3323436,"C++":402973,"Objective-C":48915,"C":27909,"CSS":16647,"JavaScript":14474,"HTML":9554,"Python":9500,"CMake":3536,"Vim Script":367,"Batchfile":17},"source_url":"https://api.github.com/repos/floooh/yakc/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yakuza4-remastered-italian","title":"Yakuza 4 Remastered Italian Patch","game":"Yakuza 4 Remastered","platform":"PC (Remastered; exact supported operating systems need verification)","kind":"Fan Localization","status":"WIP/alpha","summary":"An Italian patch project whose repository describes installer-based deployment and an alpha-stage release; its documented workflow analyzes game text archives and an existing Spanish patch.","project_url":"https://github.com/zSavT/Yakuza4-Patch-ITA","updated":"2026-08-30","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zSavT/Yakuza4-Patch-ITA"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zSavT/Yakuza4-Patch-ITA"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":73423},"source_url":"https://api.github.com/repos/zSavT/Yakuza4-Patch-ITA/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (73,423 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yakuza5-remastered-italian","title":"Yakuza 5 Remastered Italian Patch","game":"Yakuza 5 Remastered","platform":"PC (Remastered; exact supported operating systems need verification)","kind":"Fan Localization","status":"WIP; alpha/beta files present","summary":"An Italian patch project for Yakuza 5 Remastered with alpha/beta materials and an installer-based release workflow.","project_url":"https://github.com/zSavT/Yakuza5-Patch-ITA","updated":"2026-10-04","strategy":"Fan translation patch","language":"Italian","source_available":"Public fan translation/localization project","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/zSavT/Yakuza5-Patch-ITA"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/zSavT/Yakuza5-Patch-ITA"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":78857},"source_url":"https://api.github.com/repos/zSavT/Yakuza5-Patch-ITA/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; Python has the largest total (78,857 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yakuza-dead-souls-ps3-recomp","title":"Yakuza: Dead Souls PS3 Static Recompilation","game":"Yakuza: Dead Souls (PS3 NTSC-U BLUS30826 v1.00)","platform":"PlayStation 3 (BLUS30826 v1.00) → Windows x64","kind":"Recompilation","status":"The README reports a Windows build that boots without PS3 firmware, plays the opening movies with audio, reaches the title screen, starts a new game and enters gameplay. The lighter Akiyama gun tutorial reaches the 30-fps game cap; the crowded outdoor opening is about 20 fps. This is not an end-to-end completion claim.","summary":"A game-specific native Windows port of Yakuza: Dead Souls. The project statically recompiles PPU and SPU code and implements native PS3 services and rendering. Users provide their own decrypted game files; the repository contains no game data.","project_url":"https://github.com/canersaka/Yakuza-Dead-Souls-EX","updated":"2026-10-16","strategy":"Static PPU/SPU recompilation to a native Windows executable with an HLE runtime and Direct3D 12 renderer","language":"","source_available":"Public source; requires the user’s own legally obtained, decrypted BLUS30826 v1.00 game files; no game data or PS3 firmware is included.","first_found":"2026-10-16","project_started":"2026-06-09","programming_language":"C","subtype":"Game-specific PS3 native port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/canersaka/Yakuza-Dead-Souls-EX"},{"label":"Maintainer README: exact target, implementation and current status","url":"https://github.com/canersaka/Yakuza-Dead-Souls-EX#readme"}],"media":[{"kind":"video","label":"Yakuza: Dead Souls native Windows recompilation demo (Devlog #2)","url":"https://www.youtube.com/watch?v=ZuF8j5ozNis","preview_url":"https://img.youtube.com/vi/ZuF8j5ozNis/maxresdefault.jpg","source_url":"https://github.com/canersaka/Yakuza-Dead-Souls-EX/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1682024,"C++":597625,"Python":484684,"CMake":18304},"source_url":"https://api.github.com/repos/canersaka/Yakuza-Dead-Souls-EX/languages","evidence":"GitHub’s official Languages API reports C: 1,682,024 bytes, C++: 597,625 bytes, Python: 484,684 bytes, CMake: 18,304 bytes. C is the largest checked-in byte total; GitHub’s repository-wide map also includes the generated-code/tooling split and does not identify the language of generated game code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yamaha-dmp9-dmp9-16-firmware-decompilation","title":"Yamaha DMP9 / DMP9-16 Firmware Reverse Engineering","game":"Yamaha DMP9 and DMP9-16 digital mixing console firmware: XN349E0 v1.02, XN349F0 v1.10, XN349G0 v1.11","platform":"Yamaha DMP9/DMP9-16 digital mixing processors; Toshiba TMP68301 68000-family CPU and 512 KB ROM","kind":"Decompilation","status":"The README identifies three ROM targets (v1.02 dated 1993-11-10, v1.10 dated 1994-01-20, and v1.11 dated 1994-03-10). Version-specific source skeletons, Ghidra scripts, and a build system are present, but the maintainer says most v1.11 functions remain undecompiled and verification is limited to size/checksum. ROMs are not distributed. GitHub reports a latest push on 2026-05-02 and no releases.","summary":"A public firmware reverse-engineering workspace for Yamaha DMP9/DMP9-16 digital mixers. It contains version-diff data, Ghidra setup and analysis scripts, hardware documentation, and partial assembly/source skeletons for three ROM versions. It is an early analysis project, not a complete replacement firmware or byte-identical source reconstruction.","project_url":"https://github.com/TinoWildenhain/DMP9-16","updated":"2026-10-16","strategy":"Ghidra-assisted 68000/TMP68301 firmware analysis with per-version source scaffolding, ROM comparisons, and checksummed build setup","language":"","source_available":"Public project source and analysis scripts under MIT. Yamaha ROM images are copyrighted and are not distributed; the repository provides acquisition and hash-check guidance.","first_found":"2026-10-16","project_started":"2026-04-22","programming_language":"Java","subtype":"Digital mixing console embedded-firmware reverse engineering","target_type":"Software","sources":[{"label":"Maintainer README: hardware target, all three ROM versions, repository status, and firmware exclusion","url":"https://github.com/TinoWildenhain/DMP9-16#readme"},{"label":"Maintainer current analysis status and version-specific source/build scaffolding","url":"https://github.com/TinoWildenhain/DMP9-16#current-analysis-status"},{"label":"Repository MIT license","url":"https://github.com/TinoWildenhain/DMP9-16/blob/main/LICENSE"},{"label":"ROM acquisition and hash verification guidance","url":"https://github.com/TinoWildenhain/DMP9-16/tree/main/roms"},{"label":"Official GitHub repository metadata: creation and latest push dates","url":"https://api.github.com/repos/TinoWildenhain/DMP9-16"},{"label":"GitHub Releases page; no releases listed when checked 2026-10-16","url":"https://github.com/TinoWildenhain/DMP9-16/releases"},{"label":"Official GitHub Languages API totals","url":"https://api.github.com/repos/TinoWildenhain/DMP9-16/languages"},{"label":"Current primary README","url":"https://github.com/TinoWildenhain/DMP9-16/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":278292,"C":111411,"Shell":37341,"Assembly":8062,"Makefile":7433,"Python":7108,"Linker Script":6840},"source_url":"https://api.github.com/repos/TinoWildenhain/DMP9-16/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yamaha-dx7-v18-rom-annotated-disassembly","title":"Yamaha DX7 v1.8 ROM Annotated Disassembly","game":"Yamaha DX7 firmware v1.8","platform":"Yamaha DX7 with Hitachi HD63B03RP/HD6303 CPU","kind":"Decompilation","status":"A complete annotated v1.8 disassembly is public and the project provides a DASM/GNU Make build and comparison target. The README does not clearly claim or document a verified byte-identical match; the comparison requires a separately obtained original DX7-V1-8.OBJ ROM.","summary":"An annotated, assembler-ready disassembly of the Yamaha DX7's v1.8 firmware, naming and explaining MIDI, panel, patch, LFO, pitch, envelope, display, and voice routines. It is a research source for the HD6303 firmware, not a hardware emulator or an alternate DX7 OS.","project_url":"https://github.com/ajxs/yamaha_dx7_rom_disassembly","updated":"2026-10-16","strategy":"Annotated HD6303 assembly disassembly converted for DASM; optional rebuild comparison against the original ROM","language":"","source_available":"Public annotated assembly with no license file listed. The original Yamaha v1.8 ROM is not in the repository and must be obtained separately for byte comparison; rights in any derived original firmware code remain a consideration.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Digital synthesizer firmware disassembly","target_type":"Software","sources":[{"label":"Public README: firmware scope, routines, assembler build, and ROM comparison input","url":"https://github.com/ajxs/yamaha_dx7_rom_disassembly#readme"},{"label":"Source and Makefile in the public repository","url":"https://github.com/ajxs/yamaha_dx7_rom_disassembly/tree/master"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":504535,"Python":4987,"Makefile":1040},"source_url":"https://api.github.com/repos/ajxs/yamaha_dx7_rom_disassembly/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Assembly is the largest bucket at 504,535 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yamaha-dx9-dx7-alternative-firmware","title":"Yamaha DX9/7 Alternative Firmware ROM","game":"Yamaha DX9 synthesizer firmware, adding selected DX7 capabilities","platform":"Yamaha DX9; 6303-family CPU and replacement 27128-series EPROM (early two-ROM revisions may require hardware/socket changes)","kind":"Reimplementation","status":"The maintainer describes the ROM as tested and ready for everyday use, while listing remaining bugs and unimplemented functions. Known limits include real-time control/timing differences and incomplete DX7 SysEx behavior. The README documents installation differences between early and later DX9 hardware revisions.","summary":"An alternative DX9 ROM intended to restore six-operator voice support, DX7 patch compatibility, velocity response, operator scaling, and the DX7 pitch envelope. The source combines the original DX9 firmware image, selected code from the DX7 v1.8 ROM, and newly written assembly; it is not a patch distributed for the original DX9 ROM.","project_url":"https://github.com/ajxs/yamaha_dx97","updated":"2026-10-16","strategy":"New DASM-assembled firmware combining reverse-engineered DX9 code, selected DX7 v1.8 routines, and new feature code","language":"","source_available":"GPL-3.0 project source and release ROM are public. The firmware incorporates code derived from proprietary Yamaha DX9/DX7 ROMs; the project license does not establish separate rights to Yamaha firmware. Installation requires burning and replacing EPROM hardware.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Alternative music instrument firmware ROM","target_type":"Software","sources":[{"label":"Public README: source composition, feature set, status, and revision-specific installation","url":"https://github.com/ajxs/yamaha_dx97#readme"},{"label":"GPL-3.0 license and source tree","url":"https://github.com/ajxs/yamaha_dx97"},{"label":"Public release binaries","url":"https://github.com/ajxs/yamaha_dx97/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":668225,"Python":6513,"Makefile":816,"Shell":198},"source_url":"https://api.github.com/repos/ajxs/yamaha_dx97/languages","evidence":"Official GitHub REST Languages API returned HTTP 200 on 2026-10-16 for current repository ajxs/yamaha_dx97 (repository API ID 603636417, https://github.com/ajxs/yamaha_dx97). The exact response reported 668,225 bytes of Assembly, the largest category, out of 675,752 recognized-language bytes (98.9%). Counts are repository-wide and can include shared code, tests, build files, and tooling.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fs1r-firmware-re-ghidra-dumps","title":"Yamaha FS1R Firmware Reverse-Engineering Resources","game":"Yamaha FS1R and PLG-series ROMs","platform":"Yamaha FS1R (SH7044 internal flash and 2 MiB external EPROM); related PLG150-DX, PLG100-SG, and PLG150-AN ROMs","kind":"Decompilation","status":"The maintainer dates the project to 2025-08-07 and reports its latest README update as 2026-09-30. Public contents include ROM dumps, Ghidra databases, board photos, logic-analyzer captures, and firmware-upgrade/repair notes; it is an analysis resource rather than a completed recompilable replacement.","summary":"A device-specific reverse-engineering archive for the Yamaha FS1R that documents the SH7044 boot/loader and external EPROM layout, includes firmware dumps and Ghidra projects, and describes upgrade and CPU-repair procedures. This research is a cited technical basis for the separate FSVR software synth reconstruction.","project_url":"https://github.com/rgwan/fs1r_firmware_RE","updated":"2026-10-16","strategy":"Physical ROM acquisition, Ghidra analysis, bus/logical-analyzer capture, and firmware mapping","language":"","source_available":"Public repository includes proprietary Yamaha firmware dumps and service materials; no license is declared in the README, so reuse and redistribution rights are unclear. The binary dumps are inputs to analysis, not newly authored source code.","first_found":"2026-10-16","project_started":"2025-08-07","programming_language":"Python","subtype":"Synthesizer ROM and firmware reverse-engineering archive","target_type":"Software","sources":[{"label":"Public README: dump inventory, hardware map, upgrade notes, and dates","url":"https://github.com/rgwan/fs1r_firmware_RE#readme"},{"label":"Ghidra database and firmware dump directories","url":"https://github.com/rgwan/fs1r_firmware_RE/tree/main"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":2724},"source_url":"https://api.github.com/repos/rgwan/fs1r_firmware_RE/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 2,724 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yatseremote-ios-yatse-12-0-0-protocol-reimplementation","title":"YatseRemote (iOS Kodi remote using the Yatse protocol surface)","game":"Yatse Android remote 12.0.0 protocol and interaction surface","platform":"Yatse 12.0.0 Android protocol behavior plus Kodi JSON-RPC v13 → SwiftUI remote for iOS 17+; the published IPA is unsigned and requires on-device signing by the user.","kind":"Reimplementation","status":"The latest listed GitHub release is build-80, published 2026-10-16. The README describes an unofficial personal build and says the repository publishes unsigned IPAs that users re-sign themselves. It implements a scoped remote, discovery, library and playback feature set rather than the full Android application.","summary":"A native SwiftUI iOS remote for Kodi that implements a subset of Yatse 12.0.0 behavior, including host discovery, library browsing and playback controls. It is not the Android app ported as source; it reproduces selected client behavior against Kodi.","project_url":"https://github.com/bpawnzZ/yatse-ios","updated":"2026-10-16","strategy":"The author’s CLEANROOM.md says the specification was derived from static analysis of the shipped Yatse 12.0.0 Android APK plus Kodi’s public JSON-RPC documentation. It lists extracted protocol method/property names, actions, default ports, discovery records and network policy, and says no decompiled Java/Kotlin, Yatse code paths, resources, translations, branding or trademarks are included. This is the maintainer’s description of the process; static analysis by the project author is not an independently verified two-team clean-room process or legal conclusion.","language":"","source_available":"Public MIT-licensed source. The README and clean-room notes state that no Yatse or Kodi source, strings, or artwork are included. Releases are unsigned IPAs and require user-side signing; the MIT source license does not grant rights to Yatse or Kodi marks.","first_found":"2026-10-16","project_started":null,"programming_language":"Swift","subtype":"iOS media-center remote application","target_type":"Software","sources":[{"label":"Project README: target version, scope, iOS requirements and release method","url":"https://github.com/bpawnzZ/yatse-ios#readme"},{"label":"Project clean-room notes: APK analysis scope, exclusions and parity method","url":"https://github.com/bpawnzZ/yatse-ios/blob/main/docs/CLEANROOM.md"},{"label":"Latest release (build-80)","url":"https://github.com/bpawnzZ/yatse-ios/releases/tag/build-80"},{"label":"MIT license","url":"https://github.com/bpawnzZ/yatse-ios/blob/main/LICENSE"},{"label":"GitHub repository metadata and source activity","url":"https://api.github.com/repos/bpawnzZ/yatse-ios"},{"label":"GitHub Languages byte counts","url":"https://api.github.com/repos/bpawnzZ/yatse-ios/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Swift","breakdown":{"Swift":359435,"Python":15418,"Shell":1762},"source_url":"https://api.github.com/repos/bpawnzZ/yatse-ios/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Swift is the largest bucket at 359,435 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ymir","title":"Ymir","game":"Sega Saturn","platform":"Sega Saturn (1994); desktop support for Windows 10+, macOS 12+, modern Linux, and FreeBSD on x86-64 and ARM","kind":"Emulator","status":"Active work in progress; latest-nightly build and source updates were available through 2026-10-15.","summary":"Open-source Sega Saturn desktop emulator with stable and nightly builds, a maintainer-linked compatibility list, and a work-in-progress debugger. An IPL BIOS ROM is required; CD Block ROM is additionally required for low-level CD block emulation.","project_url":"https://github.com/ymir-emu/Ymir","updated":"2026-10-16","strategy":"Native software emulation of Saturn hardware, with standalone desktop builds.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"Sega Saturn hardware emulator","target_type":"Software","sources":[{"label":"Maintainer repository and project description","url":"https://github.com/ymir-emu/Ymir"},{"label":"Maintainer releases","url":"https://github.com/ymir-emu/Ymir/releases"},{"label":"Maintainer README: host requirements, media formats, and BIOS/ROM requirements","url":"https://github.com/ymir-emu/Ymir/blob/main/README.md"},{"label":"Latest nightly release","url":"https://github.com/ymir-emu/Ymir/releases/tag/latest-nightly"},{"label":"Official compatibility list linked from README","url":"https://docs.google.com/spreadsheets/d/1SLZzL9LelSlpEmTKy8cjaQnE7mew2uW1rfCgcekO58Q/edit?usp=sharing"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/ymir-emu/Ymir"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":7257044,"CMake":208187,"HLSL":137234,"Objective-C++":43174,"C":325},"source_url":"https://api.github.com/repos/ymir-emu/Ymir/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/ymir-emu/Ymir reports 7,257,044 bytes of C++, the largest language total (94.9% of 7,645,964 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yo-kai-watch-blasters-2-it","title":"Yo-kai Watch Blasters 2 Italian Patch","game":"Yo-kai Watch Blasters 2: Sword and Magnum","platform":"Nintendo 3DS","kind":"Fan Localization","status":"Latest listed Italian patch is v1.1.0build1 for Yo-kai Watch Blasters 2: Magnum/Spada, released 2021-11-18. The maintainer README documents Luma3DS installation on the Nintendo 3DS family and Citra installation; its download links still point to older v1.0.0. No later GitHub release is listed.","summary":"Game Patching Team's Italian release patches for both Sword and Magnum editions, with Luma3DS/Citra installation guidance.","project_url":"https://github.com/GamePatchingTeam/YWB2-Release","updated":"2021-11-18","strategy":"Fan translation patch","language":"Italian","source_available":"Public GitHub v1.1.0build1 patch archive with romfs files for Magnum and Spada. The README documents Luma3DS and Citra installation and asks users to use a dump from their own cartridge.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Fan translation patch","target_type":"Game","sources":[{"label":"Team project repository","url":"https://github.com/GamePatchingTeam/YWB2-Release"},{"label":"Team project index","url":"https://github.com/GamePatchingTeam"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/GamePatchingTeam/YWB2-Release"},{"label":"GitHub API: latest published release metadata","url":"https://api.github.com/repos/GamePatchingTeam/YWB2-Release/releases?per_page=1"},{"label":"Maintainer README: supported editions, Luma3DS/Citra installation, and own-cartridge notice","url":"https://github.com/GamePatchingTeam/YWB2-Release/blob/master/README.md"},{"label":"Latest published patch release v1.1.0build1 (2021-11-18) and RAR asset","url":"https://github.com/GamePatchingTeam/YWB2-Release/releases/tag/1.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/GamePatchingTeam/YWB2-Release/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"yokai-watch-busters-2-spanish-translation","title":"Yo-kai Watch Busters 2 — Spanish Translation Patch","game":"Yo-kai Watch Busters 2: Sword and Magnum","platform":"Nintendo 3DS","kind":"Fan Localization","status":"The maintainer README labels the translation as in development. v0.6 is the latest listed public release, published 2026-10-08.","summary":"Spanish fan translation patch for Japanese 3DS title; requires installed game and compatible console/emulator; game data is not included.","project_url":"https://github.com/AstralCoder48/New-YWB2_ES-Translation","updated":"2026-10-16","strategy":"Fan translation patch (Japanese → Spanish)","language":"Spanish","source_available":"Public patch source/release link is documented; user supplies game install; no game data included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"README credits the existing English patch and Spanish translation by ENOCH-VK.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/AstralCoder48/New-YWB2_ES-Translation#readme"},{"label":"Maintainer README, which says the project is in development","url":"https://github.com/AstralCoder48/New-YWB2_ES-Translation"},{"label":"Project repository latest recorded commit (2026-10-08): V0.6","url":"https://github.com/AstralCoder48/New-YWB2_ES-Translation/commit/24eda27e84916d46ad42ed562f0cfcc8373d3f04"},{"label":"Maintainer public releases page; v0.6 (published 2026-10-08) is latest","url":"https://github.com/AstralCoder48/New-YWB2_ES-Translation/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/AstralCoder48/New-YWB2_ES-Translation/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"yoda-stories-webfun","title":"Yoda Stories WebFun Reimplementation","game":"Yoda Stories","platform":"Windows 1997 game engine/data → modern browser and mobile web view","kind":"Reimplementation","status":"Browser engine reimplementation for Yoda Stories; the project links a live WebFun demo and requires the user to provide game data. The README gives no completion percentage.","summary":"Second distinct game supported by the same WebFun engine implementation.","project_url":"https://codeberg.org/cyco/WebFun","updated":"2026-10-15","strategy":"Reimplementation of the shared game engine; loads original game data supplied by the user.","language":"JavaScript/TypeScript","source_available":"Public Codeberg source repository with maintainer-linked live browser demo and documentation. The repository tree has no license file or declared license, so public availability does not establish reuse permissions.","first_found":"2026-10-15","project_started":null,"programming_language":"TypeScript","subtype":"Browser engine reimplementation","target_type":"Game","sources":[{"label":"Project README for both supported game engines","url":"https://codeberg.org/cyco/WebFun"},{"label":"Maintainer-linked live WebFun demo","url":"https://www.webfun.io/"},{"label":"Maintainer README: shared engine scope, live demo and documentation","url":"https://codeberg.org/cyco/WebFun/src/branch/master/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"TypeScript","breakdown":{"TypeScript":1626871,"JavaScript":117854,"SCSS":71440,"HTML":13119,"Shell":1068},"source_url":"https://codeberg.org/api/v1/repos/cyco/WebFun/languages","evidence":"Official Codeberg repository languages API returned the complete per-language byte breakdown. TypeScript is predominant with 1,626,871 bytes; the manifest breakdown contains all 5 returned languages.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yoda-stories-decomp-android","title":"Yoda Stories — Yodecomp Android Port","game":"Yoda Stories","platform":"Windows PC → SDL3 Android (arm64-v8a and x86_64)","kind":"Decompilation","status":"The main branch documents an `android-demo` CMake preset that builds a signed debug APK for arm64-v8a and x86_64. No prebuilt GitHub release or physical-device test is documented. The demo game data is described by the maintainer as freely redistributable; retail data and executables are not stored in the repository.","summary":"Partial byte-matching decompilation of the LucasArts Desktop Adventures engine with a portable SDL3 runtime and touch-enabled Android packaging. The Android build stages data from the user’s local Yoda Stories demo or retail installation rather than downloading game files.","project_url":"https://github.com/shinyquagsire23/Yodecomp","updated":"2026-10-16","strategy":"Byte-matching Win32/MFC decompilation plus SDL3 cross-platform port","language":"","source_available":"Public source repository; game data is supplied locally","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"SDL3 Android APK build target with touch controls","target_type":"Game","sources":[{"label":"Maintainer README: project scope and game-data requirements","url":"https://github.com/shinyquagsire23/Yodecomp"},{"label":"Android APK build instructions and data-staging behavior","url":"https://github.com/shinyquagsire23/Yodecomp/blob/main/BUILDING.md"},{"label":"Official GitHub Languages API (byte counts; checked 2026-10-16)","url":"https://api.github.com/repos/shinyquagsire23/Yodecomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":1760017,"Python":390396,"C":99574,"Java":51835,"CMake":51217,"Shell":28784,"HTML":12178,"JavaScript":9727},"source_url":"https://api.github.com/repos/shinyquagsire23/Yodecomp/languages","evidence":"Official GitHub Languages API returned 8 language byte totals (2,403,728 bytes); C++ is largest at 1,760,017 bytes. Verified 2026-10-16.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yoiyami-dancers-steam-zh-cn","title":"Yoiyami Dancers Simplified Chinese Patch","game":"Yoiyami Dancers","platform":"Windows PC / Steam","kind":"Fan Localization","status":"Public v1.4.2 Simplified Chinese ZIP published 2026-10-16 for Steam game version 1.4.2. Maintainer README says the package covers all story text, UI, button instructions, song names, and achievements; text embedded in images is not redrawn.","summary":"Japanese → Simplified Chinese asset-replacement patch for the Steam version of Yoiyami Dancers 1.4.2. Installation overlays the package's asset folder; bundled original files permit restoring Japanese assets. It does not include the game.","project_url":"https://github.com/Cyclin15/YoiyamiDancers-ChinesePatch","updated":"2026-10-16","strategy":"Asset replacement fan translation patch","language":"Simplified Chinese","source_available":"Public 29 MB patch ZIP in GitHub Releases; original Steam game is required and not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Steam PC fan localization patch","target_type":"Game","sources":[{"label":"Maintainer README: supported Steam version, language scope, install/restore process","url":"https://github.com/Cyclin15/YoiyamiDancers-ChinesePatch/blob/main/README.md"},{"label":"v1.4.2-cn public ZIP release","url":"https://github.com/Cyclin15/YoiyamiDancers-ChinesePatch/releases/tag/v1.4.2-cn"},{"label":"GitHub Languages API byte map (empty)","url":"https://api.github.com/repos/Cyclin15/YoiyamiDancers-ChinesePatch/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/Cyclin15/YoiyamiDancers-ChinesePatch/languages","evidence":"GitHub Languages API returned {}; no programming-language bytes are reported. Do not infer source-code language from the Chinese asset payload.","verified_at":"2026-10-16","reason_unknown":"GitHub reports an empty language byte map; no predominant programming language is measurable."}},{"id":"yoru-tomosu-switch-en","title":"Yoru, Tomosu / Night Enkindled English Patch","game":"Yoru, Tomosu","platform":"Nintendo Switch","kind":"Fan Localization","status":"Released; patch v1.0.0. The maintainer says it has been tested in Ryujinx and Eden emulators.","summary":"English localization patch for the Nintendo Switch version of the Japanese visual novel. The title screen uses the localized title Night Enkindled; most text is translated, while the in-game music list uses numbered tracks with names supplied in an included text file.","project_url":"https://github.com/KaguraharaOccultResearchClub/yoru-tomosu-english-patch","updated":"2026-10-16","strategy":"Fan localization distributed as Nintendo Switch game mods","language":"English","source_available":"Public GitHub releases provide Atmosphere and emulator mod packages; no game image is included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Nintendo Switch visual-novel translation","target_type":"Game","sources":[{"label":"Project README: target title ID, patch structure, compatibility tests, and known limitation","url":"https://github.com/KaguraharaOccultResearchClub/yoru-tomosu-english-patch"},{"label":"Project GitHub releases: Atmosphere and emulator packages","url":"https://github.com/KaguraharaOccultResearchClub/yoru-tomosu-english-patch/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/KaguraharaOccultResearchClub/yoru-tomosu-english-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"yoshis-story-n64-decomp","title":"Yoshi's Story Nintendo 64 Decompilation","game":"Yoshi's Story (Nintendo 64 US)","platform":"Nintendo 64 US → matching source rebuild","kind":"Decompilation","status":"The README labels this a WIP decompilation of the US release and documents the baserom setup, extraction, and make-based build workflow. It does not claim completion or a native port. The USA ROM is user-supplied and is not included.","summary":"Work-in-progress C source decompilation of the US Nintendo 64 release of Yoshi's Story.","project_url":"https://github.com/decompals/yoshis-story","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository; user must supply the USA baserom","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Nintendo 64 source decompilation","target_type":"Game","sources":[{"label":"Project README: WIP US-release decompilation and baserom build workflow","url":"https://github.com/decompals/yoshis-story#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":95507,"C":1686796,"CSS":851,"Linker Script":5263,"Makefile":31265,"OpenEdge ABL":1365,"PHP":2912,"Python":401870,"Shell":1852},"source_url":"https://api.github.com/repos/decompals/yoshis-story/languages","evidence":"GitHub's official Languages REST endpoint reports 1,686,796 bytes of C as the largest total (75.7% of 2,227,681 recognized language bytes) for the complete repository. The byte totals are repository-wide and may include vendored code, build tools, or multiple project components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yoshis-island-sma3-android-static-recomp","title":"Yoshi’s Island: Super Mario Advance 3 Android Static Recompilation","game":"Yoshi’s Island: Super Mario Advance 3 (USA, Game Boy Advance)","platform":"Game Boy Advance USA → Android 9+ ARM64 (API 28+); Linux is used for host validation and build preparation","kind":"Recompilation","status":"Experimental v0.9 ARM64 APK is available in the GitHub release tagged “Descarga” (2026-10-04; 31.8 MB). The README still says the 0.9 upload is pending, so its download note is stale. The maintainer reports 120 fps on a Pixel 7 Pro with v0.8; this is not independently measured and does not validate v0.9’s touch-layout editor. The README says full-game/level coverage, audio, saves, lifecycle and physical controller checks remain incomplete.","summary":"A game-specific GBA static recompilation using the GBARecomp toolchain and project-specific address/disassembly metadata. Game and BIOS code are translated to C++ and compiled for ARM64 with strict native dispatch and no interpreter fallback. The Android app supports on-screen controls, configurable layouts, and partial English, Latin American Spanish, and Brazilian Portuguese text. Users provide their own matching USA ROM and GBA BIOS; neither is included.","project_url":"https://github.com/Edwin2929/sma3-recomp-android.","updated":"2026-10-16","strategy":"Strict static recompilation of GBA program code to C++, compiled for Android ARM64 using GBARecomp and project-specific disassembly/address tables; unsupported calls do not fall back to an interpreter.","language":"English, Latin American Spanish, and Brazilian Portuguese partial menu/name text; the README says graphics labels, credits, and Mario Bros remain English.","source_available":"Public source repository, but no repository-wide license grant was found. The README reports that the GBARecomp engine uses PolyForm Noncommercial 1.0.0 and arm-recomp-core uses MIT; those terms do not grant rights to the game or BIOS. The user supplies a matching USA ROM and GBA BIOS; generated game code and the ROM are not included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Nintendo Game Boy Advance static recompilation for Android","target_type":"Game","sources":[{"label":"Maintainer README: method, Android target, supported partial text languages, ROM/BIOS inputs, testing caveats and license notes","url":"https://github.com/Edwin2929/sma3-recomp-android./blob/main/README.md"},{"label":"Published v0.9 ARM64 APK, release metadata dated 2026-10-04; release page resolves the stale README download note","url":"https://github.com/Edwin2929/sma3-recomp-android./releases/tag/Descarga"},{"label":"Maintainer validation report and explicit limits on device/gameplay coverage","url":"https://github.com/Edwin2929/sma3-recomp-android./blob/main/docs/VALIDACION.md"},{"label":"Project third-party license notes","url":"https://github.com/Edwin2929/sma3-recomp-android./blob/main/THIRD_PARTY.md"},{"label":"GitHub repository metadata and license classifier checked 2026-10-16","url":"https://api.github.com/repos/Edwin2929/sma3-recomp-android."},{"label":"Official GitHub Languages API byte totals checked 2026-10-16","url":"https://api.github.com/repos/Edwin2929/sma3-recomp-android./languages"},{"label":"GBARecomp toolchain used by the project; its own license applies separately","url":"https://github.com/mstan/gbarecomp"},{"label":"SMA3 disassembly/address research referenced by the project","url":"https://github.com/KarisaAdvynia/sma3-disasm"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":91187,"Python":89699,"Java":67603,"CMake":4924},"source_url":"https://api.github.com/repos/Edwin2929/sma3-recomp-android./languages","evidence":"Exact GitHub REST Languages API byte totals for the repository; totals cover the full repository (including host app, runtime, tooling and support code) and are not counts of game implementation code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yoshis-woolly-world-wiiu-decomp","title":"Yoshi’s Woolly World Wii U Decompilation (Swiftshine)","game":"Yoshi's Woolly World","platform":"Nintendo Wii U","kind":"Decompilation","status":"Early WIP. The README identifies a Yoshi’s Woolly World decompilation. Its compile script currently invokes the Green Hills MULTI PowerPC compiler on one reconstructed translation unit; the TODO still lists assembly diffing and calculating matched code/function percentages. No release, progress metric, or game boot/playability evidence is documented in the checked repository snapshot.","summary":"A small Wii U PowerPC decompilation effort with a reconstructed C++ source unit and a script for compiling it with Green Hills MULTI. The maintainer’s TODO identifies matching/assembly-diff progress tracking as unfinished, so the repository documents an early reconstruction stage rather than a completed build or playable port.","project_url":"https://github.com/Swiftshine/yww","updated":"2026-10-16","strategy":"Matching decompilation: reconstructs Wii U game code in C++ and compiles it with the documented PowerPC toolchain; matching progress is not yet reported.","language":"","source_available":"Public source repository; the README requires Green Hills Software MULTI PowerPC v5.3.27. No project license file was present in the checked root tree.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Wii U PowerPC matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target identity and Green Hills PowerPC build requirement","url":"https://github.com/Swiftshine/yww"},{"label":"Compilation script: currently compiles the reconstructed YsHandle translation unit with the GHS PowerPC compiler","url":"https://github.com/Swiftshine/yww/blob/main/compile.py"},{"label":"Maintainer TODO: assembly diffing and matched-code/function percentage remain unfinished","url":"https://github.com/Swiftshine/yww/blob/main/TODO.md"},{"label":"Example reconstructed game-specific C++ source","url":"https://github.com/Swiftshine/yww/blob/main/src/merino/object/YsHandle.cpp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":4771,"Python":1118,"C":322},"source_url":"https://api.github.com/repos/Swiftshine/yww/languages","evidence":"Exact GitHub Languages API byte totals checked 2026-10-16. C++ is the largest reported bucket; the repository is very small and the map does not establish decompilation completeness.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ydkj-ps3-recomp","title":"You Don’t Know Jack PS3 Recompilation","game":"You Don’t Know Jack","platform":"PlayStation 3 USA disc (BLUS30569) → Windows x64","kind":"Recompilation","status":"Partial rendering only. The USA PS3 EBOOT (BLUS30569) now runs as a native Windows x86-64 executable and draws the Scaleform attract/legal screen through D3D12 at 1280×720 (the README reports 32 FPS telemetry); some dynamic text is garbled. It remains on the logo-video screen because the CRI movie-decoding/SPU task path is not implemented, so gameplay has not been reached.","summary":"Statically lifts the user's decrypted USA PS3 EBOOT.elf (BLUS30569) from PowerPC64 to C/C++ and links it against ps3recomp's native HLE/runtime libraries. The repository contains analysis metadata and the recompilation harness, not game binaries, audio, or other game content. Its current renderer draws the game's own Scaleform attract/legal screen, but it does not yet advance into gameplay.","project_url":"https://github.com/sp00nznet/youdontknowjack","updated":"2026-10-15","strategy":"Static PowerPC64-to-C/C++ recompilation linked to ps3recomp native HLE runtime libraries; D3D12 rendering backend","language":"","source_available":"Public source and recompilation harness, including generated lifted source; requires the user's own decrypted USA PlayStation 3 disc binary (BLUS30569 EBOOT.elf). The repository excludes the original game binary, assets, and audio.","first_found":"2026-10-15","project_started":null,"programming_language":"C++","subtype":"PS3 PPU static recompilation to native Windows x86-64","target_type":"Game","sources":[{"label":"Project repository / README","url":"https://github.com/sp00nznet/youdontknowjack"},{"label":"Maintainer README: current boot/render status, title ID, and CRI video frontier","url":"https://github.com/sp00nznet/youdontknowjack#current-status"},{"label":"Project README: exact PS3 build and current rendered status","url":"https://github.com/sp00nznet/youdontknowjack#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":57489,"C":39443,"CMake":4563},"source_url":"https://api.github.com/repos/sp00nznet/youdontknowjack/languages","evidence":"GitHub's official repository Languages endpoint reports source-language byte counts; C++ has the largest total (57,489 bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"youchien-senki-madara-super-nintendo-english","title":"Youchien Senki Madara English Translation","game":"Youchien Senki Madara","platform":"Super Nintendo","kind":"Fan Localization","status":"Released; RHP reports v0.2","summary":"English fan localization for Youchien Senki Madara on Super Nintendo. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/youchien-senki-madara-english-translation-super-nintendo","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/index.php/translations/youchien-senki-madara-english-translation-super-nintendo"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/youchien-senki-madara-english-translation-super-nintendo","evidence":"The cataloged Romhack Plaza listing for Youchien Senki Madara English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Youchien Senki Madara English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"ys-2-nintendo-entertainment-system-portuguese","title":"Ys 2 Portuguese Translation","game":"Ys 2","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Ys 2 on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/index.php/translations/ys-2-portuguese-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/index.php/translations/ys-2-portuguese-translation-nintendo-entertainment-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/index.php/translations/ys-2-portuguese-translation-nintendo-entertainment-system","evidence":"The cataloged Romhack Plaza listing for Ys 2 Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Ys 2 Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"ys-chronicles-1-switch-android-wrapper","title":"Ys Chronicles 1 Switch Port","game":"Ys Chronicles 1 (Android release; exact app version not stated)","platform":"Android arm64-v8a app package com.dotemu.ys1x → Nintendo Switch homebrew","kind":"API Translation","status":"Switch NRO release v0.2 is available. Its changelog reports memory, text rendering, and dialog interaction fixes; the README still notes occasional diagonal movement during fast direction changes and does not claim full-game completion. GitHub reports the repository is not archived and was last pushed 2026-07-29.","summary":"Loads the original Android arm64 game library and dependencies through a custom ELF loader, Bionic shims, and a fake JNI layer on Nintendo Switch. It reconstructs touch input from Switch controls and supplies a native text-rendering bridge. Users provide the APK and both OBB files; the wrapper source contains no proprietary binaries or assets.","project_url":"https://github.com/DI4VOLO-dev/ys1x_nx","updated":"2026-10-16","strategy":"Android arm64 native-binary loading with Bionic/JNI compatibility and replacement text/touch bridges for Nintendo Switch","language":"","source_available":"Public MIT wrapper source and Switch NRO release; no game assets, libraries, APK, OBBs, or proprietary binaries are distributed.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Android binary compatibility port to Nintendo Switch","target_type":"Game","sources":[{"label":"Maintainer README: ARM64 target, loader/shims, touch and text bridges, user-provided files, and known issue","url":"https://github.com/DI4VOLO-dev/ys1x_nx#readme"},{"label":"Switch NRO release v0.2 and changelog","url":"https://github.com/DI4VOLO-dev/ys1x_nx/releases/tag/v0.2"},{"label":"GitHub repository metadata: license, archive state, and last push","url":"https://api.github.com/repos/DI4VOLO-dev/ys1x_nx"},{"label":"GitHub Languages API byte totals","url":"https://api.github.com/repos/DI4VOLO-dev/ys1x_nx/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":460429,"Makefile":4297},"source_url":"https://api.github.com/repos/DI4VOLO-dev/ys1x_nx/languages","evidence":"GitHub Languages API repository byte totals checked 2026-10-16; C has the largest detected source-byte total.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"ys-iv-dawn-of-ys-pce-english-translation","title":"Ys IV: The Dawn of Ys (PC Engine CD) English Text and Dub Patch","game":"Ys IV: The Dawn of Ys","platform":"PC Engine Super CD-ROM²","kind":"Fan Localization","status":"The maintainer page offers an English text patch and a separate English dub v1.1 patch, which must be applied together for the combined localization.","summary":"An English fan text translation and dubbed-audio patch for the PC Engine CD RPG, with a script archive and voice-track insertion tools.","project_url":"https://www.ysutopia.net/projects/ys4/","updated":"2026-10-15","strategy":"Text patching and ADPCM voice-track extraction/insertion","language":"English","source_available":"Public patch archives and localization tools; requires the original game disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"PC Engine CD fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://www.ysutopia.net/projects/ys4/"},{"label":"Maintainer project page and patch notes","url":"https://www.ysutopia.net/projects/ys4/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.ysutopia.net/projects/ys4/","evidence":"The maintainer page provides the English text and dub patches plus translation notes; it does not publish a code repository or language totals.","verified_at":"2026-10-15","reason_unknown":"The primary project page distributes patches and translation materials without source repository language totals; no predominant programming language can be assigned."}},{"id":"ysv-ps2-en","title":"Ys V: Lost Kefin, Kingdom of Sand English Translation","game":"Ys V: Lost Kefin, Kingdom of Sand","platform":"PlayStation 2","kind":"Fan Localization","status":"Beta; playable through to the end","summary":"Project repository provides an English patch and describes it as beta.","project_url":"https://github.com/Kaisaan/lostkefin","updated":"2026-10-16","strategy":"Fan translation patch","language":"English","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"PlayStation 2 fan translation","target_type":"Game","sources":[{"label":"Project repository","url":"https://github.com/Kaisaan/lostkefin"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/Kaisaan/lostkefin"},{"label":"Maintainer README reviewed 2026-10-16","url":"https://raw.githubusercontent.com/Kaisaan/lostkefin/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":154479,"Assembly":103462,"Batchfile":770,"Shell":740},"source_url":"https://api.github.com/repos/Kaisaan/lostkefin/languages","evidence":"GitHub REST repository Languages endpoint reports 154,479 bytes of Python out of 259,451 measured source bytes (59.5%); it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"ys-nintendo-entertainment-system-portuguese","title":"Ys. Portuguese Translation","game":"Ys.","platform":"Nintendo Entertainment System","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Ys. on Nintendo Entertainment System. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/ys-portuguese-translation-nintendo-entertainment-system","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/ys-portuguese-translation-nintendo-entertainment-system"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/ys-portuguese-translation-nintendo-entertainment-system","evidence":"The cataloged Romhack Plaza listing for Ys. Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Ys. Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"yu-yu-hakusho-gaiden-en","title":"Yu Yu Hakusho Gaiden English Translation","game":"Yu Yu Hakusho Gaiden","platform":"Mega Drive / Sega Genesis","kind":"Fan Localization","status":"Complete; Patch Clan lists English v1.0.1, with its IPS file marked updated 2026-10-06. The maintainers' release listing documents v1.0 Build 9 (2026-09-19) and a complete MAME playthrough of all three endings; real hardware was not tested.","summary":"English translation patch for the Japan-only Mega Drive adventure RPG. It translates all 1,531 script lines, battle names, and title graphics; the maintainer describes expanding the ROM from 2 MB to 4 MB and diverting original text reads to appended English text.","project_url":"https://www.patchclan.com/#/jogo/yu-yu-hakusho-gaiden","updated":"2026-10-06","strategy":"Fan localization patch; IPS patch with appended text and four-byte detours","language":"English","source_available":"Patch Clan lists and serves the IPS patch; no game ROM is included. Direct patch URL: https://www.patchclan.com/patches/yu-yu-hakusho-gaiden-en.ips","first_found":"2026-10-15","project_started":null,"programming_language":"","subtype":"Mega Drive fan translation","target_type":"Game","sources":[{"label":"Patch Clan maintainer page: current version, patch asset, and supported ROM","url":"https://www.patchclan.com/#/jogo/yu-yu-hakusho-gaiden"},{"label":"Patch Clan release listing: completeness, v1.0 Build 9, testing, patch method, and source-ROM hashes","url":"https://www.romhackplaza.org/translations/yuyu-hakusho-gaiden-english-translation-sega-genesis"},{"label":"Direct IPS patch asset; availability checked 2026-10-15","url":"https://www.patchclan.com/patches/yu-yu-hakusho-gaiden-en.ips"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://www.patchclan.com/#/jogo/yu-yu-hakusho-gaiden","evidence":"Project page/source reviewed for repository availability: https://www.patchclan.com/#/jogo/yu-yu-hakusho-gaiden. No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software.","verified_at":"2026-10-16","reason_unknown":"No public GitHub/GitLab source repository is linked by this project record, so an official source-language breakdown is unavailable; language remains unknown rather than inferred from patch format or target software."}},{"id":"yu-yu-hakusho-ankoku-bujutsukai-120-ps2-en","title":"Yu Yu Hakusho: Ankoku Bujutsukai 120% English Patch","game":"Yu Yu Hakusho: Ankoku Bujutsukai 120%","platform":"PlayStation 2","kind":"Fan Localization","status":"English v1 patch released 2026-10-14. The release translates all 14 story cutscenes with subtitles/title cards and the title/UI/character names; staff-roll text remains Japanese.","summary":"Patch-only English localization of the Japanese PS2 fighting game. The public xdelta applies to the matching SLPS-25734 image and was checked with PCSX2 according to the project notes.","project_url":"https://github.com/dekp23/yyh-ankoku-english-patch","updated":"2026-10-14","strategy":"Fan translation patch","language":"English","source_available":"GitHub release provides an xdelta patch only; requires the user’s own Japanese PS2 image (serial SLPS-25734; MD5 c6a38cb116cfaf9165778cf94319d620).","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"PlayStation 2 fan translation","target_type":"Game","sources":[{"label":"Maintainer README: v1 scope, exact Japanese disc ID/hash, translated and untranslated coverage and patch-only disclosure","url":"https://github.com/dekp23/yyh-ankoku-english-patch"},{"label":"v1 patch release","url":"https://github.com/dekp23/yyh-ankoku-english-patch/releases/tag/v1"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/dekp23/yyh-ankoku-english-patch/languages","evidence":"GitHub's official repository Languages API returned an empty {} map on 2026-10-16; the predominant programming language remains unknown.","verified_at":"2026-10-16","reason_unknown":"The verified GitHub Languages API response was an explicit empty map ({}); preserve unknown rather than infer a language."}},{"id":"yu-yu-hakusho-makyo-md-ko","title":"Yu Yu Hakusho: Makyō Tōitsusen Korean Patch (MARK94)","game":"Yu Yu Hakusho: Makyō Tōitsusen","platform":"Mega Drive / Sega Genesis","kind":"Fan Localization","status":"Public MARK94 IPS patch released 2026-08-26; release includes a manifest and SHA256 file; original ROM is excluded.","summary":"Korean fan patch changes game menus, character names, win quotes, tournament text, hidden debug menu, and staff roll; patch includes a manifest and checksums.","project_url":"https://github.com/voltage-gated/yu-yu-hakusho-makyou-md","updated":"2026-10-16","strategy":"ROM hacking / assembly patch project","language":"Korean","source_available":"Public IPS patch, manifest and SHA256 file; original ROM is excluded.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Mega Drive ROM fan translation patch","target_type":"Game","sources":[{"label":"Project/source page","url":"https://github.com/voltage-gated/yu-yu-hakusho-makyou-md"},{"label":"Patch download/release page","url":"https://github.com/voltage-gated/yu-yu-hakusho-makyou-md/releases/tag/MARK94"}],"media":[{"kind":"image","label":"유유백서: 마강통일전 표지","url":"https://raw.githubusercontent.com/voltage-gated/yu-yu-hakusho-makyou-md/main/yu-yu-hakusho-makyou-toitsusen-cover.png","preview_url":"https://raw.githubusercontent.com/voltage-gated/yu-yu-hakusho-makyou-md/main/yu-yu-hakusho-makyou-toitsusen-cover.png","source_url":"https://github.com/voltage-gated/yu-yu-hakusho-makyou-md/blob/main/README.md","discovered_on":"2026-10-16"}],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://api.github.com/repos/voltage-gated/yu-yu-hakusho-makyou-md/languages","evidence":"The official GitHub Languages API returned an empty byte map for https://github.com/voltage-gated/yu-yu-hakusho-makyou-md; repository metadata is available, but no code-language bytes were measured. The public patch page is https://github.com/voltage-gated/yu-yu-hakusho-makyou-md. Do not infer programming language from the translation pair (Japanese → Korean) or patch format.","verified_at":"2026-10-16","reason_unknown":"The official GitHub Languages API returned an empty byte map for https://github.com/voltage-gated/yu-yu-hakusho-makyou-md; repository metadata is available, but no code-language bytes were measured. The public patch page is https://github.com/voltage-gated/yu-yu-hakusho-makyou-md. Do not infer programming language from the translation pair (Japanese → Korean) or patch format."}},{"id":"yugioh-5ds-tag-force-5-psp-matching-decomp","title":"Yu-Gi-Oh! 5D's Tag Force 5 PSP Matching Decompilation","game":"Yu-Gi-Oh! 5D's Tag Force 5 (European PSP disc ULES-01474; Konami, 2010)","platform":"PlayStation Portable (European ULES-01474; MIPS Allegrex) → matching PSP executable rebuild","kind":"Decompilation","status":"Early work in progress. The maintainer reports that the 26 KiB rel_movie_viewer module has 15 of 16 .text functions matched at 100%. A complete local ISO extraction, EBOOT decryption, Allegrex disassembly, splat/linker setup, MWCC compile, and relocation-aware diff pipeline is demonstrated; the README says 9 functions are verified through that full loop. No complete game rebuild or playable port is claimed.","summary":"A manual matching decompilation that reconstructs C source intended to compile byte-for-byte against the European PSP executable using Metrowerks CodeWarrior. The repository contains handwritten source, tools, and documentation, but excludes ISOs, EBOOT/PRX files, and extracted game assets.","project_url":"https://github.com/angelof-exe/ygo-tf-5-decomp","updated":"2026-10-16","strategy":"Matching decompilation with Metrowerks CodeWarrior for PSP and local relocation-aware binary comparison","language":"","source_available":"Public handwritten reconstructed source, build/matching tools, and documentation; no game binaries or assets are included. LICENSE explicitly applies to original project code and materials only; game content remains with Konami and Sony. The maintainer requires users to extract files from their own legitimate game copy.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PSP Allegrex byte-matching source reconstruction","target_type":"Game","sources":[{"label":"Maintainer README: exact release, matching progress, and verified pipeline","url":"https://github.com/angelof-exe/ygo-tf-5-decomp#status"},{"label":"Maintainer README: clean-room source and game-content policy","url":"https://github.com/angelof-exe/ygo-tf-5-decomp#legal"},{"label":"Project MIT license and its limited scope","url":"https://github.com/angelof-exe/ygo-tf-5-decomp/blob/main/LICENSE"},{"label":"GitHub repository metadata: creation and last-push timestamps","url":"https://api.github.com/repos/angelof-exe/ygo-tf-5-decomp"},{"label":"GitHub Languages API byte breakdown","url":"https://api.github.com/repos/angelof-exe/ygo-tf-5-decomp/languages"},{"label":"Current primary README","url":"https://github.com/angelof-exe/ygo-tf-5-decomp/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":35028,"Shell":10205,"Python":6082,"BitBake":2625},"source_url":"https://api.github.com/repos/angelof-exe/ygo-tf-5-decomp/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yu-gi-oh-forbidden-memories-ps1-decomp","title":"Yu-Gi-Oh! Forbidden Memories PS1 Decompilation and PC Port","game":"Yu-Gi-Oh! Forbidden Memories (PS1 USA SLUS_014.11)","platform":"PlayStation USA executable → byte-matching C; Windows/Linux/macOS ARM64 source builds","kind":"Decompilation","status":"The maintainer reports a byte-identical rebuild and no remaining C-decompilation targets: all 1,134 targeted C functions match, with 61 evidence-backed game assembly functions and 591 preserved Psy-Q CRT/SDK functions. README explicitly says this is hand-written matching decompilation then a PC port, not static recompilation.","summary":"Hand-reconstructed C for the USA PlayStation release, with a PC port and a build that checks the loaded executable image byte-for-byte.","project_url":"https://github.com/Unchiga/Yu-Gi-Oh-Forbidden-Memories-Recompiled","updated":"2026-10-15","strategy":"Hand-written matching decompilation followed by a native PC port","language":"","source_available":"Public source; original game data is not included and the user supplies their own disc image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS1 matching decompilation and native port","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/Unchiga/Yu-Gi-Oh-Forbidden-Memories-Recompiled"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/Unchiga/Yu-Gi-Oh-Forbidden-Memories-Recompiled/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":11249471,"Python":6147916,"Lua":442398,"C++":302140,"CMake":69181,"Assembly":41782,"Java":23322,"Linker Script":13433,"Makefile":11763,"Shell":8157,"Batchfile":4607},"source_url":"https://api.github.com/repos/Unchiga/Yu-Gi-Oh-Forbidden-Memories-Recompiled/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Unchiga/Yu-Gi-Oh-Forbidden-Memories-Recompiled reports 11,249,471 bytes of C, the largest language total (61.4% of 18,314,170 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yu-gi-oh-gx-spirit-caller-nds-decomp","title":"Yu-Gi-Oh! GX Spirit Caller Decompilation","game":"Yu-Gi-Oh! GX Spirit Caller","platform":"Nintendo DS","kind":"Decompilation","status":"README reports all 27 modules for each of three regions pass SHA-1 rebuild checks: EUR `AYXP`, USA `AYXE`, and Japan `AYXJ`; assembly remains distinct from C source.","summary":"Matching ROM decompilation across three regional builds.","project_url":"https://github.com/cntrl-alt-lenny/gx-spirit-caller","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Repository; user-provided clean dump required; no game assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"Assembly","subtype":"Nintendo DS game decompilation","target_type":"Game","sources":[{"label":"Maintainer repository","url":"https://github.com/cntrl-alt-lenny/gx-spirit-caller"},{"label":"Maintainer README and project status","url":"https://github.com/cntrl-alt-lenny/gx-spirit-caller/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":41051333,"C":13956876,"Python":2049942},"source_url":"https://api.github.com/repos/cntrl-alt-lenny/gx-spirit-caller/languages","evidence":"GitHub Languages API byte counts for the repository; this repository-level metric can include generated, tooling, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yu-gi-oh-duelists-of-the-roses-ps2-decomp","title":"Yu-Gi-Oh! The Duelists of the Roses PS2 Decompilation","game":"Yu-Gi-Oh! The Duelists of the Roses (PlayStation 2 NTSC-U SLUS_205.15)","platform":"PlayStation 2 USA → matching C source for main executable and modules","kind":"Decompilation","status":"The maintainer’s 2026-10-15 report says 3,430 / 3,463 main-executable functions and 6,191 / 8,620 module functions are in C. The build compares the executable and all 762 modules byte-for-byte.","summary":"A matching decompilation for the USA PS2 release, covering the main executable and code modules; game data is supplied locally by the user.","project_url":"https://github.com/kira-502/dotr-decomp","updated":"2026-10-15","strategy":"Matching C decompilation with byte-exact executable/module checks","language":"","source_available":"Public source repository; original game data is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PS2 matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/kira-502/dotr-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/kira-502/dotr-decomp/languages"},{"label":"Maintainer progress report","url":"https://github.com/kira-502/dotr-decomp#readme"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":21349610,"Python":32890,"Shell":13879,"Makefile":5019,"BitBake":2825},"source_url":"https://api.github.com/repos/kira-502/dotr-decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/kira-502/dotr-decomp reports 21,349,610 bytes of C, the largest language total (99.7% of 21,404,223 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yu-gi-oh-eternal-duelist-soul-gba-decomp","title":"Yu-Gi-Oh! The Eternal Duelist Soul GBA Decompilation","game":"Yu-Gi-Oh! The Eternal Duelist Soul (Game Boy Advance USA AY5E)","platform":"Game Boy Advance USA → byte-matching source build","kind":"Decompilation","status":"Complete by the maintainer’s October 2026 status: all 1,976 game functions match; 1,970 are written in C and the rest in assembly. The repository requires the identified ROM and does not include it.","summary":"A matching decompilation of the USA GBA release with a reproducible byte-exact build; the Japanese release is a separate target.","project_url":"https://github.com/CosmicScribe64/eds-decomp","updated":"2026-10-15","strategy":"Matching C/assembly decompilation","language":"","source_available":"Public source repository; original USA ROM is required and not included.","first_found":"2026-10-15","project_started":null,"programming_language":"Assembly","subtype":"GBA matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/CosmicScribe64/eds-decomp"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/CosmicScribe64/eds-decomp/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Assembly","breakdown":{"Assembly":4768834,"C":4562372,"Python":958429,"HTML":35157,"Makefile":6484,"Shell":4895,"Dockerfile":3929,"Linker Script":3289,"Lua":1152,"PHP":565},"source_url":"https://api.github.com/repos/CosmicScribe64/eds-decomp/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/CosmicScribe64/eds-decomp reports 4,768,834 bytes of Assembly, the largest language total (46.1% of 10,345,106 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"yu-no-pc98-en","title":"YU-NO PC-98 English Translation","game":"YU-NO: A Girl Who Chants Love at the Bound of this World","platform":"NEC PC-9801","kind":"Fan Localization","status":"Public v2.0 patch remains the maintainer's current labelled release. The maintainer page dates the original release to December 2021; a GBAtemp download entry was updated 2026-09-28, which is not itself a confirmed patch release date. The latest material includes revision/fix notes, including a missing-animation fix.","summary":"Japanese-to-English patch for the PC-98 version of YU-NO. Public patch downloads and the maintainer's translation notes are available. The script is substantially based on the Windows/Saturn translation by TLWiki with PC-98-specific revisions. The title contains adult content; no source-code licence was found.","project_url":"https://baba-jpc98.neocities.org/translations/yuno/yuno","updated":"2026-10-16","strategy":"Fan translation and binary patch","language":"English","source_available":"Public patch downloads and translation notes; no source-code repository or licence identified. Original game data not included.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"English fan translation patch","target_type":"Game","sources":[{"label":"Maintainer page, v2.0 status and translation notes","url":"https://baba-jpc98.neocities.org/translations/yuno/yuno"},{"label":"GBAtemp patch download entry and its update timestamp","url":"https://gbatemp.net/download/yu-no-pc-98.39056/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://baba-jpc98.neocities.org/translations/yuno/yuno","evidence":"No GitHub source repository is identified by the candidate project URL (https://baba-jpc98.neocities.org/translations/yuno/yuno); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set.","verified_at":"2026-10-16","reason_unknown":"No GitHub source repository is identified by the candidate project URL (https://baba-jpc98.neocities.org/translations/yuno/yuno); GitHub Languages API byte evidence is unavailable. The repository-language value is unknown from this evidence set."}},{"id":"yu-no-a-girl-that-chants-love-at-the-bound-of-this-world-pc-98-english","title":"YU-NO: A Girl That Chants Love at the Bound of This World English Translation","game":"YU-NO: A Girl That Chants Love at the Bound of This World","platform":"PC-98","kind":"Fan Localization","status":"Released; RHP reports v2.0","summary":"English fan localization for YU-NO: A Girl That Chants Love at the Bound of This World on PC-98. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/yu-no-a-girl-that-chants-love-from-the-edge-of-the-world-english-translation-pc-98","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"English","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: platform, target language, release/version and Download control","url":"https://romhackplaza.org/translations/yu-no-a-girl-that-chants-love-from-the-edge-of-the-world-english-translation-pc-98"},{"label":"RHP Wave / translation index","url":"https://romhackplaza.org/database?authors%5B0%5D=182"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/yu-no-a-girl-that-chants-love-from-the-edge-of-the-world-english-translation-pc-98","evidence":"The cataloged Romhack Plaza listing for YU-NO: A Girl That Chants Love at the Bound of This World English Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for YU-NO: A Girl That Chants Love at the Bound of This World English Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"yunyun-syndrome-rhythm-psychosis-en-retranslation","title":"Yunyun Syndrome!? Rhythm Psychosis English Retranslation","game":"Yunyun Syndrome!? Rhythm Psychosis","platform":"Windows PC (Steam)","kind":"Fan Localization","status":"Released; GitHub’s latest patcher release listing shows YYSRP 1.06.1 (2026-08-30). The project hub says the first-pass retranslation of all game strings is complete, with refinement and game-update maintenance continuing.","summary":"Community Japanese-to-English retranslation for the Steam game, replacing the existing English localization. Public CSV text files feed a Windows patcher that edits game assets, or an optional MelonLoader/BepInEx runtime mod. The story and non-dialogue string tables are covered by separate patching paths.","project_url":"https://github.com/YYDS-EN-Fanslation/","updated":"2026-10-16","strategy":"Japanese-to-English retranslation distributed as game text patches; file patcher and optional runtime mod","language":"English","source_available":"Public translation CSVs, patcher source, runtime mod, and patcher release assets; no game files are distributed. Requires the user’s Steam PC installation.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Windows PC fan retranslation","target_type":"Game","sources":[{"label":"Project hub: direction, status, patch/mod options, and legal statement","url":"https://github.com/YYDS-EN-Fanslation/"},{"label":"Translation repository: CSV patch data and MIT license","url":"https://github.com/YYDS-EN-Fanslation/yunyun-syndrome-translation"},{"label":"Patcher README and release history: asset patching, Windows support, update handling, and v1.06.1","url":"https://github.com/YYDS-EN-Fanslation/yunyun-syndrome-patch/releases"},{"label":"Official Steam listing: exact title and supported languages","url":"https://store.steampowered.com/app/2914150/Yunyun_Syndrome_Rhythm_Psychosis/"},{"label":"Optional runtime mod repository: C# implementation and MIT license","url":"https://github.com/YYDS-EN-Fanslation/yunyun-syndrome-mod"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":75537},"source_url":"https://api.github.com/repos/YYDS-EN-Fanslation/yunyun-syndrome-patch/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Python is the largest bucket at 75,537 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yurucamp-have-a-nice-day-switch-en","title":"YuruCamp: Have a Nice Day! English Fan Patch","game":"YuruCamp: Have a Nice Day!","platform":"Nintendo Switch","kind":"Fan Localization","status":"Patch source and build instructions are public, but the maintainer does not state a version, full coverage, or comprehensive test result. The README says the initial translation batch used Google Translate.","summary":"English fan patch for the Switch visual novel. The project repository includes translation data and Windows/Linux-Unix scripts that rebuild the game's script package from user-supplied game data.","project_url":"https://github.com/Thesola10/YC_English","updated":"2026-10-16","strategy":"Fan script localization assembled into the game's package format","language":"English","source_available":"Public translation data and scripts; the player supplies legally obtained Switch game data.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Nintendo Switch visual-novel translation","target_type":"Game","sources":[{"label":"Project README: patch scope, build scripts, user-supplied game data, and translation caveats","url":"https://github.com/Thesola10/YC_English"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":3873,"Shell":1051,"PowerShell":1039},"source_url":"https://api.github.com/repos/Thesola10/YC_English/languages","evidence":"GitHub's official Languages REST endpoint reports the byte breakdown for the full public repository. Python is largest at 3873 bytes (65.0% of 5963 recognized-language bytes). The complete byte breakdown is recorded in language_breakdown.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"yuzu","title":"yuzu","game":"Nintendo Switch games and homebrew","platform":"Nintendo Switch","kind":"Emulator","status":"discontinued","summary":"Historically major open-source Nintendo Switch emulator. Its maintainers discontinued yuzu effective March 4, 2024 and said they would take the code repositories offline.","project_url":"https://github.com/yuzu-emu/yuzu-emu.github.io","updated":"2026-10-16","strategy":"Software emulation of Switch CPU, GPU, and system services; the official shutdown notice does not document the detailed implementation strategy.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"HTML","subtype":"Nintendo Switch system emulator","target_type":"Software","sources":[{"label":"Maintainer shutdown announcement","url":"https://github.com/yuzu-emu/yuzu-emu.github.io/blob/master/index.html"},{"label":"Original official source repository URL","url":"https://github.com/yuzu-emu/yuzu"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/yuzu-emu/yuzu-emu.github.io"},{"label":"Project URL (reviewed 2026-10-16)","url":"https://github.com/yuzu-emu/yuzu-emu.github.io"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"HTML","breakdown":{"HTML":2243},"source_url":"https://api.github.com/repos/yuzu-emu/yuzu-emu.github.io/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; HTML is the largest bucket at 2,243 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"z390-mainframe-runtime-emulator","title":"z390 Portable Mainframe Assembler and Emulator Project","game":"IBM System/370 and z/Architecture assembled or compiled programs","platform":"IBM System/370 / ESA/390 / z/Architecture program environment; portable Java runtime (README does not specify a complete host-OS matrix)","kind":"Emulator","status":"Version vV1.8.05 was released 2026-10-14; source was pushed 2026-10-16. The README describes a Java-based portable environment and runtime emulator. It emulates program execution and related mainframe services, not a full bootable mainframe hardware system.","summary":"Java-based IBM mainframe development and execution environment with HLASM-compatible assembler/linkage editor, zCOBOL compiler, program runtime emulator, sequential-file support, VSAM emulation, and emulated CICS services.","project_url":"https://github.com/z390development/z390","updated":"2026-10-16","strategy":"Portable program-runtime emulation for System/370 and z/Architecture software","language":"","source_available":"Public source repository. The README says GPL-2.0 generally, with named subdirectories under GPL-3.0.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Mainframe program-runtime emulator; not a full-system machine emulator","target_type":"Software","sources":[{"label":"Maintainer README: runtime-emulator scope and component licenses","url":"https://github.com/z390development/z390/blob/main/README.md"},{"label":"Version vV1.8.05 release","url":"https://github.com/z390development/z390/releases/tag/vV1.8.05"},{"label":"Project documentation site","url":"https://z390development.github.io/z390/"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/z390development/z390"},{"label":"Current official GitHub Languages API byte totals","url":"https://api.github.com/repos/z390development/z390/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":3707892,"COBOL":2145771,"Batchfile":538376,"Shell":331320,"Groovy":109201,"Perl":21525,"MAXScript":19115,"PowerShell":2642,"ZAP":264,"HTML":248,"Roff":17},"source_url":"https://api.github.com/repos/z390development/z390/languages","evidence":"Official GitHub REST Languages API repository byte totals fetched 2026-10-16; the map is repository-wide and can include tools, generated files, dependencies, and vendored code.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zakuro-3ds-emulator","title":"Zakuro","game":"Nintendo 3DS games, with the project compatibility list documenting tested titles","platform":"Nintendo 3DS","kind":"Emulator","status":"Experimental WIP; v0.2.27 released 2026-10-13, with numerous titles listed playable and some still in-game/boot states","summary":"High-level Nintendo 3DS emulator written in Rust. 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No programming language is inferred.","verified_at":"2026-10-16","reason_unknown":"The maintainer primary source for Zanac Ukrainian Translation does not publish project code language or repository language totals; the programming language remains unknown rather than inferred."}},{"id":"zcn-ninjam-wire-protocol-conformance-client","title":"zcn (NINJAM wire-protocol conformance client)","game":"NINJAM frozen wire protocol (the project documentation does not give a numeric protocol revision)","platform":"NINJAM wire protocol → Zig command-line client; the README documents native macOS builds and a static Linux aarch64-musl build. A Windows target is not documented.","kind":"Reimplementation","status":"No tagged release was found. The README marks both protocol interoperation and live audio phases complete and reports verification against an unmodified reference ninjamsrv, including a real Core Audio device. 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The clean-room claim is project-authored, and the C++ reference use is a relevant provenance caveat.","language":"","source_available":"Public MIT-licensed source for zcn. Vendored audio libraries retain separate licenses; the repository’s vendor README identifies them. 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Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zed-android-code-editor-zdroid","title":"Zdroid — Zed Code Editor for Android","game":"Zed code editor","platform":"Zed desktop editor (Windows/macOS/Linux) → Android ARM64 (build minSdk 26; README describes Android 9+; Adreno Vulkan tested)","kind":"Reimplementation","status":"Zdroid is an independent alpha port; v0.3.3 APK was published on 2026-08-07. The maintainer README says Android 9+ ARM64, while the app build configuration sets minSdk 26 (Android 8+); the README reports testing on a Samsung Galaxy Tab S9 Ultra running Android 16, with Adreno as the only GPU exercised. The bundled Bootstrap runtime and rooted Kali adapter are documented; the external Termux subprocess adapter is explicitly still stubbed, and phone-form-factor polish is de-prioritized. 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it is the largest measured language.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zelda3-android","title":"Zelda3 Android Port","game":"The Legend of Zelda: A Link to the Past","platform":"Super Nintendo Entertainment System → Android","kind":"Reimplementation","status":"Android builds/releases are documented, including an Android 13 version; controller-only, with no touch controls reported.","summary":"Android app port of snesrev/zelda3, a C reimplementation of A Link to the Past. The maintainer documents asset extraction from a user-owned ROM and Android-specific app setup. The README does not identify a physical device gameplay test.","project_url":"https://github.com/Waterdish/zelda3-android","updated":"2026-10-15","strategy":"Native C reimplementation integrated with an Android app","language":"","source_available":"Public source repository and Android release; users extract game assets locally from their own A Link to the Past ROM, which is not included.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Android app port of the native Zelda3 C reimplementation","target_type":"Game","sources":[{"label":"Android port README: upstream Zelda3 lineage and ROM asset extraction","url":"https://github.com/Waterdish/zelda3-android"},{"label":"Android APK releases","url":"https://github.com/Waterdish/zelda3-android/releases"},{"label":"Upstream Zelda3 reimplementation README","url":"https://github.com/snesrev/zelda3"},{"label":"GitHub repository language metadata / GitHub repository API: source availability and license metadata","url":"https://api.github.com/repos/Waterdish/zelda3-android"},{"label":"Maintainer README: source and game-data distribution","url":"https://github.com/Waterdish/zelda3-android/blob/main/README.md"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":26742595,"C++":11813096,"Objective-C":724420,"Shell":671769,"Java":414549,"M4":362128,"CMake":333183,"Perl":96565,"Makefile":53279,"Assembly":32239,"JavaScript":18010,"Python":4957,"Metal":3691,"Batchfile":1115,"HTML":755},"source_url":"https://api.github.com/repos/Waterdish/zelda3-android/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/Waterdish/zelda3-android reports 26,742,595 bytes of C, the largest language total (64.8% of 41,272,351 recognized language bytes). The complete byte breakdown is recorded in language_breakdown_bytes; counts are repository-level Linguist totals.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zen-intergalactic-ninja-game-boy-portuguese","title":"Zen: Intergalactic Ninja Portuguese Translation","game":"Zen: Intergalactic Ninja","platform":"Game Boy","kind":"Fan Localization","status":"Complete; RHP reports v1","summary":"Portuguese fan localization for Zen: Intergalactic Ninja on Game Boy. This record is a text/audio localization patch, not API translation.","project_url":"https://romhackplaza.org/translations/zen-intergalactic-ninja-portuguese-translation-game-boy","updated":"2026-10-16","strategy":"Game-specific text/audio fan localization patch","language":"Portuguese","source_available":"Romhack Plaza lists a Download control and download count. The page extraction at audit time reported “No files found”; the patch is advertised on the listing, but the individual asset URL was not recovered.","first_found":"2026-10-16","project_started":null,"programming_language":"","subtype":"Fan localization patch","target_type":"Game","sources":[{"label":"RHP project page: target language, platform, status/version, release date, source hash, and Download control","url":"https://romhackplaza.org/translations/zen-intergalactic-ninja-portuguese-translation-game-boy"},{"label":"RHP W.Souza author index: recent batch context","url":"https://romhackplaza.org/database?authors%5B0%5D=1308"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":null,"breakdown":null,"source_url":"https://romhackplaza.org/translations/zen-intergalactic-ninja-portuguese-translation-game-boy","evidence":"The cataloged Romhack Plaza listing for Zen: Intergalactic Ninja Portuguese Translation was checked as a lead and exposes localization/release details, but it is a third-party listing and does not link a maintainer primary source-code repository or state a programming language. No implementation language is assigned; the translated human language is not used as a proxy.","verified_at":"2026-10-16","reason_unknown":"No maintainer primary source-code repository, exact repository Languages API map, or explicit code-language statement is linked in the cataloged project sources for Zen: Intergalactic Ninja Portuguese Translation as of 2026-10-16; preserve unknown rather than infer from the localization target language."}},{"id":"zenonia-2-ps-vita-api-port","title":"Zenonia 2 PS Vita Port","game":"Zenonia 2","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.5 Xperia Play build)","kind":"API Translation","status":"The README identifies the last supported Android build and reports an experimental shader variant that may black-screen; it does not claim full campaign completion.","summary":"A Vita loader runs the Android game library with native Vita input/rendering/audio adapters; users supply the supported Android data.","project_url":"https://github.com/MetalSyntax/Zenonia2-psvita-port","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Zenonia2-psvita-port"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Zenonia2-psvita-port#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Zenonia2-psvita-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Zenonia2-psvita-port","evidence":"The official GitHub repository metadata endpoint reports language='C++'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zenonia-3-ps-vita-api-port","title":"Zenonia 3 PS Vita Port","game":"Zenonia 3","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.0.2)","kind":"API Translation","status":"The README pins Android v1.0.2 as the supported build and documents a generated Vita VPK; no full-campaign status is inferred.","summary":"The port adapts the original Android native game library to PS Vita using a so-loader and Vita-native services.","project_url":"https://github.com/MetalSyntax/zenonia3-psvita-port","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/zenonia3-psvita-port"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/zenonia3-psvita-port#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/zenonia3-psvita-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/zenonia3-psvita-port","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zenonia-4-ps-vita-api-port","title":"Zenonia 4 PS Vita Port","game":"Zenonia 4","platform":"Android ARM → PlayStation Vita/PlayStation TV (Android v1.2.3 or compatible ARMv7 build)","kind":"API Translation","status":"The README lists Vita VPK build variants and the supported Android APK family; it does not state a full-game compatibility claim.","summary":"A native Vita loader and compatibility layer adapt the original Android game binary and services to PS Vita.","project_url":"https://github.com/MetalSyntax/Zenonia4-psvita-port","updated":"2026-10-16","strategy":"Original Android/iOS native library with a Vita loader and platform API compatibility layer","language":"","source_available":"Public Vita port/compatibility source. The project README identifies the supported original mobile build and any user-supplied game-data requirements.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"PlayStation Vita native wrapper / API port","target_type":"Game","sources":[{"label":"Primary project repository","url":"https://github.com/MetalSyntax/Zenonia4-psvita-port"},{"label":"Maintainer README: supported build, implementation and status","url":"https://github.com/MetalSyntax/Zenonia4-psvita-port#readme"},{"label":"GitHub repository metadata API: identity and detected primary language","url":"https://api.github.com/repos/MetalSyntax/Zenonia4-psvita-port"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":null,"source_url":"https://api.github.com/repos/MetalSyntax/Zenonia4-psvita-port","evidence":"The official GitHub repository metadata endpoint reports language='C'. This is the repository-level detected primary language and can reflect tooling as well as the generated/runtime code; no byte breakdown is asserted in this batch.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zero-one-sp-gba-en","title":"Zero One SP Game Boy Advance English Translation","game":"Zero One SP","platform":"Game Boy Advance","kind":"Fan Localization","status":"Complete public v1.0 English patch released 2026-10-10. The project README says all scenes, interface text and several graphics are translated; debug menus and sound test retain Japanese.","summary":"English patch for the Japanese GBA adventure game. It provides a BPS patch and source build scripts; the translation is Japanese-to-English and does not bundle the original game.","project_url":"https://github.com/minhnhattonthat/zero-one-sp-english","updated":"2026-10-10","strategy":"Fan translation patch","language":"English","source_available":"GitHub release provides a BPS patch only; user must supply the original Japanese ROM (game code BZOJ; CRC32 FD6CE886).","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Game Boy Advance fan translation","target_type":"Game","sources":[{"label":"Maintainer README: v1.0, translated scope, remaining Japanese debug text and exact source ROM/checksum","url":"https://github.com/minhnhattonthat/zero-one-sp-english"},{"label":"v1.0 patch release","url":"https://github.com/minhnhattonthat/zero-one-sp-english/releases/tag/v1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Assembly":6318,"Lua":2427,"Python":98902},"source_url":"https://api.github.com/repos/minhnhattonthat/zero-one-sp-english/languages","evidence":"Official GitHub REST Languages API returned {\"Assembly\":6318,\"Lua\":2427,\"Python\":98902}; Python is the unique largest byte-count entry (98902 of 107647 classified bytes). This repository-wide byte signal may include tooling, documentation, or bundled data; it is not inferred from the project target language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zero4-champ-pce-english-translation","title":"Zero4 Champ (PC Engine) English Translation","game":"Zero4 Champ","platform":"PC Engine","kind":"Fan Localization","status":"Version 1.0 English patch is released; the maintainer describes the patch as a full translation.","summary":"An English fan translation patch for the PC Engine racing/adventure game, with public patch build materials.","project_url":"https://github.com/suppertails66/zero4tools","updated":"2026-10-15","strategy":"Rebuildable translation materials and patching of the original game image","language":"English","source_available":"Public source materials and patch release; user must supply the original game image.","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"PC Engine fan translation","target_type":"Game","sources":[{"label":"Primary project page / README","url":"https://github.com/suppertails66/zero4tools"},{"label":"Maintainer translation page, v1.0 patch","url":"https://stargood.org/trans/zero4.php"},{"label":"GitHub Languages API — C: 2,416,049 bytes (48.51% of 4,980,743 GitHub-classified bytes); rechecked 2026-10-16","url":"https://api.github.com/repos/suppertails66/zero4tools/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"Assembly":1205648,"Batchfile":2652,"C":2416049,"C++":1111710,"CMake":16818,"Makefile":50428,"Pascal":131792,"Pawn":201,"Python":16899,"SWIG":298,"Shell":28248},"source_url":"https://api.github.com/repos/suppertails66/zero4tools/languages","evidence":"C: 2,416,049 bytes (48.51% of 4,980,743 GitHub-classified bytes)","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zesarux","title":"ZEsarUX","game":"Sinclair computers and related 8-bit systems, including ZX Spectrum, ZX80/81, QL, and Z88","platform":"Windows, Linux, FreeBSD, macOS, Haiku, Raspberry Pi","kind":"Emulator","status":"Active","summary":"A broad Sinclair and related-machine emulator that runs games as well as general software across multiple 8-bit and early 16-bit systems.","project_url":"https://github.com/chernandezba/zesarux","updated":"2026-10-15","strategy":"Multi-machine hardware emulation for Sinclair and compatible systems, with model-specific peripherals and display behavior.","language":"","source_available":"Public source repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"ZX Spectrum-family and compatible computer emulator","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/chernandezba/zesarux"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/chernandezba/zesarux"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":16329841,"C++":395897,"BASIC":206575,"Assembly":151570,"Objective-C":103773,"Shell":49458,"Python":29496,"Go Template":13520,"Rich Text Format":2327,"Batchfile":2154,"Dockerfile":320},"source_url":"https://api.github.com/repos/chernandezba/zesarux/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/chernandezba/zesarux reports 16,329,841 bytes of C, the largest language total (94.5% of 17,284,931 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zill-oll-infinite-plus-psp-en","title":"Zill O’ll Infinite Plus PSP English Translation","game":"Zill O’ll Infinite Plus","platform":"PlayStation Portable (PSP)","kind":"Fan Localization","status":"Latest v1.1-alpha published 2026-08-13; playable but incomplete. README says only Origin scenario has a full playthrough and lists untranslated/issues.","summary":"English xdelta patch for the Japanese PSP RPG, with translation/editorial source and build tools.","project_url":"https://github.com/HK47196/zill","updated":"2026-10-16","strategy":"Fan-made software/game localization patch","language":"English","source_available":"Public repo/release; user supplies local game data; no retail archive.","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"PSP fan translation","target_type":"Game","sources":[{"label":"README: target, status and instructions","url":"https://github.com/HK47196/zill"},{"label":"v1.1-alpha release","url":"https://github.com/HK47196/zill/releases/tag/v1.1-alpha"},{"label":"Maintainer project blog","url":"https://hk47196.github.io/zill-oll-infinite-plus-translation-project/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":null,"source_url":"https://github.com/HK47196/zill","evidence":"The official GitHub repository page's Languages panel displays Go 99.8%, Shell 0.2%. The GitHub Languages API request in this review returned HTTP 403 due to rate limiting, so exact byte totals are unavailable here; the repository-wide percentages are recorded as displayed.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zink","title":"Zink (Mesa Gallium driver)","game":"OpenGL applications/games (multi-title)","platform":"Desktop OpenGL → Vulkan through Mesa Gallium; requires a usable Vulkan driver, and the exposed OpenGL version/features depend on Mesa and the underlying Vulkan device/driver.","kind":"API Translation","status":"Active Mesa driver; version/date not pinned in the retrieved documentation","summary":"Zink implements desktop OpenGL by emitting Vulkan calls, allowing OpenGL support on systems whose native GPU stack exposes Vulkan. It is a graphics API driver, not a game emulator or OS compatibility layer.","project_url":"https://docs.mesa3d.org/drivers/zink.html","updated":"2026-10-16","strategy":"Mesa Gallium OpenGL frontend implemented by emitting Vulkan calls; driver, not an emulator or operating-system compatibility layer.","language":"","source_available":"Public project repository","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Graphics API driver","target_type":"Software","sources":[{"label":"Mesa Zink driver documentation: implementation and requirements","url":"https://docs.mesa3d.org/drivers/zink.html"},{"label":"Mesa Zink source documentation","url":"https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/docs/drivers/zink.rst"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":71.49,"C++":20.88,"Python":2.7,"Rust":2.53,"Assembly":1.04},"source_url":"https://gitlab.freedesktop.org/api/v4/projects/mesa%2Fmesa/languages","evidence":"The direct GitLab Languages API for the Mesa upstream repository; Zink is a driver within this source tree reports percentages rather than byte counts; C is highest at 71.49%. For Zink, this is the enclosing Mesa repository-wide breakdown, not a Zink-directory-only measurement.","verified_at":"2026-10-15","reason_unknown":null}},{"id":"zluda-cuda-on-amd","title":"ZLUDA","game":"CUDA applications on AMD GPUs (multi-title)","platform":"CUDA runtime/driver API and PTX → AMD ROCm/HIP and LLVM/AMDGPU code; Linux and Windows hosts; current project focus is AMD RDNA 1+ GPUs.","kind":"API Translation","status":"Active hobby project with experimental pre-release builds; v7-preview.15 was published 2026-10-08. The maintainer said commercial funding ended and development continues as a weekend project (2026-06-29). Workload coverage varies: the maintainer reports Blender and llama.cpp support, early PhysX support, and ongoing PyTorch work.","summary":"An open-source compatibility runtime for running unmodified CUDA applications on AMD GPUs. ZLUDA implements CUDA-facing runtime/driver entry points, translates NVIDIA PTX through its compiler into LLVM/AMD GPU code, and uses ROCm/HIP for execution. Current Linux and Windows builds remain experimental, and support depends on the CUDA APIs, libraries, and kernels used by each application.","project_url":"https://github.com/vosen/ZLUDA","updated":"2026-10-16","strategy":"CUDA API compatibility and PTX-to-AMD GPU compilation through ROCm/HIP","language":"","source_available":"Public source (Apache-2.0 and MIT)","first_found":"2026-10-16","project_started":null,"programming_language":"Rust","subtype":"CUDA-on-AMD compatibility runtime","target_type":"Software","sources":[{"label":"Maintainer README and project instructions (reviewed 2026-10-16)","url":"https://github.com/vosen/ZLUDA"},{"label":"GitHub release v7-preview.15 (2026-10-08; prerelease)","url":"https://github.com/vosen/ZLUDA/releases/tag/v7-preview.15"},{"label":"Maintainer update on current funding, status, and workloads","url":"https://vosen.github.io/ZLUDA/blog/zluda-update-q1q2-2026/"},{"label":"Maintainer update on ROCm/HIP, Windows/Linux support, and llama.cpp","url":"https://vosen.github.io/ZLUDA/blog/zluda-update-q4-2025/"},{"label":"Maintainer technical update on PTX-to-AMD compilation and CUDA host API work","url":"https://vosen.github.io/ZLUDA/blog/zluda-update-q3-2025/"},{"label":"GitHub language statistics (Rust is predominant)","url":"https://api.github.com/repos/vosen/ZLUDA/languages"},{"label":"GitHub latest commit listed for default branch (2026-10-08, 86ec0a93cc; activity evidence only)","url":"https://github.com/vosen/ZLUDA/commit/86ec0a93cc83ba5b52e645892523e339dfa884f7"},{"label":"GitHub repository API snapshot (stars and push/archive metadata; sampling signal only; checked 2026-10-16)","url":"https://api.github.com/repos/vosen/ZLUDA"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Rust","breakdown":{"Rust":12493607,"LLVM":526927,"C++":66370,"C":34319,"Python":5418,"Dockerfile":2553,"C#":1120},"source_url":"https://api.github.com/repos/vosen/ZLUDA/languages","evidence":"GitHub's official repository language endpoint reports 13,130,314 bytes; Rust has the largest count.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zmk-wireless-keyboard-firmware","title":"ZMK Wireless Keyboard Firmware","game":"Keyboard firmware for supported Zephyr-based boards and split keyboards","platform":"Supported Zephyr devicetree boards and keyboard controllers → programmable USB/Bluetooth LE keyboard firmware","kind":"Reimplementation","status":"Maintained; repository activity continued through 2026-10-14 and v0.3.0 is the latest listed release (2025-08-01). Supported hardware is board-specific and tracked through ZMK's shield/board definitions; wireless and split-keyboard features depend on the selected hardware and configuration.","summary":"A Zephyr-based firmware for custom keyboards, with Bluetooth LE, USB, split-keyboard, and input customization support. The device must be supported by ZMK's board definitions or ported to its devicetree model. MIT-licensed source is publicly available.","project_url":"https://github.com/zmkfirmware/zmk","updated":"2026-10-16","strategy":"Zephyr-based custom keyboard firmware","language":"","source_available":"Public source repository (MIT)","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded wireless input-device firmware","target_type":"Software","sources":[{"label":"ZMK firmware source and board definitions","url":"https://github.com/zmkfirmware/zmk"},{"label":"Official ZMK documentation","url":"https://zmk.dev/docs"},{"label":"Latest listed release","url":"https://github.com/zmkfirmware/zmk/releases/tag/v0.3.0"},{"label":"MIT license","url":"https://github.com/zmkfirmware/zmk/blob/main/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":1376127,"CMake":39531,"Shell":8197,"Python":3015,"Linker Script":1955,"Dockerfile":98,"JavaScript":67},"source_url":"https://api.github.com/repos/zmkfirmware/zmk/languages","evidence":"Official GitHub REST Languages API breakdown for zmkfirmware/zmk: source-code bytes are {\"C\": 1376127, \"CMake\": 39531, \"Dockerfile\": 98, \"JavaScript\": 67, \"Linker Script\": 1955, \"Python\": 3015, \"Shell\": 8197}. The largest byte-count language is C; this repository-wide total can include vendored, generated, or tooling files and may differ from the target firmware's implementation language.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zoids-legacy-gba-decomp","title":"Zoids Legacy GBA Decompilation","game":"Zoids Legacy","platform":"Game Boy Advance (USA, clean ROM required)","kind":"Decompilation","status":"The README says 1,130 code regions rebuild byte-for-byte; further cleanup of generated C and macros remains. It also documents English and Spanish patch tooling.","summary":"A GBA decompilation project that includes English and Spanish text editing/patch tools. The readme describes a clean USA ROM input and no bundled ROM or original game text.","project_url":"https://github.com/jmacato/ZoidsLegacyDecomp","updated":"2026-10-16","strategy":"Byte-matching GBA decompilation with patch-generation and translation-editing tools","language":"","source_available":"Public source and patch/editor tools; no ROM or original game text. Requires a clean user-supplied USA ROM.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Matching decompilation","target_type":"Game","sources":[{"label":"Maintainer README: target, method, scope, current status, and requirements","url":"https://github.com/jmacato/ZoidsLegacyDecomp/blob/main/README.md"},{"label":"GitHub repository API: primary language and repository metadata","url":"https://api.github.com/repos/jmacato/ZoidsLegacyDecomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":6478347,"HTML":5116692,"Python":201600,"JavaScript":106960,"Assembly":68132,"CSS":42693,"Linker Script":13929,"Pawn":1710,"NASL":381,"Makefile":149},"source_url":"https://api.github.com/repos/jmacato/ZoidsLegacyDecomp/languages","evidence":"GitHub's Languages API reports byte counts by detected language; predominant_language is C, matching the repository API language field in the project row.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zoids-legacy-gba-recomp","title":"Zoids Legacy — Native Recompilation","game":"Zoids Legacy","platform":"Game Boy Advance → Windows","kind":"Recompilation","status":"v0.1.0 release published 2026-10-06; README describes 60 fps, widescreen, English retranslation, saves, and mods.","summary":"Native static recompilation using gbarecomp; user-owned matching ROM and BIOS required. Project code is described as noncommercial.","project_url":"https://github.com/thearturord/ZoidsLegacyRecomp","updated":"2026-10-06","strategy":"Static recompilation to native code","language":"","source_available":"Public source and release; user supplies ROM and BIOS; no game ROM/assets included.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Distinct implementation from the existing Zoids Legacy GBA decompilation record.","target_type":"Game","sources":[{"label":"Maintainer README (target, method, status, and requirements)","url":"https://github.com/thearturord/ZoidsLegacyRecomp#readme"},{"label":"Maintainer release page (published date and release version)","url":"https://github.com/thearturord/ZoidsLegacyRecomp/releases/tag/v0.1.0"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C++","breakdown":{"C++":90243,"PowerShell":15392,"Python":3536,"C":785,"Batchfile":686},"source_url":"https://api.github.com/repos/thearturord/ZoidsLegacyRecomp/languages","evidence":"Official GitHub Languages API byte counts for thearturord/ZoidsLegacyRecomp: {\"Batchfile\": 686, \"C\": 785, \"C++\": 90243, \"PowerShell\": 15392, \"Python\": 3536}. Predominant language is the largest repository-wide byte count; totals may include tooling, generated code, or multiple components.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zoids-saga-fuzors-gba-japan-decomp","title":"Zoids Saga Fuzors Japan GBA Decompilation","game":"Zoids Saga Fuzors (Game Boy Advance, Japan)","platform":"Game Boy Advance (Japan ROM; clean original GBA ROM required for verification/build)","kind":"Decompilation","status":"The maintainer reports 1,330 of 1,330 matchable functions represented in C and 1,384 byte-exact regions. The full rebuilt ROM comparison also copies every byte outside listed regions from the user-provided original ROM, so it is not wholly source-derived. README warns the recovered function code is rough. No public release is listed.","summary":"Matching decompilation of the Japanese Game Boy Advance build of Zoids Saga Fuzors. C, inline assembly, and assembly regions are verified against a locally supplied ROM; the repository does not distribute the ROM or generated output.","project_url":"https://github.com/jmacato/ZoidsSagaFuzorsDecomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT); no ROM/game data is included. Verification and whole-ROM output require the user’s own clean Japanese ROM; bytes outside documented regions are copied from it.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GBA matching decompilation; 1,384 byte-exact code regions","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/jmacato/ZoidsSagaFuzorsDecomp/blob/5bf0b81deb697abf5eef39da06d78525cdc52506/README.md"},{"label":"Canonical public repository","url":"https://github.com/jmacato/ZoidsSagaFuzorsDecomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/jmacato/ZoidsSagaFuzorsDecomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/jmacato/ZoidsSagaFuzorsDecomp/languages"},{"label":"Repository license file at reviewed commit","url":"https://github.com/jmacato/ZoidsSagaFuzorsDecomp/blob/5bf0b81deb697abf5eef39da06d78525cdc52506/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2349763,"Assembly":61027,"Python":49992,"Linker Script":624,"Makefile":527},"source_url":"https://api.github.com/repos/jmacato/ZoidsSagaFuzorsDecomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zoids-saga-gba-japan-decomp","title":"Zoids Saga Japan GBA Decompilation","game":"Zoids Saga (Game Boy Advance, Japan)","platform":"Game Boy Advance (Japan ROM; clean original GBA ROM required for verification/build)","kind":"Decompilation","status":"The maintainer reports 1,897 byte-exact code regions. The strict C matching source check still has unfinished routines. A complete output ROM is built by copying unchanged bytes from the user-provided original outside the listed regions. No public release is listed.","summary":"Matching decompilation of the Japanese Game Boy Advance Zoids Saga. The repository contains C, inline assembly, assembler macros, and assembly regions with a ROM-based verifier; the original ROM is not included.","project_url":"https://github.com/jmacato/ZoidsSagaOneDecomp","updated":"2026-10-16","strategy":"Matching decompilation","language":"","source_available":"Public source repository (MIT); no ROM/game data is included. Verification requires the user’s own clean Japanese ROM; bytes outside listed regions come from that input.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"GBA matching decompilation; 1,897 byte-exact code regions","target_type":"Game","sources":[{"label":"Maintainer README at reviewed commit","url":"https://github.com/jmacato/ZoidsSagaOneDecomp/blob/316e7d1e8d6f2a153a6beecfbed4a1b2b697cac7/README.md"},{"label":"Canonical public repository","url":"https://github.com/jmacato/ZoidsSagaOneDecomp"},{"label":"GitHub repository metadata at reviewed commit","url":"https://api.github.com/repos/jmacato/ZoidsSagaOneDecomp"},{"label":"Exact GitHub Languages API byte counts","url":"https://api.github.com/repos/jmacato/ZoidsSagaOneDecomp/languages"},{"label":"Repository license file at reviewed commit","url":"https://github.com/jmacato/ZoidsSagaOneDecomp/blob/316e7d1e8d6f2a153a6beecfbed4a1b2b697cac7/LICENSE"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":3673359,"Python":128635,"Assembly":16561,"Linker Script":3065,"Makefile":521},"source_url":"https://api.github.com/repos/jmacato/ZoidsSagaOneDecomp/languages","evidence":"Exact per-language byte counts from the GitHub Languages API response captured on 2026-10-16 while the repository default branch reported the reviewed HEAD. The predominant language is the API category with the largest byte total; the endpoint is not commit-addressable and counts may include generated or game-derived repository files.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zombie-revenge-dreamcast-decomp","title":"Zombie Revenge Dreamcast Decompilation","game":"Zombie Revenge (Dreamcast Europe, MK-5103850 V1.000)","platform":"Sega Dreamcast Europe (MK-5103850, V1.000)","kind":"Decompilation","status":"Kick-off stage, active. The README reports 1,026/4,232 functions named. The build reconstructs the executable byte-for-byte, while C functions are tracked separately for equivalent behavior; matching C is described as a later/bonus tier.","summary":"A Dreamcast decompilation whose setup extracts the user's original 1ST_READ.BIN, generates one assembly unit per function and verifies rebuilt bytes. The README identifies the supported European retail build and its hash, and explicitly states the repository contains no game code or data. Equivalent C behavior and byte-matching C are distinguished in the project's progress model.","project_url":"https://github.com/consolesplayingconsoles/zombie-revenge-decomp","updated":"2026-10-16","strategy":"Executable reconstruction with an assembly baseline and function-by-function equivalent/matching C work; byte-identical assembly output does not imply that all original logic has been reimplemented in C.","language":"","source_available":"Public source; the user supplies a matching European Dreamcast disc and a Katana SDK. Game code/data are generated locally and ignored by Git.","first_found":"2026-10-16","project_started":null,"programming_language":"Python","subtype":"Dreamcast executable decompilation","target_type":"Game","sources":[{"label":"Maintainer README: kick-off scope, supported disc identity, build model and function counts","url":"https://github.com/consolesplayingconsoles/zombie-revenge-decomp/blob/main/README.md"},{"label":"Repository metadata checked 2026-10-16","url":"https://api.github.com/repos/consolesplayingconsoles/zombie-revenge-decomp"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":307079,"Shell":12059,"Dockerfile":1128},"source_url":"https://api.github.com/repos/consolesplayingconsoles/zombie-revenge-decomp/languages","evidence":"Exact GitHub Languages API byte totals fetched on 2026-10-16: Python is largest (307,079 of 320,266 recognized bytes, 95.9%). These are repository-wide bytes, including project tooling; they do not isolate game-specific source.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zomdroid-project-zomboid-android","title":"Zomdroid: Project Zomboid Android Runtime","game":"Project Zomboid (PC Linux build; Build 41 and 42)","platform":"Project Zomboid Linux PC build → Android 11+ ARM64 (Box64 CPU translation plus GL4ES/Mesa graphics backends)","kind":"API Translation","status":"Community-maintained fork; selected active public fork udarmolota/zomdroid published v1.5.1 on 2026-10-06 and pushed updates through 2026-10-12. Release notes document Build 42.21 / Project Viewpoint support as experimental. The original liamelui repository is archived and says its development is on hold; fork release numbers and support branches diverge.","summary":"Android launcher and compatibility stack for running the Linux PC edition of Project Zomboid. The selected community fork documents Box64 as its x86-64 CPU emulation backend, GL4ES and Mesa as graphics backends, and OpenJDK/LWJGL/GLFW integration. This is not a native game port; compatibility and performance vary by game build, driver, and device. The launcher supplies no game code or assets; users obtain the Linux game files from their own Steam/GOG purchase.","project_url":"https://github.com/udarmolota/zomdroid","updated":"2026-10-16","strategy":"Android compatibility layer combining Box64 x86-64-to-ARM64 instruction translation with GL4ES/Mesa graphics translation and a Java runtime; game-specific Android launcher and controls.","language":"","source_available":"Public MIT-licensed launcher source; third-party components have separate licenses, including proprietary FMOD. The repository states it distributes no Project Zomboid code, assets, or binaries; users supply the Linux game installation.","first_found":"2026-10-16","project_started":null,"programming_language":"Java","subtype":"Single-title Linux PC game compatibility layer for Android; unofficial and forked","target_type":"Game","sources":[{"label":"Selected active community-fork repository and technical README","url":"https://github.com/udarmolota/zomdroid"},{"label":"Selected fork latest release v1.5.1","url":"https://github.com/udarmolota/zomdroid/releases/tag/v1.5.1"},{"label":"Original upstream repository and archived/on-hold notice","url":"https://github.com/liamelui/zomdroid"},{"label":"Original upstream technical README","url":"https://github.com/liamelui/zomdroid/blob/master/README.md"},{"label":"Official GitHub language breakdown for the selected fork","url":"https://api.github.com/repos/udarmolota/zomdroid/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Java","breakdown":{"Java":1447568,"C":408122,"HTML":133430,"C++":100111,"Python":8361,"PowerShell":5634,"Shell":3920,"CMake":3713},"source_url":"https://api.github.com/repos/udarmolota/zomdroid/languages","evidence":"Official GitHub REST Languages endpoint for the selected active community fork reports Java as the largest language total; this is the selected fork, not original upstream.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"fm1-zp12-sampling-drum-machine-firmware","title":"ZP12 (M-VAVE FM-1 12-bit sampling drum-machine firmware)","game":"M-VAVE FM-1 synthesizer firmware","platform":"M-VAVE FM-1 embedded firmware; browser sample editor, backup utility, and USB installer","kind":"Reimplementation","status":"README identifies firmware version 2.4.2 dated 2026-10-14; repository was pushed 2026-10-15. It documents a 12-bit sample-based drum machine and browser sample editor/installer, with source tests for its DSP core.","summary":"A sampler-centric firmware that turns the FM-1 into a 12-bit drum machine, with 32 sounds, sample editing/recording in the browser, backup and restore tools, sequencer features, and firmware installation. Its target instrument is distinct from the general synth/groovebox variants.","project_url":"https://github.com/zvenson/zp12","updated":"2026-10-16","strategy":"Open custom FM-1 firmware based on the sloopDX platform, with a purpose-built 12-bit sample playback and drum sequencer implementation.","language":"","source_available":"Public source under GPL-3.0; no commercial samples are bundled as a claim in this record.","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"Embedded sample-drum firmware","target_type":"Software","sources":[{"label":"Maintainer README: v2.4.2 status, sample features, tests, and installers","url":"https://github.com/zvenson/zp12/blob/main/README.md"},{"label":"GPL-3.0 license","url":"https://github.com/zvenson/zp12/blob/main/LICENSE"},{"label":"GitHub repository activity metadata","url":"https://api.github.com/repos/zvenson/zp12"},{"label":"GitHub Languages API","url":"https://api.github.com/repos/zvenson/zp12/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":583713,"HTML":567495,"Python":174854,"JavaScript":129471,"CSS":36438,"Shell":4380,"Assembly":2656,"Linker Script":2602},"source_url":"https://api.github.com/repos/zvenson/zp12/languages","evidence":"GitHub's Languages REST endpoint reports C as the largest language total (38.9% of recognized language bytes).","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zproot-prout-android-reimplementation","title":"zproot (PRoot clean-room reimplementation for Android)","game":"PRoot user-space root emulation and Linux guest distributions on Android","platform":"Android devices (targetSdk 35; native aarch64 tracer), with a Zig core and Kotlin Android application","kind":"Reimplementation","status":"Work in progress. The Android README says the APK builds, installs, and runs the tracer on a real device; Alpine download/extraction and end-to-end path rewriting are verified, and a static BusyBox shell works. Dynamically linked binaries are in progress; the terminal UI and multi-distribution registry have not started. The README says not to expect a usable Linux container yet. No GitHub release is listed for either repository as of 2026-10-16.","summary":"An Android application paired with a Zig clean-room reimplementation of PRoot. The tracer uses ptrace to intercept Linux syscalls and rewrite guest filesystem paths into an unprivileged virtual root. The Android front end has early device-tested behavior, but the project does not yet provide a usable Linux container.","project_url":"https://github.com/zproot/zproot","updated":"2026-10-16","strategy":"Clean-room Zig reimplementation of PRoot's ptrace tracer and path-translation behavior, with a Kotlin Android front end","language":"","source_available":"Public MIT-licensed source in separate core and Android repositories. The maintainer states no PRoot, termux-proot, or proot-distro source was read, copied, or translated. No Android app release is listed; the APK is built through the repository's CI workflow.","first_found":"2026-10-16","project_started":null,"programming_language":"Zig","subtype":"Android Linux-userland runtime and application","target_type":"Software","sources":[{"label":"Core README: PRoot replacement method, status, clean-room statement, and license","url":"https://github.com/zproot/zproot#readme"},{"label":"Android app README: real-device progress, current limitations, build workflow, and license","url":"https://github.com/zproot/zproot-android#readme"},{"label":"Core MIT license","url":"https://github.com/zproot/zproot/blob/master/LICENSE"},{"label":"Android app MIT license","url":"https://github.com/zproot/zproot-android/blob/main/LICENSE"},{"label":"GitHub REST metadata for the core repository, checked 2026-10-16","url":"https://api.github.com/repos/zproot/zproot"},{"label":"GitHub REST metadata for the Android app repository, checked 2026-10-16","url":"https://api.github.com/repos/zproot/zproot-android"},{"label":"GitHub Releases API for the core repository, checked 2026-10-16 (no release records)","url":"https://api.github.com/repos/zproot/zproot/releases"},{"label":"GitHub Releases API for the Android application, checked 2026-10-16 (no release records)","url":"https://api.github.com/repos/zproot/zproot-android/releases"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Zig","breakdown":{"Zig":44701},"source_url":"https://api.github.com/repos/zproot/zproot/languages","evidence":"GitHub's official Languages endpoint for the canonical core repository reports Zig (44,701 bytes). The separately maintained Android front-end repository reports Kotlin (5,747 bytes) at https://api.github.com/repos/zproot/zproot-android/languages; the project row label reflects the canonical core repository.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zsnes-legacy","title":"ZSNES (legacy upstream; ZSNES 2 source fork)","game":"SNES/Super Famicom","platform":"Legacy: DOS/Windows/Linux; fork: Linux, macOS, BSD, and experimental Windows builds","kind":"Emulator","status":"Original release line is discontinued; an independent portability fork continues to maintain the old codebase.","summary":"Historically influential fast SNES emulator from the 1990s and 2000s; the community fork modernizes its build and ports assembly code to C11.","project_url":"https://github.com/xyproto/zsnes","updated":"2026-10-13","strategy":"Legacy software emulator; fork focuses on portability and source modernization.","language":"","source_available":"Archived or community source","first_found":"2026-10-15","project_started":null,"programming_language":"C","subtype":"Super Nintendo emulator legacy line and portability fork","target_type":"Software","sources":[{"label":"Official project source confirms emulator type and target","url":"https://github.com/xyproto/zsnes"},{"label":"Archived ZSNES release history","url":"https://zsnes-docs.sourceforge.net/html/history.htm"},{"label":"GitHub repository API (pushed_at)","url":"https://api.github.com/repos/xyproto/zsnes"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":4744149,"Python":61278,"Makefile":48895,"Shell":30209,"Go":29561,"Ruby":888},"source_url":"https://api.github.com/repos/xyproto/zsnes/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/xyproto/zsnes reports 4,744,149 bytes of C, the largest language total (96.5% of 4,914,980 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"emulator-alex-electron-zx-bulbulator","title":"ZX BulbuLator Zynq FPGA Spectrum Emulator","game":"Sinclair ZX Spectrum 48K/128K and Pentagon 128–1024K; secondary NES core","platform":"EBAZ4205 board with Xilinx Zynq-7010 SoC","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-25.","summary":"Hardware ZX Spectrum emulator for an EBAZ4205 / Zynq-7010 board, with 48K, 128K and Pentagon models. README describes real-board boot, prebuilt bitstreams, on-board ROM, file manager, TR-DOS/NEMO-IDE/DivMMC and a secondary NES core.","project_url":"https://github.com/Alex-Electron/ZX_BulbuLator","updated":"2026-09-25","strategy":"FPGA system emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"C","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/Alex-Electron/ZX_BulbuLator"},{"label":"GitHub release history","url":"https://github.com/Alex-Electron/ZX_BulbuLator/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/Alex-Electron/ZX_BulbuLator/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/Alex-Electron/ZX_BulbuLator"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"C","breakdown":{"C":2805236,"Verilog":1905055,"SystemVerilog":930743,"Tcl":736704,"Python":246476,"Shell":195256,"Assembly":70283,"VHDL":44867,"Linker Script":20496,"Makefile":1612},"source_url":"https://api.github.com/repos/Alex-Electron/ZX_BulbuLator/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; C is the largest bucket at 2,805,236 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-mister-devel-zxnext-mister","title":"ZX Spectrum Next MiSTer FPGA Core","game":"ZX Spectrum Next","platform":"ZX Spectrum Next on MiSTer FPGA","kind":"Emulator","status":"No published GitHub release was listed at review time; source repository was last pushed 2026-09-28.","summary":"FPGA system-emulation core for ZX Spectrum Next on MiSTer. The maintainer README describes the emulated system and its software/media support; companion research notes record the firmware and license findings.","project_url":"https://github.com/MiSTer-devel/ZXNext_MISTer","updated":"2026-09-28","strategy":"MiSTer FPGA system core","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"VHDL","subtype":"FPGA system emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/MiSTer-devel/ZXNext_MISTer"},{"label":"GitHub release history","url":"https://github.com/MiSTer-devel/ZXNext_MISTer/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/MiSTer-devel/ZXNext_MISTer/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/MiSTer-devel/ZXNext_MISTer"},{"label":"MiSTer FPGA core documentation","url":"https://mister-devel.github.io/MkDocs_MiSTer/cores/computer/"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"VHDL","breakdown":{"VHDL":1149654,"Verilog":315440,"SystemVerilog":172705,"Tcl":24115,"Batchfile":672},"source_url":"https://api.github.com/repos/MiSTer-devel/ZXNext_MISTer/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; VHDL is the largest bucket at 1,149,654 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"emulator-conorarmstrong-zx-go","title":"zx_go Sinclair 8-bit Family Emulator","game":"Sinclair ZX80/ZX81, classic ZX Spectrum, Pentagon, SAM Coupé and ZX Spectrum Next","platform":"Windows, macOS and Linux","kind":"Emulator","status":"Latest release v1.12.5 was published 2026-09-30; README describes classic models as mature/stable and Spectrum Next game compatibility as the youngest area.","summary":"Go emulator for the Sinclair 8-bit line from ZX80/ZX81 and classic Spectrum through Pentagon, SAM Coupé and Spectrum Next. README calls classic models mature/stable and the newer Next game compatibility the least-finished area.","project_url":"https://github.com/conorarmstrong/zx_go","updated":"2026-09-30","strategy":"Multi-system computer emulator","language":"","source_available":"Public source repository","first_found":"2026-10-16","project_started":null,"programming_language":"Go","subtype":"Multi-system computer emulator","target_type":"Software","sources":[{"label":"Primary project repository and README","url":"https://github.com/conorarmstrong/zx_go"},{"label":"GitHub release history","url":"https://github.com/conorarmstrong/zx_go/releases"},{"label":"GitHub language byte totals","url":"https://api.github.com/repos/conorarmstrong/zx_go/languages"},{"label":"GitHub repository metadata, including detected license","url":"https://api.github.com/repos/conorarmstrong/zx_go"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Go","breakdown":{"Go":6588317,"Makefile":2422},"source_url":"https://api.github.com/repos/conorarmstrong/zx_go/languages","evidence":"GitHub's official repository Languages API returned this exact byte map on 2026-10-16; Go is the largest bucket at 6,588,317 bytes. Totals are repository-wide and can include tools or dependencies.","verified_at":"2026-10-16","reason_unknown":null}},{"id":"zynaps-atari-st-decomp","title":"Zynaps Atari ST Decompilation","game":"Zynaps (Atari ST)","platform":"Atari ST/STE Motorola 68000 → reconstructed C and ST/STE program","kind":"Decompilation","status":"The README reports 217 verified ranges and 4,751 tests; the rebuilt program plays at 19.8 fps against the original 17.2 fps, with sampled frames matching byte-for-byte. It reports real STE testing.","summary":"Reconstructs shipped Atari ST 68000 code as readable C, verifies it against the original binary, and compiles it back for Atari ST/STE.","project_url":"https://github.com/geogeo28/atari_reverse","updated":"2026-10-15","strategy":"Byte-matching 68000 source reconstruction in C","language":"","source_available":"Public source/tooling repository; the README says game executables, disk images, game data, and TOS ROM are not included; users bring their own copies.","first_found":"2026-10-15","project_started":null,"programming_language":"Python","subtype":"Atari ST executable reconstruction","target_type":"Game","sources":[{"label":"Maintainer README and project evidence","url":"https://github.com/geogeo28/atari_reverse"},{"label":"GitHub language breakdown","url":"https://api.github.com/repos/geogeo28/atari_reverse/languages"}],"media":[],"links":[],"programming_language_evidence":{"predominant_language":"Python","breakdown":{"Python":13389017,"C":8516505,"Assembly":823506,"Shell":400119,"HTML":123208,"Java":71845,"Makefile":56536,"Linker Script":28995},"source_url":"https://api.github.com/repos/geogeo28/atari_reverse/languages","evidence":"GitHub's official Languages REST endpoint for https://github.com/geogeo28/atari_reverse reports 13,389,017 bytes of Python, the largest language total (57.2% of 23,409,731 recognized language bytes).","verified_at":"2026-10-15","reason_unknown":null}},{"id":"splosion-man-xbox360-linux-windows-static-recomp","title":"’Splosion Man Xbox 360 Static Recompilation","game":"’Splosion Man (Xbox 360 XBLA)","platform":"Xbox 360 PowerPC XEX → native Linux x86-64 and Windows x86-64 builds","kind":"Recompilation","status":"The README reports a fully playable Linux port with graphics, audio, controllers, vibration, and full-game unlock. A Windows test build is reported to run levels, sound, gamepad/vibration, and FSR end to end through Proton; native Windows testing is still requested. Release v2.0 was published 2026-10-04; the Windows build is a separate pre-release.","summary":"Uses the ReXGlue SDK to statically recompile the XBLA game into native host builds. The launcher imports a user-supplied XBLA package or extracted game folder; no game data is included.","project_url":"https://github.com/thefixinhixon/SplosionManRecomp","updated":"2026-10-11","strategy":"Static recompilation of Xbox 360 PowerPC code through ReXGlue","language":"","source_available":"Public source and launcher; the user supplies a legally obtained XBLA package or extracted game folder.","first_found":"2026-10-16","project_started":null,"programming_language":"C++","subtype":"Xbox 360 XBLA static recompilation for Linux and Windows","target_type":"Game","sources":[{"label":"Maintainer README: method, Linux/Windows testing, current status, and game-data requirement","url":"https://github.com/thefixinhixon/SplosionManRecomp#readme"},{"label":"Linux release v2.0","url":"https://github.com/thefixinhixon/SplosionManRecomp/releases/tag/v2.0"},{"label":"Windows test 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the title as .hack//Infection: Part 1.","value":".hack//Infection: Part 1","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/9050/hackinfection-part-1/","evidence":"MobyGames classifies the game as Action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9050/hackinfection-part-1/","evidence":"MobyGames lists PlayStation 2 among the game's platforms.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9050/hackinfection-part-1/","evidence":"MobyGames records the release as Japan: 2002-06-20.","value":"Japan: 2002-06-20","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/9050/hackinfection-part-1/","evidence":"MobyGames credits CyberConnect2 as 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2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article classifies the .hack series, including Infection, as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits CyberConnect2 with developing the .hack series that includes Infection.","value":"CyberConnect2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits Bandai with publishing the .hack series that includes Infection.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article gives North America: February 11, 2003 as the North American release date for Infection.","value":"North America: February 11, 2003","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","wikipedia_title":".hack (video game series)"},{"game_key":".hack//INFECTION (NTSC-U PS2, SLUS_202.67)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article identifies Infection as one of the four .hack games and describes the series as PlayStation 2 games.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article classifies the .hack series, including Infection, as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits CyberConnect2 with developing the .hack series that includes 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(PSP)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/.hack//Link","evidence":"The article infobox classifies .hack//Link as a role-playing game; its lead calls it an action role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/.hack//Link","evidence":"The article infobox credits CyberConnect2 as developer.","value":"CyberConnect2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/.hack//Link","evidence":"The article infobox credits Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/.hack//Link","evidence":"The infobox gives both Japanese release dates and distinguishes the bonus-disc and standard packages.","value":"Japan: 2010-03-04 (with bonus disc); 2010-03-28 (without bonus disc)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/.hack//Link","wikipedia_title":".hack//Link"},{"game_key":".hack//Mutation (North American PS2, SLUS_205.62)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article identifies Mutation as one of the four .hack games and describes the series as PlayStation 2 games.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article classifies the .hack series, including Mutation, as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits CyberConnect2 with developing the .hack series that includes Mutation.","value":"CyberConnect2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits Bandai with publishing the .hack series that includes Mutation.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article gives North America: May 6, 2003 as the North American release date for Mutation.","value":"North America: May 6, 2003","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","wikipedia_title":".hack (video game series)"},{"game_key":".hack//Outbreak (North American PS2, SLUS_205.63)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article identifies Outbreak as one of the four .hack games and describes the series as PlayStation 2 games.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article classifies the .hack series, including Outbreak, as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits CyberConnect2 with developing the .hack series that includes Outbreak.","value":"CyberConnect2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits Bandai with publishing the .hack series that includes Outbreak.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article gives North America: September 9, 2003 as the North American release date for Outbreak.","value":"North America: September 9, 2003","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","wikipedia_title":".hack (video game series)"},{"game_key":".hack//Quarantine (North American PS2, SLUS_205.64)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article identifies Quarantine as one of the four .hack games and describes the series as PlayStation 2 games.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article classifies the .hack series, including Quarantine, as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits CyberConnect2 with developing the .hack series that includes Quarantine.","value":"CyberConnect2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article credits Bandai with publishing the .hack series that includes Quarantine.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","evidence":"The article gives North America: January 13, 2004 as the North American release date for Quarantine.","value":"North America: January 13, 2004","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/.hack_(video_game_series)","wikipedia_title":".hack (video game series)"},{"game_key":"007: Nightfire","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/xbox/561312-007-nightfire/data","evidence":"GameFAQs identifies the Xbox game as 007: Nightfire.","value":"007: Nightfire (Xbox edition)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox/561312-007-nightfire/data","evidence":"GameFAQs classifies the Xbox edition as an arcade-style first-person shooter.","value":"Action > Shooter > First-Person > Arcade","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox/561312-007-nightfire/data","evidence":"The cited record is the Xbox edition.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/James_Bond_007:_Nightfire","evidence":"The article credits Eurocom with the console editions, including Xbox.","value":"Eurocom","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox/561312-007-nightfire/data","evidence":"GameFAQs lists Electronic Arts as publisher for the European Xbox release and EA Games for the North American release; the port target is the PAL Xbox edition.","value":"Electronic Arts (PAL Xbox release; EA Games in North America)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox/561312-007-nightfire/data","evidence":"GameFAQs gives November 18, 2002 for the North American Xbox release.","value":"North America (Xbox): 2002-11-18","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/James_Bond_007:_Nightfire","evidence":"The article identifies Nightfire as part of the James Bond video game series.","value":"James Bond video games","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/James_Bond_007%3A_Nightfire","wikipedia_title":"James Bond 007: Nightfire"},{"game_key":"10-Yard Fight","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/10-Yard_Fight","evidence":"The Wikipedia infobox lists developer as Irem.","value":"Irem","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/10-Yard_Fight","evidence":"The Wikipedia infobox lists publisher as Irem.","value":"Irem","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/10-Yard_Fight","evidence":"The Wikipedia infobox lists original platform as Arcade, NES, MSX.","value":"Arcade, NES, MSX","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/10-Yard_Fight","evidence":"The Wikipedia infobox lists genre as Sports (American football).","value":"Sports (American football)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/10-Yard_Fight","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: December 5, 1983.","value":"Japan: December 5, 1983","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/10-Yard_Fight","wikipedia_title":"10-Yard Fight"},{"game_key":"1000xRESIST","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/1000xResist","evidence":"The article identifies Nintendo Switch and Windows as the May 2024 launch platforms; PS5 and Xbox Series versions were later ports.","value":"Nintendo Switch and Windows (initial release platforms)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/1000xResist","evidence":"The lead and infobox classify 1000xResist as an adventure video game.","value":"Adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/1000xResist","evidence":"The infobox and lead credit Sunset Visitor as developer.","value":"Sunset Visitor","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/1000xResist","evidence":"The infobox and lead credit Fellow Traveller Games as publisher.","value":"Fellow Traveller Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/1000xResist","evidence":"The development and release section says the full game was published on PC and Nintendo Switch on 9 May 2024.","value":"Worldwide initial release: 2024-05-09 (Windows and Nintendo Switch)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/1000xResist","wikipedia_title":"1000xResist"},{"game_key":"1080° Snowboarding (US N64 release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","evidence":"The source classifies 1080° Snowboarding (US N64 release) as Snowboarding.","value":"Snowboarding","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","evidence":"The source identifies Nintendo 64 as the game’s original platform or first-release platform(s).","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","evidence":"The source gives this release timing: United States: 1998.","value":"United States: 1998","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","evidence":"The source credits Nintendo EAD as developer for the identified game/release.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","evidence":"The source credits Nintendo as publisher for the identified game/release.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","evidence":"The source identifies the game as part of the 1080° Snowboarding series.","value":"1080° Snowboarding","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/1080%C2%B0_Snowboarding","wikipedia_title":"1080° Snowboarding"},{"game_key":"2048","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/2048_(video_game)","evidence":"The English article title and infobox identify the game as 2048.","value":"2048","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/2048_(video_game)","evidence":"The article infobox lists Puzzle and describes the game as a sliding-tile puzzle.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/2048_(video_game)","evidence":"The article lists Web browser as a platform and says the first release was on the web.","value":"Web browser","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/2048_(video_game)","evidence":"The article gives the web release date as 9 March 2014.","value":"Web: 2014-03-09","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/2048_(video_game)","evidence":"The article identifies Italian web developer Gabriele Cirulli as the game’s creator.","value":"Gabriele Cirulli","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/2048_(video_game)","evidence":"The article states the game was released as free/open-source software under the MIT License and discusses its relationship to Threes and 1024.","value":"The original web release was free and open-source software under the MIT License; the article describes Threes and 1024 as influences.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/2048_(video_game)","wikipedia_title":"2048 (video game)"},{"game_key":"2Xtreme (US PlayStation, SCUS-94508)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/2Xtreme","evidence":"The article identifies PlayStation as the platform for 2Xtreme.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/2Xtreme","evidence":"The article classifies 2Xtreme as a racing video game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/2Xtreme","evidence":"The article credits Sony Interactive Studios America as developer.","value":"Sony Interactive Studios America","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/2Xtreme","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/2Xtreme","evidence":"The article identifies 2Xtreme as a 1996 video game; it does not give a US day or month.","value":"1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/2Xtreme","wikipedia_title":"2Xtreme"},{"game_key":"3 on 3 NHL Arcade","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/3_on_3_NHL_Arcade","evidence":"The source classifies 3 on 3 NHL Arcade as Arcade hockey / sports.","value":"Arcade hockey / sports","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/3_on_3_NHL_Arcade","evidence":"The source identifies Xbox 360 and PlayStation 3 as the game’s original platform or first-release platform(s).","value":"Xbox 360 and PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/3_on_3_NHL_Arcade","evidence":"The source gives this release timing: 2009.","value":"2009","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/3_on_3_NHL_Arcade","evidence":"The source credits EA Canada as developer for the identified game/release.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/3_on_3_NHL_Arcade","evidence":"The source credits EA Sports Freestyle as publisher for the identified game/release.","value":"EA Sports Freestyle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/3_on_3_NHL_Arcade","wikipedia_title":"3 on 3 NHL Arcade"},{"game_key":"3D Pinball for Windows: Space Cadet / Full Tilt! Pinball","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Full_Tilt!_Pinball","evidence":"The article identifies both Full Tilt! Pinball and its limited Space Cadet edition as pinball games.","value":"Pinball","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Full_Tilt!_Pinball","evidence":"The infobox lists Windows releases for Full Tilt! Pinball and identifies the Space Cadet edition as a Windows game.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Full_Tilt!_Pinball","evidence":"The Full Tilt! infobox credits Cinematronics; the Space Cadet infobox credits Microsoft and Cinematronics.","value":["Cinematronics (Full Tilt! Pinball)","Microsoft and Cinematronics (Space Cadet edition)"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Full_Tilt!_Pinball","evidence":"The Full Tilt! infobox credits Maxis; the Space Cadet infobox credits Microsoft.","value":["Maxis (Full Tilt! Pinball)","Microsoft (Space Cadet edition)"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Full_Tilt!_Pinball","evidence":"The article lists the Space Cadet edition release as August 24, 1995 and Full Tilt! Pinball as November 16, 1995.","value":"1995-08-24 (Space Cadet edition) / 1995-11-16 (Full Tilt! Pinball)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Full_Tilt%21_Pinball","wikipedia_title":"Full Tilt! Pinball"},{"game_key":"3x3 Eyes: Seima Kourinden","facts":[{"field":"genre","source_url":"https://fr.wikipedia.org/wiki/3%C3%973_Eyes:_Seima_K%C5%8Drin-den","evidence":"The French article labels the title a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"publisher","source_url":"https://fr.wikipedia.org/wiki/3%C3%973_Eyes:_Seima_K%C5%8Drin-den","evidence":"The French article lists Yutaka as publisher.","value":"Yutaka","date_granularity":null},{"field":"original_platform","source_url":"https://fr.wikipedia.org/wiki/3%C3%973_Eyes:_Seima_K%C5%8Drin-den","evidence":"The article identifies Super Famicom as the game's platform.","value":"Super Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://fr.wikipedia.org/wiki/3%C3%973_Eyes:_Seima_K%C5%8Drin-den","evidence":"The article gives July 28, 1992 as the Japanese release date.","value":"1992-07-28","date_granularity":"day"},{"field":"series","source_url":"https://fr.wikipedia.org/wiki/3%C3%973_Eyes:_Seima_K%C5%8Drin-den","evidence":"The article identifies the game as the first game based on 3×3 Eyes.","value":"3×3 Eyes","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=3x3+Eyes%3A+Seima+Kourinden","wikipedia_title":null},{"game_key":"40 Winks","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","evidence":"The source classifies 40 Winks as Platform.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","evidence":"The source identifies PlayStation (first release); later Nintendo 64 version as the game’s original platform or first-release platform(s).","value":"PlayStation (first release); later Nintendo 64 version","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","evidence":"The source gives this release timing: PlayStation original: 1999.","value":"PlayStation original: 1999","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","evidence":"The source credits Eurocom Entertainment Software as developer for the identified game/release.","value":"Eurocom Entertainment Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","evidence":"The source credits GT Interactive (PlayStation); Piko Interactive (later Nintendo 64 version) as publisher for the identified game/release.","value":"GT Interactive (PlayStation); Piko Interactive (later Nintendo 64 version)","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","evidence":"The article distinguishes the original PlayStation release from the later Nintendo 64 version.","value":"The article says the Nintendo 64 version had originally been cancelled and was later released by Piko Interactive; the game’s first released version was for PlayStation.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/40_Winks_(video_game)","wikipedia_title":"40 Winks (video game)"},{"game_key":"50 Cent: Blood on the Sand (Xbox 360, 2009)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/50_Cent:_Blood_on_the_Sand","evidence":"The article describes the game as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/50_Cent:_Blood_on_the_Sand","evidence":"The article credits Swordfish Studios as developer.","value":"Swordfish Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/50_Cent:_Blood_on_the_Sand","evidence":"The article identifies THQ as publisher.","value":"THQ","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/50_Cent:_Blood_on_the_Sand","evidence":"The article lists PlayStation 3 and Xbox 360 as platforms.","value":"PlayStation 3, Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/50_Cent:_Blood_on_the_Sand","evidence":"The article lists February 24, 2009 for North America and February 20, 2009 for Europe.","value":"North America: 2009-02-24; Europe: 2009-02-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/50_Cent%3A_Blood_on_the_Sand","wikipedia_title":"50 Cent: Blood on the Sand"},{"game_key":"9mm HD","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/android/697255-9mm/data","evidence":"The source classifies 9mm HD as Third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/android/697255-9mm/data","evidence":"The source identifies Android (9mm HD) as the game’s original platform or first-release platform(s).","value":"Android (9mm HD)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/android/697255-9mm/data","evidence":"The source gives this release timing: United States Android release: 2011-07-13.","value":"United States Android release: 2011-07-13","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/android/697255-9mm/data","evidence":"The source credits Gameloft as developer for the identified game/release.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/android/697255-9mm/data","evidence":"The source credits Gameloft as publisher for the identified game/release.","value":"Gameloft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=9mm%20HD","wikipedia_title":null},{"game_key":"Abuse","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Abuse_(video_game)","evidence":"The article describes the original 1996 release as an MS-DOS release.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Abuse_(video_game)","evidence":"The article classifies Abuse as a run-and-gun video game.","value":"Run and gun","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Abuse_(video_game)","evidence":"The article credits Crack dot Com as developer.","value":"Crack dot Com","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Abuse_(video_game)","evidence":"The article names Electronic Arts as the North American publisher and Origin Systems as the European publisher.","value":"Electronic Arts (North America); Origin Systems (Europe)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Abuse_(video_game)","evidence":"The article gives February 29, 1996 for the original MS-DOS shareware release.","value":"February 29, 1996","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Abuse_(video_game)","wikipedia_title":"Abuse (video game)"},{"game_key":"Ace Attorney Investigations 2","facts":[{"field":"collection_context","source_url":"https://www.nintendo.com/en-ca/store/products/ace-attorney-investigations-collection-switch/","evidence":"Nintendo describes the collection as containing both Ace Attorney Investigations games; this confirms the title relationship but does not establish the original DS release details.","value":"Included in Ace Attorney Investigations Collection; the collection includes both Investigations games.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2","evidence":"The source page identifies Nintendo DS as the original platform or platforms for this release.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2","evidence":"The source page lists this release date: Japan: 2011-02-03.","value":"Japan: 2011-02-03","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2","evidence":"The source page credits Capcom as the developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2","evidence":"The source page credits Capcom as the publisher.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2","evidence":"The source page classifies the game as Adventure.","value":"Adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2","evidence":"The source page identifies the game as part of the Ace Attorney series.","value":"Ace Attorney","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ace+Attorney+Investigations+2","wikipedia_title":null},{"game_key":"Ace Attorney Investigations 2 (Gyakuten Kenji 2)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","evidence":"The source classifies Ace Attorney Investigations 2 (Gyakuten Kenji 2) as Adventure.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","evidence":"The source identifies Nintendo DS as the game’s original platform or first-release platform(s).","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","evidence":"The source gives this release timing: Japan: 2011-02-03.","value":"Japan: 2011-02-03","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","evidence":"The source credits Capcom as developer for the identified game/release.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","evidence":"The source credits Capcom as publisher for the identified game/release.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","evidence":"The source identifies the game as part of the Ace Attorney series.","value":"Ace Attorney","date_granularity":null},{"field":"collection_context","source_url":"https://www.nintendo.com/en-ca/store/products/ace-attorney-investigations-collection-switch/","evidence":"Nintendo’s collection listing identifies both Investigations games in the compilation; the game article identifies the English subtitle Prosecutor’s Gambit.","value":"Included in Ace Attorney Investigations Collection, which also contains Ace Attorney Investigations: Miles Edgeworth; the collection’s English title for this game is Prosecutor’s Gambit.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ace_Attorney_Investigations_2%3A_Prosecutor%27s_Gambit","wikipedia_title":"Ace Attorney Investigations 2: Prosecutor's Gambit"},{"game_key":"Ace Combat 04: Shattered Skies (NTSC-U; SLUS_201.52)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","evidence":"The source classifies Ace Combat 04: Shattered Skies (NTSC-U; SLUS_201.52) as Air combat simulation.","value":"Air combat simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","evidence":"The source identifies PlayStation 2 as the game’s original platform or first-release platform(s).","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","evidence":"The source gives this release timing: North America: 2001.","value":"North America: 2001","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","evidence":"The source credits Namco as developer for the identified game/release.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","evidence":"The source credits Namco as publisher for the identified game/release.","value":"Namco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","evidence":"The source identifies the game as part of the Ace Combat series.","value":"Ace Combat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ace_Combat_04%3A_Shattered_Skies","wikipedia_title":"Ace Combat 04: Shattered Skies"},{"game_key":"Ace Combat 5: The Unsung War","facts":[{"field":"original_platform","source_url":"https://www.bandainamcoent.com/pt_br/news/road-to-ace-combat-7","evidence":"Bandai Namco’s official series retrospective labels Ace Combat 5: The Unsung War “PlayStation 2, 2004.”","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.bandainamcoent.com/pt_br/news/road-to-ace-combat-7","evidence":"Bandai Namco’s official series retrospective lists the title with year 2004.","value":"2004","date_granularity":"year"},{"field":"other","source_url":"https://www.bandainamcoent.com/pt_br/news/road-to-ace-combat-7","evidence":"Bandai Namco’s official series retrospective summarizes the game’s setting, squadron and conflict.","value":"Fictional Strangereal setting; protagonist Blaze and Wardog Squadron become involved in the Circum-Pacific War between Osea and Yuktobania.","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_5:_The_Unsung_War","evidence":"The source page credits Namco as the developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_5:_The_Unsung_War","evidence":"The source page credits Namco (Japan); Namco Hometek (North America); Sony Computer Entertainment (Europe) as the publisher.","value":"Namco (Japan); Namco Hometek (North America); Sony Computer Entertainment (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_5:_The_Unsung_War","evidence":"The source page classifies the game as Combat flight simulation.","value":"Combat flight simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_5:_The_Unsung_War","evidence":"The source page identifies the game as part of the Ace Combat series.","value":"Ace Combat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ace_Combat_5:_The_Unsung_War","wikipedia_title":"Ace Combat 5: The Unsung War"},{"game_key":"Ace Combat 6: Fires of Liberation","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","evidence":"The source page identifies Xbox 360 as the original platform or platforms for this release.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","evidence":"The source page lists this release date: North America: 2007-10-23; Japan: 2007-11-01; Europe: 2007-11-23; Australia: 2007-12-13.","value":"North America: 2007-10-23; Japan: 2007-11-01; Europe: 2007-11-23; Australia: 2007-12-13","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","evidence":"The source page credits Project Aces as the developer.","value":"Project Aces","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","evidence":"The source page credits Namco Bandai Games as the publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","evidence":"The source page classifies the game as Air combat simulation.","value":"Air combat simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","evidence":"The source page identifies the game as part of the Ace Combat series.","value":"Ace Combat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_Liberation","wikipedia_title":"Ace Combat 6: Fires of Liberation"},{"game_key":"Ace Driver","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ace_Driver","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ace_Driver","evidence":"The source page lists this release date: Japan: 1994-08-06; worldwide: March 1995.","value":"Japan: 1994-08-06; worldwide: March 1995","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_Driver","evidence":"The source page credits Namco as the developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ace_Driver","evidence":"The source page credits Namco as the publisher.","value":"Namco","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_Driver","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ace_Driver","evidence":"The source page identifies the game as part of the Ace Driver series.","value":"Ace Driver","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ace_Driver","wikipedia_title":"Ace Driver"},{"game_key":"Ace of Spades Battle Builders 0.x/1.x","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ace_of_Spades_(video_game)","evidence":"The source classifies Ace of Spades Battle Builders 0.x/1.x as First-person shooter / sandbox.","value":"First-person shooter / sandbox","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ace_of_Spades_(video_game)","evidence":"The source identifies Windows PC as the game’s original platform or first-release platform(s).","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ace_of_Spades_(video_game)","evidence":"The source gives this release timing: Original prototype: 2011.","value":"Original prototype: 2011","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ace_of_Spades_(video_game)","evidence":"The source credits Ben Aksoy (original prototype; Jagex developed the later commercial version) as developer for the identified game/release.","value":"Ben Aksoy (original prototype; Jagex developed the later commercial version)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ace_of_Spades_(video_game)","wikipedia_title":"Ace of Spades (video game)"},{"game_key":"Acorn BBC Micro and Master computers","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/BBC_Micro","evidence":"The article identifies the BBC Micro as a family of Acorn microcomputers and lists Master as a model in that family.","value":"Acorn BBC Micro family, including the Master series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Acorn+BBC+Micro+and+Master+computers","wikipedia_title":null},{"game_key":"ActRaiser","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/ActRaiser","evidence":"The Wikipedia infobox lists developer as Quintet.","value":"Quintet","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/ActRaiser","evidence":"The Wikipedia infobox lists publisher as Enix.","value":"Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/ActRaiser","evidence":"The Wikipedia infobox lists original platform as Super Nintendo Entertainment System, Mobile phone.","value":"Super Nintendo Entertainment System, Mobile phone","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/ActRaiser","evidence":"The Wikipedia infobox lists genre as Platform, city-building, action RPG.","value":"Platform, city-building, action RPG","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/ActRaiser","evidence":"The Wikipedia infobox lists series as ActRaiser.","value":"ActRaiser","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/ActRaiser","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 1991.","value":"North America: November 1991","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/ActRaiser","wikipedia_title":"ActRaiser"},{"game_key":"Adastra","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/214836/adastra/releases/","evidence":"MobyGames lists worldwide releases for all four platforms on the same initial release date.","value":"Windows, macOS, Linux, and Android","date_granularity":null},{"field":"genre","source_url":"https://echoproject.itch.io/adastra","evidence":"The creators describe Adastra as a romance visual novel with science-fiction and political-intrigue themes.","value":"Romance visual novel","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/214836/adastra/releases/","evidence":"The release database credits Echo Project as developer for the worldwide releases.","value":"Echo Project","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/214836/adastra/releases/","evidence":"The release database lists Echo Project as publisher for the worldwide releases.","value":"Echo Project","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/214836/adastra/releases/","evidence":"MobyGames lists the Android, Linux, Macintosh, and Windows itch.io releases on June 4, 2019, with country listed as Worldwide.","value":"Worldwide: 2019-06-04 (itch.io releases)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Adastra","wikipedia_title":null},{"game_key":"Advance Wars","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"Nintendo lists Game Boy Advance as a system for Advance Wars; Wii U is also listed as a later Virtual Console release.","value":"Game Boy Advance","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"Nintendo categorizes the game as Strategy and describes tactical turn-based strategy and combat simulation.","value":"Turn-based strategy / combat simulation","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"Nintendo’s game page lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"other","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"The page carries © 2001 Nintendo. This is a copyright year, not a verified first-release date.","value":"2001","date_granularity":"year"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"The source page lists this release date: North America: 2001-09-10; Europe: 2002-01-11.","value":"North America: 2001-09-10; Europe: 2002-01-11","date_granularity":"day"},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"The source page credits Intelligent Systems as the developer.","value":"Intelligent Systems","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Advance-Wars-866532.html","evidence":"The source page identifies the game as part of the Wars series.","value":"Wars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Advance_Wars","wikipedia_title":"Advance Wars"},{"game_key":"Advanced Daisenryaku","facts":[{"field":"original_platform","source_url":"https://collection.rcgs.jp/page/PACKAGE0010392","evidence":"The Research Center for Game Studies collection catalogs the package under the Mega Drive series and identifies the medium as a Mega Drive cartridge.","value":"Sega Mega Drive (Japanese cartridge release)","date_granularity":null},{"field":"publisher","source_url":"https://collection.rcgs.jp/page/PACKAGE0010392","evidence":"The RCGS package record lists Sega Enterprises as the responsible organization/publisher.","value":"Sega Enterprises","date_granularity":null},{"field":"genre","source_url":"https://collection.rcgs.jp/page/PACKAGE0010392","evidence":"The RCGS record classifies the package as both war simulation and turn-based strategy.","value":"War simulation; turn-based strategy","date_granularity":null},{"field":"regional_release_date","source_url":"https://collection.rcgs.jp/page/PACKAGE0010392","evidence":"The RCGS record gives 1991 as its date variant and attributes the date to Mega Drive Perfect Catalog; only year precision is asserted.","value":"Japan: 1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Daisenryaku","wikipedia_title":"Daisenryaku"},{"game_key":"Advena: Legend of Emeris","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/android/698751-advena/data","evidence":"GameFAQs classifies ADVENA as a role-playing action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/android/698751-advena/data","evidence":"The release record lists both iOS and Android; its iOS release predates the Android entry.","value":"iOS (first release); Android followed","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/android/698751-advena/data","evidence":"The release table lists the North American iOS release as October 13, 2011. Android’s later US catalog date is not substituted for the initial release date.","value":"North America iOS: 2011-10-13","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/android/698751-advena/data","evidence":"GameFAQs credits GAMEVIL Inc. as the developer of ADVENA.","value":"GAMEVIL Inc.","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/android/698751-advena/data","evidence":"The release table credits GAMEVIL Inc. as publisher.","value":"GAMEVIL Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Advena%3A%20Legend%20of%20Emeris","wikipedia_title":null},{"game_key":"Adventure Island","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","evidence":"The source page identifies Family Computer (Famicom) as the original platform or platforms for this release.","value":"Family Computer (Famicom)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","evidence":"The source page lists this release date: Japan: 1986-09-12.","value":"Japan: 1986-09-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","evidence":"The source page credits Hudson Soft as the developer.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","evidence":"The source page credits Hudson Soft as the publisher.","value":"Hudson Soft","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","evidence":"The source page identifies the game as part of the Adventure Island series.","value":"Adventure Island","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Adventure_Island_(video_game)","wikipedia_title":"Adventure Island (video game)"},{"game_key":"Adventures of Batman & Robin","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","evidence":"The Wikipedia infobox lists developer as Konami (SNES)Clockwork Tortoise (Sega CD, Genesis)Novotrade (Game Gear).","value":"Konami (SNES)Clockwork Tortoise (Sega CD, Genesis)Novotrade (Game Gear)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","evidence":"The Wikipedia infobox lists publisher as Konami (SNES)Sega (Sega versions).","value":"Konami (SNES)Sega (Sega versions)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","evidence":"The Wikipedia infobox lists original platform as SNES, Sega CD, Sega Genesis, Game Gear.","value":"SNES, Sega CD, Sega Genesis, Game Gear","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","evidence":"The Wikipedia infobox lists genre as Action, platformer (SNES, Game Gear)Vehicular combat (Sega CD)Run and gun (Genesis).","value":"Action, platformer (SNES, Game Gear)Vehicular combat (Sega CD)Run and gun (Genesis)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","evidence":"The Wikipedia infobox lists series as Batman.","value":"Batman","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","evidence":"The Wikipedia infobox release schedule explicitly lists Europe: November 1994.","value":"Europe: November 1994","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Adventures_of_Batman_%26_Robin_(video_game)","wikipedia_title":"The Adventures of Batman & Robin (video game)"},{"game_key":"Aero Fighters Assault (Nintendo 64 USA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/AeroFighters_Assault","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/AeroFighters_Assault","evidence":"The source page lists this release date: North America: 1997-11-21; Japan: 1998-03-19; Europe: 1998-04-12.","value":"North America: 1997-11-21; Japan: 1998-03-19; Europe: 1998-04-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/AeroFighters_Assault","evidence":"The source page credits Paradigm Entertainment as the developer.","value":"Paradigm Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/AeroFighters_Assault","evidence":"The source page credits Vic Tokai (North America); Video System (Japan/Europe) as the publisher.","value":"Vic Tokai (North America); Video System (Japan/Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/AeroFighters_Assault","evidence":"The source page classifies the game as Combat flight simulation.","value":"Combat flight simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/AeroFighters_Assault","evidence":"The source page identifies the game as part of the Aero Fighters series.","value":"Aero Fighters","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Aero_Fighters_Assault","wikipedia_title":"Aero Fighters Assault"},{"game_key":"Aerobiz Supersonic","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article identifies Aerobiz Supersonic as a business simulation game.","value":"Business simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article credits Koei as developer.","value":"Koei","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article credits Koei as publisher.","value":"Koei","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article lists the title in Koei's Executive Series.","value":"Koei Executive Series","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article says the game was first released for the Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article lists Super NES and Genesis versions.","value":"Super Nintendo Entertainment System, Sega Genesis","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Aerobiz_Supersonic","evidence":"The article gives August 1994 as the North American Super NES release.","value":"North America: 1994-08","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Aerobiz+Supersonic","wikipedia_title":null},{"game_key":"AeroGauge","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/AeroGauge","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/AeroGauge","evidence":"The source page lists this release date: Japan: 1997-12-19; Europe: March 1998; North America: 1998-05-21.","value":"Japan: 1997-12-19; Europe: March 1998; North America: 1998-05-21","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/AeroGauge","evidence":"The source page credits Locomotive as the developer.","value":"Locomotive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/AeroGauge","evidence":"The source page credits ASCII Entertainment as the publisher.","value":"ASCII Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/AeroGauge","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/AeroGauge","wikipedia_title":"AeroGauge"},{"game_key":"After Armageddon Gaiden: Majuu Toushouden Eclipse","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/segacd/570469-after-armageddon-gaiden-majuu-toushouden-eclipse/data","evidence":"The release record is specifically for the Sega CD and identifies this as the game platform.","value":"Sega CD / Mega-CD","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/segacd/570469-after-armageddon-gaiden-majuu-toushouden-eclipse/data","evidence":"The release record classifies the game as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/segacd/570469-after-armageddon-gaiden-majuu-toushouden-eclipse/data","evidence":"The release record credits Pandora Box as developer.","value":"Pandora Box","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/segacd/570469-after-armageddon-gaiden-majuu-toushouden-eclipse/data","evidence":"The Japanese release record names Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/segacd/570469-after-armageddon-gaiden-majuu-toushouden-eclipse/data","evidence":"The Japanese Sega CD release record gives November 11, 1994.","value":"Japan: 1994-11-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=After%20Armageddon%20Gaiden%3A%20Majuu%20Toushouden%20Eclipse","wikipedia_title":null},{"game_key":"Age of Empires II: Definitive Edition (Mac edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Age_of_Empires_II:_Definitive_Edition","evidence":"The article classifies Age of Empires II: Definitive Edition as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Age_of_Empires_II:_Definitive_Edition","evidence":"The article credits World's Edge and Forgotten Empires as developers of the Definitive Edition.","value":["World's Edge","Forgotten Empires"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Age_of_Empires_II:_Definitive_Edition","evidence":"The article credits Xbox Game Studios as publisher.","value":"Xbox Game Studios","date_granularity":null},{"field":"platform","source_url":"https://www.ageofempires.com/news/age-of-empires-ii-definitive-edition-available-now-on-mac/","evidence":"The official Age of Empires announcement says the Definitive Edition is now available natively for modern Macs on Steam.","value":"macOS (native Mac version on Steam)","date_granularity":null},{"field":"release_date","source_url":"https://www.ageofempires.com/news/age-of-empires-ii-definitive-edition-available-now-on-mac/","evidence":"The official Age of Empires announcement is dated May 28, 2026 and says the game is now available natively on Steam for macOS.","value":"macOS Steam release: May 28, 2026","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Age_of_Empires_II:_Definitive_Edition","wikipedia_title":"Age of Empires II: Definitive Edition"},{"game_key":"Aikatsu! My No.1 Stage!","facts":[{"field":"genre","source_url":"https://www.aikatsu.com/goods/game/my_no1_stage/","evidence":"The official Aikatsu product page labels it a singing rhythm game.","value":"Rhythm game","date_granularity":null},{"field":"original_platform","source_url":"https://www.aikatsu.com/goods/game/my_no1_stage/","evidence":"The official Aikatsu product page identifies Nintendo 3DS as the hardware.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.aikatsu.com/goods/game/my_no1_stage/","evidence":"The official Aikatsu product page gives the Japanese release date as 2015-11-26.","value":"Japan: 2015-11-26","date_granularity":"day"},{"field":"developer","source_url":"https://www.hand.co.jp/en/develop/3dsds/","evidence":"h.a.n.d.’s official works list credits h.a.n.d. as developer and Bandai Namco Entertainment as publisher for Aikatsu! My No.1 Stage!","value":"h.a.n.d., Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.hand.co.jp/en/develop/3dsds/","evidence":"h.a.n.d.’s official works list names Bandai Namco Entertainment as publisher for Aikatsu! My No.1 Stage!","value":"Bandai Namco Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Aikatsu%21%20My%20No.1%20Stage%21","wikipedia_title":null},{"game_key":"Air Traffic Chaos (Nintendo DS USA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Air_Traffic_Chaos","evidence":"The source page identifies Nintendo DS as the original platform or platforms for this release.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Air_Traffic_Chaos","evidence":"The source page lists this release date: Japan: 2007-02-22; North America: 2008-09-09; Europe: 2009-06-12.","value":"Japan: 2007-02-22; North America: 2008-09-09; Europe: 2009-06-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Air_Traffic_Chaos","evidence":"The source page credits Sonic Powered as the developer.","value":"Sonic Powered","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Air_Traffic_Chaos","evidence":"The source page credits Interchannel (Japan); Majesco (North America); Ertain (PAL) as the publisher.","value":"Interchannel (Japan); Majesco (North America); Ertain (PAL)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Air_Traffic_Chaos","evidence":"The source page classifies the game as Simulation.","value":"Simulation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Air_Traffic_Chaos","wikipedia_title":"Air Traffic Chaos"},{"game_key":"Albert Odyssey: Legend of Eldean","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","evidence":"The source classifies Albert Odyssey: Legend of Eldean as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","evidence":"The source identifies Sega Saturn (first released platform; an unreleased Super NES version had been planned) as the game’s original platform or first-release platform(s).","value":"Sega Saturn (first released platform; an unreleased Super NES version had been planned)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","evidence":"The source gives this release timing: Japan: 1996-08; North America: 1997-07.","value":"Japan: 1996-08; North America: 1997-07","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","evidence":"The source credits Sunsoft as developer for the identified game/release.","value":"Sunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","evidence":"The source credits Sunsoft (Japan); Working Designs (North America) as publisher for the identified game/release.","value":"Sunsoft (Japan); Working Designs (North America)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","evidence":"The source identifies the game as part of the Albert Odyssey series.","value":"Albert Odyssey","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Albert_Odyssey%3A_Legend_of_Eldean","wikipedia_title":"Albert Odyssey: Legend of Eldean"},{"game_key":"Alcahest","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Alcahest_(video_game)","evidence":"The source page identifies Super Famicom as the original platform or platforms for this release.","value":"Super Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Alcahest_(video_game)","evidence":"The source page lists this release date: Japan: 1993-12-17.","value":"Japan: 1993-12-17","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Alcahest_(video_game)","evidence":"The source page credits HAL Laboratory as the developer.","value":"HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Alcahest_(video_game)","evidence":"The source page credits Square as the publisher.","value":"Square","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Alcahest_(video_game)","evidence":"The source page classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Alcahest_(video_game)","wikipedia_title":"Alcahest (video game)"},{"game_key":"Alex vs Bus: The Race","facts":[{"field":"genre","source_url":"https://github.com/M374LX/alexvsbus#readme","evidence":"The developer README describes Alex vs Bus: The Race as a platform runner game.","value":"Platform runner","date_granularity":null},{"field":"platforms","source_url":"https://github.com/M374LX/alexvsbus#readme","evidence":"The project README describes the game as a platform runner for Android and PC.","value":["Android","PC"],"date_granularity":null},{"field":"development_history","source_url":"https://github.com/M374LX/alexvsbus#readme","evidence":"The developer README states that this repository contains the current C port and that the game was originally written in Java.","value":"The current C port follows an original version written in Java.","date_granularity":null},{"field":"source_availability","source_url":"https://github.com/M374LX/alexvsbus#readme","evidence":"The developer README explicitly describes the game as free and open source.","value":"Free and open source","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Alex+vs+Bus%3A+The+Race","wikipedia_title":null},{"game_key":"Alice in Wonderland (2010)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Alice_in_Wonderland_(2010_video_game)","evidence":"The game article lists action-adventure, platformer, and metroidvania genres.","value":"Action-adventure; platformer; metroidvania","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Alice_in_Wonderland_(2010_video_game)","evidence":"The game article credits Étranges Libellules as developer.","value":"Étranges Libellules","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Alice_in_Wonderland_(2010_video_game)","evidence":"The game article identifies Disney Interactive Studios as publisher.","value":"Disney Interactive Studios","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Alice_in_Wonderland_(2010_video_game)","evidence":"The game article lists Nintendo DS, Wii, Windows, and Zeebo.","value":"Nintendo DS, Wii, Windows, Zeebo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Alice_in_Wonderland_(2010_video_game)","evidence":"The game article gives March 2, 2010 as the North American release date.","value":"North America: 2010-03-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Alice+in+Wonderland+%282010%29","wikipedia_title":null},{"game_key":"Alice's Cottage II","facts":[{"field":"canonical_name","source_url":"https://www.romhackplaza.org/translations/alices-cottage-ii-english-translation-pc-98","evidence":"The English translation catalog identifies the translated PC-98 game as Alice’s Cottage II.","value":"Alice's Cottage II","date_granularity":null},{"field":"original_platform","source_url":"https://gamesdb.launchbox-app.com/games/details/139333-alice-no-yakata-ii","evidence":"LaunchBox lists NEC PC-9801 as the platform.","value":"NEC PC-9801 / PC-98","date_granularity":null},{"field":"developer","source_url":"https://gamesdb.launchbox-app.com/games/details/139333-alice-no-yakata-ii","evidence":"LaunchBox credits Alice Soft as developer.","value":"Alice Soft","date_granularity":null},{"field":"publisher","source_url":"https://gamesdb.launchbox-app.com/games/details/139333-alice-no-yakata-ii","evidence":"LaunchBox credits Alice Soft as publisher.","value":"Alice Soft","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/games/company/72749-alice-soft","evidence":"GameFAQs lists Alice no Yakata II under NEC PC-98, dated July 15, 1992, and labels the region Japan.","value":"Japan (PC-98): 1992-07-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Alice%27s%20Cottage%20II","wikipedia_title":null},{"game_key":"Alien Assault II (1997)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/156104/alien-assault-ii/","evidence":"The game database identifies this title as Alien Assault II.","value":"Alien Assault II","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/156104/alien-assault-ii/","evidence":"MobyGames describes Alien Assault II as a top-down shooter.","value":"Top-down shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/156104/alien-assault-ii/","evidence":"MobyGames and the original game archive identify the 1997 release as an MS-DOS title.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.dosgamesarchive.com/download/alien-assault-ii/","evidence":"The archive’s game record dates the original freeware DOS release to 1997.","value":"1997","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/156104/alien-assault-ii/","evidence":"The original creator’s site lists Alien Assault 2 as a 1997 game; the port’s original README credits Johan Peitz and Crowfoot Software.","value":"Johan Peitz (Crowfoot Software)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/156104/alien-assault-ii/","evidence":"DOS Games Archive lists Crowfoot Software as publisher of the freeware DOS release.","value":"Crowfoot Software","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/156104/alien-assault-ii/","evidence":"The database associates Alien Assault II with the Alien Assault series.","value":"Alien Assault","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Alien%20Assault%20II%20%281997%29","wikipedia_title":null},{"game_key":"Alien Soldier","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Alien_Soldier","evidence":"The Wikipedia infobox lists developer as Treasure.","value":"Treasure","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Alien_Soldier","evidence":"The Wikipedia infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Alien_Soldier","evidence":"The Wikipedia infobox lists original platform as Mega Drive.","value":"Mega Drive","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Alien_Soldier","evidence":"The Wikipedia infobox lists genre as Run and gun.","value":"Run and gun","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Alien_Soldier","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: February 24, 1995.","value":"Japan: February 24, 1995","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Alien_Soldier","wikipedia_title":"Alien Soldier"},{"game_key":"Aliens versus Predator Gold","facts":[{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Aliens_Versus_Predator_(1999_video_game)","evidence":"The article lists Windows, Mac OS, and Mac OS X for Aliens Versus Predator.","value":["Windows","Mac OS","Mac OS X"],"date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Aliens_Versus_Predator_(1999_video_game)","evidence":"The article classifies the base game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Aliens_Versus_Predator_(1999_video_game)","evidence":"The article credits Rebellion Developments as the original game developer.","value":"Rebellion Developments","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Aliens_Versus_Predator_(1999_video_game)","evidence":"The article credits Fox Interactive as the original game publisher.","value":"Fox Interactive","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Aliens_Versus_Predator_(1999_video_game)","evidence":"The article says the 2000 Gold Edition compilation contains the main game and Millennium Expansion Pack.","value":"The Gold Edition was released in 2000 as a compilation of the main game and the Millennium Expansion Pack.","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Aliens_Versus_Predator_(1999_video_game)","wikipedia_title":"Aliens Versus Predator (1999 video game)"},{"game_key":"All compatible 3DO Interactive Multiplayer software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_3DO_games","evidence":"The list introduction explicitly covers known 3DO games, homebrew and aftermarket titles, arcade games using the hardware, and other software that is not a game.","value":"The 3DO software catalog includes commercial games, aftermarket and homebrew titles, arcade software using 3DO hardware, and non-game software.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+3DO+Interactive+Multiplayer+software","wikipedia_title":null},{"game_key":"All compatible Atari 2600 software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Atari_2600_games","evidence":"The cited page is the Atari 2600 game list and enumerates titles released for that console.","value":"This is a platform-wide catalog of Atari 2600 game releases rather than a single game title.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Atari+2600+software","wikipedia_title":null},{"game_key":"All compatible Atari 5200 software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Atari_5200_games","evidence":"The list introduction says the vast majority of Atari 5200 titles were also released on other platforms, especially the Atari 2600 and Atari 8-bit computers.","value":"Many Atari 5200 games also appeared on other systems, especially Atari 2600 and Atari 8-bit computers.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Atari+5200+software","wikipedia_title":null},{"game_key":"All compatible Atari 7800 and 2600 software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Atari_7800","evidence":"The article states that the 7800 can play most Atari 2600 games and separately describes the 7800's released game library.","value":"The Atari 7800 has its own game library and is backward-compatible with most Atari 2600 cartridges.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Atari+7800+and+2600+software","wikipedia_title":null},{"game_key":"All compatible Atari 7800 software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Atari_7800_games","evidence":"The source separates commercially released games, licensed and unlicensed homebrew, and canceled games in its catalog.","value":"The Atari 7800 library includes original commercial releases as well as homebrew and unreleased or canceled titles.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Atari+7800+software","wikipedia_title":null},{"game_key":"All compatible Atari Jaguar and Jaguar CD software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Atari_Jaguar_games","evidence":"The article organizes the commercial library into cartridge and CD game sections and describes the original retail library as including both media types.","value":"The Jaguar software library spans cartridge releases and Jaguar CD-ROM games.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Atari+Jaguar+and+Jaguar+CD+software","wikipedia_title":null},{"game_key":"All compatible Atari Lynx software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Atari_Lynx_games","evidence":"The source has distinct sections for officially released games and unlicensed games for the Lynx.","value":"The Atari Lynx catalog includes officially released games and unlicensed aftermarket or homebrew titles.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Atari+Lynx+software","wikipedia_title":null},{"game_key":"All compatible ColecoVision and Coleco ADAM software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Coleco_Adam","evidence":"The article says the ADAM uses ColecoVision hardware as its basis and is entirely compatible with all ColecoVision games and peripherals.","value":"The Coleco ADAM is based on ColecoVision hardware and is compatible with all ColecoVision games.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+ColecoVision+and+Coleco+ADAM+software","wikipedia_title":null},{"game_key":"All compatible Mattel Intellivision software","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Intellivision_games","evidence":"The source catalogs games released for the Mattel Intellivision platform.","value":"Mattel Intellivision","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Mattel+Intellivision+software","wikipedia_title":null},{"game_key":"All compatible Neo Geo AES/MVS/CD/CDZ software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Neo_Geo_games","evidence":"The list introduction describes the three Neo Geo iterations as the MVS arcade board, AES home console, and Neo Geo CD home console.","value":"Neo Geo games were released for the arcade MVS, home AES, and CD-based Neo Geo CD platforms.","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Neo_Geo_CD","evidence":"The article identifies the CDZ as an upgraded Neo Geo CD version with a double-speed CD-ROM drive.","value":"Neo Geo CDZ is a faster-loading version of the Neo Geo CD system.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Neo+Geo+AES%2FMVS%2FCD%2FCDZ+software","wikipedia_title":null},{"game_key":"All compatible Odyssey²/Videopac software","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Magnavox_Odyssey%C2%B2","evidence":"The article identifies Magnavox Odyssey 2 as the US system and Philips Videopac G7000 as its European name.","value":"Magnavox Odyssey² / Philips Videopac","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Odyssey%C2%B2%2FVideopac+software","wikipedia_title":null},{"game_key":"All compatible original Xbox software","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Xbox_games","evidence":"The source is the game catalog for Microsoft's original Xbox console.","value":"Microsoft Xbox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+original+Xbox+software","wikipedia_title":null},{"game_key":"All compatible PC Engine/TurboGrafx-16 software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_PC_Engine_games","evidence":"The list identifies the PC Engine as the Japanese name and TurboGrafx-16 as the North American release name, and describes HuCard and CD-ROM² game formats.","value":"The commercial library spans the Japanese PC Engine and North American TurboGrafx-16, with HuCard and CD-ROM²-family releases.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+PC+Engine%2FTurboGrafx-16+software","wikipedia_title":null},{"game_key":"All compatible Philips CD-i software","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_CD-i_games","evidence":"The source catalogs games released for the Philips CD-i platform.","value":"Philips CD-i","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Philips+CD-i+software","wikipedia_title":null},{"game_key":"All compatible Vectrex software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Vectrex","evidence":"The article says some of Vectrex's library consisted of arcade-hit ports, most brought to the console through a Cinematronics licensing deal.","value":"Some Vectrex games were arcade ports licensed from Cinematronics.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Vectrex+software","wikipedia_title":null},{"game_key":"All compatible Xbox 360 software","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Xbox_360_games","evidence":"The source is the game catalog for Microsoft's Xbox 360 console.","value":"Microsoft Xbox 360","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=All+compatible+Xbox+360+software","wikipedia_title":null},{"game_key":"Alley Cat (IBM PC DOS, 1984)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Alley_Cat_(video_game)","evidence":"The article lists IBM PC among the platforms and says the IBM PC port was published in 1984.","value":"IBM PC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Alley_Cat_(video_game)","evidence":"The article says IBM published the IBM PC and PCjr ports in 1984.","value":"IBM","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Alley_Cat_(video_game)","evidence":"The article classifies Alley Cat as an action game.","value":"Action","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Alley_Cat_(video_game)","evidence":"The article dates the IBM PC and PCjr ports to 1984.","value":"IBM PC and PCjr: 1984","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Alley_Cat_(video_game)","wikipedia_title":"Alley Cat (video game)"},{"game_key":"Amagami","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Amagami","evidence":"The Wikipedia infobox lists developer as Enterbrain.","value":"Enterbrain","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Amagami","evidence":"The Wikipedia infobox lists publisher as Enterbrain, Kadokawa Shoten (EbiKore+).","value":"Enterbrain, Kadokawa Shoten (EbiKore+)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Amagami","evidence":"The Wikipedia infobox lists original platform as PlayStation 2, PlayStation Portable, PlayStation Vita.","value":"PlayStation 2, PlayStation Portable, PlayStation Vita","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Amagami","evidence":"The Wikipedia infobox lists genre as Romantic Comedy.","value":"Romantic Comedy","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Amagami","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: March 19, 2009.","value":"Japan: March 19, 2009","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Amagami","wikipedia_title":"Amagami"},{"game_key":"Amplitude (2003)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Amplitude_(2003_video_game)","evidence":"The source page identifies PlayStation 2 as the original platform or platforms for this release.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Amplitude_(2003_video_game)","evidence":"The source page lists this release date: North America: 2003-03-25; Europe: 2003-09-26.","value":"North America: 2003-03-25; Europe: 2003-09-26","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Amplitude_(2003_video_game)","evidence":"The source page credits Harmonix as the developer.","value":"Harmonix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Amplitude_(2003_video_game)","evidence":"The source page credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Amplitude_(2003_video_game)","evidence":"The source page classifies the game as Rhythm.","value":"Rhythm","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Amplitude_(2003_video_game)","wikipedia_title":"Amplitude (2003 video game)"},{"game_key":"Angry Birds Journey (Android ARM64 v3.8.4, Unity 2022.3.67f2)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Angry_Birds_Journey","evidence":"The English article identifies the game as Angry Birds Journey.","value":"Angry Birds Journey","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Angry_Birds_Journey","evidence":"The article lists casual and puzzle as the game genres.","value":"Casual puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Angry_Birds_Journey","evidence":"The article credits Rovio Entertainment as developer.","value":"Rovio Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Angry_Birds_Journey","evidence":"The article identifies Angry Birds Journey as the 19th installment in the Angry Birds franchise.","value":"Angry Birds","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Angry_Birds_Journey","evidence":"The article lists Android and iOS among the game platforms; it does not verify the cataloged ARM64 or Unity build details.","value":"Android, iOS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Angry_Birds_Journey","wikipedia_title":"Angry Birds Journey"},{"game_key":"Animal Crossing","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Animal-Crossing-267719.html","evidence":"Nintendo UK identifies Animal Crossing as a Nintendo GameCube release.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Animal-Crossing-267719.html","evidence":"Nintendo UK lists the GameCube release date as 24 September 2004 and lists English, German, French, Spanish, and Italian as available languages.","value":"United Kingdom: 2004-09-24","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Animal-Crossing-267719.html","evidence":"Nintendo classifies the game under Animal Life and Simulation.","value":"Animal life / simulation","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Animal-Crossing-267719.html","evidence":"Nintendo UK credits Nintendo as the developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Animal-Crossing-267719.html","evidence":"Nintendo UK credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing","evidence":"The source page identifies the game as part of the Animal Crossing series.","value":"Animal Crossing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Animal_Crossing","wikipedia_title":"Animal Crossing"},{"game_key":"Animal Crossing: New Leaf — Welcome amiibo","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","evidence":"The source classifies Animal Crossing: New Leaf — Welcome amiibo as Life simulation.","value":"Life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","evidence":"The source identifies Nintendo 3DS as the game’s original platform or first-release platform(s).","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","evidence":"The source gives this release timing: Welcome amiibo update: 2016.","value":"Welcome amiibo update: 2016","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","evidence":"The source credits Nintendo EAD as developer for the identified game/release.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","evidence":"The source credits Nintendo as publisher for the identified game/release.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","evidence":"The source identifies the game as part of the Animal Crossing series.","value":"Animal Crossing","date_granularity":null},{"field":"edition_context","source_url":"https://www.nintendo.co.jp/ir/pdf/2016/161027_2e.pdf","evidence":"Nintendo’s 2016 investor briefing says existing New Leaf owners could update to Welcome amiibo for free; the game article distinguishes the later retail release.","value":"Welcome amiibo was first distributed as a free update to Animal Crossing: New Leaf, with a retail edition released later in 2016.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Animal_Crossing%3A_New_Leaf","wikipedia_title":"Animal Crossing: New Leaf"},{"game_key":"Animal Crossing: Wild World (Nintendo DS Korea ADMK)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The source page identifies Nintendo DS as the original platform or platforms for this release.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The source page lists this release date: Japan: 2005-11-23; North America: 2005-12-05; Australia: 2005-12-08; Europe: 2006-03-31.","value":"Japan: 2005-11-23; North America: 2005-12-05; Australia: 2005-12-08; Europe: 2006-03-31","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The source page credits Nintendo Entertainment Analysis & Development as the developer.","value":"Nintendo Entertainment Analysis & Development","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The source page classifies the game as Life simulation.","value":"Life simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The source page identifies the game as part of the Animal Crossing series.","value":"Animal Crossing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","wikipedia_title":"Animal Crossing: Wild World"},{"game_key":"Animal Crossing: Wild World (USA Rev. 1)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The article describes Wild World as a social simulation game and lists life simulation as its genre.","value":"Life simulation; social simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The article identifies Wild World as an installment in the Animal Crossing series.","value":"Animal Crossing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The article lists Nintendo DS as the game's platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing:_Wild_World","evidence":"The article gives December 5, 2005 as the North American release date.","value":"North America: 2005-12-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Animal+Crossing%3A+Wild+World+%28USA+Rev.+1%29","wikipedia_title":null},{"game_key":"Animal Forest (Doubutsu no Mori)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","evidence":"The source page lists this release date: Japan: 2001-04-14.","value":"Japan: 2001-04-14","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","evidence":"The source page credits Nintendo Entertainment Analysis & Development as the developer.","value":"Nintendo Entertainment Analysis & Development","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","evidence":"The source page classifies the game as Social simulation.","value":"Social simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","evidence":"The source page identifies the game as part of the Animal Crossing series.","value":"Animal Crossing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)","wikipedia_title":"Animal Crossing (video game)"},{"game_key":"Animaniacs: The Great Edgar Hunt","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Animaniacs%3A_The_Great_Edgar_Hunt","evidence":"The source classifies Animaniacs: The Great Edgar Hunt as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Animaniacs%3A_The_Great_Edgar_Hunt","evidence":"The source identifies GameCube, Xbox, and PlayStation 2 as the game’s original platform or first-release platform(s).","value":"GameCube, Xbox, and PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Animaniacs%3A_The_Great_Edgar_Hunt","evidence":"The source gives this release timing: 2005.","value":"2005","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Animaniacs%3A_The_Great_Edgar_Hunt","evidence":"The source credits Warthog Games as developer for the identified game/release.","value":"Warthog Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Animaniacs%3A_The_Great_Edgar_Hunt","evidence":"The source credits Ignition Entertainment as publisher for the identified game/release.","value":"Ignition Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Animaniacs%3A_The_Great_Edgar_Hunt","wikipedia_title":"Animaniacs: The Great Edgar Hunt"},{"game_key":"Another Century's Episode 3: The Final","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Another_Century%27s_Episode_3:_The_Final","evidence":"The article identifies the game as a PlayStation 2 release.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Another_Century%27s_Episode_3:_The_Final","evidence":"The article gives the Japanese release date as September 6, 2007.","value":"2007-09-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Another_Century%27s_Episode_3:_The_Final","evidence":"The article credits FromSoftware as developer.","value":"FromSoftware","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Another_Century%27s_Episode_3:_The_Final","evidence":"The article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Another_Century%27s_Episode_3:_The_Final","wikipedia_title":"Another Century's Episode 3: The Final"},{"game_key":"Another Eden Begins","facts":[{"field":"original_platform","source_url":"https://hd.gree.net/jp/en/news/press/2026/0917-01.html","evidence":"The publisher’s launch announcement identifies all three platforms and says release was simultaneous worldwide.","value":"Nintendo Switch 2, Nintendo Switch, and Steam (simultaneous launch)","date_granularity":null},{"field":"genre","source_url":"https://hd.gree.net/jp/en/news/press/2026/0917-01.html","evidence":"The publisher describes the game as a time-traveling RPG.","value":"Time-traveling RPG","date_granularity":null},{"field":"developer","source_url":"https://hd.gree.net/jp/en/news/press/2026/0917-01.html","evidence":"The publisher’s announcement credits STUDIO PRISMA as developer.","value":"STUDIO PRISMA","date_granularity":null},{"field":"publisher","source_url":"https://hd.gree.net/jp/en/news/press/2026/0917-01.html","evidence":"The publisher’s announcement names Wright Flyer Studios of WFS, Inc. as publisher.","value":"Wright Flyer Studios (WFS, Inc.)","date_granularity":null},{"field":"regional_release_date","source_url":"https://hd.gree.net/jp/en/news/press/2026/0917-01.html","evidence":"The official launch release states the game launched simultaneously worldwide on September 17, 2026.","value":"Worldwide: 2026-09-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Another%20Eden%20Begins","wikipedia_title":null},{"game_key":"Another Mind (Japan PS1; SLPS_016.55)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Another_Mind_(video_game)","evidence":"The source classifies Another Mind (Japan PS1; SLPS_016.55) as Adventure.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Another_Mind_(video_game)","evidence":"The source identifies PlayStation as the game’s original platform or first-release platform(s).","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Another_Mind_(video_game)","evidence":"The source gives this release timing: Japan: 1998-11-12.","value":"Japan: 1998-11-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Another_Mind_(video_game)","evidence":"The source credits Square as developer for the identified game/release.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Another_Mind_(video_game)","evidence":"The source credits Square as publisher for the identified game/release.","value":"Square","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Another_Mind_(video_game)","wikipedia_title":"Another Mind (video game)"},{"game_key":"Another World","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article describes Another World as a cinematic platform action-adventure game.","value":"Cinematic platform action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article identifies Delphine Software as the original developer.","value":"Delphine Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article identifies Delphine Software as original publisher.","value":"Delphine Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article says the game was originally developed for Amiga and Atari ST.","value":"Amiga and Atari ST","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article gives November 1991 as the original release.","value":"1991-11","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Another+World","wikipedia_title":null},{"game_key":"Another World / Out of This World","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article describes Another World as a cinematic platform action-adventure game.","value":"Action-adventure; platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article identifies Delphine Software as developer and publisher of the original release.","value":"Delphine Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article says the game was published by Delphine Software in November 1991.","value":"Delphine Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article says the game was originally released for Amiga and Atari ST.","value":["Amiga","Atari ST"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","evidence":"The article gives November 1991 as the original release month.","value":"November 1991","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Another_World_(video_game)","wikipedia_title":"Another World (video game)"},{"game_key":"Ape Escape","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article identifies the 1999 original as a PlayStation game; the PSP release is a later remake.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article describes Ape Escape as a platform and action-adventure game.","value":"Platform; action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article says the game was developed by Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article says the game was published by Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The release section gives June 22, 1999 for North America and PAL regions, and June 24 for Japan.","value":"North America and PAL: 1999-06-22; Japan: 1999-06-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","wikipedia_title":"Ape Escape (video game)"},{"game_key":"Ape Escape (PlayStation, USA SCUS-94423)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article identifies the original Ape Escape as a PlayStation game.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article classifies Ape Escape as a platform and action-adventure game.","value":["Platform","Action-adventure"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article credits Sony Computer Entertainment Japan as developer.","value":"Sony Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article says the original game was released in North America on June 22, 1999.","value":"North America: June 22, 1999","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","wikipedia_title":"Ape Escape (video game)"},{"game_key":"Ape Escape (PS1, USA SCUS-94423)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The game article lists platform and action-adventure genres.","value":"Platform; action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The game article credits Sony Computer Entertainment Japan as developer.","value":"Sony Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The game article identifies Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article identifies it as the first game in the Ape Escape series.","value":"Ape Escape","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article lists PlayStation as the original game's platform.","value":"PlayStation","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article describes Ape Escape as played from a third-person perspective.","value":"Third-person","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ape_Escape_(video_game)","evidence":"The article gives June 22, 1999 as the North American release date.","value":"North America: 1999-06-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ape+Escape+%28PS1%2C+USA+SCUS-94423%29","wikipedia_title":null},{"game_key":"Appareden: Fukuryuu no Shou","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc98/200882-appareden-fukuryuu-no-shou/data","evidence":"The source page identifies NEC PC-9801 as the original platform or platforms for this release.","value":"NEC PC-9801","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc98/200882-appareden-fukuryuu-no-shou/data","evidence":"The source page lists this release date: Japan: 1995-12-08.","value":"Japan: 1995-12-08","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc98/200882-appareden-fukuryuu-no-shou/data","evidence":"The source page credits TGL as the developer.","value":"TGL","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc98/200882-appareden-fukuryuu-no-shou/data","evidence":"The source page credits TGL as the publisher.","value":"TGL","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc98/200882-appareden-fukuryuu-no-shou/data","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Appareden%3A+Fukuryuu+no+Shou","wikipedia_title":null},{"game_key":"Apple II, Apple II Plus, Apple IIe, and supported clones","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Apple_II","evidence":"The article describes Apple II as a computer series and lists the Apple II Plus and Apple IIe as successive models.","value":"Apple II series, including Apple II Plus and Apple IIe","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Apple+II%2C+Apple+II+Plus%2C+Apple+IIe%2C+and+supported+clones","wikipedia_title":null},{"game_key":"Ar tonelico II: Melody of Metafalica","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The article identifies the game as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The article credits Gust as developer.","value":"Gust","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The article lists regional publishers Banpresto, NIS America, and Koei Tecmo.","value":"Banpresto (Japan); NIS America (North America); Koei Tecmo (Europe)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The article identifies the title as part of the Ar tonelico series.","value":"Ar tonelico","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The article lists PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The article gives January 20, 2009 as the North American release date.","value":"North America: 2009-01-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ar+tonelico+II%3A+Melody+of+Metafalica","wikipedia_title":null},{"game_key":"Ar tonelico II: Melody of Metafalica (PS2 Japan SLPS_258.19)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The source page identifies PlayStation 2 as the original platform or platforms for this release.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The source page lists this release date: Japan: 2007-10-25.","value":"Japan: 2007-10-25","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The source page credits Gust as the developer.","value":"Gust","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The source page credits Banpresto (Japan); NIS America (North America); Koei (Europe) as the publisher.","value":"Banpresto (Japan); NIS America (North America); Koei (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","evidence":"The source page identifies the game as part of the Ar tonelico series.","value":"Ar tonelico","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ar_Tonelico_2","wikipedia_title":"Ar Tonelico 2"},{"game_key":"Arabians Lost: The Engagement on Desert","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Arabians_Lost:_The_Engagement_on_Desert","evidence":"The article describes Arabians Lost as a romance adventure otome game.","value":"Romance adventure; otome","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Arabians_Lost:_The_Engagement_on_Desert","evidence":"The article credits QuinRose as developer.","value":"QuinRose","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Arabians_Lost:_The_Engagement_on_Desert","evidence":"The article identifies QuinRose and Prototype as publishers for its releases.","value":"QuinRose; Prototype","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Arabians_Lost:_The_Engagement_on_Desert","evidence":"The article lists Windows, PlayStation 2, and Nintendo DS releases.","value":"Windows, PlayStation 2, Nintendo DS","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Arabians_Lost:_The_Engagement_on_Desert","evidence":"The article describes the Windows version as the first release.","value":"Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Arabians+Lost%3A+The+Engagement+on+Desert","wikipedia_title":null},{"game_key":"Arc Rise Fantasia","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Arc_Rise_Fantasia","evidence":"The article identifies Wii as the platform for Arc Rise Fantasia.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Arc_Rise_Fantasia","evidence":"The article classifies Arc Rise Fantasia as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Arc_Rise_Fantasia","evidence":"The article identifies Imageepoch and Marvelous Entertainment as co-developers.","value":["Imageepoch","Marvelous Entertainment"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Arc_Rise_Fantasia","evidence":"The article gives Marvelous Entertainment as the Japanese publisher and Ignition Entertainment as the North American publisher.","value":"Marvelous Entertainment (Japan); Ignition Entertainment (North America)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Arc_Rise_Fantasia","evidence":"The article gives 2009 for the Japanese release and 2010 for the North American release.","value":"Japan: 2009; North America: 2010","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Arc_Rise_Fantasia","wikipedia_title":"Arc Rise Fantasia"},{"game_key":"Arcade systems (multiple) and selected consoles","facts":[{"field":"collection_context","source_url":"https://github.com/finalburnneo/FBNeo/wiki/","evidence":"The official FBNeo wiki lists those arcade systems and separately names work-in-progress console and computer drivers.","value":"FinalBurn Neo covers arcade hardware families including CPS, Neo Geo, Sega System 16 and Taito, with work-in-progress support for selected consoles and computers.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Arcade+systems+%28multiple%29+and+selected+consoles","wikipedia_title":null},{"game_key":"Arcade systems, vintage computers, and supported home consoles (including Channel F, ColecoVision, Vectrex, FM Towns Marty, PC-FX, CD-i, and Apple Pippin)","facts":[{"field":"collection_context","source_url":"https://docs.mamedev.org/initialsetup/mameintro.html","evidence":"MAME's official introduction describes this broad range of emulated machine types and says preservation of arcade, computer and console history is a primary purpose.","value":"MAME documents arcade machines as well as computers, consoles, chess computers, calculators, and other electronic amusement machines.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Arcade+systems%2C+vintage+computers%2C+and+supported+home+consoles+%28including+Channel+F%2C+ColecoVision%2C+Vectrex%2C+FM+Towns+Marty%2C+PC-FX%2C+CD-i%2C+and+Apple+Pippin%29","wikipedia_title":null},{"game_key":"Arcana","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/12796/arcana/","evidence":"The source page identifies Super Nintendo Entertainment System as the original platform or platforms for this release.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/12796/arcana/","evidence":"The source page lists this release date: 1992-03-27.","value":"1992-03-27","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/12796/arcana/","evidence":"The source page credits HAL Laboratory as the developer.","value":"HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/12796/arcana/","evidence":"The source page credits HAL Laboratory; HAL America as the publisher.","value":"HAL Laboratory; HAL America","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/12796/arcana/","evidence":"The source page classifies the game as Role-playing / dungeon crawler.","value":"Role-playing / dungeon crawler","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Arcana_(video_game)","wikipedia_title":"Arcana (video game)"},{"game_key":"Arcana Strikes","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/saturn/574780-arcana-strikes/data","evidence":"The GameFAQs title page and release data identify Saturn as the platform.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/saturn/574780-arcana-strikes/data","evidence":"The GameFAQs release record classifies the game as a board/card game.","value":"Board / card game","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/saturn/574780-arcana-strikes/data","evidence":"The GameFAQs release record lists Takara as the developer/publisher; the credits page also identifies Takara in that role.","value":"Takara","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/saturn/574780-arcana-strikes/data","evidence":"The Japanese Saturn release record names Takara as publisher.","value":"Takara","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/saturn/574780-arcana-strikes/data","evidence":"The Japanese Saturn release record gives December 11, 1997.","value":"Japan: 1997-12-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Arcana%20Strikes","wikipedia_title":null},{"game_key":"Arma: Cold War Assault - Remastered (originally Operation Flashpoint: Cold War Crisis)","facts":[{"field":"developer","source_url":"https://www.bohemia.net/en/games/arma-cold-war-assault","evidence":"Bohemia identifies itself as developer on the official game page.","value":"Bohemia Interactive","date_granularity":null},{"field":"genre","source_url":"https://www.bohemia.net/en/games/arma-cold-war-assault","evidence":"The official game page classifies Arma: Cold War Assault as a tactical shooter.","value":"Tactical shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.bohemia.net/en/games/arma-cold-war-assault","evidence":"The official game page lists Windows PC for the underlying game.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.bohemia.net/en/games/arma-cold-war-assault","evidence":"Bohemia says the game was originally released in 2001 as Operation Flashpoint: Cold War Crisis.","value":"Original release: 2001","date_granularity":"year"},{"field":"platforms","source_url":"https://www.bohemia.net/en/blog/arma-cold-war-assault-remastered-out-now","evidence":"The remaster announcement lists native 64-bit support for Windows and Linux.","value":"Native 64-bit Windows and Linux","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Operation_Flashpoint:_Cold_War_Crisis","wikipedia_title":"Operation Flashpoint: Cold War Crisis"},{"game_key":"Armadillo Racing","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/203998/armadillo-racing/","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/203998/armadillo-racing/","evidence":"The source page lists this release date: April 1997.","value":"April 1997","date_granularity":"month"},{"field":"developer","source_url":"https://www.mobygames.com/game/203998/armadillo-racing/","evidence":"The source page credits Namco as the developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/203998/armadillo-racing/","evidence":"The source page credits Namco as the publisher.","value":"Namco","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/203998/armadillo-racing/","evidence":"The source page classifies the game as Racing / driving.","value":"Racing / driving","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Armadillo_Racing","wikipedia_title":"Armadillo Racing"},{"game_key":"Army Men: Sarge’s Heroes","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","evidence":"The source classifies Army Men: Sarge’s Heroes as Third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","evidence":"The source identifies Nintendo 64 and PlayStation as the game’s original platform or first-release platform(s).","value":"Nintendo 64 and PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","evidence":"The source gives this release timing: 1999.","value":"1999","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","evidence":"The source credits The 3DO Company as developer for the identified game/release.","value":"The 3DO Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","evidence":"The source credits The 3DO Company as publisher for the identified game/release.","value":"The 3DO Company","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","evidence":"The source identifies the game as part of the Army Men series.","value":"Army Men","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Army_Men%3A_Sarge%27s_Heroes","wikipedia_title":"Army Men: Sarge’s Heroes"},{"game_key":"Army of Two (Xbox 360, 2008)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","evidence":"The source page identifies PlayStation 3, Xbox 360 as the original platform or platforms for this release.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","evidence":"The source page lists this release date: North America: 2008-03-04; Europe: 2008-03-07; Australia: 2008-03-13.","value":"North America: 2008-03-04; Europe: 2008-03-07; Australia: 2008-03-13","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","evidence":"The source page credits EA Montreal as the developer.","value":"EA Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","evidence":"The source page classifies the game as Third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","evidence":"The source page identifies the game as part of the Army of Two series.","value":"Army of Two","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Army_of_Two_(video_game)","wikipedia_title":"Army of Two (video game)"},{"game_key":"Army of Two: The 40th Day (Xbox 360, Title ID 454108D8)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","evidence":"The source page identifies PlayStation 3, Xbox 360 as the original platform or platforms for this release.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","evidence":"The source page lists this release date: North America: 2010-01-12; Australia: 2010-01-14; Europe: 2010-01-15.","value":"North America: 2010-01-12; Australia: 2010-01-14; Europe: 2010-01-15","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","evidence":"The source page credits EA Montreal as the developer.","value":"EA Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","evidence":"The source page classifies the game as Third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","evidence":"The source page identifies the game as part of the Army of Two series.","value":"Army of Two","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Army_of_Two:_The_40th_Day","wikipedia_title":"Army of Two: The 40th Day"},{"game_key":"Arx Fatalis","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/7189/arx-fatalis/","evidence":"MobyGames identifies the title as Arx Fatalis.","value":"Arx Fatalis","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/7189/arx-fatalis/","evidence":"MobyGames classifies the game as Action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7189/arx-fatalis/","evidence":"MobyGames lists Windows among the game's platforms.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7189/arx-fatalis/","evidence":"MobyGames records the release as 2002-06-28.","value":"2002-06-28","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/7189/arx-fatalis/","evidence":"MobyGames credits Arkane Studios as developer.","value":"Arkane Studios","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7189/arx-fatalis/","evidence":"MobyGames credits JoWooD Productions as publisher.","value":"JoWooD Productions","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Arx_Fatalis","wikipedia_title":"Arx Fatalis"},{"game_key":"Asphalt 5 HD","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Asphalt_5","evidence":"The source classifies Asphalt 5 HD as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Asphalt_5","evidence":"The source identifies iOS (first release) as the game’s original platform or first-release platform(s).","value":"iOS (first release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Asphalt_5","evidence":"The source gives this release timing: 2009.","value":"2009","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Asphalt_5","evidence":"The source credits Gameloft as developer for the identified game/release.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Asphalt_5","evidence":"The source credits Gameloft as publisher for the identified game/release.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Asphalt_5","evidence":"The source identifies the game as part of the Asphalt series.","value":"Asphalt","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Asphalt_5","wikipedia_title":"Asphalt 5"},{"game_key":"Asphalt 6: Adrenaline","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","evidence":"The source classifies Asphalt 6: Adrenaline as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","evidence":"The source identifies iOS (first release) as the game’s original platform or first-release platform(s).","value":"iOS (first release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","evidence":"The source gives this release timing: 2010.","value":"2010","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","evidence":"The source credits Gameloft Montreal as developer for the identified game/release.","value":"Gameloft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","evidence":"The source credits Gameloft as publisher for the identified game/release.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","evidence":"The source identifies the game as part of the Asphalt series.","value":"Asphalt","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Asphalt_6%3A_Adrenaline","wikipedia_title":"Asphalt 6: Adrenaline"},{"game_key":"Asphalt 8: Airborne (Android v2.0.0e)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","evidence":"The source page identifies iOS, Android as the original platform or platforms for this release.","value":["iOS","Android"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","evidence":"The source page lists this release date: Worldwide: 2013-08-22.","value":"Worldwide: 2013-08-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","evidence":"The source page credits Gameloft Barcelona as the developer.","value":"Gameloft Barcelona","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","evidence":"The source page credits Gameloft as the publisher.","value":"Gameloft","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","evidence":"The source page identifies the game as part of the Asphalt series.","value":"Asphalt","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Asphalt_8:_Airborne","wikipedia_title":"Asphalt 8: Airborne"},{"game_key":"Asteroids","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","evidence":"The source page lists this release date: North America: November 1979.","value":"North America: November 1979","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","evidence":"The source page credits Atari as the developer.","value":"Atari","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","evidence":"The source page credits Atari as the publisher.","value":"Atari","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","evidence":"The source page classifies the game as Multi-directional shooter.","value":"Multi-directional shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","evidence":"The source page identifies the game as part of the Asteroids series.","value":"Asteroids","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Asteroids_(video_game)","wikipedia_title":"Asteroids (video game)"},{"game_key":"Asteroids Deluxe","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","evidence":"The source page lists this release date: North America: April 1981.","value":"North America: April 1981","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","evidence":"The source page credits Atari as the developer.","value":"Atari","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","evidence":"The source page credits Atari as the publisher.","value":"Atari","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","evidence":"The source page classifies the game as Multi-directional shooter.","value":"Multi-directional shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","evidence":"The source page identifies the game as part of the Asteroids series.","value":"Asteroids","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Asteroids_Deluxe","wikipedia_title":"Asteroids Deluxe"},{"game_key":"Asura’s Wrath","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Asura%27s_Wrath","evidence":"The source page identifies PlayStation 3, Xbox 360 as the original platform or platforms for this release.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Asura%27s_Wrath","evidence":"The source page lists this release date: North America: 2012-02-21; Japan: 2012-02-23; Europe: 2012-02-24.","value":"North America: 2012-02-21; Japan: 2012-02-23; Europe: 2012-02-24","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Asura%27s_Wrath","evidence":"The source page credits CyberConnect2 as the developer.","value":"CyberConnect2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Asura%27s_Wrath","evidence":"The source page credits Capcom as the publisher.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Asura%27s_Wrath","evidence":"The source page classifies the game as Action.","value":"Action","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Asura's_Wrath","wikipedia_title":"Asura's Wrath"},{"game_key":"Atari 8-bit computers and Atari 5200 games","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Atari_8-bit_computers","evidence":"The article explicitly notes both the shared architecture and the incompatibility between the two software libraries.","value":"The Atari 5200 reused the Atari 8-bit computer architecture, but games for the two systems are incompatible.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Atari+8-bit+computers+and+Atari+5200+games","wikipedia_title":null},{"game_key":"Atari ST, STE, TT, and Falcon computers","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Atari_ST","evidence":"The article has sections describing the ST, STE, Atari TT and Falcon models as members or later models of the Atari ST family.","value":"Atari ST family, including STE, TT and Falcon models","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Atari+ST%2C+STE%2C+TT%2C+and+Falcon+computers","wikipedia_title":null},{"game_key":"Atelier Lilie Plus","facts":[{"field":"original_platform","source_url":"https://psxdatacenter.com/psx2/games2/GUST-00005.html","evidence":"The exact GUST-00005 Plus edition record identifies PlayStation 2 as the platform.","value":"PlayStation 2 (Plus edition)","date_granularity":null},{"field":"genre","source_url":"https://psxdatacenter.com/psx2/games2/GUST-00005.html","evidence":"The exact Plus edition record classifies the game as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://psxdatacenter.com/psx2/games2/GUST-00005.html","evidence":"The exact Plus edition record credits Gust as developer.","value":"Gust","date_granularity":null},{"field":"publisher","source_url":"https://psxdatacenter.com/psx2/games2/GUST-00005.html","evidence":"The exact Plus edition record credits Gust as publisher.","value":"Gust","date_granularity":null},{"field":"regional_release_date","source_url":"https://psxdatacenter.com/psx2/games2/GUST-00005.html","evidence":"The GUST-00005 record identifies the Plus edition and gives its Japanese release date as April 4, 2002.","value":"Japan: 2002-04-04 (Plus edition)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Atelier%20Lilie%20Plus","wikipedia_title":null},{"game_key":"Atlach-Nacha (1997 original and 2000 re-release)","facts":[{"field":"regional_release_date","source_url":"https://www.alicesoft.com/information/2024/entry003476.html","evidence":"AliceSoft says Atlach-Nacha was one of the works included in the December 1997 ALICE no Yakata 4-5-6 release.","value":"Japan: December 1997 (included in ALICE no Yakata 4-5-6)","date_granularity":"month"},{"field":"genre","source_url":"https://www.alicesoft.com/information/2024/entry003476.html","evidence":"AliceSoft describes Atlach-Nacha as a visual-novel-format adventure game.","value":"Visual-novel-format adventure","date_granularity":null},{"field":"release_format","source_url":"https://www.alicesoft.com/information/2024/entry003476.html","evidence":"AliceSoft identifies the original compilation and says the game was later sold in a standalone package.","value":"Initially bundled in ALICE no Yakata 4-5-6; later sold standalone","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Atlach-Nacha%20%281997%20original%20and%202000%20re-release%29","wikipedia_title":null},{"game_key":"Automobili Lamborghini (Nintendo 64, North American USA release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Automobili_Lamborghini_(video_game)","evidence":"The Wikipedia infobox lists developer as Titus France.","value":"Titus France","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Automobili_Lamborghini_(video_game)","evidence":"The Wikipedia infobox lists publisher as Titus France.","value":"Titus France","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Automobili_Lamborghini_(video_game)","evidence":"The Wikipedia infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Automobili_Lamborghini_(video_game)","evidence":"The Wikipedia infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Automobili_Lamborghini_(video_game)","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 22, 1997.","value":"North America: November 22, 1997","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Automobili_Lamborghini_(video_game)","wikipedia_title":"Automobili Lamborghini (video game)"},{"game_key":"Avara (1996)","facts":[{"field":"original_platform","source_url":"https://github.com/avaraline/Avara","evidence":"The project README says the original game was developed for Apple Macintosh.","value":"Macintosh","date_granularity":null},{"field":"regional_release_date","source_url":"https://github.com/avaraline/Avara","evidence":"The README identifies Avara as the original 1996 game.","value":"1996","date_granularity":"year"},{"field":"developer","source_url":"https://github.com/avaraline/Avara","evidence":"The README credits the 1996 original to Juri Munkki.","value":"Juri Munkki","date_granularity":null},{"field":"publisher","source_url":"https://github.com/avaraline/Avara","evidence":"The README says the original game was published by Ambrosia Software.","value":"Ambrosia Software","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Avara","wikipedia_title":"Avara"},{"game_key":"Azurik: Rise of Perathia","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Azurik:_Rise_of_Perathia","evidence":"The article describes Azurik as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Azurik:_Rise_of_Perathia","evidence":"The article credits Adrenium Games as developer.","value":"Adrenium Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Azurik:_Rise_of_Perathia","evidence":"The article identifies Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Azurik:_Rise_of_Perathia","evidence":"The article lists Xbox as the platform.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Azurik:_Rise_of_Perathia","evidence":"The article gives November 27, 2001 as the North American release date.","value":"North America: 2001-11-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Azurik%3A+Rise+of+Perathia","wikipedia_title":null},{"game_key":"BABBDI","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/2240530/BABBDI/","evidence":"Steam store identifies the title as BABBDI. Steam identifies the game and its developers; no publisher credit is listed.","value":"BABBDI","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/2240530/BABBDI/","evidence":"Steam store classifies the game as Adventure. Steam identifies the game and its developers; no publisher credit is listed.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/2240530/BABBDI/","evidence":"Steam store lists Windows among the game's platforms. Steam identifies the game and its developers; no publisher credit is listed.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/2240530/BABBDI/","evidence":"Steam store records the release as 2022-12-22. Steam identifies the game and its developers; no publisher credit is listed.","value":"2022-12-22","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/2240530/BABBDI/","evidence":"Steam store credits Léonard Lemaitre; Sirius Lemaitre as developer. Steam identifies the game and its developers; no publisher credit is listed.","value":"Léonard Lemaitre; Sirius Lemaitre","date_granularity":null},{"field":"game_engine","source_url":"https://store.steampowered.com/app/2240530/BABBDI/","evidence":"Steam store identifies the game engine as Unity. Steam identifies the game and its developers; no publisher credit is listed.","value":"Unity","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Babbdi","wikipedia_title":"Babbdi"},{"game_key":"Badland 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Badland_2","evidence":"The article’s infobox classifies Badland 2 as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Badland_2","evidence":"The source identifies iOS (first release) as the game’s original platform or first-release platform(s).","value":"iOS (first release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Badland_2","evidence":"The article gives the iOS release as December 17, 2015 and the Android release as September 8, 2016.","value":"iOS: 2015-12-17; Android: 2016-09-08","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Badland_2","evidence":"The article credits Frogmind Games as developer.","value":"Frogmind Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Badland_2","evidence":"The source credits Cheetah Games as publisher for the identified game/release.","value":"Cheetah Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Badland_2","evidence":"The source identifies the game as part of the Badland series.","value":"Badland","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Badland_2","wikipedia_title":"Badland 2"},{"game_key":"Bakemonogatari Portable","facts":[{"field":"canonical_name","source_url":"https://www.monogatari-series.com/bakemonogatari/goods/game.html","evidence":"official Monogatari site identifies the title as Bakemonogatari Portable. The pre-release official product page calls the genre undecided, so no genre fact is asserted.","value":"Bakemonogatari Portable","date_granularity":null},{"field":"original_platform","source_url":"https://www.monogatari-series.com/bakemonogatari/goods/game.html","evidence":"official Monogatari site lists PlayStation Portable among the game's platforms. The pre-release official product page calls the genre undecided, so no genre fact is asserted.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.monogatari-series.com/bakemonogatari/goods/game.html","evidence":"official Monogatari site records the release as Japan: 2012-08-23. The pre-release official product page calls the genre undecided, so no genre fact is asserted.","value":"Japan: 2012-08-23","date_granularity":"year"},{"field":"publisher","source_url":"https://www.monogatari-series.com/bakemonogatari/goods/game.html","evidence":"official Monogatari site credits Bandai Namco Games as publisher. The pre-release official product page calls the genre undecided, so no genre fact is asserted.","value":"Bandai Namco Games","date_granularity":null},{"field":"series","source_url":"https://www.monogatari-series.com/bakemonogatari/goods/game.html","evidence":"official Monogatari site associates the game with the Monogatari series or franchise. The pre-release official product page calls the genre undecided, so no genre fact is asserted.","value":"Monogatari","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bakemonogatari%20Portable","wikipedia_title":null},{"game_key":"Bakugan Battle Brawlers (2009, Xbox 360; exact regional edition unspecified)","facts":[{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bakugan_Battle_Brawlers","evidence":"The Wikipedia infobox lists publisher as Takara TomySega ToysSpin Master.","value":"Takara TomySega ToysSpin Master","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bakugan_Battle_Brawlers","evidence":"The Wikipedia infobox lists genre as Action-adventureComing-of-ageComedy dramaScience fantasy.","value":"Action-adventureComing-of-ageComedy dramaScience fantasy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bakugan_Battle_Brawlers","wikipedia_title":"Bakugan Battle Brawlers"},{"game_key":"Bakusou Kyoudai Let’s & Go!! Eternal Wings","facts":[{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Bakus%C5%8D_Ky%C5%8Ddai_Let%27s_%26_Go%21%21","evidence":"The article's Games list gives ‘Bakusō Kyōdai Let's & Go!! Eternal Wings (1998, PlayStation, Jaleco)’. This supports the listed year only; it does not specify a release region.","value":"1998","date_granularity":"year"},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bakus%C5%8D_Ky%C5%8Ddai_Let%27s_%26_Go%21%21","evidence":"The article's Games list gives ‘Bakusō Kyōdai Let's & Go!! Eternal Wings (1998, PlayStation, Jaleco)’. ","value":"PlayStation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bakus%C5%8D_Ky%C5%8Ddai_Let%27s_%26_Go%21%21","evidence":"The article's Games list gives ‘Bakusō Kyōdai Let's & Go!! Eternal Wings (1998, PlayStation, Jaleco)’. ","value":"Jaleco","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bakusou+Kyoudai+Let%E2%80%99s+%26+Go%21%21+Eternal+Wings","wikipedia_title":null},{"game_key":"Ballblazer","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/10471/ballblazer/","evidence":"The source page identifies Apple II, Atari 8-bit as the original platform or platforms for this release.","value":["Apple II","Atari 8-bit"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/10471/ballblazer/","evidence":"The source page lists this release date: 1985.","value":"1985","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/10471/ballblazer/","evidence":"The source page credits Lucasfilm Games as the developer.","value":"Lucasfilm Games","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/10471/ballblazer/","evidence":"The source page credits Epyx; Activision; Atari Corporation; Pony Canyon; Mastertronic as the publisher.","value":"Epyx; Activision; Atari Corporation; Pony Canyon; Mastertronic","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/10471/ballblazer/","evidence":"The source page classifies the game as Action / sports.","value":"Action / sports","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ballblazer","wikipedia_title":"Ballblazer"},{"game_key":"Ballistica (1994 DOS game)","facts":[{"field":"original_platform","source_url":"https://github.com/steddyman/Ballistica","evidence":"The source page identifies IBM PC (DOS) as the original platform or platforms for this release.","value":"IBM PC (DOS)","date_granularity":null},{"field":"regional_release_date","source_url":"https://github.com/steddyman/Ballistica","evidence":"The source page lists this release date: 1994.","value":"1994","date_granularity":"year"},{"field":"developer","source_url":"https://github.com/steddyman/Ballistica","evidence":"The source page credits Stephen Eddy as the developer.","value":"Stephen Eddy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ballistica+1994+DOS+game","wikipedia_title":null},{"game_key":"Ballistix","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ballistix","evidence":"The Wikipedia infobox lists developer as Reflections Interactive.","value":"Reflections Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ballistix","evidence":"The Wikipedia infobox lists publisher as Amiga, Atari STUK: PsyclapseEU: SizzlersMS-DOS, C64UK: PsyclapseBBC Micro, Acorn ElectronUK: Superior SoftwareTurboGrafx-16NA: NEC TechnologiesJP: Coconuts.","value":"Amiga, Atari STUK: PsyclapseEU: SizzlersMS-DOS, C64UK: PsyclapseBBC Micro, Acorn ElectronUK: Superior SoftwareTurboGrafx-16NA: NEC TechnologiesJP: Coconuts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ballistix","evidence":"The Wikipedia infobox lists original platform as Amiga, Atari ST, Acorn Electron, BBC Micro, Commodore 64, MS-DOS, TurboGrafx-16.","value":"Amiga, Atari ST, Acorn Electron, BBC Micro, Commodore 64, MS-DOS, TurboGrafx-16","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ballistix","evidence":"The Wikipedia infobox lists genre as Sports game.","value":"Sports game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ballistix","wikipedia_title":"Ballistix"},{"game_key":"Banjo-Kazooie","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Banjo-Kazooie-269415.html","evidence":"Nintendo’s official title heading is “Banjo-Kazooie.”","value":"Banjo-Kazooie","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Banjo-Kazooie-269415.html","evidence":"Nintendo lists the categories Action and Adventure.","value":["Action","Adventure"],"date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Banjo-Kazooie-269415.html","evidence":"Nintendo lists Nintendo 64 as the system for the original game.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Banjo-Kazooie-269415.html","evidence":"Nintendo lists the Nintendo 64 release date as 17/07/1998.","value":"1998-07-17","date_granularity":"day"},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Banjo-Kazooie-269415.html","evidence":"Nintendo lists Rare as developer and says © 1998 Nintendo/Rare; game by Rare.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Banjo-Kazooie-269415.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie","wikipedia_title":"Banjo-Kazooie"},{"game_key":"Banjo-Kazooie (Xbox 360 XBLA release)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page lists this release date: North America: 1998-06-29; Europe: 1998-07-17.","value":"North America: 1998-06-29; Europe: 1998-07-17","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page credits Nintendo (Nintendo 64 release); Microsoft Game Studios (Xbox 360 release) as the publisher.","value":"Nintendo (Nintendo 64 release); Microsoft Game Studios (Xbox 360 release)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page classifies the game as Platform / action-adventure.","value":"Platform / action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie","wikipedia_title":"Banjo-Kazooie"},{"game_key":"Banjo-Kazooie (Xbox 360 XBLA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page lists this release date: North America: 1998-06-29; Europe: 1998-07-17.","value":"North America: 1998-06-29; Europe: 1998-07-17","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page credits Nintendo (Nintendo 64 release); Microsoft Game Studios (Xbox 360 release) as the publisher.","value":"Nintendo (Nintendo 64 release); Microsoft Game Studios (Xbox 360 release)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page classifies the game as Platform / action-adventure.","value":"Platform / action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie_(video_game)","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie","wikipedia_title":"Banjo-Kazooie"},{"game_key":"Banjo-Kazooie: Grunty’s Revenge","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Grunty%27s_Revenge","evidence":"The article describes Grunty's Revenge as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Grunty%27s_Revenge","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Grunty%27s_Revenge","evidence":"The article identifies THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Grunty%27s_Revenge","evidence":"The article identifies Grunty's Revenge as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Grunty%27s_Revenge","evidence":"The article identifies Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Grunty%27s_Revenge","evidence":"The article gives September 15, 2003 as the North American release date.","value":"North America: 2003-09-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Banjo-Kazooie%3A+Grunty%E2%80%99s+Revenge","wikipedia_title":null},{"game_key":"Banjo-Kazooie: Nuts & Bolts","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The source page identifies Xbox 360 as the original platform or platforms for this release.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The source page lists this release date: North America: 2008-11-11; Europe: 2008-11-14.","value":"North America: 2008-11-11; Europe: 2008-11-14","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The source page credits Microsoft Game Studios as the publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The source page classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","wikipedia_title":"Banjo-Kazooie: Nuts & Bolts"},{"game_key":"Banjo-Kazooie: Nuts & Bolts (Xbox 360 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The article describes Nuts & Bolts as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The article identifies Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The article identifies Nuts & Bolts as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The article lists Xbox 360 as the game's platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts","evidence":"The article gives November 11, 2008 as the North American release date.","value":"North America: 2008-11-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Banjo-Kazooie%3A+Nuts+%26+Bolts+%28Xbox+360+version%29","wikipedia_title":null},{"game_key":"Banjo-Tooie","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page lists this release date: North America: 2000-11-20; Japan: 2000-11-27; Europe: 2001-04-12.","value":"North America: 2000-11-20; Japan: 2000-11-27; Europe: 2001-04-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","wikipedia_title":"Banjo-Tooie"},{"game_key":"Banjo-Tooie (Nintendo 64 NTSC-U)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The article describes Banjo-Tooie as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The article identifies Nintendo as publisher for the Nintendo 64 release.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The article identifies Banjo-Tooie as the second game in the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The article gives November 20, 2000 as the North American Nintendo 64 release date.","value":"North America: 2000-11-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","wikipedia_title":"Banjo-Tooie"},{"game_key":"Banjo-Tooie (Nintendo 64 version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page lists this release date: North America: 2000-11-20; Japan: 2000-11-27; Europe: 2001-04-12.","value":"North America: 2000-11-20; Japan: 2000-11-27; Europe: 2001-04-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","wikipedia_title":"Banjo-Tooie"},{"game_key":"Banjo-Tooie (Xbox 360 XBLA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page lists this release date: North America: 2000-11-20; Japan: 2000-11-27; Europe: 2001-04-12.","value":"North America: 2000-11-20; Japan: 2000-11-27; Europe: 2001-04-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","evidence":"The source page identifies the game as part of the Banjo-Kazooie series.","value":"Banjo-Kazooie","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Banjo-Tooie","wikipedia_title":"Banjo-Tooie"},{"game_key":"Barnyard (Windows PC) and TOSHI 2.0 engine","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/27910/barnyard/","evidence":"The source page credits Blue Tongue Entertainment as the developer.","value":"Blue Tongue Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/27910/barnyard/","evidence":"The source page credits THQ as the publisher.","value":"THQ","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/27910/barnyard/","evidence":"The source page classifies the game as Action.","value":"Action","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Barnyard_(video_game)","wikipedia_title":"Barnyard (video game)"},{"game_key":"Barony","facts":[{"field":"genre","source_url":"https://www.turningwheelgames.com/","evidence":"The developer's official site describes Barony as a first-person roguelike with cooperative play.","value":"First-person roguelike with cooperative play","date_granularity":null},{"field":"developer","source_url":"https://www.turningwheelgames.com/","evidence":"Turning Wheel's official site says the studio created Barony.","value":"Turning Wheel LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.turningwheelgames.com/","evidence":"Turning Wheel's official site says it created and published Barony.","value":"Turning Wheel LLC","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/371970/Barony/","evidence":"The Steam store listing gives June 23, 2015 as the release date.","value":"2015-06-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Barony","wikipedia_title":null},{"game_key":"Battle Arena Toshinden","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Battle_Arena_Toshinden_(video_game)","evidence":"The article identifies PlayStation as the original platform; Saturn and MS-DOS were later ports.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Battle_Arena_Toshinden_(video_game)","evidence":"The article infobox and lead classify the game as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Battle_Arena_Toshinden_(video_game)","evidence":"The article infobox credits Tamsoft as developer.","value":"Tamsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Battle_Arena_Toshinden_(video_game)","evidence":"The infobox lists Takara for Japan and Sony Computer Entertainment for worldwide PlayStation publishing; Sega published the later Saturn port.","value":"Takara (Japan); Sony Computer Entertainment (international PlayStation release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Battle_Arena_Toshinden_(video_game)","evidence":"The article lists the Japanese release in 1995 and the North American and European PlayStation releases in September 1995; only the year is retained for Japan.","value":"PlayStation release year: 1995 (Japan, North America, and Europe)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Battle_Arena_Toshinden_(video_game)","wikipedia_title":"Battle Arena Toshinden (video game)"},{"game_key":"Battlefield 2","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Battlefield_2","evidence":"The source page identifies Windows as the original platform or platforms for this release.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Battlefield_2","evidence":"The source page lists this release date: North America: 2005-06-21; Europe: 2005-06-24.","value":"North America: 2005-06-21; Europe: 2005-06-24","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Battlefield_2","evidence":"The source page credits Digital Illusions CE as the developer.","value":"Digital Illusions CE","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Battlefield_2","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Battlefield_2","evidence":"The source page classifies the game as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Battlefield_2","evidence":"The source page identifies the game as part of the Battlefield series.","value":"Battlefield","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Battlefield_2","wikipedia_title":"Battlefield 2"},{"game_key":"Battlestations: Pacific (Windows PC x86 executable battlestationspacific.exe)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Battlestations:_Pacific","wikipedia_title":"Battlestations: Pacific"},{"game_key":"BattleTanx (Nintendo 64 USA NUS-NBXE-0)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The source page lists this release date: North America: 1998-12-29.","value":"North America: 1998-12-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The source page credits The 3DO Company as the developer.","value":"The 3DO Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The source page credits The 3DO Company as the publisher.","value":"The 3DO Company","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The source page classifies the game as Action.","value":"Action","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article identifies BattleTanx: Global Assault as the 1999 sequel to this game, documenting the shared BattleTanx title series.","value":"BattleTanx","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/BattleTanx","wikipedia_title":"BattleTanx"},{"game_key":"BattleTanx (Nintendo 64 USA Rev 0 / NBXE)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article identifies the original BattleTanx as a Nintendo 64 game.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article dates the Nintendo 64 game to 1998.","value":"1998","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article credits The 3DO Company as developer.","value":"The 3DO Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article credits The 3DO Company as publisher.","value":"The 3DO Company","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/BattleTanx","wikipedia_title":"BattleTanx"},{"game_key":"BattleTanx (Nintendo 64 USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article identifies BattleTanx as an action game.","value":"Action","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article says BattleTanx was produced by The 3DO Company.","value":"The 3DO Company","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article identifies the Nintendo 64 as the original release platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/BattleTanx","evidence":"The article gives December 29, 1998 as the North American Nintendo 64 release date.","value":"North America: 1998-12-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=BattleTanx+%28Nintendo+64+USA%29","wikipedia_title":null},{"game_key":"BattleTanx: Global Assault","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","evidence":"The source page lists this release date: North America: 1999-10-12.","value":"North America: 1999-10-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","evidence":"The source page credits The 3DO Company as the developer.","value":"The 3DO Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","evidence":"The source page credits The 3DO Company as the publisher.","value":"The 3DO Company","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","evidence":"The source page classifies the game as Action.","value":"Action","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","evidence":"The source page identifies this title as the direct sequel to BattleTanx, documenting the shared series.","value":"BattleTanx","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/BattleTanx:_Global_Assault","wikipedia_title":"BattleTanx: Global Assault"},{"game_key":"Battlezone","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)","evidence":"The source page lists this release date: 1980.","value":"1980","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)","evidence":"The source page credits Atari as the developer.","value":"Atari","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)","evidence":"The source page credits Atari as the publisher.","value":"Atari","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)","evidence":"The source page classifies the game as Tank combat / shooter.","value":"Tank combat / shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)","wikipedia_title":"Battlezone (1980 video game)"},{"game_key":"Battlezone: Rise of the Black Dogs","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","evidence":"The source classifies Battlezone: Rise of the Black Dogs as Real-time strategy / first-person shooter.","value":"Real-time strategy / first-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","evidence":"The source identifies Windows PC original; Nintendo 64 port is Rise of the Black Dogs as the game’s original platform or first-release platform(s).","value":"Windows PC original; Nintendo 64 port is Rise of the Black Dogs","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","evidence":"The source gives this release timing: Nintendo 64 port: North America 2000.","value":"Nintendo 64 port: North America 2000","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","evidence":"The source credits Climax Development (Nintendo 64 port) as developer for the identified game/release.","value":"Climax Development (Nintendo 64 port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","evidence":"The source credits Crave Entertainment (Nintendo 64 port) as publisher for the identified game/release.","value":"Crave Entertainment (Nintendo 64 port)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","evidence":"The source identifies the game as part of the Battlezone series.","value":"Battlezone","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)","wikipedia_title":"Battlezone (1998 video game)"},{"game_key":"Beetle Adventure Racing","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/9122/beetle-adventure-racing/","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9122/beetle-adventure-racing/","evidence":"The source page lists this release date: 1999.","value":"1999","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/9122/beetle-adventure-racing/","evidence":"The source page credits Electronic Arts Canada; Paradigm Entertainment as the developer.","value":"Electronic Arts Canada; Paradigm Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/9122/beetle-adventure-racing/","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/9122/beetle-adventure-racing/","evidence":"The source page classifies the game as Action / racing.","value":"Action / racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Beetle_Adventure_Racing!","wikipedia_title":"Beetle Adventure Racing!"},{"game_key":"Ben 10 Omniverse (PS3 BLUS31017 v01.00)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ben_10:_Omniverse_(video_game)","evidence":"The article credits Vicious Cycle Software as developer for the PlayStation 3 version.","value":"Vicious Cycle Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ben_10:_Omniverse_(video_game)","evidence":"The article lists D3 Publisher as North American publisher.","value":"D3 Publisher (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ben_10:_Omniverse_(video_game)","evidence":"The article lists PlayStation 3 among the game’s platforms.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ben_10:_Omniverse_(video_game)","evidence":"The article identifies the game as an action title and lists beat ’em up as its genre.","value":"Action / beat ’em up","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ben_10:_Omniverse_(video_game)","wikipedia_title":"Ben 10: Omniverse (video game)"},{"game_key":"Bermuda Syndrome (1995)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/229888/bermuda-syndrome/","evidence":"MobyGames identifies the title as Bermuda Syndrome.","value":"Bermuda Syndrome","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/229888/bermuda-syndrome/","evidence":"MobyGames classifies the game as Cinematic platformer / action-adventure.","value":"Cinematic platformer / action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/229888/bermuda-syndrome/","evidence":"MobyGames lists Windows (16-bit) among the game's platforms.","value":"Windows (16-bit)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/229888/bermuda-syndrome/","evidence":"MobyGames records the release as 1995.","value":"1995","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/229888/bermuda-syndrome/","evidence":"MobyGames credits S3 Media Lab as developer.","value":"S3 Media Lab","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/229888/bermuda-syndrome/","evidence":"MobyGames credits Century Interactive; Amber Company as publisher.","value":"Century Interactive; Amber Company","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bermuda_Syndrome","wikipedia_title":"Bermuda Syndrome"},{"game_key":"Betrayal at Krondor (DOS releases 1.00 and 1.02)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Betrayal_at_Krondor","evidence":"The article identifies the game as Betrayal at Krondor; the DOS version-specific release identifiers are not covered by this source.","value":"Betrayal at Krondor (MS-DOS)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Betrayal_at_Krondor","evidence":"The article classifies the game as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Betrayal_at_Krondor","evidence":"The article lists MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/564546-betrayal-at-krondor/data","evidence":"GameFAQs credits Dynamix as developer for the PC release.","value":"Dynamix","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/564546-betrayal-at-krondor/data","evidence":"GameFAQs lists Dynamix in the publisher column for the US disk and CD release rows; other general game credits attribute publication to Sierra On-Line.","value":"Dynamix (US DOS disk/CD release rows)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc/564546-betrayal-at-krondor/data","evidence":"GameFAQs lists June 22, 1993 for both US disk and CD product rows.","value":"United States (PC disk and CD releases): 1993-06-22","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Betrayal_at_Krondor","evidence":"The article associates the game with Raymond E. Feist’s Riftwar setting/series.","value":"Riftwar","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Betrayal_at_Krondor","wikipedia_title":"Betrayal at Krondor"},{"game_key":"Big Brain Academy: Wii Degree","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Big_Brain_Academy:_Wii_Degree","evidence":"The article identifies Wii as the platform for Big Brain Academy: Wii Degree.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Big_Brain_Academy:_Wii_Degree","evidence":"The article classifies the game as puzzle and edutainment.","value":["Puzzle","Edutainment"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Big_Brain_Academy:_Wii_Degree","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Big_Brain_Academy:_Wii_Degree","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Big_Brain_Academy:_Wii_Degree","evidence":"The article gives April 26, 2007 for Japan and June 11, 2007 for North America.","value":"Japan: April 26, 2007; North America: June 11, 2007","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Big_Brain_Academy:_Wii_Degree","wikipedia_title":"Big Brain Academy: Wii Degree"},{"game_key":"Billy Frontier (2003)","facts":[{"field":"original_platform","source_url":"https://www.pangeasoft.net/iphone/billy/info.html","evidence":"Pangea’s iPhone-version page explicitly distinguishes the original Mac version.","value":"Macintosh","date_granularity":null},{"field":"regional_release_date","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"Pangea lists Billy Frontier (2003) in its game history.","value":"2003","date_granularity":"year"},{"field":"developer","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"The developer’s own history lists Billy Frontier among its games.","value":"Pangea Software","date_granularity":null},{"field":"genre","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"Pangea describes it as an action game made up of several space-cowboy-themed minigames.","value":"Action game with cowboy-themed minigames","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Billy+Frontier","wikipedia_title":"Search Wikipedia for Billy Frontier"},{"game_key":"Biohazard 2 November 6, 1996 prototype (Resident Evil 1.5)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_1.5","evidence":"The article describes Resident Evil 1.5 as the unofficial name of a canceled Resident Evil 2 prototype.","value":"Biohazard 2 prototype (unofficially called Resident Evil 1.5)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_1.5","evidence":"The article identifies the prototype as a survival-horror game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_1.5","evidence":"The prototype was being developed for PlayStation.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_1.5","evidence":"The article credits Capcom with development.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_1.5","evidence":"The article identifies this as an early prototype of Resident Evil 2 within the Resident Evil series.","value":"Resident Evil","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_1.5","wikipedia_title":"Resident Evil 1.5"},{"game_key":"Bird & Beans / Pyoro","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bird_%26_Beans","evidence":"The source page identifies Nintendo DSiWare as the original platform or platforms for this release.","value":"Nintendo DSiWare","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bird_%26_Beans","evidence":"The source page lists this release date: Japan: 2008-12-24; North America: 2009-04-05; Europe: 2009-04-06.","value":"Japan: 2008-12-24; North America: 2009-04-05; Europe: 2009-04-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bird_%26_Beans","evidence":"The source page credits Nintendo SPD as the developer.","value":"Nintendo SPD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bird_%26_Beans","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bird_%26_Beans","evidence":"The source page classifies the game as Action.","value":"Action","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Bird_%26_Beans","evidence":"The source page identifies the game as part of the WarioWare series.","value":"WarioWare","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bird_&_Beans","wikipedia_title":"Bird & Beans"},{"game_key":"Bishoujo Senshi Sailor Moon","facts":[{"field":"original_platform","source_url":"https://www.gavas.jp/products/detail.php?product_id=6281","evidence":"The source page identifies PC Engine Super CD-ROM² as the original platform or platforms for this release.","value":"PC Engine Super CD-ROM²","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gavas.jp/products/detail.php?product_id=6281","evidence":"The source page lists this release date: Japan: 1994-08-05.","value":"Japan: 1994-08-05","date_granularity":"day"},{"field":"publisher","source_url":"https://www.gavas.jp/products/detail.php?product_id=6281","evidence":"The source page credits Banpresto as the publisher.","value":"Banpresto","date_granularity":null},{"field":"genre","source_url":"https://www.gavas.jp/products/detail.php?product_id=6281","evidence":"The source page classifies the game as Adventure.","value":"Adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bishoujo+Senshi+Sailor+Moon+PC+Engine+Super+CD-ROM2+video+game","wikipedia_title":null},{"game_key":"BIT.TRIP COMPLETE (Wii)","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/52959/bittrip-complete/","evidence":"The source page identifies Wii as the original platform or platforms for this release.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/52959/bittrip-complete/","evidence":"The source page lists this release date: North America: 2011-09-13; PAL: 2012-03-16.","value":"North America: 2011-09-13; PAL: 2012-03-16","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/52959/bittrip-complete/","evidence":"The source page credits Gaijin Games as the developer.","value":"Gaijin Games","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/52959/bittrip-complete/","evidence":"The source page credits Aksys Games (North America); Rising Star Games (PAL) as the publisher.","value":"Aksys Games (North America); Rising Star Games (PAL)","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/52959/bittrip-complete/","evidence":"The source page classifies the game as Action / music.","value":"Action / music","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/52959/bittrip-complete/","evidence":"The source page identifies the game as part of the Bit.Trip series.","value":"Bit.Trip","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bit.Trip_Complete","wikipedia_title":"Bit.Trip Complete"},{"game_key":"BLACK","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The source page identifies PlayStation 2, Xbox as the original platform or platforms for this release.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The source page lists this release date: Europe: 2006-02-24; North America: 2006-02-28.","value":"Europe: 2006-02-24; North America: 2006-02-28","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The source page credits Criterion Games as the developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The source page classifies the game as First-person shooter.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Black_(video_game)","wikipedia_title":"Black (video game)"},{"game_key":"Black & White (2001)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Black_%26_White_(video_game)","evidence":"The source page identifies Windows as the original platform or platforms for this release.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Black_%26_White_(video_game)","evidence":"The source page lists this release date: North America: 2001-03-27; United Kingdom: 2001-04-06.","value":"North America: 2001-03-27; United Kingdom: 2001-04-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Black_%26_White_(video_game)","evidence":"The source page credits Lionhead Studios as the developer.","value":"Lionhead Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Black_%26_White_(video_game)","evidence":"The source page credits Electronic Arts (Windows); Feral Interactive (Macintosh) as the publisher.","value":"Electronic Arts (Windows); Feral Interactive (Macintosh)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Black_%26_White_(video_game)","evidence":"The source page classifies the game as God game / simulation.","value":"God game / simulation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Black_%26_White_(video_game)","wikipedia_title":"Black & White (video game)"},{"game_key":"BLACK (2006, original Xbox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article describes Black as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article credits Criterion Games as developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article lists PlayStation 2 and Xbox as platforms.","value":"PlayStation 2, Xbox","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article lists the original Xbox version.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article gives February 28, 2006 as the North American release date.","value":"North America: 2006-02-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Black_(video_game)","wikipedia_title":"Black (video game)"},{"game_key":"BLACK (Original Xbox, 2006)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article describes Black as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article credits Criterion Games as developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article lists PlayStation 2 and Xbox as platforms.","value":"PlayStation 2, Xbox","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article lists the original Xbox version.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Black_(video_game)","evidence":"The article gives February 28, 2006 as the North American release date.","value":"North America: 2006-02-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Black_(video_game)","wikipedia_title":"Black (video game)"},{"game_key":"Blake Stone: Aliens of Gold and Blake Stone: Planet Strike","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blake_Stone%3A_Aliens_of_Gold","evidence":"The source classifies Blake Stone: Aliens of Gold and Blake Stone: Planet Strike as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blake_Stone%3A_Aliens_of_Gold","evidence":"The source identifies DOS (MS-DOS) as the game’s original platform or first-release platform(s).","value":"DOS (MS-DOS)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blake_Stone%3A_Aliens_of_Gold","evidence":"The source gives this release timing: Aliens of Gold: 1993; Planet Strike: 1994.","value":"Aliens of Gold: 1993; Planet Strike: 1994","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blake_Stone%3A_Aliens_of_Gold","evidence":"The source credits JAM Productions as developer for the identified game/release.","value":"JAM Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blake_Stone%3A_Aliens_of_Gold","evidence":"The source credits Apogee Software as publisher for the identified game/release.","value":"Apogee Software","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Blake_Stone%3A_Aliens_of_Gold","evidence":"The source identifies the game as part of the Blake Stone series.","value":"Blake Stone","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Blake%20Stone%3A%20Aliens%20of%20Gold%20and%20Blake%20Stone%3A%20Planet%20Strike","wikipedia_title":null},{"game_key":"Blast Corps","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blast_Corps","evidence":"The source classifies Blast Corps as Action / puzzle.","value":"Action / puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blast_Corps","evidence":"The source identifies Nintendo 64 as the game’s original platform or first-release platform(s).","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blast_Corps","evidence":"The source gives this release timing: Japan: 1997-03-21.","value":"Japan: 1997-03-21","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blast_Corps","evidence":"The source credits Rare as developer for the identified game/release.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blast_Corps","evidence":"The source credits Nintendo as publisher for the identified game/release.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blast_Corps","wikipedia_title":"Blast Corps"},{"game_key":"Blinx 2: Masters of Time and Space","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blinx_2:_Masters_of_Time_and_Space","evidence":"The Wikipedia infobox lists developer as Artoon.","value":"Artoon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blinx_2:_Masters_of_Time_and_Space","evidence":"The Wikipedia infobox lists publisher as Microsoft Game Studios.","value":"Microsoft Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blinx_2:_Masters_of_Time_and_Space","evidence":"The Wikipedia infobox lists original platform as Xbox.","value":"Xbox","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blinx_2:_Masters_of_Time_and_Space","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blinx_2:_Masters_of_Time_and_Space","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 16, 2004.","value":"North America: November 16, 2004","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blinx_2:_Masters_of_Time_and_Space","wikipedia_title":"Blinx 2: Masters of Time and Space"},{"game_key":"Blinx: The Time Sweeper (original Xbox, 2002)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper","evidence":"The article credits Artoon and Microsoft Game Studios Japan for development support.","value":"Artoon (with Microsoft Game Studios Japan support)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper","evidence":"The article credits Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper","evidence":"The article identifies the original Xbox as the platform.","value":"Xbox","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper","evidence":"The article classifies Blinx: The Time Sweeper as a platform game.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper","wikipedia_title":"Blinx: The Time Sweeper"},{"game_key":"Block Blast","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Block_Blast!","evidence":"The English article styles the title as Block Blast!.","value":"Block Blast!","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Block_Blast!","evidence":"The infobox and opening paragraph classify Block Blast! as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Block_Blast!","evidence":"The article lists iOS and Android and says the game launched as a mobile game in 2021.","value":"Mobile (iOS and Android)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Block_Blast!","evidence":"The article lists iOS and Android platforms and names iPhone, iPad, and Android devices.","value":"iOS and Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Block_Blast!","evidence":"The article says Block Blast! launched in 2021.","value":"2021 (launch year)","date_granularity":"year"},{"field":"developer","source_url":"https://apps.apple.com/us/app/block-blast/id1617391485","evidence":"The official App Store listing identifies Hungry Studio as developer.","value":"Hungry Studio","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Block_Blast!","wikipedia_title":"Block Blast!"},{"game_key":"Blood (1997)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blood_(video_game)","evidence":"The article identifies MS-DOS as the original platform for Blood.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blood_(video_game)","evidence":"The article classifies Blood as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blood_(video_game)","evidence":"The article credits Monolith Productions as developer.","value":"Monolith Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blood_(video_game)","evidence":"The article credits GT Interactive as the original publisher.","value":"GT Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blood_(video_game)","evidence":"The article gives March 7 for the MS-DOS shareware release, May 21 for the North American full release, and June 20 for the European full release.","value":"Shareware: March 7, 1997; full release: North America May 21, 1997; Europe June 20, 1997","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blood_(video_game)","wikipedia_title":"Blood (video game)"},{"game_key":"Bloodborne","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bloodborne","evidence":"The source page identifies PlayStation 4 as the original platform or platforms for this release.","value":"PlayStation 4","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bloodborne","evidence":"The source page lists this release date: North America: 2015-03-24; Europe: 2015-03-25; Japan: 2015-03-26.","value":"North America: 2015-03-24; Europe: 2015-03-25; Japan: 2015-03-26","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bloodborne","evidence":"The source page credits FromSoftware as the developer.","value":"FromSoftware","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bloodborne","evidence":"The source page credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bloodborne","evidence":"The source page classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bloodborne","wikipedia_title":"Bloodborne"},{"game_key":"Bloody Roar II (Europe SLES-01722 / USA SCUS-94424; Japan/Asia SLPS-01842 experimental)","facts":[{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Bloody_Roar_2","evidence":"The article lists arcade and PlayStation as the game platforms.","value":["Arcade","PlayStation"],"date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bloody_Roar_2","evidence":"The article classifies Bloody Roar 2 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bloody_Roar_2","evidence":"The article credits Raizing as developer of the original arcade game.","value":"Raizing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bloody_Roar_2","evidence":"The article credits Hudson Soft as publisher of the original arcade game.","value":"Hudson Soft","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bloody_Roar_2","evidence":"The article says the PlayStation home-console port was released in 1999.","value":"PlayStation port: 1999","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bloody_Roar_2","wikipedia_title":"Bloody Roar 2"},{"game_key":"Bloody Wolf","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bloody_Wolf","evidence":"The Wikipedia infobox lists developer as Data East.","value":"Data East","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bloody_Wolf","evidence":"The Wikipedia infobox lists publisher as Data East.","value":"Data East","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bloody_Wolf","evidence":"The Wikipedia infobox lists original platform as Arcade, TurboGrafx-16.","value":"Arcade, TurboGrafx-16","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bloody_Wolf","evidence":"The Wikipedia infobox lists genre as Run and gun.","value":"Run and gun","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bloody_Wolf","wikipedia_title":"Bloody Wolf"},{"game_key":"Blue Dragon","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","evidence":"The source page identifies Xbox 360 as the original platform or platforms for this release.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","evidence":"The source page lists this release date: Japan: 2006-12-07; Europe: 2007-08-24; North America: 2007-08-28.","value":"Japan: 2006-12-07; Europe: 2007-08-24; North America: 2007-08-28","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","evidence":"The source page credits Mistwalker; Artoon as the developer.","value":"Mistwalker; Artoon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","evidence":"The source page credits Microsoft Game Studios as the publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","evidence":"The source page identifies the game as part of the Blue Dragon series.","value":"Blue Dragon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blue_Dragon_(video_game)","wikipedia_title":"Blue Dragon (video game)"},{"game_key":"Blue Dragon: Awakened Shadow (Nintendo DS USA YBUD)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","evidence":"The source page identifies Nintendo DS as the original platform or platforms for this release.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","evidence":"The source page lists this release date: Japan: 2009-10-08; North America: 2010-05-18; Europe: 2010-09-24.","value":"Japan: 2009-10-08; North America: 2010-05-18; Europe: 2010-09-24","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","evidence":"The source page credits Mistwalker; tri-Crescendo as the developer.","value":"Mistwalker; tri-Crescendo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","evidence":"The source page credits Namco Bandai Games (Japan/Europe); D3 Publisher (North America) as the publisher.","value":"Namco Bandai Games (Japan/Europe); D3 Publisher (North America)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","evidence":"The source page classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","evidence":"The source page identifies the game as part of the Blue Dragon series.","value":"Blue Dragon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blue_Dragon:_Awakened_Shadow","wikipedia_title":"Blue Dragon: Awakened Shadow"},{"game_key":"BLUE REFLECTION (2017), BLUE REFLECTION: Second Light, and the BLUE REFLECTION Quartet editions of BLUE REFLECTION, Second Light, SUN, and RAY","facts":[{"field":"collection_context","source_url":"https://www.koeitecmoamerica.com/games/blue-reflection-quartet/","evidence":"Koei Tecmo’s official announcement identifies the four works represented in Quartet and states the collection release platforms/date; the composite key itself spans distinct original works and editions.","value":"The official BLUE REFLECTION Quartet announcement describes a collection spanning the original BLUE REFLECTION and Second Light, plus the Sun mobile game and the Ray anime adaptation.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=BLUE%20REFLECTION%20%282017%29%2C%20BLUE%20REFLECTION%3A%20Second%20Light%2C%20and%20the%20BLUE%20REFLECTION%20Quartet%20editions%20of%20BLUE%20REFLECTION%2C%20Second%20Light%2C%20SUN%2C%20and%20RAY","wikipedia_title":null},{"game_key":"Blue Wing Blitz","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Blue_Wing_Blitz","evidence":"The article identifies WonderSwan Color and compatible WonderSwan as the platform.","value":"WonderSwan Color (compatible with WonderSwan)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Blue_Wing_Blitz","evidence":"The article describes the game as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Blue_Wing_Blitz","evidence":"The infobox and lead credit Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Blue_Wing_Blitz","evidence":"The infobox and lead credit Square as publisher.","value":"Square","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Blue_Wing_Blitz","evidence":"The article gives July 5, 2001 as the Japanese release date.","value":"Japan: 2001-07-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Blue_Wing_Blitz","wikipedia_title":"Blue Wing Blitz"},{"game_key":"BMX XXX","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/BMX_XXX","evidence":"The source classifies BMX XXX as Sports (freestyle BMX).","value":"Sports (freestyle BMX)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/BMX_XXX","evidence":"The source identifies Xbox, PlayStation 2, and GameCube as the game’s original platform or first-release platform(s).","value":"Xbox, PlayStation 2, and GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/BMX_XXX","evidence":"The source gives this release timing: 2002.","value":"2002","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/BMX_XXX","evidence":"The source credits Z-Axis as developer for the identified game/release.","value":"Z-Axis","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/BMX_XXX","evidence":"The source credits Acclaim Entertainment as publisher for the identified game/release.","value":"Acclaim Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/BMX_XXX","wikipedia_title":"BMX XXX"},{"game_key":"Bob et Bobette: Les Dompteurs du Temps / Suske en Wiske: De Tijdtemmers","facts":[{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Suske_en_Wiske","evidence":"The franchise article states that Suske en Wiske: De Tijdtemmers was released for Game Boy Color.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Suske_en_Wiske","evidence":"The article says the game was released in 2001 and only in Europe.","value":"Europe: 2001","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bob+et+Bobette%3A+Les+Dompteurs+du+Temps+%2F+Suske+en+Wiske%3A+De+Tijdtemmers","wikipedia_title":null},{"game_key":"Body Harvest","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Body_Harvest","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Body_Harvest","evidence":"The source page lists this release date: North America: 1998-10-20; Europe: 1998-11-13.","value":"North America: 1998-10-20; Europe: 1998-11-13","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Body_Harvest","evidence":"The source page credits DMA Design as the developer.","value":"DMA Design","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Body_Harvest","evidence":"The source page credits Midway Games (North America); Gremlin Interactive (Europe) as the publisher.","value":"Midway Games (North America); Gremlin Interactive (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Body_Harvest","evidence":"The source page classifies the game as Action-adventure / third-person shooter.","value":"Action-adventure / third-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Body_Harvest","wikipedia_title":"Body Harvest"},{"game_key":"Boktai: The Sun Is in Your Hand","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","evidence":"The source classifies Boktai: The Sun Is in Your Hand as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","evidence":"The source identifies Game Boy Advance as the game’s original platform or first-release platform(s).","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","evidence":"The source gives this release timing: 2003.","value":"2003","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","evidence":"The source credits Konami Computer Entertainment Japan as developer for the identified game/release.","value":"Konami Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","evidence":"The source credits Konami as publisher for the identified game/release.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","evidence":"The source identifies the game as part of the Boktai series.","value":"Boktai","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Boktai%3A_The_Sun_Is_in_Your_Hand","wikipedia_title":"Boktai: The Sun Is in Your Hand"},{"game_key":"Boku Doraemon","facts":[{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Doraemon_video_games","evidence":"The Doraemon games list places Boku, Doraemon in its Dreamcast section.","value":"Dreamcast","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Doraemon_video_games","evidence":"The game list gives Sega Toys as publisher.","value":"Sega Toys","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Doraemon_video_games","evidence":"The game list gives life simulation and adventure genres.","value":"Life simulation; adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Boku+Doraemon","wikipedia_title":null},{"game_key":"Boku no Natsuyasumi","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","evidence":"The source classifies Boku no Natsuyasumi as Adventure / life simulation.","value":"Adventure / life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","evidence":"The source identifies PlayStation as the game’s original platform or first-release platform(s).","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","evidence":"The source gives this release timing: Japan: 2000-06-22.","value":"Japan: 2000-06-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","evidence":"The source credits Millennium Kitchen as developer for the identified game/release.","value":"Millennium Kitchen","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","evidence":"The source credits Sony Computer Entertainment as publisher for the identified game/release.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","evidence":"The source identifies the game as part of the Boku no Natsuyasumi series.","value":"Boku no Natsuyasumi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Boku_no_Natsuyasumi","wikipedia_title":"Boku no Natsuyasumi"},{"game_key":"Bokuhime Project","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bokuhime_Project","evidence":"The Wikipedia infobox lists developer as Wizard Soft.","value":"Wizard Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bokuhime_Project","evidence":"The Wikipedia infobox lists publisher as Nippon Ichi Software.","value":"Nippon Ichi Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bokuhime_Project","evidence":"The Wikipedia infobox lists original platform as Nintendo SwitchPlayStation 4Microsoft Windows.","value":"Nintendo SwitchPlayStation 4Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bokuhime_Project","evidence":"The Wikipedia infobox lists genre as Adventure.","value":"Adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bokuhime_Project","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: April 23, 2020.","value":"Japan: April 23, 2020","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bokuhime_Project","wikipedia_title":"Bokuhime Project"},{"game_key":"Bokura no Kazoku: My Family Growing Up in the 21st Century","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","evidence":"The Wikipedia infobox lists developer as Millennium Kitchen.","value":"Millennium Kitchen","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","evidence":"The Wikipedia infobox lists original platform as PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","evidence":"The Wikipedia infobox lists genre as Simulation.","value":"Simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: March 24, 2005.","value":"Japan: March 24, 2005","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","wikipedia_title":"Bokura no Kazoku"},{"game_key":"Bokura no Kazoku: My Family Growing Up in the 21st Century (Japan)","facts":[{"field":"canonical_name","source_url":"https://www.mkitchen.co.jp/archives/date/2005/03","evidence":"Millennium Kitchen’s official March 2005 archive uses the English subtitle “My Family Growing up in the 21st Century” alongside the Japanese title.","value":"Bokura no Kazoku; English subtitle: My Family Growing up in the 21st Century","date_granularity":null},{"field":"developer","source_url":"https://www.mkitchen.co.jp/archives/date/2005/03","evidence":"The developer’s official archive calls Bokura no Kazoku “our PS2 title” (弊社制作のＰＳ２タイトル).","value":"Millennium Kitchen","date_granularity":null},{"field":"original_platform","source_url":"https://www.mkitchen.co.jp/works","evidence":"Millennium Kitchen’s official works list specifies PS2 for Bokura no Kazoku.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mkitchen.co.jp/works","evidence":"Millennium Kitchen’s official works list gives the release date as March 24, 2005.","value":"Japan (PlayStation 2): 2005-03-24","date_granularity":"day"},{"field":"publisher","source_url":"https://www.mkitchen.co.jp/works","evidence":"The developer’s official works list names Sony Computer Entertainment in the publisher column for Bokura no Kazoku.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bokura_no_Kazoku","wikipedia_title":"Bokura no Kazoku"},{"game_key":"Bomberman 64","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","evidence":"The source page lists this release date: Japan: 1997-09-26; Europe: 1997-11-21; North America: 1997-12-03.","value":"Japan: 1997-09-26; Europe: 1997-11-21; North America: 1997-12-03","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","evidence":"The source page credits Hudson Soft as the developer.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","evidence":"The source page credits Hudson Soft (Japan); Nintendo (international) as the publisher.","value":"Hudson Soft (Japan); Nintendo (international)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","evidence":"The source page classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","evidence":"The source page identifies the game as part of the Bomberman series.","value":"Bomberman","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bomberman_64_(1997_video_game)","wikipedia_title":"Bomberman 64 (1997 video game)"},{"game_key":"Bomberman Hero","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","evidence":"The source page lists this release date: Japan: 1998-04-30; North America: 1998-08-31; Europe: 1998-10-23.","value":"Japan: 1998-04-30; North America: 1998-08-31; Europe: 1998-10-23","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","evidence":"The source page credits A.I Co., Ltd. as the developer.","value":"A.I Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","evidence":"The source page credits Hudson Soft (Japan); Nintendo (international) as the publisher.","value":"Hudson Soft (Japan); Nintendo (international)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","evidence":"The source page identifies the game as part of the Bomberman series.","value":"Bomberman","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bomberman_Hero","wikipedia_title":"Bomberman Hero"},{"game_key":"Bomberman Jetters: Densetsu no Bomberman","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gba/563146-bomberman-jetters-densetsu-no-bomberman","evidence":"The game record is for the Game Boy Advance release.","value":"Game Boy Advance","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gba/563146-bomberman-jetters-densetsu-no-bomberman","evidence":"The game record describes the title as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gba/563146-bomberman-jetters-densetsu-no-bomberman","evidence":"The Japanese release record credits A.I. as developer.","value":"A.I.","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gba/563146-bomberman-jetters-densetsu-no-bomberman","evidence":"The Japanese release record credits Hudson as publisher.","value":"Hudson Soft","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gba/563146-bomberman-jetters-densetsu-no-bomberman","evidence":"The Japanese Game Boy Advance release record gives October 24, 2002.","value":"Japan: 2002-10-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bomberman%20Jetters%3A%20Densetsu%20no%20Bomberman","wikipedia_title":null},{"game_key":"Bomberman Wars","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","evidence":"The Wikipedia infobox lists developer as Hudson Soft (PS1)Metro Corporation (Saturn).","value":"Hudson Soft (PS1)Metro Corporation (Saturn)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","evidence":"The Wikipedia infobox lists publisher as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","evidence":"The Wikipedia infobox lists original platform as PlayStation, Sega Saturn.","value":"PlayStation, Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","evidence":"The Wikipedia infobox lists genre as RPG, strategy.","value":"RPG, strategy","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","evidence":"The Wikipedia infobox lists series as Bomberman.","value":"Bomberman","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: 16 April 1998.","value":"Japan: 16 April 1998","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bomberman_Wars","wikipedia_title":"Bomberman Wars"},{"game_key":"Boss Rally","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/10464/boss-rally/","evidence":"MobyGames identifies the title as Boss Rally.","value":"Boss Rally","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/10464/boss-rally/","evidence":"MobyGames classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/10464/boss-rally/","evidence":"MobyGames lists Windows among the game's platforms.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/10464/boss-rally/","evidence":"MobyGames records the release as 1999.","value":"1999","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/10464/boss-rally/","evidence":"MobyGames credits Boss Games Studios as developer.","value":"Boss Games Studios","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/10464/boss-rally/","evidence":"MobyGames credits SouthPeak Interactive as publisher.","value":"SouthPeak Interactive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Boss_Rally","wikipedia_title":"Boss Rally"},{"game_key":"Bounce (Nokia mobile game)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article’s “Bounce (2001)” section identifies the original Nokia mobile title.","value":"Bounce (2001)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article classifies Bounce as a platformer.","value":"Platformer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article says the game first came preloaded on the Nokia 9210 Communicator, with later Nokia phone releases.","value":"Nokia mobile phones; first featured on the Nokia 9210 Communicator (Series 80 / Symbian)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article lists mobile phone, J2ME, and Symbian platforms for the series and discusses the original Symbian handset release and later versions.","value":"Symbian and J2ME mobile phones","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article gives 2001 as the original Bounce release year.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article identifies Nokia as publisher of the series and describes Nokia as making the original Bounce.","value":"Nokia","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article infobox identifies Nokia as publisher.","value":"Nokia","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","evidence":"The article’s original-game section describes the 2D side-scrolling play, 11 levels, and initial Nokia 9210 preinstallation.","value":"The original game was a 2D side-scroller with 11 levels and was preloaded on the Nokia 9210 Communicator.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bounce_(video_game_series)","wikipedia_title":"Bounce (video game series)"},{"game_key":"Bram Stoker's Dracula","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bram_Stoker%27s_Dracula_(video_game)","evidence":"The Wikipedia infobox lists developer as Psygnosis (Sega CD, Amiga, and MS-DOS)Traveller's Tales (Genesis and SNESProbe Software (NES, Game Gear, and Master System).","value":"Psygnosis (Sega CD, Amiga, and MS-DOS)Traveller's Tales (Genesis and SNESProbe Software (NES, Game Gear, and Master System)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bram_Stoker%27s_Dracula_(video_game)","evidence":"The Wikipedia infobox lists publisher as Sony ImagesoftAmiga, MS-DOSPsygnosis.","value":"Sony ImagesoftAmiga, MS-DOSPsygnosis","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bram_Stoker%27s_Dracula_(video_game)","evidence":"The Wikipedia infobox lists original platform as Mega Drive/Genesis, Game Gear, NES, Super NES, Master System, Sega CD, MS-DOS, Amiga.","value":"Mega Drive/Genesis, Game Gear, NES, Super NES, Master System, Sega CD, MS-DOS, Amiga","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bram_Stoker%27s_Dracula_(video_game)","evidence":"The Wikipedia infobox lists genre as PlatformBeat 'em up (Sega CD, Amiga)First-person shooter (MS-DOS).","value":"PlatformBeat 'em up (Sega CD, Amiga)First-person shooter (MS-DOS)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bram_Stoker%27s_Dracula_(video_game)","wikipedia_title":"Bram Stoker's Dracula (video game)"},{"game_key":"Brave Fencer Musashi","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The source page lists this release date: Japan: 1998-07-16; North America: 1998-11-12.","value":"Japan: 1998-07-16; North America: 1998-11-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The source page credits Square as the developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The source page credits Square (Japan); Square Electronic Arts (North America) as the publisher.","value":"Square (Japan); Square Electronic Arts (North America)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The source page classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Brave+Fencer+Musashi","wikipedia_title":null},{"game_key":"Brave Fencer Musashi (PlayStation USA, SLUS-00726)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The article describes Brave Fencer Musashi as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The article credits Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The article identifies Square as publisher.","value":"Square","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Brave_Fencer_Musashi","evidence":"The article gives November 12, 1998 as the North American release date.","value":"North America: 1998-11-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Brave+Fencer+Musashi+%28PlayStation+USA%2C+SLUS-00726%29","wikipedia_title":null},{"game_key":"Breakdown (2004 Original Xbox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Breakdown_(video_game)","evidence":"The article describes Breakdown as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Breakdown_(video_game)","evidence":"The article credits Namco as developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Breakdown_(video_game)","evidence":"The article identifies Namco as publisher.","value":"Namco","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Breakdown_(video_game)","evidence":"The article identifies Xbox as the platform.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Breakdown_(video_game)","evidence":"The article gives March 16, 2004 as the North American release date.","value":"North America: 2004-03-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Breakdown+%282004+Original+Xbox%29","wikipedia_title":null},{"game_key":"Breath of Fire III (PlayStation USA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","evidence":"The source page lists this release date: Japan: 1997-09-11; North America: 1998-05-18.","value":"Japan: 1997-09-11; North America: 1998-05-18","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","evidence":"The source page credits Capcom as the developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","evidence":"The source page credits Capcom as the publisher.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","evidence":"The source page identifies the game as part of the Breath of Fire series.","value":"Breath of Fire","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Breath_of_Fire_III","wikipedia_title":"Breath of Fire III"},{"game_key":"Brightis","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/149146/brightis/","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/149146/brightis/","evidence":"The source page lists this release date: Japan: 1999-10-14.","value":"Japan: 1999-10-14","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/149146/brightis/","evidence":"The source page credits Shade; Quintet as the developer.","value":"Shade; Quintet","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/149146/brightis/","evidence":"The source page credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/149146/brightis/","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Brightis","wikipedia_title":null},{"game_key":"Brogue: Community Edition","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Brogue_(video_game)","evidence":"The Brogue article identifies the game as a roguelike.","value":"Roguelike","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Brogue_(video_game)","evidence":"The article credits Brian Walker with creating Brogue.","value":"Brian Walker (original game)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Brogue_(video_game)","evidence":"The article lists Windows, OS X, and Linux versions.","value":"Windows, macOS, Linux","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Brogue%3A+Community+Edition","wikipedia_title":null},{"game_key":"Brothers Conflict: Precious Baby","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/134042/brothers-conflict-precious-baby/","evidence":"The source page identifies PlayStation Vita as the original platform or platforms for this release.","value":"PlayStation Vita","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/134042/brothers-conflict-precious-baby/","evidence":"The source page lists this release date: Japan: 2016-04-07.","value":"Japan: 2016-04-07","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/134042/brothers-conflict-precious-baby/","evidence":"The source page credits Otomate; Idea Factory as the developer.","value":"Otomate; Idea Factory","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/134042/brothers-conflict-precious-baby/","evidence":"The source page credits Idea Factory as the publisher.","value":"Idea Factory","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/134042/brothers-conflict-precious-baby/","evidence":"The source page classifies the game as Adventure / dating simulation.","value":"Adventure / dating simulation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/134042/brothers-conflict-precious-baby/","evidence":"The source page identifies the game as part of the Brothers Conflict series.","value":"Brothers Conflict","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Brothers+Conflict%3A+Precious+Baby","wikipedia_title":null},{"game_key":"Brothers in Arms 2: Global Front HD","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Brothers_in_Arms_2%3A_Global_Front","evidence":"The article classifies the game as a first-person shooter and action-adventure game.","value":"First-person shooter / action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/iphone/600382-brothers-in-arms-2-global-front/data","evidence":"GameFAQs identifies the HD title as an iOS release.","value":"iOS (HD version)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/iphone/600382-brothers-in-arms-2-global-front/data","evidence":"The release table dates the US iOS HD title to April 27, 2010.","value":"United States iOS HD: 2010-04-27","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Brothers_in_Arms_2%3A_Global_Front","evidence":"The article credits Gameloft Romania as developer.","value":"Gameloft Romania","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Brothers_in_Arms_2%3A_Global_Front","evidence":"The source credits Gameloft as publisher for the identified game/release.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Brothers_in_Arms_2%3A_Global_Front","evidence":"The source identifies the game as part of the Brothers in Arms series.","value":"Brothers in Arms","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Brothers_in_Arms_2%3A_Global_Front","wikipedia_title":"Brothers in Arms 2: Global Front"},{"game_key":"Bubble Ghost (Atari ST)","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/403/bubble-ghost/","evidence":"The source page identifies Atari ST as the original platform or platforms for this release.","value":"Atari ST","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/403/bubble-ghost/","evidence":"The source page lists this release date: 1987.","value":"1987","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/403/bubble-ghost/","evidence":"The source page credits ERE Informatique as the developer.","value":"ERE Informatique","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/403/bubble-ghost/","evidence":"The source page credits Infogrames; Accolade as the publisher.","value":"Infogrames; Accolade","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/403/bubble-ghost/","evidence":"The source page classifies the game as Action / puzzle.","value":"Action / puzzle","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/403/bubble-ghost/","evidence":"The source page identifies the game as part of the Bubble Ghost series.","value":"Bubble Ghost","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bubble_Ghost","wikipedia_title":"Bubble Ghost"},{"game_key":"Bubsy 3D: Furbitten Planet","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bubsy_3D","evidence":"The Wikipedia infobox lists developer as Eidetic.","value":"Eidetic","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bubsy_3D","evidence":"The Wikipedia infobox lists publisher as Accolade.","value":"Accolade","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bubsy_3D","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bubsy_3D","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Bubsy_3D","evidence":"The Wikipedia infobox lists series as Bubsy.","value":"Bubsy","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bubsy_3D","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 25, 1996.","value":"North America: November 25, 1996","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bubsy_3D","wikipedia_title":"Bubsy 3D"},{"game_key":"Buck Rogers: Countdown to Doomsday","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","evidence":"The Wikipedia infobox lists developer as Strategic Simulations.","value":"Strategic Simulations","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","evidence":"The Wikipedia infobox lists publisher as Strategic SimulationsElectronic Arts (Genesis).","value":"Strategic SimulationsElectronic Arts (Genesis)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","evidence":"The Wikipedia infobox lists original platform as Amiga, MS-DOS, Commodore 64, Genesis.","value":"Amiga, MS-DOS, Commodore 64, Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","evidence":"The Wikipedia infobox lists genre as Tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","evidence":"The Wikipedia infobox lists series as Buck RogersGold Box.","value":"Buck RogersGold Box","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","evidence":"The Wikipedia infobox release schedule explicitly lists Europe: April 1992.","value":"Europe: April 1992","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Buck_Rogers:_Countdown_to_Doomsday","wikipedia_title":"Buck Rogers: Countdown to Doomsday"},{"game_key":"Bugdom 2 (2002)","facts":[{"field":"original_platform","source_url":"https://www.pangeasoft.net/bug2/support.html","evidence":"Pangea’s original support material documents the Mac OS version and Mac-specific controls.","value":"Macintosh","date_granularity":null},{"field":"regional_release_date","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"Pangea lists Bugdom 2 (2002) in its game history.","value":"2002","date_granularity":"year"},{"field":"developer","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"Pangea’s company history lists Bugdom 2 as its sequel to Bugdom.","value":"Pangea Software","date_granularity":null},{"field":"genre","source_url":"https://pangeasoft.net/bug2/info.html","evidence":"Pangea describes Bugdom 2 as a 3D action-adventure game.","value":"3D action-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bugdom","wikipedia_title":"Bugdom (article covers the sequel)"},{"game_key":"Buggy Boy (Atari ST)","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/10470/speed-buggy/","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/10470/speed-buggy/","evidence":"The source page lists this release date: 1985.","value":"1985","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/10470/speed-buggy/","evidence":"The source page credits Tatsumi Electronics as the developer.","value":"Tatsumi Electronics","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/10470/speed-buggy/","evidence":"The source page credits Tatsumi Electronics; Data East USA; Elite Systems as the publisher.","value":"Tatsumi Electronics; Data East USA; Elite Systems","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/10470/speed-buggy/","evidence":"The source page classifies the game as Vehicle simulation / track racing.","value":"Vehicle simulation / track racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Buggy_Boy","wikipedia_title":"Buggy Boy"},{"game_key":"Bully: Anniversary Edition (Android ARM64 v1.4.311)","facts":[{"field":"original_platform","source_url":"https://play.google.com/store/apps/details?id=com.rockstargames.bully","evidence":"The official Google Play listing is for the Android Bully: Anniversary Edition app.","value":"Android (mobile Anniversary Edition)","date_granularity":null},{"field":"mobile_developer","source_url":"https://play.google.com/store/apps/details?id=com.rockstargames.bully","evidence":"The official Google Play listing states that the mobile version was developed in conjunction with War Drum Studios.","value":"War Drum Studios (in conjunction with Rockstar Games)","date_granularity":null},{"field":"edition_content","source_url":"https://media.rockstargames.com/broadcast/20161208/en_US_web.html","evidence":"Rockstar’s launch announcement says Anniversary Edition includes everything from the original release and Scholarship Edition, with high-resolution graphics and controls redesigned for touch.","value":"Includes content from both the original Bully release and Bully: Scholarship Edition; enhanced graphics and redesigned touch controls","date_granularity":null},{"field":"additional_content","source_url":"https://play.google.com/store/apps/details?id=com.rockstargames.bully","evidence":"The official Google Play description explicitly lists four bonus classes and additional non-story missions beyond the original release.","value":"Four bonus classes and additional non-storyline missions","date_granularity":null},{"field":"version_update","source_url":"https://support.rockstargames.com/articles/5QUxkMnmaW9aJ5HWGYHBc5/bully-anniversary-edition-title-update-notes-android-ios","evidence":"Rockstar Support identifies the January 21, 2026 Android v1.4.311 update and its asset-download crash fix.","value":"Android v1.4.311 — 2026-01-21: fixed a crash when downloading game assets","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","wikipedia_title":"Bully (video game)"},{"game_key":"Bully: Scholarship Edition (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","evidence":"The article describes Bully as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","evidence":"The article credits Rockstar Vancouver as developer.","value":"Rockstar Vancouver","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","evidence":"The article identifies Rockstar Games as publisher.","value":"Rockstar Games","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","evidence":"The article lists Xbox 360 as a Scholarship Edition platform.","value":"Xbox 360","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","evidence":"The article lists the Wii and Xbox 360 releases as Scholarship Edition versions.","value":"Scholarship Edition release","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bully_(video_game)","evidence":"The article gives March 4, 2008 as the North American Wii and Xbox 360 release date.","value":"North America: 2008-03-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bully%3A+Scholarship+Edition+%28Xbox+360%29","wikipedia_title":null},{"game_key":"Bumpy's Arcade Fantasy","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Bumpy_(video_game)","evidence":"The Bumpy article identifies Bumpy's Arcade Fantasy as a remake created in 1992.","value":"1992 remake of Bumpy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bumpy%27s+Arcade+Fantasy","wikipedia_title":null},{"game_key":"Burnout (2002 Original Xbox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_(video_game)","evidence":"The article identifies Burnout as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_(video_game)","evidence":"The article credits Criterion Games as developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_(video_game)","evidence":"The article identifies Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_(video_game)","evidence":"The article identifies Burnout as the first installment of the Burnout series.","value":"Burnout","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_(video_game)","evidence":"The article says Burnout was released for Xbox in 2002.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_(video_game)","evidence":"The article gives 2002 as the year of the Xbox release.","value":"2002","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Burnout+%282002+Original+Xbox%29","wikipedia_title":null},{"game_key":"Burnout 2: Point of Impact","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","evidence":"The source classifies Burnout 2: Point of Impact as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","evidence":"The source identifies PlayStation 2 (first release); later GameCube and Xbox as the game’s original platform or first-release platform(s).","value":"PlayStation 2 (first release); later GameCube and Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","evidence":"The source gives this release timing: 2002.","value":"2002","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","evidence":"The source credits Criterion Games as developer for the identified game/release.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","evidence":"The source credits Acclaim Entertainment as publisher for the identified game/release.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","evidence":"The source identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_2%3A_Point_of_Impact","wikipedia_title":"Burnout 2: Point of Impact"},{"game_key":"Burnout 3: Takedown","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page identifies PlayStation 2, Xbox as the original platform or platforms for this release.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page lists this release date: North America: 2004-09-08; Australia: 2004-09-09 (Xbox) / 2004-09-16 (PS2); Europe: 2004-09-10.","value":"North America: 2004-09-08; Australia: 2004-09-09 (Xbox) / 2004-09-16 (PS2); Europe: 2004-09-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page credits Criterion Games as the developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","wikipedia_title":"Burnout 3: Takedown"},{"game_key":"Burnout 3: Takedown (Original Xbox, North American NTSC-U retail release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The Wikipedia infobox lists developer as Criterion Games.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The Wikipedia infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The Wikipedia infobox lists original platform as PlayStation 2, Xbox.","value":"PlayStation 2, Xbox","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The Wikipedia infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The Wikipedia infobox lists series as Burnout.","value":"Burnout","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The Wikipedia infobox release schedule explicitly lists North America: 8 September 2004.","value":"North America: 8 September 2004","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","wikipedia_title":"Burnout 3: Takedown"},{"game_key":"Burnout 3: Takedown (PlayStation 2 version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page identifies PlayStation 2, Xbox as the original platform or platforms for this release.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page lists this release date: North America: 2004-09-08; Australia: 2004-09-09 (Xbox) / 2004-09-16 (PS2); Europe: 2004-09-10.","value":"North America: 2004-09-08; Australia: 2004-09-09 (Xbox) / 2004-09-16 (PS2); Europe: 2004-09-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page credits Criterion Games as the developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","evidence":"The source page identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_3:_Takedown","wikipedia_title":"Burnout 3: Takedown"},{"game_key":"Burnout CRASH!","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","evidence":"The source page identifies PlayStation 3, Xbox 360, iOS as the original platform or platforms for this release.","value":["PlayStation 3","Xbox 360","iOS"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","evidence":"The source page lists this release date: North America: 2011-09-20 (PSN); North America: 2011-09-21 (XBLA); Europe: 2011-09-21.","value":"North America: 2011-09-20 (PSN); North America: 2011-09-21 (XBLA); Europe: 2011-09-21","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","evidence":"The source page credits Criterion Games as the developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","evidence":"The source page identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_Crash!","wikipedia_title":"Burnout Crash!"},{"game_key":"Burnout Dominator","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","evidence":"The source page identifies PlayStation 2, PlayStation Portable as the original platform or platforms for this release.","value":["PlayStation 2","PlayStation Portable"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","evidence":"The source page lists this release date: North America: 2007-03-06; Australia: 2007-03-22 (PS2) / 2007-04-26 (PSP); Europe: 2007-03-23 (PS2) / 2007-04-27 (PSP).","value":"North America: 2007-03-06; Australia: 2007-03-22 (PS2) / 2007-04-26 (PSP); Europe: 2007-03-23 (PS2) / 2007-04-27 (PSP)","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","evidence":"The source page credits EA UK as the developer.","value":"EA UK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","evidence":"The source page identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_Dominator","wikipedia_title":"Burnout Dominator"},{"game_key":"Burnout Paradise (Burnout 5 Xbox 360 build)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_Paradise","evidence":"The Wikipedia infobox lists developer as Criterion Games.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_Paradise","evidence":"The Wikipedia infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_Paradise","evidence":"The Wikipedia infobox lists original platform as Original versionPlayStation 3Xbox 360Microsoft WindowsRemasteredPlayStation 4Xbox OneMicrosoft WindowsNintendo Switch.","value":"Original versionPlayStation 3Xbox 360Microsoft WindowsRemasteredPlayStation 4Xbox OneMicrosoft WindowsNintendo Switch","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_Paradise","evidence":"The Wikipedia infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_Paradise","evidence":"The Wikipedia infobox lists series as Burnout.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_Paradise","wikipedia_title":"Burnout Paradise"},{"game_key":"Burnout Revenge (Xbox 360 retail)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page identifies PlayStation 2, Xbox as the original platform or platforms for this release.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page lists this release date: North America: 2005-09-13 (PS2/Xbox); North America: 2006-03-07 (Xbox 360).","value":"North America: 2005-09-13 (PS2/Xbox); North America: 2006-03-07 (Xbox 360)","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page credits Criterion Games as the developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","wikipedia_title":"Burnout Revenge"},{"game_key":"Burnout Revenge (Xbox 360)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page identifies PlayStation 2, Xbox as the original platform or platforms for this release.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page lists this release date: North America: 2005-09-13 (PS2/Xbox); North America: 2006-03-07 (Xbox 360).","value":"North America: 2005-09-13 (PS2/Xbox); North America: 2006-03-07 (Xbox 360)","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page credits Criterion Games as the developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page credits Electronic Arts as the publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","evidence":"The source page identifies the game as part of the Burnout series.","value":"Burnout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Burnout_Revenge","wikipedia_title":"Burnout Revenge"},{"game_key":"Bushido Blade 2 (PS1 NTSC-U SLUS-00663)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bushido_Blade_2","evidence":"The article credits Lightweight as developer.","value":"Lightweight","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bushido_Blade_2","evidence":"The article lists Square Electronic Arts as the North American publisher.","value":"Square Electronic Arts (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Bushido_Blade_2","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bushido_Blade_2","evidence":"The article classifies Bushido Blade 2 as a fighting game.","value":"Fighting","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Bushido_Blade_2","wikipedia_title":"Bushido Blade 2"},{"game_key":"Busin 0: Wizardry Alternative Neo","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps2/918608-busin-0-wizardry-alternative-neo","evidence":"The source page identifies PlayStation 2 as the original platform or platforms for this release.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps2/918608-busin-0-wizardry-alternative-neo","evidence":"The source page lists this release date: Japan: 2003-11-13.","value":"Japan: 2003-11-13","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps2/918608-busin-0-wizardry-alternative-neo","evidence":"The source page credits Racjin as the developer.","value":"Racjin","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps2/918608-busin-0-wizardry-alternative-neo","evidence":"The source page credits Atlus as the publisher.","value":"Atlus","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps2/918608-busin-0-wizardry-alternative-neo","evidence":"The source page classifies the game as Western-style role-playing.","value":"Western-style role-playing","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ps2/918608-busin-0-wizardry-alternative-neo","evidence":"The source page identifies the game as part of the Wizardry series.","value":"Wizardry","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Busin+0%3A+Wizardry+Alternative+Neo","wikipedia_title":null},{"game_key":"Bust A Groove (PS1 USA, SCUS-94263)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Bust_a_Groove","evidence":"The article identifies Bust a Groove as a rhythm game.","value":"Rhythm","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Bust_a_Groove","evidence":"The article credits Metro as developer.","value":"Metro","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Bust_a_Groove","evidence":"The article lists these regional publishers.","value":"Enix (Japan); 989 Studios (North America); Sony Computer Entertainment (Europe)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Bust_a_Groove","evidence":"The article lists PlayStation, arcade, and mobile versions.","value":"PlayStation, arcade, mobile","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Bust_a_Groove","evidence":"The article gives November 25, 1998 as the North American release date.","value":"North America: 1998-11-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Bust+A+Groove+%28PS1+USA%2C+SCUS-94263%29","wikipedia_title":null},{"game_key":"Caesar III","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Caesar_III","evidence":"The source page identifies Windows, Macintosh as the original platform or platforms for this release.","value":["Windows","Macintosh"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Caesar_III","evidence":"The source page lists this release date: 1998-09-30 (Windows); 1999-06-18 (Macintosh).","value":"1998-09-30 (Windows); 1999-06-18 (Macintosh)","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Caesar_III","evidence":"The source page credits Impressions Games as the developer.","value":"Impressions Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Caesar_III","evidence":"The source page credits Sierra Studios as the publisher.","value":"Sierra Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Caesar_III","evidence":"The source page classifies the game as City-building.","value":"City-building","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Caesar_III","evidence":"The source page identifies the game as part of the Caesar series.","value":"Caesar","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Caesar_III","wikipedia_title":"Caesar III"},{"game_key":"Call of Duty (PC version 1.5)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_(video_game)","evidence":"The article describes Call of Duty as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_(video_game)","evidence":"The article credits Infinity Ward as developer.","value":"Infinity Ward","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_(video_game)","evidence":"The article identifies Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_(video_game)","evidence":"The article identifies the game as the first installment in the Call of Duty franchise.","value":"Call of Duty","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_(video_game)","evidence":"The article identifies Windows as the original release platform.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_(video_game)","evidence":"The article gives October 29, 2003 as the North American Windows release date.","value":"North America: 2003-10-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Call+of+Duty+%28PC+version+1.5%29","wikipedia_title":null},{"game_key":"Call of Duty 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_2","evidence":"The source classifies Call of Duty 2 as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_2","evidence":"The source identifies Microsoft Windows (first release); Xbox 360 followed as the game’s original platform or first-release platform(s).","value":"Microsoft Windows (first release); Xbox 360 followed","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_2","evidence":"The source gives this release timing: Windows: 2005-10-25; Xbox 360: 2005-11-22.","value":"Windows: 2005-10-25; Xbox 360: 2005-11-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_2","evidence":"The source credits Infinity Ward as developer for the identified game/release.","value":"Infinity Ward","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_2","evidence":"The source credits Activision as publisher for the identified game/release.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_2","evidence":"The source identifies the game as part of the Call of Duty series.","value":"Call of 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developer.","value":"Treyarch","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The source page credits Activision as the publisher.","value":"Activision","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The source page classifies the game as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The source page identifies the game as part of the Call of Duty series.","value":"Call of Duty","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","wikipedia_title":"Call of Duty 3"},{"game_key":"Call of Duty 3 (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The article describes Call of Duty 3 as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The article credits Treyarch as developer.","value":"Treyarch","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The article identifies Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The article identifies Call of Duty 3 as the third major installment in the series.","value":"Call of Duty","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The article lists Xbox 360 as one of the release platforms.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_3","evidence":"The article gives November 7, 2006 as the North American Xbox 360 release date.","value":"North America: 2006-11-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Call+of+Duty+3+%28Xbox+360%29","wikipedia_title":null},{"game_key":"Call of Duty 4: Modern Warfare (2007 PC version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare","evidence":"The article describes Call of Duty 4: Modern Warfare as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare","evidence":"The article credits Infinity Ward as developer.","value":"Infinity Ward","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare","evidence":"The article identifies Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare","evidence":"The article identifies it as the fourth main installment in the series.","value":"Call of Duty","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare","evidence":"The article lists Microsoft Windows among the original 2007 platforms.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare","evidence":"The article gives November 5, 2007 as the North American Windows release date.","value":"North America: 2007-11-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Call+of+Duty+4%3A+Modern+Warfare+%282007+PC+version%29","wikipedia_title":null},{"game_key":"Call of Duty: Future Warfare","facts":[{"field":"original_platform","source_url":"https://insider-gaming.com/future-warfare-beta-build-leaks/","evidence":"The report identifies an Xbox 360-based beta build. This establishes the platform of the surfaced development build, not the final target platform.","value":"Final retail platform unconfirmed; a surfaced development beta is Xbox 360-based","date_granularity":null},{"field":"genre","source_url":"https://www.videogameschronicle.com/news/gameplay-of-a-cancelled-call-of-duty-title-from-tony-hawks-studio-neversoft-has-leaked-online/","evidence":"The report calls NX1 a futuristic sci-fi Call of Duty entry; footage included campaign and multiplayer gameplay.","value":"Science-fiction shooter (planned Call of Duty spinoff)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty","evidence":"The Call of Duty article says Activision tasked Neversoft with developing the sci-fi spinoff.","value":"Neversoft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Call%20of%20Duty%3A%20Future%20Warfare","wikipedia_title":null},{"game_key":"Call of Duty: Modern Warfare 2 (2009 PC/Steam game data)","facts":[{"field":"developer","source_url":"https://investor.activision.com/static-files/62c16d58-9872-4dc3-bab4-6853e4f78083","evidence":"Activision’s announcement names Infinity Ward as developer.","value":"Infinity Ward","date_granularity":null},{"field":"publisher","source_url":"https://investor.activision.com/static-files/62c16d58-9872-4dc3-bab4-6853e4f78083","evidence":"Activision’s announcement says Activision Publishing would release the game worldwide.","value":"Activision Publishing","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/10180/Call_of_Duty_Modern_Warfare_2_2009/","evidence":"The official Steam product listing identifies the 2009 PC edition.","value":"Windows PC (Steam edition)","date_granularity":null},{"field":"regional_release_date","source_url":"https://investor.activision.com/static-files/62c16d58-9872-4dc3-bab4-6853e4f78083","evidence":"Activision announced a worldwide release on November 10, 2009.","value":"Worldwide: 2009-11-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","wikipedia_title":"Call of Duty: Modern Warfare 2"},{"game_key":"Call of Duty: Modern Warfare 2 (2009, Xbox 360 version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","evidence":"The source page identifies Windows, PlayStation 3, Xbox 360 as the original platform or platforms for this release.","value":["Windows","PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","evidence":"The source page lists this release date: Worldwide: 2009-11-10.","value":"Worldwide: 2009-11-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","evidence":"The source page credits Infinity Ward as the developer.","value":"Infinity Ward","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","evidence":"The source page credits Activision as the publisher.","value":"Activision","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","evidence":"The source page classifies the game as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","evidence":"The source page identifies the game as part of the Call of Duty series.","value":"Call of Duty","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2","wikipedia_title":"Call of Duty: Modern Warfare 2"},{"game_key":"Call of Duty: Roads to Victory","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article title and infobox identify the exact game.","value":"Call of Duty: Roads to Victory","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article infobox and opening paragraph classify it as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article identifies PlayStation Portable as the game’s original platform.","value":"PlayStation Portable","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article lists PSP and PS Vita and explains that a voucher enabled the game on Vita.","value":"PlayStation Portable; later playable on PlayStation Vita","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article gives March 13, 2007 as the North American PSP release date.","value":"North America: 2007-03-13","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article credits Amaze Entertainment as developer.","value":"Amaze Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article credits Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article lists Call of Duty as the series.","value":"Call of Duty","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","evidence":"The article’s development section calls it the first and only franchise game made for PSP.","value":"It was the first and only Call of Duty game made for PSP.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Call_of_Duty:_Roads_to_Victory","wikipedia_title":"Call of Duty: Roads to Victory"},{"game_key":"Camp Whittlewood","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/4205220/Camp_Whittlewood/","evidence":"Steam store identifies the title as Camp Whittlewood. The store page supplies title, release date, platform, and genre; developer/publisher are not asserted here.","value":"Camp Whittlewood","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/4205220/Camp_Whittlewood/","evidence":"Steam store classifies the game as Horror RPG. The store page supplies title, release date, platform, and genre; developer/publisher are not asserted here.","value":"Horror RPG","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/4205220/Camp_Whittlewood/","evidence":"Steam store lists Windows among the game's platforms. The store page supplies title, release date, platform, and genre; developer/publisher are not asserted here.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/4205220/Camp_Whittlewood/","evidence":"Steam store records the release as 2026-09-29. The store page supplies title, release date, platform, and genre; developer/publisher are not asserted here.","value":"2026-09-29","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Camp%20Whittlewood","wikipedia_title":null},{"game_key":"Cannon Fodder (Amiga and PC releases)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cannon_Fodder_(video_game)","evidence":"The article identifies Cannon Fodder as a shoot 'em up game.","value":"Shoot 'em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cannon_Fodder_(video_game)","evidence":"The article credits Sensible Software as developer.","value":"Sensible Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cannon_Fodder_(video_game)","evidence":"The article identifies Virgin Interactive Entertainment as publisher.","value":"Virgin Interactive Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cannon_Fodder_(video_game)","evidence":"The article identifies Cannon Fodder as the first game in its series.","value":"Cannon Fodder","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cannon_Fodder_(video_game)","evidence":"The article says the game was first released for Amiga.","value":"Amiga","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Cannon_Fodder_(video_game)","evidence":"The article lists these original and port platforms.","value":"Amiga, MS-DOS, Atari ST, Acorn Archimedes, Atari Jaguar, Mega Drive, Super NES, 3DO","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cannon+Fodder+%28Amiga+and+PC+releases%29","wikipedia_title":null},{"game_key":"Capcom vs. SNK 2: Millionaire Fighting 2001","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Capcom_vs._SNK_2","evidence":"The article says the game was originally released on NAOMI arcade hardware; the Japanese subtitle is Millionaire Fighting 2001.","value":"Arcade (Sega NAOMI)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Capcom_vs._SNK_2","evidence":"The article infobox and lead classify it as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Capcom_vs._SNK_2","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Capcom_vs._SNK_2","evidence":"The infobox lists Capcom worldwide and Sega for the North American arcade release.","value":"Capcom worldwide; Sega handled the North American arcade release","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Capcom_vs._SNK_2","evidence":"The release table gives the initial Japanese arcade release as August 2001; console releases followed.","value":"Japan arcade: 2001-08 (initial arcade release)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Capcom_vs._SNK_2","wikipedia_title":"Capcom vs. SNK 2"},{"game_key":"Captain America and the Avengers","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Captain_America_and_The_Avengers","evidence":"The Wikipedia infobox lists developer as Data East.","value":"Data East","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Captain_America_and_The_Avengers","evidence":"The Wikipedia infobox lists publisher as Data EastSuper.","value":"Data EastSuper","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Captain_America_and_The_Avengers","evidence":"The Wikipedia infobox lists original platform as Arcade, NES, Genesis/Mega Drive, Super NES, Game Gear, Game Boy.","value":"Arcade, NES, Genesis/Mega Drive, Super NES, Game Gear, Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Captain_America_and_The_Avengers","evidence":"The Wikipedia infobox lists genre as Beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Captain_America_and_The_Avengers","evidence":"The Wikipedia infobox release schedule explicitly lists Europe: 1991.","value":"Europe: 1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Captain_America_and_The_Avengers","wikipedia_title":"Captain America and The Avengers"},{"game_key":"Captain Claw (1997)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Claw_(video_game)","evidence":"The source page identifies Windows as the original platform or platforms for this release.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Claw_(video_game)","evidence":"The source page lists this release date: North America: 1997-09-09; Europe: 1998-02-17.","value":"North America: 1997-09-09; Europe: 1998-02-17","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Claw_(video_game)","evidence":"The source page credits Monolith Productions as the developer.","value":"Monolith Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Claw_(video_game)","evidence":"The source page credits Monolith Productions as the publisher.","value":"Monolith Productions","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Claw_(video_game)","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Claw_(video_game)","wikipedia_title":"Claw (video game)"},{"game_key":"Captain Toad: Treasure Tracker","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Captain_Toad:_Treasure_Tracker","evidence":"The article identifies the Wii U as the original release platform.","value":"Wii U","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Captain_Toad:_Treasure_Tracker","evidence":"The article classifies the game as a puzzle-platform game.","value":"Puzzle-platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Captain_Toad:_Treasure_Tracker","evidence":"The article credits Nintendo EAD Tokyo as the original Wii U developer.","value":"Nintendo EAD Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Captain_Toad:_Treasure_Tracker","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Captain_Toad:_Treasure_Tracker","evidence":"The article gives the original Wii U regional release dates: November 13, 2014 in Japan, December 5 in North America, and January 2, 2015 in Europe.","value":"Japan: November 13, 2014; North America: December 5, 2014; Europe: January 2, 2015","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Captain_Toad:_Treasure_Tracker","wikipedia_title":"Captain Toad: Treasure Tracker"},{"game_key":"Captain Tsubasa Vol. II: Super Striker PLUS","facts":[{"field":"original_platform","source_url":"https://github.com/mamedev/mame/blob/master/hash/nes.xml","evidence":"MAME’s NES software list records the Japanese cartridge in its NES/Famicom list.","value":"Nintendo Famicom","date_granularity":null},{"field":"publisher","source_url":"https://github.com/mamedev/mame/blob/master/hash/nes.xml","evidence":"MAME’s software-list record lists Tecmo as publisher.","value":"Tecmo","date_granularity":null},{"field":"regional_release_date","source_url":"https://github.com/mamedev/mame/blob/master/hash/nes.xml","evidence":"MAME’s software-list record gives the Japanese release date as 1990-07-20.","value":"Japan: 1990-07-20","date_granularity":"day"},{"field":"product_code","source_url":"https://github.com/mamedev/mame/blob/master/hash/nes.xml","evidence":"MAME’s software-list record identifies serial TCF-T6.","value":"TCF-T6","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Captain_Tsubasa_Vol._II:_Super_Striker","wikipedia_title":"Captain Tsubasa Vol. II: Super Striker"},{"game_key":"Captive (1990)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Captive_(video_game)","evidence":"The source page identifies Amiga, Atari ST as the original platform or platforms for this release.","value":["Amiga","Atari ST"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Captive_(video_game)","evidence":"The source page lists this release date: 1990.","value":"1990","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Captive_(video_game)","evidence":"The source page credits Mindscape as the developer.","value":"Mindscape","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Captive_(video_game)","evidence":"The source page credits Mindscape as the publisher.","value":"Mindscape","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Captive_(video_game)","evidence":"The source page classifies the game as Science-fiction role-playing / dungeon crawl.","value":"Science-fiction role-playing / dungeon crawl","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Captive_(video_game)","wikipedia_title":"Captive (video game)"},{"game_key":"Carmageddon (1997)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Carmageddon","evidence":"The source classifies Carmageddon (1997) as Vehicular combat / racing.","value":"Vehicular combat / racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Carmageddon","evidence":"The source identifies MS-DOS, Windows, and Mac OS as the game’s original platform or first-release platform(s).","value":"MS-DOS, Windows, and Mac OS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Carmageddon","evidence":"The source gives this release timing: 1997.","value":"1997","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Carmageddon","evidence":"The source credits Stainless Games as developer for the identified game/release.","value":"Stainless Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Carmageddon","evidence":"The source credits Interplay Productions; Sales Curve Interactive as publisher for the identified game/release.","value":"Interplay Productions; Sales Curve Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Carmageddon","evidence":"The source identifies the game as part of the Carmageddon series.","value":"Carmageddon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Carmageddon","wikipedia_title":"Carmageddon"},{"game_key":"Carmageddon II: Carpocalypse Now (1998 Windows PC release; exact retail revision not narrowed by the README)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Carmageddon_II:_Carpocalypse_Now","evidence":"The article says the game was released in 1998 for Microsoft Windows; Mac, PlayStation, and Nintendo 64 ports followed.","value":"Windows PC","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Carmageddon_II:_Carpocalypse_Now","evidence":"The article infobox lists vehicular combat and racing genres.","value":"Vehicular combat; racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Carmageddon_II:_Carpocalypse_Now","evidence":"The article credits Stainless Games as developer of the original game.","value":"Stainless Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Carmageddon_II:_Carpocalypse_Now","evidence":"The article infobox and lead give separate regional publishers for the Windows release.","value":"Sales Curve Interactive (Europe); Interplay Entertainment (North America)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Carmageddon_II:_Carpocalypse_Now","evidence":"The article states the Windows game released in 1998 and gives separate European and North American Windows dates; this target is only narrowed to the year and Windows platform.","value":"1998 (Windows PC release; exact retail revision/region not narrowed)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Carmageddon_II:_Carpocalypse_Now","wikipedia_title":"Carmageddon II: Carpocalypse Now"},{"game_key":"CarnEvil","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/CarnEvil","evidence":"The Wikipedia infobox lists developer as Midway Games.","value":"Midway Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/CarnEvil","evidence":"The Wikipedia infobox lists publisher as Midway Games.","value":"Midway Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/CarnEvil","evidence":"The Wikipedia infobox lists original platform as Arcade.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/CarnEvil","evidence":"The Wikipedia infobox lists genre as Light-gun shooter.","value":"Light-gun shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/CarnEvil","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 31, 1998.","value":"North America: October 31, 1998","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/CarnEvil","wikipedia_title":"CarnEvil"},{"game_key":"Carnivores: Dinosaur Hunter","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Dinosaur_Hunter","evidence":"The source classifies Carnivores: Dinosaur Hunter as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Dinosaur_Hunter","evidence":"The source identifies iOS (first release) as the game’s original platform or first-release platform(s).","value":"iOS (first release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Dinosaur_Hunter","evidence":"The article gives the worldwide iOS Pro and free-edition dates, PSP/PS3 regional dates, and Android month; PSP/PS3 are ports by Beatshapers.","value":"iOS Pro: 2010-06-12; iOS free: 2010-07-08; PSP/PS3 (EU): 2010-08-11; PSP/PS3 (North America): 2010-08-17; Android: 2012-06","date_granularity":"mixed"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Dinosaur_Hunter","evidence":"The article credits Tatem Games with iOS and Android and Beatshapers with PSP and PS3 development.","value":"Tatem Games (iOS/Android); Beatshapers (PSP/PS3)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Dinosaur_Hunter","evidence":"The source identifies the game as part of the Carnivores series.","value":"Carnivores","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Dinosaur_Hunter","wikipedia_title":"Carnivores: Dinosaur Hunter"},{"game_key":"Carnivores: Ice Age","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","evidence":"The source classifies Carnivores: Ice Age as Hunting game / first-person shooter.","value":"Hunting game / first-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","evidence":"The source identifies Microsoft Windows (original); later iOS and Android as the game’s original platform or first-release platform(s).","value":"Microsoft Windows (original); later iOS and Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","evidence":"The source gives this release timing: Windows: 2001.","value":"Windows: 2001","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","evidence":"The source credits Action Forms as developer for the identified game/release.","value":"Action Forms","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","evidence":"The source credits WizardWorks (original Windows release) as publisher for the identified game/release.","value":"WizardWorks (original Windows release)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","evidence":"The source identifies the game as part of the Carnivores series.","value":"Carnivores","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Carnivores%3A_Ice_Age","wikipedia_title":"Carnivores: Ice Age"},{"game_key":"Cars (2006)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"The source classifies Cars (2006) as Adventure / racing.","value":"Adventure / racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"The source identifies PlayStation 2, GameCube, Xbox, Windows, Game Boy Advance, Nintendo DS, and PlayStation Portable as the game’s original platform or first-release platform(s).","value":"PlayStation 2, GameCube, Xbox, Windows, Game Boy Advance, Nintendo DS, and PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"The source gives this release timing: 2006.","value":"2006","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"The source credits Rainbow Studios (primary console version) as developer for the identified game/release.","value":"Rainbow Studios (primary console version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"The source credits THQ as publisher for the identified game/release.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"The source identifies the game as part of the Cars series.","value":"Cars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","wikipedia_title":"Cars (video game)"},{"game_key":"Cars: Race-O-Rama","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cars:_Race-O-Rama","evidence":"The article describes Cars Race-O-Rama as a racing game.","value":"Racing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cars:_Race-O-Rama","evidence":"The article identifies THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cars:_Race-O-Rama","evidence":"The article describes the game as a sequel in the Cars series.","value":"Cars","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Cars:_Race-O-Rama","evidence":"The article lists these release platforms.","value":"PlayStation 2, PlayStation 3, Xbox 360, Wii, Nintendo DS, PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cars:_Race-O-Rama","evidence":"The article gives October 12, 2009 as the North American release date.","value":"North America: 2009-10-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cars%3A+Race-O-Rama","wikipedia_title":null},{"game_key":"Castle of Illusion Starring Mickey Mouse (2013 Android release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castle_of_Illusion_Starring_Mickey_Mouse_(2013_video_game)","evidence":"The source classifies Castle of Illusion Starring Mickey Mouse (2013 Android release) as 2.5D platform.","value":"2.5D platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castle_of_Illusion_Starring_Mickey_Mouse_(2013_video_game)","evidence":"The source identifies PlayStation 3, Windows, and Xbox 360 (first 2013 releases); Android followed as the game’s original platform or first-release platform(s).","value":"PlayStation 3, Windows, and Xbox 360 (first 2013 releases); Android followed","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/63038/castle-of-illusion-starring-mickey-mouse/releases/android/","evidence":"MobyGames lists the Android release on June 18, 2014.","value":"Android: 2014-06-18","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castle_of_Illusion_Starring_Mickey_Mouse_(2013_video_game)","evidence":"The source credits Sega Studios Australia as developer for the identified game/release.","value":"Sega Studios Australia","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castle_of_Illusion_Starring_Mickey_Mouse_(2013_video_game)","evidence":"The source credits Disney Mobile (Android release) as publisher for the identified game/release.","value":"Disney Mobile (Android release)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castle_of_Illusion_Starring_Mickey_Mouse_(2013_video_game)","wikipedia_title":"Castle of Illusion Starring Mickey Mouse (2013 video game)"},{"game_key":"Castlevania Chronicles","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","evidence":"The source page identifies Sharp X68000 as the original platform or platforms for this release.","value":"Sharp X68000","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","evidence":"The source page lists this release date: Japan: 1993-07-23.","value":"Japan: 1993-07-23","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","evidence":"The source page credits Konami (X68000 original); Konami Computer Entertainment Tokyo (PlayStation edition) as the developer.","value":"Konami (X68000 original); Konami Computer Entertainment Tokyo (PlayStation edition)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","evidence":"The source page credits Konami as the publisher.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","evidence":"The source page identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania_Chronicles","wikipedia_title":"Castlevania Chronicles"},{"game_key":"Castlevania III: Dracula’s Curse","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","evidence":"The source page identifies Nintendo Entertainment System as the original platform or platforms for this release.","value":"Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","evidence":"The source page lists this release date: Japan: 1989-12-22.","value":"Japan: 1989-12-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","evidence":"The source page credits Konami as the developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","evidence":"The source page credits Konami (Japan/North America); Palcom (Europe) as the publisher.","value":"Konami (Japan/North America); Palcom (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","evidence":"The source page identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse","wikipedia_title":"Castlevania III: Dracula’s Curse"},{"game_key":"Castlevania: Aria of Sorrow","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","evidence":"The source classifies Castlevania: Aria of Sorrow as Action role-playing / Metroidvania.","value":"Action role-playing / Metroidvania","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","evidence":"The source identifies Game Boy Advance as the game’s original platform or first-release platform(s).","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","evidence":"The source gives this release timing: 2003.","value":"2003","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","evidence":"The source credits Konami Computer Entertainment Tokyo as developer for the identified game/release.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","evidence":"The source credits Konami as publisher for the identified game/release.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","evidence":"The source identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null},{"field":"collection_context","source_url":"https://www.konami.com/games/ca/en/topics/1805/","evidence":"Konami’s official collection announcement lists this title among the games included in Castlevania Advance Collection.","value":"Included in Konami’s Castlevania Advance Collection, released in 2021 with Circle of the Moon, Harmony of Dissonance, Aria of Sorrow, and Castlevania: Dracula X.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Aria_of_Sorrow","wikipedia_title":"Castlevania: Aria of Sorrow"},{"game_key":"Castlevania: Circle of the Moon","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","evidence":"The source classifies Castlevania: Circle of the Moon as Action role-playing / Metroidvania.","value":"Action role-playing / Metroidvania","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","evidence":"The source identifies Game Boy Advance as the game’s original platform or first-release platform(s).","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","evidence":"The source gives this release timing: 2001.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","evidence":"The source credits Konami Computer Entertainment Kobe as developer for the identified game/release.","value":"Konami Computer Entertainment Kobe","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","evidence":"The source credits Konami as publisher for the identified game/release.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","evidence":"The source identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null},{"field":"collection_context","source_url":"https://www.konami.com/games/ca/en/topics/1805/","evidence":"Konami’s official collection announcement lists this title among the games included in Castlevania Advance Collection.","value":"Included in Konami’s Castlevania Advance Collection, released in 2021 with Circle of the Moon, Harmony of Dissonance, Aria of Sorrow, and Castlevania: Dracula X.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Circle_of_the_Moon","wikipedia_title":"Castlevania: Circle of the Moon"},{"game_key":"Castlevania: Harmony of Dissonance","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","evidence":"The source classifies Castlevania: Harmony of Dissonance as Action role-playing / Metroidvania.","value":"Action role-playing / Metroidvania","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","evidence":"The source identifies Game Boy Advance as the game’s original platform or first-release platform(s).","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","evidence":"The source gives this release timing: 2002.","value":"2002","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","evidence":"The source credits Konami Computer Entertainment Tokyo as developer for the identified game/release.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","evidence":"The source credits Konami as publisher for the identified game/release.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","evidence":"The source identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null},{"field":"collection_context","source_url":"https://www.konami.com/games/ca/en/topics/1805/","evidence":"Konami’s official collection announcement lists this title among the games included in Castlevania Advance Collection.","value":"Included in Konami’s Castlevania Advance Collection, released in 2021 with Circle of the Moon, Harmony of Dissonance, Aria of Sorrow, and Castlevania: Dracula X.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania%3A_Harmony_of_Dissonance","wikipedia_title":"Castlevania: Harmony of Dissonance"},{"game_key":"Castlevania: Legacy of Darkness","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","evidence":"The source page lists this release date: North America: 1999-12-08.","value":"North America: 1999-12-08","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","evidence":"The source page credits Konami Computer Entertainment Kobe as the developer.","value":"Konami Computer Entertainment Kobe","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","evidence":"The source page credits Konami as the publisher.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","evidence":"The source page classifies the game as Action-adventure / platform.","value":"Action-adventure / platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","evidence":"The source page identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania:_Legacy_of_Darkness","wikipedia_title":"Castlevania: Legacy of Darkness"},{"game_key":"Castlevania: Symphony of the Night","facts":[{"field":"original_platform","source_url":"https://www.konami.com/games/castlevania/us/en-us/page/history_1997_ps","evidence":"Konami’s official history entry lists PlayStation and Sega Saturn.","value":["PlayStation","Sega Saturn"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.konami.com/games/castlevania/us/en-us/page/history_1997_ps","evidence":"Konami’s official history entry states release date Oct 2, 1997. The page does not identify a region, so retain as publisher-listed date rather than assume worldwide first release.","value":"1997-10-02","date_granularity":"day"},{"field":"genre","source_url":"https://www.konami.com/games/ca/en/topics/1162/","evidence":"Konami describes the classic as retaining the series’ side-scrolling action.","value":"Side-scrolling action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page credits Konami Computer Entertainment Tokyo as the developer.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page credits Konami as the publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","wikipedia_title":"Castlevania: Symphony of the Night"},{"game_key":"Castlevania: Symphony of the Night (PlayStation USA version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page lists this release date: Japan: 1997-03-20.","value":"Japan: 1997-03-20","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page credits Konami Computer Entertainment Tokyo as the developer.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page credits Konami as the publisher.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page classifies the game as Action role-playing / metroidvania.","value":"Action role-playing / metroidvania","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","wikipedia_title":"Castlevania: Symphony of the Night"},{"game_key":"Castlevania: Symphony of the Night (Xbox Live Arcade version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page lists this release date: Japan: 1997-03-20.","value":"Japan: 1997-03-20","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page credits Konami Computer Entertainment Tokyo as the developer.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page credits Konami as the publisher.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page classifies the game as Action role-playing / metroidvania.","value":"Action role-playing / metroidvania","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The source page identifies the game as part of the Castlevania series.","value":"Castlevania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","wikipedia_title":"Castlevania: Symphony of the Night"},{"game_key":"Casualties: Unknown","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/4576490/Casualties_Unknown/","evidence":"The official Steam product page identifies Orsoniks as developer.","value":"Orsoniks","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/4576490/Casualties_Unknown/","evidence":"The official Steam product page identifies Oro Interactive as publisher.","value":"Oro Interactive","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/4576490/Casualties_Unknown/","evidence":"The official listing describes a cave-exploration survival simulator and assigns Action, Adventure, and Simulation genre categories.","value":"Survival simulation (Steam categories: Action, Adventure, Simulation)","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/4576490/Casualties_Unknown/","evidence":"The Steam listing names Windows 10 and requires a 64-bit processor and operating system; the current Windows game build is x86-64 per the maintainer port notes.","value":"Windows PC (64-bit)","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/4576490/Casualties_Unknown/","evidence":"Steam lists November 9, 2026 as the planned full-game release date, still in the future on the verification date. The separate demo page lists April 20, 2026; this field records the planned full-game date, not an actual release.","value":"Planned: 2026-11-09 (full game; not released as of 2026-10-16)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Casualties:_Unknown","wikipedia_title":"Casualties: Unknown"},{"game_key":"Cataclysm: Dark Days Ahead","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cataclysm:_Dark_Days_Ahead","evidence":"The article identifies Cataclysm: Dark Days Ahead as an open-source survival horror roguelike.","value":"Open-source survival horror roguelike","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Cataclysm:_Dark_Days_Ahead","evidence":"The article lists Linux, OS X, Windows, iOS, and Android.","value":"Linux, macOS, Windows, iOS, Android","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Cataclysm:_Dark_Days_Ahead","evidence":"The article describes Dark Days Ahead as a fork of the original Cataclysm.","value":"Fork of the original Cataclysm","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cataclysm%3A+Dark+Days+Ahead","wikipedia_title":null},{"game_key":"Catherine (Xbox 360 USA retail release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Catherine_(video_game)","evidence":"The article identifies Catherine as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Catherine_(video_game)","evidence":"The article credits Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Catherine_(video_game)","evidence":"The article lists these platforms for Catherine and its later release.","value":"PlayStation 3, Xbox 360, Windows, PlayStation 4, PlayStation Vita, Nintendo Switch","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Catherine_(video_game)","evidence":"The article lists Xbox 360 as a platform for the original Catherine.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Catherine_(video_game)","evidence":"The article gives July 26, 2011 as the North American release date.","value":"North America: 2011-07-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Catherine+%28Xbox+360+USA+retail+release%29","wikipedia_title":null},{"game_key":"Catrap","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The Wikipedia infobox lists developer as Sharp MZYutaka IsokawaGame BoyASK Kodansha.","value":"Sharp MZYutaka IsokawaGame BoyASK Kodansha","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The Wikipedia infobox lists publisher as Sharp MZSoftbankGame BoyJP: ASK KodanshaNA: Asmik.","value":"Sharp MZSoftbankGame BoyJP: ASK KodanshaNA: Asmik","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The Wikipedia infobox lists original platform as Sharp MZ-700, Game Boy.","value":"Sharp MZ-700, Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The Wikipedia infobox lists genre as Puzzle-platform.","value":"Puzzle-platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 1990.","value":"North America: October 1990","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Catrap","wikipedia_title":"Catrap"},{"game_key":"Catrap (USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The article identifies Catrap as a puzzle-platform game.","value":"Puzzle-platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The article credits ASK Kodansha with developing the Game Boy port.","value":"ASK Kodansha (Game Boy port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The article identifies Asmik as publisher of the North American Game Boy release.","value":"Asmik (North America)","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The article identifies the North American version as a Game Boy port.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Catrap","evidence":"The article gives October 1990 as the North American Game Boy release.","value":"North America: 1990-10","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Catrap+%28USA%29","wikipedia_title":null},{"game_key":"Cave Story","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cave_Story","evidence":"The article identifies the original Cave Story as a 2004 Microsoft Windows game.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cave_Story","evidence":"The article dates the original game to 2004.","value":"2004","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cave_Story","evidence":"The article credits Daisuke “Pixel” Amaya with developing the original game.","value":"Daisuke Amaya (Studio Pixel)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cave_Story","evidence":"The article classifies Cave Story as a Metroidvania game.","value":"Metroidvania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cave_Story","wikipedia_title":"Cave Story"},{"game_key":"CB Chara Wars: Ushinawareta Gag","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/snes/581962-cb-chara-wars","evidence":"The GameFAQs title record is the Super Nintendo release.","value":"Super Famicom / Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/snes/581962-cb-chara-wars","evidence":"The release record classifies the game as an action game and a 2D beat-’em-up.","value":"Action; 2D beat 'em up","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/581962-cb-chara-wars","evidence":"The game record credits Almanic Corp. as developer.","value":"Almanic Corp.","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/snes/581962-cb-chara-wars","evidence":"The game record credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/snes/581962-cb-chara-wars","evidence":"The release record identifies a Japan-only 1992 release; no day-level date is supplied there.","value":"Japan: 1992","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=CB%20Chara%20Wars%3A%20Ushinawareta%20Gag","wikipedia_title":null},{"game_key":"Celeste","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The article identifies Celeste as a platform video game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The article credits Maddy Makes Games as developer.","value":"Maddy Makes Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The article identifies Maddy Makes Games as publisher.","value":"Maddy Makes Games","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The article lists these platforms.","value":"Linux, macOS, Nintendo Switch, PlayStation 4, Windows, Xbox One, Google Stadia","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The article gives January 25, 2018 as the worldwide release date.","value":"2018-01-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","wikipedia_title":"Celeste (video game)"},{"game_key":"Celeste Classic","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The source page identifies PICO-8 as the original platform or platforms for this release.","value":"PICO-8","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The source page credits Maddy Thorson; Noel Berry as the developer.","value":"Maddy Thorson; Noel Berry","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","wikipedia_title":"Celeste (video game)"},{"game_key":"Celeste Classic (PICO-8)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The source page identifies PICO-8 as the original platform or platforms for this release.","value":"PICO-8","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The source page credits Maddy Thorson; Noel Berry as the developer.","value":"Maddy Thorson; Noel Berry","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Celeste_(video_game)","wikipedia_title":"Celeste (video game)"},{"game_key":"Centipede","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","evidence":"The source page lists this release date: North America: August 1981; Japan: March 1983.","value":"North America: August 1981; Japan: March 1983","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","evidence":"The source page credits Atari as the developer.","value":"Atari","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","evidence":"The source page credits Atari (North America); Sanritsu / Kiwako (Japan) as the publisher.","value":"Atari (North America); Sanritsu / Kiwako (Japan)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","evidence":"The source page classifies the game as Fixed shooter.","value":"Fixed shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","evidence":"The source page identifies the game as part of the Centipede series.","value":"Centipede","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Centipede_(video_game)","wikipedia_title":"Centipede (video game)"},{"game_key":"ChainDive","facts":[{"field":"genre","source_url":"https://it.wikipedia.org/wiki/ChainDive","evidence":"The Italian article labels ChainDive an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://it.wikipedia.org/wiki/ChainDive","evidence":"The Italian article credits Alvion as developer.","value":"Alvion","date_granularity":null},{"field":"publisher","source_url":"https://it.wikipedia.org/wiki/ChainDive","evidence":"The Italian article identifies Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://it.wikipedia.org/wiki/ChainDive","evidence":"The Italian article identifies PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://it.wikipedia.org/wiki/ChainDive","evidence":"The Italian article gives October 16, 2003 as its release date and says it was commercialized only in Japan.","value":"Japan: 2003-10-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=ChainDive","wikipedia_title":null},{"game_key":"Championship Manager 01/02 (original Mac PowerPC release)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article identifies Mac OS as a release platform for Championship Manager: Season 01/02.","value":"Mac OS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article categorizes it as a football management simulation, with sports and management listed as genres.","value":["Sports","Management"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article credits Sports Interactive as developer.","value":"Sports Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article credits Eidos Interactive as publisher.","value":"Eidos Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article says the game was released for Mac in November 2001.","value":"November 2001","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","wikipedia_title":"Championship Manager: Season 01/02"},{"game_key":"Championship Manager 01/02 (PC version 3.9.68)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article identifies Microsoft Windows as a release platform for Championship Manager: Season 01/02.","value":"Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article categorizes it as a football management simulation, with sports and management listed as genres.","value":["Sports","Management"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article credits Sports Interactive as developer.","value":"Sports Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article credits Eidos Interactive as publisher.","value":"Eidos Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","evidence":"The article says the game was released for Microsoft Windows in October 2001.","value":"October 2001","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Championship_Manager%3A_Season_01/02","wikipedia_title":"Championship Manager: Season 01/02"},{"game_key":"Chaos Field","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chaos_Field","evidence":"The article says development targeted Sega NAOMI and identifies arcade as the initial platform; console versions followed.","value":"Arcade (Sega NAOMI)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chaos_Field","evidence":"The article infobox and gameplay section classify Chaos Field as a shoot-’em-up.","value":"Shoot 'em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chaos_Field","evidence":"The article credits MileStone as developer.","value":"MileStone Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chaos_Field","evidence":"The infobox credits Able Corporation as publisher and the development section says Able funded development; later ports had different publishers.","value":"Able Corporation (original arcade release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chaos_Field","evidence":"The article lists May 25, 2004 as the first Japanese arcade release.","value":"Japan arcade: 2004-05-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Chaos_Field","wikipedia_title":"Chaos Field"},{"game_key":"Charge 'N Blast","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Charge_%27n_Blast","evidence":"The article identifies Charge 'n Blast as a shooter.","value":"Shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Charge_%27n_Blast","evidence":"The article credits CSK Research Institute and SIMS as developers.","value":"CSK Research Institute; SIMS Co., Ltd.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Charge_%27n_Blast","evidence":"The article identifies Dreamcast as the game's platform.","value":"Dreamcast","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Charge_%27n_Blast","evidence":"The article identifies Charge 'n Blast as a 2000 game.","value":"2000","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Charge+%27N+Blast","wikipedia_title":null},{"game_key":"Chibi-Robo!","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo!_(video_game)","evidence":"The source page identifies Nintendo GameCube as the original platform or platforms for this release.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo!_(video_game)","evidence":"The source page lists this release date: Japan: 2005-06-23.","value":"Japan: 2005-06-23","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo!_(video_game)","evidence":"The source page credits Skip Ltd. as the developer.","value":"Skip Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo!_(video_game)","evidence":"The source page credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo!_(video_game)","evidence":"The source page classifies the game as Platform-adventure.","value":"Platform-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo!_(video_game)","evidence":"The source page identifies the game as part of the Chibi-Robo series.","value":"Chibi-Robo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21","wikipedia_title":"Chibi-Robo!"},{"game_key":"Chibi-Robo! (GameCube PAL GGTP01 / USA GGTE01)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21_%28video_game%29","evidence":"The article identifies GameCube as the original platform for Chibi-Robo!.","value":"GameCube","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21_%28video_game%29","evidence":"The article describes Chibi-Robo! as a platform-adventure game.","value":["Platform","Adventure"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21_%28video_game%29","evidence":"The article credits Skip Ltd. as developer.","value":"Skip Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21_%28video_game%29","evidence":"The article identifies Nintendo as publisher, noting that Bandai originally held the publishing rights.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21_%28video_game%29","evidence":"The article says the GameCube game released in Japan in 2005 and in North America and Europe the following year.","value":"Japan: 2005; North America and Europe: 2006","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Chibi-Robo%21_%28video_game%29","wikipedia_title":"Chibi-Robo! (video game)"},{"game_key":"Chili Con Carnage","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chili_Con_Carnage","evidence":"The article describes Chili Con Carnage as an action-adventure third-person shooter.","value":"Action-adventure; third-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chili_Con_Carnage","evidence":"The article credits Deadline Games as developer.","value":"Deadline Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chili_Con_Carnage","evidence":"The article lists SCI Entertainment and Eidos as regional publishers.","value":"SCI Entertainment (Europe); Eidos (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chili_Con_Carnage","evidence":"The article says Chili Con Carnage was released exclusively for PlayStation Portable.","value":"PlayStation Portable","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Chili+Con+Carnage","wikipedia_title":null},{"game_key":"Chip’s Challenge (Windows 3.x release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The source classifies Chip’s Challenge (Windows 3.x release) as Puzzle.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The source identifies Atari Lynx (original); Windows 3.1 edition is the keyed release as the game’s original platform or first-release platform(s).","value":"Atari Lynx (original); Windows 3.1 edition is the keyed release","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The source gives this release timing: Windows 3.1/Microsoft Entertainment Pack 4: 1992.","value":"Windows 3.1/Microsoft Entertainment Pack 4: 1992","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The source credits Microsoft (Windows 3.1 port) as developer for the identified game/release.","value":"Microsoft (Windows 3.1 port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The source credits Microsoft Home (Windows port) as publisher for the identified game/release.","value":"Microsoft Home (Windows port)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The source identifies the game as part of the Chip’s Challenge series.","value":"Chip’s Challenge","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","evidence":"The article states that the Windows 3.1 version was developed by Microsoft and included in Microsoft Entertainment Pack 4.","value":"The Windows version appeared in Microsoft Entertainment Pack 4 (1992).","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Chip%27s_Challenge","wikipedia_title":"Chip’s Challenge"},{"game_key":"Chris Sawyer’s Locomotion","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chris_Sawyer%27s_Locomotion","evidence":"The article identifies Locomotion as a business simulation game.","value":"Business simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chris_Sawyer%27s_Locomotion","evidence":"The article credits Chris Sawyer as designer and programmer.","value":"Chris Sawyer","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chris_Sawyer%27s_Locomotion","evidence":"The article identifies Atari Interactive as publisher.","value":"Atari Interactive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chris_Sawyer%27s_Locomotion","evidence":"The article lists Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chris_Sawyer%27s_Locomotion","evidence":"The article gives September 2004 as the release date.","value":"2004-09","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Chris+Sawyer%E2%80%99s+Locomotion","wikipedia_title":null},{"game_key":"Chrono Cross","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chrono_Cross","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chrono_Cross","evidence":"The source page lists this release date: Japan: 1999-11-18; North America: 2000-08-15.","value":"Japan: 1999-11-18; North America: 2000-08-15","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chrono_Cross","evidence":"The source page credits Square as the developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chrono_Cross","evidence":"The source page credits Square as the publisher.","value":"Square","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chrono_Cross","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Chrono_Cross","evidence":"The source page identifies the game as part of the Chrono series.","value":"Chrono","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Chrono_Cross","wikipedia_title":"Chrono Cross"},{"game_key":"Chrono Trigger","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","evidence":"The article identifies Chrono Trigger as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","evidence":"The article credits Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","evidence":"The article identifies Square as publisher.","value":"Square","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","evidence":"The article identifies Chrono Trigger as the first game in the Chrono series.","value":"Chrono","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","evidence":"The article identifies the Super Nintendo Entertainment System as the original platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","evidence":"The article gives August 22, 1995 as the North American Super NES release date.","value":"North America: 1995-08-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Chrono_Trigger","wikipedia_title":"Chrono Trigger"},{"game_key":"ChuChu Rocket!","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/ChuChu_Rocket!","evidence":"The article identifies Dreamcast as the original platform; Game Boy Advance and mobile ports came later.","value":"Dreamcast","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/ChuChu_Rocket!","evidence":"The infobox and lead classify the title as an action puzzle game.","value":"Action puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/ChuChu_Rocket!","evidence":"The article credits Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/ChuChu_Rocket!","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/ChuChu_Rocket!","evidence":"The release table gives the Dreamcast release dates for Japan, North America, and Europe/PAL.","value":"Dreamcast: Japan 1999-11-11; North America 2000-03-07; Europe/PAL 2000-06-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/ChuChu_Rocket!","wikipedia_title":"ChuChu Rocket!"},{"game_key":"Chulip (USA, SLUS_207.42)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Chulip","evidence":"The article describes Chulip as an adventure/simulation game.","value":"Adventure; simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Chulip","evidence":"The article credits Punchline as developer.","value":"Punchline","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Chulip","evidence":"The article identifies Victor Interactive Software and Natsume as regional publishers.","value":"Victor Interactive Software (Japan); Natsume (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Chulip","evidence":"The article identifies the PlayStation 2 as the original platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Chulip","evidence":"The article gives February 13, 2007 as the North American release date.","value":"North America: 2007-02-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Chulip+%28USA%2C+SLUS_207.42%29","wikipedia_title":null},{"game_key":"Ciel nosurge Offline","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ciel_Nosurge","evidence":"The Wikipedia infobox lists developer as Gust.","value":"Gust","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ciel_Nosurge","evidence":"The Wikipedia infobox lists publisher as Koei Tecmo.","value":"Koei Tecmo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ciel_Nosurge","evidence":"The Wikipedia infobox lists original platform as PlayStation Vita, Nintendo Switch, PlayStation 4, Microsoft Windows.","value":"PlayStation Vita, Nintendo Switch, PlayStation 4, Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ciel_Nosurge","evidence":"The Wikipedia infobox lists genre as Life simulation, social game.","value":"Life simulation, social game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ciel_Nosurge","wikipedia_title":"Ciel Nosurge"},{"game_key":"Classic arcade systems, especially Taito and other 2D boards","facts":[{"field":"collection_context","source_url":"https://raine.1emulation.com/zzapraine/issue2/pbobble.html","evidence":"The Raine game page identifies Taito as Puzzle Bobble's manufacturer and states that four games in the series are emulated by Raine.","value":"Raine emulates four games in the Puzzle Bobble series; its page identifies Taito as the original manufacturer.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Classic+arcade+systems%2C+especially+Taito+and+other+2D+boards","wikipedia_title":null},{"game_key":"Classic Direct3D 9 games compatible with RTX Remix (multi-title)","facts":[{"field":"collection_context","source_url":"https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/1.2.4/docs/introduction/intro-compatibility.html","evidence":"NVIDIA's compatibility documentation describes RTX Remix as a DirectX 9 replacement and details the supported fixed-function game pipeline and API limitations.","value":"RTX Remix targets compatible DirectX 9 games using supported fixed-function rendering; its runtime does not directly support OpenGL or older DirectX versions.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Classic%20Direct3D%209%20games%20compatible%20with%20RTX%20Remix%20%28multi-title%29","wikipedia_title":null},{"game_key":"Clowns","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Clowns_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Clowns_(video_game)","evidence":"The source page lists this release date: 1978.","value":"1978","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Clowns_(video_game)","evidence":"The source page credits Midway Manufacturing as the developer.","value":"Midway Manufacturing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Clowns_(video_game)","evidence":"The source page credits Midway Manufacturing as the publisher.","value":"Midway Manufacturing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Clowns_(video_game)","wikipedia_title":"Clowns (video game)"},{"game_key":"Code Lyoko (Nintendo DS USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Code_Lyoko_(video_game)","evidence":"The article credits DC Studios as developer.","value":"DC Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Code_Lyoko_(video_game)","evidence":"The article identifies The Game Factory as publisher.","value":"The Game Factory","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Code_Lyoko_(video_game)","evidence":"The article describes this as the first video game based on the Code Lyoko television series.","value":"Code Lyoko","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Code_Lyoko_(video_game)","evidence":"The article identifies Nintendo DS as a platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Code_Lyoko_(video_game)","evidence":"The article lists May 15, 2007 as the North American release date.","value":"North America: 2007-05-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Code+Lyoko+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"ColecoVision and Coleco ADAM software","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Coleco_Adam","evidence":"The article states that the ADAM uses ColecoVision hardware as its basis and is compatible with all ColecoVision games.","value":"The Coleco ADAM is based on ColecoVision hardware and can run all ColecoVision games.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=ColecoVision+and+Coleco+ADAM+software","wikipedia_title":null},{"game_key":"Colin McRae Rally 2.0","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page lists this release date: 2000.","value":"2000","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page credits Codemasters as the developer.","value":"Codemasters","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page credits Codemasters as the publisher.","value":"Codemasters","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page identifies the game as part of the Colin McRae Rally series.","value":"Colin McRae Rally","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","wikipedia_title":"Colin McRae Rally 2.0"},{"game_key":"Colin McRae Rally 2.0 (PC, 2000)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page lists this release date: 2000.","value":"2000","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page credits Codemasters as the developer.","value":"Codemasters","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page credits Codemasters as the publisher.","value":"Codemasters","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","evidence":"The source page identifies the game as part of the Colin McRae Rally series.","value":"Colin McRae Rally","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Colin_McRae_Rally_2.0","wikipedia_title":"Colin McRae Rally 2.0"},{"game_key":"Columns","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Columns_(video_game)","evidence":"The Wikipedia infobox lists developer as Jay Geertsen.","value":"Jay Geertsen","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Columns_(video_game)","evidence":"The Wikipedia infobox lists publisher as Sega (arcade and Sega consoles).","value":"Sega (arcade and Sega consoles)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Columns_(video_game)","evidence":"The Wikipedia infobox lists original platform as List HP-UX, Mac OS, MS-DOS, arcade, Genesis/Mega Drive, Master System, Sega CD, Game Gear, Atari ST, PC Engine, FM Towns, PC-8801, PC-9801, X68000, MSX2, Super Famicom, Game Boy Color, iOS, ZX Spectrum.","value":"List HP-UX, Mac OS, MS-DOS, arcade, Genesis/Mega Drive, Master System, Sega CD, Game Gear, Atari ST, PC Engine, FM Towns, PC-8801, PC-9801, X68000, MSX2, Super Famicom, Game Boy Color, iOS, ZX Spectrum","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Columns_(video_game)","evidence":"The Wikipedia infobox lists genre as Puzzle.","value":"Puzzle","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Columns_(video_game)","evidence":"The Wikipedia infobox lists series as Columns.","value":"Columns","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Columns_(video_game)","wikipedia_title":"Columns (video game)"},{"game_key":"Comet Crash (PS3; NPEB00142 v1.00)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Comet_Crash","evidence":"The source classifies Comet Crash (PS3; NPEB00142 v1.00) as Tower defense.","value":"Tower defense","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Comet_Crash","evidence":"The source identifies PlayStation 3 as the game’s original platform or first-release platform(s).","value":"PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://blog.playstation.com/archive/2009/10/08/comet-crash-now-available-on-psn/","evidence":"Pelfast’s PlayStation Blog announcement says Comet Crash went live on the European PlayStation Store on October 8, 2009; NPEB00142 is the European product ID.","value":"Europe: 2009-10-08","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Comet_Crash","evidence":"The source credits Pelfast as developer for the identified game/release.","value":"Pelfast","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Comet_Crash","evidence":"The source credits Pelfast as publisher for the identified game/release.","value":"Pelfast","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Comet_Crash","wikipedia_title":"Comet Crash"},{"game_key":"Comix Zone","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Comix_Zone","evidence":"The article identifies Comix Zone as a beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Comix_Zone","evidence":"The article credits Sega Technical Institute as developer.","value":"Sega Technical Institute","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Comix_Zone","evidence":"The article identifies Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Comix_Zone","evidence":"The article identifies the Genesis as the original platform.","value":"Sega Genesis","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Comix_Zone","evidence":"The article identifies Comix Zone as a 1995 release.","value":"1995","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Comix+Zone","wikipedia_title":null},{"game_key":"Command & Conquer","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","evidence":"The article classifies the original Command & Conquer as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","evidence":"The article lists the original DOS and Windows versions.","value":["MS-DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","evidence":"The article identifies 1995 as the original game's release year.","value":"1995","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","evidence":"The article credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","evidence":"The article credits Virgin Interactive as the original publisher.","value":"Virgin Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","evidence":"The source page identifies the game as part of the Command & Conquer series.","value":"Command & Conquer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer","wikipedia_title":"Command & Conquer"},{"game_key":"Command & Conquer: Generals","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals","evidence":"The article identifies Generals as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals","evidence":"The article credits EA Pacific with developing the Windows version.","value":"EA Pacific (Windows version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals","evidence":"The article identifies EA Games as publisher of the Windows version.","value":"EA Games (Windows version)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals","evidence":"The article identifies Generals as the seventh installment in the Command & Conquer series.","value":"Command & Conquer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals","evidence":"The article lists Microsoft Windows as an original platform.","value":"Microsoft Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Command+%26+Conquer%3A+Generals","wikipedia_title":null},{"game_key":"Command & Conquer: Generals – Zero Hour","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","evidence":"The article identifies Zero Hour as a real-time strategy expansion.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","evidence":"The article credits EA Los Angeles as developer.","value":"EA Los Angeles","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","evidence":"The article identifies EA Games as publisher.","value":"EA Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","evidence":"The article identifies Zero Hour as part of the Command & Conquer series.","value":"Command & Conquer","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","evidence":"The article explicitly describes Zero Hour as the expansion pack for Generals.","value":"Expansion pack for Command & Conquer: Generals","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","evidence":"The article lists Windows as the release platform.","value":"Microsoft Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals_%E2%80%93_Zero_Hour","wikipedia_title":"Command & Conquer: Generals – Zero Hour"},{"game_key":"Command & Conquer: Red Alert","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article classifies Red Alert as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article lists DOS and Windows releases.","value":["MS-DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article identifies 1996 as the game's release year.","value":"1996","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article credits Virgin Interactive as the original publisher.","value":"Virgin Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The source page identifies the game as part of the Command & Conquer series.","value":"Command & Conquer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","wikipedia_title":"Command & Conquer: Red Alert"},{"game_key":"Command & Conquer: Red Alert (1996)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article identifies Red Alert as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article identifies Westwood Studios as publisher.","value":"Westwood Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article identifies Red Alert as part of the Red Alert series.","value":"Command & Conquer: Red Alert","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article lists PC/MS-DOS as the original release platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article gives November 22, 1996 as the North American PC release date.","value":"North America: 1996-11-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Command+%26+Conquer%3A+Red+Alert+%281996%29","wikipedia_title":null},{"game_key":"Command & Conquer: Red Alert 2 and Yuri’s Revenge (Windows PC releases)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert_2","evidence":"The Red Alert 2 article classifies the game as a real-time strategy title.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/2229850/Command__Conquer_Red_Alert_2_and_Yuris_Revenge/","evidence":"EA’s official Steam product listing credits Westwood Pacific and Westwood Studios with development of the Red Alert 2 and Yuri’s Revenge collection.","value":"Westwood Pacific (in collaboration with Westwood Studios)","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/2229850/Command__Conquer_Red_Alert_2_and_Yuris_Revenge/","evidence":"EA’s official Steam product listing identifies Electronic Arts as publisher of the Red Alert 2 and Yuri’s Revenge collection.","value":"EA Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert_2","evidence":"The article identifies Microsoft Windows as Red Alert 2’s platform.","value":"Microsoft Windows","date_granularity":null},{"field":"collection_context","source_url":"https://store.steampowered.com/app/2229850/Command__Conquer_Red_Alert_2_and_Yuris_Revenge/","evidence":"EA’s official Steam listing identifies Yuri’s Revenge as an expansion to Red Alert 2.","value":"Yuri’s Revenge is an expansion pack to Red Alert 2, released in 2001.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert_2","wikipedia_title":"Command & Conquer: Red Alert 2"},{"game_key":"Command & Conquer: Tiberian Dawn","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article identifies Command & Conquer as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article identifies Westwood Studios as publisher.","value":"Westwood Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article identifies the game as the original Command & Conquer title.","value":"Command & Conquer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article identifies DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article gives September 26, 1995 as the North American DOS release date.","value":"North America: 1995-09-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Command+%26+Conquer%3A+Tiberian+Dawn","wikipedia_title":null},{"game_key":"Command & Conquer: Tiberian Dawn, Red Alert, and Dune 2000","facts":[{"field":"genre","source_url":"https://www.openra.net/about/","evidence":"OpenRA’s official about page describes the project as recreating and modernizing classic real-time strategy games and names Command & Conquer, Red Alert, and Dune 2000.","value":"Real-time strategy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The game article lists DOS first and identifies the original 1995 release as the DOS release.","value":"Tiberian Dawn / Command & Conquer: MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article credits Westwood Studios with developing Command & Conquer / Tiberian Dawn.","value":"Tiberian Dawn / Command & Conquer: Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article’s publisher field lists Westwood Studios for North America and Virgin Interactive Entertainment for Europe PC.","value":"Tiberian Dawn / Command & Conquer: Westwood Studios (North America); Virgin Interactive Entertainment (Europe, PC)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer_(1995_video_game)","evidence":"The article lists DOS release dates of September 26, 1995 in North America and September 29, 1995 in Europe.","value":"Tiberian Dawn / Command & Conquer: North America 1995-09-26; Europe 1995-09-29","date_granularity":"day"},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article says the initial PC release included MS-DOS and Windows 95 versions in one package.","value":"Red Alert: PC (MS-DOS and Windows 95)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article credits Westwood Studios as developer.","value":"Red Alert: Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article’s publisher field lists Westwood Studios for North America and Virgin Interactive Entertainment for Europe.","value":"Red Alert: Westwood Studios (North America); Virgin Interactive Entertainment (Europe)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert","evidence":"The article lists the PC release dates as November 22, 1996 in North America and December 4, 1996 in Europe.","value":"Red Alert: North America 1996-11-22; Europe 1996-12-04 (PC)","date_granularity":"day"},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dune_2000","evidence":"The article identifies the 1998 original release as a Microsoft Windows release; PlayStation was a later port.","value":"Dune 2000: Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dune_2000","evidence":"The article credits Intelligent Games as developer.","value":"Dune 2000: Intelligent Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dune_2000","evidence":"The article’s publisher field lists Westwood Studios for North America and Virgin Interactive for the European PC release.","value":"Dune 2000: Westwood Studios (North America); Virgin Interactive (Europe, PC)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dune_2000","evidence":"The article lists Windows release dates of September 4, 1998 in North America and November 12, 1998 in Europe.","value":"Dune 2000: North America 1998-09-04; Europe 1998-11-12 (Windows)","date_granularity":"day"},{"field":"edition_context","source_url":"https://www.openra.net/about/","evidence":"The official OpenRA page describes an open-source project for modernizing Red Alert, Command & Conquer (Tiberian Dawn), and Dune 2000.","value":"OpenRA is an open-source community project that modernizes the three separately released games named in this key.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Command+%26+Conquer%3A+Tiberian+Dawn%2C+Red+Alert%2C+and+Dune+2000","wikipedia_title":null},{"game_key":"Command & Conquer: Tiberian Sun (Windows PC)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Tiberian_Sun","evidence":"The article classifies Tiberian Sun as a real-time strategy video game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/2229880/Command__Conquer_Tiberian_Sun_and_Firestorm/","evidence":"EA’s official Steam listing for Tiberian Sun and Firestorm credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/2229880/Command__Conquer_Tiberian_Sun_and_Firestorm/","evidence":"EA’s official Steam listing for Tiberian Sun and Firestorm identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Tiberian_Sun","evidence":"The article states that Tiberian Sun was released exclusively for Windows.","value":"Windows","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Tiberian_Sun","evidence":"The article’s release listing gives August 27, 1999.","value":"1999-08-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Tiberian_Sun","wikipedia_title":"Command & Conquer: Tiberian Sun"},{"game_key":"Command & Conquer: Tiberian Sun — Firestorm (Windows PC expansion)","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/2229880/Command__Conquer_Tiberian_Sun_and_Firestorm/","evidence":"EA’s official Steam listing for Tiberian Sun and Firestorm credits Westwood Studios as developer.","value":"Westwood","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/2229880/Command__Conquer_Tiberian_Sun_and_Firestorm/","evidence":"EA’s official Steam listing for Tiberian Sun and Firestorm identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Tiberian_Sun_%E2%80%93_Firestorm","evidence":"The article dates Firestorm’s release to March 7, 2000.","value":"2000-03-07","date_granularity":"day"},{"field":"collection_context","source_url":"https://store.steampowered.com/app/2229880/Command__Conquer_Tiberian_Sun_and_Firestorm/","evidence":"EA’s official Steam page describes Firestorm as the official expansion pack for Tiberian Sun.","value":"Expansion pack for Command & Conquer: Tiberian Sun; adds two campaigns, new units, and a third Skirmish/multiplayer faction.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Command_%26_Conquer:_Tiberian_Sun_%E2%80%93_Firestorm","wikipedia_title":"Command & Conquer: Tiberian Sun – Firestorm"},{"game_key":"Commander Keen (DOS)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Commander_Keen","evidence":"The series article identifies Commander Keen as a side-scrolling platform game series.","value":"Side-scrolling platformer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Commander_Keen","evidence":"The article says its six main episodes and lost episode were released for MS-DOS.","value":"MS-DOS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Commander+Keen+%28DOS%29","wikipedia_title":null},{"game_key":"Commander Keen: Invasion of the Vorticons (episodes 1–3)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Commander_Keen_in_Invasion_of_the_Vorticons","evidence":"The article identifies Invasion of the Vorticons as a side-scrolling platform game.","value":"Side-scrolling platformer","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Commander_Keen_in_Invasion_of_the_Vorticons","evidence":"The article credits Ideas from the Deep as developer.","value":"Ideas from the Deep","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Commander_Keen_in_Invasion_of_the_Vorticons","evidence":"The article identifies Apogee Software as publisher.","value":"Apogee Software","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Commander_Keen_in_Invasion_of_the_Vorticons","evidence":"The article identifies this as the first set of episodes in the Commander Keen series.","value":"Commander Keen","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Commander_Keen_in_Invasion_of_the_Vorticons","evidence":"The article identifies MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Commander_Keen_in_Invasion_of_the_Vorticons","evidence":"The article gives December 14, 1990 as the release date.","value":"1990-12-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Commander+Keen%3A+Invasion+of+the+Vorticons+%28episodes+1%E2%80%933%29","wikipedia_title":null},{"game_key":"Commodore Amiga computers and games","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Amiga","evidence":"The article identifies Amiga as a family of personal computers sold by Commodore and describes its game software library.","value":"Commodore Amiga family of personal computers","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Commodore+Amiga+computers+and+games","wikipedia_title":null},{"game_key":"Conan (2007, Xbox 360)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Conan_(2007_video_game)","evidence":"The source page identifies PlayStation 3, Xbox 360 as the original platform or platforms for this release.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Conan_(2007_video_game)","evidence":"The source page lists this release date: Europe: 2007-09-28.","value":"Europe: 2007-09-28","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Conan_(2007_video_game)","evidence":"The source page credits Nihilistic Software as the developer.","value":"Nihilistic Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conan_(2007_video_game)","evidence":"The source page credits THQ as the publisher.","value":"THQ","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conan_(2007_video_game)","evidence":"The source page classifies the game as Action-adventure / hack and slash.","value":"Action-adventure / hack and slash","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conan_(2007_video_game)","wikipedia_title":"Conan (2007 video game)"},{"game_key":"Condemned 2: Bloodshot","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","evidence":"The source page identifies PlayStation 3, Xbox 360 as the original platform or platforms for this release.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","evidence":"The source page lists this release date: North America: 2008-03-11 (Xbox 360); North America: 2008-03-18 (PS3).","value":"North America: 2008-03-11 (Xbox 360); North America: 2008-03-18 (PS3)","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","evidence":"The source page credits Monolith Productions as the developer.","value":"Monolith Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","evidence":"The source page credits Sega as the publisher.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","evidence":"The source page classifies the game as Survival horror / first-person shooter.","value":"Survival horror / first-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","evidence":"The source page identifies the game as part of the Condemned series.","value":"Condemned","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Condemned_2:_Bloodshot","wikipedia_title":"Condemned 2: Bloodshot"},{"game_key":"Conduit 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conduit_2","evidence":"The article identifies Conduit 2 as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://www.youtube.com/watch?v=dNkJzXr_0-Y","evidence":"SEGA’s verified trailer description says High Voltage Software and SEGA bring Conduit 2 to Wii.","value":"High Voltage Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conduit_2","evidence":"The article identifies Sega as publisher of Conduit 2.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://www.youtube.com/watch?v=dNkJzXr_0-Y","evidence":"SEGA’s verified trailer says Conduit 2 is coming to the Nintendo Wii.","value":"Wii","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Conduit_2","evidence":"The article identifies Conduit 2 as a 2011 video game.","value":"2011","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conduit_2","wikipedia_title":"Conduit 2"},{"game_key":"Conker's Bad Fur Day","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page lists this release date: North America: 2001-03-05; Europe: 2001-04-06.","value":"North America: 2001-03-05; Europe: 2001-04-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page credits Rare (North America); THQ (Europe) as the publisher.","value":"Rare (North America); THQ (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page classifies the game as Platform / action-adventure.","value":"Platform / action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page identifies the game as part of the Conker series.","value":"Conker","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","wikipedia_title":"Conker's Bad Fur Day"},{"game_key":"Conker's Bad Fur Day (Nintendo 64 North America; ROM SHA-1 4cbadd3c4e0729dec46af64ad018050eada4f47a)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The Wikipedia infobox lists developer as Rare.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The Wikipedia infobox lists publisher as NA: RareEU: THQ.","value":"NA: RareEU: THQ","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The Wikipedia infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The Wikipedia infobox lists genre as Platform, action-adventure.","value":"Platform, action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The Wikipedia infobox lists series as Conker.","value":"Conker","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The Wikipedia infobox release schedule explicitly lists North America: 5 March 2001.","value":"North America: 5 March 2001","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","wikipedia_title":"Conker's Bad Fur Day"},{"game_key":"Conker: Live & Reloaded","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The source classifies Conker: Live & Reloaded as Platform / action-adventure.","value":"Platform / action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The source identifies Xbox as the game’s original platform or first-release platform(s).","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The source gives this release timing: North America: 2005-06-21.","value":"North America: 2005-06-21","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The source credits Rare as developer for the identified game/release.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The source credits Microsoft Game Studios as publisher for the identified game/release.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The source identifies the game as part of the Conker series.","value":"Conker","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","evidence":"The article explicitly identifies Live & Reloaded as a remake of Conker’s Bad Fur Day and describes its added Xbox Live multiplayer mode.","value":"Remake of Conker’s Bad Fur Day (Nintendo 64, 2001), with a new Xbox Live multiplayer mode.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conker%3A_Live_%26_Reloaded","wikipedia_title":"Conker: Live & Reloaded"},{"game_key":"Conker’s Bad Fur Day","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page lists this release date: North America: 2001-03-05; Europe: 2001-04-06.","value":"North America: 2001-03-05; Europe: 2001-04-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page credits Rare (North America); THQ (Europe) as the publisher.","value":"Rare (North America); THQ (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page classifies the game as Platform / action-adventure.","value":"Platform / action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page identifies the game as part of the Conker series.","value":"Conker","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","wikipedia_title":"Conker's Bad Fur Day"},{"game_key":"Conker’s Bad Fur Day (Nintendo 64 USA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page identifies Nintendo 64 as the original platform or platforms for this release.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page lists this release date: North America: 2001-03-05; Europe: 2001-04-06.","value":"North America: 2001-03-05; Europe: 2001-04-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page credits Rare (North America); THQ (Europe) as the publisher.","value":"Rare (North America); THQ (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page classifies the game as Platform / action-adventure.","value":"Platform / action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","evidence":"The source page identifies the game as part of the Conker series.","value":"Conker","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day","wikipedia_title":"Conker's Bad Fur Day"},{"game_key":"Contra","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","evidence":"The source page lists this release date: Japan: February 1987; North America: March 1987.","value":"Japan: February 1987; North America: March 1987","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","evidence":"The source page credits Konami as the developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","evidence":"The source page credits Konami as the publisher.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","evidence":"The source page classifies the game as Run and gun.","value":"Run and gun","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","evidence":"The source page identifies the game as part of the Contra series.","value":"Contra","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Contra_(video_game)","wikipedia_title":"Contra (video game)"},{"game_key":"Cooking Mama (Nintendo DS USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cooking_Mama_(video_game)","evidence":"The article describes Cooking Mama as a cookery simulation and minigame compilation.","value":"Simulation; minigame","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cooking_Mama_(video_game)","evidence":"The article credits Office Create as developer.","value":"Office Create","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cooking_Mama_(video_game)","evidence":"The article lists the publishers for the regional releases.","value":"Taito; Majesco Entertainment; 505 Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cooking_Mama_(video_game)","evidence":"The article identifies the original game as the start of the Cooking Mama series.","value":"Cooking Mama","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cooking_Mama_(video_game)","evidence":"The article identifies Nintendo DS as the original platform.","value":"Nintendo DS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cooking+Mama+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"Cool Cool Toon","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cool_Cool_Toon","evidence":"The article identifies the Dreamcast as the game’s platform.","value":"Dreamcast","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cool_Cool_Toon","evidence":"The article classifies Cool Cool Toon as a rhythm game.","value":"Rhythm","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cool_Cool_Toon","evidence":"The article credits SNK as developer.","value":"SNK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cool_Cool_Toon","evidence":"The article credits SNK as publisher.","value":"SNK","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cool_Cool_Toon","evidence":"The release listing gives August 10, 2000, for Japan.","value":"Japan: 2000-08-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cool_Cool_Toon","wikipedia_title":"Cool Cool Toon"},{"game_key":"Cosmo’s Cosmic Adventure: Forbidden Planet","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cosmo%27s_Cosmic_Adventure","evidence":"The article identifies Cosmo's Cosmic Adventure as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cosmo%27s_Cosmic_Adventure","evidence":"The article credits Apogee Software as developer.","value":"Apogee Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cosmo%27s_Cosmic_Adventure","evidence":"The article identifies Apogee Software as publisher.","value":"Apogee Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cosmo%27s_Cosmic_Adventure","evidence":"The article identifies MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cosmo%27s_Cosmic_Adventure","evidence":"The article gives mid-March 1992 as the release date.","value":"1992-03","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cosmo%E2%80%99s+Cosmic+Adventure%3A+Forbidden+Planet","wikipedia_title":null},{"game_key":"Counter-Strike 1.6","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Counter-Strike_(video_game)","evidence":"The article credits Valve as developer and identifies Counter-Strike 1.6 as an alternate name for the game.","value":"Valve Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Counter-Strike_(video_game)","evidence":"The article’s infobox lists Sierra Studios as publisher.","value":"Sierra Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Counter-Strike_(video_game)","evidence":"The article says the game was released by Valve for Microsoft Windows in November 2000.","value":"Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Counter-Strike_(video_game)","evidence":"The article identifies Counter-Strike (also known as Counter-Strike 1.6) as a tactical first-person shooter.","value":"Tactical first-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Counter-Strike_(video_game)","wikipedia_title":"Counter-Strike (video game) (article identifies Counter-Strike 1.6)"},{"game_key":"Cowboy Bebop: Tsuioku no Serenade","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","evidence":"The source page identifies PlayStation 2 as the original platform or platforms for this release.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","evidence":"The source page lists this release date: Japan: 2005-08-25.","value":"Japan: 2005-08-25","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","evidence":"The source page credits Chime as the developer.","value":"Chime","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","evidence":"The source page credits Bandai as the publisher.","value":"Bandai","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","evidence":"The source page classifies the game as Action / beat ’em up.","value":"Action / beat ’em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","evidence":"The source page identifies the game as part of the Cowboy Bebop series.","value":"Cowboy Bebop","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cowboy_Bebop:_Tsuioku_no_Serenade","wikipedia_title":"Cowboy Bebop: Tsuioku no Serenade"},{"game_key":"Crab Champions","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/774801/Crab_Champions/","evidence":"The source classifies Crab Champions as Roguelike / third-person shooter.","value":"Roguelike / third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/774801/Crab_Champions/","evidence":"The source identifies Windows PC as the game’s original platform or first-release platform(s).","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/774801/Crab_Champions/","evidence":"The source gives this release timing: Early access: 2023-04-01.","value":"Early access: 2023-04-01","date_granularity":"day"},{"field":"developer","source_url":"https://store.steampowered.com/app/774801/Crab_Champions/","evidence":"The source credits Noisestorm as developer for the identified game/release.","value":"Noisestorm","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/774801/Crab_Champions/","evidence":"The source credits Noisestorm as publisher for the identified game/release.","value":"Noisestorm","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crab_Champions","wikipedia_title":"Crab Champions"},{"game_key":"Crackdown","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","evidence":"The source page identifies Xbox 360 as the original platform or platforms for this release.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","evidence":"The source page lists this release date: North America: 2007-02-20; Europe: 2007-02-23; Australia: 2007-03-02.","value":"North America: 2007-02-20; Europe: 2007-02-23; Australia: 2007-03-02","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","evidence":"The source page credits Realtime Worlds as the developer.","value":"Realtime Worlds","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","evidence":"The source page credits Microsoft Game Studios as the publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","evidence":"The source page classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","evidence":"The source page identifies the game as part of the Crackdown series.","value":"Crackdown","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crackdown_(video_game)","wikipedia_title":"Crackdown (video game)"},{"game_key":"Crackdown 2 (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crackdown_2","evidence":"The source classifies Crackdown 2 (Xbox 360) as Open-world action-adventure.","value":"Open-world action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crackdown_2","evidence":"The source identifies Xbox 360 as the game’s original platform or first-release platform(s).","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crackdown_2","evidence":"The source gives this release timing: North America: 2010-07-06.","value":"North America: 2010-07-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crackdown_2","evidence":"The source credits Ruffian Games as developer for the identified game/release.","value":"Ruffian Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crackdown_2","evidence":"The source credits Microsoft Game Studios as publisher for the identified game/release.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crackdown_2","evidence":"The source identifies the game as part of the Crackdown series.","value":"Crackdown","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crackdown_2","wikipedia_title":"Crackdown 2"},{"game_key":"Crash Bandicoot (PlayStation)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The game article identifies Crash Bandicoot as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The game article credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The game article identifies Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The article identifies the title as the first game in the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The article identifies PlayStation as the game's platform.","value":"PlayStation","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The article describes the main gameplay perspective as third-person.","value":"Third-person","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)","evidence":"The article gives September 9, 1996 as the North American release date.","value":"North America: 1996-09-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Crash+Bandicoot+%28PlayStation%29","wikipedia_title":null},{"game_key":"Crash Bandicoot 2: Cortex Strikes Back","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The source page lists this release date: North America: 1997-10-31.","value":"North America: 1997-10-31","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The source page credits Naughty Dog as the developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The source page credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The source page identifies the game as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","wikipedia_title":"Crash Bandicoot 2: Cortex Strikes Back"},{"game_key":"Crash Bandicoot 2: Cortex Strikes Back (PlayStation USA SCUS-94154)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The article identifies Crash Bandicoot 2 as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The article credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The article identifies Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The article identifies the title as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","evidence":"The article gives November 6, 1997 as the North American release date.","value":"North America: 1997-11-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot_2:_Cortex_Strikes_Back","wikipedia_title":"Crash Bandicoot 2: Cortex Strikes Back"},{"game_key":"Crash Bandicoot XS (The Huge Adventure)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Huge_Adventure","evidence":"The article identifies The Huge Adventure as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Huge_Adventure","evidence":"The article credits Vicarious Visions as developer.","value":"Vicarious Visions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Huge_Adventure","evidence":"The article identifies Universal Interactive as publisher.","value":"Universal Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Huge_Adventure","evidence":"The article identifies The Huge Adventure as an installment in the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Huge_Adventure","evidence":"The article identifies Game Boy Advance as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Huge_Adventure","evidence":"The article gives March 15, 2002 as the European release under the Crash Bandicoot XS title.","value":"Europe: 2002-03-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Crash+Bandicoot+XS+%28The+Huge+Adventure%29","wikipedia_title":null},{"game_key":"Crash Bandicoot: The Wrath of Cortex","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_the_Cortex","evidence":"Article identifies the game as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_the_Cortex","evidence":"Article credits Traveller’s Tales as developer.","value":"Traveller's Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_the_Cortex","evidence":"Article identifies Universal Interactive as publisher.","value":"Universal Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_the_Cortex","evidence":"Article identifies it as an installment in the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_the_Cortex","evidence":"Article says the game was first released for PlayStation 2.","value":"PlayStation 2","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_Cortex","wikipedia_title":"Crash Bandicoot: The Wrath of Cortex"},{"game_key":"Crash Bandicoot: The Wrath of Cortex (PS2 PAL v1.03 SLES-50386)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_Cortex","evidence":"The article credits Traveller’s Tales as developer.","value":"Traveller’s Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_Cortex","evidence":"The article identifies Universal Interactive as publisher.","value":"Universal Interactive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_Cortex","evidence":"The article says the game was first released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_Cortex","evidence":"The article classifies the game as a platform game.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Bandicoot:_The_Wrath_of_Cortex","wikipedia_title":"Crash Bandicoot: The Wrath of Cortex"},{"game_key":"Crash of the Titans","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","evidence":"The source classifies Crash of the Titans as Platform / beat ’em up.","value":"Platform / beat ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","evidence":"The source identifies PlayStation 2, PlayStation Portable, Wii, and Xbox 360 (main version) as the game’s original platform or first-release platform(s).","value":"PlayStation 2, PlayStation Portable, Wii, and Xbox 360 (main version)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","evidence":"The source gives this release timing: 2007.","value":"2007","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","evidence":"The source credits Radical Entertainment as developer for the identified game/release.","value":"Radical Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","evidence":"The source credits Vivendi Games (Sierra Entertainment label) as publisher for the identified game/release.","value":"Vivendi Games (Sierra Entertainment label)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","evidence":"The source identifies the game as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_of_the_Titans","wikipedia_title":"Crash of the Titans"},{"game_key":"Crash Tag Team Racing","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Tag_Team_Racing","evidence":"Article describes the game as a kart racing and platform game.","value":"Kart racing; platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Tag_Team_Racing","evidence":"Article credits Radical Entertainment as developer.","value":"Radical Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Tag_Team_Racing","evidence":"Article identifies Vivendi Universal Games as publisher.","value":"Vivendi Universal Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Tag_Team_Racing","evidence":"Article identifies it as a racing game in the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Crash_Tag_Team_Racing","evidence":"Article lists these four release platforms.","value":"PlayStation 2, Xbox, GameCube, PlayStation Portable","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Crash+Tag+Team+Racing","wikipedia_title":null},{"game_key":"Crash Team Racing","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The source page lists this release date: North America: 1999-09-30.","value":"North America: 1999-09-30","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The source page credits Naughty Dog as the developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The source page credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The source page classifies the game as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The source page identifies the game as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","wikipedia_title":"Crash Team Racing"},{"game_key":"Crash Team Racing (PlayStation, 1999; US disc indicated by ctr-u.bin/ctr-u.chd)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The Wikipedia infobox lists developer as Naughty Dog.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The Wikipedia infobox lists genre as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The Wikipedia infobox lists series as Crash Bandicoot.","value":"Crash Bandicoot","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 19, 1999.","value":"North America: October 19, 1999","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing","wikipedia_title":"Crash Team Racing"},{"game_key":"Crash Team Racing: Nitro-Fueled (PS4 CUSA13795, update 1.21)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","evidence":"The source page identifies PlayStation 4, Xbox One, Nintendo Switch as the original platform or platforms for this release.","value":["PlayStation 4","Xbox One","Nintendo Switch"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","evidence":"The source page lists this release date: Worldwide: 2019-06-21.","value":"Worldwide: 2019-06-21","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","evidence":"The source page credits Beenox as the developer.","value":"Beenox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","evidence":"The source page credits Activision as the publisher.","value":"Activision","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","evidence":"The source page classifies the game as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","evidence":"The source page identifies the game as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash_Team_Racing_Nitro-Fueled","wikipedia_title":"Crash Team Racing Nitro-Fueled"},{"game_key":"Crash Twinsanity (PS2 PAL SLES-52568)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash_Twinsanity","evidence":"Article describes Crash Twinsanity as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash_Twinsanity","evidence":"Article credits Traveller’s Tales as developer.","value":"Traveller's Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash_Twinsanity","evidence":"Article identifies Vivendi Universal Games as publisher.","value":"Vivendi Universal Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash_Twinsanity","evidence":"Article identifies Crash Twinsanity as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Crash_Twinsanity","evidence":"Article lists PlayStation 2 and Xbox releases.","value":"PlayStation 2, Xbox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Crash+Twinsanity+%28PS2+PAL+SLES-52568%29","wikipedia_title":null},{"game_key":"Crash: Mind Over Mutant","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","evidence":"The source classifies Crash: Mind Over Mutant as Platform / beat ’em up.","value":"Platform / beat ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","evidence":"The source identifies PlayStation 2, PlayStation Portable, Wii, and Xbox 360 (main version) as the game’s original platform or first-release platform(s).","value":"PlayStation 2, PlayStation Portable, Wii, and Xbox 360 (main version)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","evidence":"The source gives this release timing: 2008.","value":"2008","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","evidence":"The source credits Radical Entertainment (main version); Tose (Nintendo DS version) as developer for the identified game/release.","value":"Radical Entertainment (main version); Tose (Nintendo DS version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","evidence":"The source credits Activision as publisher for the identified game/release.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","evidence":"The source identifies the game as part of the Crash Bandicoot series.","value":"Crash Bandicoot","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crash%3A_Mind_over_Mutant","wikipedia_title":"Crash: Mind over Mutant"},{"game_key":"Crazy Taxi","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page lists this release date: February 1999.","value":"February 1999","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page credits Sega AM3 as the developer.","value":"Sega AM3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page credits Sega as the publisher.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page identifies the game as part of the Crazy Taxi series.","value":"Crazy Taxi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crazy_Taxi","wikipedia_title":"Crazy Taxi"},{"game_key":"Crazy Taxi (Dreamcast)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The article lists Dreamcast among the platforms and says the arcade game was first ported to consoles on Dreamcast.","value":"Dreamcast","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The infobox lists racing and action genres.","value":"Racing; action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The infobox credits Sega AM3 as developer.","value":"Sega AM3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The infobox credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The platform release table lists January 27, 2000, for the Japanese Dreamcast release.","value":"Dreamcast (Japan): 2000-01-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","wikipedia_title":"Crazy Taxi (video game)"},{"game_key":"Crazy Taxi (PS3 PSN release, NPUB30242)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page lists this release date: February 1999.","value":"February 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58410A34)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page lists this release date: February 1999.","value":"February 1999","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page credits Sega AM3 as the developer.","value":"Sega AM3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page credits Sega as the publisher.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","evidence":"The source page identifies the game as part of the Crazy Taxi series.","value":"Crazy Taxi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Crazy_Taxi_(video_game)","wikipedia_title":"Crazy Taxi (video game)"},{"game_key":"Croc: Legend of the Gobbos PSX demo","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","evidence":"The source page identifies PlayStation as the original platform or platforms for this release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","evidence":"The source page lists this release date: North America: 1997-09-29; Europe: 1997-10-10.","value":"North America: 1997-09-29; Europe: 1997-10-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","evidence":"The source page credits Argonaut Games as the developer.","value":"Argonaut Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","evidence":"The source page credits Fox Interactive as the publisher.","value":"Fox Interactive","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","evidence":"The source page classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","evidence":"The source page identifies the game as part of the Croc series.","value":"Croc","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Croc:_Legend_of_the_Gobbos","wikipedia_title":"Croc: Legend of the Gobbos"},{"game_key":"CRW: Metal Jacket","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/90201/crw-metal-jacket/","evidence":"The source page identifies PC-98 as the original platform or platforms for this release.","value":"PC-98","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/90201/crw-metal-jacket/","evidence":"The source page lists this release date: Japan: 1994-10-07.","value":"Japan: 1994-10-07","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/90201/crw-metal-jacket/","evidence":"The source page credits Team Kikai as the developer.","value":"Team Kikai","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/90201/crw-metal-jacket/","evidence":"The source page credits WiZ; Wayi International Digital Entertainment as the publisher.","value":"WiZ; Wayi International Digital Entertainment","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/90201/crw-metal-jacket/","evidence":"The source page classifies the game as Strategy / tactical role-playing.","value":"Strategy / tactical role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=CRW%3A+Metal+Jacket","wikipedia_title":null},{"game_key":"Crystal Caves trilogy","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Crystal_Caves","evidence":"Article describes Crystal Caves as a side-scrolling platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Crystal_Caves","evidence":"Article credits Apogee Software as developer.","value":"Apogee Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Crystal_Caves","evidence":"Article credits Apogee Software as publisher.","value":"Apogee Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Crystal_Caves","evidence":"Article identifies IBM PC compatibles/MS-DOS as the release platform.","value":"MS-DOS","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Crystal_Caves","evidence":"Article describes the three-episode structure and distribution model.","value":"One game divided into three episodes; the first was distributed as shareware and the other two sold separately.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Crystal+Caves+trilogy","wikipedia_title":null},{"game_key":"Cubis 2","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/24363/cubis-2/","evidence":"The source page identifies Windows as the original platform or platforms for this release.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/24363/cubis-2/","evidence":"The source page lists this release date: Windows: 2004-11-12.","value":"Windows: 2004-11-12","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/24363/cubis-2/","evidence":"The source page credits FreshGames; Matahari Studios as the developer.","value":"FreshGames; Matahari Studios","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/24363/cubis-2/","evidence":"The source page credits FreshGames; Apple Computer; Twistbox Entertainment as the publisher.","value":"FreshGames; Apple Computer; Twistbox Entertainment","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/24363/cubis-2/","evidence":"The source page classifies the game as Puzzle / tile-matching.","value":"Puzzle / tile-matching","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/24363/cubis-2/","evidence":"The source page identifies the game as part of the Cubis series.","value":"Cubis","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cubis_2","wikipedia_title":"Cubis 2"},{"game_key":"Cultures – Die Saga","facts":[{"field":"collection_context","source_url":"https://de.wikipedia.org/wiki/Cultures_(Computerspielreihe)","evidence":"The German article says Cultures: Die Saga compiled these three titles and their campaign and map content.","value":"The December 2003 compilation combines Die Entdeckung Vinlands (without its add-on), Reise nach Nordland, and Das Achte Weltwunder.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cultures+%E2%80%93+Die+Saga","wikipedia_title":null},{"game_key":"Curse of the Azure Bonds (DOS, GOG v1.3)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds","evidence":"The article classifies Curse of the Azure Bonds as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds","evidence":"The article credits Strategic Simulations as developer.","value":"Strategic Simulations","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds","evidence":"The article identifies Strategic Simulations as the North American publisher.","value":"Strategic Simulations","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds","evidence":"The article’s platform list includes MS-DOS and the other listed computer platforms.","value":["MS-DOS","Apple II","Commodore 64","Amiga","Atari ST","Mac","PC-98"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds","evidence":"The article dates the North American and European releases to 1989.","value":"1989","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds","wikipedia_title":"Curse of the Azure Bonds"},{"game_key":"Cursed Castilla","facts":[{"field":"genre","source_url":"https://locomalito.com/games/maldita-castilla","evidence":"Locomalito describes Maldita Castilla as an action platformer in the style of a late-1980s arcade game.","value":"Action platformer","date_granularity":null},{"field":"original_platform","source_url":"https://locomalito.com/games/maldita-castilla","evidence":"The creator's official page offers the original full game as a Windows download.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://locomalito.com/games/maldita-castilla","evidence":"Locomalito's official page gives the original game's release date as December 12, 2012.","value":"Original freeware release: 2012-12-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Cursed+Castilla","wikipedia_title":null},{"game_key":"Custom Robo GX","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Custom_Robo_GX","evidence":"The infobox identifies Game Boy Advance as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Custom_Robo_GX","evidence":"The infobox and opening paragraph classify the game as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Custom_Robo_GX","evidence":"The infobox credits Noise as developer.","value":"Noise","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Custom_Robo_GX","evidence":"The infobox credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Custom_Robo_GX","evidence":"The release listing gives July 26, 2002, in Japan.","value":"Japan: 2002-07-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Custom_Robo_GX","wikipedia_title":"Custom Robo GX"},{"game_key":"Cyber Commando","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cyber_Commando","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cyber_Commando","evidence":"The source page lists this release date: Japan: December 1994.","value":"Japan: December 1994","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cyber_Commando","evidence":"The source page credits Namco as the developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cyber_Commando","evidence":"The source page credits Namco as the publisher.","value":"Namco","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cyber_Commando","evidence":"The source page classifies the game as Vehicular combat.","value":"Vehicular combat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cyber_Commando","wikipedia_title":"Cyber Commando"},{"game_key":"Cyber Doll","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cyber_Doll","evidence":"The infobox identifies Saturn, and the lead specifies Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cyber_Doll","evidence":"The infobox and lead classify Cyber Doll as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cyber_Doll","evidence":"The infobox credits Betop as developer.","value":"Betop","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cyber_Doll","evidence":"The infobox credits I’Max as publisher.","value":"I'Max","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cyber_Doll","evidence":"The release listing gives August 9, 1996, in Japan.","value":"Japan: 1996-08-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cyber_Doll","wikipedia_title":"Cyber Doll"},{"game_key":"Cyber Knight","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cyber_Knight","evidence":"The source page identifies PC Engine as the original platform or platforms for this release.","value":"PC Engine","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cyber_Knight","evidence":"The source page lists this release date: Japan: 1990-10-10.","value":"Japan: 1990-10-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cyber_Knight","evidence":"The source page credits Group SNE as the developer.","value":"Group SNE","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cyber_Knight","evidence":"The source page credits Tonkin House as the publisher.","value":"Tonkin House","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cyber_Knight","evidence":"The source page classifies the game as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cyber_Knight","evidence":"The source page identifies the game as part of the Cyber Knight series.","value":"Cyber Knight","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cyber_Knight","wikipedia_title":"Cyber Knight"},{"game_key":"Cyber Sled","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cyber_Sled","evidence":"The source page identifies Arcade as the original platform or platforms for this release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cyber_Sled","evidence":"The source page lists this release date: Japan: 1993-03-27.","value":"Japan: 1993-03-27","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cyber_Sled","evidence":"The source page credits Namco as the developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cyber_Sled","evidence":"The source page credits Namco as the publisher.","value":"Namco","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cyber_Sled","evidence":"The source page classifies the game as Vehicular combat.","value":"Vehicular combat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cyber_Sled","wikipedia_title":"Cyber Sled"},{"game_key":"Cyberpunk 2077","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames identifies the title as Cyberpunk 2077.","value":"Cyberpunk 2077","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames classifies the game as Action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames lists Windows among the game's platforms.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames records the release as 2020-12-10.","value":"2020-12-10","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames credits CD Projekt Red as developer.","value":"CD Projekt Red","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames credits CD Projekt as publisher.","value":"CD Projekt","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames associates the game with the Cyberpunk series or franchise.","value":"Cyberpunk","date_granularity":null},{"field":"game_engine","source_url":"https://www.mobygames.com/game/128136/cyberpunk-2077/","evidence":"MobyGames identifies the game engine as REDengine 4.","value":"REDengine 4","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cyberpunk_2077","wikipedia_title":"Cyberpunk 2077"},{"game_key":"Dance Central 3","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dance_Central_3","evidence":"Article identifies Dance Central 3 as a rhythm game.","value":"Rhythm","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dance_Central_3","evidence":"Article credits Harmonix and Backbone Entertainment as co-developers.","value":"Harmonix; Backbone Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dance_Central_3","evidence":"Article identifies Microsoft Studios as publisher.","value":"Microsoft Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dance_Central_3","evidence":"Article identifies the title as the third installment of the Dance Central series.","value":"Dance Central","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dance_Central_3","evidence":"Article lists Xbox 360 as its platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dance_Central_3","evidence":"Article gives October 16, 2012 as the Americas release date.","value":"2012-10-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dance+Central+3","wikipedia_title":null},{"game_key":"Dangan","facts":[{"field":"original_platform","source_url":"https://snorpung.itch.io/dangan-gb","evidence":"The developer describes Dangan GB as released for Game Boy and designed for real hardware.","value":"Game Boy","date_granularity":null},{"field":"developer","source_url":"https://snorpung.itch.io/dangan-gb","evidence":"The creator credits snorpung for code, graphics, and design.","value":"snorpung","date_granularity":null},{"field":"genre","source_url":"https://snorpung.itch.io/dangan-gb","evidence":"The creator describes the game as a boss-rush/bullet-hell shmup.","value":"Boss-rush / bullet-hell shoot 'em up","date_granularity":null},{"field":"content","source_url":"https://snorpung.itch.io/dangan-gb","evidence":"The developer lists six unique multi-phase bosses as a feature.","value":"Six unique bosses with multiple phases","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dangan","wikipedia_title":null},{"game_key":"Dangan GB2","facts":[{"field":"original_platform","source_url":"https://snorpung.itch.io/dangan-gb2","evidence":"The developer identifies Dangan GB2 as a Game Boy Color release designed for real hardware.","value":"Game Boy Color","date_granularity":null},{"field":"developer","source_url":"https://snorpung.itch.io/dangan-gb2","evidence":"The credits list snorpung for code, graphics, and design.","value":"snorpung","date_granularity":null},{"field":"genre","source_url":"https://snorpung.itch.io/dangan-gb2","evidence":"The creator describes it as a boss-rush, bullet-hell shoot-’em-up.","value":"Boss-rush / bullet-hell shoot 'em up","date_granularity":null},{"field":"content","source_url":"https://snorpung.itch.io/dangan-gb2","evidence":"The developer lists six unique multi-phase bosses.","value":"Six unique bosses with multiple phases","date_granularity":null},{"field":"playable_characters","source_url":"https://snorpung.itch.io/dangan-gb2","evidence":"The developer lists two playable characters.","value":"Two","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dangan%20GB2","wikipedia_title":null},{"game_key":"Dante’s Inferno","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_(video_game)","evidence":"The game article infobox identifies Visceral Games as the developer for Dante’s Inferno.","value":"Visceral Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_(video_game)","evidence":"The game article infobox identifies Action-adventure, hack and slash as the genre for Dante’s Inferno.","value":"Action-adventure, hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/florinp93/hells-gate-recomp","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_(video_game)","evidence":"The game article infobox identifies Electronic Arts as the publisher for Dante’s Inferno.","value":"Electronic Arts","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_(video_game)","evidence":"The game article lists February 9, 2010 as the North American Xbox 360 release date.","value":"North America: 2010-02-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_(video_game)","wikipedia_title":"Dante's Inferno (video game)"},{"game_key":"Dante’s Inferno (Xbox 360 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_%28video_game%29","evidence":"The article classifies Dante’s Inferno as action-adventure and hack and slash.","value":"Action-adventure; hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_%28video_game%29","evidence":"The article credits Visceral Games as developer of the console versions.","value":"Visceral Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_%28video_game%29","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_%28video_game%29","evidence":"The article’s platform list includes Xbox 360.","value":["PlayStation 3","Xbox 360","PlayStation Portable"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_%28video_game%29","evidence":"The article dates the North American release to February 9, 2010.","value":"2010-02-09 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dante%27s_Inferno_%28video_game%29","wikipedia_title":"Dante’s Inferno (video game)"},{"game_key":"Darius Alpha","facts":[{"field":"original_platform","source_url":"https://www.pcengine.co.uk/HTML_Games/Darius_Alpha.htm","evidence":"The archival record lists HuCard/SuperGrafx format; TAITO’s collection page also lists Darius Alpha among PC Engine titles.","value":"PC Engine / SuperGrafx HuCard","date_granularity":null},{"field":"genre","source_url":"https://www.pcengine.co.uk/HTML_Games/Darius_Alpha.htm","evidence":"The PC Engine archival record classifies Darius Alpha as a horizontal shoot ’em up.","value":"Horizontal shoot ’em up","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.pcengine.co.uk/HTML_Games/Darius_Alpha.htm","evidence":"The archival record gives March 16, 1990 as the release date.","value":"Japan: 1990-03-16","date_granularity":"day"},{"field":"content","source_url":"https://www.pcengine.co.uk/HTML_Games/Darius_Alpha.htm","evidence":"The archive describes Darius Alpha as a straight run through the bosses from Darius Plus.","value":"A boss-only run-through of Darius Plus","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Darius_(video_game)","wikipedia_title":"Darius (video game)"},{"game_key":"Dark Chronicle (Dark Cloud 2)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dark_Chronicle","evidence":"The game article infobox identifies Level-5 as the developer for Dark Chronicle (Dark Cloud 2).","value":"Level-5","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dark_Chronicle","evidence":"The game article infobox identifies Action role-playing as the genre for Dark Chronicle (Dark Cloud 2).","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/TheMoonPeople/ChronicleTwo","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 2 PAL; this records the original target platform tracked by the project.","value":"PlayStation 2 PAL","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dark_Chronicle","evidence":"The game article infobox identifies Sony Computer Entertainment as the publisher for Dark Chronicle (Dark Cloud 2).","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dark_Chronicle","evidence":"The game article lists September 12, 2003 as the European PlayStation 2 release date; the catalogued project uses the PAL release.","value":"Europe: 2003-09-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dark_Chronicle","wikipedia_title":"Dark Chronicle"},{"game_key":"Dark Cloud","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The game article infobox identifies Level-5 as the developer for Dark Cloud.","value":"Level-5","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The game article infobox identifies Action role-playing as the genre for Dark Cloud.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/odiecay/chronicle-ps4","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 2; this records the original target platform tracked by the project.","value":"PlayStation 2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The game article infobox identifies Sony Computer Entertainment as the publisher for Dark Cloud.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The game article lists the Japan release as 2000-12-14 for the Dark Cloud source-platform version.","value":"Japan: 2000-12-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dark_Cloud","wikipedia_title":"Dark Cloud"},{"game_key":"Dark Cloud (PlayStation 2 NTSC-U v1.02 and PAL review versions)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The article classifies Dark Cloud as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The article credits Level-5 as developer.","value":"Level-5","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The article identifies Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The article identifies PlayStation 2 as the game’s platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dark_Cloud","evidence":"The article dates the English-language North American release to May 2001.","value":"2001-05 (North America)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dark_Cloud","wikipedia_title":"Dark Cloud"},{"game_key":"Daxter","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Daxter_(video_game)","evidence":"The article identifies Ready at Dawn as developer.","value":"Ready at Dawn","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Daxter_(video_game)","evidence":"The article identifies Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Daxter_(video_game)","evidence":"The article lists Platform as genre.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Daxter_(video_game)","evidence":"The original release was for PlayStation Portable; later PS4/PS5 re-releases are not the original platform.","value":"PlayStation Portable","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Daxter_(video_game)","evidence":"The article describes Daxter as a 2006 game and lists 2006 regional PSP releases.","value":2006,"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Daxter_(video_game)","wikipedia_title":"Daxter (video game)"},{"game_key":"Daytona USA","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Sega AM2 as the developer for Daytona USA.","value":"Sega AM2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Racing as the genre for Daytona USA.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/alphanu1/daytona-arcade-recomp","evidence":"The catalogued project repository identifies its source build/platform as Sega Model 2 arcade; this records the original target platform tracked by the project.","value":"Sega Model 2 arcade","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Sega as the publisher for Daytona USA.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article lists the Japan/North America release as 1994-03 for the Daytona USA source-platform version.","value":"Japan/North America: 1994-03","date_granularity":"month"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Daytona USA as the series for Daytona USA.","value":"Daytona USA","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Daytona_USA","wikipedia_title":"Daytona USA"},{"game_key":"Daytona USA (2011 Xbox 360 XBLA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Sega AM2 as the developer for Daytona USA (2011 Xbox 360 XBLA).","value":"Sega AM2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Racing as the genre for Daytona USA (2011 Xbox 360 XBLA).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/CrownParkComputing/Xbox360-Native-Ports/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360 XBLA; this records the original target platform tracked by the project.","value":"Xbox 360 XBLA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Sega as the publisher for Daytona USA (2011 Xbox 360 XBLA).","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article lists the Worldwide release as 2011-10-26 for the Daytona USA (2011 Xbox 360 XBLA) source-platform version.","value":"Worldwide: 2011-10-26","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Daytona USA as the series for Daytona USA (2011 Xbox 360 XBLA).","value":"Daytona USA","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Daytona_USA","wikipedia_title":"Daytona USA"},{"game_key":"Daytona USA (Sega Model 2, Revision A, 1994)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/7870/daytona-usa/","evidence":"MobyGames identifies the title as Daytona USA.","value":"Daytona USA","date_granularity":null},{"field":"genre","source_url":"https://www.sega.jp/history/arcade/product/9116/","evidence":"SEGA official arcade history classifies the game as Racing / driving.","value":"Racing / driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.sega.jp/history/arcade/product/9116/","evidence":"SEGA official arcade history lists Arcade (Sega Model 2) among the game's platforms.","value":"Arcade (Sega Model 2)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.sega.jp/history/arcade/product/9116/","evidence":"SEGA's official arcade-history entry gives an operation date of 1994/03. The page does not specify a territory or day.","value":"1994-03","date_granularity":"month"},{"field":"developer","source_url":"https://www.mobygames.com/game/7870/daytona-usa/","evidence":"MobyGames credits AM R&D Dept. #2 as developer.","value":"AM R&D Dept. #2","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7870/daytona-usa/releases/","evidence":"MobyGames release listing credits SEGA Enterprises Ltd. as publisher.","value":"SEGA Enterprises Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Daytona_USA","wikipedia_title":"Daytona USA"},{"game_key":"Daytona USA (Xbox 360 / XBLA 2011 version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Sega AM2 as the developer for Daytona USA (Xbox 360 / XBLA 2011 version).","value":"Sega AM2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Racing as the genre for Daytona USA (Xbox 360 / XBLA 2011 version).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Subarasheese/daytona-xbla-recomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360 / XBLA; this records the original target platform tracked by the project.","value":"Xbox 360 / XBLA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Sega as the publisher for Daytona USA (Xbox 360 / XBLA 2011 version).","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article lists the Worldwide release as 2011-10-26 for the Daytona USA (Xbox 360 / XBLA 2011 version) source-platform version.","value":"Worldwide: 2011-10-26","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Daytona_USA","evidence":"The game article infobox identifies Daytona USA as the series for Daytona USA (Xbox 360 / XBLA 2011 version).","value":"Daytona USA","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Daytona_USA","wikipedia_title":"Daytona USA"},{"game_key":"Dead of the Brain 1","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_of_the_Brain","evidence":"The game article infobox identifies FairyTale as the developer for Dead of the Brain 1.","value":"FairyTale","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_of_the_Brain","evidence":"The game article infobox identifies Point and click, visual novel as the genre for Dead of the Brain 1.","value":"Point and click, visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/dshadoff/PCE_xlate_DeadoftheBrain","evidence":"The catalogued project repository identifies its source build/platform as PC Engine CD-ROM²; this records the original target platform tracked by the project.","value":"PC Engine CD-ROM²","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_of_the_Brain","wikipedia_title":"Dead of the Brain"},{"game_key":"Dead or Alive","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"The article lists arcade, Saturn, and PlayStation versions and identifies Sega Model 2 as the original arcade hardware.","value":"Arcade (Sega Model 2), Sega Saturn, PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"The infobox classifies the game as fighting.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"The article says Team Ninja was known as Tecmo Creative #3 at the time of development.","value":"Tecmo Creative #3 (Team Ninja at the time)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"The publisher listing distinguishes Tecmo worldwide from the European arcade and PlayStation publishers.","value":"Tecmo (worldwide); Acclaim (European arcade); Sony Computer Entertainment (European PlayStation)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"The release listing gives November 26, 1996, for the original worldwide arcade release.","value":"Arcade (worldwide): 1996-11-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","wikipedia_title":"Dead or Alive (video game)"},{"game_key":"Dead or Alive (PS1, US SLUS-00606)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"Article identifies Dead or Alive as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"Article credits Tecmo Creative #3, then known as Team Ninja, with development.","value":"Tecmo Creative #3 (later known as Team Ninja)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"Article identifies Tecmo as developer and publisher of the game.","value":"Tecmo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"Article identifies this as the first entry in the Dead or Alive series.","value":"Dead or Alive","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_(video_game)","evidence":"Article says Tecmo released the PlayStation version in all regions in 1998.","value":"PlayStation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dead+or+Alive+%28PS1%2C+US+SLUS-00606%29","wikipedia_title":null},{"game_key":"Dead or Alive 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"The game article infobox identifies Team Ninja as the developer for Dead or Alive 3.","value":"Team Ninja","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"The game article infobox identifies Fighting as the genre for Dead or Alive 3.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/NoRain211/doa3-re#readme","evidence":"The catalogued project repository identifies its source build/platform as Original Xbox; this records the original target platform tracked by the project.","value":"Original Xbox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"The game article infobox identifies WW: Tecmo; EU: Microsoft Game Studios as the publisher for Dead or Alive 3.","value":"WW: Tecmo; EU: Microsoft Game Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"The game article lists the North America release as 2001-11-15 for the Dead or Alive 3 source-platform version.","value":"North America: 2001-11-15","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"The game article infobox identifies Dead or Alive as the series for Dead or Alive 3.","value":"Dead or Alive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","wikipedia_title":"Dead or Alive 3"},{"game_key":"Dead or Alive 3 (Original Xbox, USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"Article identifies Dead or Alive 3 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"Article credits Team Ninja as developer.","value":"Team Ninja","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"Article identifies Tecmo as publisher.","value":"Tecmo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"Article identifies it as the third main entry in the Dead or Alive series.","value":"Dead or Alive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"Article says it was developed and published for Xbox as a launch title.","value":"Xbox","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_3","evidence":"Article contrasts the initial North American release with the later European and Japanese editions.","value":"The North American version released first; later European and Japanese versions added content and gameplay updates.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dead+or+Alive+3+%28Original+Xbox%2C+USA%29","wikipedia_title":null},{"game_key":"Dead or Alive Xtreme Beach Volleyball","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"The game article infobox identifies Team Ninja as the developer for Dead or Alive Xtreme Beach Volleyball.","value":"Team Ninja","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"The game article infobox identifies Sports, casino as the genre for Dead or Alive Xtreme Beach Volleyball.","value":"Sports, casino","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/NoRain211/doaxvb-re","evidence":"The catalogued project repository identifies its source build/platform as Original Xbox; this records the original target platform tracked by the project.","value":"Original Xbox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"The game article infobox identifies Tecmo as the publisher for Dead or Alive Xtreme Beach Volleyball.","value":"Tecmo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"The game article lists the North America release as 2003-01-22 for the Dead or Alive Xtreme Beach Volleyball source-platform version.","value":"North America: 2003-01-22","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"The game article infobox identifies Dead or Alive Xtreme as the series for Dead or Alive Xtreme Beach Volleyball.","value":"Dead or Alive Xtreme","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","wikipedia_title":"Dead or Alive Xtreme Beach Volleyball"},{"game_key":"Dead or Alive Xtreme Beach Volleyball (Original Xbox version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"Article lists sports and casino genres.","value":"Sports; casino","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"Article credits Team Ninja as developer.","value":"Team Ninja","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"Article identifies Tecmo as publisher.","value":"Tecmo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"Article says the game is a spin-off of Dead or Alive and identifies it with the Xtreme series.","value":"Dead or Alive Xtreme","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dead_or_Alive_Xtreme_Beach_Volleyball","evidence":"Article says the game was developed and published for Xbox.","value":"Xbox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dead+or+Alive+Xtreme+Beach+Volleyball+%28Original+Xbox+version%29","wikipedia_title":null},{"game_key":"Dead Rising 2: Case West","facts":[{"field":"original_platform","source_url":"https://github.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp#readme","evidence":"The project README identifies Case West as the Xbox 360 exclusive epilogue and documents the Xbox 360 XBLA package used as input.","value":"Xbox 360 (Xbox Live Arcade)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.xbox.com/en-US/games/store/dead-rising-2-case-west/BNX5M7M25W16/0001","evidence":"The official Xbox store page lists a release date of 12/26/2010.","value":"2010-12-26","date_granularity":"day"},{"field":"genre","source_url":"https://www.xbox.com/en-US/games/store/dead-rising-2-case-west/BNX5M7M25W16/0001","evidence":"The official Xbox store classifies Case West as Action & adventure.","value":"Action & adventure","date_granularity":null},{"field":"developer","source_url":"https://www.xbox.com/en-US/games/store/dead-rising-2-case-west/BNX5M7M25W16/0001","evidence":"The official Xbox store lists Blue Castle Games Inc. as developer.","value":"Blue Castle Games Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.xbox.com/en-US/games/store/dead-rising-2-case-west/BNX5M7M25W16/0001","evidence":"The official Xbox store lists CAPCOM Co., Ltd. as publisher.","value":"CAPCOM Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dead_Rising_2#Case_West","evidence":"The game article infobox identifies Dead Rising as the series for Dead Rising 2: Case West.","value":"Dead Rising","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_Rising_2#Case_West","wikipedia_title":"Dead Rising 2 — Case West section"},{"game_key":"Dead Rising 2: Case Zero","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox360/989132-dead-rising-2-case-zero/data","evidence":"GameFAQs credits Blue Castle Games as developer.","value":"Blue Castle Games","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox360/989132-dead-rising-2-case-zero/data","evidence":"GameFAQs classifies the title under Action Adventure > Survival.","value":"Action-adventure; survival","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox360/989132-dead-rising-2-case-zero/data","evidence":"GameFAQs identifies Xbox 360 as the platform and Xbox Live Arcade as the original distribution.","value":"Xbox 360 (Xbox Live Arcade)","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox360/989132-dead-rising-2-case-zero/data","evidence":"GameFAQs credits Capcom; the game article states Microsoft Game Studios published the Xbox Live Arcade DLC.","value":"Capcom; Microsoft Game Studios (XBLA publication)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/989132-dead-rising-2-case-zero/data","evidence":"GameFAQs lists August 31, 2010 as the North American Xbox Live Arcade release date.","value":"North America: 2010-08-31","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/xbox360/989132-dead-rising-2-case-zero/data","evidence":"GameFAQs lists Dead Rising as the franchise.","value":"Dead Rising","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_Rising_2","wikipedia_title":"Dead Rising 2"},{"game_key":"Dead Space Mobile (Xperia Play Android v1.1.33)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Dead_Space_(mobile_game)","evidence":"The dedicated English article is titled Dead Space (mobile game) and identifies the game as Dead Space.","value":"Dead Space","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dead_Space_(mobile_game)","evidence":"The article classifies the mobile game as survival horror.","value":"Survival horror","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dead_Space_(mobile_game)","evidence":"The article credits IronMonkey Studios as developer.","value":"IronMonkey Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dead_Space_(mobile_game)","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Dead_Space_(mobile_game)","evidence":"The article specifically describes the Xperia Play controls. It does not establish the cataloged v1.1.33 build number.","value":"The Xperia Play version uses the slide-out gamepad with touch-pad controls; the left and right triggers are used for aiming and firing, respectively.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dead_Space_(mobile_game)","wikipedia_title":"Dead Space (mobile game)"},{"game_key":"Deadeus","facts":[{"field":"original_platform","source_url":"https://incube8games.com/en-eu/products/deadeus-gb","evidence":"Incube8 lists Game Boy as platform and describes the product as an authentic Game Boy game.","value":"Game Boy","date_granularity":null},{"field":"developer","source_url":"https://incube8games.com/en-eu/products/deadeus-gb","evidence":"The publisher’s specification credits IZMA as developer.","value":"IZMA","date_granularity":null},{"field":"genre","source_url":"https://incube8games.com/en-eu/products/deadeus-gb","evidence":"Incube8 lists horror and mystery as the genres.","value":"Horror / mystery","date_granularity":null},{"field":"content","source_url":"https://incube8games.com/en-eu/products/deadeus-gb","evidence":"The publisher’s description gives the premise and states the game has 11 endings.","value":"Eleven endings; a boy investigates a prophetic nightmare saying everyone will die in three days","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Deadeus","wikipedia_title":null},{"game_key":"Deadly Danmaku Trial: DoDonPachi Dai-Ou-Jou Edition","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/1815030/GMODE/","evidence":"The official Steam listing gives this Japanese title for the G-MODE Archives+ reissue.","value":"G-MODE Archives+ 弾幕検定死験-大往生編-","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/166128/danmaku-kentei-shiken-dai-ou-jou-hen/?s=date","evidence":"MobyGames classifies the original title as an action shooter.","value":"Action / shooting game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/166128/danmaku-kentei-shiken-dai-ou-jou-hen/?s=date","evidence":"MobyGames identifies DoJa as the original mobile platform; the G-MODE Archives+ Steam version is a later reissue.","value":"NTT DoJa mobile phones","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/166128/danmaku-kentei-shiken-dai-ou-jou-hen/?s=date","evidence":"MobyGames credits CAVE as developer of the original mobile title.","value":"CAVE","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/166128/danmaku-kentei-shiken-dai-ou-jou-hen/?s=date","evidence":"MobyGames lists CAVE/G-mode for the original mobile release and G-MODE for the later Windows release.","value":"CAVE and G-mode (original mobile release); G-MODE (Steam reissue)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/166128/danmaku-kentei-shiken-dai-ou-jou-hen/?s=date","evidence":"MobyGames dates the Japanese DoJa release to April 14, 2006.","value":"Japan (DoJa original): 2006-04-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/G-Mode_Archives","wikipedia_title":"G-Mode Archives"},{"game_key":"Deadly Premonition (Xbox 360 version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Deadly_Premonition","evidence":"The game article infobox identifies Access Games as the developer for Deadly Premonition (Xbox 360 version).","value":"Access Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Deadly_Premonition","evidence":"The game article infobox identifies Survival horror as the genre for Deadly Premonition (Xbox 360 version).","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/LittleBitUA/DPRecomp","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Deadly_Premonition","evidence":"The game article infobox identifies Ignition Entertainment (North America); Marvelous Entertainment (Japan); Rising Star Games (Europe) as the publisher for Deadly Premonition (Xbox 360 version).","value":"Ignition Entertainment (North America); Marvelous Entertainment (Japan); Rising Star Games (Europe)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Deadly_Premonition","evidence":"The game article lists the North America release as 2010-02-23 for the Deadly Premonition (Xbox 360 version) source-platform version.","value":"North America: 2010-02-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Deadly+Premonition+%28Xbox+360+version%29","wikipedia_title":null},{"game_key":"Death Crimson 2: The Legend of Melanito","facts":[{"field":"developer","source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","evidence":"The project README’s game table names Ecole as developer.","value":"Ecole","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Death_Crimson_2","evidence":"The game article describes Death Crimson 2 as a light-gun shooter for Dreamcast.","value":"Light-gun shooter","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","evidence":"The project README identifies this source title as the Sega Dreamcast game.","value":"Dreamcast","date_granularity":null},{"field":"publisher","source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","evidence":"The project README’s game table names Ecole as publisher.","value":"Ecole","date_granularity":null},{"field":"regional_release_date","source_url":"https://github.com/DerekPascarella/DeathCrimson2AltarofMelanito-EnglishPatchDreamcast","evidence":"The project README’s game table gives the original release date as 1999-11-25.","value":"Japan: 1999-11-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Death+Crimson+2%3A+The+Legend+of+Melanito","wikipedia_title":null},{"game_key":"Death Note: Successors to L","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs records the Japanese DS title as Death Note: L o Tsugu Mono.","value":"Death Note: L o Tsugu Mono","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs classifies the Nintendo DS title as Adventure > General.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs lists the game on Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs lists July 12, 2007 for the Japanese DS release.","value":"Japan (Nintendo DS): 2007-07-12","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ds/938630-death-note-l-o-tsugu-mono/data","evidence":"GameFAQs identifies Death Note as the game’s franchise.","value":"Death Note","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Death%20Note%3A%20Successors%20to%20L","wikipedia_title":null},{"game_key":"Deathrow (Original Xbox)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Deathrow_(video_game)","evidence":"The game article infobox identifies Southend Interactive as the developer for Deathrow (Original Xbox).","value":"Southend Interactive","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Deathrow_(video_game)","evidence":"The game article infobox identifies Sports as the genre for Deathrow (Original Xbox).","value":"Sports","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/AsukaNeo/Exonerated/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Original Xbox; this records the original target platform tracked by the project.","value":"Original Xbox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Deathrow_(video_game)","evidence":"The game article infobox identifies Ubi Soft as the publisher for Deathrow (Original Xbox).","value":"Ubi Soft","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Deathrow_(video_game)","evidence":"The game article lists the Europe release as 2002-10-18 for the Deathrow (Original Xbox) source-platform version.","value":"Europe: 2002-10-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Deathrow_(video_game)","wikipedia_title":"Deathrow (video game)"},{"game_key":"Deep 3D: Submarine Odyssey (Android release)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/148747/deep-submarine-odyssey/","evidence":"MobyGames records the mobile game as Deep: Submarine Odyssey; the Android-edition qualifier in the target key was not corroborated.","value":"Deep: Submarine Odyssey","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/148747/deep-submarine-odyssey/","evidence":"MobyGames classifies the title as action and simulation.","value":"Action / simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/148747/deep-submarine-odyssey/","evidence":"MobyGames lists the original release for J2ME mobile phones; it does not document an Android retail edition.","value":"J2ME mobile phones","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/148747/deep-submarine-odyssey/","evidence":"MobyGames credits Fishlabs as developer.","value":"Fishlabs","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/148747/deep-submarine-odyssey/","evidence":"MobyGames credits Fishlabs as publisher.","value":"Fishlabs","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Deep%203D%3A%20Submarine%20Odyssey%20%28Android%20release%29","wikipedia_title":"Deep 3D: Submarine Odyssey (Android release)"},{"game_key":"Deep 3D: Submarine Odyssey (J2ME, Sony Ericsson 1.0.8)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Fishlabs","evidence":"The Fishlabs game list gives the title as DEEP: Submarine Odyssey.","value":"DEEP: Submarine Odyssey","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fishlabs","evidence":"The article identifies Fishlabs as a video game developer and includes DEEP: Submarine Odyssey in its game list.","value":"Fishlabs","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fishlabs","evidence":"The Fishlabs game list gives J2ME and Symbian for the 2007 DEEP: Submarine Odyssey entry; the Sony Ericsson JAR used as this profile’s edition is a MIDlet/JAR build.","value":"J2ME","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Fishlabs","evidence":"The Fishlabs game list dates DEEP: Submarine Odyssey to 2007.","value":"2007","date_granularity":"year"},{"field":"profiled_edition","source_url":"https://github.com/TheWWWorm/abyssal/blob/main/README.md","evidence":"The upstream compatibility-engine maintainer states that gameplay development and checking use the Sony Ericsson release of DEEP 1.0.8; the README lists the English Sony Ericsson 1.0.8 JAR as the validated build.","value":"Sony Ericsson DEEP 1.0.8 (English) JAR","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fishlabs","wikipedia_title":"Fishlabs"},{"game_key":"Deep Fear (Europe, MK-81804 V1.001, 2 discs)","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/25338/deep-fear/","evidence":"MobyGames credits Sega AM7 R&D Division and System Sacom as developers.","value":"Sega AM7 R&D Division; System Sacom","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/25338/deep-fear/","evidence":"MobyGames categorizes Deep Fear as survival horror.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/25338/deep-fear/","evidence":"MobyGames identifies Sega Saturn as the original release platform.","value":"Sega Saturn","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/25338/deep-fear/","evidence":"MobyGames credits SEGA Enterprises Ltd. as publisher.","value":"SEGA Enterprises Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/25338/deep-fear/","evidence":"MobyGames lists a European Saturn release in 1998.","value":"Europe: 1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Deep_Fear","wikipedia_title":"Deep Fear"},{"game_key":"Def Jam Vendetta (PlayStation 2, USA SLUS-20639)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Def_Jam_Vendetta","evidence":"Article identifies it as a professional-wrestling fighting game and lists sports and fighting genres.","value":"Sports; fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Def_Jam_Vendetta","evidence":"Article credits AKI Corporation and EA Canada as developers.","value":"AKI Corporation; EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Def_Jam_Vendetta","evidence":"Article says it was published by Electronic Arts under the EA Sports BIG label.","value":"Electronic Arts (EA Sports BIG label)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Def_Jam_Vendetta","evidence":"Article lists GameCube and PlayStation 2 releases.","value":"GameCube, PlayStation 2","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Def+Jam+Vendetta+%28PlayStation+2%2C+USA+SLUS-20639%29","wikipedia_title":null},{"game_key":"Def Jam: Fight for NY","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Def_Jam:_Fight_for_NY","evidence":"The game article infobox identifies AKI Corporation; EA Canada as the developer for Def Jam: Fight for NY.","value":"AKI Corporation; EA Canada","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Def_Jam:_Fight_for_NY","evidence":"The game article infobox identifies Fighting as the genre for Def Jam: Fight for NY.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/vyanhursky/DefJamFFNY-recomp","evidence":"The catalogued project repository identifies its source build/platform as Original Xbox; this records the original target platform tracked by the project.","value":"Original Xbox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Def_Jam:_Fight_for_NY","evidence":"The game article infobox identifies EA Games as the publisher for Def Jam: Fight for NY.","value":"EA Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Def_Jam:_Fight_for_NY","evidence":"The game article lists September 21, 2004 as the North American release date for the Xbox, GameCube and PlayStation 2 versions.","value":"North America: 2004-09-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Def_Jam:_Fight_for_NY","wikipedia_title":"Def Jam: Fight for NY"},{"game_key":"Delisoba Deluxe","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/saturn/276770-delisoba-deluxe","evidence":"GameFAQs credits Cave as developer.","value":"Cave","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/saturn/276770-delisoba-deluxe","evidence":"GameFAQs classifies the title under Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/saturn/276770-delisoba-deluxe","evidence":"GameFAQs identifies the title’s platform as Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/saturn/276770-delisoba-deluxe","evidence":"GameFAQs says the title was released in Japan in 1996.","value":"Japan: 1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Delisoba+Deluxe","wikipedia_title":null},{"game_key":"Delta Force (1998, Steam Windows build 19311 / app 32620)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"The game database identifies this title as Delta Force.","value":"Delta Force","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"MobyGames classifies the original title as an action shooter with first-person perspective.","value":"Tactical first-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"MobyGames lists Windows as the 1998 release platform; the project repository identifies the specific original Steam Windows build 19311.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"MobyGames gives October 15, 1998 as the Windows release date.","value":"North America: 1998-10-15","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"The database credits NovaLogic, Inc. as developer.","value":"NovaLogic, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"The game database lists NovaLogic, Inc. among the title’s publishers; the original Windows release was published by NovaLogic.","value":"NovaLogic","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/2025/delta-force/","evidence":"The database links the title to later games in the Delta Force series.","value":"Delta Force","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Delta_Force_(video_game)","wikipedia_title":"Delta Force (video game)"},{"game_key":"Delta Force 2 (1999, Steam Windows build 19312 / app 32630)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/2009/delta-force-2/","evidence":"The game database identifies this title as Delta Force 2.","value":"Delta Force 2","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/2009/delta-force-2/","evidence":"MobyGames classifies Delta Force 2 as an action shooter with first-person perspective.","value":"Tactical first-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/2009/delta-force-2/","evidence":"MobyGames lists the game’s original Windows release, the platform of the Steam build used by this project.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/32630/Delta_Force_2/","evidence":"The official Steam store listing gives October 31, 1999 as the release date for the Windows game.","value":"North America: 1999-10-31","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/2009/delta-force-2/","evidence":"The database credits NovaLogic, Inc. as developer.","value":"NovaLogic, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/2009/delta-force-2/","evidence":"The official Steam store page lists NovaLogic as publisher and developer for Delta Force 2.","value":"NovaLogic","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/2009/delta-force-2/","evidence":"MobyGames links Delta Force 2 to the Delta Force series.","value":"Delta Force","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Delta_Force_2","wikipedia_title":"Delta Force 2"},{"game_key":"DELTARUNE","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"Article identifies Deltarune as an episodic role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"Article identifies Toby Fox as the creator and lead developer.","value":"Toby Fox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"Article lists Toby Fox and 8-4 as publishers and notes 8-4 handled console releases.","value":"Toby Fox; 8-4 (console versions)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"Article says the first chapter initially released for macOS and Windows.","value":"macOS, Windows","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"Article describes its gameplay perspective as top-down.","value":"Top-down","date_granularity":null},{"field":"platforms","source_url":"https://deltarune.com/help/","evidence":"The official FAQ lists the full game as available on PC, Mac, Switch, Switch 2, PS4, and PS5.","value":"PC, Mac, Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Deltarune","wikipedia_title":"Deltarune"},{"game_key":"DELTARUNE Chapter 5","facts":[{"field":"canonical_name","source_url":"https://toby.fangamer.com/newsletters/ch5-release-date/","evidence":"Toby Fox’s official newsletter uses the title DELTARUNE Chapter 5.","value":"DELTARUNE Chapter 5","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"The article classifies DELTARUNE as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"The article lists Windows and macOS among the original 2018 release platforms.","value":"PC (Windows and macOS; Chapter 1 original release)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Deltarune","evidence":"The article identifies Toby Fox as creator and developer.","value":"Toby Fox","date_granularity":null},{"field":"regional_release_date","source_url":"https://toby.fangamer.com/newsletters/ch5-release-date/","evidence":"The official newsletter announces a simultaneous worldwide release on all platforms for June 24, 2026.","value":"Worldwide (all platforms, Chapter 5): 2026-06-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Deltarune","wikipedia_title":"Deltarune"},{"game_key":"Demon’s Souls (PS3 USA BLUS30443)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Demon%27s_Souls","evidence":"The article credits FromSoftware as developer.","value":"FromSoftware","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Demon%27s_Souls","evidence":"The article lists Atlus as North American publisher.","value":"Atlus (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Demon%27s_Souls","evidence":"The article identifies PlayStation 3 as the original platform.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Demon%27s_Souls","evidence":"The article classifies the game as an action role-playing game.","value":"Action role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Demon%27s_Souls","wikipedia_title":"Demon's Souls"},{"game_key":"Densetsu no Ogre Battle Gaiden: Zenobia no Ouji","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs records this title for the Neo Geo Pocket Color release.","value":"Densetsu no Ogre Battle Gaiden: Zenobia no Ouji","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs classifies the game as strategy and turn-based tactics.","value":"Strategy > turn-based tactics","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs lists the Neo Geo Pocket Color as platform.","value":"Neo Geo Pocket Color","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs credits Riverhillsoft as developer.","value":"Riverhillsoft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs credits SNK as publisher.","value":"SNK","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs lists June 22, 2000 for the Japanese release.","value":"Japan (Neo Geo Pocket Color): 2000-06-22","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ngpc/197773-densetsu-no-ogre-battle-gaiden-zenobia-no-ouji/data","evidence":"GameFAQs identifies the Ogre Battle franchise.","value":"Ogre Battle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Densetsu%20no%20Ogre%20Battle%20Gaiden%3A%20Zenobia%20no%20Ouji","wikipedia_title":null},{"game_key":"Descent (1994)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","evidence":"The source classifies Descent (1994) as First-person shooter / shoot ’em up.","value":"First-person shooter / shoot ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","evidence":"The source identifies MS-DOS as the game’s original platform or first-release platform(s).","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","evidence":"The source gives this release timing: Shareware demo: 1994-12-24; full MS-DOS retail release: 1995 (UK 1995-03-03; North America 1995-03-17).","value":"Shareware demo: 1994-12-24; full MS-DOS retail release: 1995 (UK 1995-03-03; North America 1995-03-17)","date_granularity":"mixed"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","evidence":"The source credits Parallax Software as developer for the identified game/release.","value":"Parallax Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","evidence":"The source credits Interplay Productions as publisher for the identified game/release.","value":"Interplay Productions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","evidence":"The source identifies the game as part of the Descent series.","value":"Descent","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Descent_(video_game)","wikipedia_title":"Descent (video game)"},{"game_key":"Descent II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Descent_II","evidence":"The source classifies Descent II as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Descent_II","evidence":"The source identifies MS-DOS (first release) as the game’s original platform or first-release platform(s).","value":"MS-DOS (first release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Descent_II","evidence":"The source gives this release timing: United States: 1996-03-13; United Kingdom: 1996-03-29.","value":"United States: 1996-03-13; United Kingdom: 1996-03-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Descent_II","evidence":"The source credits Parallax Software as developer for the identified game/release.","value":"Parallax Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Descent_II","evidence":"The source credits Interplay Productions as publisher for the identified game/release.","value":"Interplay Productions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Descent_II","evidence":"The source identifies the game as part of the Descent series.","value":"Descent","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Descent_II","wikipedia_title":"Descent II"},{"game_key":"Destinia","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/android/644540-destinia/data","evidence":"The source classifies Destinia as Action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/android/644540-destinia/data","evidence":"The source identifies iOS and Android as the game’s original platform or first-release platform(s).","value":"iOS and Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/android/644540-destinia/data","evidence":"The source gives this release timing: iOS: 2011-09-15; Android: 2011-09-21.","value":"iOS: 2011-09-15; Android: 2011-09-21","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/android/644540-destinia/data","evidence":"The source credits GAMEVIL as developer for the identified game/release.","value":"GAMEVIL","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/android/644540-destinia/data","evidence":"The source credits GAMEVIL as publisher for the identified game/release.","value":"GAMEVIL","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Destinia","wikipedia_title":null},{"game_key":"Destroy All Humans! Path of the Furon","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Destroy_All_Humans!_Path_of_the_Furon","evidence":"Article identifies the game as an action-adventure video game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Destroy_All_Humans!_Path_of_the_Furon","evidence":"Article credits Sandblast Games as developer.","value":"Sandblast Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Destroy_All_Humans!_Path_of_the_Furon","evidence":"Article identifies THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Destroy_All_Humans!_Path_of_the_Furon","evidence":"Article identifies it as the fourth and final installment in the original franchise.","value":"Destroy All Humans!","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Destroy_All_Humans!_Path_of_the_Furon","evidence":"Article lists Xbox 360 and PlayStation 3 releases.","value":"Xbox 360, PlayStation 3","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Destroy+All+Humans%21+Path+of+the+Furon","wikipedia_title":null},{"game_key":"Detective Conan: Yuugure no Koujo","facts":[{"field":"original_platform","source_url":"https://gamesdb.launchbox-app.com/games/details/27957-meitantei-conan-yuugure-no-ouju","evidence":"LaunchBox lists WonderSwan Color and gives “Meitantei Conan: Yuugure no Koujo” as an alternate name.","value":"WonderSwan Color","date_granularity":null},{"field":"genre","source_url":"https://gamesdb.launchbox-app.com/games/details/27957-meitantei-conan-yuugure-no-ouju","evidence":"LaunchBox lists Adventure as the genre.","value":"Adventure","date_granularity":null},{"field":"developer","source_url":"https://gamesdb.launchbox-app.com/games/details/27957-meitantei-conan-yuugure-no-ouju","evidence":"LaunchBox credits Tomcat System as developer.","value":"Tomcat System","date_granularity":null},{"field":"publisher","source_url":"https://gamesdb.launchbox-app.com/games/details/27957-meitantei-conan-yuugure-no-ouju","evidence":"LaunchBox credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://sources.debian.org/src/mame/0.251%2Bdfsg.1-1/hash/wscolor.xml","evidence":"MAME’s WonderSwan Color software-list entry identifies the title, publisher, and 2001 year; it records 2001-04-05. LaunchBox gives 2001-04-15, so only the shared year is retained.","value":"Japan: 2001 (year only)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Detective+Conan%3A+Yuugure+no+Koujo","wikipedia_title":null},{"game_key":"Devil May Cry (2001, PlayStation 2 PAL Europe, `SLES_503.58` v1.02)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Devil_May_Cry","evidence":"The Wikipedia infobox lists developer as Capcom (2001–present)Ninja Theory (2013).","value":"Capcom (2001–present)Ninja Theory (2013)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Devil_May_Cry","evidence":"The Wikipedia infobox lists publisher as Capcom.","value":"Capcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Devil_May_Cry","evidence":"The Wikipedia infobox lists original platform as Android iOS Windows Mobile Nintendo Switch Nintendo Switch 2 PlayStation 2 PlayStation 3 PlayStation 4 PlayStation 5 Shield Android TV Xbox 360 Xbox One Xbox Series X/S.","value":"Android iOS Windows Mobile Nintendo Switch Nintendo Switch 2 PlayStation 2 PlayStation 3 PlayStation 4 PlayStation 5 Shield Android TV Xbox 360 Xbox One Xbox Series X/S","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Devil_May_Cry","evidence":"The Wikipedia infobox lists genre as Action-adventureHack and slash.","value":"Action-adventureHack and slash","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Devil_May_Cry","wikipedia_title":"Devil May Cry"},{"game_key":"Devil's Crush","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","evidence":"The Wikipedia infobox lists developer as Compile.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","evidence":"The Wikipedia infobox lists publisher as TurboGrafx-16JP: Naxat SoftNA: NEC Genesis/Mega DriveJP: TechnosoftNA/PAL: Tengen.","value":"TurboGrafx-16JP: Naxat SoftNA: NEC Genesis/Mega DriveJP: TechnosoftNA/PAL: Tengen","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","evidence":"The Wikipedia infobox lists original platform as TurboGrafx-16, Genesis/Mega Drive.","value":"TurboGrafx-16, Genesis/Mega Drive","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","evidence":"The Wikipedia infobox lists genre as Pinball.","value":"Pinball","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","evidence":"The Wikipedia infobox lists series as Crush Pinball.","value":"Crush Pinball","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: July 20, 1990.","value":"Japan: July 20, 1990","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Devil%27s_Crush","wikipedia_title":"Devil's Crush"},{"game_key":"DHINAMEPTOR 1.00 by ニシキガツオ","facts":[{"field":"canonical_name","source_url":"https://kohada.ushimairi.com/game_dhina.html","evidence":"The creator-hosted game page gives the title as DHINAMEPTOR.","value":"DHINAMEPTOR","date_granularity":null},{"field":"genre","source_url":"https://kohada.ushimairi.com/game_dhina.html","evidence":"The creator-hosted page labels the game “シューティング” (shooting).","value":"Shooting game (シューティング)","date_granularity":null},{"field":"gameplay_format","source_url":"https://kohada.ushimairi.com/game_dhina.html","evidence":"The creator’s description calls it an endless game and says beams and barriers are used to defeat enemies.","value":"Endless game in which the player uses beams and barriers against enemies.","date_granularity":null},{"field":"version","source_url":"https://kohada.ushimairi.com/home.html","evidence":"The creator’s home page lists DHINAMEPTOR version 1.00 as available.","value":"1.00","date_granularity":null},{"field":"developer","source_url":"https://kohada.ushimairi.com/home.html","evidence":"The creator’s home page identifies Nishikigatsuo as a game-production circle and lists DHINAMEPTOR among its games.","value":"Nishikigatsuo (ニシキガツオ)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=DHINAMEPTOR%201.00%20by%20%E3%83%8B%E3%82%B7%E3%82%AD%E3%82%AC%E3%83%84%E3%82%AA","wikipedia_title":"DHINAMEPTOR 1.00 by ニシキガツオ"},{"game_key":"Di Gi Charat Fantasy","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/73888/di-gi-charat-fantasy/","evidence":"MobyGames lists Windows and Dreamcast releases for Di Gi Charat Fantasy.","value":"Windows; Dreamcast","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/73888/di-gi-charat-fantasy/","evidence":"MobyGames classifies it as Adventure and Visual novel.","value":"Adventure; visual novel","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/73888/di-gi-charat-fantasy/releases/","evidence":"MobyGames credits Broccoli Co., Ltd. as developer in the game record; its release pages also credit Broccoli on the Japanese Windows and Dreamcast releases.","value":"Broccoli Co., Ltd. (MobyGames game record)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/73888/di-gi-charat-fantasy/releases/","evidence":"MobyGames credits Broccoli Co., Ltd. as publisher of the Japanese Windows and Dreamcast releases.","value":"Broccoli Co., Ltd. (Japanese releases)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.broccoli.co.jp/dejiko/history.php","evidence":"Broccoli’s official history lists the Windows release on February 22, 2001, and the Dreamcast release on September 6, 2001.","value":"Japan: Windows 2001-02-22; Dreamcast 2001-09-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Di+Gi+Charat+Fantasy","wikipedia_title":null},{"game_key":"Diablo","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Blizzard North as the developer for Diablo.","value":"Blizzard North","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Action role-playing as the genre for Diablo.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/diasurgical/devilution/blob/master/README.md","evidence":"The catalogued project repository identifies its source build/platform as Windows PC; this records the original target platform tracked by the project.","value":"Windows PC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Blizzard Entertainment as the publisher for Diablo.","value":"Blizzard Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article lists the North America release as 1997-01-03 for the Diablo source-platform version.","value":"North America: 1997-01-03","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Diablo as the series for Diablo.","value":"Diablo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","wikipedia_title":"Diablo (video game)"},{"game_key":"Diablo (PlayStation Japan SLPS-01416)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_%28video_game%29","evidence":"The article classifies Diablo as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_%28video_game%29","evidence":"The article identifies Climax Studios as developer of the PlayStation version.","value":"Climax Studios (PlayStation version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_%28video_game%29","evidence":"The article says Electronic Arts published the PlayStation version.","value":"Electronic Arts (PlayStation version)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Diablo_%28video_game%29","evidence":"The article lists PlayStation among the platforms for Diablo.","value":["Windows","PlayStation","Mac OS"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_%28video_game%29","evidence":"The article identifies Diablo as the first game in the Diablo series.","value":"Diablo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diablo_%28video_game%29","wikipedia_title":"Diablo (video game)"},{"game_key":"Diablo and Hellfire","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Blizzard North as the developer for Diablo and Hellfire.","value":"Blizzard North","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Action role-playing as the genre for Diablo and Hellfire.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/diasurgical/DevilutionX","evidence":"The catalogued project repository identifies its source build/platform as Windows PC; this records the original target platform tracked by the project.","value":"Windows PC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Blizzard Entertainment as the publisher for Diablo and Hellfire.","value":"Blizzard Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_(video_game)","evidence":"The game article infobox identifies Diablo as the series for Diablo and Hellfire.","value":"Diablo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Diablo+and+Hellfire","wikipedia_title":null},{"game_key":"Diablo II (Windows 1.13c)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"Article lists these genres.","value":"Action role-playing; hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"Article credits Blizzard North as developer.","value":"Blizzard North","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"Article identifies Blizzard Entertainment as publisher.","value":"Blizzard Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"Article identifies Diablo II as part of the Diablo series.","value":"Diablo","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"Article lists these platforms.","value":"Windows, Classic Mac OS, OS X","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Diablo+II+%28Windows+1.13c%29","wikipedia_title":null},{"game_key":"Diablo II / Lord of Destruction (Windows x86 patch 1.14d)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"The Wikipedia infobox lists developer as Blizzard North.","value":"Blizzard North","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"The Wikipedia infobox lists publisher as Blizzard Entertainment.","value":"Blizzard Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"The Wikipedia infobox lists original platform as WindowsMac OSOS X.","value":"WindowsMac OSOS X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"The Wikipedia infobox lists genre as Action role-playing, hack and slash.","value":"Action role-playing, hack and slash","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_II","evidence":"The Wikipedia infobox lists series as Diablo.","value":"Diablo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diablo_II","wikipedia_title":"Diablo II"},{"game_key":"Diablo II: Lord of Destruction","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","evidence":"Article lists action role-playing as its genre.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","evidence":"Article credits Blizzard North as developer.","value":"Blizzard North","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","evidence":"Article identifies Blizzard Entertainment as publisher.","value":"Blizzard Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","evidence":"Article identifies the expansion as part of the Diablo series.","value":"Diablo","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","evidence":"Article describes Lord of Destruction as a first-party expansion pack for Diablo II.","value":"First-party expansion pack for Diablo II.","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","evidence":"Article lists Windows and Mac platform versions.","value":"Windows, Mac OS, OS X","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diablo_II:_Lord_of_Destruction","wikipedia_title":"Diablo II: Lord of Destruction"},{"game_key":"Diablo III (Xbox 360 vanilla C1.0.0.17339; not Ultimate Evil Edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diablo_III","evidence":"Article lists these genres.","value":"Action role-playing; hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diablo_III","evidence":"Article credits Blizzard Entertainment as developer.","value":"Blizzard Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diablo_III","evidence":"Article identifies Blizzard Entertainment as publisher.","value":"Blizzard Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diablo_III","evidence":"Article identifies it as the third installment in the Diablo franchise.","value":"Diablo","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Diablo_III","evidence":"Article lists these platforms and their release sequence.","value":"Windows, OS X, PlayStation 3, Xbox 360, PlayStation 4, Xbox One, Nintendo Switch","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Diablo_III","evidence":"Article distinguishes the 2013 console release from the later Ultimate Evil Edition.","value":"The original Xbox 360 release came in September 2013; Ultimate Evil Edition later brought expansion content to consoles in August 2014.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Diablo+III+%28Xbox+360+vanilla+C1.0.0.17339%3B+not+Ultimate+Evil+Edition%29","wikipedia_title":null},{"game_key":"Diddy Kong Racing","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Diddy-Kong-Racing-269448.html","evidence":"Nintendo UK identifies the game’s system as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Diddy-Kong-Racing-269448.html","evidence":"Nintendo UK lists the release date as 21 November 1997 and lists English as the release language.","value":"United Kingdom: 1997-11-21","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Diddy-Kong-Racing-269448.html","evidence":"Nintendo categorizes the game as Action and Racing.","value":"Action / racing","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Diddy-Kong-Racing-269448.html","evidence":"Nintendo credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Diddy-Kong-Racing-269448.html","evidence":"Nintendo credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The game article infobox identifies Donkey Kong as the series for Diddy Kong Racing.","value":"Donkey Kong","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","wikipedia_title":"Diddy Kong Racing"},{"game_key":"Diddy Kong Racing (Nintendo 64 USA v1.0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"Article identifies Diddy Kong Racing as a kart racing game.","value":"Kart racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"Article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"Article identifies Rare as publisher of the Nintendo 64 release.","value":"Rare","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The article infobox places the game in the Donkey Kong series.","value":"Donkey Kong","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"Article says it was developed and published for Nintendo 64.","value":"Nintendo 64","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Diddy+Kong+Racing+%28Nintendo+64+USA+v1.0%29","wikipedia_title":null},{"game_key":"Diddy Kong Racing (Nintendo 64; US 1.0 default, all versions supported)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The game article infobox identifies Rare as the developer for Diddy Kong Racing (Nintendo 64; US 1.0 default, all versions supported).","value":"Rare","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The game article infobox identifies Kart racing as the genre for Diddy Kong Racing (Nintendo 64; US 1.0 default, all versions supported).","value":"Kart racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/DavidSM64/Diddy-Kong-Racing","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 64; this records the original target platform tracked by the project.","value":"Nintendo 64","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The game article identifies Rare as publisher of the Nintendo 64 version; Nintendo published the later Nintendo DS edition.","value":"Rare","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The game article lists November 24, 1997 as the North American Nintendo 64 release date.","value":"North America: 1997-11-24","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","evidence":"The game article infobox identifies Donkey Kong as the series for Diddy Kong Racing (Nintendo 64; US 1.0 default, all versions supported).","value":"Donkey Kong","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diddy_Kong_Racing","wikipedia_title":"Diddy Kong Racing"},{"game_key":"Dig Dug","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dig_Dug","evidence":"The game article infobox identifies Namco as the developer for Dig Dug.","value":"Namco","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dig_Dug","evidence":"The game article infobox identifies Action, Maze as the genre for Dig Dug.","value":"Action, Maze","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Miasmark/digdug-7800-disassembly","evidence":"The catalogued project repository identifies its source build/platform as Atari 7800 (NTSC); this records the original target platform tracked by the project.","value":"Atari 7800 (NTSC)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dig_Dug","evidence":"The game article infobox identifies JP/EU: Namco; NA: Atari, Inc. as the publisher for Dig Dug.","value":"JP/EU: Namco; NA: Atari, Inc.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dig_Dug","evidence":"The game article lists May 15, 1986 as the North American Atari 7800 release date.","value":"North America: 1986-05-15","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dig_Dug","evidence":"The game article infobox identifies Dig Dug as the series for Dig Dug.","value":"Dig Dug","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dig_Dug","wikipedia_title":"Dig Dug"},{"game_key":"Digimon Card Game Ver.","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/wsc/566500-digital-monsters-card-game-ver-wonderswan-color/data","evidence":"GameFAQs identifies WonderSwan Color as the platform.","value":"WonderSwan Color","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/wsc/566500-digital-monsters-card-game-ver-wonderswan-color/data","evidence":"GameFAQs classifies the title as Strategy > Turn-Based > Card Battle.","value":"Strategy > turn-based > card battle","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/wsc/566500-digital-monsters-card-game-ver-wonderswan-color/data","evidence":"GameFAQs credits Tom Create as developer.","value":"Tom Create","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/wsc/566500-digital-monsters-card-game-ver-wonderswan-color/data","evidence":"The Japanese release record lists Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/wsc/566500-digital-monsters-card-game-ver-wonderswan-color/data","evidence":"The release record gives March 16, 2002, in Japan.","value":"Japan: 2002-03-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_WonderSwan_Color_games","wikipedia_title":"List of WonderSwan Color games"},{"game_key":"Digimon Rumble Arena (PS1 Japan SLPS-03357 and USA SLUS-01404)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_Rumble_Arena","evidence":"The article credits Bandai as developer.","value":"Bandai","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_Rumble_Arena","evidence":"The article credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Digimon_Rumble_Arena","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_Rumble_Arena","evidence":"The article classifies Digimon Rumble Arena as a fighting game.","value":"Fighting","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_Rumble_Arena","wikipedia_title":"Digimon Rumble Arena"},{"game_key":"Digimon Universe: Appli Monsters","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/3ds/200788-digimon-universe-appli-monsters/data","evidence":"GameFAQs credits Bandai Namco Games as developer.","value":"Bandai Namco Games","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/3ds/200788-digimon-universe-appli-monsters/data","evidence":"GameFAQs classifies the game as Role-Playing > Trainer.","value":"Role-playing (trainer)","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/3ds/200788-digimon-universe-appli-monsters/data","evidence":"GameFAQs identifies the platform as 3DS.","value":"Nintendo 3DS","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/3ds/200788-digimon-universe-appli-monsters/data","evidence":"GameFAQs credits Bandai Namco Games as publisher.","value":"Bandai Namco Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/3ds/200788-digimon-universe-appli-monsters/data","evidence":"GameFAQs lists the Japanese release date as December 1, 2016.","value":"Japan: 2016-12-01","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/3ds/200788-digimon-universe-appli-monsters/data","evidence":"GameFAQs lists Digimon as a franchise for the title.","value":"Digimon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Digimon+Universe+Appli+Monsters+Nintendo+3DS+video+game","wikipedia_title":null},{"game_key":"Digimon World","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The Wikipedia infobox lists developer as BEC.","value":"BEC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The Wikipedia infobox lists publisher as Bandai.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The Wikipedia infobox lists original platform as PlayStation, Microsoft Windows.","value":"PlayStation, Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The Wikipedia infobox lists genre as Role-playing, digital pet.","value":"Role-playing, digital pet","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The Wikipedia infobox lists series as Digimon.","value":"Digimon","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The Wikipedia infobox release schedule explicitly lists North America: May 23, 2000.","value":"North America: May 23, 2000","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World","wikipedia_title":"Digimon World"},{"game_key":"Digimon World (PS1, USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The game article infobox identifies BEC as the developer for Digimon World (PS1, USA).","value":"BEC","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The game article infobox identifies Role-playing, digital pet as the genre for Digimon World (PS1, USA).","value":"Role-playing, digital pet","date_granularity":null},{"field":"original_platform","source_url":"https://gitlab.com/ethan4love/psx-recomp-port","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 1; this records the original target platform tracked by the project.","value":"PlayStation 1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The game article infobox identifies Bandai as the publisher for Digimon World (PS1, USA).","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The game article lists May 23, 2000 as the North American PlayStation release date.","value":"North America: 2000-05-23","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Digimon_World","evidence":"The game article infobox identifies Digimon as the series for Digimon World (PS1, USA).","value":"Digimon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World","wikipedia_title":"Digimon World"},{"game_key":"Digimon World 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The game article infobox identifies BEC; Boom Corp. as the developer for Digimon World 3.","value":"BEC; Boom Corp.","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The game article infobox identifies Role-playing as the genre for Digimon World 3.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Larbaco/dw3-switch","evidence":"The catalogued project repository identifies its source build/platform as PlayStation; this records the original target platform tracked by the project.","value":"PlayStation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The game article infobox identifies Bandai as the publisher for Digimon World 3.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The game article lists the North America release as 2002-06-06 for the Digimon World 3 source-platform version.","value":"North America: 2002-06-06","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The game article infobox identifies Digimon as the series for Digimon World 3.","value":"Digimon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World_3","wikipedia_title":"Digimon World 3"},{"game_key":"Digimon World 3 (PS1 NTSC-U SLUS-01436)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"Article identifies Digimon World 3 as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"Article credits BEC and Boom Corp. as developers.","value":"BEC; Boom Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"Article identifies Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"Article identifies it as the third installment of the Digimon World series.","value":"Digimon World","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"Article identifies the PlayStation as its platform.","value":"PlayStation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World_3","wikipedia_title":"Digimon World 3"},{"game_key":"Digimon World 3 / Digimon World 2003 (PS1 Europe, USA and Japan)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The article credits BEC and Boom Corp. as developers.","value":"BEC; Boom Corp.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The article credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World_3","evidence":"The article classifies Digimon World 3 as a role-playing game.","value":"Role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World_3","wikipedia_title":"Digimon World 3 (also titled Digimon World 2003 in Europe)"},{"game_key":"Digimon World 4","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World_4","evidence":"The article classifies Digimon World 4 as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World_4","evidence":"The article credits BEC as developer.","value":"BEC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World_4","evidence":"The article identifies Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Digimon_World_4","evidence":"The article lists GameCube, PlayStation 2, and Xbox as platforms.","value":["GameCube","PlayStation 2","Xbox"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Digimon_World_4","evidence":"The article identifies Digimon World 4 as part of the Digimon franchise.","value":"Digimon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World_4","wikipedia_title":"Digimon World 4"},{"game_key":"Digimon World DS (Nintendo DS USA ADNE)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Digimon_World_DS","evidence":"The game article infobox identifies BEC as the developer for Digimon World DS (Nintendo DS USA ADNE).","value":"BEC","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Digimon_World_DS","evidence":"The game article infobox identifies Role-playing video game as the genre for Digimon World DS (Nintendo DS USA ADNE).","value":"Role-playing video game","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/ReGame-Labs/dwds_decomp","evidence":"The catalogued project repository identifies its source build/platform as Nintendo DS USA; this records the original target platform tracked by the project.","value":"Nintendo DS USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Digimon_World_DS","evidence":"The game article infobox identifies Bandai Namco Games as the publisher for Digimon World DS (Nintendo DS USA ADNE).","value":"Bandai Namco Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Digimon_World_DS","evidence":"The game article lists November 8, 2006 as the North American Nintendo DS release date.","value":"North America: 2006-11-08","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Digimon_World_DS","evidence":"The game article infobox identifies Digimon as the series for Digimon World DS (Nintendo DS USA ADNE).","value":"Digimon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Digimon_World_DS","wikipedia_title":"Digimon World DS"},{"game_key":"Digital Monster Ver. S: Digimon Tamers","facts":[{"field":"original_platform","source_url":"https://www.sega.jp/history/hard/segasaturn/software_l.html","evidence":"Sega’s Saturn software catalog lists Digital Monster Ver. S: Digimon Tamers.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://www.sega.jp/history/hard/segasaturn/software_l.html","evidence":"Sega’s catalog classifies the title in the simulation genre.","value":"Simulation","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/saturn/570761-digital-monster-ver-s-digimon-tamers/data","evidence":"GameFAQs credits TOSE as developer.","value":"TOSE","date_granularity":null},{"field":"publisher","source_url":"https://www.sega.jp/history/hard/segasaturn/software_l.html","evidence":"Sega’s catalog lists Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/saturn/570761-digital-monster-ver-s-digimon-tamers/data","evidence":"GameFAQs gives September 23, 1998, for the Japanese Saturn release; Sega’s official software catalog independently lists the title on September 23.","value":"Japan: 1998-09-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Digimon_video_games","wikipedia_title":"List of Digimon video games"},{"game_key":"Diner Dash (2004 Windows PC version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Diner_Dash","evidence":"The article classifies Diner Dash as a strategy and time-management game.","value":"Strategy; time management","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Diner_Dash","evidence":"The article credits Gamelab as the initial developer.","value":"Gamelab","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Diner_Dash","evidence":"The article identifies PlayFirst as original publisher and says Glu Mobile now owns and publishes the game.","value":"PlayFirst (initial publisher; now owned and published by Glu Mobile)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Diner_Dash","evidence":"The article’s platform list includes Microsoft Windows.","value":["Microsoft Windows","Mac OS X","Mobile","Nintendo DS","Wii","PlayStation Portable","Xbox 360","iOS","Android"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Diner_Dash","evidence":"The article identifies the Diner Dash series and describes the original game as its first installment.","value":"Diner Dash","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Diner_Dash","wikipedia_title":"Diner Dash"},{"game_key":"Dino Crisis 2","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames identifies the title as Dino Crisis 2.","value":"Dino Crisis 2","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames classifies the game as Action; survival horror.","value":"Action; survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames lists PlayStation; Windows among the game's platforms.","value":"PlayStation; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames records the release as 2000 (PlayStation); 2002 (Windows).","value":"2000 (PlayStation); 2002 (Windows)","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/3625/dino-crisis-2/","evidence":"MobyGames associates the game with the Dino Crisis series or franchise.","value":"Dino Crisis","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dino_Crisis_2","wikipedia_title":"Dino Crisis 2"},{"game_key":"Dinosaur Planet (2000 Nintendo 64 prototype)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"Article describes Dinosaur Planet as a Rare project that was transformed into Star Fox Adventures.","value":"Rare","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"Article says Dinosaur Planet began as a Nintendo 64 game.","value":"Nintendo 64","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"Article identifies the leaked build as a December 2000 version and describes it as a Nintendo 64 development version.","value":"A late-development Dinosaur Planet build dated December 2000 leaked online in 2021.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","wikipedia_title":"Star Fox Adventures"},{"game_key":"Dirt Dash","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dirt_Dash","evidence":"The game article infobox identifies Namco as the developer for Dirt Dash.","value":"Namco","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dirt_Dash","evidence":"The game article infobox identifies Racing as the genre for Dirt Dash.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/spacestate1/namco22-decompile","evidence":"The catalogued project repository identifies its source build/platform as Arcade (Namco System 22); this records the original target platform tracked by the project.","value":"Arcade (Namco System 22)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dirt_Dash","evidence":"The game article infobox identifies Namco as the publisher for Dirt Dash.","value":"Namco","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dirt_Dash","evidence":"The game article gives 1995 as a release date for the Dirt Dash source-platform version.","value":"First release: 1995","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dirt_Dash","wikipedia_title":"Dirt Dash"},{"game_key":"Disgaea D2: A Brighter Darkness","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article classifies Disgaea D2 as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article credits Nippon Ichi Software as developer.","value":"Nippon Ichi Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article lists Nippon Ichi Software as the Japanese publisher.","value":"Nippon Ichi Software (Japan)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article identifies PlayStation 3 as the game’s platform.","value":"PlayStation 3","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article identifies Disgaea D2 as an entry in the Disgaea series.","value":"Disgaea","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","wikipedia_title":"Disgaea D2: A Brighter Darkness"},{"game_key":"Disgaea D2: A Brighter Darkness (PS3 North America BLUS31313; update 1.40 profile)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article classifies Disgaea D2 as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article credits Nippon Ichi Software as developer.","value":"Nippon Ichi Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article lists NIS America as the worldwide publisher.","value":"NIS America (worldwide)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article identifies PlayStation 3 as the game’s platform.","value":"PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","evidence":"The article dates the North American release to October 8, 2013.","value":"2013-10-08 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Disgaea_D2:_A_Brighter_Darkness","wikipedia_title":"Disgaea D2: A Brighter Darkness"},{"game_key":"Disney·Pixar Cars (PSP, Spanish ULES00324)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"Article lists adventure and racing genres.","value":"Adventure; racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"Article credits Locomotive Games with the PSP version.","value":"Locomotive Games (PlayStation Portable version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"Article identifies THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"Article identifies the game as based on the Cars film and lists Cars as its series.","value":"Cars","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Cars_(video_game)","evidence":"Article lists a PSP release and describes gameplay specific to that version.","value":"PlayStation Portable","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Disney%C2%B7Pixar+Cars+%28PSP%2C+Spanish+ULES00324%29","wikipedia_title":null},{"game_key":"Disney’s Hercules","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Hercules_(1997_video_game)","evidence":"Article identifies the 1997 game as a platform video game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Hercules_(1997_video_game)","evidence":"Article distinguishes developers for the PlayStation/Windows and Game Boy versions.","value":"Eurocom Entertainment Software (PlayStation/Windows); Tiertex Design Studios (Game Boy)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Hercules_(1997_video_game)","evidence":"Article identifies these platform-specific publishers.","value":"Disney Interactive (Windows); THQ (Game Boy)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Hercules_(1997_video_game)","evidence":"Article lists these platforms.","value":"PlayStation, Microsoft Windows, Game Boy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Disney%E2%80%99s+Hercules","wikipedia_title":null},{"game_key":"Disruptor","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Disruptor_(video_game)","evidence":"The game article infobox identifies Insomniac Games as the developer for Disruptor.","value":"Insomniac Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Disruptor_(video_game)","evidence":"The game article infobox identifies First-person shooter as the genre for Disruptor.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Phroster/DisruptorRecomp","evidence":"The catalogued project repository identifies its source build/platform as PlayStation; this records the original target platform tracked by the project.","value":"PlayStation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Disruptor_(video_game)","evidence":"The game article infobox identifies NA: Universal Interactive Studios; EU: Interplay Productions as the publisher for Disruptor.","value":"NA: Universal Interactive Studios; EU: Interplay Productions","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Disruptor_(video_game)","evidence":"The game article lists the North America release as 1996-11-20 for the Disruptor source-platform version.","value":"North America: 1996-11-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Disruptor","wikipedia_title":null},{"game_key":"DoDonPachi","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/DoDonPachi","evidence":"The source classifies DoDonPachi as Bullet hell / vertically scrolling shoot ’em up.","value":"Bullet hell / vertically scrolling shoot ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/DoDonPachi","evidence":"The source identifies Arcade (CAVE 68000 hardware) as the game’s original platform or first-release platform(s).","value":"Arcade (CAVE 68000 hardware)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/DoDonPachi","evidence":"The source gives this release timing: Japan arcade: 1997-02-05.","value":"Japan arcade: 1997-02-05","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/DoDonPachi","evidence":"The source credits Cave as developer for the identified game/release.","value":"Cave","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/DoDonPachi","evidence":"The source credits Atlus as publisher for the identified game/release.","value":"Atlus","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/DoDonPachi","evidence":"The source identifies the game as part of the DonPachi series.","value":"DonPachi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/DoDonPachi","wikipedia_title":"DoDonPachi"},{"game_key":"DoDonPachi Dai-Ou-Jou DX","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames identifies the original mobile game and later G-MODE Archives+ reissues.","value":"DoDonPachi Dai-Ou-Jou DX (G-MODE Archives+ reissue)","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames classifies the game as an action shooter with top-down scrolling presentation.","value":"Action / scrolling shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames lists DoJa as the original platform and later Switch/Windows re-releases.","value":"DoJa mobile phones (original); Windows PC and Nintendo Switch reissues","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames credits CAVE for the original mobile title.","value":"CAVE","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames lists CAVE and G-mode as publishers for the mobile release.","value":"CAVE and G-mode (original mobile release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames records March 16, 2005 for the original DoJa release.","value":"Japan (DoJa original): 2005-03-16","date_granularity":"day"},{"field":"series","source_url":"https://www.mobygames.com/game/165075/dodonpachi-dai-ou-jou-dx/","evidence":"MobyGames associates the game with the DoDonPachi series.","value":"DoDonPachi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/G-Mode_Archives","wikipedia_title":"G-Mode Archives"},{"game_key":"DoDonPachi Saidaioujou","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/DoDonPachi_SaiDaiOuJou","evidence":"The game article infobox identifies Cave; exA-Arcadia (EXA Label); Live Wire (Switch) as the developer for DoDonPachi Saidaioujou.","value":"Cave; exA-Arcadia (EXA Label); Live Wire (Switch)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/DoDonPachi_SaiDaiOuJou","evidence":"The game article infobox identifies Bullet Hell as the genre for DoDonPachi Saidaioujou.","value":"Bullet Hell","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/eandis/SDOJ-Recomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/DoDonPachi_SaiDaiOuJou","evidence":"The game article infobox identifies Cave; exA-Arcadia (EXA Label); Live Wire (Switch) as the publisher for DoDonPachi Saidaioujou.","value":"Cave; exA-Arcadia (EXA Label); Live Wire (Switch)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/DoDonPachi_SaiDaiOuJou","evidence":"The game article lists the Japan release as 2013-05-30 for the DoDonPachi Saidaioujou source-platform version.","value":"Japan: 2013-05-30","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/DoDonPachi_SaiDaiOuJou","evidence":"The game article infobox identifies DonPachi as the series for DoDonPachi Saidaioujou.","value":"DonPachi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/DoDonPachi_SaiDaiOuJou","wikipedia_title":"DoDonPachi SaiDaiOuJou"},{"game_key":"Doko Demo Issyo","facts":[{"field":"developer","source_url":"https://gdri.smspower.org/wiki/index.php/BeXide","evidence":"The Game Developer Research Institute lists the PSP Doko Demo Issyo title in BeXide’s developed-games catalog.","value":"BeXide Inc.","date_granularity":null},{"field":"genre","source_url":"https://bexide.co.jp/products/game","evidence":"BeXide’s official product catalog classifies the PSP title as an お話しゲーム (storytelling game).","value":"Storytelling game","date_granularity":null},{"field":"original_platform","source_url":"https://bexide.co.jp/products/game","evidence":"BeXide’s official product catalog lists どこでもいっしょ for PSP.","value":"PlayStation Portable","date_granularity":null},{"field":"publisher","source_url":"https://bexide.co.jp/products/game","evidence":"BeXide’s official product catalog names Sony Interactive Entertainment as publisher of the PSP title.","value":"Sony Computer Entertainment (now Sony Interactive Entertainment)","date_granularity":null},{"field":"regional_release_date","source_url":"https://bexide.co.jp/products/game","evidence":"BeXide’s official product catalog lists the PSP title’s release as 2004-12-16.","value":"Japan: 2004-12-16","date_granularity":"day"},{"field":"series","source_url":"https://www.playstation.com/ja-jp/games/dokodemoissyo/","evidence":"PlayStation’s official series page presents this game as part of the Doko Demo Issyo series.","value":"Doko Demo Issho","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doko_Demo_Issyo","wikipedia_title":"Doko Demo Issyo"},{"game_key":"Dome Keeper","facts":[{"field":"genre","source_url":"https://rawfury.com/games/dome-keeper/","evidence":"Raw Fury describes Dome Keeper as a roguelike action-mining game.","value":"Roguelike; action mining","date_granularity":null},{"field":"developer","source_url":"https://rawfury.com/games/dome-keeper/","evidence":"Raw Fury identifies bippinbits as the developer.","value":"Bippinbits","date_granularity":null},{"field":"publisher","source_url":"https://rawfury.com/games/dome-keeper/","evidence":"Raw Fury’s project details identify Raw Fury AB as publisher.","value":"Raw Fury","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dome_Keeper","evidence":"Article lists these release platforms.","value":"Windows, macOS, Linux","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dome+Keeper","wikipedia_title":null},{"game_key":"Donald’s Alphabet Chase (Disney Software, 1988; IBM PC DOS retail and alternate builds)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Donald%E2%80%99s+Alphabet+Chase","wikipedia_title":"Search Wikipedia for Donald’s Alphabet Chase"},{"game_key":"Donkey Kong 3: The Great Counterattack","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","evidence":"The Wikipedia infobox lists developer as Nintendo R&D1.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","evidence":"The Wikipedia infobox lists original platform as Arcade, NES, Game & Watch, Nintendo e-Reader.","value":"Arcade, NES, Game & Watch, Nintendo e-Reader","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","evidence":"The Wikipedia infobox lists genre as Shoot 'em up.","value":"Shoot 'em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","evidence":"The Wikipedia infobox lists series as Donkey Kong.","value":"Donkey Kong","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 1983.","value":"North America: October 1983","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Donkey_Kong_3","wikipedia_title":"Donkey Kong 3"},{"game_key":"Donkey Kong 64","facts":[{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Donkey-Kong-64-269459.html","evidence":"Nintendo lists Action, Platformer and Adventure.","value":["Action","Platformer","Adventure"],"date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Donkey-Kong-64-269459.html","evidence":"Nintendo lists Nintendo 64; Wii U is a later virtual-console variant.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Donkey-Kong-64-269459.html","evidence":"Nintendo lists Rare as developer and says “Game by Rare.”","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Donkey-Kong-64-269459.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"other","source_url":"https://www.nintendo.com/eu/media/downloads/games_8/emanuals/nintendo_8/Manual_Nintendo64_DonkeyKong64_EN.pdf","evidence":"The official manual states that an Expansion Pak must be inserted to play Donkey Kong 64.","value":"True","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_64","evidence":"The game article lists November 22, 1999 as the North American Nintendo 64 release date.","value":"North America: 1999-11-22","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_64","evidence":"The game article infobox identifies Donkey Kong as the series for Donkey Kong 64.","value":"Donkey Kong","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Donkey_Kong_64","wikipedia_title":"Donkey Kong 64"},{"game_key":"Donkey Kong Country","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","evidence":"The article describes Donkey Kong Country as a platform game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","evidence":"The article identifies the Super Nintendo as the original platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","evidence":"The article identifies 1994 as the game's release year.","value":"1994","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","evidence":"The game article infobox identifies Donkey Kong as the series for Donkey Kong Country.","value":"Donkey Kong","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country","wikipedia_title":"Donkey Kong Country"},{"game_key":"Donkey Kong Country 2: Diddy’s Kong Quest","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_2","evidence":"The game article infobox identifies Rare as the developer for Donkey Kong Country 2: Diddy’s Kong Quest.","value":"Rare","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_2","evidence":"The game article infobox identifies Platform as the genre for Donkey Kong Country 2: Diddy’s Kong Quest.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/elliotttate/DKC2Recomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo Entertainment System; this records the original target platform tracked by the project.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_2","evidence":"The game article infobox identifies Nintendo as the publisher for Donkey Kong Country 2: Diddy’s Kong Quest.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_2","evidence":"The game article lists the Japan release as 1995-11-21 for the Donkey Kong Country 2: Diddy’s Kong Quest source-platform version.","value":"Japan: 1995-11-21","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_2","evidence":"The game article infobox identifies Donkey Kong as the series for Donkey Kong Country 2: Diddy’s Kong Quest.","value":"Donkey Kong","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_2","wikipedia_title":"Donkey Kong Country 2"},{"game_key":"Donkey Kong Country 3: Dixie Kong's Double Trouble!","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3:_Dixie_Kong's_Double_Trouble!","evidence":"The game article infobox identifies Rare as the developer for Donkey Kong Country 3: Dixie Kong's Double Trouble!.","value":"Rare","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3:_Dixie_Kong's_Double_Trouble!","evidence":"The game article infobox identifies Platform as the genre for Donkey Kong Country 3: Dixie Kong's Double Trouble!.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/elliotttate/DKC3Recomp","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo; this records the original target platform tracked by the project.","value":"Super Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3:_Dixie_Kong's_Double_Trouble!","evidence":"The game article infobox identifies Nintendo as the publisher for Donkey Kong Country 3: Dixie Kong's Double Trouble!.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3:_Dixie_Kong's_Double_Trouble!","evidence":"The game article lists the North America release as 1996-11-18 for the Donkey Kong Country 3: Dixie Kong's Double Trouble! source-platform version.","value":"North America: 1996-11-18","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3:_Dixie_Kong's_Double_Trouble!","evidence":"The game article infobox identifies Donkey Kong as the series for Donkey Kong Country 3: Dixie Kong's Double Trouble!.","value":"Donkey Kong","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Donkey+Kong+Country+3%3A+Dixie+Kong%27s+Double+Trouble%21","wikipedia_title":null},{"game_key":"Donkey Kong Country 3: Dixie Kong’s Double Trouble!","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3","evidence":"The article classifies Dixie Kong’s Double Trouble! as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3","evidence":"The article lists Super NES as the original platform.","value":"Super Nintendo Entertainment System (Super NES)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3","evidence":"The article dates the SNES North American release to November 18, 1996.","value":"1996-11-18 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Donkey_Kong_Country_3","wikipedia_title":"Donkey Kong Country 3"},{"game_key":"Doom (1993) / Chocolate Doom 3.1.1","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The source classifies Doom (1993) / Chocolate Doom 3.1.1 as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The source identifies MS-DOS as the game’s original platform or first-release platform(s).","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The source gives this release timing: 1993-12-10.","value":"1993-12-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The source credits id Software as developer for the identified game/release.","value":"id Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The source credits id Software (original shareware release) as publisher for the identified game/release.","value":"id Software (original shareware release)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The source identifies the game as part of the Doom series.","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","wikipedia_title":"Doom (1993 video game)"},{"game_key":"DOOM (1993) and compatible IWAD games","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article classifies Doom as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article credits id Software as developer.","value":"id Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article identifies id Software as publisher of the DOS game.","value":"id Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article says Doom was released for MS-DOS.","value":"MS-DOS","date_granularity":null},{"field":"distribution_model","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article states that Doom was published as three episodes under the shareware model and the first episode was released free.","value":"Released as three shareware episodes; the first episode was distributed free.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","wikipedia_title":"Doom (1993 video game)"},{"game_key":"Doom (1993) and compatible WAD games","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article credits id Software as developer.","value":"id Software","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article classifies Doom as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article lists the original PC versions as MS-DOS and Windows; this project targets the DOS/Windows PC game.","value":"MS-DOS / Windows PC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article credits id Software as publisher.","value":"id Software","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article gives the MS-DOS North American release date as December 10, 1993.","value":"North America: 1993-12-10","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article identifies Doom as part of the Doom series.","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Doom+%281993%29+and+compatible+WAD+games","wikipedia_title":null},{"game_key":"DOOM (1993; shareware episode / doomgeneric target)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article classifies Doom as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article identifies MS-DOS as the original release platform.","value":"MS-DOS","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article identifies Doom as a 1993 game.","value":"1993","date_granularity":"year"},{"field":"distribution_model","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article describes the original shareware distribution model and its free first episode.","value":"The original game was distributed as three shareware episodes, with the first episode free.","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","evidence":"The article identifies Doom as the first installment in the Doom franchise.","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_%281993_video_game%29","wikipedia_title":"Doom (1993 video game)"},{"game_key":"DOOM (3DO version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article infobox identifies id Software as the developer for DOOM (3DO version).","value":"id Software","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article infobox identifies First-person shooter as the genre for DOOM (3DO version).","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/BodbDearg/phoenix_doom","evidence":"The catalogued project repository identifies its source build/platform as 3DO; this records the original target platform tracked by the project.","value":"3DO","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article infobox identifies id Software as the publisher for DOOM (3DO version).","value":"id Software","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article lists the North America release as 1996-04-26 for the DOOM (3DO version) source-platform version.","value":"North America: 1996-04-26","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","evidence":"The game article infobox identifies Doom as the series for DOOM (3DO version).","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_(1993_video_game)","wikipedia_title":"Doom (1993 video game)"},{"game_key":"DOOM 3, Quake 4, Prey (2006), Enemy Territory: QUAKE Wars, and additional PC idTech games","facts":[{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Id_Tech_4","evidence":"The article says id Tech 4 was originally known as the Doom 3 engine.","value":"id Tech 4 (originally called the Doom 3 engine)","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Id_Tech_4","evidence":"The article lists these four titles among the games using id Tech 4.","value":["Doom 3","Quake 4","Prey","Enemy Territory: Quake Wars"],"date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Id_Tech_4","evidence":"The article’s proprietary-license games table gives these developer credits for the named id Tech 4 games.","value":{"Doom 3":"id Software","Quake 4":"Raven Software","Prey (2006)":"Human Head Studios","Enemy Territory: Quake Wars":"Splash Damage"},"date_granularity":null},{"field":"release_years","source_url":"https://en.wikipedia.org/wiki/Id_Tech_4","evidence":"The article’s games table dates Doom 3, Quake 4, Prey, and Enemy Territory: Quake Wars to 2004, 2005, 2006, and 2007 respectively.","value":{"Doom 3":"2004","Quake 4":"2005","Prey (2006)":"2006","Enemy Territory: Quake Wars":"2007"},"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Id_Tech_4","wikipedia_title":"id Tech 4"},{"game_key":"Doom 64","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_64","evidence":"The game article infobox identifies Midway Studios San Diego as the developer for Doom 64.","value":"Midway Studios San Diego","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_64","evidence":"The game article infobox identifies First-person shooter as the genre for Doom 64.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/stingziz0u/doom64-ps3","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 64; this records the original target platform tracked by the project.","value":"Nintendo 64","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_64","evidence":"The game article infobox identifies NA: Midway Games; PAL: GT Interactive as the publisher for Doom 64.","value":"NA: Midway Games; PAL: GT Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Doom_64","evidence":"The game article lists the North America release as 1997-04-04 for the Doom 64 source-platform version.","value":"North America: 1997-04-04","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_64","evidence":"The game article infobox identifies Doom as the series for Doom 64.","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_64","wikipedia_title":"Doom 64"},{"game_key":"Doom RPG (J2ME editions)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists developer as Fountainhead Entertainment.","value":"Fountainhead Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists publisher as JAMDAT Mobile.","value":"JAMDAT Mobile","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists original platform as BREW, Java ME.","value":"BREW, Java ME","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists genre as Role playing, first-person shooter.","value":"Role playing, first-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists series as Doom.","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_RPG","wikipedia_title":"Doom RPG"},{"game_key":"Doom RPG (J2ME game data required)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists developer as Fountainhead Entertainment.","value":"Fountainhead Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists publisher as JAMDAT Mobile.","value":"JAMDAT Mobile","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists original platform as BREW, Java ME.","value":"BREW, Java ME","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists genre as Role playing, first-person shooter.","value":"Role playing, first-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Doom_RPG","evidence":"The Wikipedia infobox lists series as Doom.","value":"Doom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_RPG","wikipedia_title":"Doom RPG"},{"game_key":"Doom2D","facts":[{"field":"developer","source_url":"https://web.doom2d.org/en/","evidence":"The official Doom2D site identifies these three creators as the schoolboys who released Doom2D in 1996.","value":"Aleksey Volynskov, Vladimir Kalinin, and Evgeny Kovtunov","date_granularity":null},{"field":"original_platform","source_url":"https://web.doom2d.org/en/","evidence":"The official Doom2D version archive lists the original DOS executables.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://web.doom2d.org/en/","evidence":"The project’s official site describes Doom2D as a side-scrolling Doom game.","value":"Side-scrolling action","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.doom2d.org/wiki/doku.php/ru:%D0%B4%D0%BE%D1%81%D1%82%D1%83%D0%BF%D0%BD%D1%8B%D0%B5_%D0%B2%D0%B5%D1%80%D1%81%D0%B8%D0%B8_doom_2d","evidence":"The official version archive says the game went on sale in August 1996.","value":"Worldwide: 1996-08","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Doom2D","wikipedia_title":"Wikipedia search: Doom2D (no dedicated article surfaced)"},{"game_key":"Doraemon 3: Nobita no Machi SOS!","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs records the N64 title as Doraemon 3: Nobita no Machi SOS!.","value":"Doraemon 3: Nobita no Machi SOS!","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs classifies the game as an action 3D platformer.","value":"Action / 3D platformer","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs lists Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs credits AI as developer.","value":"AI","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs credits Epoch as publisher.","value":"Epoch","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs lists July 28, 2000 as the Japanese release date.","value":"Japan (Nintendo 64): 2000-07-28","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/n64/577493-doraemon-3-nobita-no-machi-sos/data","evidence":"GameFAQs lists Doraemon as the franchise.","value":"Doraemon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Doraemon_video_games","wikipedia_title":"List of Doraemon video games"},{"game_key":"Doraemon: Nobita to Mittsu no Seireiseki (Japanese Nintendo 64 release; supported .z64 ROM revision)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/n64/197143-doraemon-nobita-to-3-tsu-no-seireiseki/data","evidence":"GameFAQs identifies Nintendo 64 as the platform for the Japanese release.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/n64/197143-doraemon-nobita-to-3-tsu-no-seireiseki/data","evidence":"GameFAQs classifies the game as Action > Platformer > 3D.","value":"Action > platformer > 3D","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/n64/197143-doraemon-nobita-to-3-tsu-no-seireiseki/data","evidence":"GameFAQs credits Epoch as developer.","value":"Epoch","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/n64/197143-doraemon-nobita-to-3-tsu-no-seireiseki/data","evidence":"The Japanese release record lists Epoch as publisher.","value":"Epoch","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/n64/197143-doraemon-nobita-to-3-tsu-no-seireiseki/data","evidence":"The Japanese Nintendo 64 release record gives March 21, 1997.","value":"Japan: 1997-03-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Doraemon_video_games","wikipedia_title":"List of Doraemon video games"},{"game_key":"DOS and Windows 3.1 games on IBM PC-compatible systems","facts":[{"field":"collection_context","source_url":"https://www.dosbox-staging.org/about/","evidence":"The project's official About page states this exact emulation scope and period under its goals section.","value":"DOSBox Staging targets PC booter, DOS and Windows 3.1 games on IBM PC-compatible systems and the IBM PCjr.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=DOS+and+Windows+3.1+games+on+IBM+PC-compatible+systems","wikipedia_title":null},{"game_key":"DOS games and DOS-based PC software","facts":[{"field":"collection_context","source_url":"https://docs.libretro.com/library/dosbox_pure/","evidence":"Libretro's documentation describes DOSBox Pure as a DOSBox fork built for RetroArch/Libretro and lists DOS executable and other program formats it loads.","value":"DOSBox Pure is an MS-DOS emulator core for RetroArch/Libretro that loads DOS programs and game content.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=DOS+games+and+DOS-based+PC+software","wikipedia_title":null},{"game_key":"DOS, Windows 3.x/9x/Me, DOS/V, and PC-98 games","facts":[{"field":"collection_context","source_url":"https://dosbox-x.com/","evidence":"The official project site lists these environments as supported emulation targets and describes running their software and games.","value":"DOSBox-X supports DOS games and applications, DOS-based Windows 3.x/9x/Me, DOS/V and NEC PC-98 software.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=DOS%2C+Windows+3.x%2F9x%2FMe%2C+DOS%2FV%2C+and+PC-98+games","wikipedia_title":null},{"game_key":"Doshin the Giant","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doshin_the_Giant","evidence":"The game article infobox identifies Param as the developer for Doshin the Giant.","value":"Param","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doshin_the_Giant","evidence":"The game article infobox identifies God game as the genre for Doshin the Giant.","value":"God game","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/break-core/doshin-gc#readme","evidence":"The catalogued project repository identifies its source build/platform as Nintendo GameCube; this records the original target platform tracked by the project.","value":"Nintendo GameCube","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Doshin_the_Giant","evidence":"The game article infobox identifies Nintendo as the publisher for Doshin the Giant.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Doshin_the_Giant","evidence":"The game article lists the Japan release as 2002-03-14 for the Doshin the Giant source-platform version.","value":"Japan: 2002-03-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doshin_the_Giant","wikipedia_title":"Doshin the Giant"},{"game_key":"Double Dragon","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Double_Dragon","evidence":"The Wikipedia infobox lists developer as Technōs JapanWayForward TechnologiesArc System WorksYuke's.","value":"Technōs JapanWayForward TechnologiesArc System WorksYuke's","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Double_Dragon","evidence":"The Wikipedia infobox lists publisher as Technōs JapanTaitoSNKMillion Corp.AtlusArc System Works.","value":"Technōs JapanTaitoSNKMillion Corp.AtlusArc System Works","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Double_Dragon","evidence":"The Wikipedia infobox lists genre as Beat-'em-up.","value":"Beat-'em-up","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Double_Dragon","wikipedia_title":"Double Dragon"},{"game_key":"Dr. Mario (NES, USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dr._Mario","evidence":"Wikipedia lists Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dr._Mario","evidence":"Wikipedia lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dr._Mario","evidence":"Wikipedia lists Puzzle.","value":"Puzzle","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Dr._Mario","evidence":"Wikipedia lists NES and Game Boy.","value":["Nintendo Entertainment System","Game Boy"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Dr._Mario","evidence":"Wikipedia identifies Dr. Mario as a 1990 game.","value":1990,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dr._Mario","evidence":"Wikipedia lists the NES North American release as October 1990; day is not specified.","value":"NES North America: 1990-10","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dr._Mario","wikipedia_title":"Dr. Mario"},{"game_key":"Dr. Mario 64","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The game article infobox identifies Nintendo R&D1 as the developer for Dr. Mario 64.","value":"Nintendo R&D1","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The game article infobox identifies Puzzle as the genre for Dr. Mario 64.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/theboy181/drmario64_recomp_plus#readme","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 64; this records the original target platform tracked by the project.","value":"Nintendo 64","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The game article infobox identifies Nintendo as the publisher for Dr. Mario 64.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The game article lists the North America release as 2001-04-09 for the Dr. Mario 64 source-platform version.","value":"North America: 2001-04-09","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The game article infobox identifies Dr. Mario as the series for Dr. Mario 64.","value":"Dr. Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","wikipedia_title":"Dr. Mario 64"},{"game_key":"Dr. Mario 64 (Nintendo Puzzle Collection GameCube version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The article classifies Dr. Mario 64 as a puzzle game and describes it as a tile-matching action puzzle game.","value":"Puzzle; tile-matching action puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The article credits Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The article lists Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","evidence":"The article states that Dr. Mario 64 was released in Japan as part of the Nintendo Puzzle Collection compilation for GameCube in 2003.","value":"Japanese release in the Nintendo Puzzle Collection compilation for GameCube (2003).","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dr._Mario_64","wikipedia_title":"Dr. Mario 64"},{"game_key":"Dracula X: Nocturne in the Moonlight","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The article identifies the Japanese-titled game as Castlevania: Symphony of the Night and lists its PlayStation original and later Saturn port.","value":"PlayStation (Japanese original); Sega Saturn (later Japanese port)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The infobox lists action role-playing and Metroidvania genres.","value":"Action role-playing; Metroidvania","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The infobox credits Konami Computer Entertainment Tokyo as developer.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The infobox credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","evidence":"The article gives March 20, 1997, for the Japanese PlayStation release; the Saturn port followed on June 25, 1998.","value":"Japan (PlayStation original): 1997-03-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night","wikipedia_title":"Castlevania: Symphony of the Night"},{"game_key":"Drag'n Wash","facts":[{"field":"developer","source_url":"https://gatordragongames.itch.io/dragnwash","evidence":"The official itch.io project page is published under the GatorDragonGames creator account.","value":"Gator Dragon Games","date_granularity":null},{"field":"platforms","source_url":"https://gatordragongames.itch.io/dragnwash","evidence":"The official store page lists downloadable builds for Windows, macOS, and Linux.","value":["Windows","macOS","Linux"],"date_granularity":null},{"field":"genre","source_url":"https://gatordragongames.itch.io/dragnwash","evidence":"The official store categorizes the game as a simulation.","value":"Simulation","date_granularity":null},{"field":"gameplay_summary","source_url":"https://gatordragongames.itch.io/dragnwash","evidence":"The official description centers on working at a wash service for dragons and states there are three endings, with approximately 90 minutes of content per ending.","value":"A dragon-focused soap-and-wash service simulation with three endings; the official store estimates about 90 minutes per ending.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Drag%27n+Wash+video+game+Gator+Dragon+Games","wikipedia_title":"Search Wikipedia for Drag'n Wash video game Gator Dragon Games"},{"game_key":"Draglade 2","facts":[{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/cd9j/index.html","evidence":"Nintendo hosts its official product specification under Nintendo DS software.","value":"Nintendo DS","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.co.jp/ds/software/cd9j/index.html","evidence":"Nintendo’s product specification names Bandai Namco Games as maker.","value":"Bandai Namco Games","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.co.jp/ds/software/cd9j/index.html","evidence":"The official product page lists fighting and RPG as genres.","value":"Fighting and RPG","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/software/cd9j/index.html","evidence":"Nintendo gives July 10, 2008 as release date.","value":"Japan: 2008-07-10","date_granularity":"day"},{"field":"players","source_url":"https://www.nintendo.co.jp/ds/software/cd9j/index.html","evidence":"Nintendo lists one to two players and two-player wireless play.","value":"One to two; two via DS wireless play","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Draglade","wikipedia_title":"Draglade"},{"game_key":"Dragon 32/64, Tandy Color Computer, and related 8-bit systems","facts":[{"field":"original_platform","source_url":"https://www.6809.org.uk/xroar/doc/xroar.shtml","evidence":"The XRoar manual identifies these Dragon and Tandy 8-bit computer models as systems it emulates, matching the target family named in the catalog.","value":"Dragon 32/64 and Tandy Colour Computer 1, 2 and 3 family","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+32%2F64%2C+Tandy+Color+Computer%2C+and+related+8-bit+systems","wikipedia_title":null},{"game_key":"Dragon Age: Origins (Xbox 360, Title ID 454108C0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Age:_Origins","evidence":"The article classifies Dragon Age: Origins as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Age:_Origins","evidence":"The article credits BioWare as developer.","value":"BioWare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Age:_Origins","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dragon_Age:_Origins","evidence":"The article’s platform list includes Xbox 360.","value":["Windows","Xbox 360","PlayStation 3","Mac OS X"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Age:_Origins","evidence":"The article lists the Windows and Xbox 360 North American release as November 3, 2009.","value":"2009-11-03 (North America; Xbox 360)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Age:_Origins","wikipedia_title":"Dragon Age: Origins"},{"game_key":"Dragon Ball 3: Gokuu Den","facts":[{"field":"canonical_name","source_url":"https://gamecatalog.net/dragon-ball3/","evidence":"The Japanese game-catalog record gives the English title as Dragon Ball 3: Gokuu Den.","value":"Dragon Ball 3: Gokuu Den","date_granularity":null},{"field":"genre","source_url":"https://gamecatalog.net/dragon-ball3/","evidence":"The catalog classifies the game as adventure and role-playing.","value":"Adventure role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://gamecatalog.net/dragon-ball3/","evidence":"The catalog identifies the platform as Family Computer and notes it was released exclusively for that system.","value":"Family Computer (Famicom), Japan","date_granularity":null},{"field":"developer","source_url":"https://gamecatalog.net/dragon-ball3/","evidence":"The catalog lists TOSE as the developer.","value":"TOSE Software","date_granularity":null},{"field":"publisher","source_url":"https://gamecatalog.net/dragon-ball3/","evidence":"The catalog lists Bandai as the publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamecatalog.net/dragon-ball3/","evidence":"The catalog gives October 27, 1989 as the Famicom release date.","value":"Japan: 1989-10-27","date_granularity":"day"},{"field":"edition_context","source_url":"https://www.arcade-history.com/game/53997/dragon-ball-3-gokuu-den-model-ba-db3","evidence":"The cartridge history entry says the game covers the Dragon Ball story through the fight against Piccolo Junior.","value":"The game retells the Dragon Ball story through Goku’s fight with Piccolo Jr.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+3%3A+Gokuu+Den","wikipedia_title":null},{"game_key":"Dragon Ball GT: Final Bout (PlayStation USA SLUS-00493)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout","evidence":"The game article infobox identifies Tose as the developer for Dragon Ball GT: Final Bout (PlayStation USA SLUS-00493).","value":"Tose","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout","evidence":"The game article infobox identifies Fighting as the genre for Dragon Ball GT: Final Bout (PlayStation USA SLUS-00493).","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Novapowers0/DB-Final-Bout-Recomp","evidence":"The catalogued project repository identifies its source build/platform as PlayStation MIPS; this records the original target platform tracked by the project.","value":"PlayStation MIPS","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout","evidence":"The game article identifies Bandai as the original publisher; it separately notes an Atari 2004 reprint.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout","evidence":"The game article gives the North American PlayStation release as October 1997.","value":"North America: 1997-10","date_granularity":"month"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout","evidence":"The game article infobox identifies Dragon Ball as the series for Dragon Ball GT: Final Bout (PlayStation USA SLUS-00493).","value":"Dragon Ball","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout","wikipedia_title":"Dragon Ball GT: Final Bout"},{"game_key":"Dragon Ball Z: Budokai HD Collection","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps3/676303-dragon-ball-z-budokai-hd-collection/data","evidence":"GameFAQs credits Pyramid as developer.","value":"Pyramid","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps3/676303-dragon-ball-z-budokai-hd-collection/data","evidence":"GameFAQs describes the collection as a compilation and identifies its contents as two fighting games.","value":"Fighting game compilation","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps3/676303-dragon-ball-z-budokai-hd-collection/data","evidence":"GameFAQs lists PlayStation 3 and Xbox 360 releases for the collection.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps3/676303-dragon-ball-z-budokai-hd-collection/data","evidence":"GameFAQs credits Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps3/676303-dragon-ball-z-budokai-hd-collection/data","evidence":"GameFAQs lists November 6, 2012 for the North American release.","value":"North America: 2012-11-06","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ps3/676303-dragon-ball-z-budokai-hd-collection/data","evidence":"GameFAQs lists Dragon Ball as a franchise for the collection.","value":"Dragon Ball","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Budokai+HD+Collection","wikipedia_title":null},{"game_key":"Dragon Ball Z: Budokai Tenkaichi 2","facts":[{"field":"genre","source_url":"https://www.nintendo.com/de-de/Spiele/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-2-281001.html","evidence":"Nintendo categorizes the Wii release as Action and Kampf (fighting).","value":"Action / fighting","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-2-281001.html","evidence":"Nintendo’s page describes the Wii edition and its Wii Remote/Nunchuk controls.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/de-de/Spiele/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-2-281001.html","evidence":"Nintendo’s German page identifies Spike as developer.","value":"Spike","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/de-de/Spiele/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-2-281001.html","evidence":"Nintendo’s German page identifies Bandai Namco Entertainment as publisher for this listing.","value":"BANDAI NAMCO Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps2/932683-dragon-ball-z-budokai-tenkaichi-2/data","evidence":"GameFAQs lists November 7, 2006 for the PlayStation 2 release.","value":"North America: 2006-11-07","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article identifies Budokai Tenkaichi 2 as an installment in the Budokai Tenkaichi series.","value":"Dragon Ball Z: Budokai Tenkaichi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Budokai+Tenkaichi+2","wikipedia_title":null},{"game_key":"Dragon Ball Z: Budokai Tenkaichi 3","facts":[{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-3-281012.html","evidence":"Nintendo categorizes the Wii release as Fighting.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-3-281012.html","evidence":"Nintendo page is for the Wii release.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-3-281012.html","evidence":"Nintendo lists the Wii Europe release date as 15/02/2008.","value":"2008-02-15 (Europe/Wii)","date_granularity":"day"},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-3-281012.html","evidence":"Nintendo lists “Namco Bandai Spike” as developer.","value":"Namco Bandai Spike","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Dragon-Ball-Z-Budokai-Tenkaichi-3-281012.html","evidence":"Nintendo lists Atari as publisher and notes publication by NAMCO BANDAI Games Europe SAS / distribution by Atari Europe SASU; publisher varies by region.","value":"Atari (Europe listing)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article identifies Budokai Tenkaichi 3 as an installment in the Budokai Tenkaichi series.","value":"Dragon Ball Z: Budokai Tenkaichi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Budokai+Tenkaichi+3","wikipedia_title":null},{"game_key":"Dragon Ball Z: Budokai Tenkaichi 3 (PS2 USA NTSC-U SLUS-21678)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article identifies Budokai Tenkaichi as a fighting game series.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article identifies Spike as developer.","value":"Spike","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article says Bandai Namco handled publishing from the third game onward in all regions.","value":"Bandai Namco Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article identifies Budokai Tenkaichi 3 as the third installment in the series.","value":"Dragon Ball Z: Budokai Tenkaichi","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article lists the third installment for PlayStation 2 and Wii.","value":"PlayStation 2, Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article gives November 13, 2007 as the North American PlayStation 2 release date.","value":"2007-11-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Budokai+Tenkaichi+3+%28PS2+USA+NTSC-U+SLUS-21678%29","wikipedia_title":null},{"game_key":"Dragon Ball Z: Budokai Tenkaichi 3 (PS2 USA, SLUS-21678)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article describes the Budokai Tenkaichi games as fighting games.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article credits Spike as the developer of the first three Budokai Tenkaichi games.","value":"Spike","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article says Bandai Namco handled publishing for the third installment onward.","value":"Bandai Namco Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article identifies Budokai Tenkaichi 3 as the third installment in this series.","value":"Dragon Ball Z: Budokai Tenkaichi","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article lists the third installment for PlayStation 2 and Wii; the assigned entry specifies the PS2 release.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article gives November 13, 2007 as the North American PlayStation 2 release date.","value":"2007-11-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Budokai+Tenkaichi+3+%28PS2+USA%2C+SLUS-21678%29","wikipedia_title":null},{"game_key":"Dragon Ball Z: Budokai Tenkaichi 3 (USA, SLUS-21678)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article identifies Budokai Tenkaichi as a fighting game series.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article identifies Spike as developer.","value":"Spike","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The series article says Bandai Namco handled publishing from the third game onward in all regions.","value":"Bandai Namco Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article identifies Budokai Tenkaichi 3 as the third installment in the series.","value":"Dragon Ball Z: Budokai Tenkaichi","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article lists the third installment for PlayStation 2 and Wii.","value":"PlayStation 2, Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi","evidence":"The article gives November 13, 2007 as the North American PlayStation 2 release date.","value":"2007-11-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Budokai+Tenkaichi+3+%28USA%2C+SLUS-21678%29","wikipedia_title":null},{"game_key":"Dragon Ball Z: Burst Limit (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Burst_Limit","evidence":"The game article infobox identifies Dimps as the developer for Dragon Ball Z: Burst Limit (Xbox 360).","value":"Dimps","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Burst_Limit","evidence":"The game article infobox identifies Fighting as the genre for Dragon Ball Z: Burst Limit (Xbox 360).","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Burst_Limit","evidence":"The game article infobox identifies JP/EU: Namco Bandai Games; NA/AU: Atari as the publisher for Dragon Ball Z: Burst Limit (Xbox 360).","value":"JP/EU: Namco Bandai Games; NA/AU: Atari","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Burst_Limit","evidence":"The game article lists June 5, 2008 as the Japanese release date for PlayStation 3 and Xbox 360.","value":"Japan: 2008-06-05","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Burst_Limit","evidence":"The game article infobox identifies Dragon Ball; Budokai as the series for Dragon Ball Z: Burst Limit (Xbox 360).","value":"Dragon Ball; Budokai","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Burst_Limit","wikipedia_title":"Dragon Ball Z: Burst Limit"},{"game_key":"Dragon Ball Z: Buu's Fury","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Buu%27s_Fury","evidence":"The game article infobox identifies Webfoot Technologies as the developer for Dragon Ball Z: Buu's Fury.","value":"Webfoot Technologies","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Buu%27s_Fury","evidence":"The game article infobox identifies Action-adventure as the genre for Dragon Ball Z: Buu's Fury.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/mstan/DragonBallZBuusFuryRecomp","evidence":"The catalogued project repository identifies its source build/platform as Game Boy Advance; this records the original target platform tracked by the project.","value":"Game Boy Advance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Buu%27s_Fury","evidence":"The game article infobox identifies Atari as the publisher for Dragon Ball Z: Buu's Fury.","value":"Atari","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Buu%27s_Fury","evidence":"The game article lists the North America release as 2004-09-14 for the Dragon Ball Z: Buu's Fury source-platform version.","value":"North America: 2004-09-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Buu%27s_Fury","wikipedia_title":"Dragon Ball Z: Buu's Fury"},{"game_key":"Dragon Ball Z: La Grande Légende des Boules de Cristal","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","evidence":"The article classifies the title as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","evidence":"The article credits BEC and Tose as developers.","value":"BEC; Tose","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","evidence":"The article identifies Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","evidence":"The article describes the game as based on the Dragon Ball Z franchise.","value":"Dragon Ball Z","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","evidence":"The article identifies the French-titled European release as a Saturn edition.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","evidence":"The article dates the French/European Saturn distribution to December 1996.","value":"1996-12","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","wikipedia_title":"Dragon Ball Z: Idainaru Dragon Ball Densetsu"},{"game_key":"Dragon Ball Z: Tenkaichi Tag Team","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/psp/995180-dragon-ball-z-tenkaichi-tag-team/data","evidence":"GameFAQs credits Spike as developer.","value":"Spike","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/psp/995180-dragon-ball-z-tenkaichi-tag-team/data","evidence":"GameFAQs classifies the game under Action > Fighting > 3D.","value":"3D fighting","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/psp/995180-dragon-ball-z-tenkaichi-tag-team/data","evidence":"GameFAQs identifies the platform as PSP.","value":"PlayStation Portable","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/psp/995180-dragon-ball-z-tenkaichi-tag-team/data","evidence":"GameFAQs credits Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/psp/995180-dragon-ball-z-tenkaichi-tag-team/data","evidence":"GameFAQs lists October 19, 2010 for the North American PSP release.","value":"North America: 2010-10-19","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/psp/995180-dragon-ball-z-tenkaichi-tag-team/data","evidence":"GameFAQs lists Dragon Ball as the franchise.","value":"Dragon Ball","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball+Z%3A+Tenkaichi+Tag+Team","wikipedia_title":null},{"game_key":"Dragon Ball Z: The Legacy of Goku","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku","evidence":"The game article infobox identifies Webfoot Technologies as the developer for Dragon Ball Z: The Legacy of Goku.","value":"Webfoot Technologies","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku","evidence":"The game article infobox identifies Action role-playing as the genre for Dragon Ball Z: The Legacy of Goku.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/mstan/DragonBallZLegacyOfGokuRecomp","evidence":"The catalogued project repository identifies its source build/platform as Game Boy Advance; this records the original target platform tracked by the project.","value":"Game Boy Advance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku","evidence":"The game article infobox identifies NA: Infogrames; EU: Infogrames Europe; JP: Banpresto (LoG II only) as the publisher for Dragon Ball Z: The Legacy of Goku.","value":"NA: Infogrames; EU: Infogrames Europe; JP: Banpresto (LoG II only)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gba/519688-dragon-ball-z-the-legacy-of-goku/data","evidence":"GameFAQs lists May 14, 2002 as the North American Game Boy Advance release date.","value":"North America: 2002-05-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku","wikipedia_title":"Dragon Ball Z: The Legacy of Goku"},{"game_key":"Dragon Ball Z: The Legacy of Goku II","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku_II","evidence":"The game article infobox identifies Webfoot Technologies as the developer for Dragon Ball Z: The Legacy of Goku II.","value":"Webfoot Technologies","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku_II","evidence":"The game article infobox identifies Action-adventure as the genre for Dragon Ball Z: The Legacy of Goku II.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/mstan/DragonBallZLegacyofGokuIIRecomp","evidence":"The catalogued project repository identifies its source build/platform as Game Boy Advance; this records the original target platform tracked by the project.","value":"Game Boy Advance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku_II","evidence":"The game article infobox identifies NA: Atari; EU: Infogrames; JP: Banpresto as the publisher for Dragon Ball Z: The Legacy of Goku II.","value":"NA: Atari; EU: Infogrames; JP: Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku_II","evidence":"The game article lists the North America release as 2003-06-17 for the Dragon Ball Z: The Legacy of Goku II source-platform version.","value":"North America: 2003-06-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_The_Legacy_of_Goku_II","wikipedia_title":"Dragon Ball Z: The Legacy of Goku II"},{"game_key":"Dragon Ball Z: The Legend","facts":[{"field":"original_platform","source_url":"https://collection.rcgs.jp/page/PACKAGE0002699","evidence":"The RCGS game record identifies the title as a PlayStation and Sega Saturn game.","value":"Sega Saturn and PlayStation","date_granularity":null},{"field":"developer","source_url":"https://collection.rcgs.jp/page/PACKAGE0002699","evidence":"The RCGS package record credits Tose as development company.","value":"Tose","date_granularity":null},{"field":"publisher","source_url":"https://collection.rcgs.jp/page/PACKAGE0002699","evidence":"The RCGS record lists Bandai; Sega’s Saturn archive independently lists the Saturn release under Bandai.","value":"Bandai","date_granularity":null},{"field":"genre","source_url":"https://collection.rcgs.jp/page/PACKAGE0002699","evidence":"The RCGS record classifies the game among fighting games.","value":"Fighting game","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.sega.jp/fb/segahard/ss/soft_licensee2.html","evidence":"Sega’s official Saturn software archive lists the title on May 31 in its 1996 licensed-software schedule.","value":"Japan: 1996-05-31 (Sega Saturn)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Idainaru_Dragon_Ball_Densetsu","wikipedia_title":"Dragon Ball Z: Idainaru Dragon Ball Densetsu"},{"game_key":"Dragon Ball: Origins (Nintendo DS Europe)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article identifies Dragon Ball: Origins as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article credits Game Republic as developer.","value":"Game Republic","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article identifies Atari and Namco Bandai as publishers and notes the Bandai label.","value":"Atari; Namco Bandai (Bandai label)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article identifies it as a game based on the Dragon Ball franchise.","value":"Dragon Ball","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article identifies Nintendo DS as its platform.","value":"Nintendo DS","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article describes gameplay as mostly presented in a three-quarter overhead perspective.","value":"Three-quarter overhead","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Origins","evidence":"Article gives December 5, 2008 as the European release date.","value":"2008-12-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Ball%3A+Origins+%28Nintendo+DS+Europe%29","wikipedia_title":null},{"game_key":"Dragon Ball: Raging Blast 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","evidence":"The article classifies the game as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","evidence":"The article credits Spike as developer.","value":"Spike","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","evidence":"The article identifies Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","evidence":"The article identifies the game as part of the Dragon Ball series.","value":"Dragon Ball","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","evidence":"The article lists both consoles as the game’s original release platforms.","value":"PlayStation 3; Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","evidence":"The article gives November 2, 2010 as the North American release date.","value":"2010-11-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Ball:_Raging_Blast_2","wikipedia_title":"Dragon Ball: Raging Blast 2"},{"game_key":"Dragon Quest & Final Fantasy in Itadaki Street Special","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The Itadaki Street game table lists the exact title on PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps2/924358-dragon-quest-and-final-fantasy-in-itadaki-street-special/data","evidence":"GameFAQs classifies the PlayStation 2 title under Board/Card.","value":"Board / card game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The game’s row in the series table credits Paon as developer.","value":"Paon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The game’s row in the series table credits Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The game’s row gives December 22, 2004, as its release date.","value":"Japan: 2004-12-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Itadaki_Street","wikipedia_title":"Itadaki Street"},{"game_key":"Dragon Quest I (Nintendo 3DS remake)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)","evidence":"Article identifies Dragon Quest as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)","evidence":"Article credits Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)","evidence":"Article identifies Enix as the original publisher.","value":"Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)","evidence":"Article identifies it as the first game in the Dragon Quest series.","value":"Dragon Quest","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)","evidence":"Article identifies the original Japanese Famicom release and North American NES release.","value":"Famicom (Japan); Nintendo Entertainment System (North America)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+I+%28Nintendo+3DS+remake%29","wikipedia_title":null},{"game_key":"Dragon Quest II: Luminaries of the Legendary Line (Nintendo 3DS remake)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_II","evidence":"Article identifies Dragon Quest II as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_II","evidence":"Article credits Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_II","evidence":"Article identifies Enix as publisher.","value":"Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_II","evidence":"Article identifies it as part of the Dragon Quest series and Erdrick trilogy.","value":"Dragon Quest","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_II","evidence":"Article identifies the original Japanese Famicom and North American NES releases.","value":"Famicom (Japan); Nintendo Entertainment System (North America)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+II%3A+Luminaries+of+the+Legendary+Line+%28Nintendo+3DS+remake%29","wikipedia_title":null},{"game_key":"Dragon Quest III: The Seeds of Salvation (Nintendo 3DS remake)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_III","evidence":"Article identifies Dragon Quest III as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_III","evidence":"Article credits Chunsoft with the original game.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_III","evidence":"Article identifies Enix as the original publisher.","value":"Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_III","evidence":"Article identifies it as the third installment in the Dragon Quest series.","value":"Dragon Quest","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_III","evidence":"Article says the game was first released for the Family Computer in Japan.","value":"Family Computer (Famicom)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+III%3A+The+Seeds+of+Salvation+%28Nintendo+3DS+remake%29","wikipedia_title":null},{"game_key":"Dragon Quest IV: Chapters of the Chosen","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IV","evidence":"Article identifies Dragon Quest IV as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IV","evidence":"Article identifies the original developer and later remake developers.","value":"Chunsoft (original); Heartbeat (PlayStation remake); ArtePiazza (Nintendo DS remake)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IV","evidence":"Article identifies Enix as publisher of the original game.","value":"Enix (original)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IV","evidence":"Article identifies it as the fourth Dragon Quest installment and first in the Zenithian Trilogy.","value":"Dragon Quest; Zenithian Trilogy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IV","evidence":"Article says the original release was for the Famicom.","value":"Famicom","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IV","evidence":"Article lists the original release and later remakes/ports.","value":"Famicom, NES, PlayStation, Nintendo DS, Android, iOS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+IV%3A+Chapters+of+the+Chosen","wikipedia_title":null},{"game_key":"Dragon Quest IX: Sentinels of the Starry Skies","facts":[{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo categories are Adventure and RPG.","value":["Adventure","RPG"],"date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo lists Nintendo DS as the system.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2010/In-shops-now-Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-252135.html","evidence":"Nintendo says the title hit European shops on 23 July 2010.","value":"2010-07-23 (Europe)","date_granularity":"day"},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo explicitly lists LEVEL-5 as developer.","value":"LEVEL-5","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo lists Square Enix/Nintendo as publisher for its European release listing.","value":["Square Enix","Nintendo"],"date_granularity":null},{"field":"other","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo states up to four players can team up via local wireless.","value":"Local wireless cooperative play for up to four players","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IX:_Sentinels_of_the_Starry_Skies","evidence":"The game article infobox identifies Dragon Quest as the series for Dragon Quest IX: Sentinels of the Starry Skies.","value":"Dragon Quest","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IX","wikipedia_title":"Dragon Quest IX"},{"game_key":"Dragon Quest IX: Sentinels of the Starry Skies (European release)","facts":[{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo credits LEVEL-5 as developer.","value":"LEVEL-5","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo classifies the game as an RPG.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo’s official product page identifies the European release as a Nintendo DS game.","value":"Nintendo DS (Europe)","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo lists Square Enix and Nintendo as publishers for the European listing.","value":["Square Enix","Nintendo"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2010/In-shops-now-Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-252135.html","evidence":"Nintendo’s official news page says the title went on sale in Europe on July 23, 2010.","value":"Europe: 2010-07-23","date_granularity":"day"},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Dragon-Quest-IX-Sentinels-of-the-Starry-Skies-270550.html","evidence":"Nintendo’s page identifies the title as Dragon Quest IX: Sentinels of the Starry Skies.","value":"Dragon Quest","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_IX","wikipedia_title":"Dragon Quest IX"},{"game_key":"Dragon Quest Monsters 2: Cobi and Tara’s Marvelous Mysterious Key","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters_2","evidence":"The game article infobox identifies Tose as the developer for Dragon Quest Monsters 2: Cobi and Tara’s Marvelous Mysterious Key.","value":"Tose","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters_2","evidence":"The game article infobox identifies Role-playing as the genre for Dragon Quest Monsters 2: Cobi and Tara’s Marvelous Mysterious Key.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Ich73/DQM2-FanTranslation","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 3DS; this records the original target platform tracked by the project.","value":"Nintendo 3DS","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters_2","evidence":"The game article infobox identifies Enix as the publisher for Dragon Quest Monsters 2: Cobi and Tara’s Marvelous Mysterious Key.","value":"Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters_2","evidence":"The game article lists February 6, 2014 as the Japanese Nintendo 3DS release date.","value":"Japan: 2014-02-06","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters_2","evidence":"The game article infobox identifies Dragon Quest Monsters as the series for Dragon Quest Monsters 2: Cobi and Tara’s Marvelous Mysterious Key.","value":"Dragon Quest Monsters","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+Monsters+2%3A+Cobi+and+Tara%E2%80%99s+Marvelous+Mysterious+Key","wikipedia_title":null},{"game_key":"Dragon Quest Monsters: Joker","facts":[{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/ajrj/index.html","evidence":"Nintendo’s official Japanese product page identifies this game as Nintendo DS software.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.jp.square-enix.com/company/ja/news/2006/download/release_060906.pdf","evidence":"Square Enix’s official release notice gives December 28, 2006 as the Japanese release date.","value":"Japan: 2006-12-28","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker","evidence":"The article credits TOSE as developer of Dragon Quest Monsters: Joker.","value":"TOSE","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker","evidence":"The article credits Square Enix as publisher.","value":"Square Enix","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker","wikipedia_title":"Dragon Quest Monsters: Joker"},{"game_key":"Dragon Quest Monsters: Joker 3 Professional","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker_3","evidence":"Article identifies Dragon Quest Monsters: Joker 3 as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker_3","evidence":"Article credits Tose as developer.","value":"Tose","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker_3","evidence":"Article identifies Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker_3","evidence":"Article identifies Joker 3 as the sixth game in the Dragon Quest Monsters series.","value":"Dragon Quest Monsters","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker_3","evidence":"Article identifies Nintendo 3DS as the platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Monsters:_Joker_3","evidence":"Article describes Professional as the expanded version and gives its release month.","value":"Professional is an expanded version of Dragon Quest Monsters: Joker 3 released in February 2017.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+Monsters%3A+Joker+3+Professional","wikipedia_title":null},{"game_key":"Dragon Quest Swords: The Masked Queen and the Tower of Mirrors","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Swords","evidence":"The article categorizes the game as role-playing and first-person.","value":"Role-playing; first person","date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Swords","evidence":"The article credits Genius Sonority and Eighting as developers.","value":["Genius Sonority","Eighting"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Swords","evidence":"The article identifies Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Swords","evidence":"The article says the game was developed for the Wii.","value":"Wii","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Swords","evidence":"The article describes the game as a spin-off from the Dragon Quest series.","value":"Dragon Quest","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_Swords","wikipedia_title":"Dragon Quest Swords"},{"game_key":"Dragon Quest VIII: Journey of the Cursed King","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_VIII","evidence":"The game article infobox identifies Level-5 as the developer for Dragon Quest VIII: Journey of the Cursed King.","value":"Level-5","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_VIII","evidence":"The game article infobox identifies Role-playing as the genre for Dragon Quest VIII: Journey of the Cursed King.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Sinan-Karakaya/DQ8-Recompiled#readme","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 2; this records the original target platform tracked by the project.","value":"PlayStation 2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_VIII","evidence":"The game article infobox identifies Square Enix as the publisher for Dragon Quest VIII: Journey of the Cursed King.","value":"Square Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_VIII","evidence":"The game article lists the Japan release as 2004-11-27 for the Dragon Quest VIII: Journey of the Cursed King source-platform version.","value":"Japan: 2004-11-27","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_VIII","evidence":"The game article infobox identifies Dragon Quest as the series for Dragon Quest VIII: Journey of the Cursed King.","value":"Dragon Quest","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_VIII","wikipedia_title":"Dragon Quest VIII"},{"game_key":"Dragon Quest X Online","facts":[{"field":"canonical_name","source_url":"https://www.dragonquest.jp/news/detail/651/","evidence":"Square Enix’s Dragon Quest announcement identifies the online title Dragon Quest X.","value":"Dragon Quest X Online","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"The article classifies Dragon Quest X as an MMORPG.","value":"Massively multiplayer online role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"The article identifies the Wii as the original platform.","value":"Wii (Japan original release)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"The article credits Square Enix as developer.","value":"Square Enix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"The article credits Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.dragonquest.jp/news/detail/651/","evidence":"Square Enix announced August 2, 2012 as the Japanese launch date.","value":"Japan (Wii): 2012-08-02","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"The article identifies Dragon Quest X as part of the Dragon Quest series.","value":"Dragon Quest","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","wikipedia_title":"Dragon Quest X"},{"game_key":"Dragon Quest X: Rise of the Five Tribes Offline","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"The article says the Offline remake reworks the story into a traditional JRPG experience.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"Article credits B.B. Studio with developing the Offline remake.","value":"B.B. Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"Article identifies Square Enix as the publisher of Dragon Quest X.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"Article identifies Dragon Quest X as the tenth mainline entry in the series.","value":"Dragon Quest","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"Article says Offline was released on these platforms.","value":"PlayStation 4, PlayStation 5, Nintendo Switch, Windows","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_X","evidence":"Article describes the Offline version as a single-player remake of the first volume/story.","value":"Single-player remake of the original version’s first volume, with its story reworked into a traditional JRPG format.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+X%3A+Rise+of+the+Five+Tribes+Offline","wikipedia_title":null},{"game_key":"Dragon Quest XI: Echoes of an Elusive Age","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The game article infobox identifies Square Enix as the developer for Dragon Quest XI: Echoes of an Elusive Age.","value":"Square Enix","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The game article infobox identifies Role-playing as the genre for Dragon Quest XI: Echoes of an Elusive Age.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/BlackDes1/Dragon-Quest-XI-3DS-Translation-Voice-Patch","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 3DS; this records the original target platform tracked by the project.","value":"Nintendo 3DS","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The game article infobox identifies Square Enix as the publisher for Dragon Quest XI: Echoes of an Elusive Age.","value":"Square Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The game article lists the Japan release as 2017-07-29 for the Dragon Quest XI: Echoes of an Elusive Age source-platform version.","value":"Japan: 2017-07-29","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The game article infobox identifies Dragon Quest as the series for Dragon Quest XI: Echoes of an Elusive Age.","value":"Dragon Quest","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dragon+Quest+XI%3A+Echoes+of+an+Elusive+Age","wikipedia_title":null},{"game_key":"Dragon Quest XI: Echoes of an Elusive Age (3DS)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The article classifies Dragon Quest XI as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The article credits Square Enix and notes Toylogic’s development assistance on the 3DS version.","value":"Square Enix; Toylogic (3DS development assistance)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The article identifies Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The article identifies the game as the eleventh entry in the Dragon Quest series.","value":"Dragon Quest","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The article lists a Nintendo 3DS version; this key selects that edition.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","evidence":"The article gives July 29, 2017 as the Japanese release date for the 3DS and PlayStation 4 versions.","value":"2017-07-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Quest_XI","wikipedia_title":"Dragon Quest XI"},{"game_key":"Dragon Slayer I","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/gameboy/563008-dragon-slayer-i/data","evidence":"GameFAQs identifies the Game Boy release as Dragon Slayer I.","value":"Dragon Slayer I (Game Boy)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gameboy/563008-dragon-slayer-i/data","evidence":"GameFAQs classifies the Game Boy release as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gameboy/563008-dragon-slayer-i/data","evidence":"GameFAQs lists the Game Boy release.","value":"Game Boy","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gameboy/563008-dragon-slayer-i/data","evidence":"GameFAQs credits Falcom as developer.","value":"Nihon Falcom","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gameboy/563008-dragon-slayer-i/data","evidence":"GameFAQs credits Epoch as publisher.","value":"Epoch","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/18618/dragon-slayer/releases/","evidence":"MobyGames dates the Japanese Game Boy release to August 12, 1990.","value":"Japan (Game Boy): 1990-08-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Slayer_(video_game)","wikipedia_title":"Dragon Slayer (video game)"},{"game_key":"Dragon Slayer: The Legend of Heroes","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dragon_Slayer:_The_Legend_of_Heroes","evidence":"The game article infobox identifies Nihon Falcom as the developer for Dragon Slayer: The Legend of Heroes.","value":"Nihon Falcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dragon_Slayer:_The_Legend_of_Heroes","evidence":"The game article infobox identifies Role-playing as the genre for Dragon Slayer: The Legend of Heroes.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/nleseul/ds6_pc98_trans","evidence":"The catalogued project repository identifies its source build/platform as PC-98; this records the original target platform tracked by the project.","value":"PC-98","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dragon_Slayer:_The_Legend_of_Heroes","evidence":"The game article infobox identifies Nihon Falcom; Hudson Soft (TCD) as the publisher for Dragon Slayer: The Legend of Heroes.","value":"Nihon Falcom; Hudson Soft (TCD)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dragon_Slayer:_The_Legend_of_Heroes","evidence":"The game article lists the PC-98 version’s Japanese release year as 1990.","value":"Japan: 1990","date_granularity":"year"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Dragon_Slayer:_The_Legend_of_Heroes","evidence":"The game article infobox identifies Dragon Slayer; The Legend of Heroes as the series for Dragon Slayer: The Legend of Heroes.","value":"Dragon Slayer; The Legend of Heroes","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dragon_Slayer:_The_Legend_of_Heroes","wikipedia_title":"Dragon Slayer: The Legend of Heroes"},{"game_key":"Drakengard 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Drakengard_3","evidence":"The game article infobox identifies Access Games as the developer for Drakengard 3.","value":"Access Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Drakengard_3","evidence":"The game article infobox identifies Action role-playing, hack and slash as the genre for Drakengard 3.","value":"Action role-playing, hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/danjiss/Drakengard-3-Traduzione-italiana","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 3; this records the original target platform tracked by the project.","value":"PlayStation 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Drakengard_3","evidence":"The game article infobox identifies Square Enix as the publisher for Drakengard 3.","value":"Square Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Drakengard_3","evidence":"The game article lists the Japan release as 2013-12-19 for the Drakengard 3 source-platform version.","value":"Japan: 2013-12-19","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Drakengard_3","evidence":"The game article infobox identifies Drakengard as the series for Drakengard 3.","value":"Drakengard","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Drakengard_3","wikipedia_title":"Drakengard 3"},{"game_key":"Dreamcast","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Dreamcast_games","evidence":"The cited page catalogs games released for Sega's Dreamcast console.","value":"Sega Dreamcast","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Dreamcast_games","evidence":"The list article identifies Karous as the final licensed Dreamcast GD-ROM game.","value":"The Dreamcast's licensed GD-ROM game releases culminated with Karous.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dreamcast","wikipedia_title":null},{"game_key":"Dreamcast; Naomi; Naomi 2; Atomiswave","facts":[{"field":"collection_context","source_url":"https://github.com/flyinghead/flycast","evidence":"The maintainer's repository describes Flycast as a multi-platform emulator for all four named systems.","value":"Flycast supports Sega Dreamcast, Naomi and Naomi 2 hardware, as well as Sammy Atomiswave.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dreamcast%3B+Naomi%3B+Naomi+2%3B+Atomiswave","wikipedia_title":null},{"game_key":"Dreamcast; Naomi; Naomi 2; Atomiswave; Hikaru","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards","evidence":"The Sega arcade board list identifies Hikaru and describes it as a customized Naomi hardware design.","value":"Sega Hikaru is an arcade system board based on a customized version of Naomi hardware.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dreamcast%3B+Naomi%3B+Naomi+2%3B+Atomiswave%3B+Hikaru","wikipedia_title":null},{"game_key":"Dreams to Reality","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dreams_to_Reality","evidence":"Article identifies Dreams to Reality as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dreams_to_Reality","evidence":"Article credits Cryo Interactive as developer.","value":"Cryo Interactive Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dreams_to_Reality","evidence":"Article lists the regional publishers.","value":"Cryo Interactive Entertainment (Europe); Interplay Productions (North America)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dreams_to_Reality","evidence":"Article lists PC and PlayStation releases.","value":"Personal computer, PlayStation","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Dreams_to_Reality","evidence":"Article describes gameplay from a third-person perspective.","value":"Third-person","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dreams+to+Reality","wikipedia_title":null},{"game_key":"Driveclub (PS4 CUSA00003 v1.05)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Driveclub","evidence":"The article credits Evolution Studios as developer.","value":"Evolution Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Driveclub","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Driveclub","evidence":"The article identifies PlayStation 4 as the game platform.","value":"PlayStation 4","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Driveclub","evidence":"The article classifies Driveclub as a racing game.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Driveclub","wikipedia_title":"Driveclub"},{"game_key":"Driver: You Are the Wheelman (PS1 US Rev 1, SLUS_008.42)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Driver_(video_game)","evidence":"Article identifies Driver as an action driving game.","value":"Driving; action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Driver_(video_game)","evidence":"Article credits Reflections Interactive as developer.","value":"Reflections Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Driver_(video_game)","evidence":"Article identifies GT Interactive as publisher.","value":"GT Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Driver_(video_game)","evidence":"Article identifies Driver as the first game in the Driver series.","value":"Driver","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Driver_(video_game)","evidence":"Article says the game was released first on PlayStation.","value":"PlayStation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Driver%3A+You+Are+the+Wheelman+%28PS1+US+Rev+1%2C+SLUS_008.42%29","wikipedia_title":null},{"game_key":"Driving Strikers","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/205582/driving-strikers/","evidence":"MobyGames classifies the game as sports and describes its soccer-with-cars gameplay.","value":"Sports; car football","date_granularity":null},{"field":"developer","source_url":"https://www.wavegamestudios.com/announcing-driving-strikers/","evidence":"The publisher’s announcement identifies Reality Jump as developer.","value":"Reality Jump","date_granularity":null},{"field":"publisher","source_url":"https://www.wavegamestudios.com/announcing-driving-strikers/","evidence":"The publisher’s announcement says WAVE released the game.","value":"WAVE Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://www.wavegamestudios.com/announcing-driving-strikers/","evidence":"The announcement says the Dreamcast release and native Windows/Linux Steam version were available in 2023.","value":"Dreamcast; Windows; Linux","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.wavegamestudios.com/announcing-driving-strikers/","evidence":"The publisher’s announcement gives June 24, 2023; MobyGames catalogs a later July Dreamcast release, so only the shared release year is recorded.","value":"2023","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Driving+Strikers","wikipedia_title":null},{"game_key":"DS Telejan","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/211389/ds-telejan/","evidence":"MobyGames records the arcade title as DS Telejan.","value":"DS Telejan","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/211389/ds-telejan/","evidence":"MobyGames classifies the game under strategy and describes it as a turn-based mahjong/tile game.","value":"Strategy / turn-based tile game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/211389/ds-telejan/","evidence":"MobyGames lists the 1981 arcade release for Data East’s Cassette System.","value":"Arcade (Data East Cassette System)","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/211389/ds-telejan/","evidence":"MobyGames credits Data East as developer.","value":"Data East","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/211389/ds-telejan/","evidence":"MobyGames credits Data East as publisher.","value":"Data East","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=DS%20Telejan","wikipedia_title":null},{"game_key":"DuckTales: Remastered","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/DuckTales:_Remastered","evidence":"The infobox lists the original home-console and PC platforms plus the later mobile platforms.","value":"PlayStation 3; Wii U; Windows; Xbox 360; Android; iOS; Windows Phone","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/DuckTales:_Remastered","evidence":"The infobox lists platformer and Metroidvania genres.","value":"Platformer; Metroidvania","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/DuckTales:_Remastered","evidence":"The infobox credits WayForward Technologies as developer.","value":"WayForward Technologies","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/DuckTales:_Remastered","evidence":"The infobox credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/DuckTales:_Remastered","evidence":"The platform release table gives these first release dates for the listed platform groups.","value":"North America (PS3, Wii U, Windows): 2013-08-13; Xbox 360: 2013-09-11; mobile: 2015-04-01 worldwide","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/DuckTales:_Remastered","wikipedia_title":"DuckTales: Remastered"},{"game_key":"Duke Nukem 3D","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","evidence":"The article credits 3D Realms as developer.","value":"3D Realms","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","evidence":"The article identifies FormGen as publisher of the original MS-DOS game.","value":"FormGen","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","evidence":"The article identifies Duke Nukem as the game’s series.","value":"Duke Nukem","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","evidence":"The article identifies MS-DOS as the original release platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","evidence":"The article dates the original game’s release to 1996.","value":"1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Duke_Nukem_3D","wikipedia_title":"Duke Nukem 3D"},{"game_key":"Duke Nukem II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_II","evidence":"Article identifies Duke Nukem II as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_II","evidence":"Article credits Apogee Software as developer.","value":"Apogee Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_II","evidence":"Article credits Apogee Software as publisher.","value":"Apogee Software","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_II","evidence":"Article identifies it as part of the Duke Nukem series.","value":"Duke Nukem","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_II","evidence":"Article identifies the original game as a DOS release.","value":"DOS","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem_II","evidence":"Article describes the four-episode structure and shareware distribution.","value":"Four episodes, with the first episode distributed as shareware.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Duke+Nukem+II","wikipedia_title":null},{"game_key":"Duke Nukem: Zero Hour","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem:_Zero_Hour","evidence":"The game article infobox identifies Eurocom Entertainment Software as the developer for Duke Nukem: Zero Hour.","value":"Eurocom Entertainment Software","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem:_Zero_Hour","evidence":"The game article infobox identifies Third-person shooter as the genre for Duke Nukem: Zero Hour.","value":"Third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/sonicdcer/DNZHRecomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 64; this records the original target platform tracked by the project.","value":"Nintendo 64","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem:_Zero_Hour","evidence":"The game article infobox identifies GT Interactive as the publisher for Duke Nukem: Zero Hour.","value":"GT Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem:_Zero_Hour","evidence":"The game article lists the North America release as 1999-08-31 for the Duke Nukem: Zero Hour source-platform version.","value":"North America: 1999-08-31","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Duke_Nukem:_Zero_Hour","evidence":"The game article infobox identifies Duke Nukem as the series for Duke Nukem: Zero Hour.","value":"Duke Nukem","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Duke_Nukem:_Zero_Hour","wikipedia_title":"Duke Nukem: Zero Hour"},{"game_key":"Dune II: The Building of a Dynasty","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"Article identifies Dune II as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"Article credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"Article identifies Virgin Games as publisher.","value":"Virgin Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"Article lists the initial MS-DOS release in December 1992.","value":"MS-DOS","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"Article lists these platforms.","value":"MS-DOS, Amiga, RISC OS, Genesis/Mega Drive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dune+II%3A+The+Building+of+a+Dynasty","wikipedia_title":null},{"game_key":"Dune: The Battle for Arrakis","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"The article classifies Dune II as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"The article credits Westwood Studios as developer.","value":"Westwood Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"The article identifies Virgin Games as publisher.","value":"Virgin Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"The article identifies Dune: The Battle for Arrakis as the North American Genesis/Mega Drive port title.","value":"Sega Genesis / Mega Drive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Dune_II","evidence":"The article gives May 1, 1994 as the North American Genesis/Mega Drive release date.","value":"1994-05-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dune_II","wikipedia_title":"Dune II"},{"game_key":"Dungeon Crawl Stone Soup","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Dungeon_Crawl_Stone_Soup","evidence":"Article identifies Dungeon Crawl Stone Soup as a roguelike game.","value":"Roguelike","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Dungeon_Crawl_Stone_Soup","evidence":"Article credits the DCSS Devteam.","value":"DCSS Devteam","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Dungeon_Crawl_Stone_Soup","evidence":"Article identifies the game as cross-platform and describes browser-based play.","value":"Cross-platform; web browser","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Dungeon_Crawl_Stone_Soup","evidence":"Article identifies DCSS as the community-developed successor to Linley’s Dungeon Crawl.","value":"Community-developed successor to Linley’s Dungeon Crawl.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dungeon+Crawl+Stone+Soup","wikipedia_title":null},{"game_key":"Dungeon Hunter 2","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/iphone/615480-dungeon-hunter-2/data","evidence":"GameFAQs classifies the game as an action RPG.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/iphone/615480-dungeon-hunter-2/data","evidence":"GameFAQs lists Gameloft as developer.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/iphone/615480-dungeon-hunter-2/data","evidence":"GameFAQs lists Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/iphone/615480-dungeon-hunter-2/data","evidence":"GameFAQs places the title in the Dungeon Hunter franchise.","value":"Dungeon Hunter","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/iphone/615480-dungeon-hunter-2/data","evidence":"GameFAQs identifies the iOS release as the original release platform.","value":"iOS (iPhone/iPad)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/iphone/615480-dungeon-hunter-2/data","evidence":"GameFAQs gives December 9, 2010 for the United States iOS release.","value":"2010-12-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dungeon+Hunter+2","wikipedia_title":null},{"game_key":"Dungeon Hunter 3","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/mobile/702647-dungeon-hunter-3/data","evidence":"GameFAQs classifies the game as an action RPG.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/mobile/702647-dungeon-hunter-3/data","evidence":"GameFAQs lists Gameloft as developer.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/mobile/702647-dungeon-hunter-3/data","evidence":"GameFAQs lists Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/mobile/702647-dungeon-hunter-3/data","evidence":"GameFAQs identifies it as a Dungeon Hunter installment.","value":"Dungeon Hunter","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/mobile/702647-dungeon-hunter-3/data","evidence":"GameFAQs lists the initial iOS edition; the official trailer announced Android afterward.","value":"iOS (iPhone/iPad)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/mobile/702647-dungeon-hunter-3/data","evidence":"GameFAQs gives December 21, 2011 for the United States iOS release.","value":"2011-12-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Dungeon+Hunter+3","wikipedia_title":null},{"game_key":"Dungeon Keeper","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames identifies the title as Dungeon Keeper.","value":"Dungeon Keeper","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames classifies the game as Real-time strategy.","value":"Real-time strategy","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames lists DOS; Windows among the game's platforms.","value":"DOS; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames records the release as 1997.","value":"1997","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames credits Bullfrog Productions as developer.","value":"Bullfrog Productions","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/156/dungeon-keeper/","evidence":"MobyGames associates the game with the Dungeon Keeper series or franchise.","value":"Dungeon Keeper","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Dungeon_Keeper","wikipedia_title":"Dungeon Keeper"},{"game_key":"DX-Ball 1.07","facts":[{"field":"canonical_name","source_url":"https://github.com/N0zoM1z0/dx-ball","evidence":"The reconstruction repository identifies DX-Ball v1.07 as its specific supported target.","value":"DX-Ball v1.07","date_granularity":null},{"field":"genre","source_url":"https://github.com/N0zoM1z0/dx-ball","evidence":"The project’s included DX-Ball documentation describes the original game as a Windows breakout game.","value":"Breakout-style action game","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/N0zoM1z0/dx-ball","evidence":"The project documents the v1.07 target as the original Windows x86 game.","value":"Windows (x86)","date_granularity":null},{"field":"developer","source_url":"https://github.com/N0zoM1z0/dx-ball","evidence":"The repository’s included original game documentation credits Michael P. Welch.","value":"Michael P. Welch","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=DX-Ball%201.07","wikipedia_title":null},{"game_key":"Dōbutsu no Mori e+","facts":[{"field":"original_platform","source_url":"https://github.com/ACreTeam/afe-decomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Nintendo GameCube; this records the original target platform tracked by the project.","value":"Nintendo GameCube","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=D%C5%8Dbutsu+no+Mori+e%2B+Nintendo+GameCube+game","wikipedia_title":null},{"game_key":"E.X. Troopers","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/E.X._Troopers","evidence":"The game article infobox identifies Capcom; HexaDrive (PlayStation 3 version) as the developer for E.X. Troopers.","value":"Capcom; HexaDrive (PlayStation 3 version)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/E.X._Troopers","evidence":"The game article infobox identifies Action; Third-person shooter as the genre for E.X. Troopers.","value":"Action; Third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://fantranslators.info/projects/e-x-troopers/","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 3DS; PlayStation 3; this records the original target platform tracked by the project.","value":"Nintendo 3DS; PlayStation 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/E.X._Troopers","evidence":"The game article infobox identifies Capcom as the publisher for E.X. Troopers.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/E.X._Troopers","evidence":"The game article lists the Japanese retail release date as November 22, 2012.","value":"Japan: 2012-11-22","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/E.X._Troopers","evidence":"The game article infobox identifies Lost Planet as the series for E.X. Troopers.","value":"Lost Planet","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/E.X._Troopers","wikipedia_title":"E.X. Troopers"},{"game_key":"EA Sports Rugby 08","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rugby_08","evidence":"Article lists sports as the genre.","value":"Sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rugby_08","evidence":"Article credits HB Studios as developer.","value":"HB Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rugby_08","evidence":"Article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Rugby_08","evidence":"Article lists these platforms.","value":"PlayStation 2, Microsoft Windows","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Rugby_08","evidence":"Article describes Rugby 08 as the last Rugby series release published by EA Sports.","value":"Last release in the Rugby series published by EA Sports.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=EA+Sports+Rugby+08","wikipedia_title":null},{"game_key":"EA Sports UFC 3 (PS4 CUSA06534, update 1.14)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/EA_Sports_UFC_3","evidence":"The article lists fighting and sports as genres.","value":"Mixed martial arts fighting; sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/EA_Sports_UFC_3","evidence":"The infobox and opening paragraph name EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/EA_Sports_UFC_3","evidence":"The infobox and opening paragraph name EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/EA_Sports_UFC_3","evidence":"The article says the game was released for PlayStation 4 and Xbox One.","value":"PlayStation 4 and Xbox One","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/EA_Sports_UFC_3","evidence":"The article gives February 2, 2018 as the release date.","value":"2018-02-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/EA_Sports_UFC_3","wikipedia_title":"EA Sports UFC 3"},{"game_key":"EarthBound (Mother 2)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/EarthBound","evidence":"The game article infobox identifies Ape Inc. ; HAL Laboratory as the developer for EarthBound (Mother 2).","value":"Ape Inc. ; HAL Laboratory","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/EarthBound","evidence":"The game article infobox identifies Role-playing as the genre for EarthBound (Mother 2).","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Herringway/ebsrc","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo Entertainment System (SNES); this records the original target platform tracked by the project.","value":"Super Nintendo Entertainment System (SNES)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/EarthBound","evidence":"The game article infobox identifies Nintendo as the publisher for EarthBound (Mother 2).","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/EarthBound","evidence":"The game article lists August 27, 1994 as the Japanese Super Famicom release date.","value":"Japan: 1994-08-27","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/EarthBound","evidence":"The game article infobox identifies Mother as the series for EarthBound (Mother 2).","value":"Mother","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/EarthBound","wikipedia_title":"EarthBound"},{"game_key":"Earthsiege 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Earthsiege_2","evidence":"The article’s infobox and lead classify Earthsiege 2 as a vehicle simulation game.","value":"Vehicle simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Earthsiege_2","evidence":"The article identifies Dynamix as developer; HERCULAN’s maintainer README independently names Dynamix.","value":"Dynamix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Earthsiege_2","evidence":"The article’s infobox lists Sierra On-Line as publisher; HERCULAN’s maintainer README independently identifies Sierra as publisher.","value":"Sierra On-Line","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Earthsiege_2","evidence":"The article’s infobox identifies Windows as the original platform.","value":["Windows"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Earthsiege_2","evidence":"The article’s infobox gives March 19, 1996; the HERCULAN maintainer README also identifies the game as a 1996 release.","value":1996,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Earthsiege_2","wikipedia_title":"Earthsiege 2"},{"game_key":"Earthworm Jim HD","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Earthworm_Jim_HD","evidence":"The game article infobox identifies Gameloft as the developer for Earthworm Jim HD.","value":"Gameloft","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Earthworm_Jim_HD","evidence":"The game article infobox identifies Platform shoot 'em up as the genre for Earthworm Jim HD.","value":"Platform shoot 'em up","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/TekRantGaming/earthworm-jim-hd-recompiled#readme","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360 / XBLA; this records the original target platform tracked by the project.","value":"Xbox 360 / XBLA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Earthworm_Jim_HD","evidence":"The game article infobox identifies Gameloft as the publisher for Earthworm Jim HD.","value":"Gameloft","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Earthworm_Jim_HD","evidence":"The game article lists June 9, 2010 as the Xbox Live Arcade release date.","value":"Worldwide: 2010-06-09","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Earthworm_Jim_HD","evidence":"The game article infobox identifies Earthworm Jim as the series for Earthworm Jim HD.","value":"Earthworm Jim","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Earthworm_Jim_HD","wikipedia_title":"Earthworm Jim HD"},{"game_key":"Ecco the Dolphin: Defender of the Future (Dreamcast version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ecco_the_Dolphin:_Defender_of_the_Future","evidence":"Article identifies Defender of the Future as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ecco_the_Dolphin:_Defender_of_the_Future","evidence":"Article credits Appaloosa Interactive as developer.","value":"Appaloosa Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ecco_the_Dolphin:_Defender_of_the_Future","evidence":"Article identifies Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ecco_the_Dolphin:_Defender_of_the_Future","evidence":"Article identifies it as a title in the Ecco the Dolphin franchise.","value":"Ecco the Dolphin","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ecco_the_Dolphin:_Defender_of_the_Future","evidence":"Article says the game was released for Dreamcast before its PlayStation 2 port.","value":"Dreamcast","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ecco+the+Dolphin%3A+Defender+of+the+Future+%28Dreamcast+version%29","wikipedia_title":null},{"game_key":"ECHOES","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/4875860/ECHOES/","evidence":"Steam store identifies the title as ECHOES.","value":"ECHOES","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/4875860/ECHOES/","evidence":"Steam store classifies the game as Adventure; free-to-play.","value":"Adventure; free-to-play","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/4875860/ECHOES/","evidence":"Steam store lists Windows among the game's platforms.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/4875860/ECHOES/","evidence":"Steam store records the release as 2026-07-31.","value":"2026-07-31","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/4875860/ECHOES/","evidence":"Steam store credits びご (Bigo) as developer.","value":"びご (Bigo)","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/4875860/ECHOES/","evidence":"Steam store credits びご (Bigo) as publisher.","value":"びご (Bigo)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=ECHOES","wikipedia_title":null},{"game_key":"Elfen Lied Fighting (fan-made Windows PC game)","facts":[{"field":"genre","source_url":"https://github.com/yugenmagan/elfen-lied-fighting-android","evidence":"The maintainer describes the original Elfen Lied Fighting title as a fan-made PC fighting game.","value":"Fighting game","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/yugenmagan/elfen-lied-fighting-android","evidence":"The repository identifies the preserved original as a PC game and describes its Android project as a port from that PC game.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://github.com/yugenmagan/elfen-lied-fighting-android","evidence":"The repository credits ねくぱっち for the original fan-made PC game.","value":"ねくぱっち (credited in the original game)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Elfen+Lied+Fighting+(fan-made+Windows+PC+game)","wikipedia_title":null},{"game_key":"Emerald Dragon","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Emerald_Dragon","evidence":"The game article infobox identifies Glodia; Alfa System (console versions) as the developer for Emerald Dragon.","value":"Glodia; Alfa System (console versions)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Emerald_Dragon","evidence":"The game article infobox identifies Role-playing as the genre for Emerald Dragon.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/suppertails66/emdrtools","evidence":"The catalogued project repository identifies its source build/platform as PC Engine Super CD-ROM²; this records the original target platform tracked by the project.","value":"PC Engine Super CD-ROM²","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Emerald_Dragon","evidence":"The game article infobox identifies Basho House (PC-88, PC-98); Glodia (X68000, MSX2, FM Towns); NEC Home Electronics (PC Engine CD); MediaWorks (SFC) as the publisher for Emerald Dragon.","value":"Basho House (PC-88, PC-98); Glodia (X68000, MSX2, FM Towns); NEC Home Electronics (PC Engine CD); MediaWorks (SFC)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Emerald_Dragon","evidence":"The game article lists January 29, 1994 as the Japanese PC Engine Super CD-ROM² release date.","value":"Japan: 1994-01-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Emerald_Dragon","wikipedia_title":"Emerald Dragon"},{"game_key":"Emperor: Rise of the Middle Kingdom","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","evidence":"The article classifies the game as city-building.","value":"City-building","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","evidence":"The article credits BreakAway Games and Impressions Games as developers.","value":"BreakAway Games; Impressions Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","evidence":"The article identifies Sierra Entertainment as publisher.","value":"Sierra Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","evidence":"The article identifies the game as the sixth title in the City Building series.","value":"City Building","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","evidence":"The article lists Microsoft Windows as the game’s original platform.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","evidence":"The article dates the game’s release to 2002.","value":"2002","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Emperor:_Rise_of_the_Middle_Kingdom","wikipedia_title":"Emperor: Rise of the Middle Kingdom"},{"game_key":"Endacopia","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/2684630/Endacopia/","evidence":"Steam describes Endacopia as a point-and-click puzzle adventure.","value":"Point-and-click puzzle adventure","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/2684630/Endacopia/","evidence":"The Steam store page lists Andyland as developer.","value":"Andyland","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/2684630/Endacopia/","evidence":"The Steam store page lists Andyland as publisher.","value":"Andyland","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/2684630/Endacopia/","evidence":"The Steam store page lists the Windows PC release.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/2684630/Endacopia/","evidence":"The Steam store page gives July 27, 2026 as the release date.","value":"2026-07-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Endacopia","wikipedia_title":null},{"game_key":"Endless Online (including releases 0.0.28 and 0.3.x)","facts":[{"field":"genre","source_url":"https://www.endless-online.com/","evidence":"The official Endless Online site describes the game as a free classic MMORPG.","value":"Massively multiplayer online role-playing game","date_granularity":null},{"field":"perspective","source_url":"https://www.endless-online.com/","evidence":"The official site describes the game's graphics as pixel isometric.","value":"Pixel isometric graphics","date_granularity":null},{"field":"platform","source_url":"https://www.endless-online.com/client/download.html","evidence":"The official download page provides the Endless Online client as a Windows .exe and ZIP.","value":"Windows client","date_granularity":null},{"field":"release_versions","source_url":"https://www.endless-online.com/changelogs.html","evidence":"The official changelog labels entries for V0.28 and describes the archived client/server updates; the official download page also has a V0.3.X changelog.","value":"The official archive documents client/server version 0.28 and the 0.3.x client line.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Endless+Online+(including+releases+0.0.28+and+0.3.x)","wikipedia_title":null},{"game_key":"Enkyori Ren'ai (Bond Distance Love)","facts":[{"field":"genre","source_url":"https://novelgame.jp/games/show/10420","evidence":"The official game page describes the title as an otome game and labels it under the otome-game category.","value":"Otome visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://novelgame.jp/games/show/10420","evidence":"The official game page offers browser play and a Windows PC download.","value":"Web browser; Windows PC download","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Enkyori+Ren%27ai+Bond+Distance+Love+video+game","wikipedia_title":null},{"game_key":"Equinox","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Equinox_(1993_video_game)","evidence":"The game article infobox identifies Software Creations as the developer for Equinox.","value":"Software Creations","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Equinox_(1993_video_game)","evidence":"The game article infobox identifies Action adventure, puzzle as the genre for Equinox.","value":"Action adventure, puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mumble.romhacking.it/readmes/equinox-readme.txt","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo Entertainment System; this records the original target platform tracked by the project.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Equinox_(1993_video_game)","evidence":"The game article infobox identifies NA/EU: Sony Imagesoft; JP: Epic/Sony Records as the publisher for Equinox.","value":"NA/EU: Sony Imagesoft; JP: Epic/Sony Records","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Equinox_(1993_video_game)","evidence":"The game article lists the Japan release as 1993-11-12 for the Equinox source-platform version.","value":"Japan: 1993-11-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Equinox_(1993_video_game)","wikipedia_title":"Equinox (1993 video game)"},{"game_key":"Escape Velocity Nova (2002)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames identifies the title as Escape Velocity Nova.","value":"Escape Velocity Nova","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames classifies the game as Action; simulation.","value":"Action; simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames lists Mac OS; Windows among the game's platforms.","value":"Mac OS; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames records the release as Mac: 2002-03-18.","value":"Mac: 2002-03-18","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames credits ATMOS as developer.","value":"ATMOS","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames credits Ambrosia Software as publisher.","value":"Ambrosia Software","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/9881/escape-velocity-nova/","evidence":"MobyGames associates the game with the Escape Velocity series or franchise.","value":"Escape Velocity","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Escape_Velocity_Nova","wikipedia_title":"Escape Velocity Nova"},{"game_key":"Esoteric Ebb","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Esoteric_Ebb","evidence":"The article classifies Esoteric Ebb as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Esoteric_Ebb","evidence":"The article identifies Christoffer Bodegård as developer.","value":"Christoffer Bodegård","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Esoteric_Ebb","evidence":"The article identifies Raw Fury as publisher.","value":"Raw Fury","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Esoteric_Ebb","evidence":"The article lists Windows as the release platform.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Esoteric_Ebb","evidence":"The article gives March 3, 2026 as the release date.","value":"2026-03-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Esoteric_Ebb","wikipedia_title":"Esoteric Ebb"},{"game_key":"Eternal Darkness: Sanity’s Requiem (GameCube USA GEDE01 rev. 0)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Eternal_Darkness","evidence":"The game article infobox identifies Silicon Knights as the developer for Eternal Darkness: Sanity’s Requiem (GameCube USA GEDE01 rev. 0).","value":"Silicon Knights","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Eternal_Darkness","evidence":"The game article infobox identifies Survival horror as the genre for Eternal Darkness: Sanity’s Requiem (GameCube USA GEDE01 rev. 0).","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/psdwizzard/Eternal-Darkness---Decompile","evidence":"The catalogued project repository identifies its source build/platform as GameCube USA; this records the original target platform tracked by the project.","value":"GameCube USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Eternal_Darkness","evidence":"The game article infobox identifies Nintendo as the publisher for Eternal Darkness: Sanity’s Requiem (GameCube USA GEDE01 rev. 0).","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Eternal_Darkness","evidence":"The game article lists the North America release as 2002-06-24 for the Eternal Darkness: Sanity’s Requiem (GameCube USA GEDE01 rev. 0) source-platform version.","value":"North America: 2002-06-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Eternal_Darkness","wikipedia_title":"Eternal Darkness"},{"game_key":"Eternal Legacy","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/55806/eternal-legacy/","evidence":"MobyGames classifies Eternal Legacy as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/55806/eternal-legacy/","evidence":"MobyGames credits Gameloft as developer.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/55806/eternal-legacy/","evidence":"MobyGames credits Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/55806/eternal-legacy/","evidence":"MobyGames identifies the iPhone release as the first dated platform release.","value":"iOS (iPhone)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/55806/eternal-legacy/","evidence":"MobyGames gives December 8, 2010 as the iPhone release date.","value":"2010-12-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Eternal+Legacy","wikipedia_title":null},{"game_key":"Eternal Sonata","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Eternal_Sonata","evidence":"Article identifies Eternal Sonata as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Eternal_Sonata","evidence":"Article credits tri-Crescendo as developer.","value":"tri-Crescendo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Eternal_Sonata","evidence":"Article identifies Bandai Namco Games as publisher.","value":"Bandai Namco Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Eternal_Sonata","evidence":"Article says the game was originally released for Xbox 360 in 2007.","value":"Xbox 360","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Eternal_Sonata","evidence":"Article lists the original Xbox 360 release and later PlayStation 3 version.","value":"Xbox 360, PlayStation 3","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Eternal+Sonata","wikipedia_title":null},{"game_key":"EVE Burst Error","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The Wikipedia infobox lists developer as C's Ware [ja].","value":"C's Ware [ja]","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The Wikipedia infobox lists publisher as Kadokawa Shoten Imagineer MangaGamer.","value":"Kadokawa Shoten Imagineer MangaGamer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The Wikipedia infobox lists original platform as Sega Saturn, Microsoft Windows, PlayStation 2, PlayStation Portable, NEC PC-9801, Nintendo Switch, PlayStation Vita.","value":"Sega Saturn, Microsoft Windows, PlayStation 2, PlayStation Portable, NEC PC-9801, Nintendo Switch, PlayStation Vita","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The Wikipedia infobox lists genre as Adventure game, visual novel.","value":"Adventure game, visual novel","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","wikipedia_title":"EVE Burst Error"},{"game_key":"EVE burst error A (Korean-patched Windows PC data)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The infobox classifies EVE Burst Error as an adventure game and visual novel.","value":"Adventure; visual novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The infobox names C's Ware as developer.","value":"C's Ware","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The infobox lists Kadokawa Shoten, Imagineer, and MangaGamer as publishers.","value":"Kadokawa Shoten; Imagineer; MangaGamer","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The article identifies the game as the first entry in the EVE visual-novel series.","value":"EVE","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","evidence":"The article identifies the 1995 original and shows its NEC PC-98 release; the Windows platform is a later version.","value":"NEC PC-9801","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/EVE_Burst_Error","wikipedia_title":"EVE Burst Error"},{"game_key":"EverQuest Online Adventures: Frontiers","facts":[{"field":"original_platform","source_url":"https://www.awn.com/news/sony-online-delivers-everquest-online-adventures-frontiers","evidence":"Sony Online’s press notice says Frontiers was developed exclusively for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"publisher","source_url":"https://www.awn.com/news/sony-online-delivers-everquest-online-adventures-frontiers","evidence":"The release notice says Frontiers was released by Sony Online Entertainment.","value":"Sony Online Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.awn.com/news/sony-online-delivers-everquest-online-adventures-frontiers","evidence":"The notice says it reached North American retail on November 18, 2003.","value":"North America: 2003-11-18","date_granularity":"day"},{"field":"genre","source_url":"https://www.awn.com/news/sony-online-delivers-everquest-online-adventures-frontiers","evidence":"Sony Online describes Frontiers as the second edition of the EverQuest Online Adventures MMORPG.","value":"Massively multiplayer online role-playing game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/EverQuest_Online_Adventures","wikipedia_title":"EverQuest Online Adventures"},{"game_key":"Everybody’s Golf Portable: Coca-Cola Special Edition","facts":[{"field":"genre","source_url":"https://www.jeuxvideo.com/jeux/playstation-portable-psp/00027114-everybodys-golf-coca-cola-special-edition.htm","evidence":"Jeuxvideo.com classifies the edition as a sports game.","value":"Sports","date_granularity":null},{"field":"developer","source_url":"https://www.jeuxvideo.com/jeux/playstation-portable-psp/00027114-everybodys-golf-coca-cola-special-edition.htm","evidence":"Jeuxvideo.com lists Clap Hanz among the edition’s developer credits.","value":"Clap Hanz","date_granularity":null},{"field":"publisher","source_url":"https://www.jeuxvideo.com/jeux/playstation-portable-psp/00027114-everybodys-golf-coca-cola-special-edition.htm","evidence":"Jeuxvideo.com lists Sony as publisher.","value":"Sony","date_granularity":null},{"field":"original_platform","source_url":"https://www.jeuxvideo.com/jeux/playstation-portable-psp/00027114-everybodys-golf-coca-cola-special-edition.htm","evidence":"The source identifies the Coca-Cola edition as a PSP release.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.jeuxvideo.com/jeux/playstation-portable-psp/00027114-everybodys-golf-coca-cola-special-edition.htm","evidence":"Jeuxvideo.com lists June 1, 2005 as the Japanese release date for this edition.","value":"2005-06-01","date_granularity":"day"},{"field":"collection_context","source_url":"https://www.jeuxvideo.com/jeux/playstation-portable-psp/00027114-everybodys-golf-coca-cola-special-edition.htm","evidence":"Jeuxvideo.com describes the edition as a special, Coca-Cola-themed version distributed in Japan.","value":"Promotional edition of Everybody’s Golf Portable with Coca-Cola-themed visuals; the source reports distribution of 1,300 copies in Japan.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Everybody%E2%80%99s+Golf+Portable%3A+Coca-Cola+Special+Edition","wikipedia_title":null},{"game_key":"Evo's Space Adventures (PS1)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The article explicitly says the PlayStation port was released under the name Evo’s Space Adventures.","value":"Evo's Space Adventures","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The article’s infobox classifies Space Station Silicon Valley, including its PlayStation port, as a platformer.","value":"Platformer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The article identifies the PlayStation version as the European port sold under the Evo’s Space Adventures name.","value":"PlayStation (European release titled Evo’s Space Adventures)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The article’s developer note says Runecraft developed the PlayStation port.","value":"Runecraft (PlayStation port)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/8899/space-station-silicon-valley/releases/","evidence":"MobyGames’ PlayStation release record lists Take-Two Interactive Software Europe as publisher.","value":"Take-Two Interactive Software Europe Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The article lists the PlayStation release in Europe as June 2000.","value":"Europe: June 2000 (PlayStation)","date_granularity":"month"},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The article says the original game debuted on Nintendo 64 in 1998 and that the later PlayStation port was titled Evo’s Space Adventures.","value":"The PS1 release is a port of Space Station Silicon Valley, first released on Nintendo 64 in 1998.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","wikipedia_title":"Space Station Silicon Valley"},{"game_key":"Evolution of JiangHu (大衍江湖)","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/1502040/","evidence":"Steam lists SourceIn Games as developer.","value":"SourceIn Games","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1502040/","evidence":"Steam lists SourceIn Games as publisher.","value":"SourceIn Games","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/1502040/","evidence":"The official product is distributed as a Steam PC game.","value":"Windows PC (Steam)","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/1502040/","evidence":"Steam’s official listing displays these genres.","value":"Adventure, indie, RPG, simulation, strategy","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1502040/","evidence":"Steam lists February 10, 2023 as release date and separately gives March 23, 2021 as the Early Access date.","value":"Worldwide: 2023-02-10 (full release)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Evolution%20of%20JiangHu%20%28%E5%A4%A7%E8%A1%8D%E6%B1%9F%E6%B9%96%29","wikipedia_title":null},{"game_key":"Exploding Lips (1999, also called G.O.D.D.)","facts":[{"field":"genre","source_url":"https://www.goddgames.com/downloads/explodinglips.html","evidence":"The developer page describes players shooting the game's large lip enemies.","value":"Shooter","date_granularity":null},{"field":"platform","source_url":"https://www.goddgames.com/downloads/explodinglips.html","evidence":"The developer's Exploding Lips page says Windows is required for the game.","value":"Windows","date_granularity":null},{"field":"release_date","source_url":"https://www.goddgames.com/downloads/explodinglips.html","evidence":"The page says Exploding Lips was first released January 4, 2000; this conflicts with the 1999 year in the assigned key.","value":"2000-01-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Exploding+Lips+(1999%2C+also+called+G.O.D.D.)","wikipedia_title":null},{"game_key":"Extreme-G (Nintendo 64 North American v1.0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Extreme-G","evidence":"Article identifies Extreme-G as a futuristic racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Extreme-G","evidence":"Article credits Probe Entertainment as developer.","value":"Probe Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Extreme-G","evidence":"Article identifies Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Extreme-G","evidence":"Article identifies the title as the first game in a series followed by sequels.","value":"Extreme-G","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Extreme-G","evidence":"Article says it was released for Nintendo 64 in 1997.","value":"Nintendo 64","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Extreme-G+%28Nintendo+64+North+American+v1.0%29","wikipedia_title":null},{"game_key":"Extreme-G 2","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/","evidence":"The game database identifies this title as Extreme-G 2.","value":"Extreme-G 2","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/","evidence":"MobyGames classifies Extreme-G 2 as a racing/driving game and describes the setting as futuristic.","value":"Futuristic racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/","evidence":"MobyGames lists Nintendo 64 and Windows versions; this recompilation targets the Nintendo 64 game.","value":["Nintendo 64","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/releases/","evidence":"The N64 release record dates the U.S. release to November 17, 1998.","value":"North America: 1998-11-17 (Nintendo 64)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/","evidence":"MobyGames credits Probe Entertainment Ltd. as developer.","value":"Probe Entertainment Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/","evidence":"The N64 release records credit Acclaim Entertainment, Inc. as publisher.","value":"Acclaim Entertainment, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/3114/extreme-g-xg2/","evidence":"Extreme-G 2 is the second title in the Extreme-G series.","value":"Extreme-G","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Extreme-G_2","wikipedia_title":"Extreme-G 2"},{"game_key":"Eyeshield 21 (Nintendo DS Japan AE4J)","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/925861-eyeshield-21-max-devil-power/data","evidence":"GameFAQs credits Eighting as developer.","value":"Eighting","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.co.jp/ds/ae4j/index.html","evidence":"Nintendo classifies the game as Sports Action RPG.","value":"Sports action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/ae4j/index.html","evidence":"Nintendo’s official product page identifies the DS version.","value":"Nintendo DS","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ds/925861-eyeshield-21-max-devil-power/data","evidence":"GameFAQs credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/ae4j/index.html","evidence":"Nintendo lists the Japanese release date as February 2, 2006.","value":"Japan: 2006-02-02","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ds/925861-eyeshield-21-max-devil-power/data","evidence":"GameFAQs lists Eyeshield 21 as the franchise.","value":"Eyeshield 21","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Eyeshield+21+Nintendo+DS+Japan+AE4J+game","wikipedia_title":null},{"game_key":"F-117A Nighthawk Stealth Fighter 2.0 (PC DOS, 1991)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fighter_2.0","evidence":"The infobox lists flight simulator as the genre.","value":"Flight simulator","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fighter_2.0","evidence":"The infobox names MPS Labs as developer.","value":"MPS Labs","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fighter_2.0","evidence":"The infobox names MicroProse as publisher.","value":"MicroProse","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fighter_2.0","evidence":"The article identifies the original PC version and lists MS-DOS among platforms.","value":"MS-DOS","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fighter_2.0","evidence":"The article identifies the game as a 1991 release.","value":"1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fighter_2.0","wikipedia_title":"F-117A Nighthawk Stealth Fighter 2.0"},{"game_key":"F-Zero","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies Nintendo EAD as the developer for F-Zero.","value":"Nintendo EAD","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies Racing as the genre for F-Zero.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Thorhax/F-Zero-NX-Modern","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo Entertainment System; this records the original target platform tracked by the project.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies Nintendo as the publisher for F-Zero.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article lists the Japan release as 1990-11-21 for the F-Zero source-platform version.","value":"Japan: 1990-11-21","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies F-Zero as the series for F-Zero.","value":"F-Zero","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","wikipedia_title":"F-Zero (video game)"},{"game_key":"F-Zero (Super Nintendo version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies Nintendo EAD as the developer for F-Zero (Super Nintendo version).","value":"Nintendo EAD","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies Racing as the genre for F-Zero (Super Nintendo version).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/mstan/FZeroSNESRecomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo Entertainment System; this records the original target platform tracked by the project.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies Nintendo as the publisher for F-Zero (Super Nintendo version).","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article lists the Japan release as 1990-11-21 for the F-Zero (Super Nintendo version) source-platform version.","value":"Japan: 1990-11-21","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","evidence":"The game article infobox identifies F-Zero as the series for F-Zero (Super Nintendo version).","value":"F-Zero","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/F-Zero_(video_game)","wikipedia_title":"F-Zero (video game)"},{"game_key":"F-Zero GX","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/F-Zero_GX","evidence":"The infobox lists racing as the genre.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/F-Zero_GX","evidence":"The infobox names Amusement Vision as developer.","value":"Amusement Vision","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/F-Zero_GX","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/F-Zero_GX","evidence":"The infobox places the game in the F-Zero series.","value":"F-Zero","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/F-Zero_GX","evidence":"The article says F-Zero GX was developed for Nintendo GameCube.","value":"GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/F-Zero_GX","evidence":"The release listing gives July 25, 2003, in Japan.","value":"Japan: 2003-07-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/F-Zero_GX","wikipedia_title":"F-Zero GX"},{"game_key":"F-Zero X","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The game article infobox identifies Nintendo EAD as the developer for F-Zero X.","value":"Nintendo EAD","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The game article infobox identifies Racing as the genre for F-Zero X.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/cruxxxxxx/gdx-3ds","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 64; this records the original target platform tracked by the project.","value":"Nintendo 64","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The game article infobox identifies Nintendo as the publisher for F-Zero X.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The game article lists the Japan release as 1998-07-14 for the F-Zero X source-platform version.","value":"Japan: 1998-07-14","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The game article infobox identifies F-Zero as the series for F-Zero X.","value":"F-Zero","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=F-Zero+X","wikipedia_title":null},{"game_key":"F-Zero X (US rev0; optional 64DD Expansion Kit)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The infobox and development section credit Nintendo EAD.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The infobox places the game in the F-Zero series.","value":"F-Zero","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The article identifies F-Zero X as a Nintendo 64 game.","value":"Nintendo 64","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/F-Zero_X","evidence":"The article describes the Expansion Kit as a 64DD expansion disk that requires the cartridge and adds new tracks and editors.","value":"The Japanese 64DD Expansion Kit requires the F-Zero X cartridge and adds tracks, a course editor, and a machine creator.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/F-Zero_X","wikipedia_title":"F-Zero X"},{"game_key":"Fable II","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"The game article infobox identifies Lionhead Studios as the developer for Fable II.","value":"Lionhead Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"The game article infobox identifies Action role-playing as the genre for Fable II.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/himdo/Fable-2-Recomp#readme","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"The game article infobox identifies Microsoft Game Studios as the publisher for Fable II.","value":"Microsoft Game Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"The game article lists the North America release as 2008-10-21 for the Fable II source-platform version.","value":"North America: 2008-10-21","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"The game article infobox identifies Fable as the series for Fable II.","value":"Fable","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fable_II","wikipedia_title":"Fable II"},{"game_key":"Fable II (Xbox 360 GOTY TU1)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"Article identifies Fable II as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"Article credits Lionhead Studios as developer.","value":"Lionhead Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"Article identifies Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"Article identifies it as the second installment in the Fable series.","value":"Fable","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fable_II","evidence":"Article says Fable II was developed and published for Xbox 360.","value":"Xbox 360","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fable+II+%28Xbox+360+GOTY+TU1%29","wikipedia_title":null},{"game_key":"Fable: The Lost Chapters","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fable_(2004_video_game)","evidence":"The game article infobox identifies Big Blue Box Studios ; Lionhead Studios (The Lost Chapters / Anniversary) ; Robosoft Technologies (macOS) as the developer for Fable: The Lost Chapters.","value":"Big Blue Box Studios ; Lionhead Studios (The Lost Chapters / Anniversary) ; Robosoft Technologies (macOS)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fable_(2004_video_game)","evidence":"The game article infobox identifies Action role-playing as the genre for Fable: The Lost Chapters.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/BuffJesus/FableDecomp","evidence":"The catalogued project repository identifies its source build/platform as Windows PC (x86, 32-bit); this records the original target platform tracked by the project.","value":"Windows PC (x86, 32-bit)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fable_(2004_video_game)","evidence":"The game article infobox identifies Microsoft Game Studios ; Feral Interactive (macOS) as the publisher for Fable: The Lost Chapters.","value":"Microsoft Game Studios ; Feral Interactive (macOS)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fable_(2004_video_game)","evidence":"The game article lists the North America release as 2005-09-20 for the Fable: The Lost Chapters source-platform version.","value":"North America: 2005-09-20","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fable_(2004_video_game)","evidence":"The game article infobox identifies Fable as the series for Fable: The Lost Chapters.","value":"Fable","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fable_(2004_video_game)","wikipedia_title":"Fable (2004 video game)"},{"game_key":"Fairy Tail: Kardia (Nintendo DS Japan TFTJ)","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/611668-original-story-from-fairy-tail-gekitotsu-kardia-daiseidou/data","evidence":"GameFAQs credits AI as developer.","value":"AI","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ds/611668-original-story-from-fairy-tail-gekitotsu-kardia-daiseidou/data","evidence":"GameFAQs classifies the Nintendo DS game as Action > Fighting > 2D.","value":"2D fighting","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/tftj/index.html","evidence":"Nintendo’s official product page is for the Nintendo DS release.","value":"Nintendo DS","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.co.jp/ds/software/tftj/index.html","evidence":"Nintendo identifies Hudson, now Konami, as manufacturer and carries Konami copyright.","value":"Hudson (now Konami)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/software/tftj/index.html","evidence":"Nintendo lists the Japanese release date as April 21, 2011.","value":"Japan: 2011-04-21","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ds/611668-original-story-from-fairy-tail-gekitotsu-kardia-daiseidou/data","evidence":"GameFAQs lists Fairy Tail as the franchise.","value":"Fairy Tail","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fairy+Tail+Kardia+Nintendo+DS+Japan+TFTJ+game","wikipedia_title":null},{"game_key":"Fairy Tail: Madoushi (Nintendo DS Japan)","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.co.jp/ds/software/bh6j/index.html","evidence":"The official Nintendo Japan page identifies the title as TV Anime Fairy Tail: Gekitou! Madoushi Kessen.","value":"TV Anime Fairy Tail: Gekitou! Madoushi Kessen","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.co.jp/ds/software/bh6j/index.html","evidence":"The Nintendo page lists 格闘アクション (fighting action) as the genre.","value":"Fighting action","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/bh6j/index.html","evidence":"The official Nintendo page is the Japanese Nintendo DS software page for this title.","value":"Nintendo DS (Japan)","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/991700-tv-anime-fairy-tail-gekitou-madoushi-kessen/data","evidence":"GameFAQs credits A.I. as the developer in the game detail record.","value":"A.I.","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.co.jp/ds/software/bh6j/index.html","evidence":"The official Nintendo Japan page lists the manufacturer as Hudson (now Konami); the Japanese retail listing also credits Hudson as seller/publisher.","value":"Hudson Soft","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/software/bh6j/index.html","evidence":"The official Nintendo Japan page gives July 22, 2010 as the release date.","value":"Japan: 2010-07-22","date_granularity":"day"},{"field":"series","source_url":"https://www.nintendo.co.jp/ds/software/bh6j/index.html","evidence":"The official Nintendo description identifies the game as based on Fairy Tail.","value":"Fairy Tail","date_granularity":null},{"field":"edition_context","source_url":"https://books.rakuten.co.jp/rb/6479793/","evidence":"The Japanese retail listing gives the exact Nintendo DS product code NTR-P-BH6J.","value":"The Japanese DS retail record identifies product code NTR-P-BH6J.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fairy+Tail%3A+Madoushi+%28Nintendo+DS+Japan%29","wikipedia_title":null},{"game_key":"Fallout","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","evidence":"The article classifies Fallout as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","evidence":"The article lists the original PC releases for MS-DOS and Windows.","value":["MS-DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","evidence":"The article identifies 1997 as the game's release year.","value":"1997","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","evidence":"The article credits Interplay Productions as developer.","value":"Interplay Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","evidence":"The article credits Interplay Productions as publisher.","value":"Interplay Productions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","evidence":"The game article infobox identifies Fallout as the series for Fallout.","value":"Fallout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fallout_(video_game)","wikipedia_title":"Fallout (video game)"},{"game_key":"Fallout 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The article classifies Fallout 2 as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The article lists the original PC platforms as MS-DOS and Windows.","value":["MS-DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The article identifies 1998 as the game's release year.","value":"1998","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The article credits Black Isle Studios as developer.","value":"Black Isle Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The article credits Interplay Productions as publisher.","value":"Interplay Productions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The game article infobox identifies Fallout as the series for Fallout 2.","value":"Fallout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fallout_2","wikipedia_title":"Fallout 2"},{"game_key":"Fallout 2 (Fallout 2 Community Edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The infobox lists role-playing as the genre.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The infobox names Black Isle Studios as developer.","value":"Black Isle Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The infobox names Interplay Productions as publisher of the original release.","value":"Interplay Productions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The infobox places Fallout 2 in the Fallout series.","value":"Fallout","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Fallout_2","evidence":"The infobox lists Windows and Mac OS X as platforms.","value":"Windows and Mac OS X","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fallout_2","wikipedia_title":"Fallout 2"},{"game_key":"Fallout 3 / Fallout: New Vegas engine branch","facts":[{"field":"canonical_name","source_url":"https://gitlab.com/BlackPhrase/sugarbombengine","evidence":"The target repository identifies SugarBombEngine as a reimplementation of the Bethesda Gamebryo/NetImmerse engine branch associated with Fallout 3 and New Vegas.","value":"Fallout 3 / Fallout: New Vegas engine branch","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article says Bethesda provided Obsidian with the Gamebryo engine used for Fallout 3; this key describes that engine lineage, not one standalone game.","value":"Shared technology target for two distinct Fallout games: New Vegas uses the Gamebryo engine provided by Bethesda and used for Fallout 3.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fallout%203%20%2F%20Fallout%3A%20New%20Vegas%20engine%20branch","wikipedia_title":null},{"game_key":"Fallout: New Vegas","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The game article infobox identifies Obsidian Entertainment as the developer for Fallout: New Vegas.","value":"Obsidian Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The game article infobox identifies Action role-playing as the genre for Fallout: New Vegas.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/slaterain/nv-rs","evidence":"The catalogued project repository identifies its source build/platform as Windows PC; this records the original target platform tracked by the project.","value":"Windows PC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The game article infobox identifies Bethesda Softworks as the publisher for Fallout: New Vegas.","value":"Bethesda Softworks","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The game article lists the North America release as 2010-10-19 for the Fallout: New Vegas source-platform version.","value":"North America: 2010-10-19","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The game article infobox identifies Fallout as the series for Fallout: New Vegas.","value":"Fallout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","wikipedia_title":"Fallout: New Vegas"},{"game_key":"Fallout: New Vegas PC version 1.4.0.525 with base game and DLC","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article classifies Fallout: New Vegas as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article credits Obsidian Entertainment as developer.","value":"Obsidian Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article identifies Bethesda Softworks as publisher.","value":"Bethesda Softworks","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article identifies the game as part of the Fallout series.","value":"Fallout","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article lists Windows as one of the original release platforms; this key specifies the PC version.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","evidence":"The article gives October 19, 2010 as the North American Windows release date.","value":"2010-10-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fallout:_New_Vegas","wikipedia_title":"Fallout: New Vegas"},{"game_key":"Famicom Detective Club: The Missing Heir","facts":[{"field":"genre","source_url":"https://www.nintendo.com/jp/famicom/software/fmc-fdc/index.html","evidence":"Nintendo describes The Missing Heir as an adventure game.","value":"Adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Famicom_Detective_Club","evidence":"Article credits Nintendo R&D1 as developer and notes Tose shares copyright for The Missing Heir.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Famicom_Detective_Club","evidence":"Article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Famicom_Detective_Club","evidence":"Article identifies The Missing Heir as the first entry in the duology.","value":"Famicom Detective Club","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/jp/famicom/software/fmc-fdc/index.html","evidence":"Nintendo identifies the original release as a Family Computer Disk System game.","value":"Family Computer Disk System","date_granularity":null},{"field":"collection_context","source_url":"https://www.nintendo.com/jp/famicom/software/fmc-fdc/index.html","evidence":"Nintendo gives the release dates for the two original parts separately.","value":"The original Japanese release was split into two parts: April 27 and June 14, 1988.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Famicom+Detective+Club%3A+The+Missing+Heir","wikipedia_title":null},{"game_key":"Famicom Jump II: Saikyou no 7 Nin","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump_II:_Saiky%C5%8D_no_Shichinin","evidence":"The infobox identifies Family Computer as the platform.","value":"Family Computer","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump_II:_Saiky%C5%8D_no_Shichinin","evidence":"The infobox and lead classify the game as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump_II:_Saiky%C5%8D_no_Shichinin","evidence":"The infobox credits Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump_II:_Saiky%C5%8D_no_Shichinin","evidence":"The infobox credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump_II:_Saiky%C5%8D_no_Shichinin","evidence":"The release listing gives December 2, 1991, in Japan.","value":"Japan: 1991-12-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Famicom_Jump_II:_Saiky%C5%8D_no_Shichinin","wikipedia_title":"Famicom Jump II: Saikyō no Shichinin"},{"game_key":"Famicom Jump: Heroes History","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump:_Hero_Retsuden","evidence":"The infobox identifies Family Computer as the platform.","value":"Family Computer","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump:_Hero_Retsuden","evidence":"The infobox classifies the game as Action RPG.","value":"Action RPG","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump:_Hero_Retsuden","evidence":"The infobox credits Tose as developer.","value":"Tose","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump:_Hero_Retsuden","evidence":"The infobox credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Famicom_Jump:_Hero_Retsuden","evidence":"The release listing gives February 15, 1989, in Japan.","value":"Japan: 1989-02-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Famicom_Jump:_Hero_Retsuden","wikipedia_title":"Famicom Jump: Hero Retsuden"},{"game_key":"Family Guy: The Quest for Stuff (Android ARM64 client; exact build not stated)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Family_Guy:_The_Quest_for_Stuff","evidence":"The Wikipedia infobox lists developer as TinyCo.","value":"TinyCo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Family_Guy:_The_Quest_for_Stuff","evidence":"The Wikipedia infobox lists publisher as Jam City.","value":"Jam City","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Family_Guy:_The_Quest_for_Stuff","evidence":"The Wikipedia infobox lists original platform as AndroidKindle FireiOSWindows Phone 8Windows 8.1Adobe Flash.","value":"AndroidKindle FireiOSWindows Phone 8Windows 8.1Adobe Flash","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Family_Guy:_The_Quest_for_Stuff","evidence":"The Wikipedia infobox lists genre as City-building game.","value":"City-building game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Family_Guy:_The_Quest_for_Stuff","wikipedia_title":"Family Guy: The Quest for Stuff"},{"game_key":"Farm Frenzy (Nintendo DS USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Farm_Frenzy","evidence":"The Farm Frenzy article identifies the series as casual time-management games.","value":"Time management","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Farm_Frenzy","evidence":"Article identifies Melesta Games as developer of the Farm Frenzy series.","value":"Melesta Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Farm_Frenzy","evidence":"Article identifies Alawar Entertainment as publisher of the Farm Frenzy series.","value":"Alawar Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Farm_Frenzy","evidence":"Article describes the Farm Frenzy series and lists the original Farm Frenzy among its games.","value":"Farm Frenzy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Farm+Frenzy+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"Farming Simulator 15 (Windows version 1.4.2.0)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Farming_Simulator_15","evidence":"The game article infobox identifies GIANTS Software (2008–present) as the developer for Farming Simulator 15 (Windows version 1.4.2.0).","value":"GIANTS Software (2008–present)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Farming_Simulator_15","evidence":"The game article infobox identifies Simulation as the genre for Farming Simulator 15 (Windows version 1.4.2.0).","value":"Simulation","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/nat649/fs15-reconstruction","evidence":"The catalogued project repository identifies its source build/platform as Windows x86 game and GIANTS Engine 6; this records the original target platform tracked by the project.","value":"Windows x86 game and GIANTS Engine 6","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Farming_Simulator_15","evidence":"The game article identifies Focus Home Interactive as publisher during the 2013–2020 edition period, which includes the 2015 Windows release.","value":"Focus Home Interactive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Farming+Simulator+15+Windows+video+game","wikipedia_title":null},{"game_key":"Fatal Frame (Project Zero / Zero)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_(video_game)","evidence":"The game article infobox identifies Tecmo as the developer for Fatal Frame (Project Zero / Zero).","value":"Tecmo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_(video_game)","evidence":"The game article infobox identifies Survival horror as the genre for Fatal Frame (Project Zero / Zero).","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Mikompilation/Himuro","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 2 (US SLUS_203.88; Europe SLES_508.21; Japan SLPS_250.74); this records the original target platform tracked by the project.","value":"PlayStation 2 (US SLUS_203.88; Europe SLES_508.21; Japan SLPS_250.74)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_(video_game)","evidence":"The game article infobox identifies JP/NA: Tecmo; EU: Wanadoo Edition (PS2); EU: Microsoft Game Studios (Xbox) as the publisher for Fatal Frame (Project Zero / Zero).","value":"JP/NA: Tecmo; EU: Wanadoo Edition (PS2); EU: Microsoft Game Studios (Xbox)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_(video_game)","evidence":"The game article lists the Japan release as 2001-12-13 for the Fatal Frame (Project Zero / Zero) source-platform version.","value":"Japan: 2001-12-13","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_(video_game)","evidence":"The game article infobox identifies Fatal Frame as the series for Fatal Frame (Project Zero / Zero).","value":"Fatal Frame","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fatal_Frame_(video_game)","wikipedia_title":"Fatal Frame (video game)"},{"game_key":"Fatal Frame 2: Crimson Butterfly / Project Zero 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly","evidence":"The game article infobox identifies Tecmo as the developer for Fatal Frame 2: Crimson Butterfly / Project Zero 2.","value":"Tecmo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly","evidence":"The game article infobox identifies Survival horror as the genre for Fatal Frame 2: Crimson Butterfly / Project Zero 2.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Mikompilation/Mikompilation#readme","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 2; this records the original target platform tracked by the project.","value":"PlayStation 2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly","evidence":"The game article infobox identifies JP/NA: Tecmo; PAL: Ubisoft (PS2); EU: Microsoft Game Studios (Xbox) as the publisher for Fatal Frame 2: Crimson Butterfly / Project Zero 2.","value":"JP/NA: Tecmo; PAL: Ubisoft (PS2); EU: Microsoft Game Studios (Xbox)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly","evidence":"The game article lists the Japan release as 2003-11-27 for the Fatal Frame 2: Crimson Butterfly / Project Zero 2 source-platform version.","value":"Japan: 2003-11-27","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly","evidence":"The game article infobox identifies Fatal Frame as the series for Fatal Frame 2: Crimson Butterfly / Project Zero 2.","value":"Fatal Frame","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fatal+Frame+II+Crimson+Butterfly+Project+Zero+2","wikipedia_title":null},{"game_key":"Fate/Grand Order Arcade (Cloud23333 local PC platform)","facts":[{"field":"genre","source_url":"https://www.taito.co.jp/en/arc/0000002163","evidence":"Taito classifies the game as a card game.","value":"Card game","date_granularity":null},{"field":"original_platform","source_url":"https://www.taito.co.jp/en/arc/0000002163","evidence":"Taito identifies the game as an arcade title.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://arcade.fate-go.jp/","evidence":"The official game site lists July 26, 2018 as the arcade service start date.","value":"Japan: 2018-07-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fate%2FGrand+Order+Arcade","wikipedia_title":null},{"game_key":"Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fate/Unlimited_Codes","evidence":"The game article infobox identifies Type-Moon (original concept); Cavia (planner); Eighting (developer) as the developer for Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08).","value":"Type-Moon (original concept); Cavia (planner); Eighting (developer)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fate/Unlimited_Codes","evidence":"The game article infobox identifies Fighting game as the genre for Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08).","value":"Fighting game","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Harskov/fate-unlimited-codes-jp","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 2 Japan; this records the original target platform tracked by the project.","value":"PlayStation 2 Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fate/Unlimited_Codes","evidence":"The game article infobox identifies Capcom as the publisher for Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08).","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fate/Unlimited_Codes","evidence":"The game article lists the Japan release as 2008-12-18 for the Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08) source-platform version.","value":"Japan: 2008-12-18","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fate/Unlimited_Codes","evidence":"The game article infobox identifies Fate as the series for Fate/unlimited codes (PlayStation 2 Japan SLPM_551.08).","value":"Fate","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fate/Unlimited_Codes","wikipedia_title":"Fate/Unlimited Codes"},{"game_key":"Fate/unlimited codes (PSP European release NPEH00007, disc v1.01)","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/psp/958053-fate-unlimited-codes/data","evidence":"GameFAQs credits Eighting as developer of the PSP edition.","value":"Eighting","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/psp/958053-fate-unlimited-codes/data","evidence":"GameFAQs classifies the PSP edition as Action > Fighting > 3D.","value":"3D fighting","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/psp/958053-fate-unlimited-codes/data","evidence":"GameFAQs identifies the platform as PSP.","value":"PlayStation Portable","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/psp/958053-fate-unlimited-codes/data","evidence":"GameFAQs credits Capcom as publisher of the PSP edition.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/psp/958053-fate-unlimited-codes/data","evidence":"GameFAQs lists September 10, 2009 as the European PSP release date.","value":"Europe: 2009-09-10","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/psp/958053-fate-unlimited-codes/data","evidence":"GameFAQs identifies the title with the Fate franchise.","value":"Fate","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fate/unlimited_codes","wikipedia_title":"Fate/unlimited codes"},{"game_key":"Faxanadu","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Faxanadu","evidence":"The game article infobox identifies Hudson Soft as the developer for Faxanadu.","value":"Hudson Soft","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Faxanadu","evidence":"The game article infobox identifies Action role-playing as the genre for Faxanadu.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/chipx86/faxanadu","evidence":"The catalogued project repository identifies its source build/platform as Nintendo Entertainment System (NES); this records the original target platform tracked by the project.","value":"Nintendo Entertainment System (NES)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Faxanadu","evidence":"The game article infobox identifies JP: Hudson Soft; NA/EU: Nintendo as the publisher for Faxanadu.","value":"JP: Hudson Soft; NA/EU: Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Faxanadu","evidence":"The game article lists the Japan release as 1987-11-16 for the Faxanadu source-platform version.","value":"Japan: 1987-11-16","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Faxanadu","evidence":"The game article infobox identifies Dragon Slayer as the series for Faxanadu.","value":"Dragon Slayer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Faxanadu","wikipedia_title":"Faxanadu"},{"game_key":"Felix the Cat","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Felix_the_Cat_(video_game)","evidence":"The game article infobox identifies Shimada Kikaku as the developer for Felix the Cat.","value":"Shimada Kikaku","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Felix_the_Cat_(video_game)","evidence":"The game article infobox identifies Platform as the genre for Felix the Cat.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/cyneprepou4uk/NES-Games-Disassembly#readme","evidence":"The catalogued project repository identifies its source build/platform as Nintendo Entertainment System (NES); this records the original target platform tracked by the project.","value":"Nintendo Entertainment System (NES)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Felix_the_Cat_(video_game)","evidence":"The game article infobox identifies NES; WW: Hudson SoftGame Boy ; NA: Hudson Soft/Electro Brain; EU: Sony Electronic Publishing as the publisher for Felix the Cat.","value":"NES; WW: Hudson SoftGame Boy ; NA: Hudson Soft/Electro Brain; EU: Sony Electronic Publishing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Felix_the_Cat_(video_game)","evidence":"The game article lists the NES North American release as October 1992.","value":"North America: 1992-10","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Felix_the_Cat_(video_game)","wikipedia_title":"Felix the Cat (video game)"},{"game_key":"FIFA Street (2012)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/FIFA_Street_(2012_video_game)","evidence":"The game article infobox identifies EA Canada as the developer for FIFA Street (2012).","value":"EA Canada","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/FIFA_Street_(2012_video_game)","evidence":"The game article infobox identifies Sports (street football) as the genre for FIFA Street (2012).","value":"Sports (street football)","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/samuelit0davila/fifa-street-pc-port","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/FIFA_Street_(2012_video_game)","evidence":"The game article infobox identifies EA Sports as the publisher for FIFA Street (2012).","value":"EA Sports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/FIFA_Street_(2012_video_game)","evidence":"The game article lists the North America release as 2012-03-13 for the FIFA Street (2012) source-platform version.","value":"North America: 2012-03-13","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/FIFA_Street_(2012_video_game)","evidence":"The game article infobox identifies FIFA Street as the series for FIFA Street (2012).","value":"FIFA Street","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/FIFA_Street_(2012_video_game)","wikipedia_title":"FIFA Street (2012 video game)"},{"game_key":"Final Fantasy","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_(video_game)","evidence":"Article identifies Final Fantasy as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_(video_game)","evidence":"Article credits Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_(video_game)","evidence":"Article identifies Square as the original publisher.","value":"Square","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_(video_game)","evidence":"Article identifies it as the first game in the Final Fantasy series.","value":"Final Fantasy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_(video_game)","evidence":"Article identifies the original release for the Nintendo Entertainment System.","value":"Nintendo Entertainment System","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Final+Fantasy","wikipedia_title":null},{"game_key":"Final Fantasy Crystal Chronicles","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles_(video_game)","evidence":"Article identifies Crystal Chronicles as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles_(video_game)","evidence":"Article credits The Game Designers Studio as developer.","value":"The Game Designers Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles_(video_game)","evidence":"Article identifies Nintendo as publisher of the original GameCube release.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles_(video_game)","evidence":"Article describes it as a Final Fantasy spin-off and the beginning of the Crystal Chronicles series.","value":"Final Fantasy; Crystal Chronicles","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles_(video_game)","evidence":"Article says the original game was developed and released for GameCube.","value":"GameCube","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Final+Fantasy+Crystal+Chronicles","wikipedia_title":null},{"game_key":"Final Fantasy Crystal Chronicles: The Crystal Bearers","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles%3A_The_Crystal_Bearers","evidence":"The infobox lists action-adventure as the genre.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles%3A_The_Crystal_Bearers","evidence":"The infobox names Square Enix as developer.","value":"Square Enix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles%3A_The_Crystal_Bearers","evidence":"The infobox names Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles%3A_The_Crystal_Bearers","evidence":"The infobox places the game in the Final Fantasy series and Crystal Chronicles subseries.","value":"Final Fantasy (Crystal Chronicles subseries)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles%3A_The_Crystal_Bearers","evidence":"The article identifies the game as a Wii release.","value":"Wii","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Crystal_Chronicles%3A_The_Crystal_Bearers","wikipedia_title":"Final Fantasy Crystal Chronicles: The Crystal Bearers"},{"game_key":"Final Fantasy IV (Japan) / Final Fantasy II (North America)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_IV","evidence":"The article identifies the Japanese original on Super Famicom and the North American SNES release.","value":"Super Famicom (Japan); Super Nintendo Entertainment System (North America)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_IV","evidence":"The article lists the original Japanese and North American release dates.","value":"Japan: 1991-07-19; North America: 1991-11-23","date_granularity":"day"},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_IV","evidence":"The article explains that the initial North American version was retitled Final Fantasy II.","value":"The North American SNES release was titled Final Fantasy II; the Japanese release was titled Final Fantasy IV.","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_IV","evidence":"The article credits Square with developing the original game.","value":"Square","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Fantasy_IV","wikipedia_title":"Final Fantasy IV (initially released in North America as Final Fantasy II)"},{"game_key":"Final Fantasy Tactics (PlayStation USA SCUS-94221)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics","evidence":"The game article infobox identifies Square as the developer for Final Fantasy Tactics (PlayStation USA SCUS-94221).","value":"Square","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics","evidence":"The game article infobox identifies Tactical role-playing as the genre for Final Fantasy Tactics (PlayStation USA SCUS-94221).","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/adamrt/fft_decomp","evidence":"The catalogued project repository identifies its source build/platform as PlayStation USA; this records the original target platform tracked by the project.","value":"PlayStation USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics","evidence":"The game article infobox identifies JP: Square; NA: Sony Computer EntertainmentThe Ivalice Chronicles; Square Enix Creative Studio III as the publisher for Final Fantasy Tactics (PlayStation USA SCUS-94221).","value":"JP: Square; NA: Sony Computer EntertainmentThe Ivalice Chronicles; Square Enix Creative Studio III","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics","evidence":"The game article lists the Japan release as 1997-06-20 for the Final Fantasy Tactics (PlayStation USA SCUS-94221) source-platform version.","value":"Japan: 1997-06-20","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics","evidence":"The game article infobox identifies Final Fantasy; Ivalice Alliance as the series for Final Fantasy Tactics (PlayStation USA SCUS-94221).","value":"Final Fantasy; Ivalice Alliance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics","wikipedia_title":"Final Fantasy Tactics"},{"game_key":"Final Fantasy Tactics Advance","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics_Advance","evidence":"The game article infobox identifies Square as the developer for Final Fantasy Tactics Advance.","value":"Square","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics_Advance","evidence":"The game article infobox identifies Tactical role-playing as the genre for Final Fantasy Tactics Advance.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/james2doyle/ffta-recomp","evidence":"The catalogued project repository identifies its source build/platform as Game Boy Advance; this records the original target platform tracked by the project.","value":"Game Boy Advance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics_Advance","evidence":"The game article infobox identifies JP: Square; WW: Nintendo as the publisher for Final Fantasy Tactics Advance.","value":"JP: Square; WW: Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics_Advance","evidence":"The game article lists the Japan release as 2003-02-14 for the Final Fantasy Tactics Advance source-platform version.","value":"Japan: 2003-02-14","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics_Advance","evidence":"The game article infobox identifies Final Fantasy as the series for Final Fantasy Tactics Advance.","value":"Final Fantasy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Fantasy_Tactics_Advance","wikipedia_title":"Final Fantasy Tactics Advance"},{"game_key":"Final Fantasy VI (Final Fantasy III in North America)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VI","evidence":"The game article infobox identifies Square as the developer for Final Fantasy VI (Final Fantasy III in North America).","value":"Square","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VI","evidence":"The game article infobox identifies Role-playing as the genre for Final Fantasy VI (Final Fantasy III in North America).","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/everything8215/ff6","evidence":"The catalogued project repository identifies its source build/platform as Super Nintendo Entertainment System (SNES); this records the original target platform tracked by the project.","value":"Super Nintendo Entertainment System (SNES)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VI","evidence":"The game article infobox identifies Square ; ; Super NES ; ; WW: Square ; PlayStation ; ; JP: Square; NA: Square Electronic Arts; EU: Sony Computer Entertainment ; Game Boy Advance ; ; JP: Square Enix; WW: Nintendo ; Android, iOS, Windows, Nintendo Switch, PlayStation 4, Xbox Series X/S ; ; WW: Square Enix as the publisher for Final Fantasy VI (Final Fantasy III in North America).","value":"Square ; ; Super NES ; ; WW: Square ; PlayStation ; ; JP: Square; NA: Square Electronic Arts; EU: Sony Computer Entertainment ; Game Boy Advance ; ; JP: Square Enix; WW: Nintendo ; Android, iOS, Windows, Nintendo Switch, PlayStation 4, Xbox Series X/S ; ; WW: Square Enix","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VI","evidence":"The game article lists the Japan release as 1994-04-02 for the Final Fantasy VI (Final Fantasy III in North America) source-platform version.","value":"Japan: 1994-04-02","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VI","evidence":"The game article infobox identifies Final Fantasy as the series for Final Fantasy VI (Final Fantasy III in North America).","value":"Final Fantasy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VI","wikipedia_title":"Final Fantasy VI"},{"game_key":"Final Fantasy VII","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VII","evidence":"The article classifies Final Fantasy VII as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VII","evidence":"The article identifies the original release as a PlayStation game.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VII","evidence":"The article credits Square as developer of the original game.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VII","evidence":"The article credits Square with the Japanese release and Sony Computer Entertainment with the international release.","value":"Square (Japan); Sony Computer Entertainment (international release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VII","evidence":"The article identifies the original Final Fantasy VII release year as 1997.","value":"1997","date_granularity":"year"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_VII","evidence":"The article identifies Final Fantasy VII as the seventh main installment in the Final Fantasy series.","value":"Final Fantasy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Final+Fantasy+VII","wikipedia_title":null},{"game_key":"Final Fantasy X","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_X","evidence":"The article classifies Final Fantasy X as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.square-enix-games.com/en_US/news/whats-good-about-final-fantasy-x","evidence":"Square Enix says the original game was released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_X","evidence":"The article's game credits list Square Product Development Division 1 as developer.","value":"Square Product Development Division 1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_X","evidence":"The article lists Square for Japan, Square Electronic Arts for North America, and Sony Computer Entertainment for PAL regions.","value":"Square (Japan); Square Electronic Arts (North America); Sony Computer Entertainment (PAL)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.square-enix-games.com/en_US/news/whats-good-about-final-fantasy-x","evidence":"Square Enix states that Final Fantasy X originally released in Japan on July 19, 2001.","value":"Japan: 2001-07-19","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_X","evidence":"The article identifies Final Fantasy X as the tenth main installment in the Final Fantasy series.","value":"Final Fantasy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Final+Fantasy+X","wikipedia_title":null},{"game_key":"FINAL FANTASY XI (Windows PC client)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_XI","evidence":"The infobox classifies Final Fantasy XI as an MMORPG.","value":"MMORPG","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_XI","evidence":"The infobox names Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_XI","evidence":"The article says the game was originally developed and published by Square and later published by Square Enix.","value":"Square (original release); Square Enix (later releases)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_XI","evidence":"The article says the game launched for PlayStation 2 and Windows-based personal computers.","value":"Windows PC and PlayStation 2 at the original launch","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Final_Fantasy_XI","evidence":"The article dates the Windows PC release to November 2002.","value":"November 2002 (Windows)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Fantasy_XI","wikipedia_title":"Final Fantasy XI"},{"game_key":"Final Soldier","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Final_Soldier","evidence":"The Wikipedia infobox lists developer as Now Production.","value":"Now Production","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Final_Soldier","evidence":"The Wikipedia infobox lists publisher as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Final_Soldier","evidence":"The Wikipedia infobox lists original platform as PC Engine.","value":"PC Engine","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Final_Soldier","evidence":"The Wikipedia infobox lists genre as Vertical-scrolling shooter.","value":"Vertical-scrolling shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Final_Soldier","wikipedia_title":"Final Soldier"},{"game_key":"Fire Emblem If","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article gives Fire Emblem If as the Japanese title for Fire Emblem Fates.","value":"Fire Emblem If (internationally titled Fire Emblem Fates)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article classifies Fire Emblem Fates as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article lists Nintendo 3DS as the original platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article credits Intelligent Systems and Nintendo SPD as developers.","value":"Intelligent Systems and Nintendo SPD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article lists June 25, 2015 as the Japanese release date.","value":"Japan (Nintendo 3DS): 2015-06-25","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","evidence":"The article identifies the game as part of the Fire Emblem series.","value":"Fire Emblem","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Fates","wikipedia_title":"Fire Emblem Fates"},{"game_key":"Fire Emblem Warriors","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Warriors","evidence":"The game article infobox identifies Omega Force; Team Ninja as the developer for Fire Emblem Warriors.","value":"Omega Force; Team Ninja","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Warriors","evidence":"The game article infobox identifies Hack and slash, action role-playing as the genre for Fire Emblem Warriors.","value":"Hack and slash, action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/arqhive/fire-emblem-warriors-korean-translation","evidence":"The catalogued project repository identifies its source build/platform as New Nintendo 3DS; this records the original target platform tracked by the project.","value":"New Nintendo 3DS","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Warriors","evidence":"The game article infobox identifies JP: Koei Tecmo; WW: Nintendo as the publisher for Fire Emblem Warriors.","value":"JP: Koei Tecmo; WW: Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Warriors","evidence":"The game article lists September 28, 2017 as the Japanese release date.","value":"Japan: 2017-09-28","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Warriors","evidence":"The game article infobox identifies Fire Emblem; Dynasty Warriors as the series for Fire Emblem Warriors.","value":"Fire Emblem; Dynasty Warriors","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fire_Emblem_Warriors","wikipedia_title":"Fire Emblem Warriors"},{"game_key":"Fire Emblem: Rekka no Ken (Japan)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","evidence":"The article classifies the Japanese game as tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","evidence":"The article credits Intelligent Systems as developer.","value":"Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","evidence":"The article identifies the game as an installment in the Fire Emblem series.","value":"Fire Emblem","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","evidence":"The article lists Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","evidence":"The article gives April 25, 2003 as the Japanese release date.","value":"2003-04-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Blazing_Blade","wikipedia_title":"Fire Emblem: The Blazing Blade"},{"game_key":"Fire Emblem: The Binding Blade","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","evidence":"The article classifies The Binding Blade as tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","evidence":"The article credits Intelligent Systems as developer.","value":"Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","evidence":"The article identifies the game as an installment in the Fire Emblem series.","value":"Fire Emblem","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","evidence":"The article lists Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","evidence":"The article gives March 29, 2002 as the Japanese release date.","value":"2002-03-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Binding_Blade","wikipedia_title":"Fire Emblem: The Binding Blade"},{"game_key":"Fire Emblem: The Sacred Stones","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Sacred_Stones","evidence":"The game article infobox identifies Intelligent Systems as the developer for Fire Emblem: The Sacred Stones.","value":"Intelligent Systems","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Sacred_Stones","evidence":"The game article infobox identifies Tactical role playing as the genre for Fire Emblem: The Sacred Stones.","value":"Tactical role playing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Lordingard/SacredStonesRecomp","evidence":"The catalogued project repository identifies its source build/platform as Game Boy Advance; this records the original target platform tracked by the project.","value":"Game Boy Advance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Sacred_Stones","evidence":"The game article infobox identifies Nintendo as the publisher for Fire Emblem: The Sacred Stones.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Sacred_Stones","evidence":"The game article lists the Japan release as 2004-10-07 for the Fire Emblem: The Sacred Stones source-platform version.","value":"Japan: 2004-10-07","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Sacred_Stones","evidence":"The game article infobox identifies Fire Emblem as the series for Fire Emblem: The Sacred Stones.","value":"Fire Emblem","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fire_Emblem:_The_Sacred_Stones","wikipedia_title":"Fire Emblem: The Sacred Stones"},{"game_key":"FlatOut (Original Xbox)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/FlatOut_(video_game)","evidence":"The game article credits Bugbear Entertainment for the PC/PlayStation 2/Xbox original; Team6 is credited only for Wii.","value":"Bugbear Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/FlatOut_(video_game)","evidence":"The game article infobox identifies Racing as the genre for FlatOut (Original Xbox).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/RetroRecompilations/MANXFlatOut1/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Original Xbox; this records the original target platform tracked by the project.","value":"Original Xbox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/FlatOut_(video_game)","evidence":"The game article identifies Empire Interactive as publisher of the original Windows/PlayStation 2/Xbox releases.","value":"Empire Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/FlatOut_(video_game)","evidence":"The game article lists the Europe release as 2004-11-05 for the FlatOut (Original Xbox) source-platform version.","value":"Europe: 2004-11-05","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/FlatOut_(video_game)","evidence":"The game article infobox identifies FlatOut as the series for FlatOut (Original Xbox).","value":"FlatOut","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/FlatOut_(video_game)","wikipedia_title":"FlatOut (video game)"},{"game_key":"FlatOut 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/FlatOut_2","evidence":"The infobox lists racing and action as genres.","value":"Racing; action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/FlatOut_2","evidence":"The infobox names Bugbear Entertainment as developer.","value":"Bugbear Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/FlatOut_2","evidence":"The infobox names Empire Interactive as publisher.","value":"Empire Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/FlatOut_2","evidence":"The infobox places the game in the FlatOut series.","value":"FlatOut","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/FlatOut_2","evidence":"The article says the original release was for Windows, PlayStation 2, and Xbox.","value":"Windows, PlayStation 2, and Xbox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/FlatOut_2","wikipedia_title":"FlatOut 2"},{"game_key":"flOw","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Flow_(video_game)","evidence":"The game article infobox identifies Thatgamecompany as the developer for flOw.","value":"Thatgamecompany","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Flow_(video_game)","evidence":"The game article infobox identifies Life simulation as the genre for flOw.","value":"Life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/sp00nznet/flow","evidence":"The catalogued project repository identifies its source build/platform as PlayStation 3; this records the original target platform tracked by the project.","value":"PlayStation 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Flow_(video_game)","evidence":"The game article infobox identifies Thatgamecompany (browser); Sony Computer Entertainment (console) as the publisher for flOw.","value":"Thatgamecompany (browser); Sony Computer Entertainment (console)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Flow_(video_game)","evidence":"The game article lists the North America release as 2007-02-22 for the flOw source-platform version.","value":"North America: 2007-02-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=flOw","wikipedia_title":null},{"game_key":"Flying Shark (Atari ST)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Flying_Shark","evidence":"The game article infobox identifies Toaplan as the developer for Flying Shark (Atari ST).","value":"Toaplan","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Flying_Shark","evidence":"The game article infobox identifies Scrolling shooter as the genre for Flying Shark (Atari ST).","value":"Scrolling shooter","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/geogeo28/atari_reverse","evidence":"The catalogued project repository identifies its source build/platform as Atari ST/STE Motorola 68000; this records the original target platform tracked by the project.","value":"Atari ST/STE Motorola 68000","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Flying_Shark","evidence":"The game article infobox identifies JP: Taito; NA: Romstar; EU: Electrocoin as the publisher for Flying Shark (Atari ST).","value":"JP: Taito; NA: Romstar; EU: Electrocoin","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Flying_Shark","evidence":"The game article infobox identifies Shark as the series for Flying Shark (Atari ST).","value":"Shark","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Flying_Shark","wikipedia_title":"Flying Shark"},{"game_key":"Food Fight","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Food_Fight_(video_game)","evidence":"The game article infobox identifies General Computer Corporation as the developer for Food Fight.","value":"General Computer Corporation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Food_Fight_(video_game)","evidence":"The game article infobox identifies Action as the genre for Food Fight.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Miasmark/food-fight-7800-disassembly","evidence":"The catalogued project repository identifies its source build/platform as Atari 7800 (NTSC); this records the original target platform tracked by the project.","value":"Atari 7800 (NTSC)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Food_Fight_(video_game)","evidence":"The game article infobox identifies Atari, Inc. as the publisher for Food Fight.","value":"Atari, Inc.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Food_Fight_(video_game)","evidence":"The game article gives 1986-05-15 as a release date for the Food Fight source-platform version.","value":"First release: 1986-05-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Food_Fight_(video_game)","wikipedia_title":"Food Fight (video game)"},{"game_key":"Forsaken","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forsaken_(video_game)","evidence":"The game article infobox identifies Probe Entertainment (PC & PS); Iguana UK (N64); Nightdive Studios (remaster) as the developer for Forsaken.","value":"Probe Entertainment (PC & PS); Iguana UK (N64); Nightdive Studios (remaster)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forsaken_(video_game)","evidence":"The game article infobox identifies Shooter game as the genre for Forsaken.","value":"Shooter game","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/colbyshores/forsaken-3ds","evidence":"The catalogued project repository identifies its source build/platform as Nintendo 64 / PlayStation / PC; this records the original target platform tracked by the project.","value":"Nintendo 64 / PlayStation / PC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forsaken_(video_game)","evidence":"The game article infobox identifies Acclaim Entertainment; Nightdive Studios (remaster) as the publisher for Forsaken.","value":"Acclaim Entertainment; Nightdive Studios (remaster)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forsaken_(video_game)","evidence":"The game article lists the United Kingdom release as 1998-05-22 for the Forsaken source-platform version.","value":"United Kingdom: 1998-05-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forsaken_(video_game)","wikipedia_title":"Forsaken (video game)"},{"game_key":"Forza Horizon (2012)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon","evidence":"The game article infobox identifies Playground Games as the developer for Forza Horizon (2012).","value":"Playground Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon","evidence":"The game article infobox identifies Racing as the genre for Forza Horizon (2012).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/arcanite24/pinyon-shift","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon","evidence":"The game article infobox identifies Microsoft Studios as the publisher for Forza Horizon (2012).","value":"Microsoft Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon","evidence":"The game article lists the North America/Australia release as 2012-10-23 for the Forza Horizon (2012) source-platform version.","value":"North America/Australia: 2012-10-23","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon","evidence":"The game article infobox identifies Forza as the series for Forza Horizon (2012).","value":"Forza","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Horizon","wikipedia_title":"Forza Horizon"},{"game_key":"Forza Horizon 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The article classifies Forza Horizon 2 as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The article assigns development by console version.","value":"Playground Games (Xbox One); Sumo Digital (Xbox 360); Turn 10 Studios (support)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The article identifies Microsoft Studios as publisher.","value":"Microsoft Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The article identifies the game as an installment in the Forza series.","value":"Forza","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The article says the game was developed for both consoles and lists both original release platforms.","value":"Xbox One; Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The article dates the game’s release to 2014.","value":"2014","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","wikipedia_title":"Forza Horizon 2"},{"game_key":"Forza Horizon 2 (Xbox 360 version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The game article infobox identifies Playground Games as the developer for Forza Horizon 2 (Xbox 360 version).","value":"Playground Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The game article infobox identifies Racing as the genre for Forza Horizon 2 (Xbox 360 version).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Gabrick75/fh2-recompiled","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The game article infobox identifies Microsoft Studios as the publisher for Forza Horizon 2 (Xbox 360 version).","value":"Microsoft Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The game article lists September 30, 2014 as the North American release date; the Xbox 360 release was on the same date as the Xbox One edition.","value":"North America: 2014-09-30","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","evidence":"The game article infobox identifies Forza as the series for Forza Horizon 2 (Xbox 360 version).","value":"Forza","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Horizon_2","wikipedia_title":"Forza Horizon 2"},{"game_key":"Forza Horizon 6","facts":[{"field":"original_platform","source_url":"https://www.esrb.org/ratings/41136/forza-horizon-6/","evidence":"The ESRB listing identifies Windows PC, PlayStation 5, and Xbox Series platforms; official Forza news describes PS5 as the later version.","value":"Windows; Xbox Series X/S; PlayStation 5","date_granularity":null},{"field":"genre","source_url":"https://www.esrb.org/ratings/41136/forza-horizon-6/","evidence":"The ESRB rating summary calls it an open-world racing simulation game.","value":"Open-world racing simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_6","evidence":"The article credits Playground Games as developer, notes Turn 10 assistance, and says Panic Button handled the PlayStation 5 port; the official PS5 announcement confirms Panic Button worked with Playground Games and Turn 10 Studios.","value":"Playground Games (primary; Turn 10 assistance); Panic Button (PS5 port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_6","evidence":"The article’s infobox credits Xbox Game Studios as publisher.","value":"Xbox Game Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Horizon_6","evidence":"The article’s current release section lists the Xbox/Windows and PS5 launch dates and Premium early-access dates; official Forza announcements confirm the May 19 Xbox/PC launch and January 26 PS5 standard launch.","value":"Windows/Xbox Series X/S Standard and Deluxe: 2026-05-19; PS5 Standard and Deluxe: 2027-01-26; Premium early access: 2026-05-15 (Windows/Xbox) and 2027-01-21 (PS5)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Horizon_6","wikipedia_title":"Forza Horizon 6"},{"game_key":"Forza Motorsport 2 (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_2","evidence":"The game article infobox identifies Turn 10 Studios as the developer for Forza Motorsport 2 (Xbox 360).","value":"Turn 10 Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_2","evidence":"The game article infobox identifies Racing as the genre for Forza Motorsport 2 (Xbox 360).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/0herculabs/hl360-Forza2/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_2","evidence":"The game article infobox identifies Microsoft Game Studios as the publisher for Forza Motorsport 2 (Xbox 360).","value":"Microsoft Game Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_2","evidence":"The game article lists the North America release as 2007-05-29 for the Forza Motorsport 2 (Xbox 360) source-platform version.","value":"North America: 2007-05-29","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_2","evidence":"The game article infobox identifies Forza as the series for Forza Motorsport 2 (Xbox 360).","value":"Forza","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_2","wikipedia_title":"Forza Motorsport 2"},{"game_key":"Forza Motorsport 3: Ultimate Collection (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_3","evidence":"The game article infobox identifies Turn 10 Studios as the developer for Forza Motorsport 3: Ultimate Collection (Xbox 360).","value":"Turn 10 Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_3","evidence":"The game article infobox identifies Sim racing as the genre for Forza Motorsport 3: Ultimate Collection (Xbox 360).","value":"Sim racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/0herculabs/hl360-forza3/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_3","evidence":"The game article infobox identifies Microsoft Game Studios as the publisher for Forza Motorsport 3: Ultimate Collection (Xbox 360).","value":"Microsoft Game Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_3","evidence":"The game article lists the PAL region release as 2009-10-22 for the Forza Motorsport 3: Ultimate Collection (Xbox 360) source-platform version.","value":"PAL region: 2009-10-22","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_3","evidence":"The game article infobox identifies Forza as the series for Forza Motorsport 3: Ultimate Collection (Xbox 360).","value":"Forza","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_3","wikipedia_title":"Forza Motorsport 3"},{"game_key":"Forza Motorsport 4 (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_4","evidence":"The game article infobox identifies Turn 10 Studios as the developer for Forza Motorsport 4 (Xbox 360).","value":"Turn 10 Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_4","evidence":"The game article infobox identifies Racing as the genre for Forza Motorsport 4 (Xbox 360).","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/Alexbeav/fm4-recomp/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Xbox 360; this records the original target platform tracked by the project.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_4","evidence":"The game article infobox identifies Microsoft Studios as the publisher for Forza Motorsport 4 (Xbox 360).","value":"Microsoft Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_4","evidence":"The game article lists the North America release as 2011-10-11 for the Forza Motorsport 4 (Xbox 360) source-platform version.","value":"North America: 2011-10-11","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_4","evidence":"The game article infobox identifies Forza as the series for Forza Motorsport 4 (Xbox 360).","value":"Forza","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Forza_Motorsport_4","wikipedia_title":"Forza Motorsport 4"},{"game_key":"Fossil Fighters","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fossil_Fighters_(video_game)","evidence":"Article identifies Fossil Fighters as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fossil_Fighters_(video_game)","evidence":"Article credits these teams with development.","value":"Nintendo SPD; Red Entertainment; M2; Artdink","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fossil_Fighters_(video_game)","evidence":"Article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Fossil_Fighters_(video_game)","evidence":"Article identifies the game as the first entry in the Fossil Fighters series.","value":"Fossil Fighters","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Fossil_Fighters_(video_game)","evidence":"Article identifies Nintendo DS as the first game’s platform.","value":"Nintendo DS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fossil+Fighters","wikipedia_title":null},{"game_key":"Fray Shugyou Hen","facts":[{"field":"original_platform","source_url":"https://www.smspower.org/Games/Fray-GG","evidence":"SMS Power’s archival record lists GG as platform.","value":"Sega Game Gear","date_granularity":null},{"field":"developer","source_url":"https://www.smspower.org/Games/Fray-GG","evidence":"The archival record credits Falcon as developer.","value":"Falcon","date_granularity":null},{"field":"publisher","source_url":"https://www.smspower.org/Games/Fray-GG","evidence":"The archival record credits Micro Cabin as publisher.","value":"Micro Cabin","date_granularity":null},{"field":"genre","source_url":"https://www.smspower.org/Games/Fray-GG","evidence":"SMS Power lists action and shooting.","value":"Action / shooting","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.smspower.org/Games/Fray-GG","evidence":"The archive gives December 27, 1991 as Japanese release date.","value":"Japan: 1991-12-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fray_in_Magical_Adventure","wikipedia_title":"Fray in Magical Adventure"},{"game_key":"Freeciv","facts":[{"field":"genre","source_url":"https://www.freeciv.org/","evidence":"The project describes Freeciv as an open-source empire-building strategy game.","value":"Empire-building strategy","date_granularity":null},{"field":"developer","source_url":"https://www.freeciv.org/","evidence":"The official site identifies the Freeciv Project in its copyright and project information.","value":"The Freeciv project","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Freeciv","evidence":"Article says Freeciv runs on most desktop operating systems and describes the browser version.","value":"Cross-platform desktop operating systems; web browser","date_granularity":null},{"field":"collection_context","source_url":"https://www.freeciv.org/","evidence":"The project describes Freeciv as free and open source, inspired by human civilization.","value":"Free and open-source game inspired by the history of human civilization.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Freeciv","wikipedia_title":null},{"game_key":"Freedoom and compatible Doom-family IWADs","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Doom_modding#Freedoom","evidence":"The dedicated Freedoom section names the project Freedoom.","value":"Freedoom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Doom_modding#Freedoom","evidence":"The Freedoom infobox classifies the project as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Doom_modding#Freedoom","evidence":"The Freedoom infobox lists these supported platforms.","value":"Linux, Microsoft Windows, macOS, MS-DOS, and Android","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/freedoom/freedoom/blob/master/manual/freedoom-manual-en.adoc","evidence":"The official manual explains that Freedoom is distributed as IWAD files and must be played with a Doom engine/source port.","value":"Doom-compatible source ports (Freedoom is distributed as IWAD data, not as a standalone engine)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Doom_modding#Freedoom","evidence":"The Freedoom infobox credits various contributors as original authors.","value":"Various contributors","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Doom_modding#Freedoom","evidence":"The Freedoom infobox gives April 16, 2003 as the first release date.","value":"2003-04-16 (first release)","date_granularity":"day"},{"field":"edition_context","source_url":"https://github.com/freedoom/freedoom/blob/master/manual/freedoom-manual-en.adoc","evidence":"The project manual says Freedoom is free/open-source game data distributed as freedoom1.wad, freedoom2.wad, and freedm.wad, and that a Doom source port is needed to play it.","value":"Freedoom is a free replacement for Doom’s game resources, distributed as two single-player IWADs and FreeDM; it requires a compatible Doom engine/source port to play.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Doom_modding#Freedoom","wikipedia_title":"Doom modding"},{"game_key":"Freelancer (2003)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Freelancer_(video_game)","evidence":"Article identifies Freelancer as a space trading and combat simulation game.","value":"Space trading and combat simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Freelancer_(video_game)","evidence":"Article credits Digital Anvil as developer.","value":"Digital Anvil","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Freelancer_(video_game)","evidence":"Article identifies Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Freelancer_(video_game)","evidence":"Article identifies Microsoft Windows as the release platform.","value":"Microsoft Windows","date_granularity":null},{"field":"related_work","source_url":"https://en.wikipedia.org/wiki/Freelancer_(video_game)","evidence":"Article identifies Freelancer as a chronological sequel to Starlancer.","value":"Chronological sequel to Starlancer.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Freelancer+%282003%29","wikipedia_title":null},{"game_key":"FreQuency","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/6087/frequency/","evidence":"MobyGames identifies the title as Frequency.","value":"Frequency","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/6087/frequency/","evidence":"MobyGames classifies the game as Music rhythm game.","value":"Music rhythm game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/6087/frequency/","evidence":"MobyGames lists PlayStation 2 among the game's platforms.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/6087/frequency/","evidence":"MobyGames records the release as 2001.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/6087/frequency/","evidence":"MobyGames credits Harmonix Music Systems as developer.","value":"Harmonix Music Systems","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/6087/frequency/","evidence":"MobyGames credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Frequency_(video_game)","wikipedia_title":"Frequency (video game)"},{"game_key":"Frogger's Adventures: Temple of the Frog","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Frogger%27s_Adventures:_Temple_of_the_Frog","evidence":"The game article infobox identifies Konami Software Shanghai as the developer for Frogger's Adventures: Temple of the Frog.","value":"Konami Software Shanghai","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Frogger%27s_Adventures:_Temple_of_the_Frog","evidence":"The game article infobox identifies Platform as the genre for Frogger's Adventures: Temple of the Frog.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/JRickey/frog-adv-temple-decomp","evidence":"The catalogued project repository identifies its source build/platform as Game Boy Advance; this records the original target platform tracked by the project.","value":"Game Boy Advance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Frogger%27s_Adventures:_Temple_of_the_Frog","evidence":"The game article infobox identifies Konami as the publisher for Frogger's Adventures: Temple of the Frog.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Frogger%27s_Adventures:_Temple_of_the_Frog","evidence":"The game article lists the North America release as 2001-11-22 for the Frogger's Adventures: Temple of the Frog source-platform version.","value":"North America: 2001-11-22","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Frogger%27s_Adventures:_Temple_of_the_Frog","evidence":"The game article infobox identifies Frogger as the series for Frogger's Adventures: Temple of the Frog.","value":"Frogger","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Frogger%27s_Adventures:_Temple_of_the_Frog","wikipedia_title":"Frogger's Adventures: Temple of the Frog"},{"game_key":"From TV Animation Slam Dunk: Yonkyo Gekitotsu!!","facts":[{"field":"canonical_name","source_url":"https://www.gavas.jp/products/detail.php?product_id=2971","evidence":"The Japanese game-catalog record gives the English title as From TV Animation Slam Dunk - Yonkyou Gekitotsu!! and lists cartridge code SHVC-UX.","value":"From TV Animation Slam Dunk: Yonkyo Gekitotsu!!","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/snes/575559-from-tv-animation-slam-dunk-yonkyo-taiketsu/data","evidence":"The SHVC-UX Japanese release record classifies the game as a sports, team basketball simulation.","value":"Sports / basketball simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.gavas.jp/products/detail.php?product_id=2971","evidence":"The Japanese catalog identifies Super Famicom as the system; the same cartridge code is listed as Super Nintendo on the release database.","value":"Super Famicom / Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/575559-from-tv-animation-slam-dunk-yonkyo-taiketsu/data","evidence":"The matching SHVC-UX release record credits TOSE as developer.","value":"TOSE","date_granularity":null},{"field":"publisher","source_url":"https://www.gavas.jp/products/detail.php?product_id=2971","evidence":"The Japanese catalog lists Bandai as the manufacturer/publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gavas.jp/products/detail.php?product_id=2971","evidence":"The Japanese catalog gives March 26, 1994 as the Super Famicom release date.","value":"Japan: 1994-03-26","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/snes/575559-from-tv-animation-slam-dunk-yonkyo-taiketsu/data","evidence":"The matching release record identifies Slam Dunk as a franchise.","value":"Slam Dunk","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=From+TV+Animation+Slam+Dunk%3A+Yonkyo+Gekitotsu%21%21","wikipedia_title":null},{"game_key":"Front Mission Alternative","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","evidence":"The Wikipedia infobox lists developer as Square.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","evidence":"The Wikipedia infobox lists publisher as Square.","value":"Square","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","evidence":"The Wikipedia infobox lists original platform as PlayStation, PlayStation Network.","value":"PlayStation, PlayStation Network","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","evidence":"The Wikipedia infobox lists genre as Real-time strategy.","value":"Real-time strategy","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","evidence":"The Wikipedia infobox lists series as Front Mission.","value":"Front Mission","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: December 18, 1997.","value":"Japan: December 18, 1997","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Front_Mission_Alternative","wikipedia_title":"Front Mission Alternative"},{"game_key":"Frontier (Atari ST)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Frontier:_Elite_II","evidence":"Article identifies Frontier: Elite II as a space trading and combat simulator.","value":"Space trading and combat simulator","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Frontier:_Elite_II","evidence":"Article says the game was written by David Braben.","value":"David Braben","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Frontier:_Elite_II","evidence":"Article lists GameTek and Konami as publishers.","value":"GameTek; Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Frontier:_Elite_II","evidence":"Article identifies Frontier: Elite II as the first sequel to Elite.","value":"Elite","date_granularity":null},{"field":"edition_platform","source_url":"https://en.wikipedia.org/wiki/Frontier:_Elite_II","evidence":"Article lists Atari ST among the release platforms.","value":"Atari ST","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Frontier+%28Atari+ST%29","wikipedia_title":null},{"game_key":"FTL: Faster Than Light (Steam/GOG PC data)","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/","evidence":"Steam credits Subset Games as developer.","value":"Subset Games","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/","evidence":"Steam describes FTL as a roguelike-like spaceship simulation.","value":"Roguelike spaceship simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.subsetgames.com/forum/viewtopic.php?t=1904","evidence":"The developer’s release announcement says the game was sold DRM-free for Windows, Mac and Linux.","value":"Windows, macOS, Linux","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/","evidence":"Steam credits Subset Games as publisher.","value":"Subset Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/","evidence":"Steam lists the release date as September 14, 2012.","value":"Worldwide: 2012-09-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/FTL:_Faster_Than_Light","wikipedia_title":"FTL: Faster Than Light"},{"game_key":"FUEL (Windows PC, US retail)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","evidence":"Wikipedia lists Asobo Studio as developer.","value":"Asobo Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","evidence":"Wikipedia lists Codemasters as publisher.","value":"Codemasters","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","evidence":"Wikipedia lists racing.","value":"Racing","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","evidence":"Wikipedia lists Windows, PlayStation 3, and Xbox 360.","value":["Windows","PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","evidence":"FUEL was released in 2009.","value":2009,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","evidence":"Wikipedia lists the North American Windows release as June 30, 2009.","value":"Windows North America: 2009-06-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fuel_(video_game)","wikipedia_title":"Fuel (video game)"},{"game_key":"Full Spectrum Warrior: Ten Hammers (Original Xbox review build)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Full_Spectrum_Warrior:_Ten_Hammers","evidence":"The game article infobox identifies Pandemic Studios as the developer for Full Spectrum Warrior: Ten Hammers (Original Xbox review build).","value":"Pandemic Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Full_Spectrum_Warrior:_Ten_Hammers","evidence":"The game article infobox identifies Real-time tactics as the genre for Full Spectrum Warrior: Ten Hammers (Original Xbox review build).","value":"Real-time tactics","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/FridiNaTor1/FullSpectrumWarriorTHXBOX/blob/main/README.md","evidence":"The catalogued project repository identifies its source build/platform as Original Xbox; this records the original target platform tracked by the project.","value":"Original Xbox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Full_Spectrum_Warrior:_Ten_Hammers","evidence":"The game article infobox identifies THQ as the publisher for Full Spectrum Warrior: Ten Hammers (Original Xbox review build).","value":"THQ","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Full_Spectrum_Warrior:_Ten_Hammers","evidence":"The game article lists March 27, 2006 as the North American Xbox release date.","value":"North America: 2006-03-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Full_Spectrum_Warrior:_Ten_Hammers","wikipedia_title":"Full Spectrum Warrior: Ten Hammers"},{"game_key":"Fullmetal Alchemist 3: The Girl Who Succeeds God","facts":[{"field":"original_platform","source_url":"https://magazine.jp.square-enix.com/gamebooks/books/10367","evidence":"Square Enix describes its book as a complete novelization of the PS2 game Kami o Tsugu Shōjo.","value":"PlayStation 2","date_granularity":null},{"field":"series","source_url":"https://magazine.jp.square-enix.com/gamebooks/books/10367","evidence":"Square Enix lists the novelization under the Fullmetal Alchemist game-novel series.","value":"Fullmetal Alchemist","date_granularity":null},{"field":"plot","source_url":"https://magazine.jp.square-enix.com/gamebooks/books/10367","evidence":"Square Enix’s official synopsis gives this story setting and premise.","value":"The Elric brothers visit Valdora seeking a Philosopher’s Stone clue and encounter a young girl and four fallen angels","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Fullmetal_Alchemist_3:_Kami_o_Tsugu_Sh%C5%8Djo","wikipedia_title":"Fullmetal Alchemist 3: Kami o Tsugu Shōjo"},{"game_key":"Fushigi no Dungeon: Fūrai no Shiren 2 — Oni Shūrai! Shiren-jō! (Nintendo 64 Japan, NUS-NSIJ-JPN revision 0)","facts":[{"field":"developer","source_url":"https://collection.rcgs.jp/page/PACKAGE0004604","evidence":"The RCGS package record credits Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://collection.rcgs.jp/page/PACKAGE0004604","evidence":"The RCGS package record lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://collection.rcgs.jp/page/PACKAGE0004604","evidence":"The RCGS package record identifies Nintendo 64 and product code NUS-NSIJ(JPN).","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://collection.rcgs.jp/page/PACKAGE0004604","evidence":"The RCGS record supports 2000, but its metadata and summary disagree on the September day, so only the year is retained.","value":"Japan: 2000","date_granularity":"year"},{"field":"genre","source_url":"https://collection.rcgs.jp/page/PACKAGE0004604","evidence":"The RCGS record classifies the game as a roguelike.","value":"Roguelike","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shiren_the_Wanderer_2:_Shiren%27s_Castle_and_the_Oni_Invasion","wikipedia_title":"Shiren the Wanderer 2: Shiren's Castle and the Oni Invasion"},{"game_key":"Fuzion Frenzy","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Fuzion_Frenzy","evidence":"Article identifies Fuzion Frenzy as a party video game.","value":"Party","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Fuzion_Frenzy","evidence":"Article credits Blitz Games as developer.","value":"Blitz Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Fuzion_Frenzy","evidence":"Article identifies Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Fuzion_Frenzy","evidence":"Article identifies Xbox as the release platform.","value":"Xbox","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Fuzion_Frenzy","evidence":"Article describes the game as an Xbox launch title in the United States.","value":"Developed as an Xbox launch title in the United States.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Fuzion+Frenzy","wikipedia_title":null},{"game_key":"Gakuen iDOLM@STER","facts":[{"field":"canonical_name","source_url":"https://www.bandainamco.co.jp/en/ir/library/feature04_01_2025.html","evidence":"Bandai Namco’s corporate report names Gakuen iDOLM@STER as a smartphone game in The Idolmaster franchise.","value":"Gakuen iDOLM@STER","date_granularity":null},{"field":"genre","source_url":"https://www.cyberagent.co.jp/en/service/game/","evidence":"QualiArts’ official game portfolio describes Gakuen iDOLM@STER as an idol training/raising simulation.","value":"Idol-raising simulation","date_granularity":null},{"field":"original_platform","source_url":"https://gakuen.idolmaster-official.jp/media/","evidence":"The official product page lists App Store and Google Play as distribution platforms for the smartphone game.","value":"Smartphone (App Store, Google Play)","date_granularity":null},{"field":"developer","source_url":"https://www.cyberagent.co.jp/en/service/game/","evidence":"CyberAgent identifies its subsidiary QualiArts as developer and operator.","value":"QualiArts","date_granularity":null},{"field":"publisher","source_url":"https://www.cyberagent.co.jp/en/service/game/","evidence":"CyberAgent’s product listing identifies Bandai Namco as publisher.","value":"Bandai Namco Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://gakuen.idolmaster-official.jp/media/","evidence":"The official Japanese product page lists May 16, 2024 as the app’s distribution date.","value":"Japan (smartphone): 2024-05-16","date_granularity":"day"},{"field":"series","source_url":"https://www.bandainamco.co.jp/en/ir/library/feature04_01_2025.html","evidence":"Bandai Namco’s corporate report identifies the title as part of The Idolmaster series.","value":"The Idolmaster","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gakuen_Idolmaster","wikipedia_title":"Gakuen Idolmaster"},{"game_key":"Galaga","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/8402/galaga/","evidence":"MobyGames classifies the game as Action and describes it as a fixed-screen shoot-’em-up.","value":"Action / fixed-screen shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/8402/galaga/","evidence":"MobyGames lists Arcade as an original release platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/8402/galaga/releases/","evidence":"MobyGames records the original Japan release in 1981-09.","value":"1981-09","date_granularity":"month"},{"field":"developer","source_url":"https://www.mobygames.com/game/8402/galaga/releases/","evidence":"MobyGames credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/8402/galaga/releases/","evidence":"MobyGames credits Namco Limited as publisher.","value":"Namco Limited","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/8402/galaga/","evidence":"MobyGames identifies this title as part of the Galaxian series.","value":"Galaxian series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Galaga","wikipedia_title":"Galaga"},{"game_key":"Galaxian³: Project Dragoon","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","evidence":"The Wikipedia infobox lists developer as Namco.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","evidence":"The Wikipedia infobox lists publisher as NamcoEU: Sony Computer Entertainment (PS).","value":"NamcoEU: Sony Computer Entertainment (PS)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","evidence":"The Wikipedia infobox lists original platform as Arcade, PlayStation.","value":"Arcade, PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","evidence":"The Wikipedia infobox lists genre as Rail shooter.","value":"Rail shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","evidence":"The Wikipedia infobox lists series as Galaxian.","value":"Galaxian","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","evidence":"The Wikipedia infobox release schedule explicitly lists Europe: August 1996.","value":"Europe: August 1996","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Galaxian3:_Project_Dragoon","wikipedia_title":"Galaxian3: Project Dragoon"},{"game_key":"Galaxy Fraulein Yuna","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/33426/ginga-ojosama-densetsu-yuna/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Adventure / visual novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/33426/ginga-ojosama-densetsu-yuna/","evidence":"MobyGames lists TurboGrafx CD as an original release platform.","value":"TurboGrafx CD","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/33426/ginga-ojosama-densetsu-yuna/releases/","evidence":"MobyGames records the original Japan release in 1992-10-23.","value":"1992-10-23","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/33426/ginga-ojosama-densetsu-yuna/releases/","evidence":"MobyGames credits Red Company Corporation; Will Co., Ltd. as developer.","value":"Red Company Corporation; Will Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/33426/ginga-ojosama-densetsu-yuna/releases/","evidence":"MobyGames credits Hudson Soft Company, Ltd. as publisher.","value":"Hudson Soft Company, Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8939/galaxy-fraulein-yuna-series/","evidence":"MobyGames identifies this title as part of the Galaxy Fraulein Yuna series.","value":"Galaxy Fraulein Yuna series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Galaxy+Fraulein+Yuna+PC+Engine+video+game","wikipedia_title":null},{"game_key":"Galaxy Fraulein Yuna 2: The Eternal Princess","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/43210/ginga-ojosama-densetsu-yuna-2-eien-no-princess/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Adventure / visual novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/43210/ginga-ojosama-densetsu-yuna-2-eien-no-princess/","evidence":"MobyGames lists TurboGrafx CD as an original release platform.","value":"TurboGrafx CD","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/43210/ginga-ojosama-densetsu-yuna-2-eien-no-princess/releases/","evidence":"MobyGames records the original Japan release in 1995-06-30.","value":"1995-06-30","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/43210/ginga-ojosama-densetsu-yuna-2-eien-no-princess/releases/","evidence":"MobyGames credits Red Company Corporation; Will Co., Ltd. as developer.","value":"Red Company Corporation; Will Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/43210/ginga-ojosama-densetsu-yuna-2-eien-no-princess/releases/","evidence":"MobyGames credits Hudson Soft Company, Ltd. as publisher.","value":"Hudson Soft Company, Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8939/galaxy-fraulein-yuna-series/","evidence":"MobyGames identifies this title as part of the Galaxy Fraulein Yuna series.","value":"Galaxy Fraulein Yuna series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Galaxy+Fraulein+Yuna+2+The+Eternal+Princess+video+game","wikipedia_title":null},{"game_key":"Galaxy on Fire 3D (Android release)","facts":[{"field":"platforms","source_url":"https://s3-eu-west-1.amazonaws.com/editor.production.pressmatrix.com/emags/210773/pdfs/original/ce1520ff-4f2d-437f-b4cc-faeea0d0ead8.pdf","evidence":"The Fishlabs retrospective describes the App Store version and names Android versions for Xperia Play, Tegra-2 devices, and Samsung Galaxy S II/S III.","value":"iOS; Android hardware-specific versions for Xperia Play, Tegra-2 devices, and Samsung Galaxy S II/S III","date_granularity":null},{"field":"release_date","source_url":"https://s3-eu-west-1.amazonaws.com/editor.production.pressmatrix.com/emags/210773/pdfs/original/ce1520ff-4f2d-437f-b4cc-faeea0d0ead8.pdf","evidence":"The retrospective identifies March 2009 as the original Galaxy on Fire 3D App Store release.","value":"March 2009 (iOS App Store)","date_granularity":"month"},{"field":"regional_release_date","source_url":"https://s3-eu-west-1.amazonaws.com/editor.production.pressmatrix.com/emags/210773/pdfs/original/ce1520ff-4f2d-437f-b4cc-faeea0d0ead8.pdf","evidence":"The retrospective dates those device-specific Android versions to April 2011, June 2011, and August 2012, respectively.","value":"Android: Xperia Play (April 2011); Tegra-2 devices (June 2011); Samsung Galaxy S II/S III (August 2012)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Galaxy+on+Fire+3D+(Android+release)","wikipedia_title":null},{"game_key":"Game Boy/Game Boy Color","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Game+Boy%2FGame+Boy+Color","wikipedia_title":null},{"game_key":"Game Boy/Game Boy Color/Game Boy Advance","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Game+Boy%2FGame+Boy+Color%2FGame+Boy+Advance","wikipedia_title":null},{"game_key":"Game Boy/Game Boy Color/Super Game Boy","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Game+Boy%2FGame+Boy+Color%2FSuper+Game+Boy","wikipedia_title":null},{"game_key":"Games and software for Commodore 8-bit computers","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Games+and+software+for+Commodore+8-bit+computers","wikipedia_title":null},{"game_key":"Games and software for emulated IBM PC compatibles","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Games+and+software+for+emulated+IBM+PC+compatibles","wikipedia_title":null},{"game_key":"Games for Nintendo handheld systems","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Games+for+Nintendo+handheld+systems","wikipedia_title":null},{"game_key":"Games for supported systems","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Games+for+supported+systems","wikipedia_title":null},{"game_key":"Ganbare Goemon 2","facts":[{"field":"original_platform","source_url":"https://www.konami.com/games/jp/ja/products/dl_wiiu_goemon2fc_vc/","evidence":"Konami identifies the original hardware as Family Computer.","value":"Family Computer (Famicom)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.konami.com/games/jp/ja/products/dl_wiiu_goemon2fc_vc/","evidence":"Konami says the game was released for Family Computer in 1989.","value":"Japan: 1989","date_granularity":"year"},{"field":"genre","source_url":"https://www.konami.com/games/jp/ja/products/dl_wiiu_goemon2fc_vc/","evidence":"Konami classifies the original game as an action game.","value":"Action","date_granularity":null},{"field":"players","source_url":"https://www.konami.com/games/jp/ja/products/dl_wiiu_goemon2fc_vc/","evidence":"Konami says Goemon and Ebisu-maru can be played simultaneously by two players.","value":"One to two simultaneous players","date_granularity":null},{"field":"plot","source_url":"https://www.konami.com/games/jp/ja/products/dl_wiiu_goemon2fc_vc/","evidence":"Konami’s official description gives this premise.","value":"Goemon and Ebisu-maru travel around Japan to reach treasure hidden in Karakuri Castle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ganbare%20Goemon%202","wikipedia_title":null},{"game_key":"Ganbare! Daiku no Gen-san","facts":[{"field":"original_platform","source_url":"https://superfamicom.org/info/ganbare-daiku-no-gensan","evidence":"The archival Super Famicom record identifies the title as a Super Famicom game.","value":"Super Famicom / Super Nintendo","date_granularity":null},{"field":"developer","source_url":"https://superfamicom.org/info/ganbare-daiku-no-gensan","evidence":"The archival record credits Irem.","value":"Irem","date_granularity":null},{"field":"genre","source_url":"https://superfamicom.org/info/ganbare-daiku-no-gensan","evidence":"The archival record classifies the game as action.","value":"Action","date_granularity":null},{"field":"regional_release_date","source_url":"https://superfamicom.org/info/ganbare-daiku-no-gensan","evidence":"The archive gives December 22, 1993 as the release date.","value":"Japan: 1993-12-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hammerin%27_Harry","wikipedia_title":"Hammerin' Harry"},{"game_key":"Gangstar Rio: City of Saints","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","evidence":"The article lists action-adventure and shooter as genres.","value":"Action-adventure; shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","evidence":"The article credits Gameloft Montreal as developer.","value":"Gameloft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","evidence":"The article identifies Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","evidence":"The article identifies the game as part of the Gangstar series.","value":"Gangstar","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","evidence":"The article distinguishes the 2D Java phone version from the 3D Android/iOS versions.","value":"Mobile phones (Java ME 2D version); Android and iOS (3D version)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","evidence":"The article gives November 10, 2011 as the release date for the smartphone editions.","value":"2011-11-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gangstar_Rio:_City_of_Saints","wikipedia_title":"Gangstar Rio: City of Saints"},{"game_key":"Gangstar: Miami Vindication","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","evidence":"The article lists action-adventure and shooter as genres.","value":"Action-adventure; shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","evidence":"The article credits Gameloft Montreal as developer.","value":"Gameloft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","evidence":"The article identifies Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","evidence":"The article identifies the game as the third main game in the Gangstar series.","value":"Gangstar","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","evidence":"The article gives September 23, 2010 as the release date for iPhone and Android; other versions followed later.","value":"iOS (iPhone); Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","evidence":"The article gives September 23, 2010 for the iPhone and Android releases.","value":"2010-09-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gangstar:_Miami_Vindication","wikipedia_title":"Gangstar: Miami Vindication"},{"game_key":"Gangway Monsters","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gangway+Monsters","evidence":"GameFAQs classifies Gangway Monsters as an action game.","value":"Action","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gangway+Monsters","evidence":"GameFAQs identifies Sony Music Entertainment (Japan) as publisher.","value":"Sony Music Entertainment (Japan)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gangway+Monsters","evidence":"GameFAQs identifies PlayStation as the release platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gangway+Monsters","evidence":"GameFAQs gives October 15, 1998 as the Japanese release date.","value":"1998-10-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gangway+Monsters","wikipedia_title":null},{"game_key":"Gauntlet Legends","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","evidence":"The article lists hack and slash and dungeon crawl as genres.","value":"Hack and slash; dungeon crawl","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","evidence":"The article credits Atari Games as developer.","value":"Atari Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","evidence":"The article says Atari Games developed and published the arcade release.","value":"Atari Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","evidence":"The article identifies the game as a sequel in the Gauntlet series.","value":"Gauntlet","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","evidence":"The article says the original release was for arcades.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","evidence":"The article dates the arcade release to 1998.","value":"1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gauntlet_Legends","wikipedia_title":"Gauntlet Legends"},{"game_key":"Gauntlet: Dark Legacy","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Dark_Legacy","evidence":"Article lists these genres.","value":"Hack and slash; dungeon crawl","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Dark_Legacy","evidence":"Article credits Midway Games West as developer, with Pocket Studios handling the Game Boy Advance version.","value":"Midway Games West","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Dark_Legacy","evidence":"Article identifies Midway as publisher.","value":"Midway","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Dark_Legacy","evidence":"Article identifies Dark Legacy as the seventh Gauntlet title.","value":"Gauntlet","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Gauntlet_Dark_Legacy","evidence":"Article lists the arcade and home versions.","value":"Arcade, PlayStation 2, GameCube, Xbox, Game Boy Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gauntlet%3A+Dark+Legacy","wikipedia_title":null},{"game_key":"Gears of War 2 (Xbox 360 retail, Title ID 4D53082D)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_2","evidence":"Article identifies Gears of War 2 as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_2","evidence":"Article credits Epic Games as developer.","value":"Epic Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_2","evidence":"Article identifies Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_2","evidence":"Article identifies it as the second installment in the Gears of War series.","value":"Gears of War","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_2","evidence":"Article identifies Xbox 360 as its platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_2","evidence":"Article gives November 7, 2008 as the North American, European, and Australian release date.","value":"2008-11-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gears+of+War+2+%28Xbox+360+retail%2C+Title+ID+4D53082D%29","wikipedia_title":null},{"game_key":"Gears of War 3 (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_3","evidence":"The article identifies Gears of War 3 as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_3","evidence":"The infobox names Epic Games as developer.","value":"Epic Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_3","evidence":"The infobox names Microsoft Studios as publisher.","value":"Microsoft Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_3","evidence":"The infobox places the game in the Gears of War series.","value":"Gears of War","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gears_of_War_3","evidence":"The article says the game was developed and released for Xbox 360.","value":"Xbox 360","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gears_of_War_3","wikipedia_title":"Gears of War 3"},{"game_key":"Gekisha Boy","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gekibo:_Gekisha_Boy","evidence":"The Wikipedia infobox lists developer as Tomcat System.","value":"Tomcat System","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gekibo:_Gekisha_Boy","evidence":"The Wikipedia infobox lists publisher as Irem (PCE)D3 Publisher (PS).","value":"Irem (PCE)D3 Publisher (PS)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gekibo:_Gekisha_Boy","evidence":"The Wikipedia infobox lists original platform as PC Engine, PlayStation.","value":"PC Engine, PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gekibo:_Gekisha_Boy","evidence":"The Wikipedia infobox lists genre as Action.","value":"Action","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gekibo:_Gekisha_Boy","wikipedia_title":"Gekibo: Gekisha Boy"},{"game_key":"General Chaos","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/General_Chaos","evidence":"The English article classifies General Chaos as a real-time tactics game.","value":"Real-time tactics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/General_Chaos","evidence":"The article identifies Sega Genesis as the game's platform.","value":"Sega Genesis","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/General_Chaos","evidence":"The article credits Game Refuge as developer.","value":"Game Refuge","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/General_Chaos","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/General_Chaos","evidence":"The article dates the Sega Genesis release to 1993.","value":"1993","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/General_Chaos","wikipedia_title":"General Chaos"},{"game_key":"General-purpose computer systems, including x86 PCs for DOS and Windows games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=General-purpose+computer+systems%2C+including+x86+PCs+for+DOS+and+Windows+games","wikipedia_title":null},{"game_key":"General-purpose x86 PCs for DOS, Windows, and other guest software","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=General-purpose+x86+PCs+for+DOS%2C+Windows%2C+and+other+guest+software","wikipedia_title":null},{"game_key":"Genesis / Mega Drive; Sega CD / Mega CD; 32X including CD 32X; Game Gear; SC-3000 / SG-1000; Sega Pico; partial Master System backwards compatibility","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Genesis+%2F+Mega+Drive%3B+Sega+CD+%2F+Mega+CD%3B+32X+including+CD+32X%3B+Game+Gear%3B+SC-3000+%2F+SG-1000%3B+Sega+Pico%3B+partial+Master+System+backwards+compatibility","wikipedia_title":null},{"game_key":"Genesis / Mega Drive; Sega CD / Mega CD; 32X; SG-1000; Master System / Mark III; Game Gear","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Genesis+%2F+Mega+Drive%3B+Sega+CD+%2F+Mega+CD%3B+32X%3B+SG-1000%3B+Master+System+%2F+Mark+III%3B+Game+Gear","wikipedia_title":null},{"game_key":"Geometry Wars 3: Dimensions (Xbox 360 XBLA)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/70369/geometry-wars-3-dimensions-evolved/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / shooter.","value":"Action / shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/70369/geometry-wars-3-dimensions-evolved/","evidence":"MobyGames lists Xbox 360 as an original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/70369/geometry-wars-3-dimensions-evolved/releases/","evidence":"MobyGames lists the original release year as 2014.","value":"2014","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/70369/geometry-wars-3-dimensions-evolved/releases/","evidence":"MobyGames credits Lucid Games Ltd. as developer.","value":"Lucid Games Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/70369/geometry-wars-3-dimensions-evolved/releases/","evidence":"MobyGames credits Activision Publishing, Inc. as publisher.","value":"Activision Publishing, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8098/geometry-wars-series/","evidence":"MobyGames identifies this title as part of the Geometry Wars series.","value":"Geometry Wars series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Geometry_Wars_3:_Dimensions","wikipedia_title":"Geometry Wars 3: Dimensions"},{"game_key":"Geometry Wars: Retro Evolved (Xbox 360 XBLA)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/23390/geometry-wars-retro-evolved/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / shooter.","value":"Action / shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/23390/geometry-wars-retro-evolved/","evidence":"MobyGames lists Xbox 360 as an original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/23390/geometry-wars-retro-evolved/releases/","evidence":"MobyGames records the original United States and United Kingdom release in 2005-11-22.","value":"2005-11-22","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/23390/geometry-wars-retro-evolved/releases/","evidence":"MobyGames credits Bizarre Creations Ltd. as developer.","value":"Bizarre Creations Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/23390/geometry-wars-retro-evolved/releases/","evidence":"MobyGames credits Bizarre Creations Ltd. as publisher.","value":"Bizarre Creations Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8098/geometry-wars-series/","evidence":"MobyGames identifies this title as part of the Geometry Wars series.","value":"Geometry Wars series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Geometry_Wars:_Retro_Evolved","wikipedia_title":"Geometry Wars: Retro Evolved"},{"game_key":"Geometry Wars: Retro Evolved 2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / shooter.","value":"Action / shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/","evidence":"MobyGames lists Xbox 360 as an original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/releases/","evidence":"MobyGames lists the original release year as 2008-07-30.","value":"2008-07-30","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/releases/","evidence":"MobyGames credits Bizarre Creations Ltd. as developer.","value":"Bizarre Creations Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/releases/","evidence":"MobyGames credits Activision Publishing, Inc. as publisher.","value":"Activision Publishing, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8098/geometry-wars-series/","evidence":"MobyGames identifies this title as part of the Geometry Wars series.","value":"Geometry Wars series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Geometry_Wars:_Retro_Evolved_2","wikipedia_title":"Geometry Wars: Retro Evolved 2"},{"game_key":"Geometry Wars: Retro Evolved 2 (Xbox 360 XBLA)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / shooter.","value":"Action / shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/","evidence":"MobyGames lists Xbox 360 as an original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/releases/","evidence":"MobyGames lists the original release year as 2008-07-30.","value":"2008-07-30","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/releases/","evidence":"MobyGames credits Bizarre Creations Ltd. as developer.","value":"Bizarre Creations Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/35421/geometry-wars-retro-evolved-2/releases/","evidence":"MobyGames credits Activision Publishing, Inc. as publisher.","value":"Activision Publishing, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8098/geometry-wars-series/","evidence":"MobyGames identifies this title as part of the Geometry Wars series.","value":"Geometry Wars series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Geometry_Wars:_Retro_Evolved_2","wikipedia_title":"Geometry Wars: Retro Evolved 2"},{"game_key":"George of the Jungle and the Search for the Secret (PS2 USA SLUS_216.68)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/45347/george-of-the-jungle-and-the-search-for-the-secret/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / platform.","value":"Action / platform","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/45347/george-of-the-jungle-and-the-search-for-the-secret/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/45347/george-of-the-jungle-and-the-search-for-the-secret/releases/","evidence":"MobyGames records the original North America release in 2008.","value":"2008","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/45347/george-of-the-jungle-and-the-search-for-the-secret/releases/","evidence":"MobyGames credits Papaya Studio Corporation as developer.","value":"Papaya Studio Corporation","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/45347/george-of-the-jungle-and-the-search-for-the-secret/releases/","evidence":"MobyGames credits Ignition Entertainment; Crave Entertainment as publisher.","value":"Ignition Entertainment; Crave Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=George+of+the+Jungle+and+the+Search+for+the+Secret+PS2+video+game","wikipedia_title":null},{"game_key":"Germs Nerawareta Machi","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/100963/germs-nerawareta-machi/","evidence":"MobyGames records the PlayStation title as Germs: Nerawareta Machi.","value":"Germs: Nerawareta Machi","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/100963/germs-nerawareta-machi/","evidence":"MobyGames classifies the game as action and first-person.","value":"Action / first-person","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/575588-germs-nerawareta-machi/data","evidence":"GameFAQs lists the PlayStation release.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/100963/germs-nerawareta-machi/","evidence":"MobyGames credits KAJ as developer.","value":"KAJ","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/100963/germs-nerawareta-machi/","evidence":"MobyGames credits KAJ as publisher.","value":"KAJ","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/575588-germs-nerawareta-machi/data","evidence":"GameFAQs lists July 22, 1999 as the Japanese release date.","value":"Japan (PlayStation): 1999-07-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Germs%20Nerawareta%20Machi","wikipedia_title":null},{"game_key":"Ghost Lion","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ghost_Lion","evidence":"The Wikipedia infobox lists developer as Kemco.","value":"Kemco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ghost_Lion","evidence":"The Wikipedia infobox lists publisher as Kemco.","value":"Kemco","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ghost_Lion","evidence":"The Wikipedia infobox lists original platform as NES.","value":"NES","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ghost_Lion","evidence":"The Wikipedia infobox lists genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ghost_Lion","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: July 14, 1989.","value":"Japan: July 14, 1989","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ghost_Lion","wikipedia_title":"Ghost Lion"},{"game_key":"Ghost Sweeper Mikami","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ghost_Sweeper_Mikami","evidence":"The Wikipedia infobox lists genre as ActionComedySupernatural.","value":"ActionComedySupernatural","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ghost_Sweeper_Mikami","wikipedia_title":"Ghost Sweeper Mikami"},{"game_key":"Gladius","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gladius_(video_game)","evidence":"Article identifies Gladius as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gladius_(video_game)","evidence":"Article credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gladius_(video_game)","evidence":"Article identifies LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Gladius_(video_game)","evidence":"Article lists these platforms and says PlayStation 2/Xbox released in October 2003, followed by GameCube in November.","value":"PlayStation 2, Xbox, GameCube","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gladius","wikipedia_title":null},{"game_key":"Gloria Union","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/160741/gloria-union-twin-fates-in-blue-ocean/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Strategy / tactical role-playing.","value":"Strategy / tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/160741/gloria-union-twin-fates-in-blue-ocean/","evidence":"MobyGames lists PlayStation Portable as an original release platform.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/160741/gloria-union-twin-fates-in-blue-ocean/releases/","evidence":"MobyGames records the original Japan release in 2011-06-23.","value":"2011-06-23","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/160741/gloria-union-twin-fates-in-blue-ocean/releases/","evidence":"MobyGames credits Sting Inc. as developer.","value":"Sting Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/160741/gloria-union-twin-fates-in-blue-ocean/releases/","evidence":"MobyGames credits Index Corporation (Atlus label) as publisher.","value":"Index Corporation (Atlus label)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gloria_Union","wikipedia_title":"Gloria Union"},{"game_key":"Glover","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Glover_(video_game)","evidence":"The article classifies Glover as a puzzle-platformer.","value":"Puzzle-platformer","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Glover_(video_game)","evidence":"The infobox names Interactive Studios as developer.","value":"Interactive Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Glover_(video_game)","evidence":"The infobox names Hasbro Interactive as publisher.","value":"Hasbro Interactive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Glover_(video_game)","evidence":"The article says the game first released for Nintendo 64 and Windows in 1998; PlayStation followed in 1999.","value":"Nintendo 64 and Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Glover","wikipedia_title":null},{"game_key":"Gluk the Thunder Warrior","facts":[{"field":"canonical_name","source_url":"https://romhackplaza.org/index.php/translations/gluk-the-thunder-warrior-portuguese-translation-nintendo-entertainment-system","evidence":"The translation project uses the title Gluk the Thunder Warrior for its NES target.","value":"Gluk the Thunder Warrior","date_granularity":null},{"field":"original_platform","source_url":"https://romhackplaza.org/index.php/translations/gluk-the-thunder-warrior-portuguese-translation-nintendo-entertainment-system","evidence":"The project’s translation page identifies its Gluk the Thunder Warrior target as an NES game.","value":"Nintendo Entertainment System (unlicensed release)","date_granularity":null},{"field":"collection_context","source_url":"https://www.youtube.com/watch?v=atD8ItZy0k4","evidence":"Video Game History Foundation describes the Gluk rebranding and character substitution.","value":"Gluk-branded variant of Micro Genius’s Thunder Warrior; the VGHF account says the protagonist was replaced with the Gluk mascot.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gluk%20the%20Thunder%20Warrior","wikipedia_title":null},{"game_key":"Go Go Ackman","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","evidence":"The article gives the original title as Go! Go! Ackman.","value":"Go! Go! Ackman","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","evidence":"The article classifies the game as action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","evidence":"The article lists Super Famicom as the original platform.","value":"Super Famicom","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","evidence":"The article credits Banpresto as developer.","value":"Banpresto","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","evidence":"The article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","evidence":"The article gives December 23, 1994 as the Japanese release date.","value":"Japan (Super Famicom): 1994-12-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Go!_Go!_Ackman","wikipedia_title":"Go! Go! Ackman"},{"game_key":"Go Go Ackman (Super Famicom Japan)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/47858/go-go-ackman/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / platform.","value":"Action / platform","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/47858/go-go-ackman/","evidence":"MobyGames lists Super Famicom as an original release platform.","value":"Super Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/47858/go-go-ackman/releases/","evidence":"MobyGames records the original Japan release in 1994-12-23.","value":"1994-12-23","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/47858/go-go-ackman/releases/","evidence":"MobyGames credits Banpre Kikaku Co., Ltd. as developer.","value":"Banpre Kikaku Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/47858/go-go-ackman/releases/","evidence":"MobyGames credits Banpresto Co., Ltd. as publisher.","value":"Banpresto Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Go+Go+Ackman+%28Super+Famicom+Japan%29","wikipedia_title":null},{"game_key":"God Hand","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/27017/god-hand/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / beat ’em up.","value":"Action / beat ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/27017/god-hand/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/27017/god-hand/releases/","evidence":"MobyGames records the original Japan release in 2006-09-14.","value":"2006-09-14","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/27017/god-hand/releases/","evidence":"MobyGames credits Clover Studio Co., Ltd. as developer.","value":"Clover Studio Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/27017/god-hand/releases/","evidence":"MobyGames credits Capcom Co., Ltd. as publisher.","value":"Capcom Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=God+Hand","wikipedia_title":null},{"game_key":"God of War","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/17344/god-of-war/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / hack and slash.","value":"Action / hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/17344/god-of-war/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/17344/god-of-war/releases/","evidence":"MobyGames records the original North America release in 2005-03-22.","value":"2005-03-22","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/17344/god-of-war/releases/","evidence":"MobyGames credits SCE Studio Santa Monica as developer.","value":"SCE Studio Santa Monica","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/17344/god-of-war/releases/","evidence":"MobyGames credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/7242/god-of-war-series/","evidence":"MobyGames identifies this title as part of the God of War series.","value":"God of War series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=God+of+War","wikipedia_title":null},{"game_key":"God of War II (original PS2 version)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / hack and slash.","value":"Action / hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/releases/","evidence":"MobyGames records the original North America release in 2007.","value":"2007","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/releases/","evidence":"MobyGames credits SCE Studio Santa Monica as developer.","value":"SCE Studio Santa Monica","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/releases/","evidence":"MobyGames credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/7242/god-of-war-series/","evidence":"MobyGames identifies this title as part of the God of War series.","value":"God of War series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/God_of_War_II","wikipedia_title":"God of War II"},{"game_key":"God of War II HD","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/","evidence":"MobyGames lists the original PlayStation 2 release and notes the HD version in the PlayStation 3 God of War Collection.","value":"PlayStation 2 (original); PlayStation 3 (HD collection release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/","evidence":"MobyGames lists God of War II HD as included in God of War Collection (2009).","value":"2009","date_granularity":"year"},{"field":"genre","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / hack and slash.","value":"Action / hack and slash","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/releases/","evidence":"MobyGames credits SCE Studio Santa Monica as developer.","value":"SCE Studio Santa Monica","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/27089/god-of-war-ii/releases/","evidence":"MobyGames credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/7242/god-of-war-series/","evidence":"MobyGames identifies this title as part of the God of War series.","value":"God of War series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=God+of+War+II+HD","wikipedia_title":null},{"game_key":"God of War II HD (PS3, US PSN NPUA80491 v01.00)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/God_of_War_II","evidence":"The infobox names Santa Monica Studio as developer of God of War II.","value":"Santa Monica Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/God_of_War_II","evidence":"The infobox names Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/God_of_War_II","evidence":"The infobox places the game in the God of War series.","value":"God of War","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/God_of_War_II","evidence":"The article says the original game first released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/God_of_War_II","evidence":"The infobox lists action-adventure and hack and slash.","value":"Action-adventure; hack and slash","date_granularity":null},{"field":"platform","source_url":"https://blog.playstation.com/?p=15448","evidence":"Sony Computer Entertainment America announced the collection as a PS3 release and describes God of War II as remastered in HD for PS3.","value":"PlayStation 3","date_granularity":null},{"field":"collection_context","source_url":"https://blog.playstation.com/?p=15448","evidence":"The official announcement says the God of War Collection contains remastered HD versions of God of War and God of War II on one Blu-ray disc.","value":"Remastered in God of War Collection (2009) and re-released in God of War Saga (2012)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=God+of+War+II+HD+%28PS3%2C+US+PSN+NPUA80491+v01.00%29","wikipedia_title":null},{"game_key":"God of War III Remastered (PS4 CUSA01623/CUSA01715)","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/234258/god-of-war-iii-remastered/","evidence":"MobyGames identifies the title as the PlayStation 4 remaster of the PlayStation 3 original.","value":"PlayStation 3 (original); PlayStation 4 (remastered)","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/234258/god-of-war-iii-remastered/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / hack and slash.","value":"Action / hack and slash","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/234258/god-of-war-iii-remastered/releases/","evidence":"MobyGames records the original North America release in 2015-07-14.","value":"2015-07-14","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/234258/god-of-war-iii-remastered/releases/","evidence":"MobyGames credits SCE Studio Santa Monica as developer.","value":"SCE Studio Santa Monica","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/234258/god-of-war-iii-remastered/releases/","evidence":"MobyGames credits Sony Computer Entertainment America LLC as publisher.","value":"Sony Computer Entertainment America LLC","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/7242/god-of-war-series/","evidence":"MobyGames identifies this title as part of the God of War series.","value":"God of War series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/God_of_War_III","wikipedia_title":"God of War III"},{"game_key":"God of War: Ascension (PlayStation 3, `BCUS98232`; version 1.00 ISO with 1.12 update PKG)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","evidence":"The Wikipedia infobox lists developer as Santa Monica Studio.","value":"Santa Monica Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","evidence":"The Wikipedia infobox lists original platform as PlayStation 3.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","evidence":"The Wikipedia infobox lists genre as Action-adventure, hack and slash.","value":"Action-adventure, hack and slash","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","evidence":"The Wikipedia infobox lists series as God of War.","value":"God of War","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","evidence":"The Wikipedia infobox release schedule explicitly lists North America: March 12, 2013.","value":"North America: March 12, 2013","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/God_of_War:_Ascension","wikipedia_title":"God of War: Ascension"},{"game_key":"God of War: Chains of Olympus","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/33397/god-of-war-chains-of-olympus/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / hack and slash.","value":"Action / hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/33397/god-of-war-chains-of-olympus/","evidence":"MobyGames lists PlayStation Portable as an original release platform.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/33397/god-of-war-chains-of-olympus/releases/","evidence":"MobyGames records the original North America release in 2008-03-04.","value":"2008-03-04","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/33397/god-of-war-chains-of-olympus/releases/","evidence":"MobyGames credits Ready at Dawn Studios, LLC as developer.","value":"Ready at Dawn Studios, LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/33397/god-of-war-chains-of-olympus/releases/","evidence":"MobyGames credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/7242/god-of-war-series/","evidence":"MobyGames identifies this title as part of the God of War series.","value":"God of War series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/God_of_War:_Chains_of_Olympus","wikipedia_title":"God of War: Chains of Olympus"},{"game_key":"God of War: Chains of Olympus (PSP, European UCES-00842 v1.00)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Chains_of_Olympus","evidence":"The article's infobox classifies the game as action-adventure and hack and slash.","value":"Action-adventure, hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Chains_of_Olympus","evidence":"The article says the game was first released for the PSP handheld console.","value":"PlayStation Portable (PSP)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/God_of_War:_Chains_of_Olympus","evidence":"The article credits Ready at Dawn as developer.","value":"Ready at Dawn","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps3/645741-god-of-war-chains-of-olympus/data","evidence":"The release table lists SCEE as publisher for the European UCES-00842 release.","value":"Sony Computer Entertainment Europe (SCEE)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps3/645741-god-of-war-chains-of-olympus/data","evidence":"The European release table pairs product ID UCES-00842 with release date March 28, 2008.","value":"2008-03-28 (Europe; UCES-00842)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/God_of_War:_Chains_of_Olympus","wikipedia_title":"God of War: Chains of Olympus"},{"game_key":"God of War: Ghost of Sparta","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/49400/god-of-war-ghost-of-sparta/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / hack and slash.","value":"Action / hack and slash","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/49400/god-of-war-ghost-of-sparta/","evidence":"MobyGames lists PlayStation Portable as an original release platform.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/49400/god-of-war-ghost-of-sparta/releases/","evidence":"MobyGames records the original North America release in 2010-11-02.","value":"2010-11-02","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/49400/god-of-war-ghost-of-sparta/releases/","evidence":"MobyGames credits Ready at Dawn Studios, LLC as developer.","value":"Ready at Dawn Studios, LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/49400/god-of-war-ghost-of-sparta/releases/","evidence":"MobyGames credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/7242/god-of-war-series/","evidence":"MobyGames identifies this title as part of the God of War series.","value":"God of War series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/God_of_War:_Ghost_of_Sparta","wikipedia_title":"God of War: Ghost of Sparta"},{"game_key":"Godzilla: Save the Earth","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/17700/godzilla-save-the-earth/","evidence":"MobyGames describes the title as a 3-D fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/17700/godzilla-save-the-earth/","evidence":"MobyGames lists original releases on PlayStation 2 and Xbox.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/17700/godzilla-save-the-earth/releases/","evidence":"MobyGames records the original North America release in 2004-11-02.","value":"2004-11-02","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/17700/godzilla-save-the-earth/releases/","evidence":"MobyGames credits Pipeworks Software, Inc. as developer.","value":"Pipeworks Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/17700/godzilla-save-the-earth/releases/","evidence":"MobyGames credits Atari, Inc. as publisher.","value":"Atari, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Godzilla:_Save_the_Earth","wikipedia_title":"Godzilla: Save the Earth"},{"game_key":"Golden Sun","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article classifies Golden Sun as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article credits Camelot Software Planning as developer.","value":"Camelot Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article identifies the game as the first installment in the Golden Sun series.","value":"Golden Sun","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article lists Game Boy Advance as the original platform.","value":"Game Boy 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publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The infobox places the game in the Golden Sun series.","value":"Golden Sun","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article says the game was developed and published for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","wikipedia_title":"Golden Sun (video game)"},{"game_key":"Golden Sun: The Broken Seal","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article classifies Golden Sun as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article credits Camelot Software Planning as developer.","value":"Camelot Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article identifies the game as the first installment in the Golden Sun series.","value":"Golden Sun","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article lists Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","evidence":"The article gives August 2001 as the Japanese release month.","value":"2001-08","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Golden_Sun_(video_game)","wikipedia_title":"Golden Sun (video game)"},{"game_key":"Golden Sun: The Lost Age","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","evidence":"The article classifies The Lost Age as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","evidence":"The article credits Camelot Software Planning as developer.","value":"Camelot Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","evidence":"The article identifies the game as the second installment in the Golden Sun series.","value":"Golden Sun","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","evidence":"The article identifies Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","evidence":"The article gives June 28, 2002 as the Japanese release date.","value":"2002-06-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age","wikipedia_title":"Golden Sun: The Lost Age"},{"game_key":"GoldenEye 007","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-ca/whatsnew/goldeneye-007-returns-for-nintendo-switch-online-expansion-pack-members/","evidence":"Nintendo says the game originally released on Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-ca/whatsnew/goldeneye-007-returns-for-nintendo-switch-online-expansion-pack-members/","evidence":"Nintendo states the original N64 game released in 1997.","value":"1997","date_granularity":"year"},{"field":"genre","source_url":"https://www.nintendo.com/en-ca/whatsnew/goldeneye-007-returns-for-nintendo-switch-online-expansion-pack-members/","evidence":"Nintendo describes it as a classic first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/de-de/Spiele/Nintendo-Switch-Download-Software/Nintendo-64-Nintendo-Classics-2067751.html","evidence":"Nintendo copyright/legal listing states “GoldenEye 007 © 1997 Nintendo/Rare. Game by Rare.”","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3528/goldeneye-007/releases/","evidence":"MobyGames lists Nintendo as publisher for the original Nintendo 64 release.","value":"Nintendo Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/GoldenEye_007","wikipedia_title":"GoldenEye 007"},{"game_key":"GoldenEye 007 (Xbox 360 XBLA version)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/3528/goldeneye-007/","evidence":"The original title entry classifies GoldenEye 007 as an action first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://arstechnica.com/gaming/2021/02/ex-rare-devs-open-up-about-the-canceled-goldeneye-007-remake-for-xbox-360/","evidence":"Former Rare developers describe the cancelled Xbox 360 XBLA remake.","value":"Xbox 360 (cancelled XBLA remake)","date_granularity":null},{"field":"developer","source_url":"https://arstechnica.com/gaming/2021/02/ex-rare-devs-open-up-about-the-canceled-goldeneye-007-remake-for-xbox-360/","evidence":"The article identifies Rare as the studio behind the cancelled remake.","value":"Rare Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/GoldenEye_007","wikipedia_title":"GoldenEye 007"},{"game_key":"GoldenEye 007 (Xbox 360/XBLA version)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/3528/goldeneye-007/","evidence":"The original title entry classifies GoldenEye 007 as an action first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://arstechnica.com/gaming/2021/02/ex-rare-devs-open-up-about-the-canceled-goldeneye-007-remake-for-xbox-360/","evidence":"Former Rare developers describe the cancelled Xbox 360 XBLA remake.","value":"Xbox 360 (cancelled XBLA remake)","date_granularity":null},{"field":"developer","source_url":"https://arstechnica.com/gaming/2021/02/ex-rare-devs-open-up-about-the-canceled-goldeneye-007-remake-for-xbox-360/","evidence":"The article identifies Rare as the studio behind the cancelled remake.","value":"Rare Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/GoldenEye_007","wikipedia_title":"GoldenEye 007"},{"game_key":"GoldenEye 007 Remastered (Xbox 360 / XBLA; codename Bean)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/GoldenEye_007","evidence":"The article classifies the original GoldenEye 007 as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/GoldenEye_007","evidence":"The article identifies Rare and 4J Studios as developers of the cancelled XBLA remaster.","value":"Rare; 4J Studios (cancelled XBLA 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Auto: San Andreas","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The infobox names Rockstar North as developer.","value":"Rockstar North","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The infobox names Rockstar Games as publisher.","value":"Rockstar Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The article identifies the game as the fifth main and seventh overall Grand Theft Auto entry.","value":"Grand Theft Auto","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The article says San Andreas was first released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The infobox classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The article says the game is played from a third-person perspective.","value":"Third-person","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas","evidence":"The article lists the PlayStation 2 release dates for North America and PAL regions.","value":"North America: 2004-10-26; PAL: 2004-10-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Grand+Theft+Auto%3A+San+Andreas","wikipedia_title":null},{"game_key":"Grand Theft Auto: Vice City","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/7626/grand-theft-auto-vice-city/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / open-world driving.","value":"Action / open-world driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7626/grand-theft-auto-vice-city/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7626/grand-theft-auto-vice-city/releases/","evidence":"MobyGames records the original North America release in 2002-10-29.","value":"2002-10-29","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/7626/grand-theft-auto-vice-city/releases/","evidence":"MobyGames credits Rockstar North Ltd. as developer.","value":"Rockstar North Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7626/grand-theft-auto-vice-city/releases/","evidence":"MobyGames credits Rockstar Games, Inc. as publisher.","value":"Rockstar Games, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/167/grand-theft-auto-series/","evidence":"MobyGames identifies this title as part of the Grand Theft Auto series.","value":"Grand Theft Auto series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_Vice_City","wikipedia_title":"Grand Theft Auto: Vice City"},{"game_key":"Grand Theft Auto: Vice City Stories","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/25695/grand-theft-auto-vice-city-stories/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / open-world driving.","value":"Action / open-world driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/25695/grand-theft-auto-vice-city-stories/","evidence":"MobyGames lists PlayStation Portable as an original release platform.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/25695/grand-theft-auto-vice-city-stories/releases/","evidence":"MobyGames records the original North America release in 2006-10-31.","value":"2006-10-31","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/25695/grand-theft-auto-vice-city-stories/releases/","evidence":"MobyGames credits Rockstar North Ltd.; Rockstar Leeds Ltd. as developer.","value":"Rockstar North Ltd.; Rockstar Leeds Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/25695/grand-theft-auto-vice-city-stories/releases/","evidence":"MobyGames credits Rockstar Games, Inc. as publisher.","value":"Rockstar Games, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/167/grand-theft-auto-series/","evidence":"MobyGames identifies this title as part of the Grand Theft Auto series.","value":"Grand Theft Auto series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Grand_Theft_Auto:_Vice_City_Stories","wikipedia_title":"Grand Theft Auto: Vice City Stories"},{"game_key":"Grandia: Digital Museum","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/225566/grandia-digital-museum/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/225566/grandia-digital-museum/","evidence":"MobyGames lists Sega Saturn as an original release platform.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/225566/grandia-digital-museum/releases/","evidence":"MobyGames records the original Japan release in 1998-05-28.","value":"1998-05-28","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/225566/grandia-digital-museum/releases/","evidence":"MobyGames credits Game Arts Co., Ltd. as developer.","value":"Game Arts Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/225566/grandia-digital-museum/releases/","evidence":"MobyGames credits Game Arts Co., Ltd. as publisher.","value":"Game Arts Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/2734/grandia-series/","evidence":"MobyGames identifies this title as part of the Grandia series.","value":"Grandia series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Grandia%3A+Digital+Museum","wikipedia_title":null},{"game_key":"Granhistoria: Genshi Sekaiki","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Nintendo_Entertainment_System_games","evidence":"The game appears as a retail release in the Super Nintendo game list.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Nintendo_Entertainment_System_games","evidence":"The list row names J-Force as developer.","value":"J-Force","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Nintendo_Entertainment_System_games","evidence":"The list row names Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Nintendo_Entertainment_System_games","evidence":"The list row gives June 30, 1995 for Japan and marks other listed regions unreleased.","value":"Japan: 1995-06-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Granhistoria%3A+Genshi+Sekaiki","wikipedia_title":null},{"game_key":"Gravitar","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/10492/gravitar/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / fixed-screen shooter.","value":"Action / fixed-screen shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/10492/gravitar/","evidence":"MobyGames lists Arcade as an original release platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/10492/gravitar/releases/","evidence":"MobyGames lists the original release year as 1982.","value":"1982","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/10492/gravitar/releases/","evidence":"MobyGames credits Atari, Inc. as developer.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/10492/gravitar/releases/","evidence":"MobyGames credits Atari, Inc. as publisher.","value":"Atari, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gravitar","wikipedia_title":"Gravitar"},{"game_key":"Gravity Defied","facts":[{"field":"genre","source_url":"https://gdtr.net/handbook/history/","evidence":"The handbook identifies Gravity Defied as a motorcycle trial-racing mobile game.","value":"Motorcycle trial racing","date_granularity":null},{"field":"developer","source_url":"https://gdtr.net/handbook/history/","evidence":"The handbook credits Codebrew Software as the original developer.","value":"Codebrew Software","date_granularity":null},{"field":"original_platform","source_url":"https://gdtr.net/handbook/history/","evidence":"The handbook identifies J2ME as the game's original mobile platform.","value":"J2ME","date_granularity":null},{"field":"release_date","source_url":"https://gdtr.net/handbook/history/","evidence":"The history says the full version was released in early April 2005.","value":"April 2005","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gravity+Defied","wikipedia_title":null},{"game_key":"Gravity Rush 2","facts":[{"field":"original_platform","source_url":"https://www.playstation.com/en-us/games/gravity-rush-2/","evidence":"PlayStation’s official US product page lists Gravity Rush 2 for PS4.","value":"PlayStation 4","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.playstation.com/en-us/games/gravity-rush-2/","evidence":"PlayStation’s official product page lists January 20, 2017 as the release date.","value":"North America: 2017-01-20","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gravity_Rush_2","evidence":"The article credits Project Siren with developing Gravity Rush 2.","value":"Project Siren","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gravity_Rush_2","wikipedia_title":"Gravity Rush 2"},{"game_key":"Growlanser VI: Precarious World","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/200891/growlanser-vi-precarious-world/","evidence":"MobyGames records Growlanser VI: Precarious World.","value":"Growlanser VI: Precarious World","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/200891/growlanser-vi-precarious-world/","evidence":"MobyGames classifies the title as role-playing and strategy/tactics.","value":"Role-playing / strategy tactics","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/200891/growlanser-vi-precarious-world/","evidence":"MobyGames lists PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/200891/growlanser-vi-precarious-world/","evidence":"MobyGames credits Career Soft and Y’sK Inc. as developers.","value":"Career Soft and Y’sK Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/200891/growlanser-vi-precarious-world/","evidence":"MobyGames credits Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/200891/growlanser-vi-precarious-world/","evidence":"MobyGames gives June 21, 2007 as the Japanese release date.","value":"Japan (PlayStation 2): 2007-06-21","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Growlanser","evidence":"The article lists Growlanser VI among entries in the Growlanser series.","value":"Growlanser","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Growlanser%20VI%3A%20Precarious%20World","wikipedia_title":null},{"game_key":"GT Racing: Hyundai Edition","facts":[{"field":"genre","source_url":"https://www.newswire.co.kr/newsRead.php?no=651735","evidence":"Hyundai’s release announcement describes GT Racing: Hyundai Edition as a mobile racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/android/697463-gt-racing-hyundai-edition/data","evidence":"GameFAQs lists Gameloft as developer.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/android/697463-gt-racing-hyundai-edition/data","evidence":"GameFAQs lists Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/android/697463-gt-racing-hyundai-edition/data","evidence":"GameFAQs associates the game with the GT Racing franchise.","value":"GT Racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.newswire.co.kr/newsRead.php?no=651735","evidence":"Hyundai’s announcement says the edition would be distributed worldwide through Google Play for Android users starting September 20, 2012.","value":"Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.newswire.co.kr/newsRead.php?no=651735","evidence":"Hyundai’s release announcement says global Google Play distribution began September 20, 2012.","value":"2012-09-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=GT+Racing%3A+Hyundai+Edition","wikipedia_title":null},{"game_key":"GT Racing: Motor Academy HD","facts":[{"field":"genre","source_url":"https://www.4gamer.net/games/113/G011361/20100617004/","evidence":"The publisher’s iPad release notice describes it as a racing simulation game.","value":"Racing simulation","date_granularity":null},{"field":"developer","source_url":"https://www.4gamer.net/games/113/G011361/20100617004/","evidence":"The publisher’s release notice identifies Gameloft as the company releasing the game.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://www.4gamer.net/games/113/G011361/20100617004/","evidence":"The publisher’s release notice identifies Gameloft as the publisher.","value":"Gameloft","date_granularity":null},{"field":"original_platform","source_url":"https://www.4gamer.net/games/113/G011361/20100617004/","evidence":"The publisher’s notice identifies the HD edition as an iPad release.","value":"iPad","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/iphone/988869-gt-racing-motor-academy/data","evidence":"GameFAQs places the title in the GT Racing franchise.","value":"GT Racing","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.4gamer.net/games/113/G011361/20100617004/","evidence":"The publisher’s release notice gives June 17, 2010 as the iPad release date.","value":"2010-06-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=GT+Racing%3A+Motor+Academy+HD","wikipedia_title":null},{"game_key":"Guevara","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Guerrilla_War_(video_game)","evidence":"The article classifies Guerrilla War, released in Japan as Guevara, as a run-and-gun game.","value":"Run and gun","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Guerrilla_War_(video_game)","evidence":"The article says the game was first developed and published for arcades and identifies Guevara as its Japanese title.","value":"Arcade (Japanese title: Guevara)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Guerrilla_War_(video_game)","evidence":"The article credits SNK as developer.","value":"SNK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Guerrilla_War_(video_game)","evidence":"The article credits SNK as publisher of the arcade release.","value":"SNK","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Guerrilla_War_(video_game)","evidence":"The article dates the Japanese arcade game to 1987; the Japanese Famicom adaptation followed in 1988.","value":"1987 (Japanese arcade release)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Guerrilla_War_(video_game)","wikipedia_title":"Guerrilla War (video game)"},{"game_key":"Guimo (DOS, version 2.2)","facts":[{"field":"canonical_name","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The DOS archive identifies the game as Guimo.","value":"Guimo","date_granularity":null},{"field":"genre","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The archive classifies Guimo as a platform game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The archive lists the game and the v2.2 shareware release for DOS.","value":"MS-DOS / PC-compatible computer","date_granularity":null},{"field":"developer","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The archive identifies Southlogic Studios / Jack in the Box Computing as developer.","value":"Southlogic Studios (Jack in the Box Computing)","date_granularity":null},{"field":"publisher","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The archive lists Jack in the Box Computing (Southlogic Studios) as publisher.","value":"Jack in the Box Computing (Southlogic Studios)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The archive’s download table dates the DOS v2.2 shareware release to December 18, 1997.","value":"Version 2.2 shareware: 1997-12-18","date_granularity":"day"},{"field":"edition_context","source_url":"https://www.classicdosgames.com/game/Guimo.html","evidence":"The archive identifies the v2.2 download as shareware and says the shareware version has only the first level playable.","value":"Version 2.2 is the archived shareware release; the archive notes that only the first level is playable in shareware.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Guimo+%28DOS%2C+version+2.2%29","wikipedia_title":null},{"game_key":"Guitar Hero III: Legends of Rock","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The Wikipedia infobox lists developer as Neversoft.","value":"Neversoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The Wikipedia infobox lists publisher as Activision.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The Wikipedia infobox lists original platform as PlayStation 2, PlayStation 3, Wii, Xbox 360, Microsoft Windows, Mac OS X.","value":"PlayStation 2, PlayStation 3, Wii, Xbox 360, Microsoft Windows, Mac OS X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The Wikipedia infobox lists genre as Rhythm.","value":"Rhythm","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The Wikipedia infobox lists series as Guitar Hero.","value":"Guitar Hero","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 28, 2007.","value":"North America: October 28, 2007","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","wikipedia_title":"Guitar Hero III: Legends of Rock"},{"game_key":"Guitar Hero III: Legends of Rock (PS3, BLUS30074)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The infobox names Neversoft as developer.","value":"Neversoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The infobox names Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The infobox places the game in the Guitar Hero series.","value":"Guitar Hero","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The infobox lists these platforms, including PlayStation 3.","value":"PlayStation 2, PlayStation 3, Wii, Xbox 360, Windows, and Mac OS X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Guitar_Hero_III:_Legends_of_Rock","evidence":"The infobox lists rhythm as the genre.","value":"Rhythm","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Guitar+Hero+III%3A+Legends+of+Rock+%28PS3%2C+BLUS30074%29","wikipedia_title":null},{"game_key":"Gun Frontier Arcade Gears Vol. 2","facts":[{"field":"platforms","source_url":"https://www.gavas.jp/products/detail.php?product_id=1513","evidence":"The archival catalog identifies Arcade Gears Vol. 2 - Gun Frontier as a Sega Saturn release.","value":"Sega Saturn (Arcade Gears Vol. 2 edition)","date_granularity":null},{"field":"genre","source_url":"https://www.gavas.jp/products/detail.php?product_id=1513","evidence":"The archival catalog classifies it as a shooter.","value":"Shooter","date_granularity":null},{"field":"publisher","source_url":"https://www.gavas.jp/products/detail.php?product_id=1513","evidence":"The product record identifies Xing as maker and shows its copyright on packaging.","value":"Xing","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gavas.jp/products/detail.php?product_id=1513","evidence":"The catalog gives September 25, 1997 as release date.","value":"Japan: 1997-09-25","date_granularity":"day"},{"field":"content","source_url":"https://www.gavas.jp/products/detail.php?product_id=1513","evidence":"The record identifies this as the second Arcade Gears volume and names Gun Frontier as its shooter.","value":"Arcade Gears Vol. 2 contains the Gun Frontier shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gun_Frontier_(video_game)","wikipedia_title":"Gun Frontier (video game)"},{"game_key":"Gun.Smoke","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gun.Smoke","evidence":"The Wikipedia infobox lists developer as Capcom.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gun.Smoke","evidence":"The Wikipedia infobox lists publisher as JP/EU: CapcomNA: Romstar.","value":"JP/EU: CapcomNA: Romstar","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gun.Smoke","evidence":"The Wikipedia infobox lists original platform as Arcade, Famicom Disk System, NES, Amstrad CPC, MSX, PlayStation 2, PlayStation, ZX Spectrum, Xbox, Sega Saturn, Windows.","value":"Arcade, Famicom Disk System, NES, Amstrad CPC, MSX, PlayStation 2, PlayStation, ZX Spectrum, Xbox, Sega Saturn, Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gun.Smoke","evidence":"The Wikipedia infobox lists genre as Run and gun.","value":"Run and gun","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gun.Smoke","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: October 23, 1985.","value":"Japan: October 23, 1985","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Gun.Smoke","wikipedia_title":"Gun.Smoke"},{"game_key":"Gundam Assault Survive","facts":[{"field":"original_platform","source_url":"https://tw.gundam-official.com/news/i/news/video-music/news_video-music_20100122_11090p","evidence":"The official Gundam announcement identifies PlayStation Portable.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://tw.gundam-official.com/news/i/news/video-music/news_video-music_20100122_11090p","evidence":"The official announcement lists the game style as Gundam action.","value":"Gundam action","date_granularity":null},{"field":"players","source_url":"https://tw.gundam-official.com/news/i/news/video-music/news_video-music_20100122_11090p","evidence":"The official notice gives total and mode-specific player counts.","value":"One to four; co-op two to three and versus two to four","date_granularity":null},{"field":"regional_release_date","source_url":"https://tw.gundam-official.com/news/i/news/video-music/news_video-music_20100122_11090p","evidence":"The official announcement states a planned March 18, 2010 release date.","value":"Japan: 2010-03-18 (scheduled in January 2010 announcement)","date_granularity":"day"},{"field":"feature","source_url":"https://tw.gundam-official.com/news/i/news/video-music/news_video-music_20100122_11090p","evidence":"The official announcement describes original pilot appearance customization.","value":"Create an original pilot avatar","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gundam%20Assault%20Survive","wikipedia_title":null},{"game_key":"Guns ’n Goblins Demo","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/4671750/","evidence":"Steam store identifies the title as Guns 'n Goblins Demo.","value":"Guns 'n Goblins Demo","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/4671750/","evidence":"Steam store classifies the game as Action; RPG.","value":"Action; RPG","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/4671750/","evidence":"Steam store lists Windows among the game's platforms.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/4671750/","evidence":"Steam store records the release as 2026-07-24.","value":"2026-07-24","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/4671750/","evidence":"Steam store credits Lance & Argl as developer.","value":"Lance & Argl","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/4671750/","evidence":"Steam store credits SoulGame as publisher.","value":"SoulGame","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Guns%20%E2%80%99n%20Goblins%20Demo","wikipedia_title":null},{"game_key":"Gyakuten Saiban 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gyakuten_Saiban_2","evidence":"The infobox names Capcom Production Studio 4 as developer.","value":"Capcom Production Studio 4","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gyakuten_Saiban_2","evidence":"The infobox names Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Gyakuten_Saiban_2","evidence":"The infobox places the game in the Ace Attorney series.","value":"Ace Attorney","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gyakuten_Saiban_2","evidence":"The infobox lists Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Gyakuten_Saiban_2","evidence":"The infobox lists adventure and visual novel.","value":"Adventure; visual novel","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Gyakuten+Saiban+2","wikipedia_title":null},{"game_key":"Half-Life","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article classifies Half-Life as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The original release listed in the article is the Windows PC version.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article identifies 1998 as the original release year.","value":"1998","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article credits Valve as developer.","value":"Valve","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article credits Sierra Studios as the original publisher.","value":"Sierra Studios","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/155/half-life/","evidence":"MobyGames identifies this title as part of the Half-Life series.","value":"Half-Life series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","wikipedia_title":"Half-Life (video game)"},{"game_key":"Half-Life (1998) gameplay and game logic","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article classifies Half-Life as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article credits Valve as developer.","value":"Valve","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article identifies Sierra Studios as publisher of the original Windows release.","value":"Sierra Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article identifies the game as the first entry in the Half-Life series.","value":"Half-Life","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article identifies Windows as the original release platform.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article gives November 19, 1998 as the Windows release date.","value":"1998-11-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","wikipedia_title":"Half-Life (video game)"},{"game_key":"Half-Life (including Blue Shift and Opposing Force)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article identifies Half-Life as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article names Valve as developer.","value":"Valve Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The infobox names Sierra Studios as publisher.","value":"Sierra Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article describes the original release as a Windows game.","value":"Windows","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","evidence":"The article identifies Opposing Force and Blue Shift as Half-Life expansion packs developed by Gearbox Software.","value":"Opposing Force (1999) and Blue Shift (2001) are Gearbox Software expansion packs for Half-Life.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Half-Life_(video_game)","wikipedia_title":"Half-Life (video game)"},{"game_key":"Halo 2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/15499/halo-2/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/15499/halo-2/","evidence":"MobyGames lists Xbox as an original release platform.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/15499/halo-2/releases/","evidence":"MobyGames records the original North America release in 2004.","value":"2004","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/15499/halo-2/releases/","evidence":"MobyGames credits Bungie Studios, LLC as developer.","value":"Bungie Studios, LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/15499/halo-2/releases/","evidence":"MobyGames credits Microsoft Corporation as publisher.","value":"Microsoft Corporation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/15499/halo-2/","evidence":"MobyGames identifies this title as part of the Halo series.","value":"Halo series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Halo_2","wikipedia_title":"Halo 2"},{"game_key":"Halo 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Halo_3","evidence":"The infobox names Bungie as developer.","value":"Bungie","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Halo_3","evidence":"The infobox names Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Halo_3","evidence":"The infobox places the game in the Halo series.","value":"Halo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Halo_3","evidence":"The article identifies Xbox 360 as the game's platform.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Halo_3","evidence":"The infobox classifies Halo 3 as a first-person shooter.","value":"First-person 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platform.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/releases/","evidence":"MobyGames records the original North America release in 2001.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/releases/","evidence":"MobyGames credits Bungie Studios, LLC as developer.","value":"Bungie Studios, LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/releases/","evidence":"MobyGames credits Microsoft Corporation as publisher.","value":"Microsoft Corporation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/","evidence":"MobyGames identifies this title as part of the Halo series.","value":"Halo 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2001.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/releases/","evidence":"MobyGames credits Bungie Studios, LLC as developer.","value":"Bungie Studios, LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/releases/","evidence":"MobyGames credits Microsoft Corporation as publisher.","value":"Microsoft Corporation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5368/halo-combat-evolved/","evidence":"MobyGames identifies this title as part of the Halo series.","value":"Halo series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved","wikipedia_title":"Halo: Combat Evolved"},{"game_key":"Halo: Combat Evolved Anniversary (Xbox 360 prototype)","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved_Anniversary","evidence":"The article credits the remaster to 343 Industries, Saber Interactive, and Certain Affinity.","value":"343 Industries; Saber Interactive; Certain Affinity","date_granularity":null},{"field":"publisher","source_url":"https://www.xbox.com/en-US/games/store/halo-combat-evolved-anniversary/c1xfhqsgwgd1","evidence":"Microsoft’s Xbox Store listing identifies Microsoft Studios as publisher.","value":"Microsoft Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved_Anniversary","evidence":"The infobox places the game in the Halo series.","value":"Halo","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved_Anniversary","evidence":"The article says the 2011 remaster was released for Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved_Anniversary","evidence":"The infobox classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved_Anniversary","evidence":"The article gives November 15, 2011 as the release date.","value":"2011-11-15","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Halo:_Combat_Evolved_Anniversary","evidence":"The article says the Anniversary edition was later included in Halo: The Master Chief Collection.","value":"Later included in Halo: The Master Chief Collection","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Halo%3A+Combat+Evolved+Anniversary+%28Xbox+360+prototype%29","wikipedia_title":null},{"game_key":"Halo: 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article identifies the arcade game as the original release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Hang-On","evidence":"The article gives July 5, 1985 as the Japanese mass-market arcade release date.","value":"1985-07-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hang-On","wikipedia_title":"Hang-On"},{"game_key":"Haou Taikei Ryuu Knight: Lord of Paladin","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/snes/575498-haou-taikei-ryuu-knight-lord-of-paladin/data","evidence":"The release record classifies the Super Nintendo game as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/snes/575498-haou-taikei-ryuu-knight-lord-of-paladin/data","evidence":"The title is listed as a Super Nintendo game in the release record.","value":"Super Famicom","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/575498-haou-taikei-ryuu-knight-lord-of-paladin/data","evidence":"The release record credits Japan Art Media (JAM) as developer.","value":"Japan Art Media","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/snes/575498-haou-taikei-ryuu-knight-lord-of-paladin/data","evidence":"The release record credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/snes/575498-haou-taikei-ryuu-knight-lord-of-paladin/data","evidence":"The release record dates the Japanese release to 1994.","value":"Japan: 1994","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ha%C5%8D_Taikei_Ry%C5%AB_Knight","wikipedia_title":"Haō Taikei Ryū Knight"},{"game_key":"Hard Corps: Uprising","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/83711/hard-corps-uprising/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / run and gun.","value":"Action / run and gun","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/83711/hard-corps-uprising/","evidence":"MobyGames lists Xbox 360 as an original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/83711/hard-corps-uprising/releases/","evidence":"MobyGames records the original North America release in 2011-02-16.","value":"2011-02-16","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/83711/hard-corps-uprising/releases/","evidence":"MobyGames credits Arc System Works Co., Ltd. as developer.","value":"Arc System Works Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/83711/hard-corps-uprising/releases/","evidence":"MobyGames credits Konami Digital Entertainment, Inc. as publisher.","value":"Konami Digital Entertainment, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/83711/hard-corps-uprising/","evidence":"MobyGames identifies this title as part of the Contra series.","value":"Contra series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hard_Corps:_Uprising","wikipedia_title":"Hard Corps: Uprising"},{"game_key":"Harry Potter and the Chamber of Secrets","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Chamber_of_Secrets_(video_game)","evidence":"The article classifies the game family as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Chamber_of_Secrets_(video_game)","evidence":"The article assigns different developers to the separate platform versions.","value":"EA UK (PS2); Eurocom (Xbox, GameCube, GBA); Argonaut Games (PlayStation); KnowWonder (Windows); Griptonite Games (Game Boy Color); Westlake Interactive (Mac)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Chamber_of_Secrets_(video_game)","evidence":"The article lists Electronic Arts and Aspyr for the Mac release.","value":"Electronic Arts; Aspyr (Mac)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Chamber_of_Secrets_(video_game)","evidence":"The article lists Wizarding World as the series.","value":"Wizarding World","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Chamber_of_Secrets_(video_game)","evidence":"The article dates the separate platform versions to 2002.","value":"2002","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Chamber_of_Secrets_(video_game)","wikipedia_title":"Harry Potter and the Chamber of Secrets (video game)"},{"game_key":"Harry Potter and the Philosopher's Stone / Sorcerer's Stone (2001 PC game)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher%27s_Stone_(PC_video_game)","evidence":"The infobox lists action-adventure as the genre.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher%27s_Stone_(PC_video_game)","evidence":"The infobox names KnowWonder as developer of the Windows version.","value":"KnowWonder","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher%27s_Stone_(PC_video_game)","evidence":"The infobox names Electronic Arts as publisher of the Windows version.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher%27s_Stone_(PC_video_game)","evidence":"The infobox places the game in the Harry Potter series.","value":"Harry Potter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher%27s_Stone_(PC_video_game)","evidence":"The article identifies the 2001 PC game as a Windows release.","value":"Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher%27s_Stone_(PC_video_game)","wikipedia_title":"Harry Potter and the Philosopher's Stone (PC video game)"},{"game_key":"Harry Potter and the Prisoner of Azkaban","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Prisoner_of_Azkaban_(video_game)","evidence":"The article classifies the title as action-adventure and identifies the GBA version as a role-playing game.","value":"Action-adventure; role-playing (GBA)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Prisoner_of_Azkaban_(video_game)","evidence":"The article assigns development by platform.","value":"KnowWonder (Windows); Griptonite Games (GBA); EA UK (PS2, Xbox, GameCube)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Prisoner_of_Azkaban_(video_game)","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Prisoner_of_Azkaban_(video_game)","evidence":"The article lists Wizarding World as the series.","value":"Wizarding World","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Prisoner_of_Azkaban_(video_game)","evidence":"The article dates the multi-platform releases to 2004.","value":"2004","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harry_Potter_and_the_Prisoner_of_Azkaban_(video_game)","wikipedia_title":"Harry Potter and the Prisoner of Azkaban (video game)"},{"game_key":"Harvest Moon 64","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4978/harvest-moon-64/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Simulation / farming.","value":"Simulation / farming","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4978/harvest-moon-64/","evidence":"MobyGames lists Nintendo 64 as an original release platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4978/harvest-moon-64/releases/","evidence":"MobyGames records the original Japan release in 1999-02-05.","value":"1999-02-05","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/4978/harvest-moon-64/releases/","evidence":"MobyGames credits Victor Interactive Software, Inc. as developer.","value":"Victor Interactive Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4978/harvest-moon-64/releases/","evidence":"MobyGames credits Victor Interactive Software, Inc. as publisher.","value":"Victor Interactive Software, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/4978/harvest-moon-64/","evidence":"MobyGames identifies this title as part of the Harvest Moon series.","value":"Harvest Moon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harvest_Moon_64","wikipedia_title":"Harvest Moon 64"},{"game_key":"Harvest Moon DS (Nintendo DS USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Harvest_Moon_DS","evidence":"The infobox names Marvelous Interactive as developer.","value":"Marvelous Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Harvest_Moon_DS","evidence":"The article identifies Harvest Moon DS as part of the Story of Seasons series.","value":"Story of Seasons","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Harvest_Moon_DS","evidence":"The infobox identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Harvest_Moon_DS","evidence":"The infobox lists simulation and role-playing.","value":"Simulation; role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Harvest_Moon_DS","evidence":"The article gives the Japanese and North American release dates.","value":"Japan: 2005-03-17; North America: 2006-09-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Harvest+Moon+DS+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"Harvest Moon: A Wonderful Life","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/12865/harvest-moon-a-wonderful-life/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Simulation / farming.","value":"Simulation / farming","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/12865/harvest-moon-a-wonderful-life/","evidence":"MobyGames lists GameCube as an original release platform.","value":"GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/12865/harvest-moon-a-wonderful-life/releases/","evidence":"MobyGames records the original North America release in 2004-03-16.","value":"2004-03-16","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/12865/harvest-moon-a-wonderful-life/releases/","evidence":"MobyGames credits Marvelous Interactive, Inc. as developer.","value":"Marvelous Interactive, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/12865/harvest-moon-a-wonderful-life/releases/","evidence":"MobyGames credits Natsume, Inc. as publisher.","value":"Natsume, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/12865/harvest-moon-a-wonderful-life/","evidence":"MobyGames identifies this title as part of the Harvest Moon series.","value":"Harvest Moon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harvest_Moon:_A_Wonderful_Life","wikipedia_title":"Harvest Moon: A Wonderful Life"},{"game_key":"Harvest Moon: Back to Nature","facts":[{"field":"original_platform","source_url":"https://www.bokumono.com/sub/harvest.php","evidence":"The official Bokujō Monogatari series page lists PlayStation as the platform for Harvest Moon: Back to Nature (牧場物語 ハーベストムーン).","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.bokumono.com/sub/harvest.php","evidence":"The official Bokujō Monogatari series page lists the Japanese PlayStation release date as December 16, 1999.","value":"Japan (PlayStation): 1999-12-16","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.natsume.com/news/news_pdffiles/pid_329_HM%20Back%20to%20Nature%20Coming%20Soon.pdf","evidence":"Natsume’s publisher announcement identifies this as the first Harvest Moon title on PlayStation in North America and gives November 20, 2000 as its launch date.","value":"North America (PlayStation): 2000-11-20","date_granularity":"day"},{"field":"gameplay_features","source_url":"https://www.natsume.com/news/news_pdffiles/pid_329_HM%20Back%20to%20Nature%20Coming%20Soon.pdf","evidence":"Natsume’s announcement describes restoring the farm, tending livestock, interacting with over 50 characters, nonlinear real-time play, festival mini-contests, and collecting recipes.","value":"Nonlinear real-time farming; livestock care; more than 50 characters; village festival contests and recipe collection","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harvest_Moon%3A_Back_to_Nature","wikipedia_title":"Harvest Moon: Back to Nature"},{"game_key":"Harvest: Massive Encounter","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/39181/harvest-massive-encounter/","evidence":"MobyGames identifies the title as Harvest: Massive Encounter.","value":"Harvest: Massive Encounter","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/39181/harvest-massive-encounter/","evidence":"MobyGames classifies the game as Strategy; tower defense.","value":"Strategy; tower defense","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/39181/harvest-massive-encounter/","evidence":"MobyGames lists Windows; Mac OS; Linux among the game's platforms.","value":"Windows; Mac OS; Linux","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/39181/harvest-massive-encounter/","evidence":"MobyGames records the release as Windows: 2008-03-05.","value":"Windows: 2008-03-05","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/39181/harvest-massive-encounter/","evidence":"MobyGames credits Oxeye Game Studio as developer.","value":"Oxeye Game Studio","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/39181/harvest-massive-encounter/","evidence":"MobyGames credits Oxeye Game Studio as publisher.","value":"Oxeye Game Studio","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Harvest:_Massive_Encounter","wikipedia_title":"Harvest: Massive Encounter"},{"game_key":"Haunted House","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/9751/haunted-house/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / adventure.","value":"Action / adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9751/haunted-house/","evidence":"MobyGames lists Atari 2600 as an original release platform.","value":"Atari 2600","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9751/haunted-house/releases/","evidence":"MobyGames records the original North America release in 1981.","value":"1981","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/9751/haunted-house/releases/","evidence":"MobyGames credits Atari, Inc. as developer.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/9751/haunted-house/releases/","evidence":"MobyGames credits Atari, Inc. as publisher.","value":"Atari, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Haunted_House_(video_game)","wikipedia_title":"Haunted House (video game)"},{"game_key":"Haunting Ground","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/18429/haunting-ground/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Survival horror / adventure.","value":"Survival horror / adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/18429/haunting-ground/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/18429/haunting-ground/releases/","evidence":"MobyGames records the original Japan release in 2005-04-21.","value":"2005-04-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/18429/haunting-ground/releases/","evidence":"MobyGames credits Capcom Co., Ltd. as developer.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/18429/haunting-ground/releases/","evidence":"MobyGames credits Capcom Co., Ltd. as publisher.","value":"Capcom Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Haunting_Ground","wikipedia_title":"Haunting Ground"},{"game_key":"Haze (PS3 USA BLUS30094, disc 01.02 / application 01.00)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Haze_(video_game)","evidence":"The article credits Free Radical Design as developer.","value":"Free Radical Design","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Haze_(video_game)","evidence":"The article identifies Ubisoft as worldwide publisher; Spike published the Japanese release.","value":"Ubisoft (worldwide)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Haze_(video_game)","evidence":"The article says Haze became a PlayStation 3 exclusive before its release.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Haze_(video_game)","evidence":"The article classifies Haze as a first-person shooter.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Haze_(video_game)","wikipedia_title":"Haze (video game)"},{"game_key":"Heart of Darkness (1998)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/262/heart-of-darkness/","evidence":"MobyGames identifies the title as Heart of Darkness.","value":"Heart of Darkness","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/262/heart-of-darkness/","evidence":"MobyGames classifies the game as Cinematic platformer; puzzle.","value":"Cinematic platformer; puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/262/heart-of-darkness/","evidence":"MobyGames lists PlayStation; Windows among the game's platforms.","value":"PlayStation; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/262/heart-of-darkness/","evidence":"MobyGames records the release as 1998.","value":"1998","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/262/heart-of-darkness/","evidence":"MobyGames credits Amazing Studio as developer.","value":"Amazing Studio","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/262/heart-of-darkness/","evidence":"MobyGames credits Infogrames; Interplay as publisher.","value":"Infogrames; Interplay","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Heart_of_Darkness_(video_game)","wikipedia_title":"Heart of Darkness (video game)"},{"game_key":"Heaven Burns Red","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Heaven_Burns_Red","evidence":"The article says the game was co-developed by WFS, Inc. and Key.","value":"WFS, Inc.; Key","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Heaven_Burns_Red","evidence":"The article classifies it as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Heaven_Burns_Red","evidence":"The article says it first released for iOS and Android in Japan.","value":"iOS and Android","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Heaven_Burns_Red","evidence":"The article lists Windows in addition to the mobile platforms.","value":"iOS, Android, and Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Heaven_Burns_Red","evidence":"The article gives the Japanese and worldwide release dates.","value":"Japan: 2022-02-10; worldwide: 2024-11-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Heaven+Burns+Red","wikipedia_title":null},{"game_key":"Heavy Weapon Deluxe (Windows PC release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Heavy_Weapon","evidence":"The article describes Heavy Weapon as a horizontally scrolling shooter.","value":"Horizontally scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Heavy_Weapon","evidence":"The infobox names PopCap Games as developer.","value":"PopCap Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Heavy_Weapon","evidence":"The infobox names PopCap Games as publisher.","value":"PopCap Games","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Heavy_Weapon","evidence":"The article lists Windows among the platforms for Heavy Weapon.","value":"Windows","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Heavy_Weapon","evidence":"The article identifies Heavy Weapon as a 2005 release.","value":"2005","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Heavy_Weapon","wikipedia_title":"Heavy Weapon"},{"game_key":"Hell Fighter","facts":[{"field":"canonical_name","source_url":"https://www.emu-land.net/en/consoles/dendy/roms/hell-fighter","evidence":"Emu-Land identifies the game as Hell Fighter.","value":"Hell Fighter","date_granularity":null},{"field":"genre","source_url":"https://www.emu-land.net/en/consoles/dendy/roms/hell-fighter","evidence":"Emu-Land classifies Hell Fighter as an action game.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://www.emu-land.net/en/consoles/dendy/roms/hell-fighter","evidence":"Emu-Land lists the game for the NES/Dendy family of systems.","value":"Nintendo Entertainment System / Famicom","date_granularity":null},{"field":"developer","source_url":"https://www.emu-land.net/en/consoles/dendy/roms/hell-fighter","evidence":"Emu-Land credits Thin Chen Enterprise as developer.","value":"Thin Chen Enterprise","date_granularity":null},{"field":"publisher","source_url":"https://www.emu-land.net/en/consoles/dendy/roms/hell-fighter","evidence":"Emu-Land credits Sachen as publisher.","value":"Sachen","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Hell%20Fighter","wikipedia_title":null},{"game_key":"Helltaker","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/145450/helltaker/","evidence":"The game database identifies this title as Helltaker.","value":"Helltaker","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/145450/helltaker/","evidence":"MobyGames classifies Helltaker as action/puzzle; the official store describes it as a puzzle game with dating-sim elements.","value":"Puzzle-adventure / dating simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/145450/helltaker/","evidence":"MobyGames lists Windows, Macintosh, and Linux versions; the fan port reimplements the game for PSP.","value":["Windows","Macintosh","Linux"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/145450/helltaker/releases/","evidence":"The Windows release record dates the original game to May 11, 2020.","value":"Worldwide: 2020-05-11 (Windows)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/145450/helltaker/","evidence":"MobyGames credits Łukasz Piskorz, known as vanripper, as the game creator.","value":"Łukasz Piskorz (vanripper)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/145450/helltaker/","evidence":"The official Steam store lists vanripper as the publisher.","value":"vanripper","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Helltaker","wikipedia_title":"Helltaker"},{"game_key":"Hero of Sparta","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Hero_of_Sparta","evidence":"The article lists both genres.","value":"Action-adventure; hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Hero_of_Sparta","evidence":"The article credits Gameloft Barcelona as developer.","value":"Gameloft Barcelona","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Hero_of_Sparta","evidence":"The article identifies Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Hero_of_Sparta","evidence":"The article lists the 2008 mobile and console editions; it does not specify a single first platform.","value":"Java ME mobile phones; Android; iOS; Nintendo DS; PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Hero_of_Sparta","evidence":"The article dates the game’s releases to 2008.","value":"2008","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hero_of_Sparta","wikipedia_title":"Hero of Sparta"},{"game_key":"Heroes of Mana (Nintendo DS Europe)","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Mana","evidence":"The article credits Brownie Brown and Square Enix as developers.","value":"Brownie Brown; Square Enix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Mana","evidence":"The infobox names Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Mana","evidence":"The article identifies it as a Mana series game and a World of Mana entry.","value":"Mana","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Mana","evidence":"The article says it was developed and published for Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Mana","evidence":"The infobox classifies the game as real-time strategy.","value":"Real-time strategy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Heroes+of+Mana+%28Nintendo+DS+Europe%29","wikipedia_title":null},{"game_key":"Heroes of Might and Magic II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_II","evidence":"The article describes Heroes II as a turn-based strategy game.","value":"Turn-based strategy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_II","evidence":"The article lists DOS and Windows versions.","value":["MS-DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_II","evidence":"The article identifies 1996 as the game's release year.","value":"1996","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_II","evidence":"The article credits New World Computing as developer.","value":"New World Computing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_II","evidence":"The article credits The 3DO Company as publisher.","value":"The 3DO Company","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/1513/heroes-of-might-and-magic-ii-the-succession-wars/","evidence":"MobyGames identifies this title as part of the Heroes of Might and Magic series.","value":"Heroes of Might and Magic series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_II","wikipedia_title":"Heroes of Might and Magic II"},{"game_key":"Heroes of Might and Magic III Complete (Windows PC)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article classifies Heroes III as a turn-based strategy game.","value":"Turn-based strategy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article says the original game was first released for Microsoft Windows and lists Windows for the Complete edition.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article credits development through New World Computing.","value":"New World Computing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The release table gives the North American Windows Complete edition date as October 2, 2000.","value":"2000-10-02 (North America, Windows Complete edition)","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article says Heroes III Complete includes the base game and both expansions on a single disc.","value":"Includes the base game and both expansion packs on one disc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","wikipedia_title":"Heroes of Might and Magic III"},{"game_key":"Heroes of Might and Magic III Complete Edition","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article describes the game as a turn-based strategy title.","value":"Turn-based strategy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article lists Windows among the original release platforms.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article credits New World Computing as developer.","value":"New World Computing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III","evidence":"The article credits The 3DO Company as publisher.","value":"The 3DO Company","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/2474/heroes-of-might-and-magic-iii-complete-collectors-edition/releases/","evidence":"MobyGames lists the original release year as 2000.","value":"2000","date_granularity":"year"},{"field":"series","source_url":"https://www.mobygames.com/group/212/heroes-of-might-and-magic-series/","evidence":"MobyGames identifies this title as part of the Heroes of Might and Magic series.","value":"Heroes of Might and Magic series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Heroes+of+Might+and+Magic+III+Complete+Edition","wikipedia_title":null},{"game_key":"Hexen: Beyond Heretic (PC/Chocolate Hexen 3.1.1; exact WAD edition unspecified)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Hexen:_Beyond_Heretic","evidence":"The Wikipedia infobox lists developer as Raven Software.","value":"Raven Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Hexen:_Beyond_Heretic","evidence":"The Wikipedia infobox lists publisher as id Software (PC)R-Comp Interactive (RISC OS)Bethesda Softworks (2025 release).","value":"id Software (PC)R-Comp Interactive (RISC OS)Bethesda Softworks (2025 release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Hexen:_Beyond_Heretic","evidence":"The Wikipedia infobox lists original platform as MS-DOS, Mac OS, PlayStation, Sega Saturn, Windows, Nintendo 64, RISC OS.","value":"MS-DOS, Mac OS, PlayStation, Sega Saturn, Windows, Nintendo 64, RISC OS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Hexen:_Beyond_Heretic","evidence":"The Wikipedia infobox lists genre as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Hexen:_Beyond_Heretic","evidence":"The Wikipedia infobox lists series as Heretic.","value":"Heretic","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hexen:_Beyond_Heretic","wikipedia_title":"Hexen: Beyond Heretic"},{"game_key":"Hey You, Pikachu!","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","evidence":"The Wikipedia infobox lists developer as Ambrella.","value":"Ambrella","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","evidence":"The Wikipedia infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","evidence":"The Wikipedia infobox lists genre as Virtual pet, Simulation.","value":"Virtual pet, Simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","evidence":"The Wikipedia infobox lists series as Pokémon.","value":"Pokémon","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: December 12, 1998.","value":"Japan: December 12, 1998","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hey_You,_Pikachu!","wikipedia_title":"Hey You, Pikachu!"},{"game_key":"High Seas Havoc","facts":[{"field":"original_platform","source_url":"https://github.com/mamedev/mame/blob/master/hash/megadriv.xml","evidence":"MAME’s Mega Drive software list records the USA cartridge in its megadriv list.","value":"Sega Mega Drive / Genesis","date_granularity":null},{"field":"publisher","source_url":"https://github.com/mamedev/mame/blob/master/hash/megadriv.xml","evidence":"MAME’s software-list record identifies Data East as publisher.","value":"Data East","date_granularity":null},{"field":"regional_release_date","source_url":"https://github.com/mamedev/mame/blob/master/hash/megadriv.xml","evidence":"MAME’s software-list record gives 1993 for the USA release entry.","value":"USA: 1993","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/High_Seas_Havoc","wikipedia_title":"High Seas Havoc"},{"game_key":"Higurashi no Naku Koro ni Hou","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The Hō title entry says it was published and developed by 07th Expansion.","value":"07th Expansion","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The entry names 07th Expansion for development and publishing and Entergram as publisher of console ports.","value":"07th Expansion (PC); Entergram (console ports)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The title entry lists the 2014 release on Windows PC.","value":"Windows PC","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The title entry lists Windows in 2014, Switch in 2018, and PlayStation 4 in 2019.","value":"Windows PC, Nintendo Switch, and PlayStation 4","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The article describes the Higurashi games as murder-mystery visual novels.","value":"Murder-mystery visual novel","date_granularity":null},{"field":"regional_release_dates","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The Hō entry gives these Japanese and worldwide release dates.","value":"Japan: 2014-08-17; worldwide: 2023-11-09","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/List_of_Higurashi_When_They_Cry_titles","evidence":"The Hō entry describes the content included in its console versions.","value":"Console versions include all content from Sui plus three Hō-exclusive arcs","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Higurashi+no+Naku+Koro+ni+Hou","wikipedia_title":null},{"game_key":"Hissatsu!","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/124285/hissatsu/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/124285/hissatsu/","evidence":"MobyGames lists Sega Saturn as an original release platform.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/124285/hissatsu/releases/","evidence":"MobyGames records the original Japan release in 1996-06-28.","value":"1996-06-28","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/124285/hissatsu/releases/","evidence":"MobyGames credits KID Corp.; Magical Arts, Inc. as developer.","value":"KID Corp.; Magical Arts, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/124285/hissatsu/releases/","evidence":"MobyGames credits Bandai Visual Co., Ltd.; Shochiku Co., Ltd. as publisher.","value":"Bandai Visual Co., Ltd.; Shochiku Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Hissatsu%21","wikipedia_title":null},{"game_key":"HoldEm","facts":[{"field":"genre","source_url":"https://www.apple.com/newsroom/2006/09/12Apple-Announces-iTunes-7-with-Amazing-New-Features/","evidence":"Apple identifies Texas Hold’em as a poker game for iPod.","value":"Poker / card game","date_granularity":null},{"field":"original_platform","source_url":"https://www.apple.com/newsroom/2006/09/12Apple-Announces-iTunes-7-with-Amazing-New-Features/","evidence":"Apple says the game was designed for fifth-generation iPods.","value":"Fifth-generation iPod","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.apple.com/newsroom/2006/09/12Apple-Announces-iTunes-7-with-Amazing-New-Features/","evidence":"Apple announced availability on September 12, 2006.","value":"2006-09-12","date_granularity":"day"},{"field":"developer","source_url":"https://www.apple.com/newsroom/2006/09/12Apple-Announces-iTunes-7-with-Amazing-New-Features/","evidence":"Apple identifies itself as the developer of Texas Hold’em.","value":"Apple Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.apple.com/newsroom/2006/09/12Apple-Announces-iTunes-7-with-Amazing-New-Features/","evidence":"Apple offered the game through the iTunes Store.","value":"Apple Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=HoldEm","wikipedia_title":null},{"game_key":"Hollow Knight: Silksong (Linux Steam depot)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Hollow_Knight:_Silksong","evidence":"The infobox names Team Cherry as developer.","value":"Team Cherry","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Hollow_Knight:_Silksong","evidence":"The infobox names Team Cherry as publisher.","value":"Team Cherry","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Hollow_Knight:_Silksong","evidence":"The infobox places the game in the Hollow Knight series.","value":"Hollow Knight","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Hollow_Knight:_Silksong","evidence":"The article lists Linux among the game's platforms.","value":"Linux, macOS, Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Hollow_Knight:_Silksong","evidence":"The infobox classifies the game as Metroidvania.","value":"Metroidvania","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Hollow_Knight:_Silksong","evidence":"The infobox gives September 4, 2025 as the release date.","value":"2025-09-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Hollow+Knight%3A+Silksong+%28Linux+Steam+depot%29","wikipedia_title":null},{"game_key":"Hollow Knight: Voidheart Edition","facts":[{"field":"developer","source_url":"https://www.playstation.com/en-us/games/hollow-knight-voidheart-edition/","evidence":"PlayStation’s product listing identifies Team Cherry Pty Ltd.","value":"Team Cherry Pty Ltd","date_granularity":null},{"field":"publisher","source_url":"https://www.playstation.com/en-us/games/hollow-knight-voidheart-edition/","evidence":"PlayStation lists Team Cherry Pty Ltd as publisher.","value":"Team Cherry Pty Ltd","date_granularity":null},{"field":"platforms","source_url":"https://www.playstation.com/en-us/games/hollow-knight-voidheart-edition/","evidence":"The official PlayStation listing supports both PS4 and PS5.","value":"PlayStation 4 and PlayStation 5","date_granularity":null},{"field":"genre","source_url":"https://www.playstation.com/en-us/games/hollow-knight-voidheart-edition/","evidence":"PlayStation describes Voidheart Edition as an action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"edition_content","source_url":"https://www.playstation.com/en-us/games/hollow-knight-voidheart-edition/","evidence":"The official page says Voidheart Edition includes the original game and four content packs.","value":"The original game plus four content packs","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hollow_Knight","wikipedia_title":"Hollow Knight"},{"game_key":"Homeland","facts":[{"field":"genre","source_url":"https://www.spike-chunsoft.co.jp/pages/games/homeland/","evidence":"The official product page describes Homeland as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.spike-chunsoft.co.jp/pages/games/homeland/","evidence":"The official product page lists the Nintendo GameCube release.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.spike-chunsoft.co.jp/pages/games/homeland/","evidence":"The official page gives April 29, 2005 for network distribution in Japan.","value":"2005-04-29","date_granularity":"day"},{"field":"developer","source_url":"https://www.nintendolife.com/games/gamecube/homeland","evidence":"Nintendo Life credits ChunSoft as the developer.","value":"Chunsoft Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendolife.com/games/gamecube/homeland","evidence":"Nintendo Life credits ChunSoft as the publisher.","value":"Chunsoft Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Homeland_(video_game)","wikipedia_title":"Homeland (video game)"},{"game_key":"Hotel Mario","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/21411/hotel-mario/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / puzzle.","value":"Action / puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/21411/hotel-mario/","evidence":"MobyGames lists CD-i as an original release platform.","value":"CD-i","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/21411/hotel-mario/releases/","evidence":"MobyGames records the original United States release in 1994.","value":"1994","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/21411/hotel-mario/releases/","evidence":"MobyGames credits Philips Fantasy Factory as developer.","value":"Philips Fantasy Factory","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/21411/hotel-mario/releases/","evidence":"MobyGames credits Philips Interactive Media, Inc. as publisher.","value":"Philips Interactive Media, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hotel_Mario","wikipedia_title":"Hotel Mario"},{"game_key":"House of Tarot","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/158797/house-of-tarot/","evidence":"MobyGames identifies the title as House of Tarot.","value":"House of Tarot","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/158797/house-of-tarot/","evidence":"MobyGames classifies the game as Educational; card game.","value":"Educational; card game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/158797/house-of-tarot/","evidence":"MobyGames lists Game Gear among the game's platforms.","value":"Game Gear","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/158797/house-of-tarot/","evidence":"MobyGames records the release as Japan: 1991-03-08.","value":"Japan: 1991-03-08","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/158797/house-of-tarot/","evidence":"MobyGames credits Japan System Supply as developer.","value":"Japan System Supply","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/158797/house-of-tarot/","evidence":"MobyGames credits SEGA Enterprises as publisher.","value":"SEGA Enterprises","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/House_of_Tarot","wikipedia_title":"House of Tarot"},{"game_key":"HuniePop","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/HuniePop","evidence":"The infobox names HuniePot as developer.","value":"HuniePot","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/HuniePop","evidence":"The infobox names HuniePot as publisher.","value":"HuniePot","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/HuniePop","evidence":"The article identifies Windows, macOS, and Linux PC releases.","value":"Windows, macOS, and Linux","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/HuniePop","evidence":"The article describes HuniePop as a tile-matching game and dating sim.","value":"Tile-matching; dating sim","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=HuniePop","wikipedia_title":null},{"game_key":"Hybrid Heaven","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/15755/hybrid-heaven/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / role-playing.","value":"Action / role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/15755/hybrid-heaven/","evidence":"MobyGames lists Nintendo 64 as an original release platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/15755/hybrid-heaven/releases/","evidence":"MobyGames records the original Japan release in 1999-08-05.","value":"1999-08-05","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/15755/hybrid-heaven/releases/","evidence":"MobyGames credits Konami Computer Entertainment Osaka, Inc. as developer.","value":"Konami Computer Entertainment Osaka, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/15755/hybrid-heaven/releases/","evidence":"MobyGames credits Konami Co., Ltd. as publisher.","value":"Konami Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hybrid_Heaven","wikipedia_title":"Hybrid Heaven"},{"game_key":"Hydro Thunder Hurricane (Xbox 360 XBLA)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/47553/hydro-thunder-hurricane/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Racing / boat racing.","value":"Racing / boat racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/47553/hydro-thunder-hurricane/","evidence":"MobyGames lists Xbox 360 as an original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/47553/hydro-thunder-hurricane/releases/","evidence":"MobyGames lists the original release year as 2010-07-28.","value":"2010-07-28","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/47553/hydro-thunder-hurricane/releases/","evidence":"MobyGames credits Vector Unit, Inc. as developer.","value":"Vector Unit, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/47553/hydro-thunder-hurricane/releases/","evidence":"MobyGames credits Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/47553/hydro-thunder-hurricane/","evidence":"MobyGames identifies this title as part of the Hydro Thunder series.","value":"Hydro Thunder series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Hydro_Thunder_Hurricane","wikipedia_title":"Hydro Thunder Hurricane"},{"game_key":"HyperBlade (1996, HYPERX.EXE v1.0.0.1)","facts":[{"field":"developer","source_url":"https://www.cgwmuseum.org/galleries/issues/cgw_142.pdf","evidence":"Activision’s period advertisement identifies HyperBlade as developed by WizBang! in collaboration with Activision.","value":"WizBang! Software Productions, in collaboration with Activision","date_granularity":null},{"field":"publisher","source_url":"https://www.cgwmuseum.org/galleries/issues/cgw_142.pdf","evidence":"The period Activision advertisement carries Activision branding and copyright and presents HyperBlade as its product.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://www.cgwmuseum.org/galleries/issues/cgw_142.pdf","evidence":"The Activision advertisement specifies availability on MS-DOS/Windows 95 CD-ROM.","value":"MS-DOS and Windows 95 CD-ROM","date_granularity":null},{"field":"gameplay_premise","source_url":"https://www.cgwmuseum.org/galleries/issues/cgw_142.pdf","evidence":"The advertisement describes the sport as built from hockey, lacrosse, and speed-skating and promotes its violent, competitive play.","value":"A future mega-sport combining hockey, lacrosse, and speed-skating, with brutal team competition","date_granularity":null},{"field":"advertised_release_window","source_url":"https://www.cgwmuseum.org/galleries/issues/cgw_142.pdf","evidence":"The ad says “The Drome Opens Summer ’96”; this is an advertised schedule, not confirmation of the retail release date.","value":"Summer 1996 (planned window in period advertisement)","date_granularity":"season"}],"wikipedia_url":"https://en.wikipedia.org/wiki/HyperBlade","wikipedia_title":"HyperBlade"},{"game_key":"Hyrule Warriors: Definitive Edition","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames identifies the title as Hyrule Warriors: Definitive Edition.","value":"Hyrule Warriors: Definitive Edition","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames classifies the game as Hack and slash; action.","value":"Hack and slash; action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames lists Nintendo Switch among the game's platforms.","value":"Nintendo Switch","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames records the release as Japan: 2018-03-22.","value":"Japan: 2018-03-22","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames credits Omega Force; Team Ninja as developer.","value":"Omega Force; Team Ninja","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames credits Koei Tecmo as publisher.","value":"Koei Tecmo","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/101186/hyrule-warriors-definitive-edition/","evidence":"MobyGames associates the game with the The Legend of Zelda; Dynasty Warriors series or franchise.","value":"The Legend of Zelda; Dynasty Warriors","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Hyrule%20Warriors%3A%20Definitive%20Edition","wikipedia_title":null},{"game_key":"IBM PC, XT, PCjr, and Tandy 1000 software and games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=IBM+PC%2C+XT%2C+PCjr%2C+and+Tandy+1000+software+and+games","wikipedia_title":null},{"game_key":"ICO","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/5158/ico/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / adventure / puzzle.","value":"Action / adventure / puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5158/ico/","evidence":"MobyGames lists PlayStation 2 as an original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5158/ico/releases/","evidence":"MobyGames records the original North America release in 2001-09-24.","value":"2001-09-24","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/5158/ico/releases/","evidence":"MobyGames credits Team Ico as developer.","value":"Team Ico","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5158/ico/releases/","evidence":"MobyGames credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ico","wikipedia_title":"Ico"},{"game_key":"ICO (PS2 PAL SCES-50760 and Japan SCPS-11003)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ico","evidence":"The article credits Sony Computer Entertainment Japan as developer and identifies Team Ico as the production team.","value":"Sony Computer Entertainment Japan / Team Ico","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ico","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ico","evidence":"The article identifies PlayStation 2 as the original platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ico","evidence":"The article describes Ico as an action-adventure puzzle game.","value":"Action-adventure / puzzle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ico","wikipedia_title":"Ico"},{"game_key":"IDOLM@STER: Shiny Colors Song for Prism","facts":[{"field":"genre","source_url":"https://www.bandainamcostudios.com/en/products/the-idolmaster-shiny-colors-song-for-prism.html","evidence":"Bandai Namco Studios describes the mobile title as an idol-raising simulation and rhythm game.","value":"Idol-raising simulation / rhythm game","date_granularity":null},{"field":"original_platform","source_url":"https://www.bandainamcostudios.com/en/products/the-idolmaster-shiny-colors-song-for-prism.html","evidence":"The official product page identifies it as a mobile game.","value":"Mobile","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.bandainamcostudios.com/en/products/the-idolmaster-shiny-colors-song-for-prism.html","evidence":"The official product page gives its release year as 2023.","value":"2023","date_granularity":"year"},{"field":"publisher","source_url":"https://www.bandainamcostudios.com/en/products/the-idolmaster-shiny-colors-song-for-prism.html","evidence":"The official product page identifies Bandai Namco Entertainment as distributor.","value":"Bandai Namco Entertainment Inc.","date_granularity":null},{"field":"series","source_url":"https://www.bandainamcostudios.com/en/products/the-idolmaster-shiny-colors-song-for-prism.html","evidence":"The official page identifies this as the newest release in the Shiny Colors series.","value":"THE IDOLM@STER Shiny Colors series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=IDOLM%40STER%3A+Shiny+Colors+Song+for+Prism","wikipedia_title":null},{"game_key":"Ignition (1997 PC 3dfx/Glide release, Ign_3dfx.exe)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ignition_(video_game)","evidence":"The article classifies Ignition as a racing 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developer.","value":"Crazy Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Illbleed","evidence":"Wikipedia identifies Crazy Games as Japanese publisher and AIA as North American publisher.","value":["Crazy Games (Japan)","Amusement Interface Associate (North America)"],"date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Illbleed","evidence":"Wikipedia identifies the genre as survival horror.","value":"Survival horror","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Illbleed","evidence":"Wikipedia lists Dreamcast.","value":["Dreamcast"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Illbleed","evidence":"Wikipedia identifies 2001 release.","value":2001,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Illbleed","evidence":"Wikipedia lists the commercial 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developer.","value":"GAMEVIL","date_granularity":null},{"field":"publisher","source_url":"https://www.4gamer.net/games/153/G015383/20120419068/","evidence":"The publisher’s announcement identifies GAMEVIL as publisher.","value":"GAMEVIL","date_granularity":null},{"field":"series","source_url":"https://www.4gamer.net/games/153/G015383/20120419068/","evidence":"The publisher describes the title as the latest installment in the ILLUSIA action-RPG series.","value":"ILLUSIA","date_granularity":null},{"field":"original_platform","source_url":"https://www.4gamer.net/games/153/G015383/20120419068/","evidence":"The publisher’s iOS announcement predates its Android release announcement.","value":"iOS (iPhone/iPad)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.4gamer.net/games/153/G015383/20120419068/","evidence":"The publisher’s announcement gives April 19, 2012 as the iOS release date.","value":"2012-04-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=ILLUSIA+2","wikipedia_title":null},{"game_key":"Illusion of Gaia","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/7011/illusion-of-gaia/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7011/illusion-of-gaia/","evidence":"MobyGames lists Super Nintendo Entertainment System as an original release platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7011/illusion-of-gaia/releases/","evidence":"MobyGames records the original Japan release in 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PlayStation 3 as the original platform for Imabikisō.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Imabikis%C5%8D","evidence":"The article lists the genre as sound novel and describes it as a visual novel.","value":"Sound novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Imabikis%C5%8D","evidence":"The article credits Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Imabikis%C5%8D","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Imabikis%C5%8D","evidence":"The article lists the Japanese PlayStation 3 release as October 25, 2007.","value":"2007-10-25 (Japan, PlayStation 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Play in April 2012.","value":"2012-04","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Immortal+Dusk","wikipedia_title":null},{"game_key":"Import Tuner Challenge (Xbox 360, 2006)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The infobox names Genki as developer.","value":"Genki","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article says the game was published by Ubisoft.","value":"Ubisoft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article identifies it as an installment in Shutokō Battle, known as Tokyo Xtreme Racer in North America.","value":"Shutokō Battle / Tokyo Xtreme 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publisher.","value":"lowiro","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/3971950/In_Falsus/","evidence":"The Steam product listing identifies the Windows PC release.","value":"Windows PC (Steam)","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/3971950/In_Falsus/","evidence":"Steam lists Action and Indie as genres.","value":"Action / indie","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/3971950/In_Falsus/","evidence":"Steam gives September 9, 2026 as release date.","value":"Steam: 2026-09-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=In%20Falsus","wikipedia_title":null},{"game_key":"In Search of Dr. Riptide (DOS, 1994)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/In_Search_of_Dr._Riptide","evidence":"The article lists MS-DOS as the 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1994.","value":"1994","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/In_Search_of_Dr._Riptide","wikipedia_title":"In Search of Dr. Riptide"},{"game_key":"Inazuma Eleven 3: Sekai e no Chousen: The Ogre!!","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article names Level-5 as developer.","value":"Level-5","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article identifies Inazuma Eleven 3 as part of the Inazuma Eleven series.","value":"Inazuma Eleven","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article identifies Nintendo DS as the original platform.","value":"Nintendo DS","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article says the game is for Nintendo DS and that its three versions were included in a Nintendo 3DS compilation.","value":"Nintendo DS; Nintendo 3DS compilation","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article classifies the game as role-playing and sports.","value":"Role-playing; sports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article states that The Ogre version followed the first two versions on December 16, 2010.","value":"Japan: 2010-12-16 (The Ogre version)","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Inazuma_Eleven_3","evidence":"The article says all three versions were included in the 2012 Nintendo 3DS compilation.","value":"Included with the other two versions in Inazuma Eleven 1-2-3: Endou Mamoru's 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2013-12-05.","value":"2013-12-05","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/245455/inazuma-eleven-go-galaxy-supernova/releases/","evidence":"MobyGames credits Level-5 Inc. as developer.","value":"Level-5 Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/245455/inazuma-eleven-go-galaxy-supernova/releases/","evidence":"MobyGames credits Level-5 Inc. as publisher.","value":"Level-5 Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/245455/inazuma-eleven-go-galaxy-supernova/","evidence":"MobyGames identifies this title as part of the Inazuma Eleven series.","value":"Inazuma Eleven series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Inazuma+Eleven+GO+Galaxy%3A+Supernova+%2F+Big+Bang","wikipedia_title":null},{"game_key":"Inazuma Eleven GO Strikers 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specification gives the Japan release date as December 20, 2012.","value":"2012-12-20 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Inazuma+Eleven+GO+Strikers+2013","wikipedia_title":null},{"game_key":"Indiana Jones and His Desktop Adventures","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/1843/indiana-jones-and-his-desktop-adventures/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / adventure.","value":"Action / adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/1843/indiana-jones-and-his-desktop-adventures/","evidence":"MobyGames lists ['Windows', 'Macintosh'] as an original release platform.","value":["Windows","Macintosh"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/1843/indiana-jones-and-his-desktop-adventures/releases/","evidence":"MobyGames records the original North America release in 1996.","value":"1996","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/1843/indiana-jones-and-his-desktop-adventures/releases/","evidence":"MobyGames credits LucasArts Entertainment Company LLC as developer.","value":"LucasArts Entertainment Company LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/1843/indiana-jones-and-his-desktop-adventures/releases/","evidence":"MobyGames credits LucasArts Entertainment Company LLC as publisher.","value":"LucasArts Entertainment Company LLC","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/1843/indiana-jones-and-his-desktop-adventures/","evidence":"MobyGames identifies this title as part of the Indiana Jones series.","value":"Indiana Jones series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Indiana_Jones_and_His_Desktop_Adventures","wikipedia_title":"Indiana Jones and His Desktop Adventures"},{"game_key":"Indiana Jones’ Desktop Adventures","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Indiana_Jones%27_Desktop_Adventures","evidence":"The infobox names LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Indiana_Jones%27_Desktop_Adventures","evidence":"The infobox names LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Indiana_Jones%27_Desktop_Adventures","evidence":"The infobox lists Windows and Apple Macintosh.","value":"Microsoft Windows and Apple Macintosh","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Indiana_Jones%27_Desktop_Adventures","evidence":"The infobox classifies the game as adventure.","value":"Adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Indiana_Jones%27_Desktop_Adventures","evidence":"The infobox gives April 1996 as the release date.","value":"1996-04","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Indiana+Jones%E2%80%99+Desktop+Adventures","wikipedia_title":null},{"game_key":"inFAMOUS: Second Son","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/64694/infamous-second-son/","evidence":"MobyGames’ genre and gameplay classifications support the listed category: Action / open-world adventure.","value":"Action / open-world adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/64694/infamous-second-son/","evidence":"MobyGames lists PlayStation 4 as an original release platform.","value":"PlayStation 4","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/64694/infamous-second-son/releases/","evidence":"MobyGames records the original North America release in 2014-03-21.","value":"2014-03-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/64694/infamous-second-son/releases/","evidence":"MobyGames credits Sucker Punch Productions, LLC as developer.","value":"Sucker Punch Productions, LLC","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/64694/infamous-second-son/releases/","evidence":"MobyGames credits Sony Computer Entertainment America LLC as publisher.","value":"Sony Computer Entertainment America LLC","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/64694/infamous-second-son/","evidence":"MobyGames identifies this title as part of the inFAMOUS series.","value":"inFAMOUS series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Infamous_Second_Son","wikipedia_title":"Infamous Second Son"},{"game_key":"Infinite Undiscovery","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Infinite_Undiscovery","evidence":"The article classifies Infinite Undiscovery as an action RPG.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Infinite_Undiscovery","evidence":"The article credits Microsoft Game Studios Japan and tri-Ace as developers.","value":"Microsoft Game Studios Japan; tri-Ace","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Infinite_Undiscovery","evidence":"The article identifies Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Infinite_Undiscovery","evidence":"The article identifies Xbox 360 as the original platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Infinite_Undiscovery","evidence":"The article dates the game’s release to 2008.","value":"2008","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Infinite_Undiscovery","wikipedia_title":"Infinite Undiscovery"},{"game_key":"Infinity Engine games (Baldur's Gate, Icewind Dale, Planescape: Torment and others)","facts":[{"field":"software_type","source_url":"https://en.wikipedia.org/wiki/Infinity_Engine","evidence":"The infobox identifies Infinity Engine as a game engine.","value":"Game engine","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Infinity_Engine","evidence":"The article says the engine was originally developed by BioWare.","value":"BioWare","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Infinity_Engine","evidence":"The article identifies the games made with or based on the engine.","value":"Used for Baldur's Gate; licensed to Black Isle Studios for the Icewind Dale series and Planescape: Torment","date_granularity":null},{"field":"genre_context","source_url":"https://en.wikipedia.org/wiki/Infinity_Engine","evidence":"The article describes the engine as enabling isometric role-playing games adapting D&D rules.","value":"Isometric role-playing games using Dungeons & Dragons rules","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Infinity_Engine","wikipedia_title":"Infinity Engine"},{"game_key":"Innocent Tears","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/18408/innocent-tears/","evidence":"MobyGames describes the game as an anime-style strategy RPG and categorizes it under role-playing and strategy/tactics.","value":"Strategy role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/18408/innocent-tears/","evidence":"MobyGames lists the December 2002 release on Xbox.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/18408/innocent-tears/","evidence":"MobyGames credits Global A Entertainment as developer.","value":"Global A Entertainment Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/18408/innocent-tears/releases/","evidence":"MobyGames' Japanese Xbox release record names Kobi as publisher.","value":"Kobi","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/18408/innocent-tears/releases/","evidence":"The release record dates the Japanese Xbox release to December 5, 2002.","value":"2002-12-05 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Innocent+Tears+%28Xbox%29","wikipedia_title":null},{"game_key":"Innocent Tour","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/pc98/991629-innocent-tour/data","evidence":"GameFAQs records the PC-98 title as Innocent Tour.","value":"Innocent Tour","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc98/991629-innocent-tour/data","evidence":"GameFAQs classifies the game as a role-playing title.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc98/991629-innocent-tour/data","evidence":"GameFAQs lists NEC PC-98 as the platform.","value":"NEC PC-9801 / PC-98","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc98/991629-innocent-tour/data","evidence":"GameFAQs credits Long Shot as developer.","value":"Long Shot","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc98/991629-innocent-tour/data","evidence":"GameFAQs credits KSS as publisher.","value":"KSS","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc98/991629-innocent-tour/data","evidence":"GameFAQs gives 1996 as the Japanese release year.","value":"Japan (PC-98): 1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Innocent%20Tour","wikipedia_title":null},{"game_key":"Inotia 2: A Wanderer of Luone","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/iphone/981939-inotia-2-a-wanderer-of-luone/data","evidence":"GameFAQs classifies the game as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/iphone/981939-inotia-2-a-wanderer-of-luone/data","evidence":"GameFAQs lists Com2uS as developer.","value":"Com2uS","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/iphone/981939-inotia-2-a-wanderer-of-luone/data","evidence":"GameFAQs lists Com2uS as publisher.","value":"Com2uS","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/iphone/981939-inotia-2-a-wanderer-of-luone/data","evidence":"GameFAQs identifies the iOS release platform.","value":"iOS (iPhone/iPad)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/iphone/981939-inotia-2-a-wanderer-of-luone/data","evidence":"GameFAQs gives December 5, 2009 as the United States iOS release date.","value":"2009-12-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Inotia+2%3A+A+Wanderer+of+Luone","wikipedia_title":null},{"game_key":"Inotia 3: Children of Carnia","facts":[{"field":"genre","source_url":"https://acg.gamer.com.tw/acgDetail.php?s=50505","evidence":"The game listing classifies Inotia 3 as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://acg.gamer.com.tw/acgDetail.php?s=50505","evidence":"The listing credits Com2uS as developer.","value":"Com2uS","date_granularity":null},{"field":"publisher","source_url":"https://acg.gamer.com.tw/acgDetail.php?s=50505","evidence":"The listing credits Com2uS as publisher.","value":"Com2uS","date_granularity":null},{"field":"original_platform","source_url":"https://acg.gamer.com.tw/acgDetail.php?s=50505","evidence":"The listing identifies Android as a release platform; this key does not name another edition.","value":"Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://acg.gamer.com.tw/acgDetail.php?s=50505","evidence":"Available listings place the Android release in 2011, but give conflicting territory-specific dates; only the release year is recorded.","value":"2011","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Inotia+3%3A+Children+of+Carnia","wikipedia_title":null},{"game_key":"Insaniquarium! Deluxe","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Insaniquarium","evidence":"The article credits Flying Bear Entertainment as developer of Insaniquarium.","value":"Flying Bear Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Insaniquarium","evidence":"The article lists PopCap Games and MumboJumbo as publishers for Insaniquarium; it separately identifies the paid downloadable Deluxe edition as the 2004 version.","value":["PopCap Games","MumboJumbo"],"date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Insaniquarium","evidence":"The article lists Puzzle and virtual pets as genres and describes the game as a virtual-pet simulator with puzzle elements.","value":["Puzzle","Virtual pets"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Insaniquarium","evidence":"The article’s release note says the Deluxe edition first released for Microsoft Windows in August 2004 and for Mac OS X in October 2004.","value":["Microsoft Windows","Mac OS X"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Insaniquarium","evidence":"The article states the paid downloadable version known as Insaniquarium Deluxe released in 2004.","value":2004,"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Insaniquarium","wikipedia_title":"Insaniquarium"},{"game_key":"International Rally Championship","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"The game database identifies this title as International Rally Championship.","value":"International Rally Championship","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"MobyGames classifies the PC release as racing/driving.","value":"Racing / rally simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"MobyGames lists Windows (1997) and PlayStation (1998); the candidate project targets the Windows game.","value":["Windows","PlayStation"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"MobyGames dates the Windows release to 1997; the game’s article identifies the Windows release month as September 1997.","value":"September 1997 (Windows)","date_granularity":"month"},{"field":"developer","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"The Windows version is credited to Magnetic Fields (Software Design) Ltd.","value":"Magnetic Fields (Software Design) Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"MobyGames lists Europress Software Ltd. as a publisher; the Windows release is identified as the Europress PC edition.","value":"Europress Software Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/3342/international-rally-championship/","evidence":"The database includes the title in the Rally Championship series.","value":"Rally Championship","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/International_Rally_Championship","wikipedia_title":"International Rally Championship"},{"game_key":"International Superstar Soccer Deluxe (USA)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/snes/588391-international-superstar-soccer-deluxe/data","evidence":"GameFAQs lists the North American SNS-AWJE-USA release under Super Nintendo.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/snes/588391-international-superstar-soccer-deluxe/data","evidence":"The release details list the US Konami edition as November 1995.","value":"North America: 1995-11","date_granularity":"month"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/588391-international-superstar-soccer-deluxe/data","evidence":"The title data lists Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/snes/588391-international-superstar-soccer-deluxe/data","evidence":"The US release data lists Konami as publisher.","value":"Konami","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Deluxe","wikipedia_title":"International Superstar Soccer Deluxe"},{"game_key":"Into the Eagle's Nest","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Into_the_Eagle%27s_Nest","evidence":"The Wikipedia infobox lists developer as Pandora.","value":"Pandora","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Into_the_Eagle%27s_Nest","evidence":"The Wikipedia infobox lists publisher as PandoraMindscapeAtari Corporation.","value":"PandoraMindscapeAtari Corporation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Into_the_Eagle%27s_Nest","evidence":"The Wikipedia infobox lists original platform as Amiga, Amstrad CPC, Apple II, Atari 8-bit, Atari ST, Commodore 64, MS-DOS, ZX Spectrum.","value":"Amiga, Amstrad CPC, Apple II, Atari 8-bit, Atari ST, Commodore 64, MS-DOS, ZX Spectrum","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Into_the_Eagle%27s_Nest","evidence":"The Wikipedia infobox lists genre as Stealth.","value":"Stealth","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Into_the_Eagle%27s_Nest","wikipedia_title":"Into the Eagle's Nest"},{"game_key":"Isseki Hatchou: Kore 1ppon de 8shurui!","facts":[{"field":"canonical_name","source_url":"https://gamesdb.launchbox-app.com/games/details/126697-isseki-hacchou-kore-1-pon-de-8-shurui","evidence":"LaunchBox records the title as Isseki Hacchou: Kore 1-pon de 8-shurui!.","value":"Isseki Hacchou: Kore 1-pon de 8-shurui!","date_granularity":null},{"field":"genre","source_url":"https://gamesdb.launchbox-app.com/games/details/126697-isseki-hacchou-kore-1-pon-de-8-shurui","evidence":"LaunchBox classifies the GBA title as a miscellaneous board game.","value":"Board game / miscellaneous","date_granularity":null},{"field":"original_platform","source_url":"https://gamesdb.launchbox-app.com/games/details/126697-isseki-hacchou-kore-1-pon-de-8-shurui","evidence":"LaunchBox lists Game Boy Advance as platform.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://gamesdb.launchbox-app.com/games/details/126697-isseki-hacchou-kore-1-pon-de-8-shurui","evidence":"LaunchBox credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://gamesdb.launchbox-app.com/games/details/126697-isseki-hacchou-kore-1-pon-de-8-shurui","evidence":"LaunchBox credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamesdb.launchbox-app.com/games/details/126697-isseki-hacchou-kore-1-pon-de-8-shurui","evidence":"LaunchBox gives March 28, 2002 as the Japanese release date.","value":"Japan (Game Boy Advance): 2002-03-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Isseki%20Hatchou%3A%20Kore%201ppon%20de%208shurui%21","wikipedia_title":null},{"game_key":"Itadaki Street 3: Okuman Chouja ni Shite Ageru! Katei Kyoushi Tsuki!","facts":[{"field":"series","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The article covers the Itadaki Street video game series and lists this installment.","value":"Itadaki Street","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The installment's table row lists Tamsoft and Crea-Tech as developers.","value":"Tamsoft; Crea-Tech","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The installment's table row lists Enix as publisher.","value":"Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The installment's table row lists PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The installment's table row gives February 28, 2002 as its release date.","value":"Japan: 2002-02-28","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Itadaki_Street","evidence":"The article describes the Itadaki Street series as party video games and describes its board-game play.","value":"Board game / party game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Itadaki+Street+3%3A+Okuman+Chouja+ni+Shite+Ageru%21+Katei+Kyoushi+Tsuki%21","wikipedia_title":null},{"game_key":"Jackie Chan Stuntmaster","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jackie_Chan_Stuntmaster","evidence":"The infobox names Radical Entertainment as developer.","value":"Radical Entertainment","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Jackie_Chan_Stuntmaster","evidence":"The infobox identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jackie+Chan+Stuntmaster","wikipedia_title":null},{"game_key":"Jagged Alliance 2 (classic 1999 PC release; original data files required; multiple localizations supported)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jagged_Alliance_2","evidence":"The article classifies the game as tactical role-playing and turn-based tactics.","value":"Tactical role-playing, turn-based tactics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jagged_Alliance_2","evidence":"The article says the 1999 release was for Windows before the later Linux port.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jagged_Alliance_2","evidence":"The article credits Sir-Tech Canada as developer.","value":"Sir-Tech Canada","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/356/jagged-alliance-2/","evidence":"MobyGames lists TalonSoft among the original PC game's publishers.","value":"TalonSoft","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc/197667-jagged-alliance-2/data","evidence":"The PC release details list June 30, 1999 as the release date.","value":"1999-06-30 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jagged_Alliance_2","wikipedia_title":"Jagged Alliance 2"},{"game_key":"Jak 3","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jak_3","evidence":"The article describes Jak 3 as an action-adventure platformer.","value":"Action-adventure platformer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jak_3","evidence":"The article identifies PlayStation 2 as the game's platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jak_3","evidence":"The article credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jak_3","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jak_3","evidence":"The article's release section gives November 9, 2004 as the North American release date.","value":"2004-11-09 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jak_3","wikipedia_title":"Jak 3"},{"game_key":"Jak and Daxter trilogy","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter","evidence":"The series overview describes the trilogy as action-adventure platform games.","value":["Action-adventure","Platform"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter","evidence":"The original trilogy consists of the three PlayStation 2 Jak and Daxter releases.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter","evidence":"The original trilogy titles are credited to Naughty Dog.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter","evidence":"The original trilogy titles are credited to Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter","evidence":"The page identifies Jak and Daxter as a video-game series and lists the trilogy entries.","value":"Jak and Daxter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jak+and+Daxter+trilogy","wikipedia_title":null},{"game_key":"Jak and Daxter: The Precursor Legacy","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","evidence":"The source classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","evidence":"The source identifies PlayStation 2 as the original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","evidence":"The article gives December 4, 2001 as the North American release date.","value":"2001-12-04","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","evidence":"The source credits Naughty Dog as the developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","evidence":"The source credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","evidence":"The source identifies the game as part of the Jak and Daxter series.","value":"Jak and Daxter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jak_and_Daxter:_The_Precursor_Legacy","wikipedia_title":"Jak and Daxter: The Precursor Legacy"},{"game_key":"Jak II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jak_II","evidence":"The article identifies Jak II as a platform game and describes its action-adventure gameplay.","value":"Platform / action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jak_II","evidence":"The article identifies PlayStation 2 as the game's original platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jak_II","evidence":"The article credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jak_II","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jak_II","evidence":"The article gives October 14, 2003 as the North American release date.","value":"2003-10-14 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jak_II","wikipedia_title":"Jak II"},{"game_key":"Jazz Jackrabbit 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jazz_Jackrabbit_2","evidence":"The infobox names Epic MegaGames as developer.","value":"Epic MegaGames","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Jazz_Jackrabbit_2","evidence":"The infobox places the game in the Jazz Jackrabbit series.","value":"Jazz Jackrabbit","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Jazz_Jackrabbit_2","evidence":"The infobox lists Windows and Classic Mac OS.","value":"Windows and Classic Mac OS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jazz+Jackrabbit+2","wikipedia_title":null},{"game_key":"Jazz Jackrabbit series","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames identifies the title as Jazz Jackrabbit series. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"Jazz Jackrabbit series","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames classifies the game as 2D platform shooter. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"2D platform shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames lists DOS; Windows; Game Boy Advance among the game's platforms. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"DOS; Windows; Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames records the release as Original game: 1994. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"Original game: 1994","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames credits Epic MegaGames (original game) as developer. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"Epic MegaGames (original game)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames credits Epic MegaGames (original game) as publisher. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"Epic MegaGames (original game)","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/902/jazz-jackrabbit/","evidence":"MobyGames associates the game with the Jazz Jackrabbit series or franchise. Franchise profile; original-game credits and release date are explicitly scoped as such.","value":"Jazz Jackrabbit","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jazz_Jackrabbit","wikipedia_title":"Jazz Jackrabbit"},{"game_key":"Jeanne d’Arc","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jeanne_d%27Arc_(video_game)","evidence":"The infobox names Level-5 as developer.","value":"Level-5","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jeanne_d%27Arc_(video_game)","evidence":"The infobox names Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jeanne_d%27Arc_(video_game)","evidence":"The article identifies PlayStation Portable as the platform.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jeanne_d%27Arc_(video_game)","evidence":"The infobox classifies the game as tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jeanne_d%27Arc_(video_game)","evidence":"The article gives the Japanese and North American release dates.","value":"Japan: 2006-11-22; North America: 2007-08-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jeanne+d%E2%80%99Arc","wikipedia_title":null},{"game_key":"Jerry Glanville’s Pigskin Footbrawl","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pigskin_621_A.D.","evidence":"The article classifies the underlying Pigskin 621 A.D. game as sports and describes its fictionalized football matches.","value":"Sports (fantasy football)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pigskin_621_A.D.","evidence":"The article states that the Sega Genesis version was retitled Jerry Glanville's Pigskin Footbrawl.","value":"Sega Genesis (retitled port of the arcade game Pigskin 621 A.D.)","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/27305/pigskin-621-ad/releases/","evidence":"MobyGames credits Developer Resources as the porting developer for the Genesis release.","value":"Developer Resources (Genesis conversion)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pigskin_621_A.D.","evidence":"The article identifies RazorSoft as publisher of the Genesis retitle.","value":"RazorSoft","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pigskin_621_A.D.","evidence":"The article says the retitled Genesis version was released December 18, 1992.","value":"1992-12-18 (Sega Genesis)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pigskin_621_A.D.","wikipedia_title":"Pigskin 621 A.D."},{"game_key":"Jet Force Gemini","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jet_Force_Gemini","evidence":"The infobox names Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jet_Force_Gemini","evidence":"The article says Rare developed and published the game.","value":"Rare","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jet_Force_Gemini","evidence":"The article identifies Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Jet_Force_Gemini","evidence":"The infobox lists third-person shooter and platform.","value":"Third-person shooter; platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jet_Force_Gemini","evidence":"The article identifies the game as a 1999 release.","value":"1999","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jet+Force+Gemini","wikipedia_title":null},{"game_key":"Jet Grind Radio","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio","evidence":"The article identifies the original title, including its North American Jet Grind Radio name, as a Dreamcast game.","value":"Dreamcast","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio","evidence":"The article lists October 31, 2000 as the North American release date under Jet Grind Radio.","value":"North America: 2000-10-31","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio","evidence":"The article credits Smilebit as the original Dreamcast developer.","value":"Smilebit","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio","wikipedia_title":"Jet Set Radio (released as Jet Grind Radio in North America)"},{"game_key":"Jet Impulse","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jet_Impulse","evidence":"The article identifies Nintendo DS as the game platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jet_Impulse","evidence":"The article gives the Japanese release date as February 8, 2007.","value":"2007-02-08","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jet_Impulse","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jet_Impulse","evidence":"The article classifies Jet Impulse as a flight simulator.","value":"Flight simulator","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jet_Impulse","wikipedia_title":"Jet Impulse"},{"game_key":"Jet Moto 2: Championship Edition","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Jet_Moto_2","evidence":"The infobox credits Sony Interactive Studios America and SingleTrac for Jet Moto 2.","value":"Sony Interactive Studios America; SingleTrac","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jet_Moto_2","evidence":"The infobox names Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Jet_Moto_2","evidence":"The article identifies Jet Moto 2 as the second installment in the Jet Moto series.","value":"Jet Moto","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jet_Moto_2","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jet_Moto_2","evidence":"The infobox classifies the game as racing.","value":"Racing","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Jet_Moto_2","evidence":"The article's Championship Edition section describes this modified Greatest Hits version.","value":"Greatest Hits version branded Championship Edition; it unlocked all Jet Moto tracks and raised the frame rate to 30 frames per second","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jet+Moto+2%3A+Championship+Edition","wikipedia_title":null},{"game_key":"Jet Set Radio Future","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source classifies the game as ['Platformer', 'Action', 'Sports'].","value":["Platformer","Action","Sports"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source identifies Xbox as the original release platform.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The article gives February 22, 2002 as the Japanese release date.","value":"2002-02-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source credits Smilebit as the developer.","value":"Smilebit","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source credits Sega as the publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source identifies the game as part of the Jet Set Radio series.","value":"Jet Set Radio","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","wikipedia_title":"Jet Set Radio Future"},{"game_key":"Jet Set Radio Future (standalone North American Xbox release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source classifies the game as ['Platformer', 'Action', 'Sports'].","value":["Platformer","Action","Sports"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source identifies Xbox as the original release platform.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The article gives February 22, 2002 as the Japanese release date; the same article identifies the standalone North American Xbox release.","value":"2002-02-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source credits Smilebit as the developer.","value":"Smilebit","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source credits Sega as the publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","evidence":"The source identifies the game as part of the Jet Set Radio series.","value":"Jet Set Radio","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jet_Set_Radio_Future","wikipedia_title":"Jet Set Radio Future"},{"game_key":"Joust (Atari ST)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","evidence":"The source classifies the game as Action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","evidence":"The source identifies Arcade as the original release platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","evidence":"The article says Williams first released Joust in arcades in September 1982.","value":"1982-09","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","evidence":"The source credits Williams Electronics as the developer.","value":"Williams Electronics","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","evidence":"The source credits Williams Electronics as the publisher.","value":"Williams Electronics","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","evidence":"The article identifies Joust 2: Survival of the Fittest as an arcade sequel to Joust.","value":"Joust","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Joust_(video_game)","wikipedia_title":"Joust (video game)"},{"game_key":"JULY","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/93359/july/","evidence":"MobyGames records the Dreamcast title as JULY.","value":"JULY","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/93359/july/","evidence":"MobyGames classifies the game as adventure and visual novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/93359/july/","evidence":"MobyGames lists Dreamcast as the platform.","value":"Dreamcast","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/93359/july/","evidence":"MobyGames credits Fortyfive Co. as developer.","value":"Fortyfive Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/93359/july/","evidence":"MobyGames credits Fortyfive Co. as publisher.","value":"Fortyfive Co., Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/93359/july/","evidence":"MobyGames gives November 27, 1998 as the Japanese release date.","value":"Japan (Dreamcast): 1998-11-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=JULY","wikipedia_title":null},{"game_key":"Jump Ultimate Stars","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Jump_Ultimate_Stars","evidence":"The article classifies Jump Ultimate Stars as a crossover fighting game.","value":"Crossover fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Jump_Ultimate_Stars","evidence":"The article credits Ganbarion as developer.","value":"Ganbarion","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Jump_Ultimate_Stars","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Jump_Ultimate_Stars","evidence":"The article identifies Nintendo DS as the original platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Jump_Ultimate_Stars","evidence":"The article gives November 23, 2006 as the Japanese release date.","value":"2006-11-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Jump_Ultimate_Stars","wikipedia_title":"Jump Ultimate Stars"},{"game_key":"Jung Rhythm","facts":[{"field":"genre","source_url":"https://strategywiki.org/wiki/Jung_Rhythm","evidence":"The source classifies the game as Music / rhythm.","value":"Music / rhythm","date_granularity":null},{"field":"original_platform","source_url":"https://strategywiki.org/wiki/Jung_Rhythm","evidence":"The source identifies Sega Saturn as the original release platform.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/148984/jung-rhythm/","evidence":"MobyGames lists January 15, 1998 as the Sega Saturn release date.","value":"1998-01-15","date_granularity":"day"},{"field":"developer","source_url":"https://strategywiki.org/wiki/Jung_Rhythm","evidence":"The source credits Altron as the developer.","value":"Altron","date_granularity":null},{"field":"publisher","source_url":"https://strategywiki.org/wiki/Jung_Rhythm","evidence":"The source credits Altron as the publisher.","value":"Altron","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Jung+Rhythm","wikipedia_title":null},{"game_key":"Juno First (Konami, 1983)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Juno_First","wikipedia_title":"Juno First"},{"game_key":"Kamaitachi no Yoru","facts":[{"field":"genre","source_url":"https://fr.wikipedia.org/wiki/Kamaitachi_no_Yoru","evidence":"The French article identifies Kamaitachi no Yoru as an adventure and sound-novel game.","value":["Sound novel","Adventure"],"date_granularity":null},{"field":"original_platform","source_url":"https://collection.rcgs.jp/page/PACKAGE0001723","evidence":"The National Center for the Study of Japanese Game Culture package record identifies the format as Super Famicom.","value":"Super Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://collection.rcgs.jp/page/PACKAGE0001723","evidence":"The package record gives November 25, 1994 as the Japanese publication date.","value":"1994-11-25","date_granularity":"day"},{"field":"developer","source_url":"https://collection.rcgs.jp/page/PACKAGE0001723","evidence":"The article credits Chunsoft with developing and publishing the game.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://collection.rcgs.jp/page/PACKAGE0001723","evidence":"The package record lists Chunsoft as publisher.","value":"Chunsoft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kamaitachi+no+Yoru","wikipedia_title":null},{"game_key":"Kameo: Elements of Power","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kameo","evidence":"The source classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kameo","evidence":"The source identifies Xbox 360 as the original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Kameo","evidence":"The article gives November 22, 2005 as the North American release date.","value":"2005-11-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kameo","evidence":"The source credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kameo","evidence":"The source credits Microsoft Game Studios as the publisher.","value":"Microsoft Game Studios","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kameo","wikipedia_title":"Kameo"},{"game_key":"Kantai Collection Kai","facts":[{"field":"genre","source_url":"https://blog.ja.playstation.com/2016/02/09/20160209-kancolle/","evidence":"The official PlayStation feature describes the Vita game as a fleet-raising game and explains its fleet-management play.","value":"Fleet-raising simulation","date_granularity":null},{"field":"original_platform","source_url":"https://blog.ja.playstation.com/2016/02/09/20160209-kancolle/","evidence":"The official PlayStation feature identifies the game as a PlayStation Vita exclusive.","value":"PlayStation Vita","date_granularity":null},{"field":"regional_release_date","source_url":"https://blog.ja.playstation.com/2016/02/09/20160209-kancolle/","evidence":"The official PlayStation feature gives February 18, 2016 as its Japanese release date.","value":"2016-02-18","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/vita/733830-kan-colle-kai/data","evidence":"GameFAQs credits Kadokawa as the developer.","value":"Kadokawa Games","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/vita/733830-kan-colle-kai/data","evidence":"GameFAQs credits Kadokawa as the publisher.","value":"Kadokawa Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Kantai_Collection","evidence":"The series article identifies KanColle Kai as a PlayStation Vita title in the Kantai Collection franchise.","value":"Kantai Collection","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kantai+Collection+Kai","wikipedia_title":null},{"game_key":"Karateka","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Karateka_(video_game)","evidence":"The article describes Karateka as a martial-arts action game and lists fighting and action genres.","value":["Fighting","Action"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Karateka_(video_game)","evidence":"The article says the original 1984 game was written for the Apple II.","value":"Apple II","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Karateka_(video_game)","evidence":"The article identifies 1984 as the original Apple II game’s release year.","value":"1984","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Karateka_(video_game)","evidence":"The source credits Jordan Mechner as the developer.","value":"Jordan Mechner","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Karateka_(video_game)","evidence":"The article names Broderbund for North America and Ariolasoft for Europe.","value":["Broderbund (North America)","Ariolasoft (Europe)"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Karateka_(video_game)","wikipedia_title":"Karateka (video game)"},{"game_key":"Katana ZERO","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Katana_Zero","evidence":"The source classifies the game as ['Platform', 'Hack and slash'].","value":["Platform","Hack and slash"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Katana_Zero","evidence":"The source identifies ['macOS', 'Windows'] as the original release platform.","value":["macOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Katana_Zero","evidence":"The article gives April 18, 2019 as the macOS, Nintendo Switch, and Windows release date.","value":"2019-04-18","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Katana_Zero","evidence":"The source credits Askiisoft as the developer.","value":"Askiisoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Katana_Zero","evidence":"The source credits Devolver Digital as the publisher.","value":"Devolver Digital","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Katana_Zero","wikipedia_title":"Katana Zero"},{"game_key":"Kemono Teatime","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/2698470/Kemono_Teatime/","evidence":"The official Steam listing categorizes the game as Adventure, Indie, and Simulation.","value":"Adventure, indie, simulation","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/2698470/Kemono_Teatime/","evidence":"The Steam system requirements specify Windows 10.","value":"Windows PC (Steam)","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/2698470/Kemono_Teatime/","evidence":"The Steam listing names Studio Lalala, Kotoneiro, and WHO YOU as developers.","value":"Studio Lalala, Kotoneiro, WHO YOU","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/2698470/Kemono_Teatime/","evidence":"The Steam listing names Studio Lalala and FURYU CORPORATION as publishers.","value":"Studio Lalala, FURYU CORPORATION","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/2698470/Kemono_Teatime/","evidence":"The official Steam listing gives September 3, 2025 as the release date.","value":"2025-09-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kemono+Teatime","wikipedia_title":null},{"game_key":"Ken Griffey Jr.’s Slugfest (Nintendo 64 USA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ken_Griffey_Jr.%27s_Slugfest","evidence":"The article identifies the Nintendo 64 version and describes it as released for Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ken_Griffey_Jr.%27s_Slugfest","evidence":"The article lists Sports as the genre and identifies it as a baseball game.","value":"Sports (baseball)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ken_Griffey_Jr.%27s_Slugfest","evidence":"The article credits Angel Studios with the Nintendo 64 version.","value":"Angel Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ken_Griffey_Jr.%27s_Slugfest","evidence":"The article says Nintendo published the Nintendo 64 game.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ken_Griffey_Jr.%27s_Slugfest","evidence":"The article gives May 10, 1999 as the North American Nintendo 64 release date.","value":"1999-05-10 (North America, Nintendo 64)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ken_Griffey_Jr.%27s_Slugfest","wikipedia_title":"Ken Griffey Jr.'s Slugfest"},{"game_key":"Kenyuu Densetsu Yaiba","facts":[{"field":"platform","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The Game Boy list includes a row for Kenyuu Densetsu Yaiba.","value":"Game Boy (listed entry)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The same list row names Banpresto.","value":"Banpresto (Game Boy listed entry)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The same list row gives March 25, 1994.","value":"Japan: 1994-03-25 (Game Boy listed entry)","date_granularity":"day"},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Gear_games","evidence":"The Game Gear list includes a row for Kenyuu Densetsu Yaiba.","value":"Game Gear (listed entry)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Gear_games","evidence":"The same list row names Sega.","value":"Sega (Game Gear listed entry)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Gear_games","evidence":"The same list row gives September 9, 1994.","value":"Japan: 1994-09-09 (Game Gear listed entry)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kenyuu+Densetsu+Yaiba","wikipedia_title":null},{"game_key":"Kettou Beast Wars: Beast Senshi Saikyou Ketteisen","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs records the Japanese Game Boy Color title.","value":"Kettou Beast Wars: Beast Senshi Saikyou Ketteisen","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs classifies the game as a 2D fighting title.","value":"Fighting / 2D","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs lists Game Boy Color as the platform.","value":"Game Boy Color","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs credits Gaibrain as developer.","value":"Gaibrain","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs credits Takara as publisher.","value":"Takara","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs gives March 19, 1999 as the Japanese release date.","value":"Japan (Game Boy Color): 1999-03-19","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/gbc/581767-kettou-beast-wars/data","evidence":"GameFAQs lists the Beast Wars/Transformers franchise.","value":"Beast Wars / Transformers","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kettou%20Beast%20Wars%3A%20Beast%20Senshi%20Saikyou%20Ketteisen","wikipedia_title":null},{"game_key":"Khamrai","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/42303/khamrai/","evidence":"MobyGames classifies Khamrai as a role-playing game.","value":"Role-playing (RPG)","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/42303/khamrai/","evidence":"MobyGames lists the October 2000 release on PlayStation.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/42303/khamrai/","evidence":"MobyGames gives October 5, 2000 as the PlayStation release date.","value":"2000-10-05","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/42303/khamrai/","evidence":"MobyGames credits Alpha-Unit and TamTam Co., Ltd. as developers.","value":["Alpha-Unit","TamTam Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/42303/khamrai/","evidence":"MobyGames lists Namco Limited as publisher.","value":"Namco Limited","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Khamrai+PlayStation+game","wikipedia_title":null},{"game_key":"Kid Chameleon","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kid_Chameleon","evidence":"The infobox names Sega Technical Institute as developer.","value":"Sega Technical Institute","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kid_Chameleon","evidence":"The infobox names Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kid_Chameleon","evidence":"The article says the game was developed and published for Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kid_Chameleon","evidence":"The infobox classifies the game as a platformer.","value":"Platformer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kid+Chameleon","wikipedia_title":null},{"game_key":"Kid Niki - Radical Ninja","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kid_Niki:_Radical_Ninja","evidence":"The Wikipedia infobox lists developer as IremTose (NES).","value":"IremTose (NES)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kid_Niki:_Radical_Ninja","evidence":"The Wikipedia infobox lists publisher as JP: IremNA: Data East (NES).","value":"JP: IremNA: Data East (NES)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kid_Niki:_Radical_Ninja","evidence":"The Wikipedia infobox lists original platform as Arcade, Nintendo Entertainment System, Commodore 64, Apple II.","value":"Arcade, Nintendo Entertainment System, Commodore 64, Apple II","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kid_Niki:_Radical_Ninja","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Kid_Niki:_Radical_Ninja","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 1987.","value":"North America: November 1987","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kid_Niki:_Radical_Ninja","wikipedia_title":"Kid Niki: Radical Ninja"},{"game_key":"Kikansha Thomas: Sodor-tou no Nakama-tachi","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Thomas_%26_Friends_merchandise","evidence":"MobyGames classifies it as a puzzle game and describes its story mode and minigames; the game is a Thomas & Friends licensed title.","value":"Puzzle / minigame adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/217013/kikansha-thomas-sodor-to-no-nakama-tachi/","evidence":"MobyGames lists the release platform as Game Boy Color.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/217013/kikansha-thomas-sodor-to-no-nakama-tachi/","evidence":"MobyGames gives October 12, 2001 as the Game Boy Color release date.","value":"2001-10-12","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/217013/kikansha-thomas-sodor-to-no-nakama-tachi/","evidence":"MobyGames credits Tamsoft Corporation as developer.","value":"Tamsoft Corporation","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/gbc/581355-kikansha-thomas/data","evidence":"GameFAQs lists Thomas the Tank Engine as the franchise for this title.","value":"Thomas the Tank Engine & Friends","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kikansha+Thomas%3A+Sodor-tou+no+Nakama-tachi","wikipedia_title":null},{"game_key":"Killzone","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Killzone_(video_game)","evidence":"The source classifies the game as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Killzone_(video_game)","evidence":"The source identifies PlayStation 2 as the original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Killzone","evidence":"The series article gives November 2, 2004 as the original Killzone release date.","value":"2004-11-02","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Killzone_(video_game)","evidence":"The source credits Guerrilla Games as the developer.","value":"Guerrilla Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Killzone_(video_game)","evidence":"The source credits Sony Computer Entertainment as the publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Killzone_(video_game)","evidence":"The source identifies the game as part of the Killzone series.","value":"Killzone","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Killzone_(video_game)","wikipedia_title":"Killzone (video game)"},{"game_key":"KimiKiss (eb!Kore+ edition)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps2/929295-kimikiss/data","evidence":"The release-details page categorizes KimiKiss as Adventure > Visual Novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps2/929295-kimikiss/data","evidence":"The release record identifies the game and ebKore+ edition as PlayStation 2 releases.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps2/929295-kimikiss/data","evidence":"The page identifies Enterbrain as developer.","value":"Enterbrain","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps2/929295-kimikiss/data","evidence":"The Japanese release table lists Enterbrain as publisher for both the original and ebKore+ edition.","value":"Enterbrain","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps2/929295-kimikiss/data","evidence":"The release table distinguishes the original KimiKiss date, May 25, 2006, from the ebKore+ release, February 14, 2008.","value":"2008-02-14 (ebKore+ edition; original game released 2006-05-25 in Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=KimiKiss+%28eb%21Kore%2B+edition%29","wikipedia_title":null},{"game_key":"Kingdom Hearts 358/2 Days","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","evidence":"The source classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","evidence":"The source identifies Nintendo DS as the original release platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","evidence":"The article gives May 30, 2009 as the Japanese release date.","value":"2009-05-30","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","evidence":"The source credits h.a.n.d. as the developer.","value":"h.a.n.d.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","evidence":"The source credits Square Enix (in collaboration with Disney Interactive Studios) as the publisher.","value":"Square Enix (in collaboration with Disney Interactive Studios)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","evidence":"The source identifies the game as part of the Kingdom Hearts series.","value":"Kingdom Hearts","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_358/2_Days","wikipedia_title":"Kingdom Hearts 358/2 Days"},{"game_key":"Kingdom Hearts Re:coded (Nintendo DS USA BK9E and Europe BK9P)","facts":[{"field":"genre","source_url":"https://www.nintendo.co.jp/ds/software/bk9j/index.html","evidence":"Nintendo’s official product page classifies Re:coded as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/bk9j/index.html","evidence":"Nintendo’s official product page identifies the dedicated hardware as Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/software/bk9j/index.html","evidence":"Nintendo lists October 7, 2010 as the Japanese release date.","value":"2010-10-07","date_granularity":"day"},{"field":"developer","source_url":"https://www.nintendo.co.jp/ds/software/bk9j/index.html","evidence":"Nintendo’s official product page credits Square Enix and h.a.n.d. as developers.","value":["Square Enix","h.a.n.d."],"date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.co.jp/ds/software/bk9j/index.html","evidence":"Nintendo’s official product page identifies Square Enix as the maker; Square Enix announced the title as its DS release.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.co.jp/ds/software/bk9j/index.html","evidence":"The official product page brands the title KINGDOM HEARTS Re:coded.","value":"Kingdom Hearts","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts_Coded","wikipedia_title":"Kingdom Hearts Coded"},{"game_key":"Kingdom Hearts: Chain of Memories","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories","evidence":"The source classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories","evidence":"The source identifies Game Boy Advance as the original release platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.jupiter.co.jp/e/product/game/gb/khcom.php","evidence":"Jupiter’s official product page gives November 11, 2004 as the release date.","value":"2004-11-11","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories","evidence":"The source credits ['Square Enix', 'Jupiter'] as the developer.","value":["Square Enix","Jupiter"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories","evidence":"The source credits Square Enix (in collaboration with Disney Interactive) as the publisher.","value":"Square Enix (in collaboration with Disney Interactive)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories","evidence":"The source identifies the game as part of the Kingdom Hearts series.","value":"Kingdom Hearts","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories","wikipedia_title":"Kingdom Hearts: Chain of Memories"},{"game_key":"King’s Field: The Ancient City / King’s Field IV (PS2 USA SLUS-20318)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/King%27s_Field","evidence":"The series article credits FromSoftware as developer.","value":"FromSoftware","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/King%27s_Field","evidence":"The article says King’s Field IV was released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/King%27s_Field","evidence":"The series article classifies King’s Field as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/King%27s_Field","evidence":"The article explicitly identifies The Ancient City as the North American title of King’s Field IV.","value":"King’s Field IV was released in North America as King’s Field: The Ancient City","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/King%27s_Field","wikipedia_title":"King's Field (series article covers King's Field IV / The Ancient City)"},{"game_key":"Kirby & The Amazing Mirror","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Kirby_&_The_Amazing_Mirror","evidence":"The infobox credits HAL Laboratory, Flagship, and Dimps.","value":"HAL Laboratory; Flagship; Dimps","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kirby_&_The_Amazing_Mirror","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Kirby_&_The_Amazing_Mirror","evidence":"The infobox places the game in the Kirby series.","value":"Kirby","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kirby_&_The_Amazing_Mirror","evidence":"The article says it was developed for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Kirby_&_The_Amazing_Mirror","evidence":"The infobox lists platform and Metroidvania.","value":"Platform; Metroidvania","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kirby+%26+The+Amazing+Mirror","wikipedia_title":null},{"game_key":"Kirby Air Ride","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","evidence":"The source classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","evidence":"The source identifies GameCube as the original release platform.","value":"GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","evidence":"The source identifies 2003 as the game's release date.","value":"2003","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","evidence":"The source credits HAL Laboratory as the developer.","value":"HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","evidence":"The source credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","evidence":"The source identifies the game as part of the Kirby series.","value":"Kirby","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kirby_Air_Ride","wikipedia_title":"Kirby Air Ride"},{"game_key":"Kirby’s Epic Yarn","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kirby%27s_Epic_Yarn","evidence":"The infobox names Good-Feel as developer.","value":"Good-Feel","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kirby%27s_Epic_Yarn","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Kirby%27s_Epic_Yarn","evidence":"The infobox places the game in the Kirby series.","value":"Kirby","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Kirby%27s_Epic_Yarn","evidence":"The infobox lists Wii and Nintendo 3DS.","value":"Wii and Nintendo 3DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kirby%27s_Epic_Yarn","evidence":"The infobox lists platform as the genre.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kirby%E2%80%99s+Epic+Yarn","wikipedia_title":null},{"game_key":"Klonoa: Empire of Dreams","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","evidence":"The source classifies the game as Puzzle-platform.","value":"Puzzle-platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","evidence":"The source identifies Game Boy Advance as the original release platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","evidence":"The source identifies 2001 as the game's release date.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","evidence":"The source credits Now Production as the developer.","value":"Now Production","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","evidence":"The article names Namco as publisher of the Game Boy Advance release.","value":"Namco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","evidence":"The source identifies the game as part of the Klonoa series.","value":"Klonoa","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Klonoa:_Empire_of_Dreams","wikipedia_title":"Klonoa: Empire of Dreams"},{"game_key":"Knuckles' Chaotix","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The infobox names Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The infobox names Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The infobox places the game in the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The article says the game was developed for Sega 32X.","value":"Sega 32X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The article classifies the game as a platform game.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Knuckles%27+Chaotix","wikipedia_title":null},{"game_key":"Knuckles’ Chaotix","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The source classifies the game as Platform.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The source identifies Sega 32X as the original release platform.","value":"Sega 32X","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The article gives April 21, 1995 as the Japanese release date.","value":"1995-04-21","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The source credits Sega as the developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The source credits Sega as the publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Knuckles%27_Chaotix","evidence":"The source identifies the game as part of the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Knuckles'_Chaotix","wikipedia_title":"Knuckles' Chaotix"},{"game_key":"Konami Salamander / Life Force (GX456) arcade software","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Salamander_(video_game)","wikipedia_title":"Salamander (video game)"},{"game_key":"Koukidou Gensou Gunparade March","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gunparade_March","evidence":"The article names Alfa System as developer.","value":"Alfa System","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gunparade_March","evidence":"The article names Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Gunparade_March","evidence":"The article identifies PlayStation as the game platform.","value":"PlayStation","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Gunparade_March","evidence":"The article lists tactical role-playing and social simulation as genres.","value":"Tactical role-playing; social simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gunparade_March","evidence":"The article describes Gunparade March as a 2000 game and says it was released only in Japan.","value":"Japan: 2000","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Koukidou+Gensou+Gunparade+March","wikipedia_title":null},{"game_key":"Kowloon's Gate","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Kowloon%27s_Gate","evidence":"The infobox names Sony Music Entertainment as developer.","value":"Sony Music Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kowloon%27s_Gate","evidence":"The infobox names Sony Music Entertainment as publisher.","value":"Sony Music Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kowloon%27s_Gate","evidence":"The infobox identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kowloon%27s+Gate","wikipedia_title":null},{"game_key":"Kula World","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/9070/roll-away/","evidence":"The game database identifies this title as Kula World.","value":"Kula World","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/9070/roll-away/","evidence":"MobyGames classifies the title as a puzzle game; its entry describes it as a 3D platform/puzzle game.","value":"Puzzle-platform game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9070/roll-away/","evidence":"The database records PlayStation as the platform; Kula World is the PAL title for the same game.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9070/roll-away/","evidence":"MobyGames records the PlayStation game as released in 1998. Its entry names Kula World as an alias of Roll Away; no unsupported PAL day is inferred.","value":"1998","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/9070/roll-away/","evidence":"The game database credits Game Design Sweden AB as developer.","value":"Game Design Sweden AB","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/9070/roll-away/","evidence":"MobyGames lists Sony Computer Entertainment and Psygnosis regional releases.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kula_World","wikipedia_title":"Kula World"},{"game_key":"Kururin Paradise","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames identifies the title as Kuru Kuru Kururin Paradise.","value":"Kuru Kuru Kururin Paradise","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames classifies the game as Action; puzzle.","value":"Action; puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames lists Game Boy Advance among the game's platforms.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames records the release as Japan: 2002-12-06.","value":"Japan: 2002-12-06","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames credits Eighting as developer.","value":"Eighting","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/20871/kururin-paradise/","evidence":"MobyGames associates the game with the Kururin series or franchise.","value":"Kururin","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kururin_Paradise","wikipedia_title":"Kururin Paradise"},{"game_key":"Kyuutenkai","facts":[{"field":"original_platform","source_url":"https://www.gavas.jp/products/detail.php?product_id=1609","evidence":"The archival Saturn catalog identifies Kyuutenkai as a Sega Saturn game.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://www.gavas.jp/products/detail.php?product_id=1609","evidence":"The catalog describes it as a fantasy pinball game.","value":"Pinball","date_granularity":null},{"field":"publisher","source_url":"https://www.gavas.jp/products/detail.php?product_id=1609","evidence":"The catalog lists Technosoft as maker and displays its copyright.","value":"Technosoft","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gavas.jp/products/detail.php?product_id=1609","evidence":"The archival game catalog gives August 25, 1995 as release date.","value":"Japan: 1995-08-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Kyuutenkai","wikipedia_title":null},{"game_key":"L.A. Rush (Original Xbox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/L.A._Rush","evidence":"The source classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/L.A._Rush","evidence":"The source identifies ['PlayStation 2', 'Xbox'] as the original release platform.","value":["PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/L.A._Rush","evidence":"The source identifies 2005 as the game's release date.","value":"2005","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/L.A._Rush","evidence":"The source credits Midway Studios Newcastle as the developer.","value":"Midway Studios Newcastle","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/L.A._Rush","evidence":"The source credits Midway as the publisher.","value":"Midway","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/L.A._Rush","evidence":"The source identifies the game as part of the Rush series.","value":"Rush","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/L.A._Rush","wikipedia_title":"L.A. Rush"},{"game_key":"Langrisser III","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Langrisser_III","evidence":"The source classifies the game as Tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Langrisser_III","evidence":"The source identifies Sega Saturn as the original release platform.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Langrisser_III","evidence":"The source identifies 1996 as the game's release date.","value":"1996","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Langrisser_III","evidence":"The source credits Career Soft as the developer.","value":"Career Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Langrisser_III","evidence":"The source credits Masaya Games as the publisher.","value":"Masaya Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Langrisser_III","evidence":"The source identifies the game as part of the Langrisser series.","value":"Langrisser","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Langrisser_III","wikipedia_title":"Langrisser III"},{"game_key":"Langrisser V: The End of Legend","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Langrisser_V:_The_End_of_Legend","evidence":"The infobox names Career Soft as developer.","value":"Career Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Langrisser_V:_The_End_of_Legend","evidence":"The infobox names Masaya as publisher.","value":"Masaya","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Langrisser_V:_The_End_of_Legend","evidence":"The infobox places the game in the Langrisser series.","value":"Langrisser","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Langrisser_V:_The_End_of_Legend","evidence":"The infobox lists these platforms.","value":"Sega Saturn, PlayStation, and PlayStation Network","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Langrisser_V:_The_End_of_Legend","evidence":"The infobox classifies the game as tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"regional_release","source_url":"https://en.wikipedia.org/wiki/Langrisser_V:_The_End_of_Legend","evidence":"The article states that the game has never been released outside Japan.","value":"Japan-only release","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Langrisser+V%3A+The+End+of+Legend","wikipedia_title":null},{"game_key":"Laserdisc arcade games and Singe interactive-video games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Laserdisc+arcade+games+and+Singe+interactive-video+games","wikipedia_title":null},{"game_key":"Legacy Direct3D 3/5/6/7 applications and games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Legacy%20Direct3D%203%2F5%2F6%2F7%20applications%20and%20games%20%28multi-title%29","wikipedia_title":null},{"game_key":"Legacy Direct3D 8 games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Legacy+Direct3D+8+games+%28multi-title%29","wikipedia_title":null},{"game_key":"Legend of Doom","facts":[{"field":"genre","source_url":"https://www.moddb.com/mods/legend-of-doom","evidence":"ModDB classifies Legend of Doom as a first-person shooter and describes it as a total conversion for DOOM.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.moddb.com/mods/legend-of-doom","evidence":"The original release is a DOOM total conversion; its release notes identify GZDoom as the engine used to recreate the NES Hyrule world.","value":"PC (DOOM/GZDoom)","date_granularity":null},{"field":"developer","source_url":"https://www.moddb.com/mods/legend-of-doom","evidence":"The ModDB listing identifies the mod as Legend of Doom by DeTwelve.","value":"DeTwelve Games","date_granularity":null},{"field":"release_date","source_url":"https://www.moddb.com/mods/legend-of-doom","evidence":"The ModDB release list dates the initial 1.0.0 full version to October 2, 2021.","value":"2021-10-02","date_granularity":"day"},{"field":"notable_context","source_url":"https://github.com/EstebanPdN/legend-of-doom-3ds","evidence":"The port repository identifies Legend of Doom as a first-person GZDoom conversion of the original The Legend of Zelda, created by DeTwelve Games.","value":"A DOOM total conversion recreating the original NES world of Hyrule; the 3DS project is a port of this GZDoom conversion.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Legend+of+Doom+GZDoom+game","wikipedia_title":null},{"game_key":"Legend of Mana","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","evidence":"The source classifies the game as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","evidence":"The source identifies PlayStation as the original release platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","evidence":"The source identifies 1999 as the game's release date.","value":"1999","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","evidence":"The source credits Square as the developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","evidence":"The source credits Square as the publisher.","value":"Square","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","evidence":"The source identifies the game as part of the Mana series.","value":"Mana","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Legend_of_Mana","wikipedia_title":"Legend of Mana"},{"game_key":"Legend of Oasis / Story of Thor 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The Wikipedia infobox lists developer as Ancient.","value":"Ancient","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The Wikipedia infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The Wikipedia infobox lists original platform as Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The Wikipedia infobox lists genre as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The Wikipedia infobox lists series as Oasis.","value":"Oasis","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: 26 April 1996.","value":"Japan: 26 April 1996","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","wikipedia_title":"The Legend of Oasis"},{"game_key":"LEGO City Undercover","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/LEGO_City_Undercover","evidence":"The infobox names TT Fusion as developer.","value":"TT Fusion","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/LEGO_City_Undercover","evidence":"The infobox lists Nintendo as publisher for the Wii U release.","value":"Nintendo (Wii U release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/LEGO_City_Undercover","evidence":"The article identifies Wii U as the original platform before later ports.","value":"Wii U","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/LEGO_City_Undercover","evidence":"The infobox classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=LEGO+City+Undercover","wikipedia_title":null},{"game_key":"LEGO Dimensions","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","evidence":"The source classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","evidence":"The source identifies ['PlayStation 3', 'PlayStation 4', 'Xbox 360', 'Xbox One', 'Wii U'] as the original release platform.","value":["PlayStation 3","PlayStation 4","Xbox 360","Xbox One","Wii U"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","evidence":"The source identifies 2015 as the game's release date.","value":"2015","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","evidence":"The source credits Traveller’s Tales as the developer.","value":"Traveller’s Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","evidence":"The source credits Warner Bros. Interactive Entertainment as the publisher.","value":"Warner Bros. Interactive Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","evidence":"The source identifies the game as part of the Lego series.","value":"Lego","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lego_Dimensions","wikipedia_title":"Lego Dimensions"},{"game_key":"LEGO Island","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lego_Island","evidence":"The source classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lego_Island","evidence":"The source identifies Windows as the original release platform.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lego_Island","evidence":"The article gives September 26, 1997 as the game’s worldwide release date.","value":"1997-09-26","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lego_Island","evidence":"The source credits Mindscape as the developer.","value":"Mindscape","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lego_Island","evidence":"The source credits Mindscape as the publisher.","value":"Mindscape","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lego_Island","evidence":"The source identifies the game as part of the Lego Island series.","value":"Lego Island","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lego_Island","wikipedia_title":"Lego Island"},{"game_key":"LEGO Racers","facts":[{"field":"original_platform","source_url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf","evidence":"LEGO’s official Bits N’ Bricks history says LEGO Racers launched for Windows PC, Nintendo 64, and the original PlayStation.","value":["Windows PC","Nintendo 64","Original PlayStation"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf","evidence":"LEGO’s official history dates the launch of the main Windows/N64/PlayStation game to the second half of 1999.","value":"Second half of 1999","date_granularity":"half-year"},{"field":"genre","source_url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf","evidence":"LEGO’s official development history describes LEGO Racers as a kart racing game.","value":"Kart racing","date_granularity":null},{"field":"developer","source_url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf","evidence":"LEGO’s official history identifies High Voltage Software as the studio that pitched and developed LEGO Racers.","value":"High Voltage Software","date_granularity":null},{"field":"collection_context","source_url":"https://www.lego.com/cdn/cs/set/assets/blt8a05e16ed605493b/bits_n_bricks_s02e26_feature_and_transcript.pdf","evidence":"LEGO’s official history distinguishes the 2000 Game Boy Color game from the main 1999 releases.","value":"The Game Boy Color game released in 2000 was a significantly different title developed by another studio; it is not the Windows/N64/PlayStation build targeted by these projects.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lego_Racers","evidence":"The article credits Lego Media as publisher.","value":"Lego Media","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lego_Racers","evidence":"The article identifies Lego Racers 2 as a sequel and Drome Racers as a further related title.","value":"Lego Racers","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lego_Racers","wikipedia_title":"Lego Racers"},{"game_key":"LEGO Star Wars II: The Original Trilogy (Nintendo DS USA)","facts":[{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars_II:_The_Original_Trilogy","evidence":"The infobox places the game in the Lego Star Wars series.","value":"Lego Star Wars","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars_II:_The_Original_Trilogy","evidence":"The infobox lists Nintendo DS among the game's platforms.","value":"Game Boy Advance, GameCube, Windows, Nintendo DS, PlayStation 2, PlayStation Portable, Xbox, Xbox 360, J2ME, and OS X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars_II:_The_Original_Trilogy","evidence":"The infobox classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=LEGO+Star+Wars+II%3A+The+Original+Trilogy+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"LEGO Star Wars: The Complete Saga","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The Wikipedia infobox lists developer as Traveller's TalesTT Fusion (handheld/mobile).","value":"Traveller's TalesTT Fusion (handheld/mobile)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The Wikipedia infobox lists publisher as LucasArtsFeral Interactive (Mac OS X)Warner Bros. Interactive Entertainment (mobile & Steam)Disney Interactive Studios (Xbox & GOG).","value":"LucasArtsFeral Interactive (Mac OS X)Warner Bros. Interactive Entertainment (mobile & Steam)Disney Interactive Studios (Xbox & GOG)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The Wikipedia infobox lists original platform as Microsoft WindowsNintendo DSPlayStation 3WiiXbox 360Mac OS XiOSAndroid.","value":"Microsoft WindowsNintendo DSPlayStation 3WiiXbox 360Mac OS XiOSAndroid","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The Wikipedia infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The Wikipedia infobox lists series as Lego Star Wars.","value":"Lego Star Wars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","wikipedia_title":"Lego Star Wars: The Complete Saga"},{"game_key":"LEGO Star Wars: The Complete Saga (Android v2.0.2.02, build 20202)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The article identifies the game as Lego Star Wars: The Complete Saga.","value":"Lego Star Wars: The Complete Saga","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The article credits Traveller's Tales and lists TT Fusion for handheld/mobile versions.","value":"Traveller's Tales; TT Fusion (handheld/mobile versions)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The article lists Warner Bros. Interactive Entertainment as publisher for mobile and Steam versions.","value":"Warner Bros. Interactive Entertainment (mobile and Steam versions)","date_granularity":null},{"field":"android_release_date","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","evidence":"The article lists a worldwide Android release date of January 1, 2015; it does not identify the cataloged app version or build.","value":"2015-01-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Complete_Saga","wikipedia_title":"Lego Star Wars: The Complete Saga"},{"game_key":"LEGO Star Wars: The Video Game","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Video_Game","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Video_Game","evidence":"The article credits Traveller’s Tales as developer.","value":"Traveller’s Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Video_Game","evidence":"The article lists Eidos Interactive and Giant Interactive Entertainment as publishers.","value":"Eidos Interactive and Giant Interactive Entertainment","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Video_Game","evidence":"The article lists these platforms for the game.","value":"Game Boy Advance, PlayStation 2, Windows, Xbox, Mac OS X, and GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Video_Game","evidence":"The release table gives March 29, 2005 for the North American GBA, PlayStation 2, and Windows releases.","value":"2005-03-29 (North America, GBA/PS2/Windows)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lego_Star_Wars:_The_Video_Game","wikipedia_title":"Lego Star Wars: The Video Game"},{"game_key":"LEGOLAND (1999)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Legoland_(video_game)","evidence":"The source classifies the game as Construction and management simulation.","value":"Construction and management simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Legoland_(video_game)","evidence":"The source identifies Windows as the original release platform.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Legoland_(video_game)","evidence":"The article gives May 1, 2000 as the release date.","value":"2000-05-01","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Legoland_(video_game)","evidence":"The source credits Krisalis Software as the developer.","value":"Krisalis Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Legoland_(video_game)","evidence":"The source credits Lego Media as the publisher.","value":"Lego Media","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Legoland_(video_game)","wikipedia_title":"Legoland (video game)"},{"game_key":"Lemmings Paintball","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","evidence":"The source classifies the game as ['Action', 'Tactical shooter'].","value":["Action","Tactical shooter"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","evidence":"The source identifies Windows as the original release platform.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","evidence":"The article gives June 1996 as the release month.","value":"1996-06","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","evidence":"The source credits Visual Sciences as the developer.","value":"Visual Sciences","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","evidence":"The source credits Psygnosis as the publisher.","value":"Psygnosis","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","evidence":"The source identifies the game as part of the Lemmings series.","value":"Lemmings","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lemmings_Paintball","wikipedia_title":"Lemmings Paintball"},{"game_key":"Let’s Go Jungle! Lost on the Island of Spice","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/71437/lets-go-jungle-lost-on-the-island-of-spice/","evidence":"MobyGames categorizes the arcade game as an action rail shooter with light-gun input.","value":"Light-gun rail shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/71437/lets-go-jungle-lost-on-the-island-of-spice/","evidence":"MobyGames lists the original release on arcade; Sega's cabinet information names the Lindbergh board.","value":"Arcade (Sega Lindbergh)","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/71437/lets-go-jungle-lost-on-the-island-of-spice/","evidence":"MobyGames credits Sega AM3 R&D Division as developer.","value":"Sega AM3 R&D Division","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/71437/lets-go-jungle-lost-on-the-island-of-spice/","evidence":"MobyGames lists SEGA Corporation as publisher.","value":"SEGA Corporation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.sega.jp/history/arcade/product/8788/","evidence":"Sega's official arcade history page gives December 2006 as the game's operational start month.","value":"2006-12","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Let%27s_Go_Jungle!:_Lost_on_the_Island_of_Spice","wikipedia_title":"Let's Go Jungle!: Lost on the Island of Spice"},{"game_key":"Liberation: Captive 2 (1993)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","evidence":"The source classifies the game as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","evidence":"The source identifies ['Amiga', 'Amiga CD32'] as the original release platform.","value":["Amiga","Amiga CD32"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","evidence":"The article gives December 15, 1993 as the release date.","value":"1993-12-15","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","evidence":"The source credits Byte Engineers as the developer.","value":"Byte Engineers","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","evidence":"The source credits Mindscape as the publisher.","value":"Mindscape","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","evidence":"The article explicitly describes Liberation as the sequel to Captive.","value":"Captive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Liberation:_Captive_2","wikipedia_title":"Liberation: Captive 2"},{"game_key":"Linkle Liver Story","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/36919/linkle-liver-story/","evidence":"MobyGames describes Linkle Liver Story as an action-oriented RPG.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Linkle_Liver_Story","evidence":"The article identifies the Sega Saturn as the game's platform.","value":"Sega Saturn","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Linkle_Liver_Story","evidence":"The article credits Nextech as developer.","value":"Nextech","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Linkle_Liver_Story","evidence":"The article states that Sega published the game.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Linkle_Liver_Story","evidence":"The article dates the Japanese Sega Saturn release to March 15, 1996.","value":"1996-03-15 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Linkle_Liver_Story","wikipedia_title":"Linkle Liver Story"},{"game_key":"LISA: The Painful (Legacy Edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","evidence":"The article classifies Lisa: The Painful as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","evidence":"The article credits Dingaling Productions as developer of the original game.","value":"Dingaling Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","evidence":"The article identifies Dingaling Productions as publisher of the original game.","value":"Dingaling Productions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","evidence":"The article identifies The Painful as the second installment in the Lisa trilogy.","value":"Lisa trilogy","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","evidence":"The article lists these platforms for the original Legacy Edition.","value":"Windows; OS X; Linux","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","evidence":"The article gives December 15, 2014 as the original Windows, OS X, and Linux release date.","value":"2014-12-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lisa:_The_Painful","wikipedia_title":"Lisa: The Painful"},{"game_key":"Little Big Adventure","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","evidence":"The source classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","evidence":"The source identifies MS-DOS as the original release platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","evidence":"The source identifies 1994 as the game's release date.","value":"1994","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","evidence":"The source credits Adeline Software International as the developer.","value":"Adeline Software International","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","evidence":"The source credits ['Electronic Arts (Europe)', 'Activision (North America, Asia, and Oceania)'] as the publisher.","value":["Electronic Arts (Europe)","Activision (North America, Asia, and Oceania)"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","evidence":"The source identifies the game as part of the Little Big Adventure series.","value":"Little Big Adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure","wikipedia_title":"Little Big Adventure"},{"game_key":"Little Big Adventure 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article describes Little Big Adventure 2 as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article lists the original Windows PC release.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article identifies 1997 as the game's release year.","value":"1997","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article credits Adeline Software International as developer.","value":"Adeline Software International","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article explicitly describes the game as a sequel to Little Big Adventure.","value":"Little Big Adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","wikipedia_title":"Little Big Adventure 2"},{"game_key":"Little Big Adventure 2 / Twinsen’s Odyssey","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article classifies Little Big Adventure 2 as an adventure game.","value":"Adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article credits Adeline Software International as developer.","value":"Adeline Software International","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article gives different publishers for the European and North American releases.","value":"Electronic Arts (Europe); Activision (North America)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article identifies the title as a sequel to Little Big Adventure.","value":"Little Big Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article lists MS-DOS and Windows as the original PC platforms.","value":"MS-DOS; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","evidence":"The article dates the North American release under the name Twinsen’s Odyssey and the UK release as Little Big Adventure 2 to 1997.","value":"1997","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Little_Big_Adventure_2","wikipedia_title":"Little Big Adventure 2"},{"game_key":"Livly Garden (Nintendo DS Japan)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/1-Up_Studio","evidence":"The studio's game list is headed As Brownie Brown and lists Livly Garden with the role Lead developer.","value":"Brownie Brown (lead developer)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/1-Up_Studio","evidence":"The Livly Garden row in the studio's game list names Marvelous Entertainment as publisher.","value":"Marvelous Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Livly+Garden+%28Nintendo+DS+Japan%29","wikipedia_title":null},{"game_key":"Lock 'n' Chase","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lock_%27n%27_Chase","evidence":"The Wikipedia infobox lists developer as Data East.","value":"Data East","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lock_%27n%27_Chase","evidence":"The Wikipedia infobox lists publisher as Data East ArcadeJP: Data EastNA: Taito 2600, Apple II, IntellivisionMattel Electronics.","value":"Data East ArcadeJP: Data EastNA: Taito 2600, Apple II, IntellivisionMattel Electronics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lock_%27n%27_Chase","evidence":"The Wikipedia infobox lists original platform as Arcade, Intellivision, Atari 2600, Apple II, Game Boy.","value":"Arcade, Intellivision, Atari 2600, Apple II, Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lock_%27n%27_Chase","evidence":"The Wikipedia infobox lists genre as Maze.","value":"Maze","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lock_%27n%27_Chase","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 1981.","value":"North America: October 1981","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lock_%27n%27_Chase","wikipedia_title":"Lock 'n' Chase"},{"game_key":"LocoRoco 2 (European PSP release, UCES-01059)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/LocoRoco_2","evidence":"The article says LocoRoco 2 was developed and published for PlayStation Portable.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/LocoRoco_2","evidence":"The article lists platform as a genre.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/LocoRoco_2","evidence":"The article credits Japan Studio as developer.","value":"Japan Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/LocoRoco_2","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/LocoRoco_2","evidence":"The article gives November 21, 2008 as the European PSP release date.","value":"2008-11-21 (Europe, PlayStation Portable)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/LocoRoco_2","wikipedia_title":"LocoRoco 2"},{"game_key":"Lollipop Chainsaw","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lollipop_Chainsaw","evidence":"The source classifies the game as ['Action-adventure', 'Hack and slash'].","value":["Action-adventure","Hack and slash"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lollipop_Chainsaw","evidence":"The source identifies ['PlayStation 3', 'Xbox 360'] as the original release platform.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lollipop_Chainsaw","evidence":"The article dates the original PlayStation 3 and Xbox 360 release to June 2012.","value":"2012-06","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lollipop_Chainsaw","evidence":"The source credits Grasshopper Manufacture as the developer.","value":"Grasshopper Manufacture","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lollipop_Chainsaw","evidence":"The source credits ['Kadokawa Games (Japan)', 'Warner Bros. Interactive Entertainment (international)'] as the publisher.","value":["Kadokawa Games (Japan)","Warner Bros. Interactive Entertainment (international)"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lollipop_Chainsaw","wikipedia_title":"Lollipop Chainsaw"},{"game_key":"Lord Monarch","facts":[{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lord_Monarch","evidence":"The infobox names Epoch Co., Ltd. as publisher.","value":"Epoch Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lord_Monarch","evidence":"The infobox places Lord Monarch in the Dragon Slayer series.","value":"Dragon Slayer","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Lord_Monarch","evidence":"The infobox lists these platforms.","value":"PC-9801, FM Towns, Super Famicom, Mega Drive, Windows, and PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lord_Monarch","evidence":"The infobox gives March 1991 as the release date.","value":"1991-03","date_granularity":"month"},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Lord_Monarch","evidence":"The infobox classifies the game as real-time strategy and wargame.","value":"Real-time strategy; wargame","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Lord+Monarch","wikipedia_title":null},{"game_key":"Lord of Mysteries","facts":[{"field":"canonical_name","source_url":"https://www.lomworld.com/en/lom","evidence":"official Lord of Mysteries site identifies the title as Lord of Mysteries. The official overview identifies Sparknexa, RPG/MMORPG framing, and UE5. Its March 2026 announcement says multi-platform but does not enumerate clients; no release date is asserted.","value":"Lord of Mysteries","date_granularity":null},{"field":"genre","source_url":"https://www.lomworld.com/en/lom","evidence":"official Lord of Mysteries site classifies the game as MMORPG; role-playing. The official overview identifies Sparknexa, RPG/MMORPG framing, and UE5. Its March 2026 announcement says multi-platform but does not enumerate clients; no release date is asserted.","value":"MMORPG; role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.lomworld.com/en/lom","evidence":"official Lord of Mysteries site lists Cross-platform (platform list not specified on the official overview) among the game's platforms. The official overview identifies Sparknexa, RPG/MMORPG framing, and UE5. Its March 2026 announcement says multi-platform but does not enumerate clients; no release date is asserted.","value":"Cross-platform (platform list not specified on the official overview)","date_granularity":null},{"field":"developer","source_url":"https://www.lomworld.com/en/lom","evidence":"official Lord of Mysteries site credits Sparknexa as developer. The official overview identifies Sparknexa, RPG/MMORPG framing, and UE5. Its March 2026 announcement says multi-platform but does not enumerate clients; no release date is asserted.","value":"Sparknexa","date_granularity":null},{"field":"series","source_url":"https://www.lomworld.com/en/lom","evidence":"official Lord of Mysteries site associates the game with the Lord of Mysteries series or franchise. The official overview identifies Sparknexa, RPG/MMORPG framing, and UE5. Its March 2026 announcement says multi-platform but does not enumerate clients; no release date is asserted.","value":"Lord of Mysteries","date_granularity":null},{"field":"game_engine","source_url":"https://www.lomworld.com/en/lom","evidence":"official Lord of Mysteries site identifies the game engine as Unreal Engine 5. The official overview identifies Sparknexa, RPG/MMORPG framing, and UE5. Its March 2026 announcement says multi-platform but does not enumerate clients; no release date is asserted.","value":"Unreal Engine 5","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Lord%20of%20Mysteries","wikipedia_title":null},{"game_key":"Lost","facts":[{"field":"genre","source_url":"https://www.gamespot.com/games/lost-2007/","evidence":"GameSpot categorizes Lost (2007) as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/IPod_game","evidence":"The iPod games reference documents the Click Wheel edition; GameSpot also lists a mobile-platform edition.","value":["J2ME mobile phones","iPod Click Wheel"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.macrumors.com/2007/05/22/new-ipod-game-lost/","evidence":"MacRumors reports Apple released the iPod version on May 22, 2007.","value":"2007-05-22","date_granularity":"day"},{"field":"developer","source_url":"https://www.gamespot.com/games/lost-2007/","evidence":"GameSpot credits Gameloft as developer.","value":"Gameloft","date_granularity":null},{"field":"publisher","source_url":"https://www.gamespot.com/games/lost-2007/","evidence":"GameSpot credits Gameloft as publisher.","value":"Gameloft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Lost","wikipedia_title":null},{"game_key":"Lost Judgment","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lost_Judgment","evidence":"The infobox names Ryu Ga Gotoku Studio as developer.","value":"Ryu Ga Gotoku Studio","date_granularity":null},{"field":"publisher","source_url":"https://judgment.sega.com/index.html","evidence":"SEGA’s official product specification lists Sega as publisher and seller.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Lost_Judgment","evidence":"The infobox places Lost Judgment in the Yakuza series.","value":"Yakuza","date_granularity":null},{"field":"platforms","source_url":"https://judgment.sega.com/index.html","evidence":"SEGA’s official product specification lists PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and Steam.","value":"PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Windows","date_granularity":null},{"field":"genre","source_url":"https://judgment.sega.com/index.html","evidence":"SEGA’s official product specification classifies the game as legal-suspense action.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://games.sega.com/lostjudgment/index.html?lang=en","evidence":"SEGA’s official English site says Lost Judgment launches worldwide on September 24, 2021.","value":"Worldwide: 2021-09-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Lost+Judgment","wikipedia_title":null},{"game_key":"Lost Odyssey","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lost_Odyssey","evidence":"The source classifies the game as ['Role-playing', 'Turn-based tactics'].","value":["Role-playing","Turn-based tactics"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lost_Odyssey","evidence":"The source identifies Xbox 360 as the original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lost_Odyssey","evidence":"The source identifies 2007 as the game's release date.","value":"2007","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lost_Odyssey","evidence":"The source credits ['Mistwalker', 'Feelplus'] as the developer.","value":["Mistwalker","Feelplus"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lost_Odyssey","evidence":"The source credits Microsoft Game Studios as the publisher.","value":"Microsoft Game Studios","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lost_Odyssey","wikipedia_title":"Lost Odyssey"},{"game_key":"Love Quest","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/snes/581814-love-quest","evidence":"The release record classifies Love Quest as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/snes/581814-love-quest","evidence":"The game is listed as a Super Nintendo release in the title and release data.","value":"Super Famicom","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/581814-love-quest","evidence":"The release record credits C-Lab as developer.","value":"C-Lab","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/snes/581814-love-quest","evidence":"The release record credits Tokuma Shoten as publisher.","value":"Tokuma Shoten","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/snes/581814-love-quest","evidence":"The release record gives March 17, 1995 for the Japanese release.","value":"Japan: March 17, 1995","date_granularity":"day"},{"field":"gameplay_summary","source_url":"https://www.super-famicom.jp/data/ra/love_quest.html","evidence":"The Japanese Super Famicom reference describes the premise and explains that combat is framed as wooing women rather than defeating them.","value":"An RPG in which the protagonist searches for his missing bride and battles by attempting to win women over.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Love+Quest+Super+Famicom+video+game","wikipedia_title":null},{"game_key":"LSD: Dream Emulator","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/LSD:_Dream_Emulator","evidence":"The source classifies the game as ['Exploration', 'Adventure', 'Art game'].","value":["Exploration","Adventure","Art game"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/LSD:_Dream_Emulator","evidence":"The source identifies PlayStation as the original release platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/LSD:_Dream_Emulator","evidence":"The article gives October 22, 1998 as the Japanese release date.","value":"1998-10-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/LSD:_Dream_Emulator","evidence":"The source credits OutSide Directors Company as the developer.","value":"OutSide Directors Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/LSD:_Dream_Emulator","evidence":"The source credits Asmik Ace Entertainment as the publisher.","value":"Asmik Ace Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/LSD:_Dream_Emulator","wikipedia_title":"LSD: Dream Emulator"},{"game_key":"Luigi’s Mansion","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article classifies Luigi’s Mansion as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article credits Nintendo EAD as developer of the GameCube original.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article identifies the game as the first entry in the Luigi’s Mansion series.","value":"Luigi’s Mansion","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article identifies GameCube as the original platform.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article gives September 14, 2001 as the Japanese release date.","value":"2001-09-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","wikipedia_title":"Luigi’s Mansion"},{"game_key":"Luigi’s Mansion (GameCube; USA, Japan, and PAL revisions)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The source classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The source identifies GameCube as the original release platform.","value":"GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The article gives September 14, 2001 as the Japanese release date.","value":"2001-09-14","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The source credits Nintendo EAD as the developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The source credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","evidence":"The source identifies the game as part of the Luigi’s Mansion series.","value":"Luigi’s Mansion","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","wikipedia_title":"Luigi's Mansion"},{"game_key":"Luigi’s Mansion (Nintendo GameCube; USA `GLME01` rev. 0 and Europe `GLMP01`)","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Luigi-s-Mansion-268236.html","evidence":"Nintendo’s official page identifies Nintendo GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Luigi-s-Mansion-268236.html","evidence":"Nintendo’s product specification lists Nintendo as developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Luigi-s-Mansion-268236.html","evidence":"Nintendo’s product specification lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Luigi-s-Mansion-268236.html","evidence":"Nintendo classifies Luigi’s Mansion as action and adventure.","value":"Action / adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Luigi-s-Mansion-268236.html","evidence":"Nintendo UK gives 03/05/2002, normalized as 3 May 2002 for the UK page.","value":"UK: 2002-05-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Luigi%27s_Mansion","wikipedia_title":"Luigi's Mansion"},{"game_key":"Lunar Lander","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Lunar_Lander_(1979_video_game)","evidence":"The source classifies the game as Space flight simulation.","value":"Space flight simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Lunar_Lander_(1979_video_game)","evidence":"The source identifies Arcade as the original release platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Lunar_Lander_(1979_video_game)","evidence":"The source identifies 1979 as the game's release date.","value":"1979","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Lunar_Lander_(1979_video_game)","evidence":"The source credits Atari as the developer.","value":"Atari","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Lunar_Lander_(1979_video_game)","evidence":"The source credits Atari as the publisher.","value":"Atari","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Lunar_Lander_(1979_video_game)","wikipedia_title":"Lunar Lander (1979 video game)"},{"game_key":"Macross Ultimate Frontier","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs records the PSP title as Macross Ultimate Frontier.","value":"Macross Ultimate Frontier","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs classifies the game as action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs lists PSP as the platform.","value":"PlayStation Portable","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs credits Artdink as developer.","value":"Artdink","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs credits Bandai Namco Games as publisher.","value":"Bandai Namco Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs gives October 1, 2009 as the Japanese release date.","value":"Japan (PSP): 2009-10-01","date_granularity":"day"},{"field":"series","source_url":"https://gamefaqs.gamespot.com/psp/961063-macross-ultimate-frontier/data","evidence":"GameFAQs lists Macross as the game’s franchise.","value":"Macross","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Macross%20Ultimate%20Frontier","wikipedia_title":null},{"game_key":"Madou Monogatari","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/saturn/574644-madou-monogatari/data","evidence":"The Saturn release-details page classifies this exact title as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/saturn/574644-madou-monogatari/data","evidence":"The page's release heading and game details identify Sega Saturn as the platform.","value":"Sega Saturn","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/saturn/574644-madou-monogatari/data","evidence":"The page credits Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/saturn/574644-madou-monogatari/data","evidence":"The Japanese Saturn release record lists Compile as publisher.","value":"Compile","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/saturn/574644-madou-monogatari/data","evidence":"The Japanese release table gives July 23, 1998.","value":"1998-07-23 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Madou+Monogatari+Sega+Saturn+1998","wikipedia_title":null},{"game_key":"Madou Monogatari / Sorcery Saga","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari","evidence":"The article classifies the franchise as dungeon-crawler role-playing.","value":"Dungeon-crawler role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari","evidence":"The article identifies Compile as the creator of the franchise and the original developer in its infobox.","value":"Compile (originating developer)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari","evidence":"The article says the first game was released for MSX2; the earlier bundled Episode II is separately listed as the series' first-release version.","value":"MSX2 (first standalone 1-2-3 release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari","evidence":"The article's prose says the first game was released in 1990 for MSX2; its infobox separately records the earlier bundled Episode II: Carbuncle in 1989.","value":"1990 (first standalone MSX2 game)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari","wikipedia_title":"Madō Monogatari"},{"game_key":"Madou Monogatari A: Dokidoki Vacation","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/15323/mado-monogatari-a-dokidoki-vacation/","evidence":"MobyGames categorizes the title as an RPG and lists first-person perspective and turn-based pacing.","value":"Role-playing (first-person, turn-based)","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/15323/mado-monogatari-a-dokidoki-vacation/","evidence":"MobyGames lists the original release on Sega Game Gear.","value":"Game Gear","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/15323/mado-monogatari-a-dokidoki-vacation/","evidence":"MobyGames credits Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/15323/mado-monogatari-a-dokidoki-vacation/","evidence":"MobyGames credits Compile as publisher.","value":"Compile","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/15323/mado-monogatari-a-dokidoki-vacation/","evidence":"MobyGames dates the Game Gear release to November 24, 1995.","value":"1995-11-24 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Game_Gear_games","wikipedia_title":"List of Game Gear games"},{"game_key":"Madou Monogatari I","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari_I","evidence":"The article classifies the exact-title entry as a first-person role-playing game.","value":"Role-playing with a first-person perspective","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari_I","evidence":"The article's exact-title entry is the 1996 Mega Drive version; it distinguishes the earlier Game Gear version by the added subtitle Mittsu no Madō-kyū.","value":"Mega Drive / Sega Genesis (the exact-title 1996 release)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari_I","evidence":"The article credits Compile as developer of the Mega Drive version.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari_I","evidence":"The article credits Compile as publisher of the Mega Drive version.","value":"Compile","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/genesis/581845-madou-monogatari-i/data","evidence":"The Genesis release-details page lists Compile as developer/publisher and March 22, 1996 as the Japanese release date.","value":"1996-03-22 (Japan, Mega Drive)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mad%C5%8D_Monogatari_I","wikipedia_title":"Madō Monogatari I"},{"game_key":"Madou Monogatari I: 3 Tsu no Madoukyuu","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/15023/mado-monogatari-i/releases/","evidence":"MobyGames’ release record identifies the 1993 game as a Game Gear release.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gamegear/570335-madou-monogatari-i/faqs","evidence":"GameFAQs classifies the Game Gear entry as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/15023/mado-monogatari-i/releases/","evidence":"MobyGames lists Compile as the developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/15023/mado-monogatari-i/releases/","evidence":"MobyGames lists Sega as publisher for the Game Gear release.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/15023/mado-monogatari-i/releases/","evidence":"The release entry gives December 3, 1993 for the Game Gear version.","value":"Japan (Game Gear): 1993-12-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Madou+Monogatari+I%3A+3+Tsu+no+Madoukyuu","wikipedia_title":null},{"game_key":"Madou Monogatari I: Honoo no Sotsuenji","facts":[{"field":"original_platform","source_url":"https://puyonexus.com/wiki/Madou_Monogatari_I_Honoo_No_Sotsuenji","evidence":"PuyoNexus identifies this title as the PC Engine Super CD-ROM² remake.","value":"PC Engine Super CD-ROM²","date_granularity":null},{"field":"developer","source_url":"https://puyonexus.com/wiki/Madou_Monogatari_I_Honoo_No_Sotsuenji","evidence":"PuyoNexus lists Goo! as the developer.","value":"Goo!","date_granularity":null},{"field":"publisher","source_url":"https://puyonexus.com/wiki/Madou_Monogatari_I_Honoo_No_Sotsuenji","evidence":"PuyoNexus lists NEC Avenue as the publisher.","value":"NEC Avenue","date_granularity":null},{"field":"genre","source_url":"https://puyonexus.com/wiki/Madou_Monogatari_I_Honoo_No_Sotsuenji","evidence":"The game page describes the title as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://puyonexus.com/wiki/Madou_Monogatari_I_Honoo_No_Sotsuenji","evidence":"PuyoNexus lists the Japanese release date as 13 December 1996.","value":"Japan: 1996-12-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Madou+Monogatari+I+Honoo+no+Sotsuenji+game","wikipedia_title":null},{"game_key":"Madou Monogatari II: Arle 16-sai","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/18739/mado-monogatari-ii-arle-16-sai/","evidence":"MobyGames identifies the exact Arle 16-sai title as a Game Gear game.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/18739/mado-monogatari-ii-arle-16-sai/","evidence":"MobyGames categorizes the title as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/18739/mado-monogatari-ii-arle-16-sai/","evidence":"MobyGames credits Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/18739/mado-monogatari-ii-arle-16-sai/","evidence":"MobyGames credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gamegear/570345-madou-monogatari-ii/boxes/8640","evidence":"GameFAQs’ Game Gear release entry gives May 20, 1994.","value":"Japan (Game Gear): 1994-05-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Madou+Monogatari+II%3A+Arle+16-sai","wikipedia_title":null},{"game_key":"Madou Monogatari III: Kyuukyoku Joou-sama","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gamegear/570359-madou-monogatari-iii/faqs","evidence":"GameFAQs lists the exact series entry on Game Gear.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gamegear/570359-madou-monogatari-iii/faqs","evidence":"GameFAQs classifies it as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/18741/mado-monogatari-iii-kyukyoku-joo-sama/releases/","evidence":"MobyGames lists Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/18741/mado-monogatari-iii-kyukyoku-joo-sama/releases/","evidence":"MobyGames lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gamegear/570359-madou-monogatari-iii/faqs","evidence":"The consulted records conflict on the specific day (GameFAQs gives November 25; MobyGames gives December 30), so only the shared year is asserted.","value":"1994 (Game Gear, Japan)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Madou+Monogatari+III%3A+Kyuukyoku+Joou-sama","wikipedia_title":null},{"game_key":"Mafia: The City of Lost Heaven (Windows PC version 1.2)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mafia_(video_game)","evidence":"The article classifies Mafia as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mafia_(video_game)","evidence":"The article says the 2002 game was released for Microsoft Windows before later console ports.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mafia_(video_game)","evidence":"The article credits Illusion Softworks as developer.","value":"Illusion Softworks","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mafia_(video_game)","evidence":"The article credits Gathering of Developers as publisher.","value":"Gathering of Developers","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mafia_(video_game)","evidence":"The release table gives August 29, 2002 as the North American Windows release date.","value":"2002-08-29 (North America, Windows)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mafia_(video_game)","wikipedia_title":"Mafia (video game)"},{"game_key":"Magic Knight Rayearth 2: Making of Magic Knight","facts":[{"field":"genre","source_url":"https://gamegear.jp/magicknightrayearth2/","evidence":"The Japanese Game Gear review describes it as a raising simulation in which the characters are trained to become Magic Knights.","value":"Raising simulation","date_granularity":null},{"field":"original_platform","source_url":"https://strategywiki.org/wiki/Magic_Knight_Rayearth_2:_Making_of_Magic_Knight","evidence":"The reference identifies Sega Game Gear as the game system.","value":"Sega Game Gear","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/games/franchise/2564-magic-knight-rayearth","evidence":"The franchise release listing credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/games/franchise/2564-magic-knight-rayearth","evidence":"The franchise release listing credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://strategywiki.org/wiki/Magic_Knight_Rayearth_2:_Making_of_Magic_Knight","evidence":"The reference gives August 4, 1995 as the Japanese Game Gear release date.","value":"Japan: August 4, 1995","date_granularity":"day"},{"field":"notable_context","source_url":"https://gamegear.jp/magicknightrayearth2/","evidence":"The review contrasts the title with the earlier Game Gear RPG and describes training the three characters over 50 days.","value":"The second Rayearth game released for Game Gear; it is a character-raising simulation focused on Hikaru, Umi, and Fuu.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Magic_Knight_Rayearth_(video_game)","wikipedia_title":"Magic Knight Rayearth (video game)"},{"game_key":"Magic: The Gathering (1997 Windows CD, Shandalar version 1.0)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game)","evidence":"The game article's infobox lists original platform as Microsoft Windows.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game)","evidence":"The game article's infobox lists developer as MicroProse.","value":"MicroProse","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game)","evidence":"The game article's infobox lists publisher as MicroProse.","value":"MicroProse","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game)","evidence":"The game article's infobox lists genre as Digital collectible card game.","value":"Digital collectible card game","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game)","evidence":"The game article lists the North America release as 1997-03-06.","value":"North America: 1997-03-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game)","wikipedia_title":"Magic: The Gathering (1997 video game)"},{"game_key":"Magic: The Gathering (Dreamcast)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_video_games","evidence":"The reviewed article identifies the Dreamcast game and Sega publication, but does not name the developer for this installment.","value":"Unknown","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_video_games","evidence":"The article says the Dreamcast game was published and released by Sega.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_video_games","evidence":"The reviewed article does not assign a genre to the Dreamcast installment.","value":"Unknown","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_video_games","evidence":"The article identifies the Japan-only Dreamcast release; the maintainer README specifies GDI v1.011.","value":["Dreamcast"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_video_games","evidence":"The article identifies a 2001 Japan-only Dreamcast release.","value":2001,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Magic:_The_Gathering_video_games","wikipedia_title":"Magic: The Gathering video games"},{"game_key":"Magical Drop DX","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/152161/magical-drop-dx/","evidence":"MobyGames records the mobile title as Magical Drop DX and identifies the later G-MODE Archives reissue.","value":"Magical Drop DX (G-MODE Archives 19)","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/152161/magical-drop-dx/","evidence":"MobyGames classifies the title as action/puzzle and falling-block puzzle gameplay.","value":"Action / falling-block puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/152161/magical-drop-dx/","evidence":"MobyGames lists DoJa, BREW, and J2ME mobile releases before the later Switch/Windows editions.","value":"DoJa mobile phones (also BREW and J2ME releases)","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/152161/magical-drop-dx/","evidence":"MobyGames credits Matrix Software as developer.","value":"Matrix Software","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/152161/magical-drop-dx/","evidence":"MobyGames credits G-mode as publisher.","value":"G-mode","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/152161/magical-drop-dx/","evidence":"MobyGames associates the title with the Magical Drop series.","value":"Magical Drop","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/G-Mode_Archives","wikipedia_title":"G-Mode Archives"},{"game_key":"Maison Ikkoku","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/nes/578605-maison-ikkoku/data","evidence":"The title-specific Famicom release record classifies Maison Ikkoku as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/nes/578605-maison-ikkoku/data","evidence":"The game record identifies this release as the Famicom/NES version.","value":"Famicom","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/nes/578605-maison-ikkoku/data","evidence":"The title-specific Famicom release record lists Bothtec as developer and publisher.","value":"Bothtec","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/nes/578605-maison-ikkoku/data","evidence":"The title-specific Famicom release record lists Bothtec as developer and publisher.","value":"Bothtec","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/nes/578605-maison-ikkoku/data","evidence":"The title-specific Famicom release record gives July 21, 1988 as its Japanese release date.","value":"Japan: July 21, 1988","date_granularity":"day"},{"field":"notable_context","source_url":"https://www.furinkan.com/maison/misc/videogames.html","evidence":"The Maison Ikkoku game reference identifies the Famicom version as a port of the PC-98 game with updated graphics.","value":"The Famicom version is a port of the earlier PC-98 game, with updated graphics.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Maison+Ikkoku+Famicom+video+game","wikipedia_title":null},{"game_key":"Maniac Mansion","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article names the game Maniac Mansion and treats the Famicom/NES releases as ports of that game.","value":"Maniac Mansion","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The infobox classifies Maniac Mansion as a graphic adventure.","value":"Graphic adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article says the game first released for Commodore 64 and Apple II, then documents distinct Famicom and NES ports.","value":"Commodore 64 and Apple II; later ports include Famicom/NES","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The infobox credits Lucasfilm Games for home computers and Jaleco for NES/Famicom; the release history distinguishes the Japanese Famicom port.","value":"Lucasfilm Games (original computer releases); Jaleco (Japanese Famicom and North American NES releases)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The NES-version section gives June 23, 1988 as the release date of the Japanese Jaleco Famicom port.","value":"Japan (Famicom): 1988-06-23","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article separately describes the Japanese Jaleco Famicom port and the September 1990 North American NES version.","value":"The Japan-only Famicom port is a distinct adaptation from the later North American NES version; the page says the American port was reworked with Lucasfilm Games and Realtime Associates.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","wikipedia_title":"Maniac Mansion"},{"game_key":"Maniac Mansion (Jaleco Famicom adaptation)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article distinguishes Jaleco’s Japan-only first NES/Famicom port from the later North American NES version.","value":"Famicom (Japan)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article dates Jaleco’s Japanese release to June 23, 1988.","value":"1988-06-23","date_granularity":"day"},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article says the first port was handled and published by Jaleco only in Japan.","value":"Jaleco","date_granularity":null},{"field":"edition_characteristic","source_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","evidence":"The article describes these traits specifically for the Japanese Jaleco port.","value":"Uses redrawn character art, smaller flip-screen rooms, and a 104-character password save system.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Maniac_Mansion","wikipedia_title":"Maniac Mansion"},{"game_key":"Mao’s Legacy","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames identifies the title as China: Mao's Legacy.","value":"China: Mao's Legacy","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames classifies the game as Strategy; simulation.","value":"Strategy; simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames lists Windows; Mac OS; Linux among the game's platforms.","value":"Windows; Mac OS; Linux","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames records the release as 2019-05-24.","value":"2019-05-24","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames credits Kremlingames as developer.","value":"Kremlingames","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames credits Kremlingames as publisher.","value":"Kremlingames","date_granularity":null},{"field":"game_engine","source_url":"https://www.mobygames.com/game/127535/china-maos-legacy/","evidence":"MobyGames identifies the game engine as Unity.","value":"Unity","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mao%E2%80%99s%20Legacy","wikipedia_title":null},{"game_key":"Marathon","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Marathon_(1994_video_game)","evidence":"The article classifies the 1994 Marathon as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Marathon_(1994_video_game)","evidence":"The article says the game was released for Apple Macintosh.","value":"Apple Macintosh","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Marathon_(1994_video_game)","evidence":"The article credits Bungie as developer.","value":"Bungie","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Marathon_(1994_video_game)","evidence":"The article credits Bungie as publisher.","value":"Bungie","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Marathon_(1994_video_game)","evidence":"The article lists December 21, 1994 as the Macintosh release date.","value":"1994-12-21 (Macintosh)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Marathon_(1994_video_game)","wikipedia_title":"Marathon (1994 video game)"},{"game_key":"Marathon 2: Durandal","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Marathon_2:_Durandal","evidence":"The article lists the genre as first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Marathon_2:_Durandal","evidence":"The article lists Classic Mac OS as the platform for the original release.","value":"Classic Mac OS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Marathon_2:_Durandal","evidence":"The article credits Bungie with developing the Mac version.","value":"Bungie","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Marathon_2:_Durandal","evidence":"The article credits Bungie as publisher of the Mac version.","value":"Bungie","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Marathon_2:_Durandal","evidence":"The article lists November 24, 1995 for the North American Classic Mac OS release.","value":"1995-11-24 (North America, Classic Mac OS)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Marathon_2:_Durandal","wikipedia_title":"Marathon 2: Durandal"},{"game_key":"Marathon Infinity","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Marathon_Infinity","evidence":"The article classifies Marathon Infinity as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Marathon_Infinity","evidence":"The article says Marathon Infinity was originally released for Apple Macintosh.","value":"Apple Macintosh","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Marathon_Infinity","evidence":"The article lists Bungie and Double Aught as developers.","value":"Bungie and Double Aught","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Marathon_Infinity","evidence":"The article lists Bungie as publisher.","value":"Bungie","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Marathon_Infinity","evidence":"The article gives October 15, 1996 as the Macintosh release date.","value":"1996-10-15 (Macintosh)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Marathon_Infinity","wikipedia_title":"Marathon Infinity"},{"game_key":"Marathon, Marathon 2, and Marathon Infinity (multi-title)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Marathon_(series)","evidence":"The infobox classifies the Marathon series as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Marathon_(series)","evidence":"The series infobox lists Bungie and Double Aught as developers; the article notes Double Aught developed Marathon Infinity.","value":"Bungie; Double Aught","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Marathon_(series)","evidence":"The series infobox names Bungie as publisher.","value":"Bungie","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Marathon_(series)","evidence":"The article says the series was originally released for Classic Mac OS.","value":"Classic Mac OS","date_granularity":null},{"field":"regional_release_dates","source_url":"https://en.wikipedia.org/wiki/Marathon_(series)","evidence":"The series page gives these release dates for the three original games.","value":"Marathon: 1994-12-21; Marathon 2: 1995-11-24; Marathon Infinity: 1996-10-15","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Marathon_(series)","evidence":"The article describes the contents of the Marathon Trilogy Box Set.","value":"Bungie's 1997 Marathon Trilogy Box Set included all three games and Pathways into Darkness","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Marathon%2C+Marathon+2%2C+and+Marathon+Infinity+%28multi-title%29","wikipedia_title":null},{"game_key":"Marble Blast Gold (PC release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Marble_Blast","evidence":"The article lists Marble Blast’s genre as puzzle-platformer.","value":"Puzzle-platformer","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Marble_Blast","evidence":"The article lists Windows, Mac OS X, and Linux among the game’s platforms.","value":"Windows, Mac OS X, and Linux (PC platforms listed by the article)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Marble_Blast","evidence":"The article credits GarageGames and Monster Studios as developers.","value":"GarageGames and Monster Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Marble_Blast","evidence":"The article dates Marble Blast Gold to May 9, 2003 and distinguishes the later Xbox release.","value":"2003-05-09 (Marble Blast Gold PC)","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Marble_Blast","evidence":"The article describes Gold as an updated version with added levels and time challenges and notes it came preinstalled on some Apple computers.","value":"Updated version with added levels and time challenges; preinstalled on some Apple computers.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Marble_Blast","wikipedia_title":"Marble Blast"},{"game_key":"Marchen Veil","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/pc88/330932-marchen-veil-i/media","evidence":"GameFAQs records the original PC-88 title as Märchen Veil I; later Famicom Disk System releases use the shorter Marchen Veil title.","value":"Märchen Veil I","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc88/330932-marchen-veil-i/media","evidence":"GameFAQs classifies Märchen Veil I as an action RPG.","value":"Role-playing / action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc88/330932-marchen-veil-i/media","evidence":"GameFAQs lists the original NEC PC-88 release.","value":"NEC PC-88","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc88/330932-marchen-veil-i/media","evidence":"GameFAQs credits System Sacom as the original PC-88 developer and publisher.","value":"System Sacom","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/famicomds/578388-marchen-veil/data","evidence":"GameFAQs’ release details credit System Sacom for the PC original and SunSoft for the Famicom Disk System port.","value":"System Sacom (PC-88 original); SunSoft (Famicom Disk System port)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc88/330932-marchen-veil-i/media","evidence":"GameFAQs lists August 1985 for the Japanese PC-88 release.","value":"Japan (PC-88 original): 1985-08","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Marchen%20Veil","wikipedia_title":null},{"game_key":"Mario & Luigi: Bowser’s Inside Story","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Bowser%27s_Inside_Story","evidence":"The infobox names AlphaDream as developer.","value":"AlphaDream","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Bowser%27s_Inside_Story","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Bowser%27s_Inside_Story","evidence":"The article identifies it as the third game in the Mario & Luigi series.","value":"Mario & Luigi","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Bowser%27s_Inside_Story","evidence":"The article says it was developed for Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Bowser%27s_Inside_Story","evidence":"The infobox classifies the game as role-playing.","value":"Role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mario+%26+Luigi%3A+Bowser%E2%80%99s+Inside+Story","wikipedia_title":null},{"game_key":"Mario & Luigi: Dream Team","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","evidence":"The article identifies the genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","evidence":"The article identifies Nintendo 3DS as the platform context.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","evidence":"The source lists Japan: 2013-07-18 as a release date.","value":"Japan: 2013-07-18","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","evidence":"The source credits AlphaDream as developer.","value":"AlphaDream","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","evidence":"The source lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","evidence":"The source places the game in Mario & Luigi.","value":"Mario & Luigi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Dream_Team","wikipedia_title":"Mario & Luigi: Dream Team"},{"game_key":"Mario & Luigi: Partners in Time","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","evidence":"The Wikipedia infobox lists developer as AlphaDream.","value":"AlphaDream","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","evidence":"The Wikipedia infobox lists original platform as Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","evidence":"The Wikipedia infobox lists genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","evidence":"The Wikipedia infobox lists series as Mario & Luigi.","value":"Mario & Luigi","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 28, 2005.","value":"North America: November 28, 2005","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Partners_in_Time","wikipedia_title":"Mario & Luigi: Partners in Time"},{"game_key":"Mario Golf 64","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","evidence":"The game article's infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","evidence":"The game article's infobox lists developer as Camelot Software Planning.","value":"Camelot Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","evidence":"The game article's infobox lists genre as Sports.","value":"Sports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","evidence":"The game article's infobox lists series as Mario Golf.","value":"Mario Golf","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","evidence":"The game article lists the Japan release as 1999-06-11.","value":"Japan: 1999-06-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Golf_(video_game)","wikipedia_title":"Mario Golf (video game)"},{"game_key":"Mario Kart 64","facts":[{"field":"original_platform","source_url":"https://iwataasks.nintendo.com/interviews/wii/mariokart/0/0/","evidence":"Nintendo’s Iwata Asks interview identifies Mario Kart 64 as an N64 game.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3535/mario-kart-64/releases/","evidence":"MobyGames’ release record lists the Nintendo 64 Japanese release on 14 December 1996.","value":"Japan: 1996-12-14","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://iwataasks.nintendo.com/interviews/wii/mariokart/0/0/","evidence":"Nintendo’s Iwata Asks interview states that Mario Kart 64 was released in North America in February 1997.","value":"North America: 1997-02","date_granularity":"month"},{"field":"genre","source_url":"https://www.mobygames.com/game/3535/mario-kart-64/","evidence":"MobyGames classifies the game as Racing / Driving.","value":"Racing / driving","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/3535/mario-kart-64/releases/","evidence":"The original Nintendo 64 release record credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3535/mario-kart-64/releases/","evidence":"The Japanese Nintendo 64 release record credits Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The game article's infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","wikipedia_title":"Mario Kart 64"},{"game_key":"Mario Kart 64 (USA; Europe v1.0 and v1.1)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The Wikipedia infobox lists developer as Nintendo EAD.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The Wikipedia infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The Wikipedia infobox lists genre as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The Wikipedia infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","evidence":"The Wikipedia infobox release schedule explicitly lists North America: February 10, 1997.","value":"North America: February 10, 1997","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_64","wikipedia_title":"Mario Kart 64"},{"game_key":"Mario Kart 8 Deluxe","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Mario-Kart-8-Deluxe-1173281.html","evidence":"Nintendo’s official game page identifies Mario Kart 8 Deluxe as a Nintendo Switch title.","value":"Nintendo Switch","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_8","evidence":"The article classifies the game as a kart racing game and has a separate Deluxe section.","value":"Kart racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_8","evidence":"The article’s notes credit Nintendo EPD specifically for Deluxe and identify Bandai Namco Studios’ additional work.","value":"Nintendo EPD; Bandai Namco Studios provided additional development work","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Mario-Kart-8-Deluxe-1173281.html","evidence":"Nintendo’s official listing is for the Nintendo-published game.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.bandainamcostudios.com/en/products/mariokart8-deluxe.html","evidence":"Bandai Namco Studios’ product page states the Deluxe game was released April 28, 2017.","value":"Worldwide: 2017-04-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_8","wikipedia_title":"Mario Kart 8"},{"game_key":"Mario Kart Arcade GP 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Arcade_GP","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Arcade_GP","evidence":"The article identifies Namco Triforce arcade as the platform context.","value":"Namco Triforce arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Arcade_GP","evidence":"The source lists Japan: 2007-03 as a release date.","value":"Japan: 2007-03","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Arcade_GP","evidence":"The source credits Namco Bandai and Nintendo as developer.","value":"Namco Bandai and Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Arcade_GP","evidence":"The source places the game in Mario Kart (Arcade GP sub-series).","value":"Mario Kart (Arcade GP sub-series)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mario+Kart+Arcade+GP+2","wikipedia_title":null},{"game_key":"Mario Kart DS","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","evidence":"The article identifies the genre as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","evidence":"The article identifies Nintendo DS as the platform context.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","evidence":"The source lists North America: 2005-11-14 as a release date.","value":"North America: 2005-11-14","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","evidence":"The source credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","evidence":"The source lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","evidence":"The source places the game in Mario Kart.","value":"Mario Kart","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_DS","wikipedia_title":"Mario Kart DS"},{"game_key":"Mario Kart Wii","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Kart-Wii-281848.html","evidence":"Nintendo identifies the game’s system as Wii.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Kart-Wii-281848.html","evidence":"Nintendo UK lists 11 April 2008 as the release date and lists English, German, French, Spanish, and Italian as supported languages.","value":"United Kingdom: 2008-04-11","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Kart-Wii-281848.html","evidence":"Nintendo categorizes the game as Racing.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Kart-Wii-281848.html","evidence":"Nintendo UK credits Nintendo as developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Kart-Wii-281848.html","evidence":"Nintendo UK credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","wikipedia_title":"Mario Kart Wii"},{"game_key":"Mario Kart Wii (and Retro Rewind)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists original platform as Wii.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists developer as Nintendo EAD Software Development Group No. 1.","value":"Nintendo EAD Software Development Group No. 1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists genre as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article lists the Japan release as 2008-04-10.","value":"Japan: 2008-04-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","wikipedia_title":"Mario Kart Wii"},{"game_key":"Mario Kart Wii (PAL version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists original platform as Wii.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists developer as Nintendo EAD Software Development Group No. 1.","value":"Nintendo EAD Software Development Group No. 1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists genre as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article's infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","evidence":"The game article lists the Europe release as 2008-04-11.","value":"Europe: 2008-04-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart_Wii","wikipedia_title":"Mario Kart Wii"},{"game_key":"Mario Kart: Double Dash!!","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-GameCube/Mario-Kart-Double-Dash--268269.html","evidence":"Nintendo product page title.","value":"Mario Kart: Double Dash!!","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-GameCube/Mario-Kart-Double-Dash--268269.html","evidence":"Nintendo category labels.","value":"Action; racing","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-GameCube/Mario-Kart-Double-Dash--268269.html","evidence":"Nintendo lists Nintendo as developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-GameCube/Mario-Kart-Double-Dash--268269.html","evidence":"Nintendo lists Nintendo as distributor/publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-GameCube/Mario-Kart-Double-Dash--268269.html","evidence":"Product page identifies GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-GameCube/Mario-Kart-Double-Dash--268269.html","evidence":"Nintendo lists release 14 November 2003.","value":"14/11/2003","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Double_Dash","evidence":"The game article's infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Double_Dash","wikipedia_title":"Mario Kart: Double Dash"},{"game_key":"Mario Kart: Super Circuit","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","evidence":"The game article's infobox lists original platform as Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","evidence":"The game article's infobox lists developer as Intelligent Systems.","value":"Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","evidence":"The game article's infobox lists genre as Kart racing.","value":"Kart racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","evidence":"The game article's infobox lists series as Mario Kart.","value":"Mario Kart","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","evidence":"The game article lists the Japan release as 2001-07-21.","value":"Japan: 2001-07-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit","wikipedia_title":"Mario Kart: Super Circuit"},{"game_key":"Mario Paint (Japan/USA, LoROM 1 MB)","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Mario_Paint","evidence":"The article credits Nintendo R&D1 and Intelligent Systems as developers.","value":"Nintendo Research & Development 1; Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Paint","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Paint","evidence":"The infobox lists Mario as the series.","value":"Mario","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Paint","evidence":"The article identifies Super Nintendo as the platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Paint","evidence":"The article describes Mario Paint as an art-creation video game.","value":"Art creation tool","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mario+Paint+%28Japan%2FUSA%2C+LoROM+1+MB%29","wikipedia_title":null},{"game_key":"Mario Party 4","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Party_4","evidence":"The game article's infobox lists original platform as Nintendo GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Party_4","evidence":"The game article's infobox lists developer as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Party_4","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Party_4","evidence":"The game article's infobox lists genre as Party.","value":"Party","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Party_4","evidence":"The game article's infobox lists series as Mario Party.","value":"Mario Party","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Party_4","evidence":"The game article lists the North America release as 2002-10-21.","value":"North America: 2002-10-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Party_4","wikipedia_title":"Mario Party 4"},{"game_key":"Mario Party 5","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Party_5","evidence":"The game article's infobox lists original platform as Nintendo GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Party_5","evidence":"The game article's infobox lists developer as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Party_5","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Party_5","evidence":"The game article's infobox lists genre as Party.","value":"Party","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Party_5","evidence":"The game article's infobox lists series as Mario Party.","value":"Mario Party","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Party_5","evidence":"The game article lists the North America release as 2003-11-11.","value":"North America: 2003-11-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Party_5","wikipedia_title":"Mario Party 5"},{"game_key":"Mario Party 6","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Party_6","evidence":"The game article's infobox lists original platform as Nintendo GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Party_6","evidence":"The game article's infobox lists developer as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Party_6","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Party_6","evidence":"The game article's infobox lists genre as Party.","value":"Party","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Party_6","evidence":"The game article's infobox lists series as Mario Party.","value":"Mario Party","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Party_6","evidence":"The game article lists the Japan release as 2004-11-18.","value":"Japan: 2004-11-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Party_6","wikipedia_title":"Mario Party 6"},{"game_key":"Mario Party 7","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Party_7","evidence":"The game article's infobox lists original platform as Nintendo GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Party_7","evidence":"The game article's infobox lists developer as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Party_7","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Party_7","evidence":"The game article's infobox lists genre as Party.","value":"Party","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Party_7","evidence":"The game article's infobox lists series as Mario Party.","value":"Mario Party","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Party_7","evidence":"The game article lists the North America release as 2005-11-07.","value":"North America: 2005-11-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Party_7","wikipedia_title":"Mario Party 7"},{"game_key":"Mario Party 9","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Party_9","evidence":"The infobox names NDcube as developer.","value":"NDcube","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Party_9","evidence":"The infobox names Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Party_9","evidence":"The article identifies it as the ninth main Mario Party installment.","value":"Mario Party","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Party_9","evidence":"The article says it was developed for Wii.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Party_9","evidence":"The infobox classifies the game as party.","value":"Party","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Party_9","evidence":"The article gives the release months for those regions.","value":"Europe, North America, and Australia: March 2012; Japan: April 2012","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mario+Party+9","wikipedia_title":null},{"game_key":"Mario Strikers Charged","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Strikers-Charged-Football-281892.html","evidence":"Nintendo’s product page identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Strikers-Charged-Football-281892.html","evidence":"Nintendo credits Next Level Games as developer.","value":"Next Level Games","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Strikers-Charged-Football-281892.html","evidence":"Nintendo identifies itself as publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Strikers-Charged-Football-281892.html","evidence":"Nintendo categorizes the game as football.","value":"Football / sports","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Mario-Strikers-Charged-Football-281892.html","evidence":"Nintendo UK lists the release date as 25 May 2007.","value":"Europe: 2007-05-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mario+Strikers+Charged","wikipedia_title":null},{"game_key":"Mario Superstar Baseball","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","evidence":"The game article's infobox lists original platform as Nintendo GameCube.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","evidence":"The game article's infobox lists developer as Namco (additional work by Now Production and Nintendo SPD).","value":"Namco (additional work by Now Production and Nintendo SPD)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","evidence":"The game article's infobox lists genre as Sports / baseball.","value":"Sports / baseball","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","evidence":"The game article's infobox lists series as Mario Baseball.","value":"Mario Baseball","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","evidence":"The game article lists the Japan release as 2005-07-21.","value":"Japan: 2005-07-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mario_Superstar_Baseball","wikipedia_title":"Mario Superstar Baseball"},{"game_key":"Marvel vs. Capcom 2: New Age of Heroes (PlayStation 2 NTSC-U, SLUS-20486 / SLUS_204.86)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Marvel_vs._Capcom_2:_New_Age_of_Heroes","evidence":"The infobox names Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Marvel_vs._Capcom_2:_New_Age_of_Heroes","evidence":"The infobox places the game in the Marvel vs. Capcom series.","value":"Marvel vs. Capcom","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Marvel_vs._Capcom_2:_New_Age_of_Heroes","evidence":"The infobox lists PlayStation 2 among the platforms.","value":"Arcade, Dreamcast, PlayStation 2, Xbox, Xbox 360, PlayStation 3, and iOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Marvel_vs._Capcom_2:_New_Age_of_Heroes","evidence":"The article gives March 23, 2000 as the original release date.","value":"2000-03-23 (original arcade release)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Marvel+vs.+Capcom+2%3A+New+Age+of+Heroes+%28PlayStation+2+NTSC-U%2C+SLUS-20486+%2F+SLUS_204.86%29","wikipedia_title":null},{"game_key":"Marvel: Ultimate Alliance","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Marvel:_Ultimate_Alliance","evidence":"The article’s platform-specific release table separates the October 2006 group from the later Wii and PS3 releases.","value":"Initial 2006 release group: PlayStation 2, Xbox, Xbox 360, PSP, Windows, GameCube, and Game Boy Advance; Wii and PS3 followed","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Marvel:_Ultimate_Alliance","evidence":"The article identifies the title as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Marvel:_Ultimate_Alliance","evidence":"The article credits Raven Software and separately lists developers for selected platform-specific ports.","value":"Raven Software (core versions; some platform ports had other developers)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Marvel:_Ultimate_Alliance","evidence":"The article identifies Activision as publisher.","value":"Activision","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Marvel:_Ultimate_Alliance","evidence":"The platform-specific release table gives October 24, 2006 for these North American versions; later Wii/PS3 dates differ.","value":"North America (PS2, Xbox, Xbox 360, PSP, Windows, GBA): 2006-10-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Marvel:_Ultimate_Alliance","wikipedia_title":"Marvel: Ultimate Alliance"},{"game_key":"Mashed: Fully Loaded (PC, 2004)","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/281280","evidence":"The official Steam listing titles the 2004 Windows release Mashed; sources consulted do not confirm that this PC release is the Fully Loaded edition.","value":"Mashed (PC release; 2004)","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/281280","evidence":"The Steam listing describes Mashed as a top-down racing game.","value":"Top-down racing","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/281280","evidence":"The Steam listing is the Windows PC release.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mashed_(video_game)","evidence":"The article credits Supersonic Software as developer.","value":"Supersonic Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mashed_(video_game)","evidence":"The article credits Empire Interactive as publisher.","value":"Empire Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mashed_(video_game)","evidence":"The article says the original game launched in Europe for Windows in June 2004.","value":"Europe (PC): 2004-06","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mashed%3A%20Fully%20Loaded%20%28PC%2C%202004%29","wikipedia_title":null},{"game_key":"Mass Effect","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","evidence":"The game article's infobox lists original platform as Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","evidence":"The game article's infobox lists developer as BioWare.","value":"BioWare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","evidence":"The game article's infobox lists publisher as Microsoft Game Studios (Xbox 360); Electronic Arts (PlayStation 3).","value":"Microsoft Game Studios (Xbox 360); Electronic Arts (PlayStation 3)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","evidence":"The game article's infobox lists genre as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","evidence":"The game article's infobox lists series as Mass Effect.","value":"Mass Effect","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","evidence":"The game article lists the North America release as 2007-11-20.","value":"North America: 2007-11-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mass_Effect_(video_game)","wikipedia_title":"Mass Effect (video game)"},{"game_key":"Mass Effect Infiltrator mobile (Android v1.0.58 gamepad build)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_Infiltrator","evidence":"The English article identifies the game as Mass Effect Infiltrator.","value":"Mass Effect Infiltrator","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_Infiltrator","evidence":"The article classifies Mass Effect Infiltrator as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_Infiltrator","evidence":"The article credits IronMonkey Studios as developer.","value":"IronMonkey Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_Infiltrator","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"android_release_date","source_url":"https://en.wikipedia.org/wiki/Mass_Effect_Infiltrator","evidence":"The article gives May 22, 2012 as the Android release date; it does not identify the cataloged v1.0.58 gamepad build.","value":"2012-05-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mass_Effect_Infiltrator","wikipedia_title":"Mass Effect Infiltrator"},{"game_key":"Master System; Game Gear","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Master+System%3B+Game+Gear","wikipedia_title":null},{"game_key":"McDonald’s Treasure Land Adventure (Sega Genesis/Mega Drive USA; 1 MiB ROM, CRC32 `04EF4899`)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/McDonald%27s_Treasure_Land_Adventure","evidence":"The Wikipedia infobox lists developer as Treasure.","value":"Treasure","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/McDonald%27s_Treasure_Land_Adventure","evidence":"The Wikipedia infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/McDonald%27s_Treasure_Land_Adventure","evidence":"The Wikipedia infobox lists original platform as Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/McDonald%27s_Treasure_Land_Adventure","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/McDonald%27s_Treasure_Land_Adventure","evidence":"The Wikipedia infobox release schedule explicitly lists North America: December 1993.","value":"North America: December 1993","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/McDonald%27s_Treasure_Land_Adventure","wikipedia_title":"McDonald's Treasure Land Adventure"},{"game_key":"MDK","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/MDK","evidence":"The infobox names Shiny Entertainment as developer.","value":"Shiny Entertainment","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/MDK","evidence":"The infobox lists these platforms.","value":"Windows, MS-DOS, Mac OS, and PlayStation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=MDK","wikipedia_title":null},{"game_key":"Medabots: Rokusho (Game Boy Advance USA)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gba/915189-medabots-rokusho/data","evidence":"GameFAQs lists Game Boy Advance as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gba/915189-medabots-rokusho/data","evidence":"GameFAQs lists Natsume as developer.","value":"Natsume","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gba/915189-medabots-rokusho/data","evidence":"GameFAQs lists Natsume as publisher.","value":"Natsume","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gba/915189-medabots-rokusho/data","evidence":"GameFAQs classifies the game as role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The game is one of the Medabots / Medarot franchise releases listed by GameFAQs.","value":"Medabots / Medarot","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gba/915189-medabots-rokusho/data","evidence":"GameFAQs lists the North American release as 31 March 2003.","value":"North America: 2003-03-31","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Medabots+Rokusho+Game+Boy+Advance+USA+video+game","wikipedia_title":null},{"game_key":"Medabots: Rokusho Version","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Medabots%3A_Metabee_and_Rokusho","evidence":"The article identifies the Game Boy Advance pair as Metabee and Rokusho versions.","value":"Medabots: Rokusho Version","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Medabots%3A_Metabee_and_Rokusho","evidence":"The infobox classifies the paired Game Boy Advance games as role-playing games.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Medabots%3A_Metabee_and_Rokusho","evidence":"The article credits Natsume Co., Ltd. as developer of the Game Boy Advance versions.","value":"Natsume Co., Ltd.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Medabots%3A_Metabee_and_Rokusho","evidence":"The article says the paired Metabee and Rokusho games were developed for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Medabots%3A_Metabee_and_Rokusho","evidence":"The article places the Rokusho and Metabee versions in the Medabots series.","value":"Medabots","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Medabots%3A_Metabee_and_Rokusho","wikipedia_title":"Medabots: Metabee and Rokusho"},{"game_key":"Medal of Honor: Frontline","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The article identifies the genre as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The article identifies PlayStation 2 as the platform context.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The source lists PlayStation 2 North America: 2002-05-29 as a release date.","value":"PlayStation 2 North America: 2002-05-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The source credits EA Los Angeles as developer.","value":"EA Los Angeles","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The source lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The source places the game in Medal of Honor.","value":"Medal of Honor","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The article documents this port; it does not establish recompilation executable hashes.","value":"Nintendo GameCube (port in candidate key)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","wikipedia_title":"Medal of Honor: Frontline"},{"game_key":"Medal of Honor: Frontline (GameCube USA GMFE69 rev. 0)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The game article's infobox lists original platform as PlayStation 2 (original release).","value":"PlayStation 2 (original release)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The game article's infobox lists developer as EA Los Angeles.","value":"EA Los Angeles","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The game article's infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The game article's infobox lists genre as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The game article's infobox lists series as Medal of Honor.","value":"Medal of Honor","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","evidence":"The game article lists the North America release as 2002-05-29.","value":"North America: 2002-05-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Frontline","wikipedia_title":"Medal of Honor: Frontline"},{"game_key":"Medal of Honor: Rising Sun","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Rising_Sun","evidence":"The infobox names EA Los Angeles as developer.","value":"EA Los Angeles","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Rising_Sun","evidence":"The infobox names EA Games as publisher.","value":"EA Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Rising_Sun","evidence":"The infobox places the game in the Medal of Honor series.","value":"Medal of Honor","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Rising_Sun","evidence":"The infobox lists these platforms.","value":"GameCube, PlayStation 2, and Xbox","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Medal_of_Honor:_Rising_Sun","evidence":"The infobox classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Medal+of+Honor%3A+Rising+Sun","wikipedia_title":null},{"game_key":"Medarot Card Robattle RB","facts":[{"field":"original_platform","source_url":"https://www.medarotsha.jp/mcrrb/","evidence":"The official title page displays the Nintendo Switch platform mark.","value":"Nintendo Switch","date_granularity":null},{"field":"genre","source_url":"https://www.medarotsha.jp/mcrrb/","evidence":"The official description presents the new game as a card game built around Robattle battles.","value":"Card-battle game","date_granularity":null},{"field":"developer","source_url":"https://www.jupiter.co.jp/e/product-order/","evidence":"Jupiter’s official development-title list includes Medarot Card Robattle RB.","value":"Jupiter Corporation","date_granularity":null},{"field":"publisher","source_url":"https://www.jupiter.co.jp/e/product-order/","evidence":"Jupiter’s official product record lists Imagineer Co., Ltd. as publisher.","value":"Imagineer","date_granularity":null},{"field":"regional_release_date","source_url":"https://medarotsha.jp/mcrrb/news/","evidence":"The official news post states that the Switch software was released June 25, 2026.","value":"Japan (Nintendo Switch): 2026-06-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Medarot+Card+Robattle+RB","wikipedia_title":null},{"game_key":"Medarot Navi","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The Medarot Navi entry names Natsume as developer.","value":"Natsume Co., Ltd.","date_granularity":null},{"field":"publishers","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The entry distinguishes the Game Boy Advance publisher from the Wii U Virtual Console publishers.","value":"Imagineer (Game Boy Advance); Rocket Company and Imagineer (Wii U Virtual Console)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The entry lists Game Boy Advance in 2001 and a 2016 Wii U Virtual Console release.","value":"Game Boy Advance; Wii U Virtual Console","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The entry classifies Medarot Navi as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The entry gives September 7, 2001 as the Japanese release date.","value":"Japan: 2001-09-07","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Medabots","evidence":"The entry says it was released in two versions with those subtitles.","value":"Released in Medarot Navi Kabuto and Medarot Navi Kuwagata versions","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Medarot+Navi","wikipedia_title":null},{"game_key":"MediEvil (PlayStation version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/MediEvil","evidence":"The game article's infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/MediEvil","evidence":"The game article's infobox lists developer as Sony Computer Entertainment Europe.","value":"Sony Computer Entertainment Europe","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/MediEvil","evidence":"The game article's infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/MediEvil","evidence":"The game article's infobox lists genre as Action-adventure / hack and slash.","value":"Action-adventure / hack and slash","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/MediEvil","evidence":"The game article's infobox lists series as MediEvil.","value":"MediEvil","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/MediEvil","evidence":"The game article lists the Europe / United Kingdom release as 1998-10-09.","value":"Europe / United Kingdom: 1998-10-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/MediEvil","wikipedia_title":"MediEvil"},{"game_key":"MediEvil II (USA, SCUS-94564)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The article states that the North American title is stylized MediEvil II.","value":"MediEvil 2 (stylized MediEvil II in North America)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The infobox lists action-adventure and hack-and-slash genres.","value":"Action-adventure, hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The infobox credits Sony Computer Entertainment Europe as developer.","value":"Sony Computer Entertainment Europe","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The infobox credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The article identifies PlayStation as the game platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The article dates the game to 2000 and identifies MediEvil II as its North American styling; it does not give a more precise U.S. date in the cited summary.","value":"North America: 2000","date_granularity":"year"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/MediEvil_2","evidence":"The article identifies it as the second installment of the MediEvil series.","value":"MediEvil","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/MediEvil_2","wikipedia_title":"MediEvil 2"},{"game_key":"Mega Man 64","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The article identifies the genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The article identifies Nintendo 64 (North American Mega Man Legends port) as the platform context.","value":"Nintendo 64 (North American Mega Man Legends port)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The source lists North America: 2001-01-10 as a release date.","value":"North America: 2001-01-10","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The source credits Capcom Production Studio 2 as developer.","value":"Capcom Production Studio 2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The source lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The source places the game in Mega Man Legends.","value":"Mega Man Legends","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","evidence":"The article identifies the N64 port by the Mega Man 64 name.","value":"North American Nintendo 64 port of Mega Man Legends","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","wikipedia_title":"Mega Man Legends (video game)"},{"game_key":"Mega Man 64 (North American Nintendo 64 release; US ROM required)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/n64/913960-mega-man-64/data","evidence":"GameFAQs’ exact Mega Man 64 record lists Nintendo 64; the related Wikipedia article notes the N64 port.","value":"Nintendo 64 (North American release marketed as Mega Man 64)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/n64/913960-mega-man-64/data","evidence":"GameFAQs classifies the Nintendo 64 release under Role-Playing > Action RPG.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/n64/913960-mega-man-64/data","evidence":"GameFAQs lists Capcom as developer for Mega Man 64.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/n64/913960-mega-man-64/data","evidence":"GameFAQs lists Capcom as publisher for Mega Man 64.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/n64/913960-mega-man-64/data","evidence":"The release table gives January 10, 2001 for the U.S. Nintendo 64 release.","value":"North America (Nintendo 64): 2001-01-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_Legends_(video_game)","wikipedia_title":"Mega Man Legends (video game)"},{"game_key":"Mega Man 9","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames identifies the title as Mega Man 9.","value":"Mega Man 9","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames classifies the game as Action; platform shooter.","value":"Action; platform shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames lists Wii; PlayStation 3; Xbox 360 among the game's platforms.","value":"Wii; PlayStation 3; Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames records the release as Wii: 2008-09-22.","value":"Wii: 2008-09-22","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames credits Inti Creates as developer.","value":"Inti Creates","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/36554/mega-man-9/","evidence":"MobyGames associates the game with the Mega Man series or franchise.","value":"Mega Man","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_9","wikipedia_title":"Mega Man 9"},{"game_key":"Mega Man Battle Network 3: White Version","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The article identifies the genre as Tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The article identifies Game Boy Advance as the platform context.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The source lists North America (White): 2003-06-24 as a release date.","value":"North America (White): 2003-06-24","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The source credits Capcom Production Studio 2 as developer.","value":"Capcom Production Studio 2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The source lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The source places the game in Mega Man Battle Network.","value":"Mega Man Battle Network","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","evidence":"The article lists Battle Network 3 in the 2023 Legacy Collection.","value":"Included in Mega Man Battle Network Legacy Collection (2023)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_Battle_Network_3","wikipedia_title":"Mega Man Battle Network 3"},{"game_key":"Mega Man X","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X","evidence":"The game article's infobox lists original platform as Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X","evidence":"The game article's infobox lists developer as Capcom; Minakuchi Engineering.","value":"Capcom; Minakuchi Engineering","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X","evidence":"The game article's infobox lists publisher as Capcom.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X","evidence":"The game article's infobox lists genre as Action / platform.","value":"Action / platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X","evidence":"The game article identifies Mega Man X as the first game in the Mega Man X series.","value":"Mega Man X","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X","evidence":"The game article lists the Japan release as 1993-12-17.","value":"Japan: 1993-12-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X","wikipedia_title":"Mega Man X"},{"game_key":"Mega Man X2","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","evidence":"The game article's infobox lists original platform as Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","evidence":"The game article's infobox lists developer as Capcom.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","evidence":"The game article's infobox lists publisher as Capcom (Japan / North America); Laguna Video Games (Europe).","value":"Capcom (Japan / North America); Laguna Video Games (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","evidence":"The game article's infobox lists genre as Platformer.","value":"Platformer","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","evidence":"The game article's infobox lists series as Mega Man X.","value":"Mega Man X","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","evidence":"The game article lists the Japan release as 1994-12-16.","value":"Japan: 1994-12-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X2","wikipedia_title":"Mega Man X2"},{"game_key":"Mega Man X4","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","evidence":"The game article's infobox lists original platform as PlayStation; Sega Saturn.","value":"PlayStation; Sega Saturn","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","evidence":"The game article's infobox lists developer as Capcom.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","evidence":"The game article's infobox lists publisher as Capcom (Japan / North America); Virgin Interactive (Europe).","value":"Capcom (Japan / North America); Virgin Interactive (Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","evidence":"The game article's infobox lists genre as Platformer.","value":"Platformer","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","evidence":"The game article's infobox lists series as Mega Man X.","value":"Mega Man X","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","evidence":"The game article lists the Japan release as 1997-08-01.","value":"Japan: 1997-08-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X4","wikipedia_title":"Mega Man X4"},{"game_key":"Mega Man X5","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article classifies Mega Man X5 as an action-platform game.","value":"Action / platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article credits Capcom Production Studio 3 as developer.","value":"Capcom Production Studio 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article identifies November 30, 2000 as the first Japanese PlayStation release.","value":"Japan (PlayStation): 2000-11-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","wikipedia_title":"Mega Man X5"},{"game_key":"Mega Man X5 (PlayStation USA SLUS-01334)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article classifies Mega Man X5 as an action-platform game.","value":"Action-platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article says Mega Man X5 was first released for PlayStation.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article lists Capcom Production Studio 3 as developer.","value":"Capcom Production Studio 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","evidence":"The article lists January 31, 2001 as the North American PlayStation release date.","value":"2001-01-31 (North America, PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X5","wikipedia_title":"Mega Man X5"},{"game_key":"Mega Man X6","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/516512-mega-man-x6/data","evidence":"GameFAQs identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/516512-mega-man-x6/data","evidence":"GameFAQs classifies the game as an action platformer.","value":"Action platformer","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/516512-mega-man-x6/data","evidence":"GameFAQs lists Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/516512-mega-man-x6/data","evidence":"GameFAQs lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/516512-mega-man-x6/data","evidence":"The regional release table gives November 29, 2001 for Japan; the U.S. release was later.","value":"Japan (PlayStation): 2001-11-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X6","wikipedia_title":"Mega Man X6"},{"game_key":"Mega Man X: Command Mission","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X:_Command_Mission","evidence":"The article classifies Command Mission as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X:_Command_Mission","evidence":"The article lists GameCube and PlayStation 2 as platforms.","value":"GameCube and PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X:_Command_Mission","evidence":"The article credits Capcom Production Studio 3 as developer.","value":"Capcom Production Studio 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X:_Command_Mission","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X:_Command_Mission","evidence":"The article gives July 29, 2004 as the Japanese release date.","value":"2004-07-29 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X:_Command_Mission","wikipedia_title":"Mega Man X: Command Mission"},{"game_key":"Mega Man Zero","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","evidence":"The game article's infobox lists original platform as Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","evidence":"The game article's infobox lists developer as Inti Creates.","value":"Inti Creates","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","evidence":"The game article's infobox lists publisher as Capcom.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","evidence":"The game article's infobox lists genre as Action / platform.","value":"Action / platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","evidence":"The article describes this title as the first entry in the Mega Man Zero series.","value":"Mega Man Zero","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","evidence":"The game article lists the Japan release as 2002-04-26.","value":"Japan: 2002-04-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_Zero","wikipedia_title":"Mega Man Zero"},{"game_key":"Meikyujima / Labyrinth Island","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Kickle_Cubicle","evidence":"The article explicitly identifies Meikyujima as the Japanese title of Kickle Cubicle.","value":"Kickle Cubicle (Japanese title: Meikyujima)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Kickle_Cubicle","evidence":"The infobox classifies the game as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Kickle_Cubicle","evidence":"The article identifies the arcade original and NES port, with Meikyujima as the Japanese title.","value":"Arcade; Nintendo Entertainment System (Famicom in Japan)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Kickle_Cubicle","evidence":"The article credits Irem as publisher.","value":"Irem","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Kickle_Cubicle","evidence":"The article dates the arcade game to 1988 and the NES port to 1990; it does not give a more precise date for these releases in the cited summary.","value":"Arcade: 1988; Nintendo Entertainment System: 1990","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Kickle_Cubicle","wikipedia_title":"Kickle Cubicle"},{"game_key":"Meitantei Conan: Daieiteikoku no Isan","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps2/921258-meitantei-conan-daiei-teikoku-no-isan/data","evidence":"GameFAQs lists PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://psxdatacenter.com/psx2/games2/SLPS-25426.html","evidence":"PSX DataCenter credits Bandai as developer.","value":"Bandai","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps2/921258-meitantei-conan-daiei-teikoku-no-isan/data","evidence":"GameFAQs credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps2/921258-meitantei-conan-daiei-teikoku-no-isan/data","evidence":"GameFAQs classifies the game as Adventure.","value":"Adventure","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ps2/921258-meitantei-conan-daiei-teikoku-no-isan/data","evidence":"GameFAQs lists the Detective Conan / Case Closed franchise.","value":"Detective Conan / Case Closed","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps2/921258-meitantei-conan-daiei-teikoku-no-isan/data","evidence":"GameFAQs lists the Japanese release on 18 November 2004.","value":"Japan: 2004-11-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Meitantei+Conan%3A+Daieiteikoku+no+Isan","wikipedia_title":null},{"game_key":"Mercenaries: Playground of Destruction (Original Xbox version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction","evidence":"The game article's infobox lists original platform as PlayStation 2; Xbox.","value":"PlayStation 2; Xbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction","evidence":"The game article's infobox lists developer as Pandemic Studios.","value":"Pandemic Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction","evidence":"The game article's infobox lists publisher as LucasArts.","value":"LucasArts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction","evidence":"The game article's infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction","evidence":"The game article lists the North America release as 2005-01-11.","value":"North America: 2005-01-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction","wikipedia_title":"Mercenaries: Playground of Destruction"},{"game_key":"Mercurius Pretty: End of the Century","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/dreamcast/577278-mercurius-pretty-end-of-the-century","evidence":"The Dreamcast release record classifies the game as a virtual-life simulation.","value":"Virtual-life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/dreamcast/577278-mercurius-pretty-end-of-the-century","evidence":"The title-specific release record lists Dreamcast as the platform.","value":"Dreamcast","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/dreamcast/577278-mercurius-pretty-end-of-the-century","evidence":"The release record credits Stack as developer.","value":"Stack","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/dreamcast/577278-mercurius-pretty-end-of-the-century","evidence":"The release record credits NEC Interchannel as publisher.","value":"NEC Interchannel","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/dreamcast/577278-mercurius-pretty-end-of-the-century","evidence":"The release record gives November 16, 2000 for the Japanese release.","value":"Japan: November 16, 2000","date_granularity":"day"},{"field":"notable_context","source_url":"https://collection.rcgs.jp/page/PACKAGE0009680","evidence":"The RCGS collection record says the 2000 Dreamcast release was nearly a new game and had stronger adventure elements than the 1994 PC-9801 original.","value":"The Dreamcast title is an adventure-oriented new work related to the earlier PC-9801 Mercurius Pretty life-raising simulation.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mercurius+Pretty%3A+End+of+the+Century+video+game","wikipedia_title":null},{"game_key":"Metal Gear Ac!d","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/16662/metal-gear-acd/","evidence":"MobyGames identifies the original release platform as PSP.","value":"PlayStation Portable","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/16662/metal-gear-acd/","evidence":"MobyGames credits Konami Computer Entertainment Japan.","value":"Konami Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/16662/metal-gear-acd/","evidence":"MobyGames credits Konami.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/16662/metal-gear-acd/","evidence":"MobyGames classifies the game as strategy/tactics.","value":"Turn-based strategy / tactics","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/16662/metal-gear-acd/","evidence":"The game is identified as part of the Metal Gear series.","value":"Metal Gear","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/16662/metal-gear-acd/","evidence":"MobyGames lists the Japanese release as 16 December 2004.","value":"Japan: 2004-12-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Metal+Gear+Ac%21d","wikipedia_title":null},{"game_key":"Metal Gear Solid (PlayStation version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The game article's infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The game article's infobox lists developer as Konami Computer Entertainment Japan.","value":"Konami Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The game article's infobox lists publisher as Konami.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The game article's infobox lists genre as Action-adventure / stealth.","value":"Action-adventure / stealth","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The game article's infobox lists series as Metal Gear.","value":"Metal Gear","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The game article lists the Japan release as 1998-09-03.","value":"Japan: 1998-09-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(1998_video_game)","wikipedia_title":"Metal Gear Solid (1998 video game)"},{"game_key":"Metal Gear Solid: Integral (Japanese PlayStation release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The article credits Konami Computer Entertainment Japan as developer of Metal Gear Solid.","value":"Konami Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The article classifies the game as action-adventure and stealth.","value":"Action-adventure / stealth","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","evidence":"The article describes Integral as an expanded edition released in Japan for PlayStation.","value":"Expanded Japanese PlayStation edition of Metal Gear Solid","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metal_Gear_Solid_(video_game)","wikipedia_title":"Metal Gear Solid (video game) (article covers Integral)"},{"game_key":"Metal Max 3","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metal_Max_3","evidence":"The game article's infobox lists original platform as Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metal_Max_3","evidence":"The game article's infobox lists developer as Cattle Call.","value":"Cattle Call","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metal_Max_3","evidence":"The game article's infobox lists publisher as Kadokawa Games; Enterbrain; Crea-Tech.","value":"Kadokawa Games; Enterbrain; Crea-Tech","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metal_Max_3","evidence":"The game article's infobox lists genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metal_Max_3","evidence":"The game article's infobox lists series as Metal 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lists publisher as SNK.","value":"SNK","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_(1996_video_game)","evidence":"The game article's infobox lists genre as Run and gun.","value":"Run and gun","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_(1996_video_game)","evidence":"The article states that the game’s success led to the Metal Slug franchise and its sequels.","value":"Metal Slug","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_(1996_video_game)","evidence":"The article’s release section states that SNK released the arcade original on 19 April 1996.","value":"Japan: 1996-04-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metal_Slug","wikipedia_title":"Metal Slug"},{"game_key":"Metal Slug X","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_2","evidence":"The article identifies Metal Slug X as an upgraded version of Metal Slug 2 and lists its genre as run and gun.","value":"Run and gun","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_2","evidence":"The Metal Slug X section says it was released for the Neo Geo MVS arcade system.","value":"Neo Geo MVS arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_2","evidence":"The Metal Slug X infobox lists SNK and Prosoft Corporation (PlayStation) as developers.","value":"SNK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_2","evidence":"The Metal Slug X infobox lists SNK as publisher.","value":"SNK","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metal_Slug_2","evidence":"The Metal Slug X infobox places the game in the Metal Slug series.","value":"Metal Slug","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Metal+Slug+X","wikipedia_title":null},{"game_key":"Metal-rendered applications and games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Metal-rendered+applications+and+games+%28multi-title%29","wikipedia_title":null},{"game_key":"Metroid","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metroid_(video_game)","evidence":"The game article's infobox lists original platform as Nintendo Entertainment System / Famicom Disk System.","value":"Nintendo Entertainment System / Famicom Disk System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metroid_(video_game)","evidence":"The game article's infobox lists developer as Nintendo R&D1; Intelligent Systems.","value":"Nintendo R&D1; Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metroid_(video_game)","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metroid_(video_game)","evidence":"The game article's infobox lists genre as Action-adventure / platform.","value":"Action-adventure / platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metroid_(video_game)","evidence":"The article identifies the game as the first title in the Metroid series.","value":"Metroid","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Metroid_(video_game)","evidence":"The game article lists the Japan release as 1986-08-06.","value":"Japan: 1986-08-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metroid","wikipedia_title":"Metroid"},{"game_key":"Metroid Fusion","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","evidence":"The game article's infobox lists original platform as Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","evidence":"The game article's infobox lists developer as Nintendo R&D1.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","evidence":"The game article's infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","evidence":"The game article's infobox lists series as Metroid.","value":"Metroid","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","evidence":"The game article lists the North America release as 2002-11-18.","value":"North America: 2002-11-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metroid_Fusion","wikipedia_title":"Metroid Fusion"},{"game_key":"Metroid Prime","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Metroid-Prime-268423.html","evidence":"Nintendo product page title.","value":"Metroid Prime","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Metroid-Prime-268423.html","evidence":"Nintendo product page category labels.","value":"Action; first-person shooter","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Metroid-Prime-268423.html","evidence":"Nintendo lists Retro Studios as developer.","value":"Retro Studios","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Metroid-Prime-268423.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Metroid-Prime-268423.html","evidence":"Product page identifies GameCube system.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Metroid-Prime-268423.html","evidence":"Nintendo lists release 21 March 2003 in UK listing.","value":"21/03/2003","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime","evidence":"The game article's infobox lists series as Metroid.","value":"Metroid","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metroid_Prime","wikipedia_title":"Metroid Prime"},{"game_key":"Metroid Prime Hunters","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime_Hunters","evidence":"The game article's infobox lists original platform as Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime_Hunters","evidence":"The game article's infobox lists developer as Nintendo Software Technology.","value":"Nintendo Software Technology","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime_Hunters","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime_Hunters","evidence":"The game article's infobox lists genre as Action-adventure / first-person shooter.","value":"Action-adventure / first-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime_Hunters","evidence":"The game article's infobox lists series as Metroid.","value":"Metroid","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Metroid_Prime_Hunters","evidence":"The game article lists the North America release as 2006-03-20.","value":"North America: 2006-03-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Metroid+Prime+Hunters","wikipedia_title":null},{"game_key":"Metroid: Zero Mission","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","evidence":"The game article's infobox lists original platform as Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","evidence":"The game article's infobox lists developer as Nintendo R&D1.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","evidence":"The game article's infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","evidence":"The game article's infobox lists series as Metroid.","value":"Metroid","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","evidence":"The game article lists the North America release as 2004-02-09.","value":"North America: 2004-02-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Metroid:_Zero_Mission","wikipedia_title":"Metroid: Zero Mission"},{"game_key":"Metropolismania (PlayStation 2 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Metropolismania","evidence":"The article identifies Metropolismania as a city-building game.","value":"City-building","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Metropolismania","evidence":"The article identifies Indi as developer.","value":"Indi","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Metropolismania","evidence":"The article says the game was developed for PlayStation 2.","value":"PlayStation 2","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Metropolismania+%28PlayStation+2+version%29","wikipedia_title":null},{"game_key":"Mewgenics","facts":[{"field":"original_platform","source_url":"https://store.steampowered.com/app/686060/_/?l=english","evidence":"The official Steam listing identifies Windows as the platform.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/686060/_/?l=english","evidence":"The official Steam listing credits Edmund McMillen and Tyler Glaiel as developers.","value":"Edmund McMillen; Tyler Glaiel","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/686060/_/?l=english","evidence":"The official Steam listing credits Edmund McMillen and Tyler Glaiel as publishers.","value":"Edmund McMillen; Tyler Glaiel","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/686060/_/?l=english","evidence":"The official listing describes the game as a tactical turn-based roguelike RPG; Steam tags include strategy and simulation.","value":"Tactical role-playing / roguelike / life simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/686060/_/?l=english","evidence":"The official Steam page lists release date 10 February 2026.","value":"Worldwide: 2026-02-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mewgenics","wikipedia_title":"Mewgenics"},{"game_key":"Mickey's Speedway USA","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/23113/mickeys-speedway-usa/","evidence":"MobyGames identifies the title as Mickey's Speedway USA. This profile uses the Nintendo 64 edition (the catalog target), not the later Game Boy Color edition.","value":"Mickey's Speedway USA","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/23113/mickeys-speedway-usa/","evidence":"MobyGames classifies the game as Kart racing. This profile uses the Nintendo 64 edition (the catalog target), not the later Game Boy Color edition.","value":"Kart racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/23113/mickeys-speedway-usa/","evidence":"MobyGames lists Nintendo 64 among the game's platforms. This profile uses the Nintendo 64 edition (the catalog target), not the later Game Boy Color edition.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/23113/mickeys-speedway-usa/","evidence":"MobyGames records the release as North America: 2000-11-13. This profile uses the Nintendo 64 edition (the catalog target), not the later Game Boy Color edition.","value":"North America: 2000-11-13","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/23113/mickeys-speedway-usa/","evidence":"MobyGames credits Rare as developer. This profile uses the Nintendo 64 edition (the catalog target), not the later Game Boy Color edition.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/23113/mickeys-speedway-usa/","evidence":"MobyGames credits Nintendo as publisher. This profile uses the Nintendo 64 edition (the catalog target), not the later Game Boy Color edition.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mickey%27s_Speedway_USA","wikipedia_title":"Mickey's Speedway USA"},{"game_key":"Micropolis (GPL release of the original SimCity)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","evidence":"The original SimCity article classifies it as a city-building / construction and management simulation.","value":"City-building / construction and management simulation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","evidence":"The article identifies SimCity as the first game in the SimCity series.","value":"SimCity","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","wikipedia_title":"SimCity (1989 video game)"},{"game_key":"Midnight Club: Los Angeles Complete Edition","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists original platform as PlayStation 3; Xbox 360.","value":"PlayStation 3; Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists developer as Rockstar San Diego.","value":"Rockstar San Diego","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists publisher as Rockstar Games.","value":"Rockstar Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists series as Midnight Club.","value":"Midnight Club","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Midnight+Club%3A+Los+Angeles+Complete+Edition","wikipedia_title":null},{"game_key":"Midnight Club: Los Angeles Complete Edition (Xbox 360)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists original platform as Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists developer as Rockstar San Diego.","value":"Rockstar San Diego","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists publisher as Rockstar Games.","value":"Rockstar Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The game article's infobox lists series as Midnight Club.","value":"Midnight Club","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","wikipedia_title":"Midnight Club: Los Angeles"},{"game_key":"Midnight Club: Los Angeles — Complete Edition (Xbox 360; title ID 545407F8)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The Wikipedia infobox lists developer as Rockstar San DiegoRockstar London (L.A. Remix).","value":"Rockstar San DiegoRockstar London (L.A. Remix)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The Wikipedia infobox lists publisher as Rockstar Games.","value":"Rockstar Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The Wikipedia infobox lists original platform as PlayStation 3Xbox 360PlayStation Portable.","value":"PlayStation 3Xbox 360PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The Wikipedia infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","evidence":"The Wikipedia infobox lists series as Midnight Club.","value":"Midnight Club","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Midnight_Club:_Los_Angeles","wikipedia_title":"Midnight Club: Los Angeles"},{"game_key":"Midtown Madness 3 (Original Xbox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Midtown_Madness_3","evidence":"The article classifies Midtown Madness 3 as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Midtown_Madness_3","evidence":"The article lists Digital Illusions CE as developer.","value":"Digital Illusions CE","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Midtown_Madness_3","evidence":"The article lists Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Midtown_Madness_3","evidence":"The article describes the console release as an Xbox title.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Midtown_Madness_3","evidence":"The article says the game was released in North America on June 17, 2003.","value":"North America: 2003-06-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Midtown+Madness+3+%28Original+Xbox%29","wikipedia_title":null},{"game_key":"Midway Arcade Origins (PS3, BLUS31083)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Midway_Arcade_Origins","evidence":"The article lists Backbone Entertainment as developer.","value":"Backbone Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Midway_Arcade_Origins","evidence":"The article lists Warner Bros. Interactive Entertainment as publisher.","value":"Warner Bros. 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infobox lists genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_Book_One:_The_Secret_of_the_Inner_Sanctum","evidence":"The game article's infobox lists series as Might and Magic.","value":"Might and Magic","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_Book_One:_The_Secret_of_the_Inner_Sanctum","evidence":"The game article lists the  release as 1986.","value":"1986","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Might_and_Magic_Book_One:_The_Secret_of_the_Inner_Sanctum","wikipedia_title":"Might and Magic Book One: The Secret of the Inner Sanctum"},{"game_key":"Might and Magic VII: For Blood and Honor","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_VII%3A_For_Blood_and_Honor","evidence":"The article classifies the game as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_VII%3A_For_Blood_and_Honor","evidence":"The article lists New World Computing as developer.","value":"New World Computing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_VII%3A_For_Blood_and_Honor","evidence":"The article lists 3DO as publisher.","value":"3DO","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_VII%3A_For_Blood_and_Honor","evidence":"The article identifies Windows as the platform.","value":"Windows","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Might_and_Magic_VII%3A_For_Blood_and_Honor","evidence":"The article places the game in the Might and Magic series.","value":"Might and 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Beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mighty_Final_Fight","evidence":"The game article's infobox lists series as Final Fight.","value":"Final Fight","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mighty_Final_Fight","evidence":"The game article lists the North America release as 1993-07.","value":"North America: 1993-07","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mighty_Final_Fight","wikipedia_title":"Mighty Final Fight"},{"game_key":"Mike Tyson's Punch-Out!!","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/nes/525246-mike-tysons-punch-out/data","evidence":"GameFAQs’ Mike Tyson edition record lists the NES.","value":"Nintendo Entertainment 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1987-10","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","wikipedia_title":"Punch-Out!! (1987 video game)"},{"game_key":"Minecraft Bedrock Edition for Windows (1.26.52)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article classifies Minecraft as a sandbox and survival game.","value":"Sandbox; survival","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article identifies Mojang Studios as developer.","value":"Mojang Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article says Minecraft for Windows is a Bedrock Edition version exclusive to Windows 10 and Windows 11.","value":"Windows 10 and Windows 11 (Minecraft for Windows / Bedrock Edition)","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article describes Bedrock Edition as the unified cross-platform version and does not identify the supplied build number.","value":"Bedrock Edition is the unified cross-platform version; the article does not specify build 1.26.52","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Minecraft+Bedrock+Edition+for+Windows+%281.26.52%29","wikipedia_title":null},{"game_key":"Minecraft Classic 0.30","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc/606524-minecraft/data","evidence":"The Minecraft release record classifies the game as an action-adventure sandbox.","value":"Sandbox","date_granularity":null},{"field":"original_platform","source_url":"https://minecraft.fandom.com/wiki/Java_Edition_Classic_0.30","evidence":"The version reference identifies 0.30 as a Java Edition Classic release and says the Creative variant was featured for free on the Minecraft website.","value":"PC (Java Edition Classic; browser-playable)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Markus_Persson","evidence":"The article identifies Persson as the creator of Minecraft and states that he released the original edition, later called Classic.","value":"Markus Persson (Notch)","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/606524-minecraft/data","evidence":"The release record lists Mojang AB as publisher of Minecraft Classic.","value":"Mojang AB","date_granularity":null},{"field":"release_date","source_url":"https://minecraft.fandom.com/wiki/Java_Edition_Classic_0.30","evidence":"The version reference dates the 0.30 Classic releases to November 10, 2009.","value":"November 10, 2009","date_granularity":"day"},{"field":"notable_context","source_url":"https://minecraft.fandom.com/wiki/Java_Edition_Classic_0.30","evidence":"The version reference states that 0.30 covered two versions, one Creative and one Survival, and was the final Classic version.","value":"Minecraft Classic 0.30 comprised Creative and Survival versions and was the final Classic version released.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Minecraft","wikipedia_title":"Minecraft"},{"game_key":"Minecraft Classic client behavior (2009-era; the project also partially supports some pre-0.30 features)","facts":[{"field":"canonical_name","source_url":"https://www.minecraft.net/en-us/article/embrace-past-minecraft-classic","evidence":"Mojang’s official article calls the browser-playable historic version Minecraft Classic and identifies it as a 2009-era release.","value":"Minecraft Classic (2009 browser-based version)","date_granularity":null},{"field":"genre","source_url":"https://www.minecraft.net/en-us/article/what-minecraft","evidence":"Mojang’s official Minecraft overview describes Minecraft as a sandbox game.","value":"Sandbox","date_granularity":null},{"field":"original_platform","source_url":"https://www.minecraft.net/en-us/article/embrace-past-minecraft-classic","evidence":"Mojang says the Classic version can be played in a web browser.","value":"Web browser on PC","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Minecraft","wikipedia_title":"Minecraft"},{"game_key":"Minecraft Java Edition 26.2-snapshot-1 renderer","facts":[{"field":"canonical_name","source_url":"https://www.minecraft.net/tr-tr/article/minecraft-26-2-snapshot-1","evidence":"Mojang’s official article is titled Minecraft 26.2 Snapshot 1.","value":"Minecraft: Java Edition 26.2 Snapshot 1","date_granularity":null},{"field":"original_platform","source_url":"https://www.minecraft.net/tr-tr/article/minecraft-26-2-snapshot-1","evidence":"The official post identifies the build as a Minecraft Java snapshot.","value":"Minecraft: Java Edition","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.minecraft.net/tr-tr/article/minecraft-26-2-snapshot-1","evidence":"The official snapshot article is dated April 7, 2026 and announces the snapshot build.","value":"Global Java snapshot announcement: 2026-04-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Development_of_Minecraft:_Java_Edition","wikipedia_title":"Development of Minecraft: Java Edition"},{"game_key":"Minecraft: Java Edition","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article classifies Minecraft as a sandbox video game.","value":"Sandbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article credits Mojang Studios as developer.","value":"Mojang Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article credits Mojang Studios as publisher.","value":"Mojang Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The Java Edition development article says the original PC version was renamed Minecraft: Java Edition in 2017.","value":"Personal computers (the original PC version)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Development_of_Minecraft:_Java_Edition","evidence":"The development article says Minecraft was formally released on November 18, 2011; this is the full release of the original PC/Java line.","value":"2011-11-18 (formal PC release)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Minecraft","wikipedia_title":"Minecraft"},{"game_key":"Minecraft: Java Edition (Android, through compatible launchers)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Development_of_Minecraft:_Java_Edition","wikipedia_title":"Development of Minecraft: Java Edition"},{"game_key":"Minecraft: Java Edition 26.3","facts":[{"field":"original_platform","source_url":"https://www.minecraft.net/en-us/article/minecraft-java-edition-26-3","evidence":"Mojang’s official release page identifies the 26.3 build as Minecraft Java Edition.","value":"Minecraft Java Edition","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The Minecraft article classifies Minecraft as a sandbox / survival game.","value":"Sandbox / survival","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.minecraft.net/en-us/article/minecraft-java-edition-26-3","evidence":"Mojang’s official 26.3 release article is dated 15 September 2026 and states the release is out now.","value":"2026-09-15","date_granularity":"day"},{"field":"developer","source_url":"https://news.xbox.com/wp-content/uploads/sites/2/2021/04/Minecraft-Franchise-Fact-Sheet_Oct.-2021.pdf","evidence":"Microsoft/Xbox’s franchise fact sheet has a dedicated Minecraft: Java Edition row and identifies Mojang Studios as its developer.","value":"Mojang Studios","date_granularity":null},{"field":"platforms","source_url":"https://www.minecraft.net/en-us/store/minecraft-java-bedrock-edition-pc","evidence":"Mojang’s PC product page says Minecraft: Java Edition runs on Windows, macOS, and Linux.","value":"Windows, macOS, and Linux","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article identifies Minecraft as the game series and explicitly describes Java Edition as Mojang’s original Java Edition.","value":"Minecraft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Minecraft","wikipedia_title":"Minecraft"},{"game_key":"Minecraft: Java Edition and other OpenGL 3.3 clients on iOS/iPadOS (through EGL-based launchers)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Minecraft%3A%20Java%20Edition%20and%20other%20OpenGL%203.3%20clients%20on%20iOS%2FiPadOS%20%28through%20EGL-based%20launchers%29","wikipedia_title":null},{"game_key":"Minecraft: Nintendo Switch Edition","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article says the Nintendo Switch version launched through the eShop.","value":"Nintendo Switch","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/4J_Studios","evidence":"The article lists Minecraft: Nintendo Switch Edition among 4J Studios’ games for 2017.","value":"4J Studios","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article gives May 11, 2017 as the Nintendo Switch version’s eShop launch date.","value":"Worldwide eShop launch: 2017-05-11","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article identifies the title as a Minecraft edition.","value":"Minecraft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Minecraft%3A+Nintendo+Switch+Edition","wikipedia_title":null},{"game_key":"Minecraft: Xbox 360 Edition","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Minecraft_legacy_console_editions","evidence":"The article identifies the genre as Sandbox.","value":"Sandbox","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Minecraft_legacy_console_editions","evidence":"The article identifies Xbox 360 edition as the platform context.","value":"Xbox 360 edition","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Minecraft_legacy_console_editions","evidence":"The source lists Worldwide: 2012-05-09 as a release date.","value":"Worldwide: 2012-05-09","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Minecraft_legacy_console_editions","evidence":"The source credits 4J Studios (edition) as developer.","value":"4J Studios (edition)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Minecraft_legacy_console_editions","evidence":"The source lists Mojang as publisher.","value":"Mojang","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Minecraft_legacy_console_editions","evidence":"The article groups Xbox 360 Edition with legacy-console versions.","value":"Part of Minecraft legacy console 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360)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Minecraft","wikipedia_title":"Minecraft"},{"game_key":"Minecraft: Xbox 360 Edition (Legacy Console Edition, TU2)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article identifies the Xbox 360 Edition as the first console edition.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article says the console version debuted with Xbox 360 Edition, developed by 4J Studios.","value":"4J Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Xbox_360_games_(M%E2%80%93Z)","evidence":"The Xbox 360 games list gives Minecraft: Xbox 360 Edition developer 4J Studios and publisher Microsoft Studios.","value":"Microsoft Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Minecraft","evidence":"The article classifies Minecraft as a sandbox and survival game.","value":"Sandbox; survival","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Minecraft%3A+Xbox+360+Edition+%28Legacy+Console+Edition%2C+TU2%29","wikipedia_title":null},{"game_key":"Mini Golf","facts":[{"field":"original_platform","source_url":"https://s204.q4cdn.com/701424631/files/doc_news/2006/12/1/313895.pdf","evidence":"Electronic Arts’ press release says its iPod games, including Mini Golf, were designed for fifth-generation iPods.","value":"Fifth-generation Apple iPod with click wheel","date_granularity":null},{"field":"developer","source_url":"https://s204.q4cdn.com/701424631/files/doc_news/2006/12/1/313895.pdf","evidence":"Electronic Arts’ press release includes Mini Golf in its own iPod game lineup.","value":"Electronic Arts","date_granularity":null},{"field":"publisher","source_url":"https://s204.q4cdn.com/701424631/files/doc_news/2006/12/1/313895.pdf","evidence":"Electronic Arts’ press release announces Mini Golf as an EA Mobile iPod game.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://www.macworld.com/article/181785/minigolf.html","evidence":"Macworld identifies EA Mini Golf as a golf game for iPod.","value":"Sports / golf","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mini+Golf","wikipedia_title":null},{"game_key":"Miracle Girls Festival","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Miracle_Girls_Festival","evidence":"The article identifies the genre as Rhythm.","value":"Rhythm","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Miracle_Girls_Festival","evidence":"The article identifies PlayStation Vita as the platform context.","value":"PlayStation Vita","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Miracle_Girls_Festival","evidence":"The source lists Japan: 2015-12-17 as a release date.","value":"Japan: 2015-12-17","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Miracle_Girls_Festival","evidence":"The source credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Miracle_Girls_Festival","evidence":"The source lists Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Miracle_Girls_Festival","wikipedia_title":"Miracle Girls Festival"},{"game_key":"Mischief Makers","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mischief_Makers","evidence":"The game article's infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mischief_Makers","evidence":"The game article's infobox lists developer as Treasure.","value":"Treasure","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mischief_Makers","evidence":"The game article's infobox lists publisher as Enix (Japan); Nintendo (North America / PAL).","value":"Enix (Japan); Nintendo (North America / PAL)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mischief_Makers","evidence":"The game article's infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mischief_Makers","evidence":"The game article lists the Japan release as 1997-06-27.","value":"Japan: 1997-06-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mischief_Makers","wikipedia_title":"Mischief Makers"},{"game_key":"Mister Mosquito","facts":[{"field":"original_platform","source_url":"https://store.playstation.com/en-us/product/UP9000-PPSA22948_00-SLUS203750000000","evidence":"Sony’s current PlayStation Store page says Mister Mosquito was originally released on PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://store.playstation.com/en-us/product/UP9000-PPSA22948_00-SLUS203750000000","evidence":"The official PlayStation Store lists the game genre as Action.","value":"Action","date_granularity":null},{"field":"gameplay_premise","source_url":"https://store.playstation.com/en-us/product/UP9000-PPSA22948_00-SLUS203750000000","evidence":"The official store description identifies the player as Mister Mosquito, an uninvited guest in the Yamada home who must drink blood to survive winter.","value":"Play as a mosquito in the Yamada family home and drink blood to survive the winter","date_granularity":null},{"field":"gameplay_structure","source_url":"https://store.playstation.com/en-us/product/UP9000-PPSA22948_00-SLUS203750000000","evidence":"Sony’s store description specifies 12 Yamada-household levels and stealth or air-combat encounters.","value":"12 household levels, with stealth and air-combat encounters against the inhabitants","date_granularity":null},{"field":"reissue_release_date","source_url":"https://store.playstation.com/en-us/product/UP9000-PPSA22948_00-SLUS203750000000","evidence":"The official PlayStation Store identifies the PS4/PS5 conversion and lists its release date as September 17, 2024.","value":"PS4/PS5 conversion of the PS2 version: 2024-09-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mister_Mosquito","wikipedia_title":"Mister Mosquito"},{"game_key":"Mizzurna Falls (Japan PS1, SLPS-01783; Cirosan fan-translation build)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mizzurna_Falls","evidence":"The article classifies Mizzurna Falls as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mizzurna_Falls","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mizzurna_Falls","evidence":"The article credits Human Entertainment as developer.","value":"Human Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mizzurna_Falls","evidence":"The article says Human Entertainment published the game.","value":"Human Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mizzurna_Falls","evidence":"The article gives December 23, 1998 as the Japanese release date.","value":"1998-12-23 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mizzurna_Falls","wikipedia_title":"Mizzurna Falls"},{"game_key":"MLB Power Pros 2008","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","evidence":"The article identifies the genre as Sports (baseball).","value":"Sports (baseball)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","evidence":"The article identifies PlayStation 2 and Wii as the platform context.","value":"PlayStation 2 and Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","evidence":"The source lists North America: 2008-07-29 as a release date.","value":"North America: 2008-07-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","evidence":"The source credits Baseball Contents Production as developer.","value":"Baseball Contents Production","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","evidence":"The source lists 2K (North America); Konami (Japan) as publisher.","value":"2K (North America); Konami (Japan)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","evidence":"The source places the game in Power Pros.","value":"Power Pros","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/MLB_Power_Pros_2008","wikipedia_title":"MLB Power Pros 2008"},{"game_key":"Mobile Golf","facts":[{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/n02/dmg/bgoj/index.html","evidence":"Nintendo’s official product page lists May 11, 2001 as the release date.","value":"2001-05-11","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.co.jp/n02/dmg/bgoj/index.html","evidence":"Nintendo classifies the title as a golf game.","value":"Golf","date_granularity":null},{"field":"player_count","source_url":"https://www.nintendo.co.jp/n02/dmg/bgoj/index.html","evidence":"Nintendo’s product page lists support for one to two players.","value":"1–2","date_granularity":null},{"field":"supported_accessories","source_url":"https://www.nintendo.co.jp/n02/dmg/bgoj/index.html","evidence":"Nintendo lists Mobile Adapter GB and a communication cable as supported accessories; the original kit bundled the game and adapter.","value":["Mobile Adapter GB","communication cable"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Mobile+Golf+Game+Boy+Color","wikipedia_title":"Search Wikipedia for Mobile Golf Game Boy Color"},{"game_key":"Mobile Suit Gundam Unicorn","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Unicorn_(video_game)","evidence":"Wikipedia identifies From Software as the developer.","value":"From Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Unicorn_(video_game)","evidence":"Wikipedia identifies Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Unicorn_(video_game)","evidence":"Wikipedia lists action as the genre.","value":"Action","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Unicorn_(video_game)","evidence":"Wikipedia lists PlayStation 3; the Chinese patch repository identifies the supported Japanese disc as BLJS-10154.","value":["PlayStation 3"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Unicorn_(video_game)","evidence":"Wikipedia describes this as a 2012 video game.","value":2012,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Unicorn_(video_game)","wikipedia_title":"Mobile Suit Gundam Unicorn (video game)"},{"game_key":"Mobile Suit Gundam: Battlefield Record U.C. 0081","facts":[{"field":"original_platform","source_url":"https://www.bandainamco.co.jp/files/ir/financialstatements/pdf/en_20091105_Report.pdf","evidence":"Bandai Namco’s 2009 report lists Mobile Suit Gundam Battlefield Record U.C.0081 with platform PS3.","value":"PlayStation 3","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mobile+Suit+Gundam%3A+Battlefield+Record+U.C.+0081","wikipedia_title":null},{"game_key":"Modern Combat 3: Fallen Nation (Android v1.1.7g)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Modern_Combat_3:_Fallen_Nation","evidence":"The English article identifies the game by this title.","value":"Modern Combat 3: Fallen Nation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Modern_Combat_3:_Fallen_Nation","evidence":"The article classifies Fallen Nation as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Modern_Combat_3:_Fallen_Nation","evidence":"The article credits Gameloft Montreal as developer.","value":"Gameloft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Modern_Combat_3:_Fallen_Nation","evidence":"The article lists Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"android_release_date","source_url":"https://en.wikipedia.org/wiki/Modern_Combat_3:_Fallen_Nation","evidence":"The article lists December 19, 2011 as the Android release date; it does not verify the cataloged v1.1.7g build.","value":"2011-12-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Modern_Combat_3:_Fallen_Nation","wikipedia_title":"Modern Combat 3: Fallen Nation"},{"game_key":"Moktar (French version of Titus the Fox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article describes the game as a side-scrolling platform game.","value":"Side-scrolling platform game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article lists Titus France as developer.","value":"Titus France","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article lists Titus France as publisher.","value":"Titus France","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article says the original release used the Moktar title and Titus later retitled it internationally.","value":"Originally released in France as Lagaf’: Les Aventures de Moktar — Vol 1: La Zoubida; the international edition was retitled Titus the Fox","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article says the original Moktar release appeared in 1991.","value":"1991 (original Moktar release)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Moktar+%28French+version+of+Titus+the+Fox%29","wikipedia_title":null},{"game_key":"Monster Hunter (PS2, Japan)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article identifies Capcom Production Studio 1 as the developer of the original Monster Hunter.","value":"Capcom Production Studio 1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article identifies Capcom as the publisher of the original Monster Hunter.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article lists Action role-playing as the genre.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article identifies PlayStation 2 as the original platform.","value":"PlayStation 2","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article identifies Monster Hunter as a 2004 game.","value":2004,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","wikipedia_title":"Monster Hunter (video game)"},{"game_key":"Monster Hunter 2 (Dos)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","evidence":"The Wikipedia infobox lists developer as Capcom.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","evidence":"The Wikipedia infobox lists publisher as Capcom.","value":"Capcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","evidence":"The Wikipedia infobox lists original platform as PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","evidence":"The Wikipedia infobox lists genre as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","evidence":"The Wikipedia infobox lists series as Monster Hunter.","value":"Monster Hunter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: February 16, 2006.","value":"Japan: February 16, 2006","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Monster_Hunter_2","wikipedia_title":"Monster Hunter 2"},{"game_key":"Monster Hunter 3 Ultimate","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article classifies Monster Hunter Tri and its Ultimate version as action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article says the game was developed by Capcom.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article says the game was published by Capcom.","value":"Capcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article’s Monster Hunter 3 Ultimate section identifies Nintendo 3DS and Wii U.","value":"Nintendo 3DS and Wii U","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article identifies the title as part of the Monster Hunter franchise.","value":"Monster Hunter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article says the western version launched in North America on March 19, 2013.","value":"North America: 2013-03-19","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The article says the western version launched in Europe on March 22, 2013.","value":"Europe: 2013-03-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Monster+Hunter+3+Ultimate","wikipedia_title":null},{"game_key":"Monster Hunter G (PS2, Japan)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The reviewed article does not separately identify a developer for Monster Hunter G; left unknown rather than inheriting the base game's credit.","value":null,"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The reviewed article does not separately identify a publisher for Monster Hunter G; left unknown rather than inferring from the base game.","value":null,"date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The reviewed article does not separately classify Monster Hunter G by genre; left unknown rather than inheriting the base game's genre.","value":null,"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article says Monster Hunter G was released in Japan for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_(video_game)","evidence":"The article dates the Japanese PlayStation 2 release of Monster Hunter G to January 20, 2005.","value":2005,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Monster+Hunter+G","wikipedia_title":null},{"game_key":"Monster Hunter Portable 3rd HD Version","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/90018/monster-hunter-portable-3rd/releases/","evidence":"MobyGames identifies this HD release on PlayStation 3 and links it to the PSP original.","value":"PlayStation 3 (HD version of the PSP game)","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/90018/monster-hunter-portable-3rd/releases/","evidence":"MobyGames credits Capcom as developer of the title.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/90018/monster-hunter-portable-3rd/releases/","evidence":"MobyGames credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/90018/monster-hunter-portable-3rd/","evidence":"MobyGames classifies Monster Hunter Portable 3rd as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/90018/monster-hunter-portable-3rd/","evidence":"MobyGames groups the title with the Monster Hunter series.","value":"Monster Hunter","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/90018/monster-hunter-portable-3rd/releases/","evidence":"MobyGames lists the Japanese PlayStation 3 HD release on 25 August 2011.","value":"Japan: 2011-08-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Monster+Hunter+Portable+3rd+HD+Version","wikipedia_title":null},{"game_key":"Monster Hunter Tri","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The game article's infobox lists original platform as Wii.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The game article's infobox lists developer as Capcom Production Studio 1.","value":"Capcom Production Studio 1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The game article's infobox lists publisher as Capcom.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The game article's infobox lists genre as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The game article's infobox lists series as Monster Hunter.","value":"Monster Hunter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","evidence":"The game article lists the Japan release as 2009-08-01.","value":"Japan: 2009-08-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Monster_Hunter_Tri","wikipedia_title":"Monster Hunter Tri"},{"game_key":"Monster Slider","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/214734/monster-slider/releases/","evidence":"MobyGames lists the Japan release for Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/214734/monster-slider/","evidence":"MobyGames categorizes Monster Slider as a falling-block puzzle game.","value":"Falling-block puzzle","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/214734/monster-slider/releases/","evidence":"MobyGames credits Datt Japan as developer.","value":"Datt Japan","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/214734/monster-slider/releases/","evidence":"MobyGames credits Datt Japan as publisher.","value":"Datt Japan","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/214734/monster-slider/releases/","evidence":"The release record gives March 28, 1997.","value":"Japan (Sega Saturn): 1997-03-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Monster+Slider","wikipedia_title":null},{"game_key":"Moon Child","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/218393/moon-child/","evidence":"MobyGames lists the 1997 original release for Windows.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/218393/moon-child/releases/","evidence":"MobyGames credits The Games Department as developer of the 1997 Windows release.","value":"The Games Department (Windows original)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/218393/moon-child/","evidence":"MobyGames credits Valkieser Publishing.","value":"Valkieser Publishing","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/218393/moon-child/","evidence":"MobyGames describes and classifies the game as a 2D platform/action title.","value":"2D platform action","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/218393/moon-child/releases/","evidence":"MobyGames lists the Windows retail release on 4 October 1997 and identifies the release country as the Netherlands.","value":"Netherlands: 1997-10-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Moon+Child","wikipedia_title":null},{"game_key":"Moon Patrol (Irem, 1982)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Moon_Patrol","wikipedia_title":"Moon Patrol"},{"game_key":"Moonlight Peaks","facts":[{"field":"original_platform","source_url":"https://marvelousgames.com/games/moonlight-peaks","evidence":"The current official game page lists Switch 2, Switch, and PC via Steam.","value":"Nintendo Switch 2, Nintendo Switch, and Windows PC (Steam)","date_granularity":null},{"field":"genre","source_url":"https://marvelousgames.com/games/moonlight-peaks","evidence":"Marvelous Games labels the genre as Life Simulation.","value":"Life simulation","date_granularity":null},{"field":"developer","source_url":"https://marvelousgames.com/games/moonlight-peaks","evidence":"The official game page names Little Chicken as developer.","value":"Little Chicken Game Company","date_granularity":null},{"field":"publisher","source_url":"https://marvelous-usa.com/2026/03/02/supernatural-un-life-sim-moonlight-peaks-confirmed-for-nintendo-switch-nintendo-switch-2-and-google-play-games-platforms-alongside-previously-revealed-pc-simultaneous-july-7-lau/","evidence":"The publisher announcement assigns XSEED Games to the Americas and Marvelous Europe to Europe.","value":"XSEED Games (Americas); Marvelous Europe (Europe)","date_granularity":null},{"field":"regional_release_date","source_url":"https://marvelousgames.com/games/moonlight-peaks","evidence":"The official game page lists July 7, 2026 for the PC, Switch, and Switch 2 launch.","value":"Worldwide launch: 2026-07-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Moonlight+Peaks","wikipedia_title":null},{"game_key":"Moonstone Island","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/1658150/Moonstone_Island/","evidence":"The product record identifies the genre as Creature-collecting life simulation; RPG elements.","value":"Creature-collecting life simulation; RPG elements","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/1658150/Moonstone_Island/","evidence":"The product record identifies Windows PC (Steam) as the platform context.","value":"Windows PC (Steam)","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1658150/Moonstone_Island/","evidence":"The source lists Steam release: 2023-09-20 as a release date.","value":"Steam release: 2023-09-20","date_granularity":"day"},{"field":"developer","source_url":"https://store.steampowered.com/app/1658150/Moonstone_Island/","evidence":"The source credits Studio Supersoft as developer.","value":"Studio Supersoft","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1658150/Moonstone_Island/","evidence":"The source lists Raw Fury as publisher.","value":"Raw Fury","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Moonstone_Island","wikipedia_title":"Moonstone Island"},{"game_key":"Mortal Kombat 4","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","evidence":"The game article's infobox lists original platform as Arcade.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","evidence":"The game article credits Midway with the arcade original and Eurocom with the Windows version.","value":"Midway Games (arcade); Eurocom (Windows version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","evidence":"The game article's infobox lists publisher as Midway Games.","value":"Midway Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","evidence":"The game article's infobox lists genre as Fighting.","value":"Fighting","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","evidence":"The game article's infobox lists series as Mortal Kombat.","value":"Mortal Kombat","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","evidence":"The game article lists the North America release as 1997-09-11.","value":"North America: 1997-09-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mortal_Kombat_4","wikipedia_title":"Mortal Kombat 4"},{"game_key":"Mortal Kombat: Deception","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Deception","evidence":"The article lists fighting as the genre.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Deception","evidence":"The article credits Midway as developer.","value":"Midway","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Deception","evidence":"The article credits Midway as publisher.","value":"Midway","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Deception","evidence":"The article identifies the game as part of the Mortal Kombat series.","value":"Mortal Kombat","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Deception","evidence":"The release table gives October 4, 2004 for the North American PlayStation 2 and Xbox releases.","value":"2004-10-04 (North America, PlayStation 2 and Xbox)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Deception","wikipedia_title":"Mortal Kombat: Deception"},{"game_key":"Mortal Kombat: Shaolin Monks","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","evidence":"The game article's infobox lists original platform as PlayStation 2; Xbox.","value":"PlayStation 2; Xbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","evidence":"The game article's infobox lists developer as Midway Studios Los Angeles.","value":"Midway Studios Los Angeles","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","evidence":"The game article's infobox lists publisher as Midway Games.","value":"Midway Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","evidence":"The game article's infobox lists genre as Action-adventure / beat ’em up.","value":"Action-adventure / beat ’em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","evidence":"The game article's infobox lists series as Mortal Kombat.","value":"Mortal Kombat","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","evidence":"The game article lists the North America release as 2005-09-19.","value":"North America: 2005-09-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mortal_Kombat:_Shaolin_Monks","wikipedia_title":"Mortal Kombat: Shaolin Monks"},{"game_key":"MOTHER 3","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists original platform as Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists developer as Brownie Brown; HAL Laboratory.","value":"Brownie Brown; HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists series as Mother.","value":"Mother","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article lists the Japan release as 2006-04-20.","value":"Japan: 2006-04-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mother_3","wikipedia_title":"Mother 3"},{"game_key":"MOTHER 3 (English Fan Translation v1.3)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists original platform as Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists developer as Brownie Brown; HAL Laboratory.","value":"Brownie Brown; HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article's infobox lists series as Mother.","value":"Mother","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mother_3","evidence":"The game article lists the Japan release as 2006-04-20.","value":"Japan: 2006-04-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mother_3","wikipedia_title":"Mother 3"},{"game_key":"MOTHER: Encore","facts":[{"field":"platforms","source_url":"https://mother-encore.itch.io/mother-encore","evidence":"The official itch.io page lists Windows, macOS, and Linux as downloadable platforms.","value":"Windows, macOS, and Linux","date_granularity":null},{"field":"genre","source_url":"https://mother-encore.itch.io/mother-encore","evidence":"The official page classifies the game in the role-playing, action, and puzzle genres.","value":"Role-playing, action, and puzzle","date_granularity":null},{"field":"developer","source_url":"https://mother-encore.itch.io/mother-encore","evidence":"The official game page lists MOTHER: Encore as the author.","value":"MOTHER: Encore","date_granularity":null},{"field":"development_status","source_url":"https://mother-encore.itch.io/mother-encore","evidence":"The official page marks the game as in development.","value":"In development","date_granularity":null},{"field":"notable_context","source_url":"https://mother-encore.itch.io/mother-encore","evidence":"The developers’ disclaimer describes MOTHER: Encore as a free unofficial fan game and explicitly distinguishes it from MOTHER 1.","value":"A free, unofficial fan game that takes an alternative approach to MOTHER 1 and is presented as a distinct experience rather than a replacement for the original.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=MOTHER%3A+Encore+video+game","wikipedia_title":null},{"game_key":"Motor City Online (Windows PC)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Motor_City_Online","evidence":"The article lists the genre as MMOG/racing and describes the game as a racing massively multiplayer online game.","value":"MMOG / racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Motor_City_Online","evidence":"The article lists Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Motor_City_Online","evidence":"The article credits EA Seattle as developer.","value":"EA Seattle","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Motor_City_Online","evidence":"The article credits EA Games as publisher.","value":"EA Games","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Motor_City_Online","wikipedia_title":"Motor City Online"},{"game_key":"Motor Psycho","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Motor_Psycho","evidence":"The game article's infobox lists original platform as Atari 7800.","value":"Atari 7800","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Motor_Psycho","evidence":"The game article's infobox lists developer as BlueSky Software.","value":"BlueSky Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Motor_Psycho","evidence":"The game article's infobox lists publisher as Atari Corporation.","value":"Atari Corporation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Motor_Psycho","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Motor_Psycho","evidence":"The game article lists the  release as 1990.","value":"1990","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Motor_Psycho","wikipedia_title":"Motor Psycho"},{"game_key":"Mr. Driller: Drill Land","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mr._Driller_Drill_Land","evidence":"The article identifies the original 2002 game as a GameCube release.","value":"GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mr._Driller_Drill_Land","evidence":"The article gives the Japanese GameCube release date as December 20, 2002.","value":"2002-12-20","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mr._Driller_Drill_Land","evidence":"The article credits Namco and its Project Driller group.","value":"Namco (Project Driller)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mr._Driller_Drill_Land","evidence":"The article classifies the game as a puzzle video game.","value":"Puzzle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mr._Driller_Drill_Land","wikipedia_title":"Mr. Driller Drill Land"},{"game_key":"MS-DOS games and IBM PC-compatible software","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=MS-DOS+games+and+IBM+PC-compatible+software","wikipedia_title":null},{"game_key":"Ms. Pac-Man","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The game article's infobox lists original platform as Arcade.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The game article's infobox lists developer as General Computer Corporation; Midway Manufacturing.","value":"General Computer Corporation; Midway Manufacturing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The game article's infobox lists publisher as Midway Manufacturing.","value":"Midway Manufacturing","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The game article's infobox lists genre as Maze.","value":"Maze","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The game article's infobox lists series as Pac-Man.","value":"Pac-Man","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The game article lists the North America release as 1982-02.","value":"North America: 1982-02","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","wikipedia_title":"Ms. Pac-Man"},{"game_key":"Ms. Pac-Man (Tengen Genesis version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The article identifies the genre as Maze.","value":"Maze","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The article identifies Arcade original; Genesis/Mega Drive Tengen port as the platform context.","value":"Arcade original; Genesis/Mega Drive Tengen port","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The source lists North America Genesis: 1991-07 as a release date.","value":"North America Genesis: 1991-07","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The source credits Tengen (Genesis port) as developer.","value":"Tengen (Genesis port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The source lists Tengen (Genesis port) as publisher.","value":"Tengen (Genesis port)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","evidence":"The source places the game in Pac-Man.","value":"Pac-Man","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ms._Pac-Man","wikipedia_title":"Ms. Pac-Man"},{"game_key":"MSX home computers, including MSX2 and later variants","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=MSX+home+computers%2C+including+MSX2+and+later+variants","wikipedia_title":null},{"game_key":"Multiple PlayStation 5 games","facts":[{"field":"platforms","source_url":"https://github.com/KytyPS5/KytyPS5","evidence":"The project’s primary repository describes KytyPS5 as a PlayStation 5 emulator and reports support for a selection of distinct 2D and 3D games.","value":"PlayStation 5 (multiple distinct titles)","date_granularity":null},{"field":"collection_context","source_url":"https://github.com/KytyPS5/KytyPS5","evidence":"The repository describes an emulator that runs a selection of PS5 games and names several different example titles, confirming that the catalog key represents multiple games rather than one release.","value":"A multi-title target group rather than one individual game; no single genre, developer, publisher, or release date applies.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=multiple+PlayStation+5+games","wikipedia_title":null},{"game_key":"Multiple Xbox One ERA games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Multiple+Xbox+One+ERA+games","wikipedia_title":null},{"game_key":"Muscle March","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Muscle_March","evidence":"The article classifies Muscle March as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Muscle_March","evidence":"The article says Namco Bandai Games developed the game.","value":"Namco Bandai Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Muscle_March","evidence":"The article says Namco Bandai Games published the game.","value":"Namco Bandai Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Muscle_March","evidence":"The article identifies Wii as the platform and says it was distributed through WiiWare.","value":"Wii (WiiWare)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Muscle_March","evidence":"The article says the WiiWare release in Japan was May 26, 2009.","value":"Japan: 2009-05-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Muscle+March","wikipedia_title":null},{"game_key":"Mushihimesama Futari","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","evidence":"The game article's infobox lists original platform as Arcade.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","evidence":"The game article's infobox lists developer as Cave (M2 for Xbox 360).","value":"Cave (M2 for Xbox 360)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","evidence":"The game article's infobox lists publisher as Cave.","value":"Cave","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","evidence":"The game article's infobox lists genre as Manic shooter / bullet hell.","value":"Manic shooter / bullet hell","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","evidence":"The game article's infobox lists series as Mushihimesama.","value":"Mushihimesama","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","evidence":"The game article states that the arcade original was released in Japan on 27 October 2006.","value":"Japan (arcade): 2006-10-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mushihimesama_Futari","wikipedia_title":"Mushihimesama Futari"},{"game_key":"Mushiking 4","facts":[{"field":"original_platform","source_url":"https://www.arcade-history.com/game/32486/mushiking-iv","evidence":"Arcade History describes MushiKing IV as a Sega NAOMI cartridge.","value":"Sega NAOMI arcade system","date_granularity":null},{"field":"genre","source_url":"https://www.arcade-history.com/game/32486/mushiking-iv","evidence":"The game record describes beetle cards, skills, tag-team play, and additional game modes.","value":"Arcade beetle card-battle game","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.arcade-history.com/game/32486/mushiking-iv","evidence":"The record’s MushiKing IV entry and copyright note identify the version as 2006.","value":"2006","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mushiking+4","wikipedia_title":null},{"game_key":"Mushishi: Amefuru Sato","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/142930/mushishi-amefuru-sato/","evidence":"MobyGames records the Nintendo DS game as Mushishi: Amefuru Sato.","value":"Mushishi: Amefuru Sato","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/142930/mushishi-amefuru-sato/","evidence":"MobyGames describes the title as a Japanese-style adventure.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/142930/mushishi-amefuru-sato/","evidence":"MobyGames lists Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/142930/mushishi-amefuru-sato/","evidence":"MobyGames credits Tenky as developer.","value":"Tenky","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/142930/mushishi-amefuru-sato/","evidence":"MobyGames credits Marvelous Entertainment as publisher.","value":"Marvelous Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ds/943553-mushishi-amefuru-sato/data","evidence":"GameFAQs lists January 31, 2008 as the Japanese release date.","value":"Japan (Nintendo DS): 2008-01-31","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mushishi%3A%20Amefuru%20Sato","wikipedia_title":null},{"game_key":"Mushoku Tensei: Chronicle of Echoes","facts":[{"field":"original_platform","source_url":"https://www.gematsu.com/games/mushoku-tensei-jobless-reincarnation-chronicle-of-echoes","evidence":"Gematsu lists Android and iOS as the game’s platforms.","value":"Android; iOS","date_granularity":null},{"field":"developer","source_url":"https://www.gematsu.com/games/mushoku-tensei-jobless-reincarnation-chronicle-of-echoes","evidence":"Gematsu identifies ASOBIMO as developer.","value":"ASOBIMO","date_granularity":null},{"field":"publisher","source_url":"https://www.gematsu.com/games/mushoku-tensei-jobless-reincarnation-chronicle-of-echoes","evidence":"Gematsu identifies GREE as publisher.","value":"GREE","date_granularity":null},{"field":"genre","source_url":"https://www.gematsu.com/games/mushoku-tensei-jobless-reincarnation-chronicle-of-echoes","evidence":"Gematsu categorizes the title as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gematsu.com/games/mushoku-tensei-jobless-reincarnation-chronicle-of-echoes","evidence":"Gematsu lists a 2026 Japanese release window.","value":"Japan: 2026","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mushoku+Tensei%3A+Chronicle+of+Echoes","wikipedia_title":null},{"game_key":"Mutant League Hockey","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","evidence":"The article identifies the genre as Sports.","value":"Sports","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","evidence":"The article identifies Sega Genesis as the platform context.","value":"Sega Genesis","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","evidence":"The source lists North America: 1994-05 as a release date.","value":"North America: 1994-05","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","evidence":"The source credits Abalone and Mutant Productions as developer.","value":"Abalone and Mutant Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","evidence":"The source lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","evidence":"The source places the game in Mutant League.","value":"Mutant League","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mutant_League_Hockey","wikipedia_title":"Mutant League Hockey"},{"game_key":"MVP Baseball 2005","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/MVP_Baseball_2005","evidence":"The infobox names EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/MVP_Baseball_2005","evidence":"The infobox names EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/MVP_Baseball_2005","evidence":"The infobox places the game in the MVP Baseball series.","value":"MVP Baseball","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/MVP_Baseball_2005","evidence":"The infobox lists these platforms.","value":"PlayStation 2, Xbox, GameCube, Windows, and PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/MVP_Baseball_2005","evidence":"The infobox lists sports and the article describes it as a baseball video game.","value":"Sports / baseball","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=MVP+Baseball+2005","wikipedia_title":null},{"game_key":"My Merry May","facts":[{"field":"regional_release_date","source_url":"https://mages.co.jp/wp-content/uploads/2026/05/%E3%80%90%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9%E3%80%91%E3%80%8EMy-Merry-May-with-be%E3%80%8FPS4%E7%99%BA%E5%A3%B2%E6%B1%BA%E5%AE%9A%E3%81%AE%E3%81%8A%E7%9F%A5%E3%82%89%E3%81%9B_cps.pdf","evidence":"MAGES.’ official press release identifies My Merry May as the first game, released in 2002; it does not give a more precise date here.","value":"2002","date_granularity":"year"},{"field":"genre","source_url":"https://game.mages.co.jp/mmmwithbe/","evidence":"The official MAGES product page describes the My Merry May with be series as an SF romance adventure and includes the original My Merry May as its first installment.","value":"Science-fiction romance adventure","date_granularity":null},{"field":"story_premise","source_url":"https://game.mages.co.jp/mmmwithbe/","evidence":"MAGES.’ official story section for My Merry May describes Kyosuke activating the Replis Reu and the resulting accident.","value":"The first installment follows Kyosuke and Reu, an artificial-life girl who is accidentally activated with an infant-like personality.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=My+Merry+May+KID+video+game","wikipedia_title":"Search Wikipedia for My Merry May KID video game"},{"game_key":"MySims (Nintendo DS USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/MySims","evidence":"The article classifies MySims as city-building and life simulation.","value":"City-building; life simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/MySims","evidence":"The article lists TOSE as developer of the Nintendo DS version.","value":"TOSE (Nintendo DS version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/MySims","evidence":"The article lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/MySims","evidence":"The article identifies Nintendo DS as one of the original release platforms.","value":"Nintendo DS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/MySims","evidence":"The article describes MySims as a spin-off of The Sims franchise.","value":"The Sims","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/MySims","evidence":"The article says MySims was released for Wii and Nintendo DS in September 2007.","value":"2007-09 (Wii and Nintendo DS)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=MySims+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"Mystery House","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mystery_House","evidence":"The article classifies the On-Line Systems game as an adventure game.","value":"Adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mystery_House","evidence":"The article lists On-Line Systems as developer.","value":"On-Line Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mystery_House","evidence":"The article lists On-Line Systems as publisher.","value":"On-Line Systems","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mystery_House","evidence":"The article identifies Apple II as the game’s original platform.","value":"Apple II","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mystery_House","evidence":"The article says Mystery House became the first Hi-Res Adventures title.","value":"Hi-Res Adventures","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Mystery_House","evidence":"The article gives May 5, 1980 as the release date.","value":"1980-05-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Mystery+House","wikipedia_title":null},{"game_key":"Mystical Ninja Starring Goemon","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","evidence":"The game article's infobox lists original platform as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","evidence":"The game article's infobox lists developer as Konami Computer Entertainment Osaka.","value":"Konami Computer Entertainment Osaka","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","evidence":"The game article's infobox lists publisher as Konami.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","evidence":"The game article's infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","evidence":"The game article's infobox lists series as Ganbare Goemon.","value":"Ganbare Goemon","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","evidence":"The game article lists the Japan release as 1997-08-07.","value":"Japan: 1997-08-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mystical_Ninja_Starring_Goemon","wikipedia_title":"Mystical Ninja Starring Goemon"},{"game_key":"N.O.V.A. 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","evidence":"The article identifies the genre as Action-adventure; first-person shooter.","value":"Action-adventure; first-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","evidence":"The article identifies iOS as the platform context.","value":"iOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","evidence":"The source lists 2010-12-16 as a release date.","value":"2010-12-16","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","evidence":"The source credits Gameloft Bucharest as developer.","value":"Gameloft Bucharest","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","evidence":"The source lists Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","evidence":"The source places the game in N.O.V.A..","value":"N.O.V.A.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/N.O.V.A._2","wikipedia_title":"N.O.V.A. 2"},{"game_key":"N.O.V.A. 3: Near Orbit Vanguard Alliance (Android release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article describes N.O.V.A. 3 as a science-fiction action-adventure first-person shooter.","value":"Science-fiction action-adventure / first-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article credits Gameloft Bucharest as developer.","value":"Gameloft Bucharest","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article credits Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article identifies N.O.V.A. 3 as the third installment in the N.O.V.A. series.","value":"N.O.V.A.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"Android is listed among the game platforms, and the article describes it as a touchscreen mobile game.","value":"Android","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","wikipedia_title":"N.O.V.A. 3"},{"game_key":"N.O.V.A. 3: Near Orbit Vanguard Alliance (Android v1.0.7)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article expands N.O.V.A. 3 as Near Orbit Vanguard Alliance 3.","value":"N.O.V.A. 3: Near Orbit Vanguard Alliance","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article describes the game as a science-fiction action-adventure first-person shooter.","value":"Science-fiction action-adventure / first-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article credits Gameloft Bucharest as developer.","value":"Gameloft Bucharest","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article credits Gameloft as publisher.","value":"Gameloft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","evidence":"The article identifies N.O.V.A. 3 as the third installment in the N.O.V.A. series.","value":"N.O.V.A.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/N.O.V.A._3","wikipedia_title":"N.O.V.A. 3"},{"game_key":"Nakoruru: Anohito Kara no Okurimono","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/14453/nakoruru-anohito-kara-no-okurimono/","evidence":"MobyGames identifies the original Windows release; GameFAQs lists the Dreamcast as a later platform.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/dreamcast/567353-nakoruru-anohito-kara-no-okurimono","evidence":"GameFAQs credits Kool Kizz as developer.","value":"Kool Kizz","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/dreamcast/567353-nakoruru-anohito-kara-no-okurimono","evidence":"GameFAQs credits Kool Kizz as publisher.","value":"Kool Kizz","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/dreamcast/567353-nakoruru-anohito-kara-no-okurimono","evidence":"GameFAQs classifies the Dreamcast release as Adventure / Visual Novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/14453/nakoruru-anohito-kara-no-okurimono/","evidence":"MobyGames lists the Japanese Windows original on 6 July 2001.","value":"Japan: 2001-07-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nakoruru%3A+Anohito+Kara+no+Okurimono","wikipedia_title":null},{"game_key":"Nana","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps2/925958-nana/data","evidence":"The PS2 release record classifies Nana as an adventure game in the visual-novel subgenre.","value":"Adventure / visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps2/925958-nana/data","evidence":"The release record lists PlayStation 2 as the game platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps2/925958-nana/data","evidence":"The release record credits KCEJ as developer.","value":"Konami Computer Entertainment Japan (KCEJ)","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps2/925958-nana/data","evidence":"The release record credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps2/925958-nana/data","evidence":"The release record gives March 17, 2005 for the Japanese release.","value":"Japan: March 17, 2005","date_granularity":"day"},{"field":"notable_context","source_url":"https://game.watch.impress.co.jp/docs/20050315/nana.htm","evidence":"The launch coverage says players spend time with Nana, Ren, Takumi, and other characters while following the manga’s events from volume 5 to the opening of volume 8.","value":"A game adaptation based on Ai Yazawa’s Nana manga, with the story covering material from manga volumes 5 through the beginning of volume 8.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nana+PlayStation+2+video+game","wikipedia_title":null},{"game_key":"NANA: Live Staff (promotional DS demo)","facts":[{"field":"platform","source_url":"https://github.com/pedro-seis/nana-en-patch","evidence":"The patch repository identifies the Japanese demo ROM as a Nintendo DS build.","value":"Nintendo DS","date_granularity":null},{"field":"edition_context","source_url":"https://github.com/pedro-seis/nana-en-patch","evidence":"The repository says the patch requires a Japanese demo ROM and distinguishes it from a retail game.","value":"Promotional/demo build, not retail","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NANA%3A+Live+Staff+(promotional+DS+demo)","wikipedia_title":null},{"game_key":"Nancy Drew: Curse of Blackmoor Manor (PC GOG GAME.EXE)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Nancy_Drew%3A_Curse_of_Blackmoor_Manor","evidence":"The article lists the game genre as adventure.","value":"Adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Nancy_Drew%3A_Curse_of_Blackmoor_Manor","evidence":"The article credits HeR Interactive as developer.","value":"HeR Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Nancy_Drew%3A_Curse_of_Blackmoor_Manor","evidence":"The article lists DreamCatcher as publisher.","value":"DreamCatcher","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Nancy_Drew%3A_Curse_of_Blackmoor_Manor","evidence":"The article lists Windows among the platforms and says the game is playable on Microsoft Windows.","value":"Windows","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Nancy_Drew%3A_Curse_of_Blackmoor_Manor","evidence":"The article calls it the eleventh game in the Nancy Drew point-and-click adventure series.","value":"Nancy Drew","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Nancy_Drew%3A_Curse_of_Blackmoor_Manor","wikipedia_title":"Nancy Drew: Curse of Blackmoor Manor"},{"game_key":"Nanosaur (1998)","facts":[{"field":"original_platform","source_url":"https://github.com/jorio/Nanosaur","evidence":"The maintainer README says the 1998 original was a Mac-only game.","value":"Macintosh","date_granularity":null},{"field":"regional_release_date","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"Pangea’s history lists Nanosaur (1998).","value":"1998","date_granularity":"year"},{"field":"developer","source_url":"https://github.com/jorio/Nanosaur","evidence":"The README identifies the game as Pangea Software’s Nanosaur.","value":"Pangea Software","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Nanosaur","wikipedia_title":"Nanosaur"},{"game_key":"Nanosaur II: Hatchling (2004)","facts":[{"field":"original_platform","source_url":"https://github.com/jorio/Nanosaur2","evidence":"The port README states it is based on the original Mac version.","value":"Macintosh","date_granularity":null},{"field":"regional_release_date","source_url":"https://pangeasoft.net/pangeahistory.html","evidence":"Pangea’s history lists Nanosaur II: Hatchling (2004).","value":"2004","date_granularity":"year"},{"field":"developer","source_url":"https://github.com/jorio/Nanosaur2","evidence":"The README identifies the 2004 original as Pangea Software’s game.","value":"Pangea Software","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Nanosaur_2:_Hatchling","wikipedia_title":"Nanosaur 2: Hatchling"},{"game_key":"Naruto RPG 2: Chidori vs. Rasengan / Naruto: Path of the Avenger","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.co.jp/ds/software/an2j/index.html","evidence":"Nintendo’s official DS software page gives the Japanese retail title as NARUTO -ナルト- ナルトRPG2 千鳥VS螺旋丸.","value":"NARUTO -ナルト- ナルトRPG2 千鳥VS螺旋丸","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ds/928585-naruto-rpg-2-chidori-vs-rasengan/data","evidence":"GameFAQs classifies Naruto RPG 2 as a Japanese-style role-playing game.","value":"Role-playing (Japanese-style)","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/an2j/index.html","evidence":"Nintendo’s official product page identifies this as Nintendo DS software.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/software/an2j/index.html","evidence":"Nintendo lists the Japanese release date as July 14, 2005.","value":"Japan: 2005-07-14","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/928585-naruto-rpg-2-chidori-vs-rasengan/data","evidence":"GameFAQs credits TOSE as developer.","value":"TOSE","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ds/928585-naruto-rpg-2-chidori-vs-rasengan/data","evidence":"GameFAQs lists Tomy Corporation as the Japanese publisher.","value":"Tomy Corporation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Naruto%20RPG%202%3A%20Chidori%20vs.%20Rasengan%20%2F%20Naruto%3A%20Path%20of%20the%20Avenger","wikipedia_title":null},{"game_key":"Naruto: Gekitō Ninja Taisen! 4","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gamecube/929451-naruto-gekitou-ninja-taisen-4/data","evidence":"GameFAQs lists the GameCube as the platform.","value":"Nintendo GameCube","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gamecube/929451-naruto-gekitou-ninja-taisen-4/data","evidence":"GameFAQs credits Eighting.","value":"Eighting","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gamecube/929451-naruto-gekitou-ninja-taisen-4/data","evidence":"GameFAQs credits Tomy Corporation.","value":"Tomy Corporation","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gamecube/929451-naruto-gekitou-ninja-taisen-4/data","evidence":"GameFAQs classifies the game as 3D action/fighting.","value":"3D action / fighting","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/gamecube/929451-naruto-gekitou-ninja-taisen-4/data","evidence":"GameFAQs identifies Naruto as the franchise.","value":"Naruto","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gamecube/929451-naruto-gekitou-ninja-taisen-4/data","evidence":"GameFAQs lists the Japanese release as 21 November 2005.","value":"Japan: 2005-11-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Naruto+Gekit%C5%8D+Ninja+Taisen+4+video+game","wikipedia_title":null},{"game_key":"NASCAR Rumble (PS1 NTSC-U; SLUS_010.68)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","evidence":"The article identifies PlayStation as the platform context.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","evidence":"The source lists North America: 2000-02-03 as a release date.","value":"North America: 2000-02-03","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","evidence":"The source credits EA Redwood Shores as developer.","value":"EA Redwood Shores","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","evidence":"The source lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","evidence":"The source places the game in EA Sports NASCAR.","value":"EA Sports NASCAR","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/NASCAR_Rumble","wikipedia_title":"NASCAR Rumble"},{"game_key":"Naughty Bear: Gold Edition","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox360/981294-naughty-bear/data","evidence":"GameFAQs lists the Xbox 360 as the platform for this Gold Edition release.","value":"Xbox 360","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/53811/naughty-bear-gold-edition/","evidence":"MobyGames credits 505 Games S.R.L. as publisher.","value":"505 Games S.R.L.","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/53811/naughty-bear-gold-edition/","evidence":"MobyGames classifies this Gold Edition as a compilation.","value":"Compilation","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/47687/naughty-bear/","evidence":"MobyGames credits Artificial Mind & Movement as developer of the original Naughty Bear.","value":"Artificial Mind and Movement (original game included in Gold Edition)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/981294-naughty-bear/data","evidence":"GameFAQs lists the U.S. Xbox 360 Gold Edition release on 24 May 2011.","value":"North America (Xbox 360): 2011-05-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Naughty_Bear","wikipedia_title":"Naughty Bear"},{"game_key":"Nazo Puyo: Arle's Lu","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gamegear/570349-nazo-puyo-arle-no-roux","evidence":"The record identifies the Game Gear title, cataloged as Nazo Puyo: Arle no Roux.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gamegear/570349-nazo-puyo-arle-no-roux","evidence":"GameFAQs classifies the title as a puzzle game in the matching subgenre.","value":"Puzzle / matching","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gamegear/570349-nazo-puyo-arle-no-roux","evidence":"GameFAQs credits Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gamegear/570349-nazo-puyo-arle-no-roux","evidence":"GameFAQs credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gamegear/570349-nazo-puyo-arle-no-roux","evidence":"The regional release table gives July 29, 1994.","value":"Japan (Game Gear): 1994-07-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nazo+Puyo%3A+Arle%27s+Lu","wikipedia_title":null},{"game_key":"NBA Jam: On Fire Edition","facts":[{"field":"original_platform","source_url":"https://news.ea.com/press-releases/press-releases-details/2011/Get-Your-JAM-On-EA-Announces-NBA-JAM-on-Fire-Edition-Now-Available/default.aspx","evidence":"EA's launch announcement says the full digital game was available on PlayStation Network and Xbox LIVE Arcade.","value":"PlayStation 3 and Xbox 360 (digital download)","date_granularity":null},{"field":"publisher","source_url":"https://news.ea.com/press-releases/press-releases-details/2011/Get-Your-JAM-On-EA-Announces-NBA-JAM-on-Fire-Edition-Now-Available/default.aspx","evidence":"Electronic Arts issued the release announcement and identifies the title as EA SPORTS NBA JAM: On Fire Edition.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://news.ea.com/press-releases/press-releases-details/2011/Get-Your-JAM-On-EA-Announces-NBA-JAM-on-Fire-Edition-Now-Available/default.aspx","evidence":"EA describes On Fire Edition as a new digital download of the EA SPORTS NBA JAM franchise.","value":"NBA Jam","date_granularity":null},{"field":"genre","source_url":"https://news.ea.com/press-releases/press-releases-details/2011/Get-Your-JAM-On-EA-Announces-NBA-JAM-on-Fire-Edition-Now-Available/default.aspx","evidence":"EA calls it its newest NBA arcade title and describes two-player team play, cooperative moves, and basketball teams.","value":"Arcade basketball","date_granularity":null},{"field":"regional_release_date","source_url":"https://news.ea.com/press-releases/press-releases-details/2011/Get-Your-JAM-On-EA-Announces-NBA-JAM-on-Fire-Edition-Now-Available/default.aspx","evidence":"EA's October 5, 2011 release announcement states the game is now available for purchase on the two digital platforms.","value":"North America: 2011-10-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/NBA_Jam_(2010_video_game)","wikipedia_title":"NBA Jam (2010 video game)"},{"game_key":"NCAA Football 10 (US PSP, ULUS10440)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NCAA_Football_10","evidence":"The article lists the game genre as sports.","value":"Sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NCAA_Football_10","evidence":"The article credits EA Tiburon as developer.","value":"EA Tiburon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NCAA_Football_10","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NCAA_Football_10","evidence":"The article lists PlayStation Portable among the original release platforms.","value":"PlayStation Portable","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/NCAA_Football_10","evidence":"The article states that the game was released on July 14, 2009 for its listed console platforms, including PlayStation Portable.","value":"2009-07-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/NCAA_Football_10","wikipedia_title":"NCAA Football 10"},{"game_key":"NEC PC-9801 / PC-98 computers and games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NEC+PC-9801+%2F+PC-98+computers+and+games","wikipedia_title":null},{"game_key":"Need for Speed Carbon (Xbox 360, English PAL edition)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox360/933691-need-for-speed-carbon/data","evidence":"GameFAQs lists Xbox 360 as the platform.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox360/933691-need-for-speed-carbon/data","evidence":"GameFAQs credits EA Canada.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox360/933691-need-for-speed-carbon/data","evidence":"GameFAQs credits EA Games.","value":"EA Games","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox360/933691-need-for-speed-carbon/data","evidence":"GameFAQs classifies the title as racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/xbox360/933691-need-for-speed-carbon/data","evidence":"GameFAQs lists the Need for Speed franchise.","value":"Need for Speed","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/933691-need-for-speed-carbon/data","evidence":"GameFAQs lists the European Xbox 360 release on 3 November 2006.","value":"Europe: 2006-11-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Carbon","wikipedia_title":"Need for Speed: Carbon"},{"game_key":"Need for Speed II: Special Edition","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/2113/need-for-speed-ii-se/","evidence":"MobyGames lists the Special Edition as a Windows release.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/2113/need-for-speed-ii-se/","evidence":"MobyGames credits EA Seattle and Electronic Arts Canada.","value":"EA Seattle; Electronic Arts Canada","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/2113/need-for-speed-ii-se/","evidence":"MobyGames lists Electronic Arts and DICE Multi Media Europe among the publishers.","value":"Electronic Arts; DICE Multi Media Europe","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/2113/need-for-speed-ii-se/","evidence":"MobyGames classifies the game as racing/driving.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/2113/need-for-speed-ii-se/","evidence":"MobyGames associates it with Need for Speed.","value":"Need for Speed","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/2113/need-for-speed-ii-se/","evidence":"MobyGames lists the Windows Special Edition as a 1997 release.","value":"1997","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Need+for+Speed+II%3A+Special+Edition","wikipedia_title":null},{"game_key":"Need for Speed III: Hot Pursuit","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc/62643-need-for-speed-iii-hot-pursuit/data","evidence":"GameFAQs lists PC as the source game platform.","value":"Windows PC","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/62643-need-for-speed-iii-hot-pursuit/data","evidence":"GameFAQs credits EA Seattle as developer of the PC release.","value":"EA Seattle","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/62643-need-for-speed-iii-hot-pursuit/data","evidence":"GameFAQs credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc/62643-need-for-speed-iii-hot-pursuit/data","evidence":"GameFAQs classifies the PC version as a racing game.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/pc/62643-need-for-speed-iii-hot-pursuit/data","evidence":"GameFAQs lists the Need for Speed franchise.","value":"Need for 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1998.","value":"1998-10-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed_III:_Hot_Pursuit","wikipedia_title":"Need for Speed III: Hot Pursuit"},{"game_key":"Need for Speed Underground (2003 PC release, patch 1.4 / Speed.exe)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc/914766-need-for-speed-underground/data","evidence":"The exact 2003 PC release record lists PC.","value":"Windows PC","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc/914766-need-for-speed-underground/data","evidence":"GameFAQs classifies the PC release under Racing > Arcade > Automobile.","value":"Racing / arcade / automobile","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/914766-need-for-speed-underground/data","evidence":"GameFAQs credits EA Black Box as developer.","value":"EA Black 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game article's infobox lists developer as EA Black Box.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Carbon","evidence":"The game article's infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Carbon","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Carbon","evidence":"The game article's infobox lists series as Need for Speed.","value":"Need for Speed","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Carbon","evidence":"The game article lists the North American release date as 31 October 2006.","value":"North America: 2006-10-31","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Carbon","wikipedia_title":"Need for Speed: Carbon"},{"game_key":"Need for Speed: Carbon (2006 PC release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Carbon","evidence":"The article lists the game genre as racing.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Carbon","evidence":"The article credits EA Black Box for the main game and separately identifies Rovio Mobile, TransGaming, and Global VR for other versions.","value":"EA Black Box (Windows release)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Carbon","evidence":"The article credits Electronic Arts as publisher for the main game.","value":"Electronic 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(Windows)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_High_Stakes","evidence":"The game article's infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_High_Stakes","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_High_Stakes","evidence":"The game article's infobox lists series as Need for Speed.","value":"Need for Speed","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_High_Stakes","evidence":"The game article lists the North America (PlayStation) release as 1999-03-24.","value":"North America (PlayStation): 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(GBA)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The game article's infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The game article's infobox lists series as Need for Speed.","value":"Need for Speed","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The game article lists the North America release as 2005-11-15.","value":"North America: 2005-11-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","wikipedia_title":"Need for Speed: Most Wanted (2005 video game)"},{"game_key":"Need for Speed: Most Wanted (2005 PC Black Edition v1.3 or official PC v1.3 patch)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc/927142-need-for-speed-most-wanted-2005/data","evidence":"GameFAQs’ PC record covers the 2005 release and lists the Black Edition alias/product entry.","value":"Windows PC (2005 release; Black Edition is included in the PC record)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc/927142-need-for-speed-most-wanted-2005/data","evidence":"GameFAQs classifies the PC release under Racing > Arcade > Automobile.","value":"Racing / arcade / 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v1.3)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282005_video_game%29","evidence":"The article credits EA Canada and EA Black Box among developers of the main game; it distinguishes separate handheld-version developers.","value":"EA Canada; EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282005_video_game%29","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282005_video_game%29","evidence":"The article lists Windows as a platform and says the Black Edition was released for Microsoft Windows in the United States and Australia.","value":"Windows","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282005_video_game%29","evidence":"The article identifies Black Edition as a collector’s edition and describes its extra races, cars, and DVD.","value":"Black Edition collector’s edition for Windows; includes additional races, bonus cars, and a feature DVD","date_granularity":null},{"field":"patch_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282005_video_game%29","evidence":"The article states that the latest Windows patch, version 1.3, was released on December 6, 2005.","value":"2005-12-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282005_video_game%29","wikipedia_title":"Need for Speed: Most Wanted (2005 video game)"},{"game_key":"Need for Speed: Most Wanted (2005 PC 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2005-11-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Need+for+Speed%3A+Most+Wanted+%282005%29","wikipedia_title":null},{"game_key":"Need for Speed: Most Wanted (2005, PlayStation 2)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The article is specifically about the 2005 game and distinguishes it from the 2012 reboot.","value":"Need for Speed: Most Wanted (2005)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The infobox classifies the game as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The infobox credits EA Canada and EA Black Box among the developers; the article notes that platform versions differ.","value":"EA Canada and EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The article lists PlayStation 2 among the initial platforms and notes substantial differences among platform versions.","value":"PlayStation 2 (alongside GameCube, Windows, Xbox, and Xbox 360 versions)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The article says the PS2, Windows, GameCube, Xbox, and Xbox 360 editions were released in November 2005.","value":"Worldwide console and PC release: November 2005","date_granularity":"month"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_(2005_video_game)","evidence":"The infobox identifies it as the ninth installment of the Need for Speed series.","value":"Need for Speed","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","wikipedia_title":"Need for Speed: Most Wanted (2005 video game)"},{"game_key":"Need for Speed: Most Wanted (2005, Xbox 360 PAL Spain edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The article identifies PlayStation 2, GameCube, Xbox, and Windows as the platform context.","value":"PlayStation 2, GameCube, Xbox, and Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The source lists Xbox 360 Europe: 2005-12-02 as a release date.","value":"Xbox 360 Europe: 2005-12-02","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The source credits EA Canada and EA Black Box as developer.","value":"EA Canada and EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The source lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","evidence":"The source places the game in Need for Speed.","value":"Need for 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2005-11-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Most_Wanted_(2005_video_game)","wikipedia_title":"Need for Speed: Most Wanted (2005 video game)"},{"game_key":"Need for Speed: Most Wanted (2012, Android release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282012_video_game%29","evidence":"The article describes the title as a 2012 racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282012_video_game%29","evidence":"The article credits Criterion Games as developer.","value":"Criterion Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282012_video_game%29","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282012_video_game%29","evidence":"The article identifies it as the nineteenth title in the Need for Speed series.","value":"Need for Speed","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282012_video_game%29","evidence":"The article lists Android as one of the platforms for the 2012 game.","value":"Android","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Most_Wanted_%282012_video_game%29","wikipedia_title":"Need for Speed: Most Wanted (2012 video game)"},{"game_key":"Need for Speed: Underground","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground","evidence":"The article lists the game genre as racing.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground","evidence":"The article credits EA Black Box as developer.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground","evidence":"The article identifies it as the seventh installment in the Need for Speed series.","value":"Need for Speed","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground","evidence":"The article gives these as the November 2003 PC/console release platforms; it treats the Game Boy Advance and later arcade versions separately.","value":"Windows, GameCube, PlayStation 2, Xbox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground","wikipedia_title":"Need for Speed: Underground"},{"game_key":"Need for Speed: Underground (GameCube version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground","evidence":"The game article's infobox lists original platform as GameCube.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground","evidence":"The game article's infobox lists developer as EA Black Box.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground","evidence":"The game article's infobox lists publisher as Electronic Arts.","value":"Electronic 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infobox lists original platform as Windows; Game Boy Advance; GameCube; PlayStation 2; Xbox; Nintendo DS; mobile.","value":"Windows; Game Boy Advance; GameCube; PlayStation 2; Xbox; Nintendo DS; mobile","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground_2","evidence":"The game article's infobox lists developer as EA Black Box; Pocketeers (handheld); Team Fusion (DS); Ideaworks Game Studio (mobile).","value":"EA Black Box; Pocketeers (handheld); Team Fusion (DS); Ideaworks Game Studio (mobile)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground_2","evidence":"The game article's infobox lists publisher as Electronic Arts.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground_2","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground_2","evidence":"The game article's infobox lists series as Need for Speed.","value":"Need for Speed","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground_2","evidence":"The article identifies the game as a 2004 release.","value":"2004","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Need+for+Speed%3A+Underground+2","wikipedia_title":null},{"game_key":"Need for Speed: Underground 2 (original Xbox, NTSC-U)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox/920465-need-for-speed-underground-2/data","evidence":"The specific GameFAQs platform record is the original Xbox release.","value":"Xbox (NTSC-U edition)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox/920465-need-for-speed-underground-2/data","evidence":"The Xbox record categorizes the game in the racing/automobile genre family.","value":"Racing / automobile","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox/920465-need-for-speed-underground-2/data","evidence":"The Xbox platform record credits EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox/920465-need-for-speed-underground-2/data","evidence":"The Xbox platform record credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox/920465-need-for-speed-underground-2/data","evidence":"The Xbox-specific regional table gives November 9, 2004; dates for other platforms differ.","value":"North America (Xbox): 2004-11-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Need_for_Speed:_Underground_2","wikipedia_title":"Need for Speed: Underground 2"},{"game_key":"Need for Speed: Underground 2 (Windows PC x86 build)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground_2","evidence":"The article lists the game genre as racing.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground_2","evidence":"The article credits EA Black Box for the Windows, GameCube, PlayStation 2, and Xbox versions.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Need_for_Speed%3A_Underground_2","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic 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Hell","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/9536/neighbors-from-hell/","evidence":"MobyGames classifies the original as a puzzle game with stealth and comedy elements.","value":"Puzzle strategy / stealth","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9536/neighbors-from-hell/","evidence":"MobyGames lists Windows, GameCube, and Xbox releases; this profile describes the 2003 Windows original.","value":["Windows","GameCube","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9536/neighbors-from-hell/","evidence":"MobyGames dates the original Windows release to 2003; the exact day differs across catalog sources, so only the verified year is recorded.","value":"2003 (Windows)","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/9536/neighbors-from-hell/","evidence":"MobyGames credits JoWood 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Oyako","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/58013/nekketsu-oyako/","evidence":"MobyGames classifies Nekketsu Oyako as a beat 'em up / brawler.","value":"Beat 'em up / brawler","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/58013/nekketsu-oyako/","evidence":"MobyGames lists a 1995 Sega Saturn release.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/58013/nekketsu-oyako/releases/","evidence":"MobyGames records the Japanese Saturn release on July 21, 1995.","value":"Japan: 1995-07-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/58013/nekketsu-oyako/","evidence":"MobyGames credits Technosoft as developer.","value":"Technosoft","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/58013/nekketsu-oyako/releases/","evidence":"MobyGames lists Technosoft as publisher of the Japanese Saturn release.","value":"Technosoft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nekketsu%20Oyako","wikipedia_title":null},{"game_key":"Neo Drift Out: New Technology","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","evidence":"The game article's infobox lists original platform as Arcade; Neo Geo CD.","value":"Arcade; Neo Geo CD","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","evidence":"The game article's infobox lists developer as Visco Corporation.","value":"Visco Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","evidence":"The game article's infobox lists publisher as Visco Corporation (Japan); SNK (North America / Europe).","value":"Visco Corporation (Japan); SNK (North America / Europe)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","evidence":"The game article's infobox lists series as Drift Out.","value":"Drift Out","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","evidence":"The game article lists the Japan (arcade) release as 1996-03-28.","value":"Japan (arcade): 1996-03-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Neo_Drift_Out:_New_Technology","wikipedia_title":"Neo Drift Out: New Technology"},{"game_key":"Neon Genesis Evangelion","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","evidence":"The article identifies the genre as Fighting.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","evidence":"The article identifies Nintendo 64 as the platform context.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","evidence":"The source lists Japan: 1999-06-25 as a release date.","value":"Japan: 1999-06-25","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","evidence":"The source credits BEC as developer.","value":"BEC","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","evidence":"The source lists Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","evidence":"The source places the game in Neon Genesis Evangelion.","value":"Neon Genesis Evangelion","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_(video_game)","wikipedia_title":"Neon Genesis Evangelion (video game)"},{"game_key":"Neon Genesis Evangelion 2","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs gives the Japanese PSP edition title as Shinseiki Evangelion 2: Tsukurareshi Sekai - Another Cases.","value":"Shinseiki Evangelion 2: Tsukurareshi Sekai - Another Cases","date_granularity":null},{"field":"edition","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs identifies this record as the PSP release of the Another Cases edition.","value":"PlayStation Portable edition (Another Cases)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs classifies the PSP Another Cases edition as an action game.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs identifies the Another Cases edition as a PSP title.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs records the Japanese PSP release on April 27, 2006.","value":"Japan: 2006-04-27","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs credits Alfa System as developer.","value":"Alfa System","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/psp/930008-neon-genesis-evangelion-tsukurareshi-sekai-another-cases/data","evidence":"GameFAQs lists Bandai Namco Games as publisher of the Japanese PSP release.","value":"Bandai Namco Games","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_2","wikipedia_title":"Neon Genesis Evangelion 2"},{"game_key":"Neon Genesis Evangelion: Girlfriend of Steel","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion:_Girlfriend_of_Steel","evidence":"The Wikipedia infobox lists developer as Gainax Network Systems.","value":"Gainax Network Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion:_Girlfriend_of_Steel","evidence":"The Wikipedia infobox lists publisher as GainaxSega (Sega Saturn)CyberFront (PSP).","value":"GainaxSega (Sega Saturn)CyberFront (PSP)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion:_Girlfriend_of_Steel","evidence":"The Wikipedia infobox lists original platform as PlayStation, PlayStation 2, PSP, Sega Saturn, Microsoft Windows (PC), Macintosh.","value":"PlayStation, PlayStation 2, PSP, Sega Saturn, Microsoft Windows (PC), Macintosh","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion:_Girlfriend_of_Steel","evidence":"The Wikipedia infobox lists genre as Visual novel.","value":"Visual novel","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion:_Girlfriend_of_Steel","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: April 2006.","value":"Japan: April 2006","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Neon_Genesis_Evangelion:_Girlfriend_of_Steel","wikipedia_title":"Neon Genesis Evangelion: Girlfriend of Steel"},{"game_key":"Neon Genesis Evangelion: Typing Project Advanced","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc/210113-shinseiki-evangelion-typing-hokan-keikaku","evidence":"The game page lists PC and Dreamcast versions; the fan patch README equates the English key’s “Typing Project Advanced” name with this title.","value":"Windows PC (original); Dreamcast port followed","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Neon_Genesis_Evangelion_video_games","evidence":"The English-language series list describes the Hokan Keikaku title as a typing game.","value":"Typing / typing-training game","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/210113-shinseiki-evangelion-typing-hokan-keikaku","evidence":"GameFAQs credits Gainax as developer of the original PC title.","value":"Gainax","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/210113-shinseiki-evangelion-typing-hokan-keikaku","evidence":"GameFAQs credits Gainax as publisher of the original PC title.","value":"Gainax","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc/210113-shinseiki-evangelion-typing-hokan-keikaku","evidence":"The PC record gives July 20, 2000; the Dreamcast port has a separate later date.","value":"Japan (Windows PC): 2000-07-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Neon_Genesis_Evangelion_video_games","wikipedia_title":"List of Neon Genesis Evangelion video games"},{"game_key":"Neon Genesis Evangelion: Typing Project E","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Neon_Genesis_Evangelion_video_games","evidence":"The series list identifies the Typing E-Keikaku game on Windows, Dreamcast, and PS2.","value":"Windows PC (original), followed by Dreamcast and PlayStation 2 versions","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Neon_Genesis_Evangelion_video_games","evidence":"The English Wikipedia series list describes the title as a typing-training game.","value":"Typing training","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/372679-shinseiki-evangelion-typing-e-keikaku/boxes","evidence":"The PC release record credits Gainax; later PS2 conversion credits differ, so the value scopes Gainax to the original versions.","value":"Gainax (original PC/Dreamcast; PS2 conversion credited to Artdink)","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/372679-shinseiki-evangelion-typing-e-keikaku/boxes","evidence":"The PC release record lists Gainax as publisher.","value":"Gainax (original PC release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/pc/372679-shinseiki-evangelion-typing-e-keikaku/boxes","evidence":"The PC release entry gives December 24, 1999; later Dreamcast/PS2 dates are separate.","value":"Japan (Windows PC): 1999-12-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Neon_Genesis_Evangelion_video_games","wikipedia_title":"List of Neon Genesis Evangelion video games"},{"game_key":"NES","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NES","wikipedia_title":null},{"game_key":"NES/Famicom","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NES%2FFamicom","wikipedia_title":null},{"game_key":"NES/Famicom/Famicom Disk System/Dendy","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NES%2FFamicom%2FFamicom+Disk+System%2FDendy","wikipedia_title":null},{"game_key":"NetHack 3.6.7","facts":[{"field":"canonical_name","source_url":"https://nethack.org/v367/release.html","evidence":"The NetHack DevTeam’s release page names the official version NetHack 3.6.7.","value":"NetHack 3.6.7","date_granularity":null},{"field":"genre","source_url":"https://www.nethack.org/common/nethackis.html","evidence":"NetHack’s official description calls it a single-player dungeon exploration game.","value":"Single-player dungeon exploration","date_granularity":null},{"field":"regional_release_date","source_url":"https://nethack.org/v367/release.html","evidence":"The official release announcement dates NetHack 3.6.7 to February 16, 2023.","value":"Worldwide: 2023-02-16","date_granularity":"day"},{"field":"developer","source_url":"https://nethack.org/v367/release.html","evidence":"The official release announcement is issued by the NetHack DevTeam.","value":"NetHack DevTeam","date_granularity":null},{"field":"mode","source_url":"https://www.nethack.org/common/nethackis.html","evidence":"NetHack’s official description explicitly identifies it as single-player.","value":"Single-player","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/NetHack","wikipedia_title":"NetHack"},{"game_key":"New Love Plus+","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/LovePlus","evidence":"The article classifies the LovePlus games as dating simulations.","value":"Dating simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/LovePlus","evidence":"The article identifies Konami as developer of LovePlus; it describes New LovePlus+ as an updated LovePlus-series release.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/LovePlus","evidence":"The article identifies Konami as publisher of LovePlus.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/LovePlus","evidence":"The article says New LovePlus was released for Nintendo 3DS and describes New LovePlus+ as its updated version.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/LovePlus","evidence":"The article gives March 27, 2014 as New LovePlus+’s Japanese release date.","value":"Japan: 2014-03-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=New+Love+Plus%2B","wikipedia_title":null},{"game_key":"New Play Control! Pikmin","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/New_Play_Control%21","evidence":"The article describes New Play Control! as a series of GameCube-to-Wii ports.","value":"Wii","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Pikmin","evidence":"The article says the first Pikmin was ported to Wii as a New Play Control! title in 2008.","value":"Wii port of the 2001 GameCube Pikmin, released as a New Play Control! title in 2008","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/New_Play_Control%21","evidence":"The article says Nintendo ported and published the first-party games in the New Play Control! series.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=New+Play+Control%21+Pikmin","wikipedia_title":null},{"game_key":"New Play Control! Pikmin 2","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/New_Play_Control%21","evidence":"The article describes New Play Control! as a series of GameCube-to-Wii ports.","value":"Wii","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/New_Play_Control%21","evidence":"The article identifies Pikmin 2 as a New Play Control! port and notes its North American release was later branded Nintendo Selects.","value":"Wii port of the 2004 GameCube Pikmin 2; its North American 2012 release used Nintendo Selects branding instead of New Play Control!","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/New_Play_Control%21","evidence":"The article says Nintendo ported and published the first-party games in the New Play Control! series.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=New+Play+Control%21+Pikmin+2","wikipedia_title":null},{"game_key":"New Star Soccer 5","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/212780/","evidence":"The Steam product description calls it a football career game; its listed genres include simulation and sports.","value":"Football career simulation game","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/212780/","evidence":"The Steam product listing names New Star Games as developer.","value":"New Star Games","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/212780/","evidence":"The Steam product listing names New Star Games as publisher.","value":"New Star Games","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/212780/","evidence":"The Steam page provides Windows XP/Windows 7 system requirements for the PC product.","value":"Windows PC","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/New_Star_Soccer","evidence":"The article states the fifth version, NSS5, was released in August 2011.","value":"2011-08","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/New_Star_Soccer#New_Star_Soccer_5_(2011)","wikipedia_title":"New Star Soccer"},{"game_key":"New Super Mario Bros.","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html","evidence":"Nintendo product page title.","value":"New Super Mario Bros.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html","evidence":"Nintendo category labels.","value":"Platformer; adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html","evidence":"Nintendo lists Nintendo as developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html","evidence":"Nintendo lists DS original; Wii U is a later Virtual Console version.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html","evidence":"Nintendo UK lists Nintendo DS release 30 June 2006.","value":"30/06/2006","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros.","evidence":"The game article's infobox lists series as Super Mario.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros.","wikipedia_title":"New Super Mario Bros."},{"game_key":"New Super Mario Bros. U","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._U","evidence":"The article classifies New Super Mario Bros. U as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._U","evidence":"The article lists Nintendo EAD as developer of the original release.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._U","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._U","evidence":"The article identifies the Wii U as the original platform.","value":"Wii U","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._U","evidence":"The article says the game is part of the Super Mario series and the fourth entry in the New Super Mario Bros. series.","value":"Super Mario; New Super Mario Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=New+Super+Mario+Bros.+U","wikipedia_title":null},{"game_key":"New Super Mario Bros. Wii","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","evidence":"The game article's infobox lists original platform as Wii.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","evidence":"The game article's infobox lists developer as Nintendo EAD Software Development Group No. 4.","value":"Nintendo EAD Software Development Group No. 4","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","evidence":"The game article's infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","evidence":"The game article's infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","evidence":"The game article's infobox lists series as Super Mario.","value":"Super Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","evidence":"The game article lists the Australia release as 2009-11-12.","value":"Australia: 2009-11-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii","wikipedia_title":"New Super Mario Bros. Wii"},{"game_key":"NFL Head Coach 09 (Xbox 360, title ID 45410841)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NFL_Head_Coach_09","evidence":"The article classifies NFL Head Coach 09 as a sports management game.","value":"Sports management","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NFL_Head_Coach_09","evidence":"The article lists EA Tiburon as developer.","value":"EA Tiburon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NFL_Head_Coach_09","evidence":"The article lists EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NFL_Head_Coach_09","evidence":"The article lists PlayStation 3 and Xbox 360 as platforms.","value":"PlayStation 3 and Xbox 360","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/NFL_Head_Coach_09","evidence":"The article says the game was included with the Madden NFL 09 collector’s edition and later sold standalone.","value":"Released both standalone and in the Madden NFL 09 20th Anniversary Collector’s Edition","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NFL+Head+Coach+09+%28Xbox+360%2C+title+ID+45410841%29","wikipedia_title":null},{"game_key":"NFL Street 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NFL_Street_2","evidence":"The article classifies NFL Street 2 as a sports game and describes it as American football.","value":"Sports; American football","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NFL_Street_2","evidence":"The article lists EA Tiburon as developer.","value":"EA Tiburon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NFL_Street_2","evidence":"The article lists EA Sports BIG as publisher label.","value":"EA Sports BIG","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NFL_Street_2","evidence":"The article lists the original console platforms and a later PSP version.","value":"PlayStation 2, GameCube, and Xbox; later PlayStation Portable","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/NFL_Street_2","evidence":"The article identifies NFL Street 2 as the sequel to NFL Street.","value":"NFL Street","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=NFL+Street+2","wikipedia_title":null},{"game_key":"NHL 07 (Original Xbox, USA)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox/933704-nhl-07/data","evidence":"GameFAQs lists Xbox as the platform.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NHL_07","evidence":"The NHL 07 article credits EA Montreal for the Xbox version.","value":"EA Montreal","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox/933704-nhl-07/data","evidence":"GameFAQs lists EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox/933704-nhl-07/data","evidence":"GameFAQs classifies the Xbox game as a sports hockey simulation.","value":"Sports / ice hockey simulation","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/xbox/933704-nhl-07/data","evidence":"GameFAQs identifies the NHL franchise.","value":"NHL","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox/933704-nhl-07/data","evidence":"GameFAQs lists the North American Xbox release as 12 September 2006.","value":"North America: 2006-09-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/NHL_07","wikipedia_title":"NHL 07"},{"game_key":"NHL 11 Legacy Edition","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The NHL 16 article names the separate PlayStation 3 and Xbox 360 release NHL: Legacy Edition.","value":"NHL: Legacy Edition","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The NHL 16 infobox classifies the game as sports; its text describes the Legacy Edition as the same hockey series release for the prior console generation.","value":"Sports; ice hockey simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The NHL 16 infobox credits EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The NHL 16 infobox credits EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The article states NHL: Legacy Edition was released for PlayStation 3 and Xbox 360.","value":"PlayStation 3 and Xbox 360","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The infobox places the game in the NHL series.","value":"NHL","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/NHL_16#NHL:_Legacy_Edition","evidence":"The article distinguishes the current-generation NHL 16 release from its separately titled PS3/Xbox 360 Legacy Edition.","value":"The article identifies NHL: Legacy Edition as the PS3/Xbox 360 counterpart to NHL 16. The catalog key’s “NHL 11” wording does not identify the 2015 Legacy Edition name.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/NHL_16","wikipedia_title":"NHL 16"},{"game_key":"NHL 14","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NHL_14","evidence":"The Wikipedia infobox lists developer as EA Canada.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NHL_14","evidence":"The Wikipedia infobox lists publisher as EA Sports.","value":"EA Sports","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NHL_14","evidence":"The Wikipedia infobox lists original platform as PlayStation 3Xbox 360.","value":"PlayStation 3Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NHL_14","evidence":"The Wikipedia infobox lists genre as Sports.","value":"Sports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/NHL_14","evidence":"The Wikipedia infobox lists series as NHL series.","value":"NHL series","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/NHL_14","evidence":"The Wikipedia infobox release schedule explicitly lists North America: September 10, 2013.","value":"North America: September 10, 2013","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/NHL_14","wikipedia_title":"NHL 14"},{"game_key":"NHL 95 PC (EA Sports, 1994; DOS/4GW executable HOCKEY.EXE)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/NHL_95","wikipedia_title":"NHL 95"},{"game_key":"NHL Legacy Edition (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The article identifies the genre as Sports (ice hockey).","value":"Sports (ice hockey)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The article identifies Xbox 360 as the platform context.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The source lists North America: 2015-09-15 as a release date.","value":"North America: 2015-09-15","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The source credits EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The source lists EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The source places the game in NHL.","value":"NHL","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/NHL_16","evidence":"The article describes it as an updated NHL 15 based on NHL 14.","value":"Updated NHL 15 for PS3/Xbox 360, based on NHL 14","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/NHL_16","wikipedia_title":"NHL 16"},{"game_key":"Nikki's Travel Quiz","facts":[{"field":"original_platform","source_url":"https://w.atwiki.jp/nitendo/pages/10377.html","evidence":"The Japanese catalog entry identifies this as a Nintendo 3DS download title distributed through Club Nintendo.","value":"Nintendo 3DS (download-only Club Nintendo title)","date_granularity":null},{"field":"genre","source_url":"https://w.atwiki.jp/nitendo/pages/10377.html","evidence":"The entry classifies the game as a quiz title.","value":"Quiz","date_granularity":null},{"field":"developer","source_url":"https://jupiter.tjm.jp/e/product-order/","evidence":"Jupiter's official product listing includes Nikki no Tabisuru Quiz among its software products.","value":"Jupiter Corporation","date_granularity":null},{"field":"publisher","source_url":"https://w.atwiki.jp/nitendo/pages/10377.html","evidence":"The entry identifies Nintendo as publisher for the Club Nintendo distribution.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Nintendo_products","evidence":"The Nintendo products list gives 21 April 2015 as the Japanese release date for Nikki's Travel Quiz.","value":"Japan: 2015-04-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nikki%27s+Travel+Quiz","wikipedia_title":null},{"game_key":"Ninja Burai Densetsu (also titled Legend of Ninja Burai)","facts":[{"field":"genre","source_url":"https://fr.wikipedia.org/wiki/Ninja_Burai_Densetsu","evidence":"The French Wikipedia article classifies Ninja Burai Densetsu as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://fr.wikipedia.org/wiki/Ninja_Burai_Densetsu","evidence":"The French Wikipedia article lists Sanritsu as developer.","value":"Sanritsu","date_granularity":null},{"field":"publisher","source_url":"https://fr.wikipedia.org/wiki/Ninja_Burai_Densetsu","evidence":"The French Wikipedia article lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://fr.wikipedia.org/wiki/Ninja_Burai_Densetsu","evidence":"The French Wikipedia article identifies Mega Drive as the platform.","value":"Mega Drive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ninja+Burai+Densetsu+%28also+titled+Legend+of+Ninja+Burai%29","wikipedia_title":null},{"game_key":"Ninja Gaiden Black","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox/928401-ninja-gaiden-black/data/1000","evidence":"GameFAQs lists the original Xbox as the platform.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox/928401-ninja-gaiden-black/data/1000","evidence":"GameFAQs credits Team Ninja.","value":"Team Ninja","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox/928401-ninja-gaiden-black/data/1000","evidence":"GameFAQs credits Tecmo.","value":"Tecmo","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox/928401-ninja-gaiden-black/data/1000","evidence":"GameFAQs classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/xbox/928401-ninja-gaiden-black/data/1000","evidence":"GameFAQs identifies the Ninja Gaiden franchise.","value":"Ninja Gaiden","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox/928401-ninja-gaiden-black/data/1000","evidence":"GameFAQs lists the North American release as 20 September 2005.","value":"North America: 2005-09-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ninja+Gaiden+Black","wikipedia_title":null},{"game_key":"Ninku: Tsuyokina Yatsura no Daigekitotsu!","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/saturn/574264-ninku-tsuyokina-yatsura-no-daigekitotsu/data","evidence":"The game data identifies the Sega Saturn release.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/saturn/574264-ninku-tsuyokina-yatsura-no-daigekitotsu/data","evidence":"GameFAQs classifies the title under action and 2D fighting.","value":"Action / 2D fighting","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/saturn/574264-ninku-tsuyokina-yatsura-no-daigekitotsu/data","evidence":"GameFAQs credits SIMS as developer; MobyGames independently lists the same developer.","value":"SIMS","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/saturn/574264-ninku-tsuyokina-yatsura-no-daigekitotsu/data","evidence":"GameFAQs lists Sega as publisher of the Saturn game.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/208802/ninku-tsuyoki-na-yatsura-no-daigekitotsu/releases/","evidence":"The Saturn release record gives 2 February 1996 in Japan.","value":"Japan: 1996-02-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ninku%3A+Tsuyokina+Yatsura+no+Daigekitotsu%21","wikipedia_title":null},{"game_key":"Nintendo 3DS","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+3DS","wikipedia_title":null},{"game_key":"Nintendo 64","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+64","wikipedia_title":null},{"game_key":"Nintendo 64/Nintendo 64 Disk Drive","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+64%2FNintendo+64+Disk+Drive","wikipedia_title":null},{"game_key":"Nintendo DS","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+DS","wikipedia_title":null},{"game_key":"Nintendo DS/DSi","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+DS%2FDSi","wikipedia_title":null},{"game_key":"Nintendo GameCube/Wii","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+GameCube%2FWii","wikipedia_title":null},{"game_key":"Nintendo Switch 2 software (prototype)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+Switch+2+software+%28prototype%29","wikipedia_title":null},{"game_key":"Nintendo Switch and Switch 2 software (prototype)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+Switch+and+Switch+2+software+%28prototype%29","wikipedia_title":null},{"game_key":"Nintendo Switch games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+Switch+games","wikipedia_title":null},{"game_key":"Nintendo Switch games and homebrew","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+Switch+games+and+homebrew","wikipedia_title":null},{"game_key":"Nintendo Switch homebrew and games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendo+Switch+homebrew+and+games","wikipedia_title":null},{"game_key":"Nintendogs: Dachshund & Friends (Nintendo DS USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Nintendogs","evidence":"The article classifies Nintendogs as a pet-raising simulation.","value":"Pet-raising simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Nintendogs","evidence":"The article lists Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Nintendogs","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Nintendogs","evidence":"The article identifies Nintendo DS as the platform for the Nintendogs versions.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Nintendo_products","evidence":"The Nintendo products list gives August 22, 2005 for the Dachshund & Friends North American release.","value":"North America: 2005-08-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nintendogs%3A+Dachshund+%26+Friends+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"Nisekoi: Yomeiri!?","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Nisekoi","evidence":"Wikipedia’s Nisekoi article identifies the PlayStation Vita adaptation as developed by Konami.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Nisekoi","evidence":"Wikipedia identifies Konami as publisher of the game adaptation.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/vita/802000-nisekoi-yomeiri/data","evidence":"GameFAQs classifies Nisekoi: Yomeiri!? as an Adventure title; MobyGames further describes it as a romantic visual novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Nisekoi","evidence":"Wikipedia identifies the game adaptation as a PlayStation Vita title; maintainer README gives Japanese title ID PCSG00397.","value":["PlayStation Vita"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Nisekoi","evidence":"Wikipedia identifies the Vita game release on November 27, 2014.","value":2014,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Nisekoi","wikipedia_title":"Nisekoi"},{"game_key":"No One Lives Forever 2: A Spy in H.A.R.M.’s Way","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M.%27s_Way","evidence":"The article credits Monolith Productions as developer.","value":"Monolith Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M.%27s_Way","evidence":"The article lists Fox Interactive and Vivendi Universal Games, with the latter release under the Sierra Entertainment brand.","value":"Fox Interactive; Vivendi Universal Games (Sierra Entertainment brand)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M.%27s_Way","evidence":"The article identifies Windows as the initial platform; Mac OS X was released later.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M.%27s_Way","evidence":"The article classifies the game as a first-person shooter and stealth game.","value":"First-person shooter / stealth","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M.%27s_Way","wikipedia_title":"No One Lives Forever 2: A Spy in H.A.R.M.'s Way"},{"game_key":"Nobunaga no Yabou","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gba/565440-nobunaga-no-yabou/data","evidence":"The product record identifies the genre as Strategy.","value":"Strategy","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gba/565440-nobunaga-no-yabou/data","evidence":"The product record identifies Game Boy Advance as the platform context.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gba/565440-nobunaga-no-yabou/data","evidence":"The source lists Japan: 2001-09-28 as a release date.","value":"Japan: 2001-09-28","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gba/565440-nobunaga-no-yabou/data","evidence":"The source credits Koei and Inis as developer.","value":"Koei and Inis","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gba/565440-nobunaga-no-yabou/data","evidence":"The source lists Koei as publisher.","value":"Koei","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/gba/565440-nobunaga-no-yabou/data","evidence":"The source places the game in Nobunaga's Ambition.","value":"Nobunaga's Ambition","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nobunaga+no+Yabou","wikipedia_title":null},{"game_key":"Nobunaga no Yabou: Shinsei","facts":[{"field":"genre","source_url":"https://www.gamecity.ne.jp/shinsei/","evidence":"The product record identifies the genre as Historical simulation.","value":"Historical simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.gamecity.ne.jp/shinsei/","evidence":"The product record identifies PlayStation 4, Nintendo Switch, and Windows/Steam as the platform context.","value":"PlayStation 4, Nintendo Switch, and Windows/Steam","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gamecity.ne.jp/shinsei/","evidence":"The source lists Japan: 2022-07-21 as a release date.","value":"Japan: 2022-07-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.gamecity.ne.jp/shinsei/","evidence":"The source credits Shibusawa Kou as developer.","value":"Shibusawa Kou","date_granularity":null},{"field":"publisher","source_url":"https://www.gamecity.ne.jp/shinsei/","evidence":"The source lists Koei Tecmo Games as publisher.","value":"Koei Tecmo Games","date_granularity":null},{"field":"series","source_url":"https://www.gamecity.ne.jp/news/9887.html","evidence":"Koei Tecmo identifies Shinsei as the 16th title in the Nobunaga no Yabou series.","value":"Nobunaga's Ambition","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nobunaga+no+Yabou%3A+Shinsei","wikipedia_title":null},{"game_key":"Nobunaga no Yabou: Shinsei Power-Up Kit","facts":[{"field":"genre","source_url":"https://www.gamecity.ne.jp/shinsei/wpk/products/win_spec.html","evidence":"The product record identifies the genre as Historical simulation.","value":"Historical simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.gamecity.ne.jp/shinsei/wpk/products/win_spec.html","evidence":"The product record identifies PlayStation 4, Nintendo Switch, and Windows/Steam as the platform context.","value":"PlayStation 4, Nintendo Switch, and Windows/Steam","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gamecity.ne.jp/shinsei/wpk/products/win_spec.html","evidence":"The source lists Japan: 2023-07-20 as a release date.","value":"Japan: 2023-07-20","date_granularity":"day"},{"field":"developer","source_url":"https://www.gamecity.ne.jp/shinsei/wpk/products/win_spec.html","evidence":"The source credits Shibusawa Kou as developer.","value":"Shibusawa Kou","date_granularity":null},{"field":"publisher","source_url":"https://www.gamecity.ne.jp/shinsei/wpk/products/win_spec.html","evidence":"The source lists Koei Tecmo Games as publisher.","value":"Koei Tecmo Games","date_granularity":null},{"field":"series","source_url":"https://www.gamecity.ne.jp/news/12836.html","evidence":"Koei Tecmo describes the Power-Up Kit release as a 40th-anniversary work in the Nobunaga no Yabou series.","value":"Nobunaga's Ambition","date_granularity":null},{"field":"edition_context","source_url":"https://www.gamecity.ne.jp/shinsei/wpk/products/win_spec.html","evidence":"The official product page labels the product Shinsei with the Power-Up Kit.","value":"Power-Up Kit edition of Nobunaga no Yabou: Shinsei","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nobunaga+no+Yabou%3A+Shinsei+Power-Up+Kit","wikipedia_title":null},{"game_key":"Nobunaga's Ambition DS 2","facts":[{"field":"original_platform","source_url":"https://www.nintendo.co.jp/ds/software/cn2j/index.html","evidence":"Nintendo's official product page identifies the title as DS software.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.co.jp/ds/software/cn2j/index.html","evidence":"Nintendo classifies the game as a historical simulation.","value":"Historical simulation","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.co.jp/ds/software/cn2j/index.html","evidence":"The official page credits Koei.","value":"Koei","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.co.jp/ds/software/cn2j/index.html","evidence":"The official page identifies Koei as the rights holder and publisher for this edition.","value":"Koei","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/ds/software/cn2j/index.html","evidence":"Nintendo gives the Japanese release date as 31 July 2008.","value":"Japan: 2008-07-31","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nobunaga%27s+Ambition+DS+2","wikipedia_title":null},{"game_key":"Nocturne","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Nocturne_%28video_game%29","evidence":"The article classifies Nocturne as action-adventure and survival horror.","value":"Action-adventure; survival horror","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Nocturne_%28video_game%29","evidence":"The article lists Terminal Reality as developer.","value":"Terminal Reality","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Nocturne_%28video_game%29","evidence":"The article lists Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Nocturne_(video_game)","evidence":"The article identifies Nocturne as a 1999 video game.","value":"1999","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Nocturne","wikipedia_title":null},{"game_key":"Ogre Battle 64: Person of Lordly Caliber","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/3646/ogre-battle-64-person-of-lordly-caliber/","evidence":"MobyGames lists the Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/3646/ogre-battle-64-person-of-lordly-caliber/","evidence":"MobyGames credits Quest Corporation.","value":"Quest Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle_64","evidence":"The game article identifies Nintendo as Japanese publisher and Atlus as North American publisher.","value":"Nintendo (Japan); Atlus (North America)","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/3646/ogre-battle-64-person-of-lordly-caliber/","evidence":"MobyGames describes the title as a tactical role-playing game.","value":"Tactical role-playing / strategy","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle_64","evidence":"The game article identifies it as an Ogre Battle series entry.","value":"Ogre Battle","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle_64","evidence":"The game article states that the Japanese release was 14 July 1999.","value":"Japan: 1999-07-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ogre+Battle+64%3A+Person+of+Lordly+Caliber","wikipedia_title":null},{"game_key":"Ogre Battle: The March of the Black Queen","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle:_The_March_of_the_Black_Queen","evidence":"The article identifies Super NES as the original platform and lists Saturn, PlayStation, and mobile as later ports.","value":"Super Nintendo Entertainment System (Super NES)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle:_The_March_of_the_Black_Queen","evidence":"The infobox lists tactical role-playing and real-time strategy.","value":"Tactical role-playing / real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle:_The_March_of_the_Black_Queen","evidence":"The article credits Quest Corporation as developer.","value":"Quest Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle:_The_March_of_the_Black_Queen","evidence":"The article assigns Quest to the Japanese Super NES release and Enix America to the North American release.","value":"Quest Corporation (Japan); Enix America (North America)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ogre_Battle:_The_March_of_the_Black_Queen","evidence":"The article lists 12 March 1993 in Japan and May 1995 in North America for the Super NES release.","value":"Super NES: Japan 1993-03-12; North America 1995-05","date_granularity":"mixed"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ogre_Battle:_The_March_of_the_Black_Queen","wikipedia_title":"Ogre Battle: The March of the Black Queen"},{"game_key":"Okaeri! Chibi-Robo! Happy Richie Ōsōji!","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ds/960788-okaeri-chibi-robo-happy-richie-oosouji/data","evidence":"GameFAQs lists Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/960788-okaeri-chibi-robo-happy-richie-oosouji/data","evidence":"GameFAQs credits Skip Ltd.","value":"Skip Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ds/960788-okaeri-chibi-robo-happy-richie-oosouji/data","evidence":"GameFAQs credits Nintendo.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ds/960788-okaeri-chibi-robo-happy-richie-oosouji/data","evidence":"GameFAQs classifies the game as action-adventure/open-world.","value":"Action-adventure / open-world","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/98091/okaeri-chibi-robo-happy-richie-osoji/","evidence":"MobyGames identifies the title as the third game in the Chibi-Robo series.","value":"Chibi-Robo!","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ds/960788-okaeri-chibi-robo-happy-richie-oosouji/data","evidence":"GameFAQs lists the Japanese release as 23 July 2009.","value":"Japan: 2009-07-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Okaeri%21+Chibi-Robo%21+Happy+Richie+%C5%8Cs%C5%8Dji%21","wikipedia_title":null},{"game_key":"Okamiden","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/%C5%8Ckamiden","evidence":"The article classifies Ōkamiden as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/%C5%8Ckamiden","evidence":"The article lists Mobile & Game Studio, Inc. as developer.","value":"Mobile & Game Studio, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/%C5%8Ckamiden","evidence":"The article lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/%C5%8Ckamiden","evidence":"The article identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/%C5%8Ckamiden","evidence":"The article describes Ōkamiden as a spiritual successor rather than a direct sequel to Ōkami.","value":"Spiritual successor to Ōkami","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Okamiden","wikipedia_title":null},{"game_key":"Omega Race","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Omega_Race","evidence":"The game article's infobox lists original platform as Arcade.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Omega_Race","evidence":"The game article's infobox lists developer as Midway Manufacturing.","value":"Midway Manufacturing","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Omega_Race","evidence":"The game article's infobox lists publisher as Midway Manufacturing.","value":"Midway Manufacturing","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Omega_Race","evidence":"The game article's infobox lists genre as Shoot ’em up.","value":"Shoot ’em up","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Omega_Race","evidence":"The game article lists the North America release as 1981-08.","value":"North America: 1981-08","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Omega_Race","wikipedia_title":"Omega Race"},{"game_key":"Oni Zero: Fukkatsu","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/41157/oni-zero-fukkatsu/","evidence":"MobyGames identifies the PlayStation as platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/41157/oni-zero-fukkatsu/","evidence":"MobyGames credits Pandora Box.","value":"Pandora Box","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/41157/oni-zero-fukkatsu/","evidence":"MobyGames credits Pandora Box.","value":"Pandora Box","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/41157/oni-zero-fukkatsu/","evidence":"MobyGames classifies this title as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/41157/oni-zero-fukkatsu/","evidence":"MobyGames identifies the Oni series.","value":"Oni","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/41157/oni-zero-fukkatsu/","evidence":"MobyGames lists the Japanese release as 22 March 2001.","value":"Japan: 2001-03-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Oni+Zero+Fukkatsu+PlayStation+game","wikipedia_title":null},{"game_key":"OpenArena","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/OpenArena","evidence":"The article identifies OpenArena as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/OpenArena","evidence":"The article infobox credits the free software community as developer.","value":"Free software community","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/OpenArena","evidence":"The article says OpenArena was officially released for Windows, Linux, and macOS.","value":"Microsoft Windows, Linux, macOS","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/OpenArena","evidence":"The article lists the game’s release year as 2005.","value":"2005","date_granularity":"year"},{"field":"related_work","source_url":"https://en.wikipedia.org/wiki/OpenArena","evidence":"The article describes OpenArena as a fork of ioquake, itself a fork of Quake III Arena.","value":"Fork of ioquake3, itself a fork of Quake III Arena","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/OpenArena","wikipedia_title":"OpenArena"},{"game_key":"OpenGL applications/games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=OpenGL+applications%2Fgames+%28multi-title%29","wikipedia_title":null},{"game_key":"OpenGL ES applications and games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=OpenGL+ES+applications+and+games+%28multi-title%29","wikipedia_title":null},{"game_key":"OpenTTD / Transport Tycoon Deluxe","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/OpenTTD","evidence":"The article classifies OpenTTD as a business simulation game.","value":"OpenTTD: business simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/OpenTTD","evidence":"The article lists the OpenTTD Team as developer.","value":"OpenTTD: OpenTTD Team","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/OpenTTD","evidence":"The article lists these platforms for OpenTTD.","value":"OpenTTD: Windows, macOS, Android, Solaris, FreeBSD, Linux, OS/2, and Haiku","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/OpenTTD","evidence":"The article gives March 6, 2004 as the first OpenTTD release date.","value":"OpenTTD: 2004-03-06","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/OpenTTD","evidence":"The article describes OpenTTD as an open-source remake and expansion of Transport Tycoon Deluxe.","value":"OpenTTD is an open-source remake and expansion of Transport Tycoon Deluxe (1995)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Transport_Tycoon","evidence":"The article classifies Transport Tycoon as a business simulation and identifies Deluxe as an expanded version.","value":"Transport Tycoon Deluxe: business simulation","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Transport_Tycoon","evidence":"The article says Transport Tycoon Deluxe was released in 1995.","value":"Transport Tycoon Deluxe: 1995","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/OpenTTD","wikipedia_title":"OpenTTD"},{"game_key":"Original Xbox and Sega Chihiro software","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Original+Xbox+and+Sega+Chihiro+software","wikipedia_title":null},{"game_key":"Ostranauts","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/1022980/Ostranauts/","evidence":"The product record identifies the genre as Simulation; role-playing.","value":"Simulation; role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/1022980/Ostranauts/","evidence":"The product record identifies Windows PC (Steam) as the platform context.","value":"Windows PC (Steam)","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1022980/Ostranauts/","evidence":"The source lists Early Access: 2020-09-10 as a release date.","value":"Early Access: 2020-09-10","date_granularity":"day"},{"field":"developer","source_url":"https://store.steampowered.com/app/1022980/Ostranauts/","evidence":"The source credits Blue Bottle Games as developer.","value":"Blue Bottle Games","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1022980/Ostranauts/","evidence":"The source lists Kitfox Games as publisher.","value":"Kitfox Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1022980/Ostranauts/","evidence":"Steam lists August 3, 2026 as the full release; it separately lists September 10, 2020 for Early Access.","value":"Full release: 2026-08-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ostranauts","wikipedia_title":null},{"game_key":"Otogirisou","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article classifies Otogirisō as a visual novel and describes its format as a Sound Novel.","value":"Visual novel (Sound Novel)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article lists Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article lists Chunsoft as publisher.","value":"Chunsoft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article identifies Super Famicom as the original platform.","value":"Super Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article gives March 7, 1992 as the Super Famicom release date.","value":"Japan: 1992-03-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Otogirisou","wikipedia_title":null},{"game_key":"Otogirisou – Sosei Hen","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article identifies the Otogirisō Sosei Hen remake as a PlayStation release.","value":"PlayStation","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article describes Sosei Hen as a remake with new sound effects and graphics.","value":"PlayStation remake of the 1992 Otogirisō, with new sound effects and graphics","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Otogiris%C5%8D","evidence":"The article says Chunsoft announced the remake for release on March 25, 1999.","value":"Japan: 1999-03-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Otogirisou+%E2%80%93+Sosei+Hen","wikipedia_title":null},{"game_key":"Our Life: Beginnings & Always","facts":[{"field":"genre","source_url":"https://www.gbpatchgames.com/presskit","evidence":"The developer’s press kit describes it as a nostalgic visual novel and a feel-good simulation.","value":"Visual novel; life simulation","date_granularity":null},{"field":"developer","source_url":"https://www.gbpatchgames.com/presskit","evidence":"The developer’s factsheet lists GB Patch Games as developer.","value":"GB Patch Games","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1129190/Our_Life_Beginnings__Always/","evidence":"The Steam store page lists GB Patch Games as publisher.","value":"GB Patch Games","date_granularity":null},{"field":"original_platform","source_url":"https://www.gbpatchgames.com/presskit","evidence":"The developer’s factsheet lists Windows, Linux, Mac, Android, and Steam (PC) platforms.","value":"Windows, Linux, and macOS; later Android","date_granularity":null},{"field":"release_date","source_url":"https://www.gbpatchgames.com/presskit","evidence":"The developer’s factsheet gives November 16, 2020 as the release date.","value":"2020-11-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Our+Life%3A+Beginnings+%26+Always","wikipedia_title":null},{"game_key":"OutRun Online Arcade (Xbox 360 XBLA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/OutRun_Online_Arcade","evidence":"The game article's infobox lists original platform as Xbox 360; PlayStation 3.","value":"Xbox 360; PlayStation 3","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/OutRun_Online_Arcade","evidence":"The game article's infobox lists developer as Sumo Digital.","value":"Sumo Digital","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/OutRun_Online_Arcade","evidence":"The game article's infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/OutRun_Online_Arcade","evidence":"The game article's infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/OutRun_Online_Arcade","evidence":"The game article's infobox lists series as Out Run.","value":"Out Run","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/OutRun_Online_Arcade","evidence":"The game article lists the North America (Xbox 360) release as 2009-04-15.","value":"North America (Xbox 360): 2009-04-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=OutRun+Online+Arcade+Xbox+360+video+game","wikipedia_title":null},{"game_key":"Overwatch","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","evidence":"The game article's infobox lists original platform as Windows; PlayStation 4; Xbox One.","value":"Windows; PlayStation 4; Xbox One","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","evidence":"The game article's infobox lists developer as Blizzard Entertainment.","value":"Blizzard Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","evidence":"The game article's infobox lists publisher as Blizzard Entertainment.","value":"Blizzard Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","evidence":"The game article's infobox lists genre as First-person shooter / hero shooter.","value":"First-person shooter / hero shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","evidence":"The game article's infobox lists series as Overwatch.","value":"Overwatch","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","evidence":"The game article lists the Worldwide release as 2016-05-24.","value":"Worldwide: 2016-05-24","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Overwatch_(2016_video_game)","wikipedia_title":"Overwatch (2016 video game)"},{"game_key":"P.T.","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/70757/pt/","evidence":"MobyGames classifies P.T. as survival horror and describes it as a first-person horror teaser.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/70757/pt/","evidence":"The entry identifies the P.T. demo as a PlayStation 4 release.","value":"PlayStation 4","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/70757/pt/releases/","evidence":"MobyGames records the P.T. PlayStation 4 demo release on August 12, 2014.","value":"2014-08-12","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/70757/pt/","evidence":"The entry credits 7780s Studio and Kojima Productions as developers.","value":["7780s Studio","Kojima Productions"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","wikipedia_title":"P.T. (video game)"},{"game_key":"P.T. (CUSA01127; user-supplied PS4 game data)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The article identifies the work by the title P.T. and expands the initials as playable teaser.","value":"P.T.","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The infobox classifies P.T. as psychological horror.","value":"Psychological horror","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The article says the game was developed by Kojima Productions under the name 7780s Studio.","value":"Kojima Productions (credited under the pseudonym 7780s Studio)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The infobox credits Konami Digital Entertainment as publisher.","value":"Konami Digital Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The infobox lists PlayStation 4 as the platform.","value":"PlayStation 4","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The infobox and release section date the free PS4 release to August 12, 2014.","value":"Worldwide: 2014-08-12","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","evidence":"The article describes P.T. as an interactive teaser and records its removal after Silent Hills was cancelled.","value":"P.T. was a free interactive teaser for the cancelled Silent Hills project; Konami later removed it from the PlayStation Store and made it impossible to reinstall.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/P.T._(video_game)","wikipedia_title":"P.T. (video game)"},{"game_key":"P.T. (PlayStation 4, CUSA01127 reference dump)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/P.T._%28video_game%29","evidence":"The article classifies P.T. as psychological horror.","value":"Psychological horror","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/P.T._%28video_game%29","evidence":"The article lists Kojima Productions, operating under 7780s Studio, as developer.","value":"Kojima Productions (under the pseudonym 7780s Studio)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/P.T._%28video_game%29","evidence":"The article lists Konami Digital Entertainment as publisher.","value":"Konami Digital Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/P.T._%28video_game%29","evidence":"The article identifies PlayStation 4 as the platform.","value":"PlayStation 4","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/P.T._%28video_game%29","evidence":"The article describes P.T. as a free interactive teaser for Silent Hills.","value":"Free interactive teaser for the cancelled Silent Hills","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=P.T.+%28PlayStation+4%2C+CUSA01127+reference+dump%29","wikipedia_title":null},{"game_key":"Pac-Man","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pac-Man","evidence":"The Wikipedia infobox lists developer as Namco.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pac-Man","evidence":"The Wikipedia infobox lists publisher as JP/DE: NamcoNA/FRA: Midway Manufacturing.","value":"JP/DE: NamcoNA/FRA: Midway Manufacturing","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pac-Man","evidence":"The Wikipedia infobox lists genre as Maze.","value":"Maze","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pac-Man","evidence":"The Wikipedia infobox lists series as Pac-Man.","value":"Pac-Man","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pac-Man","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: May 22, 1980.","value":"Japan: May 22, 1980","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pac-Man","wikipedia_title":"Pac-Man"},{"game_key":"PAC-MAN Championship Edition DX","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/49779/pac-man-championship-edition-dx/","evidence":"MobyGames identifies the 2010 game as Pac-Man: Championship Edition DX and lists Pac-Man Championship Edition DX+ as a later update.","value":"Pac-Man: Championship Edition DX","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/49779/pac-man-championship-edition-dx/","evidence":"MobyGames classifies Pac-Man: Championship Edition DX as an action game with maze gameplay.","value":"Maze / action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/49779/pac-man-championship-edition-dx/","evidence":"MobyGames records the first release on Xbox 360 in November 2010.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.bandainamcoent.co.jp/cs/sp/dl/dl_xbox_live.php","evidence":"Bandai Namco’s official Xbox Live catalog lists PAC-MAN Championship Edition DX with a Japan delivery date of November 17, 2010.","value":"Japan: 2010-11-17","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/49779/pac-man-championship-edition-dx/","evidence":"MobyGames credits Namco Bandai Games and Namco Bandai Studios as developers.","value":"Namco Bandai Games; Namco Bandai Studios","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/49779/pac-man-championship-edition-dx/","evidence":"MobyGames lists Namco Bandai Games among the game’s publishers.","value":"Namco Bandai Games","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pac-Man_Championship_Edition_DX","wikipedia_title":"Pac-Man Championship Edition DX"},{"game_key":"PangYa PC client and Direct3D renderer","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/PangYa","evidence":"The Wikipedia infobox lists developer as Ntreev Soft.","value":"Ntreev Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/PangYa","evidence":"The Wikipedia infobox lists publisher as KOR: Smilegate Megaport, NHN Corp.,WW: Smilegate Europe.","value":"KOR: Smilegate Megaport, NHN Corp.,WW: Smilegate Europe","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/PangYa","evidence":"The Wikipedia infobox lists original platform as Windows.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/PangYa","evidence":"The Wikipedia infobox lists genre as Golf, MMORPG.","value":"Golf, MMORPG","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/PangYa","evidence":"The Wikipedia infobox release schedule explicitly lists North America: 2005.","value":"North America: 2005","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/PangYa","wikipedia_title":"PangYa"},{"game_key":"PangYa: Super Swing Golf (Wii USA RPYE9B)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Swing_Golf","evidence":"The article classifies Super Swing Golf as a golf video game.","value":"Golf","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Swing_Golf","evidence":"The article lists Ntreev Soft as developer.","value":"Ntreev Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Swing_Golf","evidence":"The article lists Tecmo as publisher.","value":"Tecmo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Swing_Golf","evidence":"The article identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Super_Swing_Golf","evidence":"The article says Super Swing Golf is based on the online game PangYa.","value":"Console game based on the online golf game PangYa","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=PangYa%3A+Super+Swing+Golf+%28Wii+USA+RPYE9B%29","wikipedia_title":null},{"game_key":"Panzer Dragoon Saga","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/7436/panzer-dragoon-saga/","evidence":"MobyGames classifies Panzer Dragoon Saga as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7436/panzer-dragoon-saga/","evidence":"The entry lists the original release on Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7436/panzer-dragoon-saga/releases/","evidence":"The Sega Saturn release record lists Japan on January 29, 1998.","value":"Japan: 1998-01-29","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/7436/panzer-dragoon-saga/releases/","evidence":"The original Sega Saturn release credits Team Andromeda as developer.","value":"Team Andromeda","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7436/panzer-dragoon-saga/releases/","evidence":"The original Japanese Sega Saturn release names SEGA Enterprises Ltd. as publisher.","value":"SEGA Enterprises Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/1874/panzer-dragoon-series/","evidence":"MobyGames groups Panzer Dragoon Saga with the Panzer Dragoon series and describes its shared setting.","value":"Panzer Dragoon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Panzer_Dragoon_Saga","wikipedia_title":"Panzer Dragoon Saga"},{"game_key":"Paper Airplane Chase","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Paper_Airplane_Chase","evidence":"The article lists the game genre as action.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Paper_Airplane_Chase","evidence":"The article credits Nintendo SPD as developer.","value":"Nintendo SPD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Paper_Airplane_Chase","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Paper_Airplane_Chase","evidence":"The article describes Paper Airplane Chase as a spin-off of the WarioWare series.","value":"WarioWare","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Paper_Airplane_Chase","evidence":"The article lists Nintendo DSi as the platform.","value":"Nintendo DSi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Paper_Airplane_Chase","wikipedia_title":"Paper Airplane Chase"},{"game_key":"Paper Mario","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Paper-Mario-269624.html","evidence":"Nintendo UK identifies Nintendo 64 as the original system; its later Wii and Wii U entries are Virtual Console releases.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/wii/vc/vc_ms/vc_ms_01.html","evidence":"Nintendo Japan says Mario Story was released on 11 August 2000.","value":"Japan: 2000-08-11","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Paper-Mario-269624.html","evidence":"Nintendo UK lists the Nintendo 64 release date as 5 October 2001 and lists English, German, French, and Spanish as available languages.","value":"United Kingdom: 2001-10-05","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Paper-Mario-269624.html","evidence":"Nintendo categorizes the game as Adventure and RPG.","value":"Adventure / RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Paper-Mario-269624.html","evidence":"Nintendo credits Intelligent Systems as developer.","value":"Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Paper-Mario-269624.html","evidence":"Nintendo credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"canonical_name","source_url":"https://www.nintendo.co.jp/wii/vc/vc_ms/vc_ms_01.html","evidence":"Nintendo Japan identifies the Japanese game title as Mario Story (マリオストーリー).","value":"Mario Story (Japanese title)","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/8051/paper-mario-series/","evidence":"MobyGames identifies the Paper Mario series and includes the game among its entries.","value":"Paper Mario series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Paper_Mario_(video_game)","wikipedia_title":"Paper Mario (video game)"},{"game_key":"Paper Mario: The Thousand-Year Door","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Paper-Mario-The-Thousand-Year-Door-268500.html","evidence":"Nintendo product page title.","value":"Paper Mario: The Thousand-Year Door","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Paper-Mario-The-Thousand-Year-Door-268500.html","evidence":"Nintendo category labels.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Paper-Mario-The-Thousand-Year-Door-268500.html","evidence":"Nintendo lists Intelligent Systems as developer.","value":"Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Paper-Mario-The-Thousand-Year-Door-268500.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Paper-Mario-The-Thousand-Year-Door-268500.html","evidence":"Product page identifies GameCube system.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Paper-Mario-The-Thousand-Year-Door-268500.html","evidence":"Nintendo lists release 12 November 2004 in UK listing.","value":"12/11/2004","date_granularity":"day"},{"field":"series","source_url":"https://www.mobygames.com/group/8051/paper-mario-series/","evidence":"MobyGames identifies the Paper Mario series and includes The Thousand-Year Door among its entries.","value":"Paper Mario series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Paper_Mario:_The_Thousand-Year_Door","wikipedia_title":"Paper Mario: The Thousand-Year Door"},{"game_key":"PARANORMASIGHT: The Seven Mysteries of Honjo","facts":[{"field":"canonical_name","source_url":"https://www.jp.square-enix.com/paranormasight/","evidence":"Square Enix’s official site gives the title as PARANORMASIGHT: The Seven Mysteries of Honjo.","value":"PARANORMASIGHT: The Seven Mysteries of Honjo","date_granularity":null},{"field":"genre","source_url":"https://www.jp.square-enix.com/paranormasight/","evidence":"Square Enix describes the game as a horror mystery adventure.","value":"Horror mystery adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.jp.square-enix.com/paranormasight/","evidence":"Square Enix’s official Japanese site lists Nintendo Switch, Steam, iOS, and Android as its download platforms.","value":"Nintendo Switch, Steam, iOS, Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.jp.square-enix.com/paranormasight/","evidence":"Square Enix lists March 9, 2023 as the Japanese release date.","value":"Japan: 2023-03-09","date_granularity":"day"},{"field":"publisher","source_url":"https://www.nintendo.com/es-es/Juegos/Programas-descargables-Nintendo-Switch/PARANORMASIGHT-The-Seven-Mysteries-of-Honjo-2340650.html","evidence":"Nintendo’s product listing identifies SQUARE ENIX CO., LTD. as distributor.","value":"Square Enix","date_granularity":null},{"field":"mode","source_url":"https://www.jp.square-enix.com/paranormasight/","evidence":"Square Enix’s official Japanese product page lists one player.","value":"Single-player","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Paranormasight%3A_The_Seven_Mysteries_of_Honjo","wikipedia_title":"Paranormasight: The Seven Mysteries of Honjo"},{"game_key":"PaRappa the Rapper","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper","evidence":"The article identifies PlayStation as the original platform; PSP and PS4 versions are later releases.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper","evidence":"The infobox and opening classify it as a rhythm game.","value":"Rhythm","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper","evidence":"The article credits NanaOn-Sha as developer.","value":"NanaOn-Sha","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper","evidence":"The article lists these regional dates for the original PlayStation release.","value":"PlayStation: Japan 1996-12-06; Europe 1997-09-26; North America 1997-11-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper","wikipedia_title":"PaRappa the Rapper"},{"game_key":"PaRappa the Rapper 2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/9051/parappa-the-rapper-2/","evidence":"MobyGames describes the title as a rhythm-based music game and classifies its gameplay as music/rhythm.","value":"Rhythm / music","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9051/parappa-the-rapper-2/","evidence":"The entry identifies the original release platform as PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9051/parappa-the-rapper-2/releases/","evidence":"The PlayStation 2 release record lists Japan on August 30, 2001.","value":"Japan: 2001-08-30","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/9051/parappa-the-rapper-2/releases/","evidence":"The Japanese PlayStation 2 release record credits NanaOn-Sha and Sony Computer Entertainment as developers.","value":["NanaOn-Sha Co., Ltd.","Sony Computer Entertainment Inc."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/9051/parappa-the-rapper-2/releases/","evidence":"The Japanese PlayStation 2 release record names Sony Computer Entertainment Inc. as publisher.","value":"Sony Computer Entertainment Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/PaRappa_the_Rapper_2","wikipedia_title":"PaRappa the Rapper 2"},{"game_key":"Parasite Eve (North American PlayStation release, both discs)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Parasite_Eve_%28video_game%29","evidence":"The article credits Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Parasite_Eve_%28video_game%29","evidence":"The article says the 1998 role-playing game was developed and published by Square.","value":"Square","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Parasite_Eve_%28video_game%29","evidence":"The article lists PlayStation as the game platform.","value":"PlayStation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Parasite_Eve_%28video_game%29","evidence":"The article identifies it as the first game in the Parasite Eve video game series.","value":"Parasite Eve","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Parasite_Eve_%28video_game%29","evidence":"The article states that the game was released in North America on September 10, 1998.","value":"North America: 1998-09-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Parasite_Eve_%28video_game%29","wikipedia_title":"Parasite Eve (video game)"},{"game_key":"Parasite Eve (USA Disc 1, SLUS-006.62)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/198265-parasite-eve/data","evidence":"GameFAQs categorizes the PlayStation game as Role-Playing > Action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/198265-parasite-eve/data","evidence":"The source is the PlayStation release-details record for Parasite Eve.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/198265-parasite-eve/data","evidence":"GameFAQs lists SquareSoft as developer.","value":"SquareSoft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/198265-parasite-eve/data","evidence":"The US release row for product IDs SLUS-00662 and SLUS-00668 lists Square EA as publisher.","value":"Square EA","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/3593/parasite-eve/","evidence":"MobyGames identifies Parasite Eve as an entry in the Parasite Eve series.","value":"Parasite Eve series","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/198265-parasite-eve/data","evidence":"The US row for product IDs SLUS-00662 and SLUS-00668 gives September 9, 1998.","value":"United States: 1998-09-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Parasite_Eve_(video_game)","wikipedia_title":"Parasite Eve (video game)"},{"game_key":"Parasite Eve II","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/3687/parasite-eve-ii/","evidence":"MobyGames describes Parasite Eve II as a survival-horror role-playing game.","value":"Survival horror / role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3687/parasite-eve-ii/","evidence":"The entry identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3687/parasite-eve-ii/releases/","evidence":"The PlayStation release record lists the United States release on September 12, 2000.","value":"United States: 2000-09-12","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/3687/parasite-eve-ii/releases/","evidence":"The Japanese PlayStation release record credits Square Co., Ltd. as developer.","value":"Square Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3687/parasite-eve-ii/releases/","evidence":"The Japanese PlayStation release record names Square Co., Ltd. as publisher.","value":"Square Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Parasite+Eve+II","wikipedia_title":null},{"game_key":"Patapon","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Patapon","evidence":"The article identifies PSP as the original release platform; the PS4 version is a later remaster.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Patapon","evidence":"The article lists rhythm as the genre and describes its rhythm-command gameplay.","value":"Rhythm","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Patapon","evidence":"The article credits Pyramid and Japan Studio as developers.","value":"Pyramid; Japan Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Patapon","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Patapon","evidence":"The listed dates refer to the original PSP game, not the later remaster.","value":"PSP: Japan 2007-12-20; Europe 2008-02-22; North America 2008-02-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Patapon","wikipedia_title":"Patapon"},{"game_key":"Pea Shootin' Pete","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/5508/pea-shootin-pete/","evidence":"MobyGames identifies the title as Pea Shootin' Pete.","value":"Pea Shootin' Pete","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/5508/pea-shootin-pete/","evidence":"MobyGames classifies the game as Action; arcade.","value":"Action; arcade","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5508/pea-shootin-pete/","evidence":"MobyGames lists DOS among the game's platforms.","value":"DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5508/pea-shootin-pete/","evidence":"MobyGames records the release as 1994.","value":"1994","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/5508/pea-shootin-pete/","evidence":"MobyGames credits Pack Media Company as developer.","value":"Pack Media Company","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5508/pea-shootin-pete/","evidence":"MobyGames credits MindStorm as publisher.","value":"MindStorm","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pea%20Shootin%27%20Pete","wikipedia_title":null},{"game_key":"Peggle 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Peggle_2","evidence":"The article lists the game genre as puzzle.","value":"Puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Peggle_2","evidence":"The article credits PopCap Games as developer.","value":"PopCap Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Peggle_2","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Peggle_2","evidence":"The article calls Peggle 2 the official sequel to Peggle.","value":"Peggle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Peggle_2","evidence":"The article says Peggle 2 was first released as an Xbox One timed exclusive.","value":"Xbox One","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Peggle_2","wikipedia_title":"Peggle 2"},{"game_key":"Perfect Dark","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Perfect-Dark-269635.html","evidence":"Nintendo UK identifies the game’s system as Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Perfect-Dark-269635.html","evidence":"Nintendo UK lists the release date as 19 May 2000 and lists English, German, French, Spanish, and Italian as available languages.","value":"United Kingdom: 2000-05-19","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Perfect-Dark-269635.html","evidence":"Nintendo categorizes the game as Action and First-Person Shooter.","value":"Action / first-person shooter","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Perfect-Dark-269635.html","evidence":"Nintendo credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Perfect-Dark-269635.html","evidence":"Nintendo credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/4450/perfect-dark-series/","evidence":"MobyGames identifies Perfect Dark as part of the Perfect Dark series.","value":"Perfect Dark series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Perfect_Dark","wikipedia_title":"Perfect Dark"},{"game_key":"Perfect Dark (Nintendo 64)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Perfect_Dark","evidence":"The article identifies the genre as First-person shooter; stealth.","value":"First-person shooter; stealth","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Perfect_Dark","evidence":"The article identifies Nintendo 64 as the platform context.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Perfect_Dark","evidence":"The source lists North America: 2000-05-22 as a release date.","value":"North America: 2000-05-22","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Perfect_Dark","evidence":"The source credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Perfect_Dark","evidence":"The source lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Perfect_Dark","evidence":"The source places the game in Perfect Dark.","value":"Perfect Dark","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Perfect_Dark","wikipedia_title":"Perfect Dark"},{"game_key":"Perfect Dark Remaster (2010, Xbox 360/XBLA, Title ID 584109C2)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"GameFAQs categorizes this Xbox 360 release under Action > Shooter > First-Person.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"GameFAQs identifies Xbox 360 as the platform for this Xbox Live Arcade release.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"GameFAQs lists 4J Studios as developer of the Xbox 360 release.","value":"4J Studios","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"GameFAQs lists Microsoft Game Studios as publisher of the Xbox Live Arcade release.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/4450/perfect-dark-series/","evidence":"MobyGames identifies the 2010 Xbox 360 release as part of the Perfect Dark series.","value":"Perfect Dark series","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"The US Xbox Live Arcade row gives March 17, 2010.","value":"United States: 2010-03-17","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"The EU Xbox Live Arcade row gives March 17, 2010.","value":"Europe: 2010-03-17","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/960632-perfect-dark/data","evidence":"The Japanese Xbox Live Arcade row gives March 17, 2010.","value":"Japan: 2010-03-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Perfect_Dark_(2010_video_game)","wikipedia_title":"Perfect Dark (2010 video game)"},{"game_key":"Perfect Dark Zero (Xbox 360, 2005)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/20153/perfect-dark-zero/","evidence":"MobyGames lists first-person perspective and shooter gameplay for Perfect Dark Zero.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/20153/perfect-dark-zero/","evidence":"The entry identifies Xbox 360 as the original release platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/20153/perfect-dark-zero/releases/","evidence":"The Xbox 360 release record lists the United States release on November 22, 2005.","value":"United States: 2005-11-22","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/20153/perfect-dark-zero/releases/","evidence":"The original Xbox 360 release record credits Rare Limited as developer.","value":"Rare Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/20153/perfect-dark-zero/releases/","evidence":"The original Xbox 360 release record names Microsoft Corporation as publisher.","value":"Microsoft Corporation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/20153/perfect-dark-zero/","evidence":"MobyGames describes Perfect Dark Zero as a prequel to the Nintendo 64 game Perfect Dark.","value":"Perfect Dark series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Perfect_Dark_Zero","wikipedia_title":"Perfect Dark Zero"},{"game_key":"Persona (Shin Megami Tensei: Persona)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4422/persona/","evidence":"MobyGames categorizes the original game as a role-playing game.","value":"Role-playing (RPG)","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4422/persona/","evidence":"MobyGames identifies the original 1996 PlayStation release and lists the later PSP release separately.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/4422/persona/","evidence":"MobyGames lists Atlus Co., Ltd. as developer.","value":"Atlus Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/474/persona-series/","evidence":"MobyGames identifies the Persona series and includes the game among its entries.","value":"Persona series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Persona+%28Shin+Megami+Tensei%3A+Persona%29","wikipedia_title":null},{"game_key":"Persona 2: Innocent Sin","facts":[{"field":"canonical_name","source_url":"https://www.ghostlight.uk.com/games/sony-psp/persona-2-innocent-sin","evidence":"Ghostlight's official Sony PSP product page identifies the title as Persona 2: Innocent Sin.","value":"Persona 2: Innocent Sin","date_granularity":null},{"field":"genre","source_url":"https://www.ghostlight.uk.com/games/sony-psp/persona-2-innocent-sin","evidence":"Ghostlight lists the European PSP release's genre as JRPG.","value":"JRPG","date_granularity":null},{"field":"developer","source_url":"https://www.ghostlight.uk.com/games/sony-psp/persona-2-innocent-sin","evidence":"Ghostlight's official product listing credits Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"publisher","source_url":"https://www.ghostlight.uk.com/post/ghostlight-announce-persona-2-innocent-sin","evidence":"Ghostlight's announcement says it would release Atlus's Persona 2: Innocent Sin for PSP throughout the PAL region; the value is limited to this European PSP edition.","value":"Ghostlight (PAL-region PSP release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Persona_2:_Innocent_Sin","evidence":"The article identifies the 1999 PlayStation original and its 2011 PSP re-release; the catalog project targets the European PSP edition ULES01557, not the original PS1 build.","value":"PlayStation (1999 Japanese original); PlayStation Portable (2011 enhanced re-release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.ghostlight.uk.com/games/sony-psp/persona-2-innocent-sin","evidence":"Ghostlight's product page gives 4 November 2011 as the release date for its PAL-region PSP product.","value":"PAL region (PSP): 2011-11-04","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Persona_2:_Innocent_Sin","evidence":"The article identifies Innocent Sin as the second entry in the Persona series.","value":"Persona","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Persona_2:_Innocent_Sin","evidence":"The article distinguishes the 1999 PlayStation version from the 2011 PSP re-release and states the original version was not localized for Western territories.","value":"The European PSP release is distinct from the Japan-only 1999 PlayStation original; the original was not localized for Western territories, while the PSP re-release reached North America and Europe.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Persona_2:_Innocent_Sin","wikipedia_title":"Persona 2: Innocent Sin"},{"game_key":"Persona 2: Innocent Sin (Japan PS1, SLPS-02100; reference cue identifies Gemini English translation v1.0a)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Persona_2%3A_Innocent_Sin","evidence":"The article identifies the 1999 game as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Persona_2%3A_Innocent_Sin","evidence":"The article credits Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Persona_2%3A_Innocent_Sin","evidence":"The article credits Atlus as publisher for the original PlayStation game.","value":"Atlus","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Persona_2%3A_Innocent_Sin","evidence":"The article identifies the 1999 original version as a PlayStation release.","value":"PlayStation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Persona_2%3A_Innocent_Sin","evidence":"The article identifies it as the second entry in the Persona series.","value":"Persona","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Persona_2%3A_Innocent_Sin","wikipedia_title":"Persona 2: Innocent Sin"},{"game_key":"Persona 3 - Aigis THE FIRST MISSION","facts":[{"field":"canonical_name","source_url":"https://info.gmodecorp.com/gmodearchives/atlus/persona3aegis/","evidence":"G-MODE’s official archive page gives the Japanese title as ペルソナ3 アイギス THE FIRST MISSION.","value":"ペルソナ3 アイギス THE FIRST MISSION","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Aegis%3A_The_First_Mission","evidence":"The game article classifies the original title as an action role-playing game; this is secondary-source classification.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/225254/aegis-the-first-mission/releases/","evidence":"MobyGames lists original DoJa/DoCoMo and J2ME/SoftBank mobile releases.","value":"Japanese feature phones (DoCoMo i-mode and SoftBank J2ME releases)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/225254/aegis-the-first-mission/releases/","evidence":"MobyGames records the first Japanese DoCoMo release on October 29, 2007.","value":"Japan: 2007-10-29","date_granularity":"day"},{"field":"series","source_url":"https://info.gmodecorp.com/gmodearchives/atlus/persona3aegis/","evidence":"G-MODE’s official title identifies the game as a Persona 3 title.","value":"Persona","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/225254/aegis-the-first-mission/releases/","evidence":"MobyGames lists BBMF as publisher of the original Japanese DoCoMo release.","value":"BBMF (original mobile release)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Aegis%3A_The_First_Mission","wikipedia_title":"Aegis: The First Mission"},{"game_key":"Persona 5: The Phantom X","facts":[{"field":"genre","source_url":"https://www.sega.co.jp/en/release/250626_2.html","evidence":"SEGA lists the game genre as Heart-Changing Heist RPG.","value":"Heart-Changing Heist RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.sega.co.jp/en/release/250626_2.html","evidence":"SEGA lists iOS, Android, Google Play Games, and Steam as platforms.","value":["iOS","Android","Google Play Games","Steam"],"date_granularity":null},{"field":"publisher","source_url":"https://www.sega.co.jp/en/release/250626_2.html","evidence":"SEGA lists SEGA CORPORATION as publisher.","value":"SEGA CORPORATION","date_granularity":null},{"field":"series","source_url":"https://www.sega.co.jp/en/release/250626_2.html","evidence":"SEGA describes the game as the latest entry in the Persona series.","value":"Persona series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Persona_5:_The_Phantom_X","wikipedia_title":"Persona 5: The Phantom X"},{"game_key":"Persona Q2: New Cinema Labyrinth","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","evidence":"The article identifies the genre as Role-playing; dungeon crawler.","value":"Role-playing; dungeon crawler","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","evidence":"The article identifies Nintendo 3DS as the platform context.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","evidence":"The source lists Japan: 2018-11-29 as a release date.","value":"Japan: 2018-11-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","evidence":"The source credits P-Studio and Lancarse as developer.","value":"P-Studio and Lancarse","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","evidence":"The source lists Atlus (Japan); Sega (international) as publisher.","value":"Atlus (Japan); Sega (international)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","evidence":"The source places the game in Persona.","value":"Persona","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Persona_Q2:_New_Cinema_Labyrinth","wikipedia_title":"Persona Q2: New Cinema Labyrinth"},{"game_key":"Persona: Anomalous Tower Chronicle","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/2541170/GMODE/","evidence":"The official Steam listing uses the Japanese title 女神異聞録ペルソナ 異空の塔編 for this G-MODE Archives+ release.","value":"女神異聞録ペルソナ 異空の塔編","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/2541170/GMODE/","evidence":"Steam classifies the G-MODE Archives+ release as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"platform","source_url":"https://store.steampowered.com/app/2541170/GMODE/","evidence":"Steam lists a Windows release for this G-MODE Archives+ title.","value":"Windows (Steam, G-MODE Archives+ release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/2541170/GMODE/","evidence":"Steam lists September 28, 2023 as the release date for the G-MODE Archives+ PC edition.","value":"Japan: 2023-09-28 (Steam re-release)","date_granularity":"day"},{"field":"developer","source_url":"https://store.steampowered.com/app/2541170/GMODE/","evidence":"The Steam product record credits G-MODE and ATLUS as developers of the Archives+ release.","value":"G-MODE; ATLUS (Steam re-release listing)","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/2541170/GMODE/","evidence":"Steam lists G-MODE as publisher of the Archives+ release.","value":"G-MODE (Steam re-release)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Megami_Ibunroku_Persona%3A_Ik%C5%AB_no_T%C5%8D-hen","wikipedia_title":"Megami Ibunroku Persona: Ikū no Tō-hen"},{"game_key":"Peter Jackson’s King Kong (Xbox 360 version)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox360/926982-peter-jacksons-king-kong-the-official-game-of-the-movie/data","evidence":"GameFAQs categorizes the Xbox 360 game as Action Adventure > General.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox360/926982-peter-jacksons-king-kong-the-official-game-of-the-movie/data","evidence":"GameFAQs identifies Xbox 360 as the platform for this game listing.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox360/926982-peter-jacksons-king-kong-the-official-game-of-the-movie/data","evidence":"GameFAQs lists Ubisoft Montpellier as developer of the Xbox 360 version.","value":"Ubisoft Montpellier","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox360/926982-peter-jacksons-king-kong-the-official-game-of-the-movie/data","evidence":"GameFAQs lists Ubisoft as publisher of the Xbox 360 version.","value":"Ubisoft","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/926982-peter-jacksons-king-kong-the-official-game-of-the-movie/data","evidence":"The Xbox 360 US release row gives November 21, 2005.","value":"United States: 2005-11-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Peter+Jackson%E2%80%99s+King+Kong+%28Xbox+360+version%29","wikipedia_title":null},{"game_key":"Phantasy Star","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/8194/phantasy-star/","evidence":"MobyGames classifies Phantasy Star as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/8194/phantasy-star/","evidence":"The entry identifies Sega Master System as the original platform.","value":"Sega Master System","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/8194/phantasy-star/releases/","evidence":"The Sega Master System release record lists Japan on December 20, 1987.","value":"Japan: 1987-12-20","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/8194/phantasy-star/releases/","evidence":"The original Japanese Sega Master System release credits SEGA Enterprises Ltd. as developer.","value":"SEGA Enterprises Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/8194/phantasy-star/releases/","evidence":"The original Japanese Sega Master System release names SEGA Enterprises Ltd. as publisher.","value":"SEGA Enterprises Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/955/phantasy-star-franchise/","evidence":"MobyGames identifies the first Phantasy Star as the beginning of the Phantasy Star franchise.","value":"Phantasy Star franchise","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Phantasy_Star","wikipedia_title":"Phantasy Star"},{"game_key":"Phantasy Star Gaiden","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gamegear/565580-phantasy-star-gaiden/data","evidence":"The game-specific data page identifies Game Gear as the platform.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gamegear/565580-phantasy-star-gaiden/data","evidence":"The game-specific data page classifies it as a Japanese-style role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gamegear/565580-phantasy-star-gaiden/data","evidence":"GameFAQs credits Japan System Supply as developer.","value":"Japan System Supply","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gamegear/565580-phantasy-star-gaiden/data","evidence":"GameFAQs lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gamegear/565580-phantasy-star-gaiden/data","evidence":"The game data gives 16 October 1992 as the Japanese release date.","value":"Japan: 1992-10-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Phantasy+Star+Gaiden","wikipedia_title":null},{"game_key":"Phantasy Star II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_II","evidence":"The article classifies Phantasy Star II as a science fantasy role-playing game.","value":"Science fantasy role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_II","evidence":"The article lists Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_II","evidence":"The article lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_II","evidence":"The article identifies Sega Genesis as the original platform.","value":"Sega Genesis","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_II","evidence":"The article describes Phantasy Star II as the second installment in the Phantasy Star series.","value":"Phantasy Star","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Phantasy+Star+II","wikipedia_title":null},{"game_key":"Phantasy Star III: Generations of Doom","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_III","evidence":"The article classifies Phantasy Star III as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_III","evidence":"The article lists Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_III","evidence":"The article lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_III","evidence":"The article identifies Sega Genesis as the platform.","value":"Sega Genesis","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_III","evidence":"The article describes it as the third main installment in the Phantasy Star series.","value":"Phantasy Star","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Phantasy+Star+III%3A+Generations+of+Doom","wikipedia_title":null},{"game_key":"Phantasy Star IV","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_IV","evidence":"The article classifies Phantasy Star IV as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_IV","evidence":"The article lists Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_IV","evidence":"The article lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_IV","evidence":"The article identifies Sega Genesis as the platform.","value":"Sega Genesis","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Phantasy_Star_IV","evidence":"The article says it is the fourth main installment and final title in the original tetralogy.","value":"Phantasy Star","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Phantasy+Star+IV","wikipedia_title":null},{"game_key":"Phantasy Star Online Ver. 2","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames identifies the title as Phantasy Star Online Ver. 2.","value":"Phantasy Star Online Ver. 2","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames classifies the game as Online action RPG.","value":"Online action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames lists Dreamcast; Windows among the game's platforms.","value":"Dreamcast; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames records the release as Dreamcast: 2001-06-07.","value":"Dreamcast: 2001-06-07","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames credits Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames credits SEGA as publisher.","value":"SEGA","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5510/phantasy-star-online-ver-2/","evidence":"MobyGames associates the game with the Phantasy Star Online series or franchise.","value":"Phantasy Star Online","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Phantasy_Star_Online","wikipedia_title":"Phantasy Star Online"},{"game_key":"Pharaoh Gold with Cleopatra expansion (GOG release, patch 2.1; Pharaoh.exe 2.1.0.0, built 2000-08-28)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The article states that the Pharaoh game and Cleopatra expansion were bundled as Pharaoh Gold.","value":"Pharaoh Gold (Pharaoh with Cleopatra: Queen of the Nile)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The infobox classifies Pharaoh as a city-building game.","value":"City-building","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The infobox separately credits Impressions Games for Pharaoh and BreakAway Games for Cleopatra.","value":"Impressions Games (Pharaoh); BreakAway Games (Cleopatra expansion)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The infobox credits Sierra Studios as publisher.","value":"Sierra Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The article identifies Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The article dates the original game to November 1999, the expansion to 2000, and the combined Pharaoh Gold bundle to 2001.","value":"Pharaoh: November 1999; Cleopatra: 2000; Pharaoh Gold bundle: 2001","date_granularity":"year"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","evidence":"The article states that the game and Cleopatra expansion were commonly sold together as Pharaoh and Cleopatra, and that the combined release was called Pharaoh Gold.","value":"Pharaoh Gold bundles the 1999 Windows game with Cleopatra: Queen of the Nile. The catalog key refers to a later GOG release and does not change the original product dates.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pharaoh_(video_game)","wikipedia_title":"Pharaoh (video game)"},{"game_key":"Pikmin","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pikmin","evidence":"The article describes Pikmin as a real-time strategy and puzzle game.","value":["Real-time strategy","Puzzle"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pikmin","evidence":"The article identifies Nintendo GameCube as the original platform.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pikmin","evidence":"The article identifies 2001 as the original release year.","value":"2001","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pikmin","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pikmin","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://pikmin.nintendo.com/en/","evidence":"Nintendo’s official Pikmin site refers to news and updates about the Pikmin series.","value":"Pikmin series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pikmin","wikipedia_title":"Pikmin"},{"game_key":"Pikmin 2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/14717/pikmin-2/","evidence":"MobyGames classifies Pikmin 2 with puzzle and strategy/tactics genres.","value":"Puzzle / strategy","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/14717/pikmin-2/","evidence":"The entry identifies GameCube as the original release platform.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/14717/pikmin-2/releases/","evidence":"The GameCube release record lists Japan on April 29, 2004.","value":"Japan: 2004-04-29","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/14717/pikmin-2/releases/","evidence":"The original Japanese GameCube release credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/14717/pikmin-2/releases/","evidence":"The original Japanese GameCube release names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/14717/pikmin-2/","evidence":"MobyGames lists Pikmin 2 under its Pikmin series section.","value":"Pikmin series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pikmin_2","wikipedia_title":"Pikmin 2"},{"game_key":"Pilotwings 64","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4691/pilotwings-64/","evidence":"MobyGames lists action and simulation genres and classifies its gameplay as flight/aviation vehicle simulation.","value":"Action / flight simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4691/pilotwings-64/","evidence":"The entry identifies Nintendo 64 as the original release platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4691/pilotwings-64/releases/","evidence":"The Nintendo 64 release record lists Japan on June 23, 1996.","value":"Japan: 1996-06-23","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/4691/pilotwings-64/releases/","evidence":"The original Japanese Nintendo 64 release credits Nintendo R&D3 and Paradigm Entertainment as developers.","value":["Nintendo R&D3","Paradigm Entertainment Inc."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4691/pilotwings-64/releases/","evidence":"The original Japanese Nintendo 64 release names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/4691/pilotwings-64/","evidence":"MobyGames lists Pilotwings 64 in the PilotWings series.","value":"PilotWings series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pilotwings_64","wikipedia_title":"Pilotwings 64"},{"game_key":"Pirates of the Caribbean: At World's End (Xbox 360, 2007)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pirates_of_the_Caribbean%3A_At_World%27s_End_%28video_game%29","evidence":"The article classifies the game as action-adventure and hack and slash.","value":"Action-adventure; hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pirates_of_the_Caribbean%3A_At_World%27s_End_%28video_game%29","evidence":"The article lists Eurocom as developer for the Xbox 360 release.","value":"Eurocom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pirates_of_the_Caribbean%3A_At_World%27s_End_%28video_game%29","evidence":"The article lists Disney Interactive Studios as publisher.","value":"Disney Interactive Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pirates_of_the_Caribbean%3A_At_World%27s_End_%28video_game%29","evidence":"The article lists Xbox 360 among the platforms.","value":"Xbox 360","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Pirates_of_the_Caribbean%3A_At_World%27s_End_%28video_game%29","evidence":"The article says the game is based on the two Pirates of the Caribbean films.","value":"Based on Dead Man’s Chest and At World’s End films","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pirates+of+the+Caribbean%3A+At+World%27s+End+%28Xbox+360%2C+2007%29","wikipedia_title":null},{"game_key":"Pitfall!","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/8793/pitfall/","evidence":"MobyGames lists Action as the game’s genre.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/8793/pitfall/","evidence":"MobyGames identifies the Atari 2600 release as the original version.","value":"Atari 2600","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/8793/pitfall/","evidence":"MobyGames credits Activision, Inc. as developer.","value":"Activision, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/8793/pitfall/","evidence":"MobyGames identifies Activision, Inc. as publisher of the original Atari 2600 game.","value":"Activision, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/8793/pitfall/","evidence":"MobyGames identifies Pitfall! as the first entry in the Pitfall series.","value":"Pitfall series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pitfall%21","wikipedia_title":"Pitfall!"},{"game_key":"Pixel Cafe","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames identifies the title as Pixel Cafe.","value":"Pixel Cafe","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames classifies the game as Time-management; narrative adventure.","value":"Time-management; narrative adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames lists Windows among the game's platforms.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames records the release as 2023-11-30.","value":"2023-11-30","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames credits Baltoro Games as developer.","value":"Baltoro Games","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames credits Baltoro Games as publisher.","value":"Baltoro Games","date_granularity":null},{"field":"game_engine","source_url":"https://www.mobygames.com/game/213819/pixel-cafe/","evidence":"MobyGames identifies the game engine as Unity.","value":"Unity","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pixel%20Cafe","wikipedia_title":null},{"game_key":"Planet Blupi","facts":[{"field":"genre","source_url":"https://planet.blupi.org/","evidence":"The official Planet Blupi site describes the game as a strategy and adventure game.","value":"Strategy and adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/41393/planet-blupi/","evidence":"MobyGames identifies the 1997 release as a Windows game.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://planet.blupi.org/","evidence":"The official site identifies Planet Blupi as an original creation of Epsitec SA and Daniel Roux.","value":"Epsitec SA","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/41393/planet-blupi/","evidence":"MobyGames lists Epsitec SA as publisher of the Windows release.","value":"Epsitec SA","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Planet+Blupi","wikipedia_title":null},{"game_key":"Plants vs. Zombies (Xbox Live Arcade edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article classifies the original game as tower defense and strategy.","value":"Tower defense; strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article lists PopCap Games as developer.","value":"PopCap Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article lists PopCap Games as publisher for the Xbox Live Arcade release.","value":"PopCap Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article says the Xbox 360 port was released through Xbox Live Arcade.","value":"Xbox 360 (Xbox Live Arcade)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article gives September 8, 2010 as the Xbox Live Arcade release date.","value":"Xbox Live Arcade: 2010-09-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Plants+vs.+Zombies+%28Xbox+Live+Arcade+edition%29","wikipedia_title":null},{"game_key":"Plants vs. Zombies Fusion","facts":[{"field":"genre","source_url":"https://goood.games/game/plants-vs-zombies-fusion","evidence":"The game catalog classifies Plants vs. Zombies: Fusion as a strategy fangame and describes its plant-fusion mechanic.","value":"Strategy / tower defense fangame","date_granularity":null},{"field":"original_platform","source_url":"https://downhop.com/games/plants-vs-zombies-fusion","evidence":"The game listing identifies Microsoft Windows PC as a platform for the 2024 fangame.","value":"PC (Microsoft Windows)","date_granularity":null},{"field":"developer","source_url":"https://goood.games/game/plants-vs-zombies-fusion","evidence":"The game catalog credits Blue Fly as the developer.","value":"Blue Fly (LanPiaoPiaoFly)","date_granularity":null},{"field":"release_date","source_url":"https://goood.games/game/plants-vs-zombies-fusion","evidence":"The game catalog lists July 14, 2024 as the first release date.","value":"July 14, 2024","date_granularity":"day"},{"field":"notable_context","source_url":"https://goood.games/game/plants-vs-zombies-fusion","evidence":"The overview identifies the title as a fangame and describes plant fusion as its main concept.","value":"A fan-made Plants vs. Zombies strategy game centered on combining plants to make stronger units.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Plants+vs.+Zombies+Fusion+fan+game","wikipedia_title":null},{"game_key":"Plants vs. Zombies: Game of the Year Edition (PC release; multi-platform reimplementation)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article classifies Plants vs. Zombies as tower defense and strategy.","value":"Tower defense; strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article lists PopCap Games as developer.","value":"PopCap Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article lists PopCap Games as publisher for the original PC release.","value":"PopCap Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article says the Game of the Year Edition was released for PC and Mac and was available on Steam.","value":"Windows and macOS (Game of the Year Edition)","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Plants_vs._Zombies_%28video_game%29","evidence":"The article says the Game of the Year Edition added Zombatar.","value":"Adds the Zombatar zombie-face customization feature","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Plants+vs.+Zombies%3A+Game+of+the+Year+Edition+%28PC+release%3B+multi-platform+reimplementation%29","wikipedia_title":null},{"game_key":"Plants vs. Zombies: Scared / PvZ Horror Edition","facts":[{"field":"canonical_name","source_url":"https://pvzscared.com/","evidence":"The creators’ official site calls the project PVZ Scared and also uses Plants vs. Zombies: Scared.","value":"PVZ Scared (Plants vs. Zombies: Scared)","date_granularity":null},{"field":"genre","source_url":"https://pvzscared.com/","evidence":"The official project site describes PVZ Scared as a Plants vs. Zombies horror fan game.","value":"Horror fan game","date_granularity":null},{"field":"platforms","source_url":"https://pvzscared.com/","evidence":"The official download page lists separate Windows, Android, and iOS builds.","value":"Windows, Android, iOS","date_granularity":null},{"field":"developer","source_url":"https://pvzscared.com/","evidence":"The official creators page credits 对不起贱笑了 and the creative team.","value":"对不起贱笑了 and the PVZ Scared creative team","date_granularity":null},{"field":"language","source_url":"https://pvzscared.com/","evidence":"The official site states that the available game is in Chinese and separates website language from game language.","value":"Chinese game build","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Plants%20vs.%20Zombies%3A%20Scared%20%2F%20PvZ%20Horror%20Edition","wikipedia_title":null},{"game_key":"PlayStation 1 games (multi-title)","facts":[{"field":"game_scope","source_url":"https://github.com/dguillot-gh/psx-android","evidence":"The project describes itself as PlayStation 1 games built as native Android apps with static recompilation; per-game repositories hold separate configurations.","value":"Multiple original PlayStation 1 games packaged as native Android apps using psxrecomp static recompilation.","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/dguillot-gh/psx-android","evidence":"The project README explicitly identifies the source titles as PlayStation 1 games.","value":"Sony PlayStation (PlayStation 1)","date_granularity":null},{"field":"notable_context","source_url":"https://github.com/dguillot-gh/psx-android","evidence":"The project README explains the static-recompilation process and says game repositories have per-title configuration and terms.","value":"Static recompilation converts each game program to C and compiles it for Android; this is a multi-title project, not one game.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=PlayStation+1+games+%28multi-title%29","wikipedia_title":null},{"game_key":"PlayStation 2 software","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=PlayStation+2+software","wikipedia_title":null},{"game_key":"PlayStation All-Stars Battle Royale (PS3 USA BCUS98472)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale","evidence":"The article lists the game genre as platform fighter.","value":"Platform fighter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale","evidence":"The article credits SuperBot Entertainment as developer and identifies other studios as contributors or port developers.","value":"SuperBot Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale","evidence":"The article lists PlayStation 3 among the release platforms.","value":"PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale","evidence":"The article gives November 20, 2012 as the North American release date.","value":"North America: 2012-11-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale","wikipedia_title":"PlayStation All-Stars Battle Royale"},{"game_key":"Pocket Mirror (2016 RPG Maker VX Ace release; not Goldenertraum)","facts":[{"field":"canonical_name","source_url":"https://astralshiftpro.itch.io/pocket-mirror-classic","evidence":"AstralShift’s official itch.io page names this release Pocket Mirror Classic (2016).","value":"Pocket Mirror Classic (2016)","date_granularity":null},{"field":"genre","source_url":"https://astralshiftpro.itch.io/pocket-mirror-classic","evidence":"AstralShift describes Pocket Mirror Classic as an original mystery horror adventure game.","value":"Mystery horror adventure","date_granularity":null},{"field":"original_platform","source_url":"https://astralshiftpro.itch.io/pocket-mirror-classic","evidence":"AstralShift lists the classic release as a downloadable Windows game.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://astralshiftpro.itch.io/pocket-mirror-classic","evidence":"AstralShift identifies the classic release as a 2016 game.","value":"Worldwide: 2016","date_granularity":"year"},{"field":"developer","source_url":"https://astralshiftpro.itch.io/pocket-mirror-classic","evidence":"The game is published on AstralShift’s creator page and lists AstralShift as its author.","value":"AstralShift","date_granularity":null},{"field":"development_engine","source_url":"https://astralshiftpro.itch.io/pocket-mirror-classic","evidence":"AstralShift states that Pocket Mirror Classic was made using RPG Maker VX Ace.","value":"RPG Maker VX Ace","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pocket%20Mirror%20%282016%20RPG%20Maker%20VX%20Ace%20release%3B%20not%20Goldenertraum%29","wikipedia_title":null},{"game_key":"Pocket MuuMuu","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pocket_MuuMuu","evidence":"The article classifies Pocket MuuMuu as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pocket_MuuMuu","evidence":"The article lists Sugar & Rockets and additional work by Sony Computer Entertainment Japan.","value":"Sugar & Rockets; additional work by Sony Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pocket_MuuMuu","evidence":"The article lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pocket_MuuMuu","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pocket_MuuMuu","evidence":"The article identifies Pocket MuuMuu as a Jumping Flash! spin-off.","value":"Jumping Flash!","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pocket_MuuMuu","evidence":"The article says Pocket MuuMuu was released exclusively in Japan in 1999.","value":"Japan: 1999","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pocket+MuuMuu","wikipedia_title":null},{"game_key":"Pokémon Azoth (Pokémon Mercury)","facts":[{"field":"original_platform","source_url":"https://github.com/RiFa-Innovation/pkmn-azoth-translation","evidence":"The exact-target project identifies Pokémon Azoth (Mercury) as a Chinese FireRed ROM hack and specifies a FireRed USA v1.0 base ROM; its patch output is a .gba ROM.","value":"Game Boy Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Azoth+%28Pok%C3%A9mon+Mercury%29","wikipedia_title":null},{"game_key":"Pokémon Battle Revolution","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Battle_Revolution","evidence":"The article classifies the game as turn-based strategy.","value":"Turn-based strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Battle_Revolution","evidence":"The article lists Genius Sonority as developer.","value":"Genius Sonority","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Battle_Revolution","evidence":"The article lists The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company and Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Battle_Revolution","evidence":"The article identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Battle_Revolution","evidence":"The article identifies the game as part of the Pokémon video game series.","value":"Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Battle+Revolution","wikipedia_title":null},{"game_key":"Pokémon Black","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 4 March 2011; set in Unova and introduced Triple Battles.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 4 March 2011; set in Unova and introduced Triple Battles.","value":"04/03/2011","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Black-Version-272332.html","evidence":"Nintendo lists Adventure, Strategy, and RPG as categories for Pokémon Black Version.","value":"Adventure; Strategy; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Black-Version-272332.html","evidence":"Nintendo lists Game Freak as the developer of Pokémon Black Version.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Black-Version-272332.html","evidence":"Nintendo lists Nintendo as the publisher of Pokémon Black Version.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Black","wikipedia_title":null},{"game_key":"Pokémon Blue","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4397/pokemon-blue-version/","evidence":"MobyGames classifies Pokémon Blue Version as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4397/pokemon-blue-version/releases/","evidence":"The release record identifies Game Boy as the platform for the original Pokémon Blue Version release.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4397/pokemon-blue-version/releases/","evidence":"The Game Boy release record lists the United States release on September 28, 1998.","value":"United States: 1998-09-28","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/4397/pokemon-blue-version/releases/","evidence":"The U.S. Game Boy release record credits Creatures, Game Freak, and Nintendo as developers.","value":["Creatures, Inc.","Game Freak, Inc.","Nintendo Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4397/pokemon-blue-version/releases/","evidence":"The U.S. Game Boy release record names Nintendo of America Inc. as publisher.","value":"Nintendo of America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/4397/pokemon-blue-version/","evidence":"MobyGames describes Blue and Red as paired titles that introduced the Pokémon series outside Japan.","value":"Pokémon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Red,_Blue,_and_Yellow","wikipedia_title":"Pokémon Red, Blue, and Yellow"},{"game_key":"Pokémon Colosseum","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Colosseum","evidence":"The article describes Pokémon Colosseum as a role-playing game and lists monster tamer as its genre.","value":"Role-playing; monster tamer","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Colosseum","evidence":"The article lists Genius Sonority as developer.","value":"Genius Sonority","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Colosseum","evidence":"The article lists The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company and Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Colosseum","evidence":"The article identifies GameCube as the platform.","value":"GameCube","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Colosseum","evidence":"The article identifies Colosseum as a Pokémon spin-off.","value":"Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Colosseum","wikipedia_title":null},{"game_key":"Pokémon Crystal","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 2 November 2001; first series game allowing choice of male or female Trainer.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 2 November 2001; first series game allowing choice of male or female Trainer.","value":"02/11/2001","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/12055/pokemon-crystal-version/","evidence":"MobyGames classifies Pokémon Crystal as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/12055/pokemon-crystal-version/releases/","evidence":"The original Japanese Game Boy Color release record credits Creatures, Game Freak, and Nintendo as developers.","value":["Creatures, Inc.","Game Freak, Inc.","Nintendo Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/12055/pokemon-crystal-version/releases/","evidence":"The original Japanese Game Boy Color release record names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","wikipedia_title":"Pokémon Crystal"},{"game_key":"Pokémon Crystal Version","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","evidence":"The article identifies Game Boy Color as the original platform.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","evidence":"The article gives December 14, 2000 as the Japanese release date.","value":"2000-12-14","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","evidence":"The article credits Game Freak as developer.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","evidence":"The article classifies the game as a role-playing video game.","value":"Role-playing game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Crystal","wikipedia_title":"Pokémon Crystal"},{"game_key":"Pokémon Diamond and Pearl","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 27 July 2007; first pair with worldwide online battles/trades.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 27 July 2007; first pair with worldwide online battles/trades.","value":"27/07/2007","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Pearl-272431.html","evidence":"Nintendo’s Pearl page explicitly describes the Diamond/Pearl pair and lists Adventure and RPG as categories.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Pearl-272431.html","evidence":"On the page describing the Diamond/Pearl pair, Nintendo lists Game Freak / Creatures as developer.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Pearl-272431.html","evidence":"On the page describing the Diamond/Pearl pair, Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Diamond_and_Pearl","wikipedia_title":"Pokémon Diamond and Pearl"},{"game_key":"Pokémon Emerald","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 21 October 2005; a third Hoenn adventure based on Ruby/Sapphire.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 21 October 2005; a third Hoenn adventure based on Ruby/Sapphire.","value":"21/10/2005","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/","evidence":"MobyGames classifies Pokémon Emerald as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/releases/","evidence":"The Japanese Game Boy Advance release record credits Creatures and Game Freak as developers.","value":["Creatures, Inc.","Game Freak, Inc."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/releases/","evidence":"The Japanese Game Boy Advance release record names The Pokémon Company as publisher.","value":"The Pokémon Company","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","wikipedia_title":"Pokémon Emerald"},{"game_key":"Pokémon Emerald (Game Boy Advance; upstream US base ROM SHA-1 f3ae088181bf583e55daf962a92bb46f4f1d07b7)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","evidence":"The article identifies Pokémon Emerald as the third version associated with Pokémon Ruby and Sapphire.","value":"Pokémon Emerald","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","evidence":"The infobox classifies Pokémon Emerald as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","evidence":"The infobox credits Game Freak as developer.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","evidence":"The article credits Nintendo and The Pokémon Company as publishers.","value":"Nintendo and The Pokémon Company","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","evidence":"The infobox and article identify Game Boy Advance as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The Game Boy Advance releases table lists these dates for the Japanese, North American, and European Pokémon Emerald versions.","value":"Japan: 2004-09-16; North America: 2005-04-25; Europe: 2005-10-21","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","evidence":"The infobox identifies Pokémon Emerald as part of the Pokémon series.","value":"Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","wikipedia_title":"Pokémon Emerald"},{"game_key":"Pokémon Emerald (Japanese version)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/","evidence":"MobyGames classifies Pokémon Emerald Version as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/releases/","evidence":"The original Emerald release is listed for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/releases/","evidence":"The Game Boy Advance release record lists Japan on September 16, 2004.","value":"Japan: 2004-09-16","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/releases/","evidence":"The original Japanese Game Boy Advance release credits Creatures and Game Freak as developers.","value":["Creatures, Inc.","Game Freak, Inc."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/releases/","evidence":"The original Japanese Game Boy Advance release lists The Pokémon Company as publisher.","value":"The Pokémon Company","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/17653/pokemon-emerald-version/","evidence":"MobyGames describes Emerald as the fifth Pokémon game of the advanced generation and links it to Ruby, Sapphire, FireRed, and LeafGreen.","value":"Pokémon main RPG series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Emerald","wikipedia_title":"Pokémon Emerald"},{"game_key":"Pokémon Emerald Rogue EX","facts":[{"field":"genre","source_url":"https://www.pokecommunity.com/threads/pokemon-emerald-rogue.479406/","evidence":"The creator describes Emerald Rogue as their take on a roguelike; the same project thread identifies Expanded (EX) as a version of the game.","value":"Roguelike","date_granularity":null},{"field":"developer","source_url":"https://www.pokecommunity.com/threads/pokemon-emerald-rogue.479406/","evidence":"Pokabbie started the Emerald Rogue creator thread and introduces the game as their own take on the roguelike format; the thread separately identifies its EX variant.","value":"Pokabbie","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/MinZe25/pokeemerald-rogue-vita","evidence":"The exact-target EX v2.2.1 patch is described as applying to a Pokémon Emerald ROM and producing a 32 MB .gba file, identifying the original GBA platform.","value":"Game Boy Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Emerald+Rogue+EX","wikipedia_title":null},{"game_key":"Pokémon FireRed","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the FireRed/LeafGreen pair release 1 October 2004; enhanced versions of the originals.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the FireRed/LeafGreen pair release 1 October 2004; enhanced versions of the originals.","value":"01/10/2004","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-FireRed-267123.html","evidence":"Nintendo lists Action and Adventure as categories for Pokémon FireRed.","value":"Action; Adventure","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/15034/pokemon-firered-version/releases/","evidence":"MobyGames credits Creatures, Inc. and Game Freak, Inc. as developers on the original Game Boy Advance release of Pokémon FireRed Version.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-FireRed-267123.html","evidence":"Nintendo lists Nintendo as the publisher of Pokémon FireRed.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+FireRed","wikipedia_title":null},{"game_key":"Pokémon FireRed and LeafGreen","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 1 October 2004 and describes these as enhanced versions of the original titles.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 1 October 2004 and describes these as enhanced versions of the original titles.","value":"01/10/2004","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/us/whatsnew/pokemon-firered-version-and-pokemon-leafgreen-version-are-coming-to-nintendo-switch-in-multiple-languages/","evidence":"Nintendo calls the exact FireRed and LeafGreen Game Boy Advance releases classic RPGs.","value":"RPG","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_FireRed_and_LeafGreen","wikipedia_title":"Pokémon FireRed and LeafGreen"},{"game_key":"Pokémon Gold","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/5515/pokemon-gold-version/","evidence":"MobyGames classifies Pokémon Gold Version as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5515/pokemon-gold-version/releases/","evidence":"The original Pokémon Gold Version release is listed for Game Boy Color.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5515/pokemon-gold-version/releases/","evidence":"The Game Boy Color release record lists Japan on November 21, 1999.","value":"Japan: 1999-11-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/5515/pokemon-gold-version/releases/","evidence":"The Japanese Game Boy Color release record credits Creatures, Game Freak, and Nintendo as developers.","value":["Creatures, Inc.","Game Freak, Inc.","Nintendo Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5515/pokemon-gold-version/releases/","evidence":"The Japanese Game Boy Color release record names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5515/pokemon-gold-version/","evidence":"MobyGames identifies Gold as a later Pokémon role-playing game set after Red, Blue, and Yellow.","value":"Pokémon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Gold_and_Silver","wikipedia_title":"Pokémon Gold and Silver"},{"game_key":"Pokémon Gold and Silver","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the European release on 6 April 2001; these versions add 100 Pokémon and a day/night cycle.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the European release on 6 April 2001; these versions add 100 Pokémon and a day/night cycle.","value":"06/04/2001","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Color/Pokemon-Gold-Version-266076.html","evidence":"Nintendo’s Gold/Silver page lists Adventure and RPG as categories for the pair.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Color/Pokemon-Gold-Version-266076.html","evidence":"Nintendo’s Gold/Silver page lists Game Freak / Creatures as developer.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Color/Pokemon-Gold-Version-266076.html","evidence":"Nintendo’s Gold/Silver page lists Nintendo as publisher.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Gold_and_Silver","wikipedia_title":"Pokémon Gold and Silver"},{"game_key":"Pokémon Gold and Silver (Space World 1997 prototype demo)","facts":[{"field":"original_platform","source_url":"https://hiddenpalace.org/w/index.php?mobileaction=toggle_view_desktop&title=Pok%C3%A9mon_Gold_%26_Silver_(Spaceworld_1997_Demo)","evidence":"Hidden Palace’s exact Spaceworld 1997 prototype record identifies the demo’s system as Game Boy.","value":"Game Boy","date_granularity":null},{"field":"genre","source_url":"https://hiddenpalace.org/w/index.php?mobileaction=toggle_view_desktop&title=Pok%C3%A9mon_Gold_%26_Silver_(Spaceworld_1997_Demo)","evidence":"Hidden Palace’s exact Spaceworld 1997 prototype record lists the demo genre as RPG.","value":"RPG","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Gold+Silver+Space+World+1997+prototype+demo","wikipedia_title":null},{"game_key":"Pokémon HeartGold and SoulSilver","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 26 March 2010; included Pokéwalker.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 26 March 2010; included Pokéwalker.","value":"26/03/2010","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-HeartGold-Version-272365.html","evidence":"Nintendo’s HeartGold/SoulSilver page lists Action, Adventure, Strategy, and RPG as categories for the pair.","value":"Action; Adventure; Strategy; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-HeartGold-Version-272365.html","evidence":"Nintendo’s HeartGold/SoulSilver page lists GAME FREAK Inc. as developer.","value":"GAME FREAK Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-HeartGold-Version-272365.html","evidence":"Nintendo’s HeartGold/SoulSilver page lists Nintendo as publisher.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","wikipedia_title":"Pokémon HeartGold and SoulSilver"},{"game_key":"Pokémon Infinite Fusion","facts":[{"field":"original_platform","source_url":"https://github.com/infinitefusion/infinitefusion-e18","evidence":"The exact project repository instructs players to launch Pokémon Infinite Fusion.exe; the repository includes the game executable and Windows runtime files.","value":"Windows PC","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Infinite+Fusion","wikipedia_title":null},{"game_key":"Pokémon LeafGreen","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the FireRed/LeafGreen pair release 1 October 2004; enhanced versions of the originals.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the FireRed/LeafGreen pair release 1 October 2004; enhanced versions of the originals.","value":"01/10/2004","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-LeafGreen-267134.html","evidence":"Nintendo lists Action and Adventure as categories for Pokémon LeafGreen.","value":"Action; Adventure","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/14757/pokemon-leafgreen-version/","evidence":"MobyGames credits Game Freak, Inc. and Creatures, Inc. as developers of the exact Pokémon LeafGreen Version.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-LeafGreen-267134.html","evidence":"Nintendo lists Nintendo as publisher of Pokémon LeafGreen.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+LeafGreen","wikipedia_title":null},{"game_key":"Pokémon Moon","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The article identifies the genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The article identifies Nintendo 3DS as the platform context.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The source lists Worldwide: 2016-11-18 as a release date.","value":"Worldwide: 2016-11-18","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The source credits Game Freak as developer.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The source lists The Pokémon Company (Japan); Nintendo (international) as publisher.","value":"The Pokémon Company (Japan); Nintendo (international)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The source places the game in Pokémon.","value":"Pokémon","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","evidence":"The article identifies the later games as enhanced versions.","value":"Followed by Pokémon Ultra Sun and Ultra Moon (2017)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sun_and_Moon","wikipedia_title":"Pokémon Sun and Moon"},{"game_key":"Pokémon Mystery Dungeon: Explorers of Sky","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/45482/pokemon-mystery-dungeon-explorers-of-sky/","evidence":"MobyGames classifies the game as an RPG with roguelike gameplay.","value":"Role-playing / roguelike","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/45482/pokemon-mystery-dungeon-explorers-of-sky/","evidence":"The entry identifies Nintendo DS as the original platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/45482/pokemon-mystery-dungeon-explorers-of-sky/","evidence":"MobyGames lists the Nintendo DS release on April 18, 2009.","value":"2009-04-18","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/45482/pokemon-mystery-dungeon-explorers-of-sky/","evidence":"The entry credits Chunsoft as developer.","value":"Chunsoft Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/45482/pokemon-mystery-dungeon-explorers-of-sky/","evidence":"The entry lists The Pokémon Company among the publishers.","value":"The Pokémon Company","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Mystery_Dungeon:_Explorers_of_Sky","wikipedia_title":"Pokémon Mystery Dungeon: Explorers of Sky"},{"game_key":"Pokémon Mystery Dungeon: Red Rescue Team","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy-Advance/Pokemon-Mystery-Dungeon-Red-Rescue-Team-267145.html","evidence":"Nintendo product page title.","value":"Pokémon Mystery Dungeon: Red Rescue Team","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy-Advance/Pokemon-Mystery-Dungeon-Red-Rescue-Team-267145.html","evidence":"Nintendo category labels.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy-Advance/Pokemon-Mystery-Dungeon-Red-Rescue-Team-267145.html","evidence":"Nintendo lists CHUNSOFT as developer.","value":"CHUNSOFT","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy-Advance/Pokemon-Mystery-Dungeon-Red-Rescue-Team-267145.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy-Advance/Pokemon-Mystery-Dungeon-Red-Rescue-Team-267145.html","evidence":"Product page identifies GBA original; Wii U is later Virtual Console.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy-Advance/Pokemon-Mystery-Dungeon-Red-Rescue-Team-267145.html","evidence":"Nintendo Portugal product page lists GBA release 10 November 2006.","value":"10/11/2006","date_granularity":"day"},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Mystery+Dungeon%3A+Red+Rescue+Team","wikipedia_title":null},{"game_key":"Pokémon Origin HeartGold","facts":[{"field":"original_platform","source_url":"https://pokemonoriginheartgold.com/","evidence":"The project site describes Origin HeartGold as a Nintendo DS ROM hack and requires the clean HeartGold base game.","value":"Nintendo DS ROM hack based on Pokémon HeartGold","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The HeartGold base is classified as a role-playing game; this genre describes the base game, not a separately published product.","value":"Role-playing (inherited from the Pokémon HeartGold base game)","date_granularity":null},{"field":"developer","source_url":"https://pokemonoriginheartgold.com/credits/","evidence":"The project credits distinguish the original hack creator from the v4.0.x developer.","value":"Original hack: Yannanfei TB; v4.0.x development: Alex (罗湖陈浩南a)","date_granularity":null},{"field":"regional_release_date","source_url":"https://pokemonoriginheartgold.com/","evidence":"The project site announces the English RC8 release on 13 October 2026.","value":"English release candidate RC8: 2026-10-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Origin+HeartGold","wikipedia_title":null},{"game_key":"Pokémon Pinball","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4403/pokemon-pinball/","evidence":"MobyGames classifies the title as pinball and action gameplay.","value":"Pinball / action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4403/pokemon-pinball/releases/","evidence":"The entry identifies Game Boy Color as the original platform.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4403/pokemon-pinball/releases/","evidence":"The Game Boy Color release record lists Japan on April 14, 1999.","value":"Japan: 1999-04-14","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/4403/pokemon-pinball/releases/","evidence":"The original Japanese Game Boy Color release credits Jupiter Corp. as developer.","value":"Jupiter Corp.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4403/pokemon-pinball/releases/","evidence":"The original Japanese Game Boy Color release names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Pinball","wikipedia_title":"Pokémon Pinball"},{"game_key":"Pokémon Pinball: Ruby & Sapphire","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/10161/pokemon-pinball-ruby-sapphire/","evidence":"MobyGames classifies the title as pinball gameplay and action.","value":"Pinball / action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/10161/pokemon-pinball-ruby-sapphire/releases/","evidence":"The original release is listed for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/10161/pokemon-pinball-ruby-sapphire/releases/","evidence":"The Game Boy Advance release record lists Japan on August 1, 2003.","value":"Japan: 2003-08-01","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/10161/pokemon-pinball-ruby-sapphire/releases/","evidence":"The original Japanese Game Boy Advance release credits Jupiter Corp. as developer.","value":"Jupiter Corp.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/10161/pokemon-pinball-ruby-sapphire/releases/","evidence":"The original Japanese Game Boy Advance release names The Pokémon Company as publisher.","value":"The Pokémon Company","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/11023/pokemon-pinball-series/","evidence":"MobyGames lists Pokémon Pinball: Ruby & Sapphire as part of the Pokémon Pinball series.","value":"Pokémon Pinball series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Pinball:_Ruby_%26_Sapphire","wikipedia_title":"Pokémon Pinball: Ruby & Sapphire"},{"game_key":"Pokémon Platinum","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 22 May 2009; third adventure in Sinnoh.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists European release 22 May 2009; third adventure in Sinnoh.","value":"22/05/2009","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Platinum-Version-272321.html","evidence":"Nintendo lists Adventure and RPG as categories for Pokémon Platinum Version.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Platinum-Version-272321.html","evidence":"Nintendo lists Game Freak as developer of Pokémon Platinum Version.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-Platinum-Version-272321.html","evidence":"Nintendo lists Nintendo as publisher of Pokémon Platinum Version.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Platinum","wikipedia_title":"Pokémon Platinum"},{"game_key":"Pokémon Puzzle Challenge","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4708/pokemon-puzzle-challenge/","evidence":"MobyGames classifies the game as action and puzzle, including falling-block and tile-matching gameplay.","value":"Puzzle / action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4708/pokemon-puzzle-challenge/releases/","evidence":"The original release is listed for Game Boy Color.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4708/pokemon-puzzle-challenge/releases/","evidence":"The Game Boy Color release record lists Japan on September 21, 2000.","value":"Japan: 2000-09-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/4708/pokemon-puzzle-challenge/releases/","evidence":"The original Japanese Game Boy Color release credits Intelligent Systems as developer.","value":"Intelligent Systems Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4708/pokemon-puzzle-challenge/releases/","evidence":"The original Japanese Game Boy Color release names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_Challenge","wikipedia_title":"Pokémon Puzzle Challenge"},{"game_key":"Pokémon Puzzle League (Nintendo 64 North American ROM; SHA-1 8173866fc8c7652abd44c48efcab85441c6806a1)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The article identifies the Nintendo 64 title as Pokémon Puzzle League.","value":"Pokémon Puzzle League","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The infobox classifies it as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The infobox credits Nintendo Software Technology and Intelligent Systems as developers.","value":"Nintendo Software Technology and Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The infobox credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The article identifies Nintendo 64 as the release platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The article gives September 25, 2000 as the North American release date.","value":"North America: 2000-09-25","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","evidence":"The infobox identifies both Puzzle League and Pokémon as series.","value":"Puzzle League; Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Puzzle_League","wikipedia_title":"Pokémon Puzzle League"},{"game_key":"Pokémon Reborn (fan game)","facts":[{"field":"original_platform","source_url":"https://www.rebornevo.com/forums/topic/60004-e19-community-open-beta-downloads/","evidence":"The official Episode 19 release post offers downloads for Windows, Mac, and Linux.","value":"PC downloads for Windows, macOS, and Linux","date_granularity":null},{"field":"genre","source_url":"https://rpgmaker.fandom.com/wiki/Pok%C3%A9mon_Reborn","evidence":"The RPG Maker community entry classifies Pokémon Reborn as a role-playing game; it is a fan project rather than a commercial Pokémon release.","value":"Role-playing fan game","date_granularity":null},{"field":"developer","source_url":"https://www.rebornevo.com/forums/topic/60004-e19-community-open-beta-downloads/","evidence":"The Episode 19 release announcement is posted by Amethyst, the project creator.","value":"Amethyst (creator)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.rebornevo.com/forums/topic/60004-e19-community-open-beta-downloads/","evidence":"The creator's post dated 16 April 2022 announces Episode 19 as the final complete version.","value":"Episode 19 / final complete version: 2022-04-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Reborn+%28fan+game%29","wikipedia_title":null},{"game_key":"Pokémon Red","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/5129/pokemon-red-version/","evidence":"MobyGames classifies Pokémon Red Version as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5129/pokemon-red-version/releases/","evidence":"The U.S. release record identifies Game Boy as the original platform for Pokémon Red Version.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5129/pokemon-red-version/releases/","evidence":"The Game Boy release record lists the U.S. release on September 28, 1998.","value":"United States: 1998-09-28","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/5129/pokemon-red-version/releases/","evidence":"The U.S. Game Boy release record credits Creatures, Game Freak, and Nintendo as developers.","value":["Creatures, Inc.","Game Freak, Inc.","Nintendo Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5129/pokemon-red-version/releases/","evidence":"The U.S. Game Boy release record names Nintendo of America Inc. as publisher.","value":"Nintendo of America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5129/pokemon-red-version/","evidence":"MobyGames identifies Pokémon Red Version as one of the paired titles that introduced the Pokémon series outside Japan.","value":"Pokémon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Red,_Blue,_and_Yellow","wikipedia_title":"Pokémon Red, Blue, and Yellow"},{"game_key":"Pokémon Red and Blue","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"The first Pokémon games launched in Japan in 1996; Nintendo lists European release 5 October 1999.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"The first Pokémon games launched in Japan in 1996; Nintendo lists European release 5 October 1999.","value":"05/10/1999","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo says the very first games launched in Japan in 1996 and arrived in Europe in 1999; the page lists European Red/Blue as 5 October 1999.","value":"Pokémon series debuted in Japan in 1996 on Game Boy (Pokémon Red/Green pair); European Red/Blue release was 1999.","date_granularity":"year"},{"field":"canonical_name","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy/Pokemon-Red-Version-266109.html","evidence":"Nintendo product page title.","value":"Pokémon Red Version","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy/Pokemon-Red-Version-266109.html","evidence":"Nintendo category labels.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy/Pokemon-Red-Version-266109.html","evidence":"Nintendo lists Game Freak / Creatures as developer.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy/Pokemon-Red-Version-266109.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/pt-pt/Jogos/Game-Boy/Pokemon-Red-Version-266109.html","evidence":"Nintendo identifies Game Boy cartridge/original; listed 3DS version is a Virtual Console rerelease.","value":"Game Boy","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Red+and+Blue","wikipedia_title":null},{"game_key":"Pokémon Rejuvenation","facts":[{"field":"developer","source_url":"https://pokemonrejuvenation.com/version","evidence":"The project’s official version page says Pokémon Rejuvenation is developed by Jan and the Rejuvenation Team.","value":"Jan and the Rejuvenation Team","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Rejuvenation","wikipedia_title":null},{"game_key":"Pokémon Ruby","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the Ruby/Sapphire pair release 25 July 2003; introduced double battles.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the Ruby/Sapphire pair release 25 July 2003; introduced double battles.","value":"25/07/2003","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-Ruby-267167.html","evidence":"Nintendo lists Adventure and RPG as categories for Pokémon Ruby.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-Ruby-267167.html","evidence":"Nintendo lists GAME FREAK as the developer of Pokémon Ruby.","value":"GAME FREAK","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-Ruby-267167.html","evidence":"Nintendo lists Nintendo as the publisher of Pokémon Ruby.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Ruby","wikipedia_title":null},{"game_key":"Pokémon Ruby and Sapphire","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 25 July 2003; introduced double battles.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists release 25 July 2003; introduced double battles.","value":"25/07/2003","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.pokemon.com/us/pokemon-video-games/pokemon-ruby-version-and-pokemon-sapphire-version/","evidence":"The official Pokémon page for the exact Ruby/Sapphire pair describes them as the first Pokémon RPGs for Game Boy Advance.","value":"Role-playing game (RPG)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Ruby_and_Sapphire","wikipedia_title":"Pokémon Ruby and Sapphire"},{"game_key":"Pokémon Rumble","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Rumble","evidence":"The article identifies Pokémon Rumble as an action role-playing video game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Rumble","evidence":"The article credits Ambrella as developer.","value":"Ambrella","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Rumble","evidence":"The article credits The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company; Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Rumble","evidence":"The article identifies Wii as the platform for the 2009 game.","value":"Wii","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Rumble","evidence":"The article identifies this game as the first entry in the Pokémon Rumble sub-series.","value":"Pokémon Rumble","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Rumble","wikipedia_title":"Pokémon Rumble"},{"game_key":"Pokémon Sapphire","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the Ruby/Sapphire pair release 25 July 2003; introduced double battles.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo lists the Ruby/Sapphire pair release 25 July 2003; introduced double battles.","value":"25/07/2003","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Date shown in Nintendo UK retrospective; it is a regional date and should not be mistaken for first worldwide release.","value":"Europe / Nintendo of Europe listing","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-Sapphire-267178.html","evidence":"Nintendo lists Adventure and RPG as categories for Pokémon Sapphire.","value":"Adventure; RPG","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/8460/pokemon-sapphire-version/","evidence":"MobyGames credits Game Freak, Inc. and Creatures, Inc. as developers of the exact Pokémon Sapphire Version.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Pokemon-Sapphire-267178.html","evidence":"Nintendo lists Nintendo as publisher of Pokémon Sapphire.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Sapphire","wikipedia_title":null},{"game_key":"Pokémon Silver","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/5426/pokemon-silver-version/","evidence":"MobyGames classifies Pokémon Silver Version as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5426/pokemon-silver-version/releases/","evidence":"The original Pokémon Silver Version release is listed for Game Boy Color.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5426/pokemon-silver-version/releases/","evidence":"The Game Boy Color release record lists Japan on November 21, 1999.","value":"Japan: 1999-11-21","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/5426/pokemon-silver-version/releases/","evidence":"The Japanese Game Boy Color release record credits Creatures, Game Freak, and Nintendo as developers.","value":["Creatures, Inc.","Game Freak, Inc.","Nintendo Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5426/pokemon-silver-version/releases/","evidence":"The Japanese Game Boy Color release record names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5426/pokemon-silver-version/","evidence":"MobyGames describes Silver as a Pokémon role-playing game set after the events of Red, Blue, and Yellow.","value":"Pokémon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Gold_and_Silver","wikipedia_title":"Pokémon Gold and Silver"},{"game_key":"Pokémon Snap","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Pokemon-Snap-269668.html","evidence":"Nintendo product page title.","value":"Pokémon Snap","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Pokemon-Snap-269668.html","evidence":"Nintendo category label.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Pokemon-Snap-269668.html","evidence":"Nintendo lists HAL Laboratory as developer.","value":"HAL Laboratory, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Pokemon-Snap-269668.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Pokemon-Snap-269668.html","evidence":"Nintendo lists the N64 original; Wii/Wii U are later Virtual Console listings.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Pokemon-Snap-269668.html","evidence":"Nintendo lists N64 EU/UK release 1 September 2000.","value":"01/09/2000","date_granularity":"day"},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Snap","wikipedia_title":"Pokémon Snap"},{"game_key":"Pokémon Snap-inspired fan game","facts":[{"field":"canonical_name","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/","evidence":"creator's development thread identifies the title as Pokémon Snap 3DS.","value":"Pokémon Snap 3DS","date_granularity":null},{"field":"genre","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/","evidence":"creator's development thread classifies the game as Exploration; photography.","value":"Exploration; photography","date_granularity":null},{"field":"original_platform","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/","evidence":"creator's development thread lists Nintendo 3DS family (designed especially for New Nintendo 3DS) among the game's platforms.","value":"Nintendo 3DS family (designed especially for New Nintendo 3DS)","date_granularity":null},{"field":"developer","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/","evidence":"creator's development thread credits Manurocker95 as developer.","value":"Manurocker95","date_granularity":null},{"field":"collection_context","source_url":"https://www.whackahack.com/foro/threads/unity-engine-3ds-pokemon-snap-3ds-new-nintendo-3ds-esp-eng-it-fr-pt-de-jap-ch-beta-v0-3-6.69230/page-4","evidence":"The creator's September 22, 2026 development update presents v0.3.8, says additional tuning remains, and reports 30 fps during the route on New Nintendo 3DS only because of performance and memory limits. This is a development update, not a commercial release-date record.","value":"Unofficial from-scratch fan reimplementation; beta v0.3.8 shown on 2026-09-22, with additional tuning and New 3DS-only performance validation noted.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon%20Snap%203DS","wikipedia_title":null},{"game_key":"Pokémon SoulSilver","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-SoulSilver-Version-272475.html","evidence":"Nintendo identifies Pokémon SoulSilver Version as a Nintendo DS game.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-SoulSilver-Version-272475.html","evidence":"Nintendo UK lists Pokémon SoulSilver Version’s release date as 26 March 2010.","value":"United Kingdom: 2010-03-26","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-SoulSilver-Version-272475.html","evidence":"Nintendo lists Action, Adventure, Strategy, and RPG as categories for Pokémon SoulSilver Version.","value":"Action; Adventure; Strategy; RPG","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-SoulSilver-Version-272475.html","evidence":"Nintendo lists Nintendo as publisher of Pokémon SoulSilver Version.","value":"Nintendo","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Pokemon-SoulSilver-Version-272475.html","evidence":"Nintendo lists GAME FREAK Inc. as developer of Pokémon SoulSilver Version.","value":"GAME FREAK Inc.","date_granularity":null},{"field":"series","source_url":"https://csassets.nintendo.com/noaext/image/private/t_KA_PDF/DS_Pokemon_Black","evidence":"Nintendo’s Black Version instruction manual groups SoulSilver with Diamond, Pearl, Platinum, and HeartGold as part of the Nintendo DS Pokémon series.","value":"Pokémon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+SoulSilver","wikipedia_title":null},{"game_key":"Pokémon SoulSilver (US Nintendo DS retail ROM)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The article covers Pokémon SoulSilver as one of the paired HeartGold and SoulSilver remakes.","value":"Pokémon SoulSilver Version","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The infobox classifies HeartGold and SoulSilver as role-playing games.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The article credits Game Freak as developer.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The article credits The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company and Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The infobox identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The release section gives these regional dates for the paired games; SoulSilver is one of those two Nintendo DS versions.","value":"Japan: 2009-09-12; North America: 2010-03-14; Australia: 2010-03-25; Europe: 2010-03-26 (Netherlands and Dutch-speaking Belgium: 2010-04-02)","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The infobox identifies the games as part of the Pokémon series.","value":"Pokémon","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","evidence":"The article identifies both the remake relationship and the added Crystal features.","value":"SoulSilver is one of the paired remakes of Pokémon Gold and Silver for Nintendo DS; the article also notes features carried over from Pokémon Crystal.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver","wikipedia_title":"Pokémon HeartGold and SoulSilver"},{"game_key":"Pokémon Stadium","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/6525/pokemon-stadium/","evidence":"MobyGames classifies the game as turn-based and role-playing; its description centers on Pokémon battles in 3D.","value":"Turn-based battle / role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/6525/pokemon-stadium/releases/","evidence":"The entry lists the original version on Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/6525/pokemon-stadium/releases/","evidence":"The Nintendo 64 release record lists Japan on April 30, 1999.","value":"Japan: 1999-04-30","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/6525/pokemon-stadium/releases/","evidence":"The Japanese Nintendo 64 release record credits HAL Laboratory and Nintendo EAD as developers.","value":["HAL Laboratory, Inc.","Nintendo EAD"],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/6525/pokemon-stadium/releases/","evidence":"The Japanese Nintendo 64 release record names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/6525/pokemon-stadium/","evidence":"MobyGames explicitly lists Pokémon Stadium as part of the Pokémon Stadium series.","value":"Pokémon Stadium series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Stadium","wikipedia_title":"Pokémon Stadium"},{"game_key":"Pokémon Stadium 2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/9233/pokemon-stadium-2/","evidence":"MobyGames classifies Pokémon Stadium 2 under strategy/tactics and describes its battles as turn-based.","value":"Strategy / tactics","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/9233/pokemon-stadium-2/releases/","evidence":"The entry lists Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/9233/pokemon-stadium-2/releases/","evidence":"The Nintendo 64 release record lists Japan on December 14, 2000.","value":"Japan: 2000-12-14","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/9233/pokemon-stadium-2/releases/","evidence":"The original Japanese Nintendo 64 release record credits Nintendo Co., Ltd. as developer.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/9233/pokemon-stadium-2/releases/","evidence":"The original Japanese Nintendo 64 release record names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/9233/pokemon-stadium-2/","evidence":"MobyGames identifies Pokémon Stadium as the predecessor to Pokémon Stadium 2.","value":"Pokémon Stadium series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Stadium_2","wikipedia_title":"Pokémon Stadium 2"},{"game_key":"Pokémon Sword (Nintendo Switch, build 562)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The article identifies Sword as one of the paired Pokémon Sword and Pokémon Shield games.","value":"Pokémon Sword","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The infobox classifies the games as role-playing.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The infobox credits Game Freak as developer.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The article credits The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company and Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The infobox identifies Nintendo Switch as the platform.","value":"Nintendo Switch","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The article says Pokémon Sword and Shield were released on November 15, 2019.","value":"Worldwide: 2019-11-15","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","evidence":"The infobox identifies the games as part of the Pokémon series.","value":"Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sword_and_Shield","wikipedia_title":"Pokémon Sword and Shield"},{"game_key":"Pokémon Trading Card Game","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/es-es/Juegos/Game-Boy-Color/Pokemon-Trading-Card-Game-266131.html","evidence":"Nintendo product page title.","value":"Pokémon Trading Card Game","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/es-es/Juegos/Game-Boy-Color/Pokemon-Trading-Card-Game-266131.html","evidence":"Nintendo category labels; game is a digital adaptation of the Pokémon TCG.","value":"Puzzle; other","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/es-es/Juegos/Game-Boy-Color/Pokemon-Trading-Card-Game-266131.html","evidence":"Nintendo lists Game Freak / Creatures as developer.","value":"Game Freak / Creatures","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/es-es/Juegos/Game-Boy-Color/Pokemon-Trading-Card-Game-266131.html","evidence":"Nintendo lists Nintendo as distributor.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/es-es/Juegos/Game-Boy-Color/Pokemon-Trading-Card-Game-266131.html","evidence":"Product description identifies the original GBC version; Nintendo 3DS is later Virtual Console.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/es-es/Juegos/Game-Boy-Color/Pokemon-Trading-Card-Game-266131.html","evidence":"Nintendo copyright line is ©2000 and page calls the product the GBC version; its displayed 2014 date is the 3DS Virtual Console release.","value":"2000 (original GBC edition; exact day not established by this source)","date_granularity":"year"},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Trading_Card_Game","wikipedia_title":"Pokémon Trading Card Game"},{"game_key":"Pokémon Trading Card Game 2: The Invasion of Team GR!","facts":[{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/August/What-is-Pokemon-Catch-up-on-the-phenomenon-with-our-feature-news-1128960.html","evidence":"Nintendo’s history article describes the common gameplay loop for most Pokémon video games (Trainer journey, catch/train/battle, Pokédex).","value":"Core Pokémon role-playing adventures generally center on traveling as a Trainer, catching/training Pokémon, battling, and cataloguing them in the Pokédex; this is series-level context, not a game-specific synopsis.","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/60742/pokemon-card-gb2-gr-dan-sanjo/","evidence":"MobyGames classifies the game as an RPG and a trading/collectible-card game.","value":"Role-playing / collectible card game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/60742/pokemon-card-gb2-gr-dan-sanjo/releases/","evidence":"The original Japanese release is listed for Game Boy Color.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/60742/pokemon-card-gb2-gr-dan-sanjo/releases/","evidence":"The Game Boy Color release record lists Japan on March 28, 2001.","value":"Japan: 2001-03-28","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/60742/pokemon-card-gb2-gr-dan-sanjo/releases/","evidence":"The Japanese Game Boy Color release record credits Hudson Soft as developer.","value":"Hudson Soft Company, Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/60742/pokemon-card-gb2-gr-dan-sanjo/releases/","evidence":"The Japanese Game Boy Color release record names The Pokémon Company as publisher.","value":"The Pokémon Company","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Trading+Card+Game+2%3A+The+Invasion+of+Team+GR%21","wikipedia_title":null},{"game_key":"Pokémon Unbound","facts":[{"field":"original_platform","source_url":"https://www.pokecommunity.com/threads/pok%C3%A9mon-unbound-completed.382178/","evidence":"The author identifies Unbound as a FireRed hack; the ROM hack targets the GBA FireRed base.","value":"Game Boy Advance ROM hack of Pokémon FireRed","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_FireRed_and_LeafGreen","evidence":"The FireRed base is an RPG; the Unbound author thread describes the hack's story-driven main game.","value":"Role-playing (inherited from Pokémon FireRed; the project describes a story-driven full game)","date_granularity":null},{"field":"developer","source_url":"https://www.pokecommunity.com/threads/pok%C3%A9mon-unbound-completed.382178/","evidence":"The original project thread identifies Skeli as the author/developer.","value":"Skeli","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+Unbound","wikipedia_title":null},{"game_key":"Pokémon X","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","evidence":"The article identifies the genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","evidence":"The article identifies Nintendo 3DS as the platform context.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","evidence":"The source lists Worldwide: 2013-10-12 as a release date.","value":"Worldwide: 2013-10-12","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","evidence":"The source credits Game Freak as developer.","value":"Game Freak","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","evidence":"The source lists The Pokémon Company (Japan); Nintendo (international) as publisher.","value":"The Pokémon Company (Japan); Nintendo (international)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","evidence":"The source places the game in Pokémon.","value":"Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y","wikipedia_title":"Pokémon X and Y"},{"game_key":"Pokémon XD: Gale of Darkness","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_XD%3A_Gale_of_Darkness","evidence":"The article describes Pokémon XD as a role-playing game and lists monster tamer as its genre.","value":"Role-playing; monster tamer","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_XD%3A_Gale_of_Darkness","evidence":"The article lists Genius Sonority as developer.","value":"Genius Sonority","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_XD%3A_Gale_of_Darkness","evidence":"The article lists The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company and Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_XD%3A_Gale_of_Darkness","evidence":"The article identifies GameCube as the platform.","value":"GameCube","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_XD%3A_Gale_of_Darkness","evidence":"The article identifies Pokémon XD as the successor to Pokémon Colosseum.","value":"Pokémon; successor to Pokémon Colosseum","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9mon+XD%3A+Gale+of+Darkness","wikipedia_title":null},{"game_key":"Pokémon Yellow","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/5053/pokemon-yellow-version-special-pikachu-edition/","evidence":"MobyGames classifies Pokémon Yellow Version as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/5053/pokemon-yellow-version-special-pikachu-edition/releases/","evidence":"The original Pokémon Yellow Version release is listed for Game Boy.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5053/pokemon-yellow-version-special-pikachu-edition/releases/","evidence":"The Game Boy release record lists Japan on September 12, 1998.","value":"Japan: 1998-09-12","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/5053/pokemon-yellow-version-special-pikachu-edition/releases/","evidence":"The Japanese Game Boy release record credits Creatures, Game Freak, and Nintendo as developers.","value":["Creatures, Inc.","Game Freak, Inc.","Nintendo Co., Ltd."],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5053/pokemon-yellow-version-special-pikachu-edition/releases/","evidence":"The Japanese Game Boy release record names Nintendo Co., Ltd. as publisher.","value":"Nintendo Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5053/pokemon-yellow-version-special-pikachu-edition/","evidence":"MobyGames states that Yellow, Blue, and Red form the first generation of Pokémon games.","value":"Pokémon series (Generation I)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Red,_Blue,_and_Yellow","wikipedia_title":"Pokémon Red, Blue, and Yellow"},{"game_key":"Pokémon: Let's Go, Eevee!","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Pokemon-Let-s-Go-Eevee--1382835.html","evidence":"Nintendo identifies Pokémon: Let’s Go, Eevee! as a Nintendo Switch game.","value":"Nintendo Switch","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Pokemon-Let-s-Go-Eevee--1382835.html","evidence":"Nintendo UK lists the release date as 16 November 2018.","value":"United Kingdom: 2018-11-16","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Pokemon-Let-s-Go-Eevee--1382835.html","evidence":"Nintendo lists RPG as the category for Pokémon: Let’s Go, Eevee!.","value":"RPG","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Pokemon-Let-s-Go-Eevee--1382835.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Pokemon-Let-s-Go-Eevee--1382835.html","evidence":"Nintendo lists GAME FREAK as developer.","value":"GAME FREAK","date_granularity":null},{"field":"series","source_url":"https://en-americas-support.nintendo.com/app/answers/detail/a_id/68212/p/988","evidence":"Nintendo’s support page titled “Pokémon Series” lists Pokémon: Let’s Go, Eevee! among the games covered by its Mystery Gift instructions.","value":"Pokémon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pok%C3%A9mon:_Let%27s_Go%2C_Pikachu!_and_Let%27s_Go%2C_Eevee!","wikipedia_title":"Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!"},{"game_key":"PokéPark Wii: Pikachu’s Adventure","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9Park_Wii%3A_Pikachu%27s_Adventure","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9Park_Wii%3A_Pikachu%27s_Adventure","evidence":"The article lists Creatures Inc. as developer.","value":"Creatures Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9Park_Wii%3A_Pikachu%27s_Adventure","evidence":"The article lists The Pokémon Company and Nintendo as publishers.","value":"The Pokémon Company and Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9Park_Wii%3A_Pikachu%27s_Adventure","evidence":"The article identifies Wii as the original platform.","value":"Wii","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pok%C3%A9Park_Wii%3A_Pikachu%27s_Adventure","evidence":"The article identifies the game as a Pokémon spin-off.","value":"Pokémon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pok%C3%A9Park+Wii%3A+Pikachu%E2%80%99s+Adventure","wikipedia_title":null},{"game_key":"Pole Position II","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/4001/pole-position-ii/","evidence":"MobyGames lists Racing / Driving as the game’s genre.","value":"Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4001/pole-position-ii/","evidence":"MobyGames identifies the arcade release as the original release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/4001/pole-position-ii/","evidence":"MobyGames credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4001/pole-position-ii/releases/","evidence":"MobyGames identifies Namco Limited as publisher of the original Japanese arcade release; later ports have other publishers.","value":"Namco Limited","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/4001/pole-position-ii/","evidence":"MobyGames identifies Pole Position II as part of the Pole Position series.","value":"Pole Position series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4001/pole-position-ii/releases/","evidence":"MobyGames lists the Japanese arcade release in 1983.","value":"Japan: 1983","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pole_Position_II","wikipedia_title":"Pole Position II"},{"game_key":"Pool of Radiance","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pool_of_Radiance","evidence":"The article identifies Pool of Radiance as a role-playing game and lists tactical RPG as a genre.","value":"Role-playing; tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pool_of_Radiance","evidence":"The article lists Strategic Simulations and Marionette (NES) as developers.","value":"Strategic Simulations, Inc. (with Marionette on NES)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pool_of_Radiance","evidence":"The article identifies SSI as publisher.","value":"Strategic Simulations, Inc.","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pool_of_Radiance","evidence":"The article says the game was the first adaptation of AD&D for home computers and first episode of a four-part series.","value":"Gold Box; first game in the four-part AD&D computer adventure series","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pool_of_Radiance","evidence":"The article says the June 1988 release was initially available on Commodore 64, Apple II, and IBM PC compatibles.","value":"Commodore 64, Apple II, and IBM PC compatibles (1988 launch platforms)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pool+of+Radiance","wikipedia_title":null},{"game_key":"Pool of Radiance (IBM PC DOS v1.3 release)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Pool_of_Radiance","wikipedia_title":"Pool of Radiance"},{"game_key":"pop'n music (PS1 console release, SLPM_861.83)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pop'n_Music","evidence":"The article credits Bemani as developer of the series.","value":"Bemani","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pop'n_Music","evidence":"The article identifies Konami as publisher of the series.","value":"Konami","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Pop'n_Music","evidence":"The article lists PlayStation among the series platforms.","value":"Arcade; PlayStation and other consoles","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pop'n_Music","evidence":"The article classifies Pop’n Music as a music/rhythm game.","value":"Music / rhythm","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=pop%27n+music+%28PS1+console+release%2C+SLPM_861.83%29","wikipedia_title":null},{"game_key":"Popolocrois Monogatari II","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/ps/576807-popolocrois-monogatari-ii/data","evidence":"GameFAQs gives the PlayStation title as PoPoLoCrois Monogatari II.","value":"PoPoLoCrois Monogatari II","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/576807-popolocrois-monogatari-ii/data","evidence":"GameFAQs classifies the title as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/576807-popolocrois-monogatari-ii/data","evidence":"GameFAQs identifies the original release platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/576807-popolocrois-monogatari-ii/data","evidence":"GameFAQs records the Japanese release on January 27, 2000.","value":"Japan: 2000-01-27","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/576807-popolocrois-monogatari-ii/data","evidence":"GameFAQs credits G-Artists as developer.","value":"G-Artists","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/576807-popolocrois-monogatari-ii/data","evidence":"GameFAQs lists SCEI as the Japanese publisher.","value":"Sony Computer Entertainment Japan (SCEI)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Popolocrois%20Monogatari%20II","wikipedia_title":null},{"game_key":"Populous: The Beginning (1998) and Undiscovered Worlds expansion","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Populous:_The_Beginning","evidence":"The article identifies the original 1998 release as a Microsoft Windows game and distinguishes the later PlayStation port.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Populous:_The_Beginning","evidence":"The article credits Bullfrog Productions as developer of Populous: The Beginning and its Undiscovered Worlds expansion.","value":"Bullfrog Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Populous:_The_Beginning","evidence":"The article credits Electronic Arts as publisher of Populous: The Beginning.","value":"Electronic Arts","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Populous:_The_Beginning","evidence":"The article classifies Populous: The Beginning as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Populous:_The_Beginning","evidence":"The article's release section identifies Undiscovered Worlds as a 1999 add-on available in the UK and US, with twelve new single-player and twelve multiplayer levels.","value":"Includes the 1999 Undiscovered Worlds Windows expansion, released in the UK and US with 12 new single-player and 12 multiplayer levels.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Populous%3A_The_Beginning","wikipedia_title":"Populous: The Beginning"},{"game_key":"POST VOID","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/1285670/Post_Void/","evidence":"The Steam store page credits YCJY Games as developer.","value":"YCJY Games","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1285670/Post_Void/","evidence":"The Steam store page credits YCJY Games as publisher.","value":"YCJY Games","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/1285670/Post_Void/","evidence":"The Steam page describes POST VOID as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1285670/Post_Void/","evidence":"The Steam store page lists August 6, 2020 as the release date.","value":"Worldwide: 2020-08-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=POST+VOID","wikipedia_title":"Wikipedia search: POST VOID (no dedicated article surfaced)"},{"game_key":"Postal","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Postal_(video_game)","evidence":"The article credits Running with Scissors as developer.","value":"Running with Scissors","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Postal_(video_game)","evidence":"The article credits Ripcord Games as publisher of the original release.","value":"Ripcord Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Postal_(video_game)","evidence":"The article identifies Windows and Mac OS as the original 1997 retail platforms.","value":"Windows / Mac OS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Postal_(video_game)","evidence":"The article describes Postal as an isometric top-down shooter.","value":"Isometric top-down shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Postal_(video_game)","wikipedia_title":"Postal (video game)"},{"game_key":"Power Drift","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Power_Drift","evidence":"The article identifies the arcade version as the original; later home-computer and console ports are listed separately.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Power_Drift","evidence":"The article classifies Power Drift as a kart racing game.","value":"Kart racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Power_Drift","evidence":"The article credits Sega AM2.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Power_Drift","evidence":"The article credits Sega as publisher of the original arcade game.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Power_Drift","evidence":"The article lists the arcade release dates by region; later home ports are separate releases.","value":"Arcade: Japan 1988-08-05; North America 1988-08; Europe 1988-09","date_granularity":"mixed"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Power_Drift","wikipedia_title":"Power Drift"},{"game_key":"Powerpuff Girls Z (Nintendo DS Japan)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Powerpuff_Girls_Z","evidence":"The article’s video game section says the Nintendo DS game was developed by Infinity.","value":"Infinity","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Powerpuff_Girls_Z","evidence":"The article’s video game section says the Nintendo DS game was published by Bandai.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Powerpuff_Girls_Z","evidence":"The article’s video game section identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Powerpuff_Girls_Z","evidence":"The article’s video game section gives June 12, 2007 as the Nintendo DS release date.","value":"Japan: 2007-06-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Powerpuff+Girls+Z+%28Nintendo+DS+Japan%29","wikipedia_title":null},{"game_key":"Prince of Persia (1989 DOS version)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc/562672-prince-of-persia-1989/data","evidence":"GameFAQs categorizes the PC game as Action > Platformer > 2D.","value":"2D platformer","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/dos/prince-of-persia","evidence":"MobyGames identifies this entry as the DOS version.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/562672-prince-of-persia-1989/data","evidence":"GameFAQs credits Broderbund as developer of the PC release.","value":"Broderbund","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/562672-prince-of-persia-1989/data","evidence":"GameFAQs lists Broderbund as publisher of the US PC release.","value":"Broderbund","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/34/prince-of-persia-series/","evidence":"MobyGames identifies Prince of Persia as part of its namesake series.","value":"Prince of Persia series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_(1989_video_game)","wikipedia_title":"Prince of Persia (1989 video game)"},{"game_key":"Prince of Persia Classic","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","evidence":"The article identifies the genre as Action-platform.","value":"Action-platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","evidence":"The article identifies Xbox 360 (Xbox Live Arcade) as the platform context.","value":"Xbox 360 (Xbox Live Arcade)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","evidence":"The source lists Xbox Live Arcade: 2007-06-13 as a release date.","value":"Xbox Live Arcade: 2007-06-13","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","evidence":"The source credits Gameloft Montreal as developer.","value":"Gameloft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","evidence":"The source lists Ubisoft (console); Gameloft (mobile) as publisher.","value":"Ubisoft (console); Gameloft (mobile)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","evidence":"The source places the game in Prince of Persia.","value":"Prince of Persia","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Prince_of_Persia_Classic","wikipedia_title":"Prince of Persia Classic"},{"game_key":"Prince of Persia: The Sands of Time (original Xbox demo and retail)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox/589719-prince-of-persia-the-sands-of-time/data","evidence":"GameFAQs categorizes the Xbox game as Action Adventure > Linear.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox/589719-prince-of-persia-the-sands-of-time/data","evidence":"GameFAQs identifies the original Xbox as the platform for this version.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox/589719-prince-of-persia-the-sands-of-time/data","evidence":"GameFAQs lists Ubisoft as developer/publisher of the Xbox game.","value":"Ubisoft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox/589719-prince-of-persia-the-sands-of-time/data","evidence":"GameFAQs lists Ubisoft as developer/publisher of the Xbox game.","value":"Ubisoft","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/34/prince-of-persia-series/","evidence":"MobyGames identifies The Sands of Time as part of the Prince of Persia series.","value":"Prince of Persia series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Prince_of_Persia:_The_Sands_of_Time","wikipedia_title":"Prince of Persia: The Sands of Time"},{"game_key":"Prince of Persia: The Warrior Within","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames identifies the title as Prince of Persia: Warrior Within.","value":"Prince of Persia: Warrior Within","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames classifies the game as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames lists Windows; PlayStation 2; Xbox; GameCube among the game's platforms.","value":"Windows; PlayStation 2; Xbox; GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames records the release as Windows: 2004-11-30.","value":"Windows: 2004-11-30","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames credits Ubisoft Montreal as developer.","value":"Ubisoft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames credits Ubisoft as publisher.","value":"Ubisoft","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/16156/prince-of-persia-warrior-within/","evidence":"MobyGames associates the game with the Prince of Persia series or franchise.","value":"Prince of Persia","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Prince_of_Persia:_Warrior_Within","wikipedia_title":"Prince of Persia: Warrior Within"},{"game_key":"Prison Architect (Linux PC build; GOG DRM-free edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Prison_Architect","evidence":"The article classifies Prison Architect as a construction and management simulation.","value":"Construction and management simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Prison_Architect","evidence":"The article identifies Introversion Software as developer.","value":"Introversion Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Prison_Architect","evidence":"The article identifies Introversion Software as publisher of the original game.","value":"Introversion Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Prison_Architect","evidence":"The article lists Linux, OS X, and Windows among the game’s platforms.","value":"Linux, OS X, and Windows among the PC platforms","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Prison+Architect+%28Linux+PC+build%3B+GOG+DRM-free+edition%29","wikipedia_title":null},{"game_key":"Private Eye Dol","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/turbocd/563731-private-eye-dol","evidence":"GameFAQs describes Private Eye Dol as an Adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/turbocd/563731-private-eye-dol","evidence":"GameFAQs identifies Turbo CD as the system.","value":"Turbo CD","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/turbocd/563731-private-eye-dol","evidence":"GameFAQs credits HuneX as developer.","value":"HuneX","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/turbocd/563731-private-eye-dol","evidence":"GameFAQs credits NEC as publisher.","value":"NEC","date_granularity":null},{"field":"regional_release_date","source_url":"https://pcengine.co.uk/HTML_Games/Private_Eye_Dol.htm","evidence":"The PC Engine Software Bible gives 11 August 1995 for the Japanese title.","value":"Japan: 1995-08-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Private+Eye+Dol+PC+Engine+video+game","wikipedia_title":null},{"game_key":"Pro Evolution Soccer 2013 (PC version 1.0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2013","evidence":"The article calls PES 2013 an association football video game and lists its genre as sports.","value":"Association football / sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2013","evidence":"The article credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2013","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2013","evidence":"The article identifies Pro Evolution Soccer 2013 as an installment in the Pro Evolution Soccer series.","value":"Pro Evolution Soccer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2013","evidence":"The article lists Microsoft Windows among the game platforms.","value":"Microsoft Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2013","wikipedia_title":"Pro Evolution Soccer 2013"},{"game_key":"Progenitor","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/215456/progenitor/","evidence":"MobyGames describes Progenitor as a space adventure/strategy game and lists adventure, strategy/tactics, and RPG elements.","value":"Space adventure / strategy role-playing game","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc98/414726-progenitor/data","evidence":"The PC-98 release listing credits Koei as developer.","value":"Koei","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc98/414726-progenitor/data","evidence":"The PC-98 release listing names Koei as publisher.","value":"Koei","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc98/414726-progenitor/data","evidence":"The release record identifies the original Japanese version for NEC PC-98.","value":"NEC PC-9801 (PC-98)","date_granularity":null},{"field":"original_release_date","source_url":"https://gamefaqs.gamespot.com/pc98/414726-progenitor/data","evidence":"The Japanese PC-98 release record gives October 1, 1994.","value":"1994-10-01","date_granularity":"day"},{"field":"series","source_url":"https://www.mobygames.com/game/215456/progenitor/","evidence":"MobyGames lists Progenitor in the Rekoeition series.","value":"Rekoeition","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_Koei_games","wikipedia_title":"List of Koei games"},{"game_key":"Project Gotham Racing 4 (Xbox 360)","facts":[{"field":"genre","source_url":"https://www.gamespot.com/games/project-gotham-racing-4/","evidence":"GameSpot lists the genres as Driving/Racing and Simulation.","value":["Driving/Racing","Simulation"],"date_granularity":null},{"field":"original_platform","source_url":"https://www.gamespot.com/games/project-gotham-racing-4/","evidence":"GameSpot identifies Xbox 360 as the platform.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://www.gamespot.com/games/project-gotham-racing-4/","evidence":"GameSpot lists Bizarre Creations as developer.","value":"Bizarre Creations","date_granularity":null},{"field":"publisher","source_url":"https://www.gamespot.com/games/project-gotham-racing-4/","evidence":"GameSpot lists Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/2472/project-gotham-racing-series/","evidence":"MobyGames identifies the Project Gotham Racing series and includes PGR4 among its entries.","value":"Project Gotham Racing series","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/935830-project-gotham-racing-4/data","evidence":"The US Xbox 360 release row gives October 2, 2007.","value":"United States: 2007-10-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Project_Gotham_Racing_4","wikipedia_title":"Project Gotham Racing 4"},{"game_key":"Project I.G.I.: I’m Going In (original PC release; supported IGI.exe SHA-1 e4daed6ab0feb7ca5614a0d61fa8aa6c14bd8164)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Project_I.G.I.","evidence":"The article describes the game as a tactical first-person shooter.","value":"Tactical first-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Project_I.G.I.","evidence":"The article credits Innerloop Studios as developer.","value":"Innerloop Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Project_I.G.I.","evidence":"The article says Eidos Interactive released the game in December 2000.","value":"Eidos Interactive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Project_I.G.I.","evidence":"The article lists Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Project_I.G.I.","evidence":"The article infobox gives December 8, 2000 as the release date.","value":"2000-12-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Project_I.G.I.","wikipedia_title":"Project I.G.I."},{"game_key":"Project Zomboid (PC Linux build; Build 41 and 42)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Project_Zomboid","evidence":"The article classifies Project Zomboid as a survival game and RPG.","value":"Survival; RPG","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Project_Zomboid","evidence":"The article lists The Indie Stone as developer.","value":"The Indie Stone","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Project_Zomboid","evidence":"The article lists The Indie Stone as publisher.","value":"The Indie Stone","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Project_Zomboid","evidence":"The article lists Windows, macOS, and Linux as platforms.","value":"Windows, macOS, and Linux","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Project_Zomboid","evidence":"The article dates Build 41’s full release to December 20, 2021 and says Build 42 entered open beta December 17, 2024.","value":"Build 41 added reworked multiplayer and released in 2021; Build 42 entered open beta in 2024","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Project+Zomboid+%28PC+Linux+build%3B+Build+41+and+42%29","wikipedia_title":null},{"game_key":"Prop Cycle","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/72008/prop-cycle/","evidence":"MobyGames lists Action and Racing / Driving as genres.","value":["Action","Racing / Driving"],"date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/72008/prop-cycle/","evidence":"MobyGames identifies the original 1996 release on Arcade.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/72008/prop-cycle/","evidence":"MobyGames credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/72008/prop-cycle/","evidence":"MobyGames lists Namco Limited as publisher.","value":"Namco Limited","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Prop_Cycle","wikipedia_title":"Prop Cycle"},{"game_key":"Prototype (2009)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Prototype_%28video_game%29","evidence":"The article classifies Prototype as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Prototype_%28video_game%29","evidence":"The article lists Radical Entertainment as developer.","value":"Radical Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Prototype_%28video_game%29","evidence":"The article lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Prototype_%28video_game%29","evidence":"The article identifies PlayStation 3, Xbox 360, and Windows as original release platforms.","value":"PlayStation 3, Xbox 360, and Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Prototype+%282009%29","wikipedia_title":null},{"game_key":"Prototype 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Prototype_2","evidence":"The article classifies Prototype 2 as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Prototype_2","evidence":"The article lists Radical Entertainment as developer.","value":"Radical Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Prototype_2","evidence":"The article lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Prototype_2","evidence":"The article lists PlayStation 3, Xbox 360, and Windows as original release platforms.","value":"PlayStation 3, Xbox 360, and Windows","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Prototype_2","evidence":"The article says Prototype 2 is the sequel to the 2009 Prototype.","value":"Prototype","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Prototype+2","wikipedia_title":null},{"game_key":"Punch-Out!!","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","evidence":"The article covers the 1987 NES game and distinguishes it from the 1984 arcade titles and the 2009 Wii game.","value":"Nintendo Entertainment System / Famicom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","evidence":"The article classifies the game as sports and describes it as a boxing game.","value":"Sports / boxing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","evidence":"The article credits Nintendo R&D3.","value":"Nintendo R&D3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","evidence":"The article credits Nintendo.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","evidence":"The article's release table distinguishes the 1987 Famicom, Tyson-branded NES, and 1990 plain-title NES releases; the target key is not the Tyson-branded edition.","value":"Famicom Shōhin-ban: Japan 1987-09-18; Mike Tyson's NES version: North America 1987-10; plain-title NES reissue with Mr. Dream: North America 1990-08","date_granularity":"mixed"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Punch-Out!!_(1987_video_game)","wikipedia_title":"Punch-Out!! (1987 video game)"},{"game_key":"Pure (2008 Xbox 360 ATV game)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pure_%28video_game%29","evidence":"The article describes Pure as an off-road quad-bike trick-racing game.","value":"Off-road racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pure_%28video_game%29","evidence":"The article lists Black Rock Studio as developer.","value":"Black Rock Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pure_%28video_game%29","evidence":"The article lists Disney Interactive Studios as publisher.","value":"Disney Interactive Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pure_%28video_game%29","evidence":"The article identifies Xbox 360, PlayStation 3, and Windows as platforms.","value":"Xbox 360, PlayStation 3, and Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Pure+%282008+Xbox+360+ATV+game%29","wikipedia_title":null},{"game_key":"Puyo Pop Fever","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/18065/puyo-pop-fever/","evidence":"MobyGames categorizes Puyo Pop Fever as a falling-block puzzle game.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/18065/puyo-pop-fever/","evidence":"MobyGames identifies the November 2003 arcade release as its first platform release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/18065/puyo-pop-fever/","evidence":"MobyGames lists SONICTEAM, Ltd. as developer.","value":"SONICTEAM, Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/18065/puyo-pop-fever/releases/","evidence":"MobyGames lists SEGA Corporation as publisher of the November 2003 Japanese arcade release.","value":"SEGA Corporation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Puyo_Pop_Fever","wikipedia_title":"Puyo Pop Fever"},{"game_key":"Puyo Puyo DA!","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Da!","evidence":"The article lists Dreamcast and arcade as platforms; it gives Dreamcast first in the release table.","value":"Dreamcast and arcade (Sega Naomi)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Da!","evidence":"The article classifies the game as dancing and describes its dance-stage play.","value":"Dancing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Da!","evidence":"The article's text identifies Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Da!","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Da!","evidence":"The article lists the Japanese Dreamcast and arcade dates separately; the title was Japan-only.","value":"Japan: Dreamcast 1999-12-16; arcade 1999-12-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Da!","wikipedia_title":"Puyo Puyo Da!"},{"game_key":"Puyo Puyo Tetris","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Tetris","evidence":"The article classifies Puyo Puyo Tetris as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Tetris","evidence":"The article lists Sega CS2 as developer.","value":"Sega CS2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Tetris","evidence":"The article lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Tetris","evidence":"The article describes the game as a crossover between the Puyo Puyo series and Tetris franchise.","value":"Crossover between Puyo Puyo and Tetris","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo_Tetris","evidence":"The article says the first release was for these four systems in Japan in February 2014.","value":"Nintendo 3DS, Wii U, PlayStation Vita, and PlayStation 3 (Japan, 2014)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Puyo+Puyo+Tetris","wikipedia_title":null},{"game_key":"Puyo Puyo!! 20th Anniversary (Wii)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/54939/puyo-puyo-20th-anniversary/","evidence":"MobyGames categorizes the game as Puzzle.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://puyo.sega.jp/portal/series/puyopuyo!!.html","evidence":"SEGA dates the Nintendo DS release to July 14, 2011 and the 3DS, Wii, and PSP releases to December 15, 2011; DS was the first platform.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/54939/puyo-puyo-20th-anniversary/releases/","evidence":"MobyGames credits Sonic Team as developer of the Wii release.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/54939/puyo-puyo-20th-anniversary/releases/","evidence":"MobyGames credits SEGA Corporation as publisher of the Wii release.","value":"SEGA Corporation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/54939/puyo-puyo-20th-anniversary/","evidence":"MobyGames describes the game as an installment in the Puyo Puyo series.","value":"Puyo Puyo series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/54939/puyo-puyo-20th-anniversary/releases/","evidence":"MobyGames lists the Wii release in Japan on December 15, 2011.","value":"Japan: 2011-12-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Puyo_Puyo!!_20th_Anniversary","wikipedia_title":"Puyo Puyo!! 20th Anniversary"},{"game_key":"Puyo Puyo~n (Puyo Puyo 4)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo~n","evidence":"The article lists Dreamcast first and dates it before the other platform versions.","value":"Dreamcast (first release); later Nintendo 64, PlayStation, and Game Boy Color versions","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo~n","evidence":"The article classifies it as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo~n","evidence":"The article credits Compile.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo~n","evidence":"The publisher listing distinguishes Sega's Dreamcast release from other releases.","value":"Sega (Dreamcast); Compile (other releases)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Puyo_Puyo~n","evidence":"The article lists each Japanese platform release; the N64 release is titled Puyo Puyo~n Party.","value":"Japan: Dreamcast 1999-03-04; Nintendo 64 1999-12-03; PlayStation 1999-12-16; Game Boy Color 2000-09-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Puyo_Puyo~n","wikipedia_title":"Puyo Puyo~n"},{"game_key":"Pu·Li·Ru·La Arcade Gears Vol. 1","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","evidence":"The article identifies the game as Pu·Li·Ru·La and states that the Saturn and PlayStation releases were titled Pu·Li·Ru·La Arcade Gears.","value":"Pu·Li·Ru·La","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","evidence":"The article describes Pu·Li·Ru·La as a beat ’em up action game.","value":"Beat ’em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","evidence":"The infobox separates the arcade developer from the Sega Saturn and PlayStation port developer.","value":"Taito (arcade); Goo! (Sega Saturn and PlayStation ports)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","evidence":"The infobox separates the arcade publisher from the home-port publisher.","value":"Taito (arcade); Xing Entertainment (Sega Saturn and PlayStation ports)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","evidence":"The article lists the arcade original and later Japanese home ports; its Saturn and PlayStation versions are called Arcade Gears.","value":"Arcade; later FM Towns Marty, Sega Saturn, PlayStation, and PlayStation 2 ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","evidence":"The article dates the original arcade game to 1991; it does not give a more precise date in the cited summary.","value":"Arcade: 1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Pu%C2%B7Li%C2%B7Ru%C2%B7La","wikipedia_title":"Pu·Li·Ru·La"},{"game_key":"Quake","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"MobyGames describes Quake as a first-person shooter and classifies its gameplay as shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"The entry lists DOS and Windows among Quake's 1996 PC releases.","value":["DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/374/quake/releases/","evidence":"The DOS release record lists the United States retail version on June 22, 1996.","value":"United States: 1996-06-22","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"MobyGames credits id Software as developer.","value":"id Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/374/quake/releases/","evidence":"The June 1996 U.S. release record names id Software as publisher and GT Interactive as distributor.","value":"id Software, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Quake_(video_game)","wikipedia_title":"Quake (video game)"},{"game_key":"Quake (1996 PC release)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"The game database identifies this title as Quake.","value":"Quake","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"MobyGames classifies Quake as a shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"The game database lists DOS, Linux, and Windows versions in 1996; this row represents the original PC release.","value":["MS-DOS","Windows","Linux"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/374/quake/releases/","evidence":"MobyGames' release table lists the DOS original release date as June 22, 1996.","value":"DOS: 1996-06-22","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"MobyGames credits id Software, Inc. as developer.","value":"id Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"The database credits id Software as publisher for the original DOS release.","value":"id Software","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/374/quake/","evidence":"The database associates Quake with the Quake series.","value":"Quake","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Quake_(video_game)","wikipedia_title":"Quake (video game)"},{"game_key":"Quake II","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/405/quake-ii/","evidence":"MobyGames describes Quake II as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/405/quake-ii/","evidence":"The entry identifies the 1997 Windows release as the original platform version.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/405/quake-ii/releases/","evidence":"The Windows release record lists the U.S. release on December 9, 1997.","value":"United States: 1997-12-09","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/405/quake-ii/releases/","evidence":"The original Windows release record credits id Software as developer.","value":"id Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/405/quake-ii/releases/","evidence":"The original Windows release record names Activision as publisher.","value":"Activision, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Quake_II","wikipedia_title":"Quake II"},{"game_key":"Quake II (shareware demo)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Quake_II","evidence":"The article identifies Quake II as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Quake_II","evidence":"The article credits id Software as developer.","value":"id Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Quake_II","evidence":"The article credits Activision as publisher of the original game.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Quake_II","evidence":"The article identifies Quake II as the second installment of the Quake series.","value":"Quake","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Quake_II","evidence":"The article states the PC game ran natively on Windows 95 and was not released for MS-DOS.","value":"Windows 95 (PC)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Quake_II","wikipedia_title":"Quake II"},{"game_key":"Quake III Arena","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article lists the game genre as first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article credits id Software as developer.","value":"id Software","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article calls Quake III Arena the third installment in the Quake series.","value":"Quake","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article lists id Tech 3 as the game engine.","value":"id Tech 3","date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article identifies Quake III Arena as a 1999 game.","value":"1999","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","wikipedia_title":"Quake III Arena"},{"game_key":"Quake III Arena and compatible id Tech 3 games","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article classifies Quake III Arena as a first-person shooter.","value":"Quake III Arena: first-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article lists id Software as developer.","value":"Quake III Arena: id Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article lists these platforms for Quake III Arena.","value":"Quake III Arena: Windows, Linux, Mac OS, Dreamcast, PlayStation 2, Xbox 360, and iOS among others","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Quake_III_Arena","evidence":"The article identifies id Tech 3 as the game engine.","value":"Quake III Arena uses the id Tech 3 engine; the supplied key’s additional compatible games are not enumerated by its article","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Quake+III+Arena+id+Tech+3+games","wikipedia_title":null},{"game_key":"Queen’s Gate: Spiral Chaos","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Queen%27s_Gate:_Spiral_Chaos","evidence":"Wikipedia video-game infobox identifies Bandai Namco Games as developer.","value":"Bandai Namco Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Queen%27s_Gate:_Spiral_Chaos","evidence":"Wikipedia identifies Bandai Namco Games as publisher.","value":"Bandai Namco Games","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Queen%27s_Gate:_Spiral_Chaos","evidence":"Wikipedia identifies RPG as genre.","value":"Role-playing game","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Queen%27s_Gate:_Spiral_Chaos","evidence":"Wikipedia lists PlayStation Portable; the patch README gives Japanese ISO product ID ULJS00377.","value":["PlayStation Portable"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Queen%27s_Gate:_Spiral_Chaos","evidence":"Wikipedia lists release date July 28, 2011.","value":2011,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Queen%27s_Gate:_Spiral_Chaos","wikipedia_title":"Queen’s Gate (gamebook)"},{"game_key":"Quest (BBC Micro)","facts":[{"field":"developer","source_url":"https://www.stairwaytohell.com/authors/toakden/EUMAY88-Quest.html","evidence":"In his 1988 first-person development article, Oakden says “Quest is my first serious game” and describes the programming work as his own.","value":"Tony Oakden","date_granularity":null},{"field":"genre","source_url":"https://www.stairwaytohell.com/authors/toakden/EUMAY88-Quest.html","evidence":"Oakden explicitly describes Quest as “a large arcade adventure.”","value":"Arcade adventure","date_granularity":null},{"field":"platforms","source_url":"https://www.stairwaytohell.com/authors/toakden/EUMAY88-Quest.html","evidence":"The developer says the game had to be fitted to both the BBC Micro and Electron and discusses the different builds.","value":["BBC Micro","Acorn Electron"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Quest+%28BBC+Micro%29","wikipedia_title":"Search Wikipedia for Quest (BBC Micro)"},{"game_key":"Quest 64","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/n64/198386-quest-64/data","evidence":"GameFAQs categorizes Quest 64 as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/n64/198386-quest-64/data","evidence":"GameFAQs identifies Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/n64/198386-quest-64/data","evidence":"GameFAQs credits Imagineer as developer.","value":"Imagineer","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/n64/198386-quest-64/data","evidence":"GameFAQs lists THQ as publisher of the US release titled Quest 64.","value":"THQ","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/n64/198386-quest-64/data","evidence":"The US release row gives June 1, 1998.","value":"United States: 1998-06-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Quest_64","wikipedia_title":"Quest 64"},{"game_key":"R4: Ridge Racer Type 4 (US; SLUS-00797)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","evidence":"The article identifies PlayStation as the platform context.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","evidence":"The source lists North America: 1999-05-04 as a release date.","value":"North America: 1999-05-04","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","evidence":"The source credits Namco as developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","evidence":"The source lists Namco Hometek (North America) as publisher.","value":"Namco Hometek (North America)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","evidence":"The source places the game in Ridge Racer.","value":"Ridge Racer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/R4:_Ridge_Racer_Type_4","wikipedia_title":"R4: Ridge Racer Type 4"},{"game_key":"Rabbit","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/69000/rabbit/","evidence":"MobyGames classifies Rabbit as an action and fighting game.","value":"Action / Fighting","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/69000/rabbit/releases/","evidence":"The Japanese arcade and Saturn release records credit Aorn as developer.","value":"Aorn","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/69000/rabbit/releases/","evidence":"The Japanese release records name Electronic Arts Victor as publisher.","value":"Electronic Arts Victor","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/69000/rabbit/releases/","evidence":"MobyGames lists the Japanese Arcade and Saturn releases on June 27, 1997.","value":"Japan: 1997-06-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rabbit","wikipedia_title":"Rabbit"},{"game_key":"Radio Helicopter (MiniCopter: Adventure Flight)","facts":[{"field":"developer","source_url":"https://www.nintendo.co.jp/wii/software/rgcj/index.html","evidence":"Nintendo’s official Wii page credits Sonic Powered in the copyright/licensing line.","value":"Sonic Powered","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.co.jp/wii/software/rgcj/index.html","evidence":"Nintendo’s official Japanese Wii product page identifies Arc System Works as the manufacturer/publisher.","value":"Arc System Works (Japan)","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.co.jp/wii/software/rgcj/index.html","evidence":"The official product page is for the Wii software release.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.co.jp/wii/software/rgcj/index.html","evidence":"Nintendo classifies the title as a helicopter flight adventure and describes simulating RC helicopter movement.","value":"Helicopter flight adventure / flight simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.co.jp/wii/software/rgcj/index.html","evidence":"Nintendo lists December 13, 2007 as the Japanese release date.","value":"Japan: 2007-12-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Radio+Helicopter+%28MiniCopter%3A+Adventure+Flight%29","wikipedia_title":"Search Wikipedia for Radio Helicopter (MiniCopter: Adventure Flight)"},{"game_key":"Rage Racer (PAL SCES_006.50; USA SLUS_004.03; Japan SLPS_006.00 v1.0 and v1.1)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Rage_Racer","wikipedia_title":"Rage Racer"},{"game_key":"Raging Thunder","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The article identifies Mobile platforms as the platform context.","value":"Mobile platforms","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source lists First release: 2006 as a release date.","value":"First release: 2006","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source credits Polarbit as developer.","value":"Polarbit","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source lists Polarbit and Filao as publisher.","value":"Polarbit and Filao","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source places the game in Raging Thunder.","value":"Raging Thunder","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Raging_Thunder","wikipedia_title":"Raging Thunder"},{"game_key":"Raging Thunder 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The article identifies Android and iPhone/iPod Touch as the platform context.","value":"Android and iPhone/iPod Touch","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source lists First release: 2010-03-04 as a release date.","value":"First release: 2010-03-04","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source credits Polarbit and Pixelbite as developer.","value":"Polarbit and Pixelbite","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Raging_Thunder","evidence":"The source places the game in Raging Thunder.","value":"Raging Thunder","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Raging+Thunder+2","wikipedia_title":null},{"game_key":"Raiders of the Lost Ark","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/14996/raiders-of-the-lost-ark/","evidence":"MobyGames lists Raiders of the Lost Ark as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/14996/raiders-of-the-lost-ark/","evidence":"The entry identifies the original release platform as Atari 2600.","value":"Atari 2600","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/14996/raiders-of-the-lost-ark/","evidence":"MobyGames credits Atari as the game's developer.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/14996/raiders-of-the-lost-ark/","evidence":"MobyGames credits Atari as the game's publisher.","value":"Atari, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Raiders_of_the_Lost_Ark_(video_game)","wikipedia_title":"Raiders of the Lost Ark (video game)"},{"game_key":"Rainbow Cotton","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/dreamcast/198397-rainbow-cotton","evidence":"GameFAQs categorizes the Dreamcast release as an action game.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/dreamcast/198397-rainbow-cotton","evidence":"The game record identifies Dreamcast as the release platform.","value":"Dreamcast","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/dreamcast/198397-rainbow-cotton","evidence":"GameFAQs credits Success as developer.","value":"Success","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/dreamcast/198397-rainbow-cotton","evidence":"GameFAQs credits Success as publisher.","value":"Success","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/dreamcast/198397-rainbow-cotton","evidence":"GameFAQs identifies Rainbow Cotton as part of the Cotton franchise.","value":"Cotton series","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/dreamcast/198397-rainbow-cotton","evidence":"GameFAQs lists the Japanese Dreamcast release date as January 20, 2000.","value":"Japan: 2000-01-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rainbow_Cotton","wikipedia_title":"Rainbow Cotton"},{"game_key":"RalliSport Challenge 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/RalliSport_Challenge_2","evidence":"The Wikipedia infobox lists developer as Digital Illusions CE.","value":"Digital Illusions CE","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/RalliSport_Challenge_2","evidence":"The Wikipedia infobox lists publisher as Microsoft Game Studios.","value":"Microsoft Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/RalliSport_Challenge_2","evidence":"The Wikipedia infobox lists original platform as Xbox.","value":"Xbox","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/RalliSport_Challenge_2","evidence":"The Wikipedia infobox lists genre as Racing.","value":"Racing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/RalliSport_Challenge_2","evidence":"The Wikipedia infobox release schedule explicitly lists North America: 4 May 2004.","value":"North America: 4 May 2004","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/RalliSport_Challenge_2","wikipedia_title":"RalliSport Challenge 2"},{"game_key":"Rampage 2: Universal Tour","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","evidence":"The article identifies the genre as Action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","evidence":"The article identifies Nintendo 64, PlayStation, and Game Boy Color as the platform context.","value":"Nintendo 64, PlayStation, and Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","evidence":"The source lists North America N64: 1999-03-31 as a release date.","value":"North America N64: 1999-03-31","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","evidence":"The source credits Avalanche Software as developer.","value":"Avalanche Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","evidence":"The source lists Midway Games as publisher.","value":"Midway Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","evidence":"The source places the game in Rampage.","value":"Rampage","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rampage_2:_Universal_Tour","wikipedia_title":"Rampage 2: Universal Tour"},{"game_key":"Rampage World Tour","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The article identifies the genre as Action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The article identifies Arcade as the platform context.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The source lists North American arcade: 1997-03 as a release date.","value":"North American arcade: 1997-03","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The source credits Game Refuge as developer.","value":"Game Refuge","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The source lists Midway Games as publisher.","value":"Midway Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The source places the game in Rampage.","value":"Rampage","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","evidence":"The article lists it in Midway Arcade Treasures 2.","value":"Included in Midway Arcade Treasures 2","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","wikipedia_title":"Rampage World Tour"},{"game_key":"Rampage World Tour (PS3 PSN release, NPUB30003)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps3/937630-rampage-world-tour/data","evidence":"GameFAQs classifies the PS3 release as Action / Arcade.","value":"Action / Arcade","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps3/937630-rampage-world-tour/data","evidence":"The PS3 release data page credits Midway as developer.","value":"Midway","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps3/937630-rampage-world-tour/data","evidence":"GameFAQs lists Sony Online Entertainment as publisher of the PS3 Store release.","value":"Sony Online Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps3/937630-rampage-world-tour/data","evidence":"GameFAQs lists the US PlayStation Store release date as May 17, 2007.","value":"United States: 2007-05-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rampage_World_Tour","wikipedia_title":"Rampage World Tour"},{"game_key":"Rance 4.1: Save the Medicine Plant","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/42519/rance-41-o-kusuri-kojo-o-sukue/?s=platform","evidence":"MobyGames identifies the game by its Japanese subtitle O-Kusuri Kōjō o Sukue!.","value":"Rance 4.1: O-Kusuri Kōjō o Sukue!","date_granularity":null},{"field":"genre","source_url":"https://www.alicesoft.com/rance35th/","evidence":"AliceSoft describes Rance 4.1 as a map-and-card-style RPG.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/42519/rance-41-o-kusuri-kojo-o-sukue/?s=platform","evidence":"MobyGames lists a 1995 PC-98 release.","value":"PC-98","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.alicesoft.com/rance35th/","evidence":"AliceSoft’s official Rance 35th page lists December 1, 1995 as the release date.","value":"Japan: 1995-12-01","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/42519/rance-41-o-kusuri-kojo-o-sukue/?s=platform","evidence":"MobyGames credits Alice Soft as developer.","value":"Alice Soft","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/42519/rance-41-o-kusuri-kojo-o-sukue/?s=platform","evidence":"MobyGames credits Alice Soft as publisher.","value":"Alice Soft","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/42519/rance-41-o-kusuri-kojo-o-sukue/?s=platform","evidence":"MobyGames associates the game with the Rance series.","value":"Rance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rance%204.1%3A%20Save%20the%20Medicine%20Plant","wikipedia_title":null},{"game_key":"Rance 4.2: Angel Army","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/42544/rance-42-angel-gumi/","evidence":"MobyGames identifies the game as Rance 4.2: Angel-gumi.","value":"Rance 4.2: Angel-gumi","date_granularity":null},{"field":"genre","source_url":"https://www.alicesoft.com/rance35th/","evidence":"AliceSoft describes Rance 4.2 as a map-and-card-style RPG.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/42544/rance-42-angel-gumi/","evidence":"MobyGames lists a 1995 PC-98 release.","value":"PC-98","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.alicesoft.com/rance35th/","evidence":"AliceSoft’s official Rance 35th page lists December 8, 1995 as the release date.","value":"Japan: 1995-12-08","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/42544/rance-42-angel-gumi/","evidence":"MobyGames credits Alice Soft as developer.","value":"Alice Soft","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/42544/rance-42-angel-gumi/","evidence":"MobyGames credits Alice Soft as publisher.","value":"Alice Soft","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/42544/rance-42-angel-gumi/","evidence":"MobyGames associates the game with the Rance series.","value":"Rance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rance%204.2%3A%20Angel%20Army","wikipedia_title":null},{"game_key":"Rance II: The Rebellious Maidens","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/18681/rance-ii-hangyaku-no-shojotachi/","evidence":"MobyGames gives the Japanese subtitle Hangyaku no Shōjotachi.","value":"Rance II: Hangyaku no Shōjotachi","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/18681/rance-ii-hangyaku-no-shojotachi/","evidence":"MobyGames classifies Rance II as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/18681/rance-ii-hangyaku-no-shojotachi/","evidence":"MobyGames lists the PC-98 as an original platform.","value":"NEC PC-98","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/games/company/72749-alice-soft","evidence":"GameFAQs’ Alice Soft release history records the PC-98 game in Japan on May 15, 1990.","value":"Japan: 1990-05-15","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/18681/rance-ii-hangyaku-no-shojotachi/","evidence":"MobyGames credits Alice Soft as developer.","value":"Alice Soft","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/18681/rance-ii-hangyaku-no-shojotachi/","evidence":"MobyGames credits Alice Soft as publisher.","value":"Alice Soft","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/18681/rance-ii-hangyaku-no-shojotachi/","evidence":"MobyGames associates the game with the Rance series.","value":"Rance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rance%20II%3A%20The%20Rebellious%20Maidens","wikipedia_title":null},{"game_key":"Rance: The Quest for Hikari","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/pc98/536946-rance-hikari-o-motomete","evidence":"GameFAQs identifies the original PC-98 title as Rance: Hikari o Motomete.","value":"Rance: Hikari o Motomete","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pc98/536946-rance-hikari-o-motomete","evidence":"GameFAQs classifies the original PC-98 release as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pc98/536946-rance-hikari-o-motomete","evidence":"GameFAQs lists NEC PC-98 among the original release platforms.","value":"NEC PC-98","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/games/company/72749-alice-soft","evidence":"GameFAQs’ Alice Soft release history records the PC-98 release in Japan on July 15, 1989.","value":"Japan: 1989-07-15","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc98/536946-rance-hikari-o-motomete","evidence":"GameFAQs credits Alice Soft as developer and publisher.","value":"Alice Soft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc98/536946-rance-hikari-o-motomete","evidence":"GameFAQs credits Alice Soft as developer and publisher.","value":"Alice Soft","date_granularity":null},{"field":"series","source_url":"https://www.alicesoft.com/rance01/story.html","evidence":"AliceSoft describes the 1989 Rance title as the first game in the Rance series.","value":"Rance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rance%3A%20The%20Quest%20for%20Hikari","wikipedia_title":null},{"game_key":"Raptor: Call of the Shadows","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows","evidence":"The article credits Cygnus Studios as developer.","value":"Cygnus Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows","evidence":"The article credits Apogee Software as publisher.","value":"Apogee Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows","evidence":"The article says the original game was released for MS-DOS-compatible systems.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows","evidence":"The article describes Raptor as a vertically scrolling shooter.","value":"Vertically scrolling shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows","evidence":"The article gives April 1, 1994 as the MS-DOS release date.","value":"MS-DOS: 1994-04-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows","wikipedia_title":"Raptor: Call of the Shadows"},{"game_key":"Ratchet & Clank","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/8006/ratchet-clank/","evidence":"MobyGames describes Ratchet & Clank as a platform action game.","value":"Action / platformer","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/8006/ratchet-clank/","evidence":"The entry identifies PlayStation 2 as the original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/8006/ratchet-clank/","evidence":"MobyGames lists the game's original PlayStation 2 release in 2002.","value":"2002","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/8006/ratchet-clank/releases/","evidence":"The original PlayStation 2 release record credits Insomniac Games as developer.","value":"Insomniac Games, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/8006/ratchet-clank/","evidence":"MobyGames lists Sony Computer Entertainment Inc. among the game's publishers.","value":"Sony Computer Entertainment Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","wikipedia_title":"Ratchet & Clank (2002 video game)"},{"game_key":"Ratchet & Clank (2002; PS2 NTSC-U SCUS-97199; PAL SCES-50916 support is untested)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The article identifies the genre as Action-adventure; platform.","value":"Action-adventure; platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The article identifies PlayStation 2 as the platform context.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The source lists North America: 2002-11-06 as a release date.","value":"North America: 2002-11-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The source credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The source lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The source places the game in Ratchet & Clank.","value":"Ratchet & Clank","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The article documents the 2012 HD collection but not candidate disc-ID/PAL support.","value":"Remastered in Ratchet & Clank Collection (2012)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","wikipedia_title":"Ratchet & Clank (2002 video game)"},{"game_key":"Ratchet & Clank (PS2, PAL v2.00)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The article infobox and lead identify the game as a third-person shooter platform game.","value":"Third-person shooter and platformer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The lead says the game was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The article credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","evidence":"The lead identifies it as the first installment in the Ratchet & Clank series.","value":"Ratchet & Clank","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game)","wikipedia_title":"Ratchet & Clank (2002 video game)"},{"game_key":"Ratchet & Clank: Going Commando","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando","evidence":"The lead describes the game as a third-person shooter platform game.","value":"Third-person shooter platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando","evidence":"The lead says it was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando","evidence":"The article credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando","evidence":"The lead identifies it as the second game in the Ratchet & Clank series.","value":"Ratchet & Clank","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ratchet+%26+Clank%3A+Going+Commando","wikipedia_title":null},{"game_key":"Ratchet & Clank: Size Matters (PlayStation 2, USA SCUS_976.15)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","evidence":"Wikipedia lists High Impact Games as developer.","value":"High Impact Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","evidence":"Wikipedia lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","evidence":"Wikipedia identifies platform and third-person shooter genres.","value":["Platform","Third-person shooter"],"date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","evidence":"Wikipedia lists PSP and PlayStation 2.","value":["PlayStation Portable","PlayStation 2"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","evidence":"The PlayStation 2 port was released in 2008.","value":2008,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","evidence":"Wikipedia lists the PS2 North American release as March 11, 2008.","value":"PlayStation 2 North America: 2008-03-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Size_Matters","wikipedia_title":"Ratchet & Clank: Size Matters"},{"game_key":"Ratchet & Clank: Up Your Arsenal","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps2/919902-ratchet-and-clank-up-your-arsenal/data","evidence":"GameFAQs categorizes the PS2 title as an action 3D platformer.","value":"Action platformer","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps2/919902-ratchet-and-clank-up-your-arsenal/data","evidence":"The game record identifies PlayStation 2 as its platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps2/919902-ratchet-and-clank-up-your-arsenal/data","evidence":"GameFAQs credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps2/919902-ratchet-and-clank-up-your-arsenal/data","evidence":"GameFAQs lists Sony Computer Entertainment America as publisher.","value":"Sony Computer Entertainment America","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/16121/ratchet-clank-up-your-arsenal/","evidence":"MobyGames places Up Your Arsenal in the Ratchet & Clank series.","value":"Ratchet & Clank series","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps2/919902-ratchet-and-clank-up-your-arsenal/data","evidence":"GameFAQs lists the US PS2 release date as November 3, 2004.","value":"United States: 2004-11-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Up_Your_Arsenal","wikipedia_title":"Ratchet & Clank: Up Your Arsenal"},{"game_key":"Ratchet: Deadlocked","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The article uses Ratchet: Deadlocked as the North American title.","value":"Ratchet: Deadlocked","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The infobox lists third-person shooter and platform genres.","value":"Third-person shooter, platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The infobox credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The infobox credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The article identifies the PS2 original and a later PS3 remaster.","value":"PlayStation 2; later PlayStation 3 remaster","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The release section dates the North American PS2 release to October 25, 2005.","value":"North America (PlayStation 2): 2005-10-25","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ratchet%3A_Deadlocked","evidence":"The infobox places it in the Ratchet & Clank series.","value":"Ratchet & Clank","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ratchet:_Deadlocked","wikipedia_title":"Ratchet: Deadlocked"},{"game_key":"Ratchet: Deadlocked (Ratchet: Gladiator in PAL regions)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ratchet:_Deadlocked","evidence":"The lead describes the game as a third-person shooter platform game.","value":"Third-person shooter platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ratchet:_Deadlocked","evidence":"The lead says it was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ratchet:_Deadlocked","evidence":"The article credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ratchet:_Deadlocked","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ratchet:_Deadlocked","evidence":"The lead identifies it as the fourth installment in the Ratchet & Clank series and notes the European and Australian title Ratchet: Gladiator.","value":"Ratchet & Clank","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ratchet%3A+Deadlocked+%28Ratchet%3A+Gladiator+in+PAL+regions%29","wikipedia_title":null},{"game_key":"Rave Racer","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/140167/rave-racer/","evidence":"MobyGames classifies Rave Racer as a racing and driving game.","value":"Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/140167/rave-racer/","evidence":"MobyGames identifies Arcade as the game's original platform.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/140167/rave-racer/releases/","evidence":"The Japanese arcade release credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/140167/rave-racer/releases/","evidence":"The Japanese arcade release credits Namco Limited as publisher.","value":"Namco Limited","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/375/ridge-racer-series/","evidence":"MobyGames lists Rave Racer in the Ridge Racer series.","value":"Ridge Racer series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/140167/rave-racer/releases/","evidence":"MobyGames lists the Japanese arcade release on July 16, 1995.","value":"Japan: 1995-07-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rave_Racer","wikipedia_title":"Rave Racer"},{"game_key":"Rayman 2: The Great Escape","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","evidence":"The article identifies the genre as Platform; action-adventure.","value":"Platform; action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","evidence":"The article identifies Windows and Nintendo 64 as the platform context.","value":"Windows and Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","evidence":"The source lists Original release: 1999-10-29 as a release date.","value":"Original release: 1999-10-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","evidence":"The source credits Ubi Pictures as developer.","value":"Ubi Pictures","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","evidence":"The source lists Ubi Soft as publisher.","value":"Ubi Soft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","evidence":"The source places the game in Rayman.","value":"Rayman","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rayman_2:_The_Great_Escape","wikipedia_title":"Rayman 2: The Great Escape"},{"game_key":"Rayman 2: The Great Escape (N64 version)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/2182/rayman-2-the-great-escape/","evidence":"MobyGames classifies Rayman 2 as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/2182/rayman-2-the-great-escape/releases/n64/","evidence":"The Nintendo 64 release records credit Ubi Soft Entertainment Software as developer.","value":"Ubi Soft Entertainment Software","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/2182/rayman-2-the-great-escape/releases/n64/","evidence":"The Nintendo 64 release records list Ubi Soft Entertainment Software as publisher.","value":"Ubi Soft Entertainment Software","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/2182/rayman-2-the-great-escape/releases/n64/","evidence":"MobyGames lists the US Nintendo 64 release on November 8, 1999.","value":"United States: 1999-11-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rayman+2%3A+The+Great+Escape+%28N64+version%29","wikipedia_title":null},{"game_key":"Rayman 3 (Game Boy Advance and Nokia N-Gage versions)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/30946/rayman-3/","evidence":"MobyGames classifies the Game Boy Advance and N-Gage title as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/30946/rayman-3/releases/","evidence":"MobyGames credits Ubi Soft Entertainment Inc. as developer for both the GBA and N-Gage releases.","value":"Ubi Soft Entertainment Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/30946/rayman-3/","evidence":"MobyGames identifies Rayman 3 as part of the Rayman series.","value":"Rayman series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rayman_3:_Hoodlum_Havoc","wikipedia_title":"Rayman 3: Hoodlum Havoc"},{"game_key":"Rayman Jungle Run","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rayman_Origins","evidence":"The article identifies the genre as Platformer.","value":"Platformer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rayman_Origins","evidence":"The article identifies iOS as the platform context.","value":"iOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rayman_Origins","evidence":"The source lists iOS: 2012-09-20 as a release date.","value":"iOS: 2012-09-20","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rayman_Origins","evidence":"The source credits Pastagames as developer.","value":"Pastagames","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rayman_Origins","evidence":"The source lists Ubisoft as publisher.","value":"Ubisoft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rayman_Origins","evidence":"The source places the game in Rayman.","value":"Rayman","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rayman+Jungle+Run","wikipedia_title":null},{"game_key":"Rayman Legends (Xbox 360 release; game folder with .xex required)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rayman_Legends","evidence":"The article lists these original-release platforms, including Xbox 360; the user’s key specifically selects the Xbox 360 game folder.","value":"Microsoft Windows, PlayStation 3, Wii U, and Xbox 360 (2013 initial release group; assigned edition is Xbox 360)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rayman_Legends","evidence":"The article describes Rayman Legends as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rayman_Legends","evidence":"The article credits Ubisoft Montpellier.","value":"Ubisoft Montpellier","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rayman_Legends","evidence":"The article credits Ubisoft.","value":"Ubisoft","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rayman_Legends","evidence":"The article lists the 2013 regional launch dates for the initial Xbox 360 and other-platform release group; later Xbox One releases are separate.","value":"Xbox 360 release window: Australia 2013-08-29; Europe 2013-08-30; North America 2013-09-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rayman_Legends","wikipedia_title":"Rayman Legends"},{"game_key":"Rayman Origins (Xbox 360)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/53772/rayman-origins/","evidence":"MobyGames classifies Rayman Origins as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/53772/rayman-origins/releases/","evidence":"The Xbox 360 release record credits Ubisoft Montpellier, Ubisoft Paris, and Ubisoft as developers.","value":["Ubisoft Montpellier SAS","Ubisoft Paris Studios SARL","Ubisoft SARL"],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/53772/rayman-origins/releases/","evidence":"The Xbox 360 release record lists Ubisoft Entertainment SA as publisher.","value":"Ubisoft Entertainment SA","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/53772/rayman-origins/releases/","evidence":"MobyGames lists the US Xbox 360 release on November 15, 2011.","value":"United States: 2011-11-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rayman_Origins","wikipedia_title":"Rayman Origins"},{"game_key":"Rayman Raving Rabbids","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rayman_Raving_Rabbids","evidence":"The lead describes Rayman Raving Rabbids as a party video game.","value":"Party game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rayman_Raving_Rabbids","evidence":"The article credits Ubisoft Montpellier as a developer; Ubisoft Sofia is listed for the PC version.","value":"Ubisoft Montpellier","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rayman_Raving_Rabbids","evidence":"The article credits Ubisoft as publisher.","value":"Ubisoft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rayman_Raving_Rabbids","evidence":"The lead says the game was first released for Wii in 2006.","value":"Wii","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rayman_Raving_Rabbids","evidence":"The lead identifies the game as a Rayman spin-off and the Rabbids franchise debut.","value":"Rayman; Rabbids","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rayman+Raving+Rabbids","wikipedia_title":null},{"game_key":"Real Racing 3 (Android v2.7.0 ROW build)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Real_Racing_3","evidence":"The English article identifies the game as Real Racing 3.","value":"Real Racing 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Real_Racing_3","evidence":"The article classifies the game as a racing game.","value":"Racing","date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Real_Racing_3","evidence":"The article credits Firemonkeys Studios and Slingshot Studios as developers.","value":"Firemonkeys Studios; Slingshot Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Real_Racing_3","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"ios_android_release_date","source_url":"https://en.wikipedia.org/wiki/Real_Racing_3","evidence":"The article lists February 28, 2013 as the iOS and Android release date; it does not identify the cataloged v2.7.0 ROW build.","value":"2013-02-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Real_Racing_3","wikipedia_title":"Real Racing 3"},{"game_key":"Real Steel (Xbox Live Arcade for Xbox 360, 2011; title ID 584111E0; title update 000B0000 required)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/xbox360/646313-real-steel/data/1000","evidence":"GameFAQs lists the release under Xbox 360 and identifies its distribution as Xbox Live Arcade.","value":"Xbox 360 (Xbox Live Arcade edition)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/xbox360/646313-real-steel/data/1000","evidence":"GameFAQs classifies the Xbox 360 game as Action > Fighting > 3D.","value":"Action / fighting / 3D","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/xbox360/646313-real-steel/data/1000","evidence":"GameFAQs lists Yuke’s as developer for the Xbox 360 release.","value":"Yuke's","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/xbox360/646313-real-steel/data/1000","evidence":"The Xbox 360 release table lists Yuke’s as publisher in the United States, Europe, and Japan.","value":"Yuke's","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/xbox360/646313-real-steel/data/1000","evidence":"The Xbox 360 release table gives October 12, 2011 for XBLA in each listed region.","value":"Xbox Live Arcade (US, Europe, Japan): 2011-10-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Real+Steel+%28Xbox+Live+Arcade+for+Xbox+360%2C+2011%3B+title+ID+584111E0%3B+title+update+000B0000+required%29","wikipedia_title":null},{"game_key":"Recettear: An Item Shop’s Tale (Windows PC)","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/","evidence":"Steam lists the Windows PC title's genre as RPG.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/49543/recettear-an-item-shops-tale/","evidence":"MobyGames identifies Windows as the original platform for Recettear.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/","evidence":"Steam credits EasyGameStation as developer.","value":"EasyGameStation","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/","evidence":"Steam credits Carpe Fulgur LLC as publisher of the Windows PC release.","value":"Carpe Fulgur LLC","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/","evidence":"Steam lists the Windows PC release date as October 15, 2010.","value":"2010-10-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Recettear:_An_Item_Shop%27s_Tale","wikipedia_title":"Recettear: An Item Shop's Tale"},{"game_key":"Reco Love: Gold Beach","facts":[{"field":"canonical_name","source_url":"https://www.kadokawa.co.jp/product/game1520/","evidence":"Kadokawa’s official product page includes Reco Love Gold Beach in the title listing.","value":"Reco Love: Gold 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holder.","value":"Kadokawa","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Reco%20Love%3A%20Gold%20Beach","wikipedia_title":null},{"game_key":"RedCat Spookkasteel (Windows, 2000)","facts":[{"field":"catalog_listing","source_url":"https://en.wikipedia.org/wiki/Davilex_Games","evidence":"The Davilex Games article identifies the company as a video-game developer and publisher and its game list includes RedCat Spookkasteel, dated 1998.","value":"RedCat Spookkasteel is listed in the Davilex Games game catalog with the year 1998.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=RedCat+Spookkasteel+%28Windows%2C+2000%29","wikipedia_title":null},{"game_key":"Regular Show: Best Park in the Universe","facts":[{"field":"genre","source_url":"https://www.destructoid.com/reviews/review-best-park-in-the-universe-regular-show/","evidence":"The product record identifies the genre as Beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"original_platform","source_url":"https://www.destructoid.com/reviews/review-best-park-in-the-universe-regular-show/","evidence":"The product record identifies iOS (iPad and iPhone) as the platform context.","value":"iOS (iPad and iPhone)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.destructoid.com/reviews/review-best-park-in-the-universe-regular-show/","evidence":"The source lists 2013-05-23 as a release date.","value":"2013-05-23","date_granularity":"day"},{"field":"developer","source_url":"https://www.destructoid.com/reviews/review-best-park-in-the-universe-regular-show/","evidence":"The source credits Heavy Boat Games as developer.","value":"Heavy Boat Games","date_granularity":null},{"field":"publisher","source_url":"https://www.destructoid.com/reviews/review-best-park-in-the-universe-regular-show/","evidence":"The source lists Cartoon Network as publisher.","value":"Cartoon Network","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Regular+Show%3A+Best+Park+in+the+Universe","wikipedia_title":null},{"game_key":"Rejoice: Aretha Oukoku no Kanata","facts":[{"field":"series","source_url":"https://en.wikipedia.org/wiki/Aretha_(video_game_series)","evidence":"The series article names Rejoice: Aretha Oukoku no Kanata as a standalone side-story in the Aretha series.","value":"Aretha","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Aretha_(video_game_series)","evidence":"The article describes Rejoice as a standalone side-story and identifies Aretha as a role-playing video game series.","value":"Standalone side-story in the Aretha role-playing game series","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Aretha_(video_game_series)","evidence":"The series infobox names Rejoice as the latest release and gives its release date as April 21, 1995; the article says the series was released exclusively in Japan.","value":"1995-04-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rejoice%3A+Aretha+Oukoku+no+Kanata","wikipedia_title":null},{"game_key":"Relapse: Resistance (2009 iPhone game)","facts":[{"field":"canonical_name","source_url":"https://adamlovattdevops.github.io/relapse-resistance/","evidence":"The preservation project identifies the lost promotional iPhone game as Relapse: Resistance.","value":"Relapse: Resistance","date_granularity":null},{"field":"genre","source_url":"https://www.metacritic.com/game/relapse-2009/","evidence":"Metacritic classifies its 2009 Relapse iPhone game record as action.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://www.metacritic.com/game/relapse-2009/","evidence":"Metacritic lists iOS (iPhone/iPad) as the platform for the 2009 release.","value":"iPhone / iOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.metacritic.com/game/relapse-2009/","evidence":"Metacritic dates the original release to 2009; the exact day varies across secondary reports.","value":"Worldwide: 2009","date_granularity":"year"},{"field":"developer","source_url":"https://www.metacritic.com/game/relapse-2009/","evidence":"Metacritic credits Shady Games as developer.","value":"Shady Games","date_granularity":null},{"field":"publisher","source_url":"https://www.metacritic.com/game/relapse-2009/","evidence":"Metacritic credits Shady Games as publisher.","value":"Shady Games","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Relapse%3A%20Resistance%20%282009%20iPhone%20game%29","wikipedia_title":null},{"game_key":"Resident Evil 1 (1997 PC release; GOG USA binary; Japanese PC support and optional PS1 Director’s Cut content overlay)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_(1996_video_game)","wikipedia_title":"Resident Evil (1996 video game)"},{"game_key":"Resident Evil 3: Nemesis (PlayStation 1 NTSC-U, SLUS-00923; executable SLUS_009.23)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_3:_Nemesis","evidence":"The article lead describes Resident Evil 3: Nemesis as a survival horror game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_3:_Nemesis","evidence":"The lead says the game was developed and published for PlayStation.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_3:_Nemesis","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_3:_Nemesis","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_3:_Nemesis","evidence":"The article identifies the game as part of the Resident Evil series.","value":"Resident Evil","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Resident+Evil+3%3A+Nemesis+%28PlayStation+1+NTSC-U%2C+SLUS-00923%3B+executable+SLUS_009.23%29","wikipedia_title":null},{"game_key":"Resident Evil 4","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/52872/resident-evil-4/","evidence":"MobyGames classifies Resident Evil 4 as action and survival horror.","value":"Action / survival 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Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/52872/resident-evil-4/","evidence":"MobyGames describes Resident Evil 4 as the fourth game in the series.","value":"Resident Evil series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","wikipedia_title":"Resident Evil 4"},{"game_key":"Resident Evil 4 (GameCube debug build, Nov. 25 2004 prototype)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The lead describes Resident Evil 4 as a survival horror game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The lead says the game was developed and published for GameCube.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Resident+Evil+4+%28GameCube+debug+build%2C+Nov.+25+2004+prototype%29","wikipedia_title":null},{"game_key":"Resident Evil 4 (GameCube version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The lead describes Resident Evil 4 as a survival horror game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The lead says the game was developed and published for GameCube.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_4","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Resident+Evil+4+%28GameCube+version%29","wikipedia_title":null},{"game_key":"Resident Evil CODE: Veronica (Xbox 360 XEX target)","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/releases/xbox360/","evidence":"The Xbox 360 release record credits Capcom Co., Ltd. as developer.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/releases/xbox360/","evidence":"The Xbox 360 release record lists Capcom Co., Ltd. as publisher.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/releases/xbox360/","evidence":"MobyGames lists the worldwide Xbox 360 release on September 27, 2011.","value":"Worldwide: 2011-09-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","wikipedia_title":"Resident Evil – Code: Veronica"},{"game_key":"Resident Evil Code: Veronica X","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/","evidence":"MobyGames classifies the title as an action survival-horror game.","value":"Action / survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/","evidence":"MobyGames identifies the Dreamcast release as the title's original platform.","value":"Dreamcast","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/","evidence":"MobyGames credits Capcom Co., Ltd. as developer of the title.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/","evidence":"MobyGames credits Capcom Co., Ltd. as publisher of the title.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3720/resident-evil-code-veronica-x/releases/","evidence":"MobyGames lists the Japanese Dreamcast release on March 21, 2001.","value":"Japan: 2001-03-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","wikipedia_title":"Resident Evil – Code: Veronica"},{"game_key":"Resident Evil Code: Veronica X (PS2 US release)","facts":[{"field":"genre","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The SLUS-20184 PS2 record identifies the genre as Action / Survival Horror.","value":"Action / survival horror","date_granularity":null},{"field":"developer","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The SLUS-20184 PS2 record credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The SLUS-20184 PS2 record credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The US SLUS-20184 PS2 release record gives August 21, 2001 as its release date.","value":"United States: 2001-08-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","wikipedia_title":"Resident Evil – Code: Veronica"},{"game_key":"Resident Evil Code: Veronica X (PS2 US, SLUS-20184)","facts":[{"field":"genre","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The SLUS-20184 PS2 record identifies the genre as Action / Survival Horror.","value":"Action / survival horror","date_granularity":null},{"field":"developer","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The SLUS-20184 PS2 record credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The SLUS-20184 PS2 record credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://psxdatacenter.com/psx2/games2/SLUS-20184.html","evidence":"The US SLUS-20184 PS2 release record gives August 21, 2001 as its release date.","value":"United States: 2001-08-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","wikipedia_title":"Resident Evil – Code: Veronica"},{"game_key":"Resident Evil Code: Veronica X HD","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","evidence":"The article identifies the genre as Survival horror.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","evidence":"The article identifies Dreamcast original; Xbox 360/PS3 HD edition as the platform context.","value":"Dreamcast original; Xbox 360/PS3 HD edition","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","evidence":"The source lists North America HD: 2011-09-27 as a release date.","value":"North America HD: 2011-09-27","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","evidence":"The source credits Capcom Production Studio 4 as developer.","value":"Capcom Production Studio 4","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","evidence":"The source lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","evidence":"The source places the game in Resident Evil.","value":"Resident Evil","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_%E2%80%93_Code:_Veronica","wikipedia_title":"Resident Evil – Code: Veronica"},{"game_key":"Resident Evil Gaiden (Game Boy Color, 2001; USA ROM)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article identifies the game under this canonical title.","value":"Resident Evil Gaiden","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article classifies Resident Evil Gaiden as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article identifies Game Boy Color as the original release platform.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article gives June 4, 2002 as the North American release date.","value":"2002-06-04","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article credits M4 as the game developer.","value":"M4","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article lists Capcom as publisher in Japan and North America, and Virgin Interactive in Europe.","value":"Capcom (Japan and North America); Virgin Interactive (Europe)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","evidence":"The article identifies Resident Evil as the series.","value":"Resident Evil","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_Gaiden","wikipedia_title":"Resident Evil Gaiden"},{"game_key":"Resident Evil Outbreak (File #1)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/12549/resident-evil-outbreak/","evidence":"MobyGames classifies Resident Evil Outbreak as an action survival-horror game.","value":"Action / survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/12549/resident-evil-outbreak/","evidence":"MobyGames identifies PlayStation 2 as the original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/12549/resident-evil-outbreak/","evidence":"MobyGames credits Capcom Production Studio 1 as developer.","value":"Capcom Production Studio 1","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/12549/resident-evil-outbreak/","evidence":"MobyGames credits Capcom Co., Ltd. as publisher.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/12549/resident-evil-outbreak/","evidence":"MobyGames places the title in the Biohazard / Resident Evil franchise.","value":"Biohazard / Resident Evil franchise","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/12549/resident-evil-outbreak/releases/","evidence":"MobyGames lists the US PlayStation 2 release on March 30, 2004.","value":"United States: 2004-03-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_Outbreak","wikipedia_title":"Resident Evil Outbreak"},{"game_key":"Resident Evil Outbreak: File #2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/19009/resident-evil-outbreak-file-2/","evidence":"MobyGames classifies File #2 as an action survival-horror game.","value":"Action / survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/19009/resident-evil-outbreak-file-2/","evidence":"MobyGames identifies PlayStation 2 as the original release platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/19009/resident-evil-outbreak-file-2/","evidence":"MobyGames credits Capcom Production Studio 1 as developer.","value":"Capcom Production Studio 1","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/19009/resident-evil-outbreak-file-2/","evidence":"MobyGames credits Capcom Co., Ltd. as publisher.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/19009/resident-evil-outbreak-file-2/","evidence":"MobyGames places File #2 in the Biohazard / Resident Evil franchise.","value":"Biohazard / Resident Evil franchise","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/19009/resident-evil-outbreak-file-2/releases/","evidence":"MobyGames lists the Japanese PlayStation 2 release on September 9, 2004.","value":"Japan: 2004-09-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_Outbreak:_File_2","wikipedia_title":"Resident Evil Outbreak: File 2"},{"game_key":"Resident Evil: Dead Aim (PAL, SLES_514.48)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil:_Dead_Aim","wikipedia_title":"Resident Evil: Dead Aim"},{"game_key":"Resident Evil: Deadly Silence (Nintendo DS USA ABHE)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/21200/resident-evil-deadly-silence/","evidence":"MobyGames classifies Deadly Silence as an action survival-horror game.","value":"Action / survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/21200/resident-evil-deadly-silence/","evidence":"MobyGames identifies Nintendo DS as the game's original platform.","value":"Nintendo DS","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/21200/resident-evil-deadly-silence/","evidence":"MobyGames credits Capcom Co., Ltd. as developer.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/21200/resident-evil-deadly-silence/","evidence":"MobyGames credits Capcom Co., Ltd. as publisher.","value":"Capcom Co., Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/21200/resident-evil-deadly-silence/releases/","evidence":"MobyGames lists the US Nintendo DS release on February 7, 2006.","value":"United States: 2006-02-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Resident_Evil_(1996_video_game)","wikipedia_title":"Resident Evil (1996 video game)"},{"game_key":"Retroid","facts":[{"field":"canonical_name","source_url":"https://jonas-fischbach.itch.io/retroid","evidence":"Creator Jonas Fischbach’s page titles the game RETROID.","value":"RETROID","date_granularity":null},{"field":"genre","source_url":"https://jonas-fischbach.itch.io/retroid","evidence":"The creator describes RETROID as a Breakout/Arkanoid clone and tags its genre as Action.","value":"Action (Breakout / Arkanoid-style)","date_granularity":null},{"field":"original_platform","source_url":"https://jonas-fischbach.itch.io/retroid","evidence":"The creator says the game is for Nintendo Game Boy hardware.","value":"Nintendo Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://jonas-fischbach.itch.io/retroid","evidence":"The creator’s page says RETROID was originally released in 2016.","value":"Worldwide: 2016","date_granularity":"year"},{"field":"developer","source_url":"https://jonas-fischbach.itch.io/retroid","evidence":"The creator page credits Jonas Fischbach as author.","value":"Jonas Fischbach","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Retroid","wikipedia_title":null},{"game_key":"Return of Double Dragon / Super Double Dragon","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The article identifies Super Nintendo as the platform and treats Return of Double Dragon as the Japanese version.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The article gives October 16, 1992 as the Japanese release date for Return of Double Dragon.","value":"1992-10-16","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The article credits Technōs Japan as developer.","value":"Technōs Japan","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The article classifies the game as a beat ’em up.","value":"Beat ’em up","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","wikipedia_title":"Super Double Dragon"},{"game_key":"Rez HD (Xbox 360 XBLA)","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/5613/rez/releases/xbox360/","evidence":"The Xbox 360 release record credits Q Entertainment and United Game Artists as developers.","value":["Q ENTERTAINMENT, Inc.","United Game Artists"],"date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/5613/rez/releases/xbox360/","evidence":"The Xbox 360 release record lists Microsoft Corporation as publisher.","value":"Microsoft Corporation","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/5613/rez/","evidence":"MobyGames identifies Rez HD as part of the Rez series.","value":"Rez series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/5613/rez/releases/xbox360/","evidence":"MobyGames lists the worldwide Xbox 360 release on January 30, 2008.","value":"Worldwide: 2008-01-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rez_(video_game)","wikipedia_title":"Rez (video game)"},{"game_key":"Rhythm Tengoku Arcade","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","evidence":"The article identifies the genre as Rhythm.","value":"Rhythm","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","evidence":"The article identifies Sega NAOMI arcade as the platform context.","value":"Sega NAOMI arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","evidence":"The source lists Japan: 2007-09-20 as a release date.","value":"Japan: 2007-09-20","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","evidence":"The source credits Sega (arcade version) as developer.","value":"Sega (arcade version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","evidence":"The source lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","evidence":"The source places the game in Rhythm Heaven.","value":"Rhythm Heaven","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rhythm_Tengoku","wikipedia_title":"Rhythm Tengoku"},{"game_key":"Rick Dangerous and Rick Dangerous II","facts":[{"field":"included_title","source_url":"https://en.wikipedia.org/wiki/Rick_Dangerous","evidence":"The article identifies Rick Dangerous as a 1989 platform game developed by Core Design and names its original computer platforms.","value":"Rick Dangerous: a 1989 platform game developed by Core Design.","date_granularity":null},{"field":"included_title","source_url":"https://en.wikipedia.org/wiki/Rick_Dangerous_2","evidence":"The Rick Dangerous 2 article identifies it as a 1990 platform-game sequel developed by Core Design.","value":"Rick Dangerous 2: the 1990 sequel.","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Rick_Dangerous","evidence":"The Rick Dangerous article lists these original computer platforms.","value":"Acorn Archimedes, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, and MS-DOS","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Rick_Dangerous_2","evidence":"The Rick Dangerous 2 article lists these original computer platforms.","value":"Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, and MS-DOS","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rick+Dangerous+Rick+Dangerous+II","wikipedia_title":null},{"game_key":"Ridge Racer","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/6348/ridge-racer/","evidence":"MobyGames classifies Ridge Racer as a racing and driving game.","value":"Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/6348/ridge-racer/","evidence":"MobyGames identifies Arcade as the game's original platform.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/6348/ridge-racer/","evidence":"MobyGames credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/6348/ridge-racer/","evidence":"MobyGames credits Namco Limited as publisher.","value":"Namco Limited","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/375/ridge-racer-series/","evidence":"MobyGames lists Ridge Racer in the Ridge Racer series.","value":"Ridge Racer series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/6348/ridge-racer/releases/","evidence":"MobyGames lists the Japanese arcade release in October 1993.","value":"Japan: 1993-10","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ridge+Racer","wikipedia_title":null},{"game_key":"Ridge Racer 6","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/20877/ridge-racer-6/","evidence":"MobyGames classifies Ridge Racer 6 as a racing and driving game.","value":"Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/20877/ridge-racer-6/","evidence":"MobyGames identifies Xbox 360 as the game's original platform.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/20877/ridge-racer-6/releases/","evidence":"The Xbox 360 release record credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/20877/ridge-racer-6/releases/","evidence":"The US Xbox 360 release record lists Namco Hometek Inc. as publisher.","value":"Namco Hometek Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/375/ridge-racer-series/","evidence":"MobyGames lists Ridge Racer 6 in the Ridge Racer series.","value":"Ridge Racer series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/20877/ridge-racer-6/releases/","evidence":"MobyGames lists the US Xbox 360 release on November 22, 2005.","value":"United States: 2005-11-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ridge_Racer_6","wikipedia_title":"Ridge Racer 6"},{"game_key":"Ridge Racer Unbounded (Xbox 360)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/55502/ridge-racer-unbounded/","evidence":"MobyGames classifies the game as action and racing/driving.","value":"Action / Racing / Driving","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/55502/ridge-racer-unbounded/","evidence":"MobyGames credits Bugbear Entertainment Oy as developer.","value":"Bugbear Entertainment Oy","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/55502/ridge-racer-unbounded/releases/","evidence":"The US Xbox 360 release record lists Namco Bandai Games America Inc. as publisher.","value":"Namco Bandai Games America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/375/ridge-racer-series/","evidence":"MobyGames lists Ridge Racer Unbounded in the Ridge Racer series.","value":"Ridge Racer series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/55502/ridge-racer-unbounded/releases/","evidence":"MobyGames lists the US Xbox 360 release on March 27, 2012.","value":"United States: 2012-03-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ridge_Racer_Unbounded","wikipedia_title":"Ridge Racer Unbounded"},{"game_key":"Ridge Racer V","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/3632/ridge-racer-v/","evidence":"MobyGames classifies Ridge Racer V as a racing and driving game.","value":"Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3632/ridge-racer-v/","evidence":"MobyGames identifies PlayStation 2 as the original platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/3632/ridge-racer-v/releases/","evidence":"The Japanese PlayStation 2 release record credits Namco Limited as developer.","value":"Namco Limited","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3632/ridge-racer-v/releases/","evidence":"The Japanese PlayStation 2 release record lists Namco Limited as publisher.","value":"Namco Limited","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/group/375/ridge-racer-series/","evidence":"MobyGames lists Ridge Racer V in the Ridge Racer series.","value":"Ridge Racer series","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3632/ridge-racer-v/releases/","evidence":"MobyGames lists the Japanese PlayStation 2 release on March 4, 2000.","value":"Japan: 2000-03-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ridge_Racer_V","wikipedia_title":"Ridge Racer V"},{"game_key":"RimWorld 1.5/1.6 (Linux PC build; Android native-engine path for 1.6)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/RimWorld","evidence":"The article lead classifies RimWorld as a construction and management simulation video game.","value":"Construction and management simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/RimWorld","evidence":"The lead identifies Canadian game designer Tynan Sylvester as developer.","value":"Tynan Sylvester","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/RimWorld","evidence":"The lead identifies Ludeon Studios as publisher.","value":"Ludeon Studios","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/RimWorld","evidence":"The lead says the early-access release was for Windows, macOS, and Linux.","value":"Microsoft Windows, macOS, and Linux","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=RimWorld+1.5%2F1.6+%28Linux+PC+build%3B+Android+native-engine+path+for+1.6%29","wikipedia_title":null},{"game_key":"Rings of Power","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rings_of_Power_(video_game)","evidence":"The article identifies the genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rings_of_Power_(video_game)","evidence":"The article identifies Sega Genesis as the platform context.","value":"Sega Genesis","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rings_of_Power_(video_game)","evidence":"The source lists North America: 1992-01 as a release date.","value":"North America: 1992-01","date_granularity":"month"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rings_of_Power_(video_game)","evidence":"The source credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rings_of_Power_(video_game)","evidence":"The source lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rings_of_Power_(video_game)","wikipedia_title":"Rings of Power (video game)"},{"game_key":"Riptide GP","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Riptide_GP","evidence":"The article identifies the genre as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Riptide_GP","evidence":"The article identifies Android as the platform context.","value":"Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Riptide_GP","evidence":"The source lists Android: 2011-05-26 as a release date.","value":"Android: 2011-05-26","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Riptide_GP","evidence":"The source credits Vector Unit as developer.","value":"Vector Unit","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Riptide_GP","evidence":"The source lists Vector Unit as publisher.","value":"Vector Unit","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Riptide_GP","wikipedia_title":"Riptide GP"},{"game_key":"Rise of the Triad (1994/1995)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The article identifies the genre as First-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The article identifies DOS as the platform context.","value":"DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The source lists Shareware: 1994-12-21 as a release date.","value":"Shareware: 1994-12-21","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The source credits Apogee Software as developer.","value":"Apogee Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The source lists Apogee Software as publisher.","value":"Apogee Software","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The source places the game in Rise of the Triad.","value":"Rise of the Triad","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","evidence":"The article lists February 17, 1995 for the full game.","value":"Full game: 1995-02-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rise_of_the_Triad_(1994_video_game)","wikipedia_title":"Rise of the Triad (1994 video game)"},{"game_key":"Ristar","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ristar","evidence":"The lead describes Ristar as a platform game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ristar","evidence":"The lead says Ristar was developed and published for Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ristar","evidence":"The article credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ristar","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ristar","wikipedia_title":null},{"game_key":"Rival Schools: United by Fate – Evolution Disc (PlayStation USA SLUS-00771)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rival_Schools:_United_by_Fate","evidence":"The lead describes Rival Schools: United by Fate as a 3D fighting game.","value":"3D fighting game","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Rival_Schools:_United_by_Fate","evidence":"The article identifies the arcade original and the PlayStation port.","value":"Arcade (Sony ZN-2) and PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rival_Schools:_United_by_Fate","evidence":"The article identifies Capcom as producer/developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rival_Schools:_United_by_Fate","evidence":"The article lists Capcom and Virgin Interactive as publishers by platform/region.","value":"Capcom (arcade and Japan/North America PlayStation); Virgin Interactive (PAL PlayStation)","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Rival_Schools:_United_by_Fate","evidence":"The article says the expanded two-disc PlayStation version has a second disc named Evolution Disc with new games and minigames.","value":"The PlayStation expansion includes a second disc called Evolution Disc with additional minigames.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rival_Schools:_United_by_Fate","wikipedia_title":"Rival Schools: United by Fate"},{"game_key":"Riven","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Riven","evidence":"The lead describes Riven as an adventure game.","value":"Adventure game","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Riven","evidence":"The lead lists Mac OS and Microsoft Windows as original release platforms.","value":"Mac OS and Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Riven","evidence":"The article credits Cyan Productions as developer.","value":"Cyan Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Riven","evidence":"The article credits Red Orb Entertainment as publisher.","value":"Red Orb Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Riven","evidence":"The lead identifies Riven as the sequel to Myst and the second installment in the Myst series.","value":"Myst","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Riven","wikipedia_title":null},{"game_key":"Riviera: The Promised Land","facts":[{"field":"original_platform","source_url":"https://www.sting.co.jp/riviera/wsc/info.htm","evidence":"Sting’s official WonderSwan Color information page lists Swan Crystal / WonderSwan Color as the supported platform for the original Japan release.","value":"WonderSwan Color","date_granularity":null},{"field":"genre","source_url":"https://www.sting.co.jp/riviera/wsc/info.htm","evidence":"Sting’s official information page lists the genre as RPG.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Riviera:_The_Promised_Land","evidence":"The article infobox and lead identify Sting Entertainment as developer.","value":"Sting Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://www.sting.co.jp/riviera/wsc/info.htm","evidence":"Sting’s official information page lists Bandai Co., Ltd. as publisher for the WonderSwan Color original.","value":"Bandai (Japan, WonderSwan Color original)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.sting.co.jp/riviera/wsc/info.htm","evidence":"Sting’s official information page lists the WonderSwan Color Japan release date as July 12, 2002.","value":"Japan (WonderSwan Color): 2002-07-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Riviera:_The_Promised_Land","wikipedia_title":"Riviera: The Promised Land"},{"game_key":"Road Rash (1996 Windows rerelease)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/17194/road-rash/","evidence":"MobyGames classifies Road Rash as action and racing/driving.","value":"Action / Racing / Driving","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/17194/road-rash/releases/","evidence":"The Windows release record credits Papyrus Design Group, Inc. as developer.","value":"Papyrus Design Group, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/17194/road-rash/releases/","evidence":"The Windows release record lists Electronic Arts, Inc. as publisher.","value":"Electronic Arts, Inc.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/17194/road-rash/releases/","evidence":"MobyGames lists the US Windows release on September 27, 1996.","value":"United States: 1996-09-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Road_Rash_(1991_video_game)","wikipedia_title":"Road Rash (1991 video game)"},{"game_key":"Road Rash 64","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/3847/road-rash-64/","evidence":"MobyGames classifies Road Rash 64 as racing/driving and action, with motorcycle racing gameplay.","value":"Motorcycle racing / action","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3847/road-rash-64/","evidence":"The entry identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3847/road-rash-64/releases/","evidence":"The Nintendo 64 U.S. release record dates the game to November 1999.","value":"United States: 1999-11","date_granularity":"month"},{"field":"developer","source_url":"https://www.mobygames.com/game/3847/road-rash-64/releases/","evidence":"The U.S. Nintendo 64 release record credits Pacific Coast Power and Light as developer.","value":"Pacific Coast Power and Light","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3847/road-rash-64/releases/","evidence":"The U.S. Nintendo 64 release record names THQ Inc. as publisher.","value":"THQ Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Road_Rash_64","wikipedia_title":"Road Rash 64"},{"game_key":"Road Trip Adventure (Choro Q HG 2)","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/34657/road-trip/","evidence":"MobyGames classifies Road Trip as a racing and driving game.","value":"Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/34657/road-trip/","evidence":"MobyGames identifies PlayStation 2 as the game's original platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/34657/road-trip/releases/","evidence":"The Japanese PlayStation 2 release record credits E-game Inc. as developer.","value":"E-game Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/34657/road-trip/releases/","evidence":"The Japanese PlayStation 2 release record lists Takara as publisher.","value":"TAKARA Co., Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/34657/road-trip/releases/","evidence":"MobyGames lists the Japanese PlayStation 2 release on January 10, 2002.","value":"Japan: 2002-01-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Road+Trip+Adventure+%28Choro+Q+HG+2%29","wikipedia_title":null},{"game_key":"Robbit Mon Dieu","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","evidence":"The Wikipedia infobox lists developer as Sugar & Rockets.","value":"Sugar & Rockets","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","evidence":"The Wikipedia infobox lists series as Jumping Flash!.","value":"Jumping Flash!","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: October 14, 1999.","value":"Japan: October 14, 1999","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Robbit_Mon_Dieu","wikipedia_title":"Robbit Mon Dieu"},{"game_key":"Robin Hood: The Legend of Sherwood (Windows PC v1.1)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Robin_Hood:_The_Legend_of_Sherwood","evidence":"The article credits Spellbound Entertainment as developer.","value":"Spellbound Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Robin_Hood:_The_Legend_of_Sherwood","evidence":"The article lists these publishers for the game’s releases.","value":["Strategy First","Mindscape","Freeverse","Wanadoo Edition","Meridian4"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Robin_Hood:_The_Legend_of_Sherwood","evidence":"The article identifies the 2002 Windows release as the game’s initial release.","value":"Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Robin_Hood:_The_Legend_of_Sherwood","evidence":"The article classifies the title as stealth-based real-time tactics.","value":["Real-time tactics","Stealth"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Robin_Hood:_The_Legend_of_Sherwood","evidence":"The article identifies it as a 2002 video game.","value":"2002","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Robin_Hood:_The_Legend_of_Sherwood","wikipedia_title":"Robin Hood: The Legend of Sherwood"},{"game_key":"RoboCop 3","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/RoboCop_3_(video_game)","evidence":"The article says these Digital Image Design versions were the first, released in December 1991; later console versions followed in 1992–1993.","value":"Amiga, Atari ST, and MS-DOS (first release group)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/RoboCop_3_(video_game)","evidence":"The article infobox classifies the game as platform/shooter and explains that the early Digital Image Design version combines several gameplay styles.","value":"Platform, shooter (overall release; versions differ)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/RoboCop_3_(video_game)","evidence":"The article credits Digital Image Design for the first Amiga, Atari ST, and MS-DOS release group.","value":"Digital Image Design (Amiga, Atari ST, MS-DOS first versions)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/RoboCop_3_(video_game)","evidence":"The article states that Digital Image Design’s first versions were published by Ocean Software.","value":"Ocean Software (first release group)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/RoboCop_3_(video_game)","evidence":"The article gives December 1991 as the first release and specifies the European Amiga/MS-DOS and Atari ST releases in that month.","value":"Europe (Amiga, Atari ST, MS-DOS): 1991-12","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/RoboCop_3_(video_game)","wikipedia_title":"RoboCop 3 (video game)"},{"game_key":"Rock Band 3 (Xbox 360, Title Update 5)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rock_Band_3","evidence":"The lead describes Rock Band 3 as a rhythm game.","value":"Rhythm game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rock_Band_3","evidence":"The article credits Harmonix as developer.","value":"Harmonix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rock_Band_3","evidence":"The lead distinguishes the initial publishers/distributor from Mad Catz, which later took over and re-released the title.","value":"MTV Games and Electronic Arts (initial release); Mad Catz (later re-release)","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Rock_Band_3","evidence":"The article says the game was initially released for these platforms in October 2010.","value":"Xbox 360, PlayStation 3, Wii, and Nintendo DS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Rock_Band_3","evidence":"The lead identifies it as the third main installment in the Rock Band series.","value":"Rock Band","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rock+Band+3+%28Xbox+360%2C+Title+Update+5%29","wikipedia_title":null},{"game_key":"Rocket Knight Adventures","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rocket_Knight_Adventures","evidence":"The article identifies the Sega Genesis as the game’s original platform.","value":"Sega Genesis (Mega Drive)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rocket_Knight_Adventures","evidence":"The article infobox lists platform and scrolling shooter; its gameplay description notes shooter-style sections.","value":"Platform, scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rocket_Knight_Adventures","evidence":"The article identifies Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rocket_Knight_Adventures","evidence":"The article identifies Konami as publisher.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rocket_Knight_Adventures","evidence":"The article’s release table gives August 6, 1993 for the Japanese Genesis release.","value":"Japan (Sega Genesis): 1993-08-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rocket_Knight_Adventures","wikipedia_title":"Rocket Knight Adventures"},{"game_key":"Rocket: Robot on Wheels","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rocket:_Robot_on_Wheels","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Rocket:_Robot_on_Wheels","evidence":"The article dates the original game to 1999.","value":"1999","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rocket:_Robot_on_Wheels","evidence":"The article credits Sucker Punch Productions as developer.","value":"Sucker Punch Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rocket:_Robot_on_Wheels","evidence":"The article credits Ubisoft as publisher.","value":"Ubisoft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rocket:_Robot_on_Wheels","wikipedia_title":"Rocket: Robot on Wheels"},{"game_key":"Rockman X7 (Korean Windows PC release with the unofficial Korean patch)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X7","evidence":"The article credits Capcom Production Studio 3 as developer.","value":"Capcom Production Studio 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X7","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X7","evidence":"The article identifies PlayStation 2 as the game’s original platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X7","evidence":"The article lists both platform and third-person shooter genres.","value":["Platform","Third-person shooter"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Mega_Man_X7","evidence":"The article identifies Mega Man X7 as part of the Mega Man X series.","value":"Mega Man X","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mega_Man_X7","wikipedia_title":"Mega Man X7"},{"game_key":"Rogue Galaxy (PS2 NTSC-U SCUS-97490 v1.01)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rogue_Galaxy","evidence":"The article credits Level-5 as developer.","value":"Level-5","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rogue_Galaxy","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rogue_Galaxy","evidence":"The article identifies PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rogue_Galaxy","evidence":"The article classifies Rogue Galaxy as an action role-playing game.","value":"Action role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rogue_Galaxy","wikipedia_title":"Rogue Galaxy"},{"game_key":"Rogue Trip: Vacation 2012","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/7677/rogue-trip-vacation-2012/","evidence":"MobyGames classifies Rogue Trip as an action racing/driving game.","value":"Action / Racing / Driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7677/rogue-trip-vacation-2012/","evidence":"MobyGames identifies PlayStation as the game's original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/7677/rogue-trip-vacation-2012/","evidence":"MobyGames credits SingleTrac Entertainment Technologies Inc. as developer.","value":"SingleTrac Entertainment Technologies Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7677/rogue-trip-vacation-2012/","evidence":"MobyGames credits GT Interactive Software Corp. as publisher.","value":"GT Interactive Software Corp.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7677/rogue-trip-vacation-2012/releases/","evidence":"MobyGames lists the US PlayStation release on September 30, 1998.","value":"United States: 1998-09-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rogue_Trip:_Vacation_2012","wikipedia_title":"Rogue Trip: Vacation 2012"},{"game_key":"Rollcage Stage II (PlayStation, USA SLUS-00867)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rollcage_Stage_II","evidence":"Wikipedia lists racing as the game genre.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rollcage_Stage_II","evidence":"Wikipedia lists Attention to Detail as developer.","value":"Attention to Detail","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Rollcage_Stage_II","evidence":"Wikipedia lists PlayStation and Windows as platforms.","value":["PlayStation","Windows"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Rollcage_Stage_II","evidence":"Wikipedia identifies Rollcage Stage II as a 2000 video game.","value":2000,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rollcage_Stage_II","wikipedia_title":"Rollcage Stage II"},{"game_key":"RollerCoaster Tycoon 2","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/7491/rollercoaster-tycoon-2/","evidence":"MobyGames classifies RollerCoaster Tycoon 2 as a city-building/construction and managerial/business simulation.","value":"Theme-park construction / business simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7491/rollercoaster-tycoon-2/","evidence":"The entry identifies Windows as the original platform.","value":"Windows PC","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7491/rollercoaster-tycoon-2/","evidence":"MobyGames lists the original Windows release in 2002.","value":"2002","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/7491/rollercoaster-tycoon-2/","evidence":"The entry credits Chris Sawyer Productions as developer.","value":"Chris Sawyer Productions","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7491/rollercoaster-tycoon-2/","evidence":"The entry lists Infogrames Interactive, Inc. as publisher.","value":"Infogrames Interactive, Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/7491/rollercoaster-tycoon-2/","evidence":"MobyGames explicitly lists RollerCoaster Tycoon 2 in the RollerCoaster Tycoon series.","value":"RollerCoaster Tycoon series","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=RollerCoaster+Tycoon+2","wikipedia_title":null},{"game_key":"Ronde","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/17326/ronde/","evidence":"MobyGames identifies the 1997 release as a Sega Saturn game.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/17326/ronde/","evidence":"MobyGames categorizes Ronde under role-playing and strategy/tactics and describes its turn-based play.","value":"Role-playing; strategy/tactics (turn-based)","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/17326/ronde/","evidence":"MobyGames credits both Access and Multimedia Intelligence Transfer as developers.","value":"Access Co., Ltd.; Multimedia Intelligence Transfer Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/17326/ronde/","evidence":"MobyGames lists Atlus as publisher for the Saturn release.","value":"Atlus Co., Ltd.","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/17326/ronde/","evidence":"MobyGames gives October 30, 1997 as the Saturn release date; the Japanese Saturn catalog lists the same date.","value":"Japan (Sega Saturn): 1997-10-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ronde","wikipedia_title":null},{"game_key":"RPG Maker 2000/2003 games (multi-title)","facts":[{"field":"game_scope","source_url":"https://github.com/EasyRPG/Player","evidence":"EasyRPG Player describes itself as an interpreter for RPG Maker 2000, RPG Maker 2003, and EasyRPG games.","value":"Multiple games made with RPG Maker 2000 or 2003, including compatible EasyRPG games.","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/383730/RPG_Maker_2000?l=english","evidence":"The official RPG Maker 2000 store page says exported creations can be played on Windows; individual runtime ports vary.","value":"Windows PC game projects; individual runtime ports vary.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=RPG+Maker+2000%2F2003+games+%28multi-title%29","wikipedia_title":null},{"game_key":"RTX Remix-compatible Direct3D 9 games and plugin integrations (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=RTX%20Remix-compatible%20Direct3D%209%20games%20and%20plugin%20integrations%20%28multi-title%29","wikipedia_title":null},{"game_key":"Rule of Rose (PS2 NTSC-U SLUS-214.48)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Rule_of_Rose","evidence":"The article credits Punchline as developer.","value":"Punchline","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Rule_of_Rose","evidence":"The article lists Atlus USA as North American publisher.","value":"Atlus USA (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Rule_of_Rose","evidence":"The article identifies PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Rule_of_Rose","evidence":"The article describes Rule of Rose as a survival horror game.","value":"Survival horror","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rule_of_Rose","wikipedia_title":"Rule of Rose"},{"game_key":"Rush 2: Extreme Racing USA","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/","evidence":"MobyGames identifies the title as Rush 2: Extreme Racing USA.","value":"Rush 2: Extreme Racing USA","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/","evidence":"MobyGames classifies the game as racing / driving.","value":"Racing / driving","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/","evidence":"MobyGames lists Nintendo 64 as the game’s only original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/releases/","evidence":"MobyGames records the United States release in November 1998; day-level records conflict across databases.","value":"North America: November 1998","date_granularity":"month"},{"field":"developer","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/","evidence":"MobyGames credits Atari Games Corporation as developer.","value":"Atari Games Corporation","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/","evidence":"MobyGames lists Midway Home Entertainment as publisher.","value":"Midway Home Entertainment","date_granularity":null},{"field":"mode","source_url":"https://www.mobygames.com/game/4389/rush-2-extreme-racing-usa/","evidence":"MobyGames lists support for one to two players and same/split-screen multiplayer.","value":"Single-player and two-player split-screen","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Rush_2%3A_Extreme_Racing_USA","wikipedia_title":"Rush 2: Extreme Racing USA"},{"game_key":"Rushing Beat Shura: The Eternal Conflict","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Peace_Keepers","evidence":"The lead describes The Peace Keepers, known in Japan as Rushing Beat Syura, as a beat ’em up.","value":"Beat ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Peace_Keepers","evidence":"The lead says it was developed and published for the Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Peace_Keepers","evidence":"The article credits Jaleco as developer.","value":"Jaleco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Peace_Keepers","evidence":"The article credits Jaleco as publisher.","value":"Jaleco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Peace_Keepers","evidence":"The lead identifies it as the third game in the Rushing Beat series.","value":"Rushing Beat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Rushing+Beat+Shura%3A+The+Eternal+Conflict","wikipedia_title":null},{"game_key":"Saboteur II: Avenging Angel (DOS, 1987)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel","evidence":"The article says Saboteur II was created by Clive Townsend.","value":"Clive Townsend","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel","evidence":"The article credits Durell Software as publisher.","value":"Durell Software","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel","evidence":"The article lists these platforms for the original game.","value":["Amstrad CPC","MS-DOS","Commodore 64","ZX Spectrum"],"date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel","evidence":"The article identifies it as a 1987 release.","value":"1987","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel","wikipedia_title":"Saboteur II: Avenging Angel"},{"game_key":"Sacred Odyssey: Rise of Ayden","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sacred_Odyssey:_Rise_of_Ayden","evidence":"The article identifies the genre as Role-playing.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sacred_Odyssey:_Rise_of_Ayden","evidence":"The article identifies iOS as the platform context.","value":"iOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sacred_Odyssey:_Rise_of_Ayden","evidence":"The source lists 2011-01-29 as a release date.","value":"2011-01-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sacred_Odyssey:_Rise_of_Ayden","evidence":"The source credits Gameloft as developer.","value":"Gameloft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sacred_Odyssey:_Rise_of_Ayden","wikipedia_title":"Sacred Odyssey: Rise of Ayden"},{"game_key":"Saihate no Ima","facts":[{"field":"scenario_planning_credit","source_url":"https://en.wikipedia.org/wiki/Romeo_Tanaka","evidence":"The article’s adult-game works list includes Saihate no Ima and gives Xuse plus scenario and planning as the credit context.","value":"Romeo Tanaka is listed for scenario and planning on Saihate no Ima, for Xuse.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Saihate+no+Ima","wikipedia_title":null},{"game_key":"Saints Row (2006)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The lead describes Saints Row as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The lead says the game was released exclusively for Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The article credits Volition as developer.","value":"Volition","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The article credits THQ as publisher.","value":"THQ","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The lead says the game is played from a third-person perspective.","value":"Third-person","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Saints_Row","wikipedia_title":"Saints Row"},{"game_key":"Saints Row (2006, Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The article identifies the genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The article identifies Xbox 360 as the platform context.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The source lists North America: 2006-08-29 as a release date.","value":"North America: 2006-08-29","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The source credits Volition as developer.","value":"Volition","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The source lists THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The source places the game in Saints Row.","value":"Saints Row","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","wikipedia_title":"Saints Row (2006 video game)"},{"game_key":"Saints Row (Xbox 360 retail World build, English/French/German/Spanish/Italian)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The lead describes Saints Row as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The lead says the game was released exclusively for Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The article credits Volition as developer.","value":"Volition","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","evidence":"The article credits THQ as publisher.","value":"THQ","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Saints_Row_(2006_video_game)","wikipedia_title":"Saints Row (2006 video game)"},{"game_key":"Saints Row 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saints_Row_2","evidence":"The lead describes Saints Row 2 as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saints_Row_2","evidence":"The article credits Volition as developer.","value":"Volition","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saints_Row_2","evidence":"The article credits THQ as publisher.","value":"THQ","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Saints_Row_2","evidence":"The lead says the game launched on PlayStation 3 and Xbox 360 before later Windows and Linux releases.","value":"PlayStation 3 and Xbox 360","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Saints_Row_2","evidence":"The lead identifies it as the second installment in the Saints Row series.","value":"Saints Row","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Saints_Row_2","wikipedia_title":"Saints Row 2"},{"game_key":"Sakura Wars 2","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The article identifies Sakura Wars 2 by its subtitle, Thou Shalt Not Die.","value":"Sakura Wars 2: Thou Shalt Not Die","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The infobox lists the game’s cross-genre elements.","value":"Tactical role-playing, dating sim, visual novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The infobox credits Red Company and Sega CS2 R&D as developers.","value":"Red Company and Sega CS2 R&D","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The article identifies the Sega Saturn original and later ports.","value":"Sega Saturn (original); later Dreamcast, Windows, and PlayStation Portable ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The release section gives April 4, 1998 as the Sega Saturn release date.","value":"Japan (Sega Saturn): 1998-04-04","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2%3A_Thou_Shalt_Not_Die","evidence":"The article identifies it as the second installment in the Sakura Wars series.","value":"Sakura Wars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sakura_Wars_2:_Thou_Shalt_Not_Die","wikipedia_title":"Sakura Wars 2: Thou Shalt Not Die"},{"game_key":"Samurai Kid","facts":[{"field":"original_platform","source_url":"https://www.gamecity.ne.jp/products/products/ee/Rlsamurai_k.htm","evidence":"Koei’s official product page lists Game Boy Color as the supported hardware.","value":"Game Boy Color","date_granularity":null},{"field":"genre","source_url":"https://www.gamecity.ne.jp/products/products/ee/Rlsamurai_k.htm","evidence":"Koei describes Samurai Kid as an action-puzzle game.","value":"Action puzzle","date_granularity":null},{"field":"gameplay_summary","source_url":"https://www.gamecity.ne.jp/products/products/ee/Rlsamurai_k.htm","evidence":"Koei’s official description identifies the protagonist, ten-castle objective, stage-clear structure, and three weapons used against enemies and traps.","value":"A stage-based action puzzle in which Homura-maru enters ten yokai castles and uses three weapons with distinct effects to defeat enemies and solve traps.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Samurai+Kid+Game+Boy+Color+Koei+Biox","wikipedia_title":"Search Wikipedia for Samurai Kid Game Boy Color Koei Biox"},{"game_key":"San Francisco Rush 2049","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush_2049","evidence":"The lead describes San Francisco Rush 2049 as a racing video game.","value":"Racing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush_2049","evidence":"The lead says the game was developed and published for arcades before later home ports.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush_2049","evidence":"The article credits Atari Games as developer.","value":"Atari Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush_2049","evidence":"The article credits Atari Games as publisher.","value":"Atari Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush_2049","evidence":"The lead identifies it as the third game in the Rush series.","value":"Rush","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush_2049","wikipedia_title":"San Francisco Rush 2049"},{"game_key":"San Francisco Rush: Extreme Racing (N64)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/San_Francisco_Rush:_Extreme_Racing","wikipedia_title":"San Francisco Rush: Extreme Racing"},{"game_key":"Saru! Get You! SaruSaru Daisakusen (PSP Japan, UCJS10060 v1.00)","facts":[{"field":"developer","source_url":"https://www.hand.co.jp/develop/ps5ps4ps2psp/","evidence":"The developer’s official product listing credits h.a.n.d. as developer.","value":"h.a.n.d., Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.hand.co.jp/develop/ps5ps4ps2psp/","evidence":"The developer’s official listing credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://www.hand.co.jp/develop/ps5ps4ps2psp/","evidence":"The developer’s official product listing identifies PSP as the platform.","value":"PlayStation Portable","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.hand.co.jp/develop/ps5ps4ps2psp/","evidence":"The developer’s official listing gives July 26, 2007 as the Japanese release date.","value":"Japan: 2007-07-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Saru%21+Get+You%21+SaruSaru+Daisakusen+%28PSP+Japan%2C+UCJS10060+v1.00%29","wikipedia_title":"Search Wikipedia for Saru! Get You! SaruSaru Daisakusen (PSP Japan, UCJS10060 v1.00)"},{"game_key":"Sarugetchu Million Monkeys","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saru!_Get_You!_Million_Monkeys","evidence":"The lead describes Saru! Get You! Million Monkeys as a platform video game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Saru!_Get_You!_Million_Monkeys","evidence":"The lead says the game was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saru!_Get_You!_Million_Monkeys","evidence":"The article credits Sony Computer Entertainment as developer.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saru!_Get_You!_Million_Monkeys","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Saru!_Get_You!_Million_Monkeys","evidence":"The lead identifies it as part of the Ape Escape series.","value":"Ape Escape","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sarugetchu+Million+Monkeys","wikipedia_title":null},{"game_key":"Saw II: Flesh & Blood","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","evidence":"The article identifies the genre as Survival horror.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","evidence":"The article identifies Xbox 360 and PlayStation 3 as the platform context.","value":"Xbox 360 and PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","evidence":"The source lists North America: 2010-10-19 as a release date.","value":"North America: 2010-10-19","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","evidence":"The source credits Zombie Studios as developer.","value":"Zombie Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","evidence":"The source lists Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","evidence":"The source places the game in Saw.","value":"Saw","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Saw_II:_Flesh_%26_Blood","wikipedia_title":"Saw II: Flesh & Blood"},{"game_key":"Scarface: The World Is Yours (PC v1.00.2)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/25362/scarface-the-world-is-yours/","evidence":"The game database identifies this title as Scarface: The World Is Yours.","value":"Scarface: The World Is Yours","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/25362/scarface-the-world-is-yours/","evidence":"MobyGames describes the game as action, open-world/sandbox, and shooter; the article classifies it as action-adventure.","value":"Open-world action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/25362/scarface-the-world-is-yours/","evidence":"MobyGames lists the original Windows, PlayStation 2, and Xbox releases and the later Wii version.","value":["Microsoft Windows","PlayStation 2","Xbox","Wii"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/25362/scarface-the-world-is-yours/releases/windows/","evidence":"The Windows release record dates the North American original to October 8, 2006.","value":"North America: 2006-10-08 (Windows)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/25362/scarface-the-world-is-yours/","evidence":"The Windows release is credited to Radical Entertainment Inc.","value":"Radical Entertainment Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/25362/scarface-the-world-is-yours/","evidence":"The Windows release record lists Sierra Entertainment, the Vivendi Games publishing label.","value":"Sierra Entertainment (Vivendi Games)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Scarface:_The_World_Is_Yours","wikipedia_title":"Scarface: The World Is Yours"},{"game_key":"Scott Pilgrim vs. The World: The Game","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The lead classifies the game as a side-scrolling beat ’em up.","value":"Side-scrolling beat ’em up","date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The lead credits Ubisoft Montreal and Ubisoft Chengdu as developers.","value":"Ubisoft Montreal and Ubisoft Chengdu","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The lead credits Ubisoft as publisher.","value":"Ubisoft","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The lead says the original digital release was for Xbox 360 and PlayStation 3 in August 2010.","value":"Xbox 360 and PlayStation 3","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Scott+Pilgrim+vs.+The+World%3A+The+Game","wikipedia_title":null},{"game_key":"Scott Pilgrim vs. The World: The Game – Complete Edition","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article credits Ubisoft Montreal and Ubisoft Chengdu for the original game and identifies Engine Software as the developer of the Complete Edition.","value":"Engine Software (Complete Edition); Ubisoft Montreal and Ubisoft Chengdu (original game)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article lists Ubisoft as publisher of the game and its Complete Edition.","value":"Ubisoft","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article lists Beat ’em up and action role-playing as genres.","value":"Beat ’em up; action role-playing","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article says the original digital game launched on PlayStation 3 and Xbox 360 in 2010; these are distinct from later Complete Edition platforms.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"original_release_year","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article identifies the original release as August 2010.","value":2010,"date_granularity":"year"},{"field":"complete_edition_platforms","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article lists these platforms for the Complete Edition re-release.","value":["Nintendo Switch","PlayStation 4","Windows","Xbox One","Google Stadia"],"date_granularity":null},{"field":"complete_edition_release_date","source_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","evidence":"The article gives 14 January 2021 as the Complete Edition release date.","value":"2021-01-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World:_The_Game","wikipedia_title":"Scott Pilgrim vs. the World: The Game"},{"game_key":"SCP: Containment Breach v1.3.11","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SCP_%E2%80%93_Containment_Breach","evidence":"The article credits Undertow Games in its infobox and identifies Rikkonen as the game’s creator.","value":"Undertow Games; created by Joonas “Regalis” Rikkonen","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/SCP_%E2%80%93_Containment_Breach","evidence":"The article lists Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/SCP_%E2%80%93_Containment_Breach","evidence":"The article identifies Blitz3D as the engine.","value":"Blitz3D","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SCP_%E2%80%93_Containment_Breach","evidence":"The article classifies the game as survival horror.","value":"Survival horror","date_granularity":null},{"field":"latest_release_version","source_url":"https://en.wikipedia.org/wiki/SCP_%E2%80%93_Containment_Breach","evidence":"The article lists 1.3.11 as the latest release version.","value":"1.3.11","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SCP_%E2%80%93_Containment_Breach","wikipedia_title":"SCP – Containment Breach"},{"game_key":"Scrabble (Magpie)","facts":[{"field":"software_type","source_url":"https://github.com/jvc56/MAGPIE/blob/main/README.md","evidence":"The MAGPIE README expands the name as “Macondo Accordant Game Program and Inference Engine” and describes it as a crossword-game-playing and analysis program.","value":"Scrabble-playing computer program for move generation, analysis, and play","date_granularity":null},{"field":"edition_context","source_url":"https://github.com/olaugh/magpie-retro","evidence":"The port repository calls itself a Sega Genesis port of MAGPIE and describes “Scrabble for Sega Genesis” running on the 68000.","value":"The catalog target is a Sega Genesis / Mega Drive 68000 port of Magpie.","date_granularity":null},{"field":"platform","source_url":"https://github.com/olaugh/magpie-retro","evidence":"The project README names Sega Genesis/Mega Drive hardware and the Motorola 68000 CPU.","value":"Sega Genesis / Mega Drive (port target)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Scrabble+%28Magpie%29","wikipedia_title":"Search Wikipedia for Scrabble (Magpie)"},{"game_key":"Scramble Spirits","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","evidence":"The article identifies the arcade game and its Master System port by this title.","value":"Scramble Spirits","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","evidence":"The infobox classifies it as a scrolling shooter.","value":"Scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","evidence":"The infobox credits Sega for the arcade game; it separately credits Sega/Arc System Works for the Master System port.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","evidence":"The infobox credits Sega as arcade publisher and the Master System release publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","evidence":"The article identifies the Sega System 24 arcade original and later Master System and computer ports.","value":"Arcade (Sega System 24); later Sega Master System and personal-computer ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","evidence":"The infobox gives July 29, 1988 for the arcade release and the article dates the Master System port to 1989.","value":"Arcade: 1988-07-29; Master System port: 1989","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Scramble_Spirits","wikipedia_title":"Scramble Spirits"},{"game_key":"SD Gundam - Dimension War","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","evidence":"The article classifies the game as a tactical role-playing video game.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","evidence":"The article credits Locomotive Corporation as developer.","value":"Locomotive Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","evidence":"The article identifies Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","evidence":"The article lists the Virtual Boy as the game platform.","value":"Virtual Boy","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","evidence":"The article gives December 22, 1995 as the Japanese release date.","value":"1995-12-22","date_granularity":"day"},{"field":"notable_context","source_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","evidence":"The article says its December 22, 1995 release made it the final Virtual Boy game published in Japan.","value":"It was the last Virtual Boy game published in Japan.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SD_Gundam_Dimension_War","wikipedia_title":"SD Gundam Dimension War"},{"game_key":"SD Gundam World: Gachapon Senshi 5","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"GameFAQs gives the full English database title as SD Gundam World Gachapon Senshi 5: Battle of Universal Century.","value":"SD Gundam World Gachapon Senshi 5: Battle of Universal Century","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"GameFAQs classifies the game as turn-based strategy.","value":"Turn-based strategy","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"GameFAQs identifies the original platform as NES; the Japanese release is the Famicom version.","value":"Famicom / Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"GameFAQs records the Japanese release on December 22, 1992.","value":"Japan: 1992-12-22","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"GameFAQs credits TOSE as developer.","value":"TOSE","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"GameFAQs lists Yutaka as publisher.","value":"Yutaka","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/nes/570695-sd-gundam-world-gachapon-senshi-5-battle-of-universal/data","evidence":"The title and series label on the GameFAQs record identify this as the fifth Gachapon Senshi game.","value":"SD Gundam World: Gachapon Senshi","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SD%20Gundam%20World%3A%20Gachapon%20Senshi%205","wikipedia_title":null},{"game_key":"SD Gundam: Operation U.C.","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/wsc/566235-sd-gundam-operation-uc","evidence":"GameFAQs identifies WonderSwan Color as the game platform.","value":"WonderSwan Color","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/wsc/566235-sd-gundam-operation-uc","evidence":"GameFAQs classifies it as Action > Shooter > Shoot-’Em-Up > Vertical.","value":"Action / vertical shoot-’em-up","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/wsc/566235-sd-gundam-operation-uc","evidence":"GameFAQs identifies Bandai as developer.","value":"Bandai","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/wsc/566235-sd-gundam-operation-uc","evidence":"GameFAQs identifies Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/wsc/566235-sd-gundam-operation-uc","evidence":"GameFAQs lists February 16, 2002 as the Japan release date.","value":"Japan (WonderSwan Color): 2002-02-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SD+Gundam%3A+Operation+U.C.","wikipedia_title":null},{"game_key":"Secret of Mana","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Secret_of_Mana","evidence":"The lead describes Secret of Mana as an action role-playing game.","value":"Action role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Secret_of_Mana","evidence":"The lead says it was developed and published for the Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Secret_of_Mana","evidence":"The article credits Square as developer.","value":"Square","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Secret_of_Mana","evidence":"The article credits Square as publisher.","value":"Square","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Secret_of_Mana","evidence":"The lead explains that it was the first Seiken Densetsu title marketed as part of the Mana series.","value":"Mana (Seiken Densetsu)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Secret_of_Mana","wikipedia_title":"Secret of Mana"},{"game_key":"SEGA AGES 2500 Series Vol. 1: Phantasy Star Generation:1","facts":[{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Sega_Ages","evidence":"The Sega Ages 2500 table lists Vol. 1: Phantasy Star Generation:1 as a PlayStation 2 series entry.","value":"PlayStation 2","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Sega_Ages","evidence":"The Sega Ages 2500 table describes Vol. 1: Phantasy Star Generation:1 as a remake of Phantasy Star.","value":"Remake of Phantasy Star","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sega_Ages","evidence":"The Sega Ages 2500 table lists the Japanese release date as August 28, 2003.","value":"2003-08-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SEGA+AGES+2500+Series+Vol.+1%3A+Phantasy+Star+Generation%3A1","wikipedia_title":null},{"game_key":"Sega Mark III; Master System; Game Gear; SG-1000; Othello Multivision","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sega+Mark+III%3B+Master+System%3B+Game+Gear%3B+SG-1000%3B+Othello+Multivision","wikipedia_title":null},{"game_key":"Sega Model 3 arcade games","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sega+Model+3+arcade+games","wikipedia_title":null},{"game_key":"Sega Rally Championship (Model 2A Revision B arcade)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sega_Rally_Championship","evidence":"The lead describes Sega Rally Championship as a rally racing game.","value":"Rally racing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sega_Rally_Championship","evidence":"The lead says the arcade release used the Sega Model 2 board.","value":"Arcade (Sega Model 2)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sega_Rally_Championship","evidence":"The article credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sega_Rally_Championship","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sega_Rally_Championship","wikipedia_title":"Sega Rally Championship"},{"game_key":"Sega Saturn","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sega+Saturn","wikipedia_title":null},{"game_key":"Sega Superstars Tennis (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sega_Superstars_Tennis","evidence":"The article classifies Sega Superstars Tennis as a sports video game.","value":"Sports game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sega_Superstars_Tennis","evidence":"The lead credits Sumo Digital as developer.","value":"Sumo Digital","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sega_Superstars_Tennis","evidence":"The lead credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Sega_Superstars_Tennis","evidence":"The article says the game was originally released for these platforms.","value":"PlayStation 3, Xbox 360, PlayStation 2, and Wii","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sega+Superstars+Tennis+%28Xbox+360%29","wikipedia_title":null},{"game_key":"SEGAGAGA","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Segagaga","evidence":"The lead describes Segagaga as a role-playing simulation video game.","value":"Role-playing simulation game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Segagaga","evidence":"The lead says it was developed and published for Dreamcast in Japan.","value":"Dreamcast","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Segagaga","evidence":"The article credits Hitmaker as developer.","value":"Hitmaker","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Segagaga","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SEGAGAGA","wikipedia_title":null},{"game_key":"SegaSonic the Hedgehog","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SegaSonic_the_Hedgehog","evidence":"The article credits Sega AM3 as developer.","value":"Sega AM3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SegaSonic_the_Hedgehog","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/SegaSonic_the_Hedgehog","evidence":"The article lists arcade as the platform and Sega System 32 as the arcade system.","value":"Arcade (Sega System 32)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SegaSonic_the_Hedgehog","evidence":"The article classifies SegaSonic the Hedgehog as a platform game.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/SegaSonic_the_Hedgehog","evidence":"The article identifies it as a Sonic the Hedgehog series game.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SegaSonic_the_Hedgehog","wikipedia_title":"SegaSonic the Hedgehog"},{"game_key":"Selected Japanese visual novels from the 1990s","facts":[{"field":"collection_context","source_url":"https://gitlab.com/bunnylin/supersakura/-/raw/dev/README.md","evidence":"The maintainer README describes the project's multi-game 1990s Japanese visual-novel scope and explicitly distinguishes the engine/tools from copyrighted game data supplied by users.","value":"This catalog key groups selected Japanese visual-novel games rather than one title. The SuperSakura maintainer describes the engine as running certain Japanese games from the 1990s and notes that the copyrighted games and their data are not distributed with the engine.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Selected+Japanese+visual+novels+from+the+1990s","wikipedia_title":null},{"game_key":"Sen no Hatou, Tsukisome no Kouki","facts":[{"field":"genre","source_url":"https://august-soft.com/hatou/products.html","evidence":"The official product page classifies the game as an ADV (adventure) with the Japanese label “忠義と愛のADV.”","value":"Adventure (ADV)","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pc/189820-sen-no-hatou-tsukisome-no-kouki/data","evidence":"The PC release listing credits August as developer.","value":"August","date_granularity":null},{"field":"original_platform","source_url":"https://august-soft.com/hatou/products.html","evidence":"The official product specifications list Japanese Windows Vista, 7, 8.1, and 10 as supported systems.","value":"Windows PC","date_granularity":null},{"field":"original_release_date","source_url":"https://august-soft.com/hatou/products.html","evidence":"The official product page gives September 23, 2016 as the release date.","value":"2016-09-23","date_granularity":"day"},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pc/189820-sen-no-hatou-tsukisome-no-kouki/data","evidence":"The Japanese PC release record lists August as publisher.","value":"August","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sen+no+Hatou%2C+Tsukisome+no+Kouki","wikipedia_title":null},{"game_key":"Serial Experiments Lain","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","evidence":"The lead says the game was released for PlayStation exclusively in Japan.","value":"PlayStation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","evidence":"The lead identifies Pioneer LDC as the company that released the game.","value":"Pioneer LDC","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","evidence":"The article gives the Japanese release date as November 26, 1998.","value":"1998-11-26","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","evidence":"The lead says the game is based on the anime and is largely dialogue-centric.","value":"Dialogue-centric game based on the Serial Experiments Lain anime","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","evidence":"The article infobox lists Simulation and Interactive fiction; the lead describes its dialogue-centered structure.","value":"Simulation; interactive fiction","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","evidence":"The article identifies Pioneer LDC as developer.","value":"Pioneer LDC","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)","wikipedia_title":"Serial Experiments Lain (video game)"},{"game_key":"SG-1000; Mark III; Master System; Game Gear; Genesis / Mega Drive; Sega CD / Mega CD; preliminary Sega Pico","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SG-1000%3B+Mark+III%3B+Master+System%3B+Game+Gear%3B+Genesis+%2F+Mega+Drive%3B+Sega+CD+%2F+Mega+CD%3B+preliminary+Sega+Pico","wikipedia_title":null},{"game_key":"SG-1000; SC-3000; Master System; Game Gear; Genesis / Mega Drive; Sega CD / Mega CD; 32X; Sega Pico","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SG-1000%3B+SC-3000%3B+Master+System%3B+Game+Gear%3B+Genesis+%2F+Mega+Drive%3B+Sega+CD+%2F+Mega+CD%3B+32X%3B+Sega+Pico","wikipedia_title":null},{"game_key":"SG-1000; SC-3000; SF-7000; Mark III; Master System; Game Gear; ColecoVision; Othello Multivision","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SG-1000%3B+SC-3000%3B+SF-7000%3B+Mark+III%3B+Master+System%3B+Game+Gear%3B+ColecoVision%3B+Othello+Multivision","wikipedia_title":null},{"game_key":"SG-1000; SC-3000; SF-7000; Master System; Game Gear; Genesis / Mega Drive; Sega CD; 32X; Sega Pico","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SG-1000%3B+SC-3000%3B+SF-7000%3B+Master+System%3B+Game+Gear%3B+Genesis+%2F+Mega+Drive%3B+Sega+CD%3B+32X%3B+Sega+Pico","wikipedia_title":null},{"game_key":"Shadow Guardian HD","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/122565/shadow-guardian/releases/","evidence":"The product record identifies the genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/122565/shadow-guardian/releases/","evidence":"The product record identifies Android as the platform context.","value":"Android","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/122565/shadow-guardian/releases/","evidence":"The source lists Android: 2011-05-02 as a release date.","value":"Android: 2011-05-02","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/122565/shadow-guardian/releases/","evidence":"The source credits Gameloft Iberica S.A.U. as developer.","value":"Gameloft Iberica S.A.U.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/122565/shadow-guardian/releases/","evidence":"The source lists Gameloft S.A. as publisher.","value":"Gameloft S.A.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shadow+Guardian+HD","wikipedia_title":null},{"game_key":"Shadow of the Colossus","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The Wikipedia infobox lists developer as Sony Computer Entertainment Japan.","value":"Sony Computer Entertainment Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The Wikipedia infobox lists original platform as PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The Wikipedia infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 18, 2005.","value":"North America: October 18, 2005","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","wikipedia_title":"Shadow of the Colossus"},{"game_key":"Shadow of the Colossus (PlayStation 2 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The lead describes the original Shadow of the Colossus as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The lead says the 2005 original was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article credits Sony Computer Entertainment and identifies the original development team as Japan Studio.","value":"Japan Studio / Sony Computer Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","wikipedia_title":"Shadow of the Colossus"},{"game_key":"Shadow of the Colossus (PlayStation 4 remake)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)","evidence":"The lead describes the 2018 title as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)","evidence":"The lead says the remake was developed and published for PlayStation 4.","value":"PlayStation 4","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)","evidence":"The article identifies Bluepoint Games as developer and says Japan Studio assisted.","value":"Bluepoint Games, with Japan Studio assistance","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)","evidence":"The article credits Sony Interactive Entertainment as publisher.","value":"Sony Interactive Entertainment","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)","evidence":"The lead identifies the 2018 title as a remake of the original 2005 game.","value":"2018 remake of the 2005 PlayStation 2 game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)","wikipedia_title":"Shadow of the Colossus (2018 video game)"},{"game_key":"Shadow of the Colossus (PS2 USA SCUS_974.72)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article identifies Sony Computer Entertainment Japan and its International Production Studio 1 (Team Ico) as the original developer.","value":"Sony Computer Entertainment Japan / Team Ico","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article identifies the 2005 original as a PlayStation 2 release.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article classifies Shadow of the Colossus as an action-adventure game.","value":"Action-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","wikipedia_title":"Shadow of the Colossus"},{"game_key":"Shadow of the Colossus (PS3 HD release, NPUA80677)","facts":[{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article says a remastered version was released for PlayStation 3.","value":"PlayStation 3","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The remastered PS3 version was released alongside Ico in The Ico & Shadow of the Colossus Collection in September 2011.","value":"The Ico & Shadow of the Colossus Collection (September 2011)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","evidence":"The article credits Bluepoint Games with developing the PS3 remaster.","value":"Bluepoint Games (PS3 remaster)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_of_the_Colossus","wikipedia_title":"Shadow of the Colossus"},{"game_key":"Shadow the Hedgehog","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames identifies the title as Shadow the Hedgehog.","value":"Shadow the Hedgehog","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames classifies the game as Action; platformer; shooter.","value":"Action; platformer; shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames lists PlayStation 2; GameCube; Xbox among the game's platforms.","value":"PlayStation 2; GameCube; Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames records the release as North America: 2005-11-15.","value":"North America: 2005-11-15","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames credits Sega Studios USA as developer.","value":"Sega Studios USA","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames credits SEGA as publisher.","value":"SEGA","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/20907/shadow-the-hedgehog/","evidence":"MobyGames associates the game with the Sonic the Hedgehog series or franchise.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog","wikipedia_title":"Shadow the Hedgehog"},{"game_key":"Shadow the Hedgehog (GameCube USA GUPE8P; Japan GUPJ8P; Europe/Australia GUPP8P)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The lead describes Shadow the Hedgehog as a platform game.","value":"Platform game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The article credits Sega Studios USA as developer.","value":"Sega Studios USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The article lists releases for GameCube, PlayStation 2, and Xbox.","value":"GameCube, PlayStation 2, and Xbox","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The lead identifies the game as a spin-off from the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","wikipedia_title":"Shadow the Hedgehog (video game)"},{"game_key":"Shadow the Hedgehog (PS2 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The lead describes Shadow the Hedgehog as a platform game.","value":"Platform game","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The article lists PlayStation 2 among the game’s original release platforms.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The article credits Sega Studios USA as developer.","value":"Sega Studios USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shadow+the+Hedgehog+%28PS2+version%29","wikipedia_title":null},{"game_key":"Shadowrun","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shadowrun_(1993_video_game)","evidence":"The article explicitly distinguishes this 1993 SNES game from other Shadowrun games.","value":"Super Nintendo Entertainment System (SNES)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shadowrun_(1993_video_game)","evidence":"The article classifies this game as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shadowrun_(1993_video_game)","evidence":"The article identifies Beam Software as developer.","value":"Beam Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shadowrun_(1993_video_game)","evidence":"The article’s publisher field distinguishes the Data East releases from the PAL publisher.","value":"Data East (North America/Japan); Laser Beam Entertainment (PAL)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shadowrun_(1993_video_game)","evidence":"The article lists the SNES North American release as May 1993.","value":"North America (SNES): 1993-05","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shadowrun_(1993_video_game)","wikipedia_title":"Shadowrun (1993 video game)"},{"game_key":"Shantae","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shantae_(video_game)","evidence":"The article credits WayForward as developer.","value":"WayForward","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shantae_(video_game)","evidence":"The article says Capcom originally published the Game Boy Color game.","value":"Capcom (original Game Boy Color release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shantae_(video_game)","evidence":"The article identifies the Game Boy Color as the original platform.","value":"Game Boy Color","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shantae_(video_game)","evidence":"The article lists platform and Metroidvania genres.","value":["Platform","Metroidvania"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shantae_(video_game)","evidence":"The article lists Shantae as the series.","value":"Shantae","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shantae_(video_game)","wikipedia_title":"Shantae (video game)"},{"game_key":"Shenmue I","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","evidence":"The article classifies Shenmue in these three genres.","value":"Action-adventure; life simulation; social simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","evidence":"The infobox credits AM2 of CRI as developer.","value":"AM2 (Sega)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","evidence":"The infobox identifies Dreamcast as the original platform.","value":"Dreamcast","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","evidence":"The infobox identifies Shenmue as the series.","value":"Shenmue","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","evidence":"The article gives December 29, 1999 as the Japanese release date.","value":"Japan: 1999-12-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shenmue_(video_game)","wikipedia_title":"Shenmue (video game)"},{"game_key":"Shigatsu Youka (死月妖花～四月八日～)","facts":[{"field":"canonical_name","source_url":"https://www.freem.ne.jp/win/game/19917","evidence":"Freem! official distribution page identifies the title as Shigatsu Youka (死月妖花～四月八日～). The creator-distributed page supports the Windows release and horror/visual-novel description; no developer or publisher credit is asserted.","value":"Shigatsu Youka (死月妖花～四月八日～)","date_granularity":null},{"field":"genre","source_url":"https://www.freem.ne.jp/win/game/19917","evidence":"Freem! official distribution page classifies the game as Horror visual novel. The creator-distributed page supports the Windows release and horror/visual-novel description; no developer or publisher credit is asserted.","value":"Horror visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://www.freem.ne.jp/win/game/19917","evidence":"Freem! official distribution page lists Windows among the game's platforms. The creator-distributed page supports the Windows release and horror/visual-novel description; no developer or publisher credit is asserted.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.freem.ne.jp/win/game/19917","evidence":"Freem! official distribution page records the release as 2019. The creator-distributed page supports the Windows release and horror/visual-novel description; no developer or publisher credit is asserted.","value":"2019","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shigatsu%20Youka%20%28%E6%AD%BB%E6%9C%88%E5%A6%96%E8%8A%B1%EF%BD%9E%E5%9B%9B%E6%9C%88%E5%85%AB%E6%97%A5%EF%BD%9E%29","wikipedia_title":null},{"game_key":"ShiinaRio visual novels (multi-title engine target)","facts":[{"field":"software_type","source_url":"https://github.com/kagaminehaku/OpenShiina","evidence":"The OpenShiina repository describes itself as an open-source reimplementation of the ShiinaRio visual novel engine and says it plays user-owned games.","value":"Visual novel engine used by multiple game titles","date_granularity":null},{"field":"compatibility_context","source_url":"https://github.com/kagaminehaku/OpenShiina","evidence":"The repository description lists Windows, Android, and Linux as supported environments for playing user-owned game copies.","value":"OpenShiina supports user-owned ShiinaRio games on Windows, Android, and Linux.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=ShiinaRio+visual+novels+%28multi-title+engine+target%29","wikipedia_title":"Search Wikipedia for ShiinaRio visual novels (multi-title engine target)"},{"game_key":"Shin Bokura no Taiyou: Gyakushuu no Sabata (Boktai 3)","facts":[{"field":"canonical_name","source_url":"https://www.konami.com/games/jp/ja/products/boktai_shin/","evidence":"Konami’s official product page gives the Japanese title 新・ボクらの太陽 逆襲のサバタ.","value":"新・ボクらの太陽 逆襲のサバタ","date_granularity":null},{"field":"genre","source_url":"https://www.konami.com/games/jp/ja/products/boktai_shin/","evidence":"Konami classifies the game as an action RPG.","value":"Action RPG","date_granularity":null},{"field":"original_platform","source_url":"https://www.konami.com/games/jp/ja/products/boktai_shin/","evidence":"Konami lists Game Boy Advance as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.konami.com/games/jp/ja/products/boktai_shin/","evidence":"Konami lists July 28, 2005 as the Japanese release date.","value":"Japan: 2005-07-28","date_granularity":"day"},{"field":"series","source_url":"https://www.konami.com/games/jp/ja/products/boktai_shin/","evidence":"Konami describes the title as the third game in the Boktai series.","value":"Boktai (third main entry)","date_granularity":null},{"field":"mode","source_url":"https://www.konami.com/games/jp/ja/products/boktai_shin/","evidence":"Konami lists one to two players.","value":"One to two players","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shin%20Bokura%20no%20Taiyou%3A%20Gyakushuu%20no%20Sabata%20%28Boktai%203%29","wikipedia_title":null},{"game_key":"Shin Megami Tensei (PlayStation)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The lead describes Shin Megami Tensei as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The article credits Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The article credits Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The article’s platform list includes PlayStation in addition to Super Famicom and other ports.","value":"PlayStation port listed among editions","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The lead identifies it as the first game in the central Shin Megami Tensei series.","value":"Shin Megami Tensei","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shin+Megami+Tensei+%28PlayStation%29","wikipedia_title":null},{"game_key":"Shin Megami Tensei (Super Famicom, Japan 1.0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The lead describes Shin Megami Tensei as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The lead says the game was developed and published for Super Famicom.","value":"Super Famicom","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The article credits Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The article credits Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","evidence":"The article lists the original Super Famicom release in Japan as October 30, 1992.","value":"1992-10-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_(video_game)","wikipedia_title":"Shin Megami Tensei (video game)"},{"game_key":"Shin Megami Tensei IV","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_IV","evidence":"The lead describes Shin Megami Tensei IV as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_IV","evidence":"The lead says it was developed and published for Nintendo 3DS.","value":"Nintendo 3DS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_IV","evidence":"The article credits Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_IV","evidence":"The article credits Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei_IV","evidence":"The lead identifies it as the fourth mainline entry in the Shin Megami Tensei series.","value":"Shin Megami Tensei","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shin+Megami+Tensei+IV","wikipedia_title":null},{"game_key":"Shin Megami Tensei NINE","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Nine","evidence":"The lead describes Shin Megami Tensei: Nine as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Nine","evidence":"The lead says it was developed and published for Xbox.","value":"Xbox","date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Nine","evidence":"The article credits Atlus and NexTech as developers.","value":"Atlus and NexTech","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Nine","evidence":"The article credits Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Nine","evidence":"The lead identifies Nine as part of the Megami Tensei series.","value":"Megami Tensei","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shin+Megami+Tensei+NINE","wikipedia_title":null},{"game_key":"Shin Megami Tensei: Digital Devil Saga","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The article describes Digital Devil Saga and its sequel as a duology of role-playing video games.","value":"Role-playing games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The lead says both games in the duology were developed for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The lead credits Atlus as developer of the duology.","value":"Atlus","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The lead identifies Atlus as publisher outside Europe/Australasia and Ghostlight in those regions.","value":"Atlus; Ghostlight in Europe and Australasia","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The lead identifies Digital Devil Saga as a spin-off of the Megami Tensei series.","value":"Megami Tensei","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","wikipedia_title":"Shin Megami Tensei: Digital Devil Saga"},{"game_key":"Shin Megami Tensei: Digital Devil Saga 2","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The article calls Digital Devil Saga 2 the direct sequel to the first game.","value":"Direct sequel and second entry in the Digital Devil Saga duology","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The article identifies the duology as developed for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The article credits Atlus as developer of the duology.","value":"Atlus","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga","evidence":"The lead lists the sequel’s release years by region.","value":"2005 (Japan and North America); 2007 (Europe and Australasia)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga_2","wikipedia_title":"Shin Megami Tensei: Digital Devil Saga 2"},{"game_key":"Shin Megami Tensei: Persona 3 Portable","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Persona_3","evidence":"The Persona 3 article credits Atlus as developer; its release section covers Persona 3 Portable.","value":"Atlus","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Persona_3","evidence":"The article identifies PlayStation Portable as the platform for Persona 3 Portable.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Persona_3","evidence":"The article classifies Persona 3 as a role-playing game and social simulation.","value":"Role-playing / social simulation","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Persona_3","evidence":"The article describes Persona 3 Portable as a PSP version of Persona 3.","value":"Portable edition of Persona 3","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Persona_3","wikipedia_title":"Persona 3 (article includes Persona 3 Portable)"},{"game_key":"Shin Megami Tensei: Persona 4","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Persona_4","evidence":"The lead describes Persona 4 as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Persona_4","evidence":"The lead says Persona 4 was released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Persona_4","evidence":"The lead identifies Atlus as developer.","value":"Atlus","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Persona_4","evidence":"The lead identifies it as the fifth installment in the Persona series.","value":"Persona","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Persona_4","wikipedia_title":"Persona 4"},{"game_key":"Shin SD Gundam Gaiden: Knight Gundam Monogatari","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The game appears in the Game Boy release list.","value":"Game Boy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The list table gives Tom Create as developer.","value":"Tom Create","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The list table gives Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_games","evidence":"The list table gives the Japanese release date as September 9, 1994.","value":"1994-09-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shin+SD+Gundam+Gaiden%3A+Knight+Gundam+Monogatari","wikipedia_title":null},{"game_key":"Shining Force CD","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shining_Force_CD","evidence":"The lead describes Shining Force CD as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shining_Force_CD","evidence":"The lead says it was developed and published for Sega CD.","value":"Sega CD","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shining_Force_CD","evidence":"The article credits Sonic! Software Planning as developer.","value":"Sonic! Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shining_Force_CD","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shining+Force+CD","wikipedia_title":null},{"game_key":"Shining Force Gaiden: Ensei, Jashin no Kuni e","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shining_Force_Gaiden","evidence":"The article identifies the exact subtitle, Shining Force Gaiden: Ensei – Jashin no Kuni he, as the Japan-only Game Gear title.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shining_Force_Gaiden","evidence":"The article classifies the exact game as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shining_Force_Gaiden","evidence":"The article identifies Sonic! Software Planning as developer.","value":"Sonic! Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shining_Force_Gaiden","evidence":"The article identifies Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shining_Force_Gaiden","evidence":"The article’s release table gives December 25, 1992 for Japan.","value":"Japan (Game Gear): 1992-12-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shining_Force_Gaiden","wikipedia_title":"Shining Force Gaiden"},{"game_key":"Shining Force II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shining_Force_II","evidence":"The lead describes Shining Force II as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shining_Force_II","evidence":"The lead says it was developed and published for Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shining_Force_II","evidence":"The article credits Sonic! Software Planning as developer.","value":"Sonic! Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shining_Force_II","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shining+Force+II","wikipedia_title":null},{"game_key":"Shining Force III","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shining_Force_III","evidence":"The lead describes Shining Force III as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shining_Force_III","evidence":"The lead says the game was released for Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shining_Force_III","evidence":"The article identifies it as an entry in the Shining Force series.","value":"Shining Force","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Shining_Force_III","evidence":"The lead summarizes the three Japanese scenario releases and the release of only the first scenario in North America and Europe.","value":"Three linked scenarios released separately in Japan; only Scenario 1 released in North America and Europe","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shining_Force_III","wikipedia_title":"Shining Force III"},{"game_key":"Shining Force: The Sword of Hajya","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","evidence":"The Wikipedia infobox lists developer as Sonic! Software Planning.","value":"Sonic! Software Planning","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","evidence":"The Wikipedia infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","evidence":"The Wikipedia infobox lists original platform as Game Gear.","value":"Game Gear","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","evidence":"The Wikipedia infobox lists genre as Tactical role-playing.","value":"Tactical role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","evidence":"The Wikipedia infobox lists series as Shining.","value":"Shining","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: June 25, 1993.","value":"Japan: June 25, 1993","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shining_Force:_The_Sword_of_Hajya","wikipedia_title":"Shining Force: The Sword of Hajya"},{"game_key":"Shinobido 2: Revenge of Zen (PS Vita US PCSE00015 update 1.02)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shinobido_2:_Revenge_of_Zen","evidence":"The article credits Acquire as developer.","value":"Acquire","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shinobido_2:_Revenge_of_Zen","evidence":"The article identifies Spike as Japanese publisher and Namco Bandai Games as the publisher outside Japan.","value":"Spike (Japan); Namco Bandai Games (outside Japan)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shinobido_2:_Revenge_of_Zen","evidence":"The article identifies PlayStation Vita as the platform.","value":"PlayStation Vita","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shinobido_2:_Revenge_of_Zen","evidence":"The article classifies the game as stealth.","value":"Stealth","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shinobido_2:_Revenge_of_Zen","wikipedia_title":"Shinobido 2: Revenge of Zen"},{"game_key":"Shinouken (Ragnagard)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ragnagard","evidence":"The article lists Arcade as the original platform and identifies Neo Geo MVS as the arcade system; the Japanese name is Shinouken.","value":"Arcade (Neo Geo MVS)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ragnagard","evidence":"The article classifies Ragnagard/Shinouken as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ragnagard","evidence":"The article credits Saurus as developer and notes additional work by System Vision.","value":"Saurus (additional work by System Vision)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ragnagard","evidence":"The article’s publisher credits distinguish SNK for the original Neo Geo releases and Saurus for the Neo Geo CD version.","value":"SNK (original Neo Geo arcade/AES releases); Saurus (Neo Geo CD release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ragnagard","evidence":"The article lists June 13, 1996 as the Japanese arcade release, before AES, CD, and Saturn ports.","value":"Japan (Neo Geo MVS arcade): 1996-06-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ragnagard","wikipedia_title":"Ragnagard"},{"game_key":"Shinrei Jusatsushi Taromaru","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shinrei_Jusatsushi_Tar%C5%8Dmaru","evidence":"The article says the released version was developed for Sega Saturn; a PlayStation version was planned but never released.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shinrei_Jusatsushi_Tar%C5%8Dmaru","evidence":"The article calls it a side-scrolling action game.","value":"Side-scrolling action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shinrei_Jusatsushi_Tar%C5%8Dmaru","evidence":"The article identifies the Japanese division of Time Warner Interactive as developer.","value":"Time Warner Interactive Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shinrei_Jusatsushi_Tar%C5%8Dmaru","evidence":"The article identifies the Japanese division of Time Warner Interactive as publisher.","value":"Time Warner Interactive Japan","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Shinrei_Jusatsushi_Tar%C5%8Dmaru","evidence":"The article gives January 17, 1997 as the Japan-only release date.","value":"Japan (Sega Saturn): 1997-01-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shinrei_Jusatsushi_Tar%C5%8Dmaru","wikipedia_title":"Shinrei Jusatsushi Tarōmaru"},{"game_key":"Shiren the Wanderer 4 Plus: The Eye of God and the Devil's Navel","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shiren_the_Wanderer_4:_The_Eye_of_God_and_the_Devil%27s_Navel","evidence":"The lead describes the base game as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shiren_the_Wanderer_4:_The_Eye_of_God_and_the_Devil%27s_Navel","evidence":"The article credits Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Shiren_the_Wanderer_4:_The_Eye_of_God_and_the_Devil%27s_Navel","evidence":"The article credits Spike as publisher.","value":"Spike","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Shiren_the_Wanderer_4:_The_Eye_of_God_and_the_Devil%27s_Navel","evidence":"The lead says an expanded PSP port was released in 2012 under the Shiren the Wanderer 4 Plus title.","value":"PlayStation Portable (expanded Shiren 4 Plus port)","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Shiren_the_Wanderer_4:_The_Eye_of_God_and_the_Devil%27s_Navel","evidence":"The lead distinguishes the original Nintendo DS game from the expanded PlayStation Portable port.","value":"Expanded port of the Nintendo DS Shiren the Wanderer 4","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shiren+the+Wanderer+4+Plus%3A+The+Eye+of+God+and+the+Devil%27s+Navel","wikipedia_title":null},{"game_key":"Shizuku","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shizuku_(video_game)","evidence":"The lead describes Shizuku as an eroge visual novel.","value":"Eroge visual novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Shizuku_(video_game)","evidence":"The lead identifies Leaf as the game’s developer.","value":"Leaf","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Shizuku","wikipedia_title":null},{"game_key":"Shotgun King: The Final Checkmate (Android release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Shotgun_King:_The_Final_Checkmate","evidence":"The article describes the game as a roguelike turn-based tactics game.","value":"Roguelike; turn-based tactics","date_granularity":null},{"field":"developer","source_url":"https://store.epicgames.com/p/shotgun-king-android-74f556","evidence":"The Epic mobile listing identifies Headbang Club as developer.","value":"Headbang Club (Android Epic Games Store listing)","date_granularity":null},{"field":"publisher","source_url":"https://store.epicgames.com/p/shotgun-king-android-74f556","evidence":"The Epic mobile listing identifies Plug In Digital as publisher.","value":"Plug In Digital (Android Epic Games Store listing)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Shotgun_King:_The_Final_Checkmate","evidence":"The article gives Windows as the original game platform; this does not establish the Android port’s build lineage.","value":"Microsoft Windows (original game)","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Shotgun_King:_The_Final_Checkmate","evidence":"The article dates the original Steam release to May 12, 2022.","value":"Original Windows release: 2022-05-12","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://store.epicgames.com/p/shotgun-king-android-74f556","evidence":"The Android store page lists December 18, 2025 as the release date.","value":"Android, Epic Games Store: 2025-12-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Shotgun_King:_The_Final_Checkmate","wikipedia_title":"Shotgun King: The Final Checkmate"},{"game_key":"Shounen Ashibe: Nepal Daibouken no Maki","facts":[{"field":"original_platform","source_url":"https://gamecatalog.net/shounen-ashibe/","evidence":"The Japanese Famicom catalog identifies this exact title as a Family Computer release and links its instruction manual.","value":"Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamecatalog.net/shounen-ashibe/","evidence":"The catalog lists November 15, 1991 as the release date for the Takara TFC-8A title.","value":"1991-11-15","date_granularity":"day"},{"field":"publisher","source_url":"https://gamecatalog.net/shounen-ashibe/","evidence":"The catalog credits Takara and reproduces the game’s ©1991 Takara notice.","value":"Takara","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Shounen+Ashibe+Nepal+Daibouken+no+Maki+Famicom","wikipedia_title":"Search Wikipedia for Shounen Ashibe Nepal Daibouken no Maki Famicom"},{"game_key":"Shutokō Battle X","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The English article for the international title identifies Xbox 360 as the platform; Japanese Shutokō Battle X is the Japan edition.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article classifies the game as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article identifies Genki as developer.","value":"Genki","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article lists Genki for Japan and Ubisoft worldwide for the international title.","value":"Genki (Japan as Shutokō Battle X); Ubisoft (international Import Tuner Challenge edition)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article lists July 27, 2006 for the Japanese Xbox 360 release.","value":"Japan (Shutokō Battle X): 2006-07-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","wikipedia_title":"Import Tuner Challenge"},{"game_key":"Sid Meier’s SimGolf (2002 PC game)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sid_Meier%27s_SimGolf","evidence":"The English article lists Microsoft Windows as the platform.","value":"Microsoft Windows (PC)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sid_Meier%27s_SimGolf","evidence":"The article’s infobox lists Simulation and sports.","value":"Simulation; sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sid_Meier%27s_SimGolf","evidence":"The article identifies Firaxis Games as developer.","value":"Firaxis Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sid_Meier%27s_SimGolf","evidence":"The article identifies EA Games/Electronic Arts as publisher.","value":"EA Games (Electronic Arts)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.gamespot.com/games/sid-meiers-simgolf/","evidence":"GameSpot’s game page gives January 23, 2002 as first release for PC.","value":"North America (PC): 2002-01-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sid_Meier%27s_SimGolf","wikipedia_title":"Sid Meier’s SimGolf"},{"game_key":"Side Arms: Hyper Dyne","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Side_Arms_(video_game)","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Side_Arms_(video_game)","evidence":"The article lists Capcom for Japanese and European arcade releases and Romstar for North America.","value":"Capcom (Japan/Europe); Romstar (North America)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Side_Arms_(video_game)","evidence":"The article identifies the original as an arcade video game.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Side_Arms_(video_game)","evidence":"The article describes it as a horizontally scrolling shooter.","value":"Horizontally scrolling shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Side_Arms_(video_game)","evidence":"The article gives November 6, 1986 as the Japanese arcade release date.","value":"Japan: 1986-11-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Side_Arms_(video_game)","wikipedia_title":"Hyper Dyne Side Arms"},{"game_key":"Silent Hill","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","evidence":"The lead describes Silent Hill as a survival horror video game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","evidence":"The lead says the game was developed and published for PlayStation.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","evidence":"The article credits Konami’s Team Silent as developer.","value":"Team Silent","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","evidence":"The lead identifies it as the first installment in the Silent Hill video game series.","value":"Silent Hill","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","evidence":"The article lists these separate PlayStation regional releases; Europe is July 16, 1999, not the often-repeated 2000 date.","value":"North America: 1999-02-23; Japan: 1999-03-04; Europe: 1999-07-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Silent_Hill_(video_game)","wikipedia_title":"Silent Hill (video game)"},{"game_key":"Silent Hill 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_2","evidence":"The lead describes Silent Hill 2 as a survival horror video game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_2","evidence":"The lead says it was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_2","evidence":"The article credits Konami’s Team Silent as developer.","value":"Team Silent","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_2","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_2","evidence":"The lead identifies it as the second installment in the Silent Hill series.","value":"Silent Hill","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Silent_Hill_2","wikipedia_title":"Silent Hill 2"},{"game_key":"Silent Hill 3","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_3","evidence":"The lead describes Silent Hill 3 as a survival horror video game.","value":"Survival horror","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_3","evidence":"The lead says it was developed and published for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_3","evidence":"The article credits Konami’s Team Silent as developer.","value":"Team Silent","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_3","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Silent_Hill_3","evidence":"The lead identifies it as the third installment in the Silent Hill series.","value":"Silent Hill","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Silent+Hill+3","wikipedia_title":null},{"game_key":"Silent Hill: Chapter Two","facts":[{"field":"genre","source_url":"https://www.silenthillmemories.net/sh_mobile2/info_en.htm","evidence":"The game-specific page describes a horror setting, puzzle solving, combat, and a point-and-click interface.","value":"Point-and-click horror adventure","date_granularity":null},{"field":"developer","source_url":"https://www.silenthillmemories.net/sh_mobile2/info_en.htm","evidence":"The game-specific release page credits Gamefederation as developer.","value":"Gamefederation","date_granularity":null},{"field":"publisher","source_url":"https://www.silenthillmemories.net/sh_mobile2/info_en.htm","evidence":"The game-specific release page credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://www.silenthillmemories.net/sh_mobile2/info_en.htm","evidence":"The game-specific page lists mobile phones (Java) as the platform.","value":"Java ME mobile phones","date_granularity":null},{"field":"original_release_date","source_url":"https://www.silenthillmemories.net/sh_mobile2/info_en.htm","evidence":"The game-specific page dates the Silent Hill Mobile 2 release to September 2008.","value":"2008-09","date_granularity":"month"},{"field":"alternate_title","source_url":"https://www.silenthillmemories.net/sh_mobile2/info_en.htm","evidence":"The game-specific page identifies the Java ME release by the title Silent Hill Mobile 2.","value":"Silent Hill Mobile 2","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Silent+Hill%3A+Chapter+Two","wikipedia_title":null},{"game_key":"Silent Hill: Downpour","facts":[{"field":"canonical_name","source_url":"https://www.konami.com/games/eu/en/products/shdp/","evidence":"Konami’s official product page uses this title.","value":"Silent Hill Downpour","date_granularity":null},{"field":"original_platform","source_url":"https://www.konami.com/games/eu/en/products/shdp/","evidence":"Konami lists PS3 and Xbox 360 as platforms.","value":["PlayStation 3","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.konami.com/games/eu/en/products/shdp/","evidence":"Konami lists 30 March 2012 for the European English release.","value":"2012-03-30 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.konami.com/games/eu/en/products/shdp/","evidence":"Konami calls it the eighth installment of its survival-horror franchise.","value":"Survival horror","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Silent_Hill:_Downpour","wikipedia_title":"Silent Hill: Downpour"},{"game_key":"Silmarils ALIS virtual-machine games (multi-title)","facts":[{"field":"game_scope","source_url":"https://github.com/maestun/alis","evidence":"The ALIS reimplementation README says the virtual machine was created by Silmarils and that the repository runs original game data files.","value":"Multiple Silmarils game titles that use the ALIS (Actor Language Integrated System) virtual machine.","date_granularity":null},{"field":"developer","source_url":"https://github.com/maestun/alis","evidence":"The README identifies Silmarils as the videogame company that created the ALIS machine and discusses games from that company.","value":"Silmarils (across the titles in this group)","date_granularity":null},{"field":"original_platform","source_url":"https://github.com/maestun/alis","evidence":"The compatibility notes describe supported Silmarils titles across systems, including PC, Amiga, and Atari ST releases.","value":"Varies by title; documented releases include PC, Amiga, and Atari ST versions.","date_granularity":null},{"field":"notable_context","source_url":"https://github.com/maestun/alis","evidence":"The README explains that Silmarils game disks include the virtual-machine interpreter and compressed game files containing assets and pseudo-assembly scripts.","value":"ALIS is a proprietary virtual machine; original game disks contain its interpreter along with title data and scripts.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Silmarils+ALIS+virtual-machine+games+%28multi-title%29","wikipedia_title":null},{"game_key":"SimCity (SNES)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","evidence":"The article describes SimCity as a city-building simulation game.","value":"City-building simulation","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","evidence":"The article identifies the 1991 SNES release as a prominent port and says its gameplay was revised with Nintendo’s involvement.","value":"Super Nintendo Entertainment System (SNES)","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","evidence":"The article describes the game’s graphics as two-dimensional with an overhead perspective.","value":"Overhead, two-dimensional view","date_granularity":null},{"field":"port_context","source_url":"https://en.wikipedia.org/wiki/SimCity_(1989_video_game)","evidence":"The article says the SNES version was released in 1991 and its gameplay was significantly revised with Nintendo’s involvement.","value":"The SNES release was a prominent port whose gameplay was significantly revised with Nintendo’s involvement.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SimCity+%28SNES%29","wikipedia_title":null},{"game_key":"SimCity 3000 Unlimited (Maxis/Electronic Arts, 2000; 32-bit Windows x86)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/SimCity_3000","wikipedia_title":"SimCity 3000"},{"game_key":"Simple 2000 Series Ultimate Vol. 17: Taisen! Bakudan Poi Poi","facts":[{"field":"original_platform","source_url":"https://www.d3p.co.jp/cs/?pg=15&pl=2","evidence":"D3 Publisher’s official product page lists PS2 as the supported platform.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.d3p.co.jp/cs/?pg=15&pl=2","evidence":"D3 Publisher lists February 26, 2004 as the release date.","value":"2004-02-26","date_granularity":"day"},{"field":"publisher","source_url":"https://www.d3p.co.jp/cs/?pg=15&pl=2","evidence":"The official product page is published by D3 Publisher and lists this title in its own SIMPLE2000 product catalogue.","value":"D3 Publisher","date_granularity":null},{"field":"genre","source_url":"https://www.d3p.co.jp/cs/?pg=15&pl=2","evidence":"D3 Publisher classifies the game as action.","value":"Action","date_granularity":null},{"field":"gameplay_summary","source_url":"https://www.d3p.co.jp/cs/?pg=15&pl=2","evidence":"D3 Publisher’s official description says players lift bombs and throw them to fight.","value":"A versus action game about picking up bombs and throwing them at opponents.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Simple+2000+Series+Ultimate+Vol.+17+Taisen+Bakudan+Poi+Poi","wikipedia_title":"Search Wikipedia for Simple 2000 Series Ultimate Vol. 17: Taisen! Bakudan Poi Poi"},{"game_key":"Sin & Punishment: Hoshi no Keishousha","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","evidence":"The article classifies the game as a rail shooter and shooting gallery.","value":"Rail shooter; shooting gallery","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","evidence":"The infobox credits Treasure and Nintendo R&D1 as developers.","value":"Treasure; Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","evidence":"The article identifies the game as the first Sin and Punishment title.","value":"Sin and Punishment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","evidence":"The article gives November 21, 2000 as the Japanese release date.","value":"Japan: 2000-11-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sin_and_Punishment","wikipedia_title":"Sin and Punishment"},{"game_key":"Sinclair computers and related 8-bit systems, including ZX Spectrum, ZX80/81, QL, and Z88","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sinclair+computers+and+related+8-bit+systems%2C+including+ZX+Spectrum%2C+ZX80%2F81%2C+QL%2C+and+Z88","wikipedia_title":null},{"game_key":"Skate 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The lead describes Skate 2 as a skateboarding video game.","value":"Skateboarding game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The article credits EA Black Box as developer.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The lead says Skate 2 was released for PlayStation 3 and Xbox 360.","value":"PlayStation 3 and Xbox 360","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The lead identifies it as the third installment in the Skate series.","value":"Skate","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Skate+2","wikipedia_title":null},{"game_key":"Skate 2 (Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The article classifies Skate 2 as a sports game.","value":"Sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The infobox lists EA Black Box as developer.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The infobox lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The article lists PlayStation 3 and Xbox 360 as initial release platforms.","value":"PlayStation 3; Xbox 360","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The article identifies Skate 2 as an entry in the skate. series.","value":"skate.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Skate_2","evidence":"The article gives January 21, 2009 as the North American release date.","value":"North America: 2009-01-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Skate_2","wikipedia_title":"Skate 2"},{"game_key":"Skate 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article identifies EA Black Box as developer.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The infobox lists the Skate series.","value":"Skate","date_granularity":null},{"field":"genre","source_url":"https://www.ea.com/games/skate/skate-3?setLocale=en-us","evidence":"EA’s product page lists the genres as Simulation and Sports.","value":"Simulation; sports","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article says the game released worldwide for PlayStation 3 and Xbox 360.","value":"PlayStation 3; Xbox 360","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Skate_3","wikipedia_title":"Skate 3"},{"game_key":"Skate 3 (Xbox 360 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article classifies Skate 3 as a sports game.","value":"Sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The infobox lists EA Black Box as developer.","value":"EA Black Box","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The infobox lists Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article lists PlayStation 3 and Xbox 360 as release platforms.","value":"PlayStation 3; Xbox 360","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article identifies Skate 3 as an entry in the skate. series.","value":"skate.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Skate_3","evidence":"The article gives May 11, 2010 as the North American release date.","value":"North America: 2010-05-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Skate_3","wikipedia_title":"Skate 3"},{"game_key":"skate. (EA free-to-play) with the ReSkate offline community package","facts":[{"field":"developer","source_url":"https://news.ea.com/press-releases/press-releases-details/2025/EA-and-Full-Circle-Launch-skate--in-Early-Access-Today/default.aspx","evidence":"EA’s launch announcement identifies Full Circle as developer.","value":"Full Circle","date_granularity":null},{"field":"publisher","source_url":"https://news.ea.com/press-releases/press-releases-details/2025/EA-and-Full-Circle-Launch-skate--in-Early-Access-Today/default.aspx","evidence":"EA’s launch announcement identifies EA as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"platforms","source_url":"https://news.ea.com/press-releases/press-releases-details/2025/EA-and-Full-Circle-Launch-skate--in-Early-Access-Today/default.aspx","evidence":"The announcement lists console and PC platforms for the free-to-play early access game.","value":"PlayStation 4; PlayStation 5; Xbox One; Xbox Series X|S; PC","date_granularity":null},{"field":"genre","source_url":"https://news.ea.com/press-releases/press-releases-details/2025/EA-and-Full-Circle-Launch-skate--in-Early-Access-Today/default.aspx","evidence":"The announcement describes skate. as a free-to-play skateboarding game.","value":"Sports / skateboarding","date_granularity":null},{"field":"regional_release_date","source_url":"https://news.ea.com/press-releases/press-releases-details/2025/EA-and-Full-Circle-Launch-skate--in-Early-Access-Today/default.aspx","evidence":"EA announced the worldwide Early Access launch for September 16, 2025.","value":"Worldwide Early Access: 2025-09-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=skate.+EA+2025+video+game","wikipedia_title":null},{"game_key":"Skies of Arcadia Legends (GameCube, PAL GEAP8P)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","evidence":"Wikipedia lists Overworks as developer.","value":"Overworks","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","evidence":"Wikipedia lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","evidence":"Wikipedia identifies the title as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","evidence":"Wikipedia lists Dreamcast and GameCube.","value":["Dreamcast","GameCube"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","evidence":"The GameCube Legends version released in 2002–2003 depending on region; PAL Europe release is 2003.","value":2003,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","evidence":"Wikipedia lists the GameCube European release as May 23, 2003.","value":"GameCube Europe: 2003-05-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Skies_of_Arcadia","wikipedia_title":"Skies of Arcadia"},{"game_key":"SkiFree","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SkiFree","evidence":"The infobox lists Chris Pirih as developer.","value":"Chris Pirih","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SkiFree","evidence":"The infobox lists Microsoft and a separate GearSprout iOS release.","value":"Microsoft (original); GearSprout (iOS)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/SkiFree","evidence":"The lead says the game was released with Microsoft Entertainment Pack 3 for Windows 3.0.","value":"Windows 3.0","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SkiFree","evidence":"The infobox lists Sports and casual genres.","value":"Sports; casual","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SkiFree","wikipedia_title":"SkiFree"},{"game_key":"Slay the Spire 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","evidence":"The article classifies the game as a roguelike deck-building game.","value":"Roguelike deck-building","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","evidence":"The infobox lists Mega Crit as developer.","value":"Mega Crit","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","evidence":"The infobox lists Mega Crit as publisher.","value":"Mega Crit","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","evidence":"The article lists the three PC platforms for the early-access launch.","value":"Windows; macOS; Linux","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","evidence":"The article presents this game as the sequel to Slay the Spire.","value":"Slay the Spire","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","evidence":"The article gives March 5, 2026 as the early-access launch date.","value":"PC early access: 2026-03-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Slay_the_Spire_II","wikipedia_title":"Slay the Spire II"},{"game_key":"Sleeping Dogs (2012 Windows PC release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sleeping_Dogs_(video_game)","evidence":"The article credits United Front Games as developer.","value":"United Front Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sleeping_Dogs_(video_game)","evidence":"The article credits Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Sleeping_Dogs_(video_game)","evidence":"The article lists Windows among the original release platforms.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sleeping_Dogs_(video_game)","evidence":"The article classifies Sleeping Dogs as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sleeping_Dogs_(video_game)","evidence":"The article lists August 14, 2012 as the North American release date.","value":"North America: 2012-08-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sleeping_Dogs_(video_game)","wikipedia_title":"Sleeping Dogs (video game)"},{"game_key":"Slime Mori Mori Dragon Quest 3: Daikaizoku to Shippo Dan","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Slime_Mori_Mori_Dragon_Quest_3","evidence":"The infobox lists Tose as developer.","value":"Tose","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Slime_Mori_Mori_Dragon_Quest_3","evidence":"The infobox lists Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Slime_Mori_Mori_Dragon_Quest_3","evidence":"The article lists Nintendo 3DS as the platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Slime_Mori_Mori_Dragon_Quest_3","evidence":"The article calls it an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Slime_Mori_Mori_Dragon_Quest_3","evidence":"The lead identifies it as a Dragon Quest spinoff and the third Slime entry.","value":"Dragon Quest; Slime subseries","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Slime+Mori+Mori+Dragon+Quest+3%3A+Daikaizoku+to+Shippo+Dan","wikipedia_title":null},{"game_key":"Sly Cooper and the Thievius Raccoonus","facts":[{"field":"original_platform","source_url":"https://blog.playstation.com/?p=370046","evidence":"Sucker Punch’s official anniversary article says the original game shipped for PS2.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://blog.playstation.com/?p=370046","evidence":"Sucker Punch’s official anniversary article gives 23 September 2002 as the original ship date.","value":"North America: 2002-09-23","date_granularity":"day"},{"field":"genre","source_url":"https://blog.playstation.com/2025/01/16/10-must-play-platformers-available-with-playstation-plus/","evidence":"PlayStation describes the original game’s blend of platforming and stealth.","value":"Platforming / stealth","date_granularity":null},{"field":"developer","source_url":"https://blog.playstation.com/?p=370046","evidence":"The article is authored by Sucker Punch’s Senior Communications Manager and identifies the studio as the game’s original developer.","value":"Sucker Punch Productions","date_granularity":null},{"field":"series","source_url":"https://blog.playstation.com/?p=370046","evidence":"Sucker Punch’s official retrospective refers to the Sly Cooper series and its original game.","value":"Sly Cooper","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sly_Cooper_and_the_Thievius_Raccoonus","wikipedia_title":"Sly Cooper and the Thievius Raccoonus"},{"game_key":"Snail Mail","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Snail_Mail_(video_game)","evidence":"The article classifies Snail Mail as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Snail_Mail_(video_game)","evidence":"The article credits Alpha72 Games as developer.","value":"Alpha72 Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Snail_Mail_(video_game)","evidence":"The article credits Sandlot Games as publisher.","value":"Sandlot Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Snail_Mail_(video_game)","evidence":"The article identifies Windows as the original platform.","value":"Windows","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Snail_Mail_(video_game)","evidence":"The article gives December 3, 2004 as the Windows release date.","value":"2004-12-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Snail_Mail_(video_game)","wikipedia_title":"Snail Mail (video game)"},{"game_key":"Snakes (Nokia N-Gage, 2003)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Snakes_(N-Gage_game)","evidence":"The infobox and lead identify IOMO as developer.","value":"IOMO","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Snakes_(N-Gage_game)","evidence":"The infobox lists Nokia as publisher.","value":"Nokia","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Snakes_(N-Gage_game)","evidence":"The infobox lists N-Gage and S60 platforms.","value":"N-Gage; S60","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Snakes_(N-Gage_game)","evidence":"The infobox gives a worldwide release date of January 25, 2005.","value":"Worldwide: January 25, 2005","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Snakes_(N-Gage_game)","evidence":"The infobox lists Arcade as the genre.","value":"Arcade","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Snakes_(N-Gage_game)","wikipedia_title":"Snakes (N-Gage game)"},{"game_key":"Snatcher","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Snatcher_(video_game)","evidence":"The infobox lists Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Snatcher_(video_game)","evidence":"The infobox lists Konami as publisher.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Snatcher_(video_game)","evidence":"The lead says it first released in Japan for PC-8801 and MSX2.","value":"PC-8801; MSX2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Snatcher_(video_game)","evidence":"The infobox classifies the game as a graphic adventure.","value":"Graphic adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Snatcher","wikipedia_title":null},{"game_key":"SNES/Super Famicom","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SNES%2FSuper+Famicom","wikipedia_title":null},{"game_key":"SNES/Super Famicom; Super Game Boy support","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SNES%2FSuper+Famicom%3B+Super+Game+Boy+support","wikipedia_title":null},{"game_key":"SNK Alpha Mission (ASO); the repository describes planned expansion to related Triple Z80 titles","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Alpha+Mission+ASO","wikipedia_title":"Search Wikipedia for Alpha Mission ASO"},{"game_key":"Snowboard Kids","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids","evidence":"The infobox and lead identify Racdym as developer.","value":"Racdym","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids","evidence":"The infobox lists Atlus worldwide and Nintendo for Europe.","value":"Atlus (worldwide); Nintendo (Europe)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids","evidence":"The lead describes the game as a snowboarding game for Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids","evidence":"The infobox lists Snowboarding as the genre.","value":"Snowboarding","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Snowboard+Kids","wikipedia_title":null},{"game_key":"Snowboard Kids 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The infobox lists Racdym as developer.","value":"Racdym","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The infobox lists Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The infobox lists Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The infobox lists Snowboarding as the genre.","value":"Snowboarding","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The lead describes it as the sequel to Snowboard Kids.","value":"Snowboard Kids","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","wikipedia_title":"Snowboard Kids 2"},{"game_key":"Snowboard Kids 2 (Nintendo 64 North American version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The article credits Racdym as developer.","value":"Racdym","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The article credits Atlus as publisher.","value":"Atlus","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The article lists Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The article classifies the game as a snowboarding video game.","value":"Snowboarding","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","evidence":"The article describes it as the sequel to Snowboard Kids.","value":"Snowboard Kids","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Snowboard_Kids_2","wikipedia_title":"Snowboard Kids 2"},{"game_key":"SOCOM II: U.S. Navy SEALs (PlayStation 2 NTSC-U, SCUS-97275, disc revision r0001)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SOCOM_II_U.S._Navy_SEALs","evidence":"The article credits Zipper Interactive as developer.","value":"Zipper Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SOCOM_II_U.S._Navy_SEALs","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/SOCOM_II_U.S._Navy_SEALs","evidence":"The article identifies PlayStation 2 as the game platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SOCOM_II_U.S._Navy_SEALs","evidence":"The article lists both third-person shooter and tactical shooter genres.","value":["Third-person shooter","Tactical shooter"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/SOCOM_II_U.S._Navy_SEALs","evidence":"The article lists November 4, 2003 as the North American release date.","value":"North America: 2003-11-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/SOCOM_II_U.S._Navy_SEALs","wikipedia_title":"SOCOM II U.S. Navy SEALs"},{"game_key":"Solar Striker","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Solar_Striker","evidence":"The article identifies the Game Boy shooter by this title.","value":"Solar Striker","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Solar_Striker","evidence":"The article describes Solar Striker as a vertically scrolling shooter.","value":"Vertically scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Solar_Striker","evidence":"The infobox and development section credit Nintendo R&D1 and Minakuchi Engineering.","value":"Nintendo R&D1 and Minakuchi Engineering","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Solar_Striker","evidence":"The infobox credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Solar_Striker","evidence":"The article identifies Game Boy as the game’s platform.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Solar_Striker","evidence":"The article’s release section gives January 26, 1990 for Japan, February 1990 for North America, and September 28, 1990 for Europe.","value":"Japan: 1990-01-26; North America: 1990-02; Europe: 1990-09-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Solar_Striker","wikipedia_title":"Solar Striker"},{"game_key":"Son Son II","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/36093/son-son-ii/","evidence":"MobyGames identifies the game as Son Son II.","value":"Son Son II","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/36093/son-son-ii/","evidence":"MobyGames classifies Son Son II as an action platform game.","value":"Action platformer","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/36093/son-son-ii/","evidence":"MobyGames records the original HuCard release on TurboGrafx-16; the Japan version was for PC Engine.","value":"PC Engine / TurboGrafx-16","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/36093/son-son-ii/releases/turbo-grafx/","evidence":"MobyGames records the Japanese TurboGrafx-16/PC Engine release on January 27, 1989.","value":"Japan: 1989-01-27","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/36093/son-son-ii/","evidence":"MobyGames credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/36093/son-son-ii/releases/turbo-grafx/","evidence":"MobyGames lists NEC Avenue as publisher of the Japan release.","value":"NEC Avenue","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/36093/son-son-ii/","evidence":"MobyGames places the game in the Son Son series.","value":"Son Son","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Son%20Son%20II","wikipedia_title":null},{"game_key":"Sonic & Knuckles","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The infobox lists Sega Technical Institute as developer.","value":"Sega Technical Institute","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The lead says the game was released for Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The article calls it a platform game.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The infobox lists the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+%26+Knuckles","wikipedia_title":null},{"game_key":"Sonic 3D Blast","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Sonic_3D_Blast","evidence":"The infobox lists Traveller’s Tales and Sonic Team as developers.","value":"Traveller's Tales; Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_3D_Blast","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_3D_Blast","evidence":"The infobox gives the first release on Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_3D_Blast","evidence":"The infobox lists Platform as the genre.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_3D_Blast","evidence":"The infobox lists the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+3D+Blast","wikipedia_title":null},{"game_key":"Sonic Advance 2","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/fr-fr/Jeux/Game-Boy-Advance/Sonic-Advance-2-267288.html","evidence":"Nintendo identifies Game Boy Advance as the system for this release.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/fr-fr/Jeux/Game-Boy-Advance/Sonic-Advance-2-267288.html","evidence":"Nintendo France lists 21 March 2003 as the publication date.","value":"France: 2003-03-21","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/fr-fr/Jeux/Game-Boy-Advance/Sonic-Advance-2-267288.html","evidence":"Nintendo France categorizes the game as Action and Adventure.","value":"Action / adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/fr-fr/Jeux/Game-Boy-Advance/Sonic-Advance-2-267288.html","evidence":"Nintendo France credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/fr-fr/Jeux/Game-Boy-Advance/Sonic-Advance-2-267288.html","evidence":"Nintendo France credits Infogrames as publisher for this regional edition.","value":"Infogrames","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Advance_2","wikipedia_title":"Sonic Advance 2"},{"game_key":"Sonic Advance 3","facts":[{"field":"original_platform","source_url":"https://sonic.sega.jp/SonicChannel/gametitle/SonicAdvance3.html","evidence":"Sega lists Game Boy Advance as a platform for Sonic Advance 3.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://sonic.sega.jp/SonicChannel/gametitle/SonicAdvance3.html","evidence":"Sega’s official Sonic Channel gives the Japanese release date as 17 June 2004.","value":"Japan: 2004-06-17","date_granularity":"day"},{"field":"genre","source_url":"https://sonic.sega.jp/SonicChannel/gametitle/SonicAdvance3.html","evidence":"Sega describes the game as high-speed 2D side-scrolling action.","value":"2D side-scrolling action","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Sonic-Advance-3-267299.html","evidence":"Nintendo UK credits Sega as the developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Sonic-Advance-3-267299.html","evidence":"Nintendo UK credits THQ as the publisher for its European release.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://sonic.sega.jp/SonicChannel/gametitle/SonicAdvance3.html","evidence":"Sega’s official description calls it the third entry in the Sonic Advance series.","value":"Sonic Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Advance_3","wikipedia_title":"Sonic Advance 3"},{"game_key":"Sonic Advance and Sonic Advance 2","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The article lists Game Boy Advance as the original platform.","value":"Sonic Advance: Game Boy Advance","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance_2","evidence":"The article lists Game Boy Advance as the platform.","value":"Sonic Advance 2: Game Boy Advance","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The lead calls Sonic Advance a platform game.","value":"Sonic Advance: platform game","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance_2","evidence":"The lead calls Sonic Advance 2 a platform game.","value":"Sonic Advance 2: platform game","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic Advance: Sonic the Hedgehog","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance_2","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic Advance 2: Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+Advance+and+Sonic+Advance+2","wikipedia_title":null},{"game_key":"Sonic Adventure","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","evidence":"The infobox lists Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","evidence":"The article gives the first release on Dreamcast.","value":"Dreamcast","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+Adventure","wikipedia_title":null},{"game_key":"Sonic Adventure 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","evidence":"The infobox lists Sonic Team USA as developer.","value":"Sonic Team USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","evidence":"The infobox gives the first release on Dreamcast.","value":"Dreamcast","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","evidence":"The article lists platform and action-adventure genres.","value":"Platform; action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","evidence":"The article’s Dreamcast release table lists June 19, 2001 for North America and June 23 worldwide.","value":"North America (Dreamcast): 2001-06-19; worldwide release: 2001-06-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Adventure_2","wikipedia_title":"Sonic Adventure 2"},{"game_key":"Sonic Adventure DX","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","evidence":"The Rereleases section identifies DX as a port and names GameCube, Windows, and June 2003.","value":"Sonic Adventure DX: Director's Cut is a port of Sonic Adventure released for GameCube and Windows in June 2003.","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","evidence":"The article lists the DX port for GameCube and Windows.","value":"GameCube; Windows","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Adventure","wikipedia_title":"Sonic Adventure"},{"game_key":"Sonic and the Black Knight","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_and_the_Black_Knight","evidence":"The article classifies the game as a platform game and hack-and-slash.","value":["Platform","Hack and slash"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_and_the_Black_Knight","evidence":"The article identifies Wii as the game's platform.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_and_the_Black_Knight","evidence":"The article credits Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_and_the_Black_Knight","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_and_the_Black_Knight","evidence":"The article gives March 3, 2009 as the North American release date.","value":"2009-03-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_and_the_Black_Knight","wikipedia_title":"Sonic and the Black Knight"},{"game_key":"Sonic Battle","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Battle","evidence":"The infobox and lead identify Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Battle","evidence":"The infobox lists Sega and THQ for the North American release.","value":"Sega; THQ in North America","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Battle","evidence":"The lead says the game was made for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Battle","evidence":"The article calls Sonic Battle a fighting game.","value":"Fighting","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Battle","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Battle","wikipedia_title":"Sonic Battle"},{"game_key":"Sonic Blast","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Blast","evidence":"The article says Sonic Blast was originally developed and published for Game Gear; it separately dates the Brazilian Master System port to 1997.","value":"Game Gear (original); later Brazilian Master System port","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Blast","evidence":"The article classifies the Game Gear original as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Blast","evidence":"The article identifies Aspect as developer of the Game Gear original.","value":"Aspect","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Blast","evidence":"The article distinguishes Sega’s original Game Gear publishing from the later Tec Toy Master System release.","value":"Sega (Game Gear original); Tec Toy (Brazilian Master System release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_Blast","evidence":"The article lists December 13, 1996 for the Japan Game Gear release, retitled G Sonic.","value":"Japan (Game Gear, titled G Sonic): 1996-12-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Blast","wikipedia_title":"Sonic Blast"},{"game_key":"Sonic CD","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article identifies Sega CD as the original platform.","value":"Sega CD","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article classifies Sonic CD as a platform game.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article identifies Sonic CD as part of the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_CD","wikipedia_title":"Sonic CD"},{"game_key":"Sonic CD (2011)","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article identifies the 2011 remake and names Christian Whitehead and Retro Engine.","value":"The 2011 remake was developed by Christian Whitehead using the Retro Engine.","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article lists the 2011 remake for Android, iOS, PlayStation 3, and Xbox 360; its Windows release followed in January 2012.","value":"Android; iOS; PlayStation 3; Xbox 360; Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The infobox gives platform-specific worldwide dates for the 2011 release.","value":"Worldwide: December 14, 2011 (Android, PlayStation 3, Xbox 360); December 15, 2011 (iOS)","date_granularity":"day"},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article identifies Sega CD as the original platform.","value":"Sega CD (1993 original)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_CD","wikipedia_title":"Sonic CD"},{"game_key":"Sonic CD (2011) / Retro Engine v3","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The remake section names the engine, developer, 2011 release, and BlitWorks port assistance.","value":"The 2011 remake was developed by Christian Whitehead using the Retro Engine; BlitWorks assisted with PC and console ports.","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article lists the remake for Android, iOS, PlayStation 3, and Xbox 360 in 2011, followed by Windows in 2012.","value":"Android; iOS; PlayStation 3; Xbox 360; Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article classifies Sonic CD as a platform game.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_CD","wikipedia_title":"Sonic CD"},{"game_key":"Sonic CD (2011; official game assets from Windows, iOS or Android releases)","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article’s rereleases section names the 2011 remaster, Whitehead, Retro Engine, and BlitWorks assistance.","value":"The 2011 remake was developed by Christian Whitehead using the Retro Engine; BlitWorks assisted with PC and console ports.","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article lists these 2011 remaster platforms and notes the Steam release in January 2012.","value":["Android","iOS","PlayStation 3","Xbox 360","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article lists December 14, 2011 for the Android, PlayStation 3, and Xbox 360 remaster releases.","value":"Worldwide: 2011-12-14 (Android, PlayStation 3, Xbox 360)","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article lists December 15, 2011 for the iOS remaster release.","value":"Worldwide: 2011-12-15 (iOS)","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The article says the remaster was released on Steam in January 2012.","value":"Worldwide: 2012-01 (Steam)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_CD","wikipedia_title":"Sonic CD"},{"game_key":"Sonic CD (Japanese Mega-CD/Sega CD release G-6021)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The Wikipedia infobox lists developer as Sega.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The Wikipedia infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The Wikipedia infobox lists original platform as Sega CDWindowsAndroidPlayStation 3Xbox 360iOSApple TV.","value":"Sega CDWindowsAndroidPlayStation 3Xbox 360iOSApple TV","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_CD","evidence":"The Wikipedia infobox lists series as Sonic the Hedgehog.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_CD","wikipedia_title":"Sonic CD"},{"game_key":"Sonic CD Yuusei Demo (v0.02 / 1204 prototype)","facts":[{"field":"build_name","source_url":"https://hiddenpalace.org/w/index.php?mobileaction=toggle_view_desktop&title=Sonic_the_Hedgehog_CD_%28Dec_4%2C_1992_prototype%29","evidence":"The prototype archive records the build name as Ver0.02 Yuusei Sega World version.","value":"Ver0.02 Yuusei Sega World version","date_granularity":null},{"field":"build_date","source_url":"https://hiddenpalace.org/w/index.php?mobileaction=toggle_view_desktop&title=Sonic_the_Hedgehog_CD_%28Dec_4%2C_1992_prototype%29","evidence":"The prototype archive lists the build date as December 4, 1992.","value":"1992-12-04","date_granularity":"day"},{"field":"platform","source_url":"https://hiddenpalace.org/w/index.php?mobileaction=toggle_view_desktop&title=Sonic_the_Hedgehog_CD_%28Dec_4%2C_1992_prototype%29","evidence":"The archive identifies the item as an early Sonic CD prototype for Sega CD.","value":"Sega CD","date_granularity":null},{"field":"genre","source_url":"https://hiddenpalace.org/w/index.php?mobileaction=toggle_view_desktop&title=Sonic_the_Hedgehog_CD_%28Dec_4%2C_1992_prototype%29","evidence":"The prototype archive lists the genre as platform.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+CD+Yuusei+Demo+%28v0.02+%2F+1204+prototype%29","wikipedia_title":"Search Wikipedia for Sonic CD Yuusei Demo (v0.02 / 1204 prototype)"},{"game_key":"Sonic Free Riders","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Free_Riders","evidence":"The infobox lists Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Free_Riders","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Free_Riders","evidence":"The lead says the game was made for Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Free_Riders","evidence":"The article calls it a racing game.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Free_Riders","evidence":"The lead calls it the third entry in the Sonic Riders trilogy.","value":"Sonic the Hedgehog; Sonic Riders trilogy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Free_Riders","wikipedia_title":"Sonic Free Riders"},{"game_key":"Sonic Generations (Xbox 360 version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Generations","evidence":"The article identifies Sonic Team as the developer of the console/PC version; its notes distinguish the separate Nintendo 3DS version developed by Dimps.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Generations","evidence":"The article identifies Sega as publisher of Sonic Generations.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Generations","evidence":"The article classifies Sonic Generations as a platform game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Generations","evidence":"The article lists PlayStation 3, Xbox 360, Windows, and Nintendo 3DS, and separately describes the 3DS version. This project specifically targets the Xbox 360 build.","value":"PlayStation 3 and Xbox 360 (initial console versions); Windows and a distinct Nintendo 3DS version also released in 2011","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_Generations","evidence":"The article says the console versions were first released in North America on November 1, 2011.","value":"North America: 2011-11-01 (PlayStation 3 and Xbox 360)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Generations","wikipedia_title":"Sonic Generations"},{"game_key":"Sonic Heroes","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Heroes","evidence":"The infobox lists Sonic Team USA as developer.","value":"Sonic Team USA","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Heroes","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_Heroes","evidence":"The infobox lists these release platforms.","value":"GameCube; PlayStation 2; Xbox; Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Heroes","evidence":"The infobox lists Platform as the genre.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Heroes","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+Heroes","wikipedia_title":null},{"game_key":"Sonic Mania","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Sonic_Mania","evidence":"The infobox lists these developers; Hyperkinetic Studios is separately credited for Plus.","value":"Christian Whitehead; PagodaWest Games; Headcannon","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Mania","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Sonic_Mania","evidence":"The infobox lists Retro Engine.","value":"Retro Engine","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Mania","evidence":"The infobox lists Platform as the genre.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Mania","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+Mania","wikipedia_title":null},{"game_key":"Sonic R","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Traveller’s Tales and Sonic Team as developers.","value":"Traveller's Tales; Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox gives the first platform-specific release on Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Racing as the genre.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_R","wikipedia_title":"Sonic R"},{"game_key":"Sonic R (1998 Sega PC release)","facts":[{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Windows as a platform.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox gives November 11, 1998 for the Windows North American release.","value":"North America: November 11, 1998","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Traveller’s Tales and Sonic Team as developers.","value":"Traveller's Tales; Sonic Team","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_R","evidence":"The infobox lists Racing as the genre.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_R","wikipedia_title":"Sonic R"},{"game_key":"Sonic Riders","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Sonic_Riders","evidence":"The lead and infobox identify Sonic Team and Now Production as developers.","value":"Sonic Team; Now Production","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Riders","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_Riders","evidence":"The infobox lists these platforms.","value":"GameCube; PlayStation 2; Xbox; Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Riders","evidence":"The article calls it a racing game.","value":"Racing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Riders","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Riders","wikipedia_title":"Sonic Riders"},{"game_key":"Sonic Robo Blast 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Robo_Blast_2","evidence":"The infobox lists Sonic Team Junior as developer.","value":"Sonic Team Junior","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Sonic_Robo_Blast_2","evidence":"The infobox lists Doom Legacy as the engine.","value":"Doom Legacy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Robo_Blast_2","evidence":"The infobox lists Platformer as the genre.","value":"Platformer","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Robo_Blast_2","evidence":"The infobox explicitly marks the Sonic series connection as unofficial.","value":"Sonic the Hedgehog (unofficial)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Robo_Blast_2","wikipedia_title":"Sonic Robo Blast 2"},{"game_key":"Sonic Spinball","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Spinball","evidence":"The infobox lists Sega Technical Institute as developer.","value":"Sega Technical Institute","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Spinball","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Spinball","evidence":"The infobox gives Sega Genesis as the original platform.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Spinball","evidence":"The infobox lists Pinball as the genre.","value":"Pinball","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Spinball","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+Spinball","wikipedia_title":null},{"game_key":"Sonic the Fighters","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Fighters","evidence":"The infobox lists Sega AM2 as developer.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Fighters","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Fighters","evidence":"The infobox gives Arcade as the original platform and the lead says it debuted in arcades.","value":"Arcade","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Fighters","evidence":"The infobox lists the arcade and console releases.","value":"Arcade; PlayStation 3; Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Fighters","evidence":"The infobox lists Fighting as the genre.","value":"Fighting","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+the+Fighters","wikipedia_title":null},{"game_key":"Sonic the Hedgehog","facts":[{"field":"canonical_name","source_url":"https://asia.sega.com/SonicOrigins/en/about/","evidence":"SEGA calls it the first title in the Sonic series.","value":"Sonic the Hedgehog","date_granularity":null},{"field":"regional_release_date","source_url":"https://asia.sega.com/SonicOrigins/en/about/","evidence":"SEGA’s official retrospective gives 7/26/91 and notes dates are Japanese-version release dates.","value":"1991-07-26 (Japan)","date_granularity":"day"},{"field":"original_platform","source_url":"https://segaages.sega.com/project/sonic-the-hedgehog-2/index.htm","evidence":"SEGA’s official series material and Genesis game manual establish the Mega Drive/Genesis platform context; exact original page for Sonic 1 was not retrieved in this pass.","value":"Sega Mega Drive / Genesis","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog","wikipedia_title":"Sonic the Hedgehog"},{"game_key":"Sonic the Hedgehog (2006) (Xbox 360 version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox lists Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox lists Xbox 360 as a platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox gives November 14, 2006 for the Xbox 360 North American release.","value":"North America: November 14, 2006","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox lists these genres.","value":"Platform; action-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","wikipedia_title":"Sonic the Hedgehog (2006 video game)"},{"game_key":"Sonic the Hedgehog (2006, Xbox 360 version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The article classifies the game as a platform game and action-adventure game.","value":"Platform; action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox credits Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The article identifies Xbox 360 and PlayStation 3 as the game platforms.","value":"Xbox 360; PlayStation 3","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The infobox identifies Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","evidence":"The article gives November 14, 2006 as the Xbox 360 North American release date.","value":"Xbox 360, North America: 2006-11-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)","wikipedia_title":"Sonic the Hedgehog (2006 video game)"},{"game_key":"Sonic the Hedgehog (2013) and Sonic the Hedgehog 2 (2013)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)","evidence":"The 2013 remake section identifies Whitehead and Thomley as developers.","value":"2013 Sonic the Hedgehog remake: Christian Whitehead and Simon Thomley","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2","evidence":"The article identifies Whitehead and Thomley as developers of the 2013 remake.","value":"2013 Sonic the Hedgehog 2 remake: Christian Whitehead and Simon Thomley","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)","evidence":"The 2013 remake section says the mobile remake used Retro Engine.","value":"Retro Engine (2013 Sonic the Hedgehog remake)","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2","evidence":"The article says the 2013 remake used Retro Engine.","value":"Retro Engine (2013 Sonic the Hedgehog 2 remake)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)","evidence":"The article lists the 2013 mobile release on iOS and Android.","value":"2013 Sonic the Hedgehog remake: iOS; Android","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2","evidence":"The infobox lists Android and iOS as the 2013 remake platforms.","value":"2013 Sonic the Hedgehog 2 remake: Android; iOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)","evidence":"The infobox gives the 2013 iOS and Android dates.","value":"Sonic the Hedgehog: iOS May 15, 2013; Android May 16, 2013","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2","evidence":"The infobox gives December 12, 2013 for the Android and iOS remake.","value":"Sonic the Hedgehog 2: worldwide December 12, 2013","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)","evidence":"The article calls the game a platform game.","value":"Sonic the Hedgehog: platform game","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2","evidence":"The article calls Sonic the Hedgehog 2 a platform game.","value":"Sonic the Hedgehog 2: platform game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+the+Hedgehog+2013+Sonic+the+Hedgehog+2+2013+mobile+Retro+Engine","wikipedia_title":null},{"game_key":"Sonic the Hedgehog (Master System)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(8-bit_video_game)","evidence":"The article identifies the 8-bit game as released for Master System and Game Gear, and its release history says the Master System version shipped before the Game Gear version.","value":"Sega Master System (8-bit version; also released on Game Gear)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(8-bit_video_game)","evidence":"The article classifies the game as a platform game and describes its side-scrolling platform gameplay.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(8-bit_video_game)","evidence":"The article credits Ancient as developer and says Sega contracted the studio to make the 8-bit version.","value":"Ancient","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(8-bit_video_game)","evidence":"The infobox and article identify Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(8-bit_video_game)","evidence":"The Master System release table gives November 8, 1991 for Europe; the North American date is listed as November 1991.","value":"Master System, Europe: 1991-11-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(8-bit_video_game)","wikipedia_title":"Sonic the Hedgehog (8-bit video game)"},{"game_key":"Sonic the Hedgehog 2","facts":[{"field":"canonical_name","source_url":"https://manuals.sega.com/wp-content/uploads/2022/06/SM_Sonic_Origin_En_220617.pdf","evidence":"Official SEGA manual names this game and gives Japan / US-Europe release dates.","value":"Sonic the Hedgehog 2","date_granularity":null},{"field":"original_platform","source_url":"https://manuals.sega.com/megadrivemini/pdf/SONIC_THE_HEDGEHOG2.pdf","evidence":"Official SEGA manual states cartridge is exclusively intended for Sega Mega Drive/Genesis.","value":"Sega Mega Drive / Genesis","date_granularity":null},{"field":"regional_release_date","source_url":"https://manuals.sega.com/wp-content/uploads/2022/06/SM_Sonic_Origin_En_220617.pdf","evidence":"SEGA manual gives 21 November 1992 Japan and 24 November 1992 US/Europe.","value":"1992-11-21 (Japan); 1992-11-24 (US/Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://manuals.sega.com/origins/en/?pid=7","evidence":"SEGA describes high-speed platform play, zones, rings and special stages; taxonomy inferred from described gameplay.","value":"2D platform action","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2","wikipedia_title":"Sonic the Hedgehog 2"},{"game_key":"Sonic the Hedgehog 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3","evidence":"The infobox lists Sega Technical Institute as developer.","value":"Sega Technical Institute","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3","evidence":"The lead says it was developed for Sega Genesis.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3","evidence":"The article calls it a platform game.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+the+Hedgehog+3","wikipedia_title":null},{"game_key":"Sonic the Hedgehog 3 & Knuckles","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The article explains the cartridge lock-on combination and names the resulting game.","value":"Locking the Sonic the Hedgehog 3 cartridge into Sonic & Knuckles creates the combined game Sonic 3 & Knuckles.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The article says the combined release uses the Genesis cartridges.","value":"Sega Genesis","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3","evidence":"The constituent game is described as a platform game.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_%26_Knuckles","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+the+Hedgehog+3+%26+Knuckles","wikipedia_title":null},{"game_key":"Sonic the Hedgehog 3 (November 3, 1993 prototype)","facts":[{"field":"build_date","source_url":"https://hiddenpalace.org/Sonic_the_Hedgehog_3_(Nov_3,_1993_prototype)","evidence":"Hidden Palace lists the prototype build date as November 3, 1993.","value":"November 3, 1993","date_granularity":"day"},{"field":"platform","source_url":"https://hiddenpalace.org/Sonic_the_Hedgehog_3_(Nov_3,_1993_prototype)","evidence":"Hidden Palace identifies the prototype system as Sega Mega Drive.","value":"Sega Mega Drive","date_granularity":null},{"field":"genre","source_url":"https://hiddenpalace.org/Sonic_the_Hedgehog_3_(Nov_3,_1993_prototype)","evidence":"Hidden Palace lists Platform as the genre.","value":"Platform","date_granularity":null},{"field":"collection_context","source_url":"https://hiddenpalace.org/Sonic_the_Hedgehog_3_(Nov_3,_1993_prototype)","evidence":"Hidden Palace marks the dump as released and gives its file release date.","value":"Unreleased prototype dump; the file was released online on November 16, 2019.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+the+Hedgehog+3+%28November+3%2C+1993+prototype%29","wikipedia_title":null},{"game_key":"Sonic the Hedgehog: Pocket Adventure","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","evidence":"The article classifies the game as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","evidence":"The infobox credits SNK as developer.","value":"SNK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","evidence":"The infobox lists SNK as publisher.","value":"SNK","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","evidence":"The article identifies Neo Geo Pocket Color as the platform.","value":"Neo Geo Pocket Color","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","evidence":"The article identifies the game as part of the Sonic the Hedgehog franchise.","value":"Sonic the Hedgehog","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","evidence":"The article gives December 4, 1999 as the North American release date.","value":"North America: 1999-12-04","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_Pocket_Adventure","wikipedia_title":"Sonic the Hedgehog Pocket Adventure"},{"game_key":"Sonic the Hedgehog’s Gameworld","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Educational_games_in_the_Sonic_the_Hedgehog_series#Sonic_the_Hedgehog%27s_Gameworld","evidence":"The dedicated section lists Sega Pico as the platform.","value":"Sega Pico","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pico/295109-sonic-the-hedgehogs-gameworld/credit","evidence":"GameFAQs categorizes the Sega Pico title as Edutainment; the English Wikipedia section describes its 13 educational minigames.","value":"Edutainment / educational minigame collection","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Educational_games_in_the_Sonic_the_Hedgehog_series#Sonic_the_Hedgehog%27s_Gameworld","evidence":"The dedicated section credits Aspect Co. as developer.","value":"Aspect Co.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Educational_games_in_the_Sonic_the_Hedgehog_series#Sonic_the_Hedgehog%27s_Gameworld","evidence":"The dedicated section credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Educational_games_in_the_Sonic_the_Hedgehog_series#Sonic_the_Hedgehog%27s_Gameworld","evidence":"The article gives August 1994 for Japan and October 29, 1996 for North America.","value":"Japan: 1994 (August); North America: 1996-10-29","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Educational_games_in_the_Sonic_the_Hedgehog_series#Sonic_the_Hedgehog%27s_Gameworld","wikipedia_title":"Educational games in the Sonic the Hedgehog series"},{"game_key":"Sonic Unleashed","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists these platforms.","value":"PlayStation 2; Wii; Xbox 360; PlayStation 3; mobile phone","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists these genres.","value":"Platform; action-adventure; beat ’em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","wikipedia_title":"Sonic Unleashed"},{"game_key":"Sonic Unleashed (Xbox 360 US or EU retail release plus Title Update; README does not name a specific title ID or update version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article classifies Sonic Unleashed as a platform, action-adventure, and beat-'em-up game.","value":["Platform","Action-adventure","Beat 'em up"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article lists Xbox 360 among the game's release platforms.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article credits Sonic Team with the high-definition console versions, including Xbox 360.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article places the game in the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","wikipedia_title":"Sonic Unleashed"},{"game_key":"Sonic Unleashed (Xbox 360 version)","facts":[{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Xbox 360 as a platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox gives November 20, 2008 for the Xbox 360 North American release.","value":"North America: November 20, 2008","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists these genres.","value":"Platform; action-adventure; beat ’em up","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sonic+Unleashed+%28Xbox+360+version%29","wikipedia_title":null},{"game_key":"Sonic Unleashed Recompiled","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article classifies Sonic Unleashed as a platform and action game.","value":"Platform; action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Sonic Team as developer.","value":"Sonic Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article lists these commercial platforms for Sonic Unleashed; it does not document the community recompiled port.","value":"PlayStation 3; Xbox 360; Wii; PlayStation 2","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The infobox identifies Sonic the Hedgehog as the series.","value":"Sonic the Hedgehog","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_Unleashed","evidence":"The article gives November 18, 2008 for the North American PlayStation 3 and Xbox 360 releases.","value":"North America, PlayStation 3 and Xbox 360: 2008-11-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Sonic%20Unleashed%20Recompiled","wikipedia_title":"Sonic Unleashed Recompiled"},{"game_key":"SonicN","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The article says Sonic Advance was ported to Nokia’s N-Gage in 2003 as SonicN.","value":"SonicN is the Nokia N-Gage port of Sonic Advance.","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The article identifies the SonicN port as running on Nokia N-Gage.","value":"Nokia N-Gage","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The article dates the N-Gage SonicN port to 2003.","value":"2003","date_granularity":"year"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Sonic_Advance","evidence":"The infobox lists the Sonic the Hedgehog series.","value":"Sonic the Hedgehog","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=SonicN+Nokia+N-Gage+2003+video+game","wikipedia_title":null},{"game_key":"Sora no Otoshimono Forte: Dreamy Season","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/ds/610267-sora-no-otoshimono-forte-dreamy-season/data","evidence":"GameFAQs gives the Japanese DS title as Sora no Otoshimono Forte: Dreamy Season.","value":"Sora no Otoshimono Forte: Dreamy Season","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ds/610267-sora-no-otoshimono-forte-dreamy-season/data","evidence":"GameFAQs classifies the game as an adventure title.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ds/610267-sora-no-otoshimono-forte-dreamy-season/data","evidence":"GameFAQs identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ds/610267-sora-no-otoshimono-forte-dreamy-season/data","evidence":"GameFAQs records the Japanese release on January 27, 2011.","value":"Japan: 2011-01-27","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/610267-sora-no-otoshimono-forte-dreamy-season/data","evidence":"GameFAQs credits 7thChord as developer.","value":"7thChord","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ds/610267-sora-no-otoshimono-forte-dreamy-season/data","evidence":"GameFAQs lists Kadokawa Shoten as publisher.","value":"Kadokawa Shoten","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sora%20no%20Otoshimono%20Forte%3A%20Dreamy%20Season","wikipedia_title":null},{"game_key":"Soul Sacrifice Delta (PS Vita US PCSA00152 v1.30)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_Vita_games_(S)","evidence":"The PlayStation Vita games list classifies Soul Sacrifice Delta as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_Vita_games_(S)","evidence":"The PlayStation Vita games list identifies the platform for Soul Sacrifice Delta.","value":"PlayStation Vita","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_Vita_games_(S)","evidence":"The PlayStation Vita games list credits Japan Studio, Marvelous AQL, and Comcept for Soul Sacrifice Delta.","value":["Japan Studio","Marvelous AQL","Comcept"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_Vita_games_(S)","evidence":"The PlayStation Vita games list credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Soul_Sacrifice_(video_game)","evidence":"The Soul Sacrifice article gives May 13, 2014 as the North American release date for Delta.","value":"2014-05-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Soul_Sacrifice_(video_game)","wikipedia_title":"Soul Sacrifice (video game) (article includes a Soul Sacrifice Delta section)"},{"game_key":"Soulcalibur","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_(video_game)","evidence":"The infobox lists Project Soul as developer.","value":"Project Soul","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_(video_game)","evidence":"The article lists Namco as the original publisher.","value":"Namco","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_(video_game)","evidence":"The lead says it was originally released in arcades.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_(video_game)","evidence":"The article calls it a fighting game.","value":"Fighting","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_(video_game)","evidence":"The infobox lists the Soulcalibur series.","value":"Soulcalibur","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Soulcalibur","wikipedia_title":null},{"game_key":"Soulcalibur II","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Project Soul as developer.","value":"Project Soul","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The lead identifies Namco as publisher.","value":"Namco","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The article says the arcade release preceded the home-console ports.","value":"Arcade","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The article lists the arcade and original home-console versions.","value":"Arcade; GameCube; PlayStation 2; Xbox","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Fighting as the genre.","value":"Fighting","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Soulcalibur as the series.","value":"Soulcalibur","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Soulcalibur+II","wikipedia_title":null},{"game_key":"Soulcalibur II HD Online","facts":[{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The lead identifies the HD Online port and its PS2 basis.","value":"HD Online is a high-definition port of Soulcalibur II based on the PlayStation 2 version.","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The HD Online release section lists PlayStation 3 and Xbox 360.","value":"PlayStation 3; Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Fighting as the genre.","value":"Fighting","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox gives the platform-specific HD Online dates.","value":"North America: November 19, 2013 (PlayStation 3); worldwide November 20, 2013 (Xbox 360)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Soulcalibur+II+HD+Online","wikipedia_title":null},{"game_key":"SoulCalibur II HD Online (Xbox 360 XBLA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Project Soul as developer.","value":"Project Soul","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Namco Bandai Games as worldwide publisher for the HD version.","value":"Namco Bandai Games (HD release)","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The HD Online release section lists Xbox 360.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox gives November 20, 2013 for Xbox 360 HD Online.","value":"Worldwide: November 20, 2013","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","evidence":"The infobox lists Fighting as the genre.","value":"Fighting","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Soulcalibur_II","wikipedia_title":"Soulcalibur II"},{"game_key":"Sovereign Tower","facts":[{"field":"original_platform","source_url":"https://store.steampowered.com/app/4113940/__Sovereign_Tower/","evidence":"The official Steam store lists Windows and SteamOS/Linux system requirements.","value":"PC (Windows and SteamOS/Linux)","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/4113940/__Sovereign_Tower/","evidence":"The official store describes it as a story-rich Round Table management RPG.","value":"Management RPG","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/4113940/__Sovereign_Tower/","evidence":"The Steam store lists WILD WITS GAMES as developer.","value":"WILD WITS GAMES","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/4113940/__Sovereign_Tower/","evidence":"The Steam store lists Curve Games as publisher.","value":"Curve Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/4113940/__Sovereign_Tower/","evidence":"The official Steam store lists the release date as August 6, 2026.","value":"Worldwide: 2026-08-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sovereign+Tower","wikipedia_title":null},{"game_key":"Space Channel 5 (USA Dreamcast supported GDI revision)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Space_Channel_5","evidence":"The English article identifies the game as Space Channel 5.","value":"Space Channel 5","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Space_Channel_5","evidence":"The article classifies Space Channel 5 as a music video game.","value":"Music","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Space_Channel_5","evidence":"The article credits Sega AM9 as developer.","value":"Sega AM9","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Space_Channel_5","evidence":"The article identifies Sega as publisher of the Dreamcast game.","value":"Sega","date_granularity":null},{"field":"north_american_dreamcast_release_date","source_url":"https://en.wikipedia.org/wiki/Space_Channel_5","evidence":"The article lists June 6, 2000 as the North American Dreamcast release date; it does not identify the cataloged supported GDI revision.","value":"2000-06-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Space_Channel_5","wikipedia_title":"Space Channel 5"},{"game_key":"Space Duel","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Space_Duel","evidence":"The infobox and lead identify Atari as developer.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Space_Duel","evidence":"The infobox lists Atari as publisher.","value":"Atari, Inc.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Space_Duel","evidence":"The lead says it was developed and published for arcades.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Space_Duel","evidence":"The article calls it a multidirectional shooter.","value":"Multidirectional shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Space_Duel","wikipedia_title":"Space Duel"},{"game_key":"Space Giraffe (Xbox 360 XBLA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Space_Giraffe","evidence":"The infobox lists Llamasoft as developer.","value":"Llamasoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Space_Giraffe","evidence":"The infobox lists Llamasoft as publisher.","value":"Llamasoft","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Space_Giraffe","evidence":"The article identifies the Xbox 360 XBLA release.","value":"Xbox 360 (XBLA)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Space_Giraffe","evidence":"The article calls it a fixed shooter.","value":"Fixed shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Space+Giraffe+Xbox+360+video+game","wikipedia_title":null},{"game_key":"Space Rangers HD: A War Apart","facts":[{"field":"developers","source_url":"https://store.steampowered.com/app/214730/Space_Rangers_HD_A_War_Apart/","evidence":"The official Steam product listing names these developers.","value":"SNK Games; Elemental Games; Katauri Interactive","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/214730/Space_Rangers_HD_A_War_Apart/","evidence":"The Steam product listing names Fulqrum Publishing as publisher.","value":"Fulqrum Publishing","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/214730/Space_Rangers_HD_A_War_Apart/","evidence":"The Steam product listing gives October 17, 2013 as the release date.","value":"October 17, 2013","date_granularity":"day"},{"field":"genres","source_url":"https://store.steampowered.com/app/214730/Space_Rangers_HD_A_War_Apart/","evidence":"The official Steam product listing gives these genres.","value":"Action; adventure; RPG; simulation; strategy","date_granularity":null},{"field":"edition_context","source_url":"https://store.steampowered.com/app/214730/Space_Rangers_HD_A_War_Apart/","evidence":"The publisher’s Steam description calls it a remaster and expansion of Space Rangers 2.","value":"Remasters and expands the world of Space Rangers 2.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Space+Rangers+HD%3A+A+War+Apart","wikipedia_title":null},{"game_key":"Space Station Silicon Valley","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The infobox and lead identify DMA Design as developer.","value":"DMA Design","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The infobox and lead identify Take-Two Interactive as publisher.","value":"Take-Two Interactive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The lead says the game was originally released for Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","evidence":"The infobox lists Platformer as the genre.","value":"Platformer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Space_Station_Silicon_Valley","wikipedia_title":"Space Station Silicon Valley"},{"game_key":"Spear of Destiny","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spear_of_Destiny_(video_game)","evidence":"The redirected Wolfenstein 3D article credits id Software and identifies Spear of Destiny as an additional game episode.","value":"id Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spear_of_Destiny_(video_game)","evidence":"The article identifies FormGen as publisher of the Spear of Destiny standalone retail title.","value":"FormGen","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spear_of_Destiny_(video_game)","evidence":"The article’s release table lists the 1992 Spear of Destiny release under MS-DOS.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spear_of_Destiny_(video_game)","evidence":"The article covers Spear of Destiny as the standalone retail first-person shooter episode to Wolfenstein 3D.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spear_of_Destiny_(video_game)","wikipedia_title":"Wolfenstein 3D (Spear of Destiny redirect; dedicated section covers the game)"},{"game_key":"Spectral Tower","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/573572-spectral-tower/data","evidence":"The PlayStation game data entry classifies Spectral Tower as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/573572-spectral-tower/data","evidence":"The PlayStation game data entry credits Idea Factory as developer.","value":"Idea Factory","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/573572-spectral-tower/data","evidence":"The PlayStation game data entry credits Idea Factory as publisher.","value":"Idea Factory","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/573572-spectral-tower/data","evidence":"The entry identifies the game as a PlayStation release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://psxdatacenter.com/games/J/S/SLPS-00476.html","evidence":"The PlayStation database lists a 1996 Japanese release; only the year is recorded here.","value":"Japan: 1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Spectral%20Tower","wikipedia_title":"Spectral Tower"},{"game_key":"Speedball 2: Brutal Deluxe","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Speedball_2:_Brutal_Deluxe","evidence":"The infobox lists The Bitmap Brothers as developer.","value":"The Bitmap Brothers","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Speedball_2:_Brutal_Deluxe","evidence":"The lead says the game was initially released for Amiga and Atari ST.","value":"Amiga; Atari ST","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Speedball_2:_Brutal_Deluxe","evidence":"The infobox lists Sports and action genres.","value":"Sports; action","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Speedball_2:_Brutal_Deluxe","evidence":"The lead calls it a sequel to Speedball.","value":"Speedball","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Speedball+2%3A+Brutal+Deluxe","wikipedia_title":null},{"game_key":"Spice and Wolf: My Year with Holo (Boku to Holo no Ichinen)","facts":[{"field":"canonical_name","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline identifies the title as Spice and Wolf: My Year with Holo. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"Spice and Wolf: My Year with Holo","date_granularity":null},{"field":"genre","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline classifies the game as Adventure; simulation. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"Adventure; simulation","date_granularity":null},{"field":"original_platform","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline lists Nintendo DS among the game's platforms. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline records the release as Japan: 2008-06-26. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"Japan: 2008-06-26","date_granularity":"year"},{"field":"developer","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline credits ASCII Media Works as developer. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"ASCII Media Works","date_granularity":null},{"field":"publisher","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline credits ASCII Media Works as publisher. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"ASCII Media Works","date_granularity":null},{"field":"series","source_url":"https://hasekuraisuna.jp/history/","evidence":"creator's official timeline associates the game with the Spice and Wolf series or franchise. The creator's timeline verifies the game's release month/year; the publisher's page confirms the DS title/platform. This exact day is sourced from the official KADOKAWA release listing.","value":"Spice and Wolf","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spice_and_Wolf","wikipedia_title":"Spice and Wolf"},{"game_key":"Spice and Wolf: The Wind that Spans the Sea (Umi wo Wataru Kaze)","facts":[{"field":"canonical_name","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page identifies the title as Spice and Wolf: The Wind that Spans the Sea.","value":"Spice and Wolf: The Wind that Spans the Sea","date_granularity":null},{"field":"genre","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page classifies the game as Romance; merchant simulation.","value":"Romance; merchant simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page lists Nintendo DS among the game's platforms.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page records the release as Japan: 2009-09-17.","value":"Japan: 2009-09-17","date_granularity":"year"},{"field":"developer","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page credits ASCII Media Works as developer.","value":"ASCII Media Works","date_granularity":null},{"field":"publisher","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page credits ASCII Media Works as publisher.","value":"ASCII Media Works","date_granularity":null},{"field":"series","source_url":"https://www.kadokawa.co.jp/product/game1648/","evidence":"KADOKAWA product page associates the game with the Spice and Wolf series or franchise.","value":"Spice and Wolf","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spice_and_Wolf","wikipedia_title":"Spice and Wolf"},{"game_key":"Spider-Man (2000 PC release by LTI Gray Matter)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Spider-Man_(2000_video_game)","wikipedia_title":"Spider-Man (2000 video game)"},{"game_key":"Spider-Man (PlayStation, USA `SLUS_008.75`)","facts":[{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spider-Man","evidence":"The Wikipedia infobox lists publisher as Marvel Comics.","value":"Marvel Comics","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spider-Man","wikipedia_title":"Spider-Man"},{"game_key":"Spider-Man 2 (PlayStation 2 version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2_(2004_video_game)","evidence":"The infobox credits Treyarch for GameCube, PlayStation 2, and Xbox versions.","value":"Treyarch (PlayStation 2 version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2_(2004_video_game)","evidence":"The infobox lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2_(2004_video_game)","evidence":"The infobox lists PlayStation 2 as a platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2_(2004_video_game)","evidence":"The gameplay section describes the console version as third-person action-adventure in an open world.","value":"Third-person action-adventure; open world","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2_(2004_video_game)","evidence":"The infobox lists Spider-Man as the series.","value":"Spider-Man","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spider-Man_2_(2004_video_game)","wikipedia_title":"Spider-Man 2 (2004 video game)"},{"game_key":"Spider-Man 2: Enter Electro (PlayStation, USA `SLUS_013.78`)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","evidence":"The Wikipedia infobox lists developer as Vicarious Visions.","value":"Vicarious Visions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","evidence":"The Wikipedia infobox lists publisher as Activision.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","evidence":"The Wikipedia infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","evidence":"The Wikipedia infobox lists series as Spider-Man.","value":"Spider-Man","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 18, 2001.","value":"North America: October 18, 2001","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spider-Man_2:_Enter:_Electro","wikipedia_title":"Spider-Man 2: Enter: Electro"},{"game_key":"Spider-Man: Edge of Time","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Edge_of_Time","evidence":"The infobox lists Beenox as developer.","value":"Beenox","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Edge_of_Time","evidence":"The infobox lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Edge_of_Time","evidence":"The infobox lists these platforms.","value":"Nintendo DS; Nintendo 3DS; PlayStation 3; Wii; Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Edge_of_Time","evidence":"The article calls it an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Edge_of_Time","evidence":"The infobox lists Spider-Man as the series.","value":"Spider-Man","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Spider-Man%3A+Edge+of+Time","wikipedia_title":null},{"game_key":"Spider-Man: Web of Shadows (Nintendo DS)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Web_of_Shadows","evidence":"The infobox credits Griptonite Games for the Nintendo DS version.","value":"Griptonite Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Web_of_Shadows","evidence":"The infobox lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Web_of_Shadows","evidence":"The article lists Nintendo DS and has a separate Nintendo DS gameplay section.","value":"Nintendo DS","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Web_of_Shadows","evidence":"The article classifies the DS version as a Metroidvania-style beat ’em up.","value":"Metroidvania; beat 'em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spider-Man:_Web_of_Shadows","evidence":"The infobox lists Spider-Man as the series.","value":"Spider-Man","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Spider-Man%3A+Web+of+Shadows+%28Nintendo+DS%29","wikipedia_title":null},{"game_key":"Splatoon","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox lists Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The lead says the game was developed and published for Wii U.","value":"Wii U","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The article classifies Splatoon as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox gives these regional release dates.","value":"Japan: May 28, 2015; North America and Europe: May 29, 2015","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox lists Splatoon as the series.","value":"Splatoon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Splatoon","wikipedia_title":null},{"game_key":"Splatoon (Wii U v1.0 launch build)","facts":[{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox lists Wii U as the platform.","value":"Wii U","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox lists Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The article classifies the base game as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Splatoon_(video_game)","evidence":"The infobox gives the launch dates for the Wii U game.","value":"Japan: May 28, 2015; North America and Europe: May 29, 2015","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Splatoon+%28Wii+U+v1.0+launch+build%29","wikipedia_title":null},{"game_key":"Splatterworld","facts":[{"field":"original_platform","source_url":"https://www.pcgamer.com/games/horror/a-weird-never-released-nes-horror-jrpg-no-one-knew-about-2-years-ago-is-now-translated-and-fully-playable/","evidence":"The report describes the game as an unreleased Famicom title.","value":"Famicom","date_granularity":null},{"field":"genre","source_url":"https://www.pcgamer.com/games/horror/a-weird-never-released-nes-horror-jrpg-no-one-knew-about-2-years-ago-is-now-translated-and-fully-playable/","evidence":"The report identifies Splatterworld as an RPG/JRPG.","value":"JRPG","date_granularity":null},{"field":"collection_context","source_url":"https://www.pcgamer.com/games/horror/a-weird-never-released-nes-horror-jrpg-no-one-knew-about-2-years-ago-is-now-translated-and-fully-playable/","evidence":"The report describes it as never released and notes the later ROM release.","value":"Cancelled before commercial release; its ROM was later released unofficially.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Splatterworld","wikipedia_title":null},{"game_key":"Split/Second (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Split/Second:_Velocity","evidence":"The infobox and lead identify Black Rock Studio as developer.","value":"Black Rock Studio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Split/Second:_Velocity","evidence":"The infobox lists Disney Interactive Studios as publisher.","value":"Disney Interactive Studios","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Split/Second:_Velocity","evidence":"The infobox lists Xbox 360 as a platform.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Split/Second:_Velocity","evidence":"The article calls it a racing game.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Split%2FSecond:_Velocity","wikipedia_title":"Split/Second: Velocity"},{"game_key":"SpongeBob SquarePants: Battle for Bikini Bottom","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom","evidence":"The infobox separates developers by platform.","value":"Heavy Iron Studios (console versions); AWE Games (PC); Vicarious Visions (GBA)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom","evidence":"The infobox lists THQ as publisher.","value":"THQ","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom","evidence":"The infobox lists these platforms.","value":"Game Boy Advance; GameCube; PlayStation 2; Windows; Xbox","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom","evidence":"The infobox lists Platform and action-adventure genres.","value":"Platform; action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom","evidence":"The infobox lists SpongeBob SquarePants as the series.","value":"SpongeBob SquarePants","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom","wikipedia_title":"SpongeBob SquarePants: Battle for Bikini Bottom"},{"game_key":"SpongeBob’s Truth or Square","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/","evidence":"The game database identifies this title as SpongeBob’s Truth or Square.","value":"SpongeBob’s Truth or Square","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/","evidence":"The game database classifies this licensed title as action; its descriptions characterize the console/handheld versions as platform-action adventures.","value":"Action platformer","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/","evidence":"MobyGames lists Wii, Nintendo DS, PSP, and Xbox 360 releases; the project uses the PSP version.","value":["Wii","Nintendo DS","PlayStation Portable","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/releases/","evidence":"The PSP release entry dates the North American release to October 26, 2009 and credits Barking Lizards Technologies and THQ.","value":"North America: 2009-10-26 (PSP)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/","evidence":"The PSP release record credits Barking Lizards Technologies L.L.C. as developer.","value":"Barking Lizards Technologies L.L.C.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/","evidence":"The PSP release record credits THQ Inc. as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/45914/spongebobs-truth-or-square/","evidence":"The database groups the game under the SpongeBob SquarePants franchise.","value":"SpongeBob SquarePants","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SpongeBob%27s_Truth_or_Square_(video_game)","wikipedia_title":"SpongeBob's Truth or Square (video game)"},{"game_key":"Spriggan Mark 2: Re-Terraform Project","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spriggan_Mark_2:_Re-Terraform_Project","evidence":"The infobox lists Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spriggan_Mark_2:_Re-Terraform_Project","evidence":"The infobox lists Naxat Soft as publisher.","value":"Naxat Soft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spriggan_Mark_2:_Re-Terraform_Project","evidence":"The article lists PC Engine Super CD-ROM² as the platform.","value":"PC Engine Super CD-ROM²","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spriggan_Mark_2:_Re-Terraform_Project","evidence":"The article calls it a horizontally scrolling shooter.","value":"Horizontally scrolling shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Spriggan_Mark_2:_Re-Terraform_Project","evidence":"The infobox gives the Japanese release date.","value":"Japan: May 1, 1992","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spriggan_Mark_2:_Re-Terraform_Project","wikipedia_title":"Spriggan Mark 2: Re-Terraform Project"},{"game_key":"Spy vs. Spy","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)","evidence":"The article says the 1984 game was written by Mike Riedel; its platform-specific infobox credits separate later port developers.","value":"Mike Riedel (original Commodore 64 game)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)","evidence":"The article says the original Commodore 64 game was published by First Star Software.","value":"First Star Software (original game)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)","evidence":"The article states that the Atari 8-bit port was released simultaneously with the Commodore 64 original.","value":"Commodore 64; Atari 8-bit","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)","evidence":"The article dates the original Atari 8-bit and Commodore 64 releases to November 1984.","value":"1984-11","date_granularity":"month"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)","evidence":"The article separately lists the Master System port, Sega credits, and its regional dates.","value":"The batch candidate is for the later Sega Master System port; the article credits Sega as its developer and publisher and dates it to 1988 in North America.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spy_vs._Spy_(1984_video_game)","wikipedia_title":"Spy vs. Spy (1984 video game)"},{"game_key":"Spyro 2: Ripto’s Rage! (PlayStation, USA `SCUS_944.25`)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","evidence":"The Wikipedia infobox lists developer as Insomniac Games.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","evidence":"The Wikipedia infobox lists genre as Platform, action-adventure.","value":"Platform, action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","evidence":"The Wikipedia infobox lists series as Spyro.","value":"Spyro","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 2, 1999.","value":"North America: November 2, 1999","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spyro_2:_Ripto%27s_Rage!","wikipedia_title":"Spyro 2: Ripto's Rage!"},{"game_key":"Spyro the Dragon","facts":[{"field":"original_platform","source_url":"https://blog.playstation.com/?p=384113","evidence":"PlayStation identifies the original platform as PlayStation (PS1).","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://blog.playstation.com/?p=384113","evidence":"PlayStation’s anniversary feature says Spyro debuted on 9 September 1998.","value":"North America: 1998-09-09","date_granularity":"day"},{"field":"genre","source_url":"https://blog.playstation.com/?p=384113","evidence":"Insomniac’s interview in PlayStation’s official article identifies the original game as a 3D platformer.","value":"3D platformer","date_granularity":null},{"field":"developer","source_url":"https://blog.playstation.com/?p=384113","evidence":"PlayStation’s official anniversary feature identifies Insomniac as the original developer.","value":"Insomniac Games","date_granularity":null},{"field":"series","source_url":"https://blog.playstation.com/?p=384113","evidence":"PlayStation’s official article discusses the original Spyro trilogy and the Spyro franchise.","value":"Spyro the Dragon","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","wikipedia_title":"Spyro the Dragon"},{"game_key":"Spyro the Dragon (Japan)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The article identifies the 1998 PlayStation game by this title; it describes the base game rather than edition-specific Japanese changes.","value":"Spyro the Dragon","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The infobox lists platform and action-adventure genres.","value":"Platform, action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The infobox credits Insomniac Games as developer.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The infobox credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The article identifies PlayStation as the game’s original platform.","value":"PlayStation","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The article identifies Spyro the Dragon as the first game in the Spyro series.","value":"Spyro","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","wikipedia_title":"Spyro the Dragon"},{"game_key":"Spyro the Dragon (PlayStation, NTSC-U SCUS-94228)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/","evidence":"The game database identifies this title as Spyro the Dragon.","value":"Spyro the Dragon","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/","evidence":"MobyGames classifies the game as a platform title; its description identifies it as a 3D platform game.","value":"3D platformer","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/","evidence":"MobyGames lists PlayStation as the original platform; the candidate target is the U.S. release SCUS-94228.","value":["PlayStation"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/releases/","evidence":"The North American PlayStation release record dates the game to September 9, 1998.","value":"North America: 1998-09-09 (PlayStation)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/","evidence":"MobyGames credits Insomniac Games, Inc. as developer.","value":"Insomniac Games, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/","evidence":"The U.S. PlayStation release record credits Sony Computer Entertainment America Inc. as publisher.","value":"Sony Computer Entertainment America Inc.","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/3633/spyro-the-dragon/","evidence":"The database identifies Spyro the Dragon as the first game in the Spyro series.","value":"Spyro","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","wikipedia_title":"Spyro the Dragon"},{"game_key":"Spyro the Dragon (PlayStation, USA `SCUS_942.28`)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The Wikipedia infobox lists developer as Insomniac Games.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The Wikipedia infobox lists genre as Platform, action-adventure.","value":"Platform, action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The Wikipedia infobox lists series as Spyro.","value":"Spyro","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","evidence":"The Wikipedia infobox release schedule explicitly lists North America: September 9, 1998.","value":"North America: September 9, 1998","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spyro_the_Dragon","wikipedia_title":"Spyro the Dragon"},{"game_key":"Spyro: Shadow Legacy (Nintendo DS USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spyro:_Shadow_Legacy","evidence":"The infobox lists Amaze Entertainment as developer.","value":"Amaze Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spyro:_Shadow_Legacy","evidence":"The infobox lists Vivendi Universal Games as publisher.","value":"Vivendi Universal Games","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spyro:_Shadow_Legacy","evidence":"The infobox lists Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spyro:_Shadow_Legacy","evidence":"The infobox lists these genres.","value":"Action role-playing; platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Spyro:_Shadow_Legacy","evidence":"The infobox gives October 18, 2005 for North America.","value":"North America: October 18, 2005","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spyro:_Shadow_Legacy","evidence":"The infobox lists Spyro as the series.","value":"Spyro","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Spyro%3A+Shadow+Legacy+%28Nintendo+DS+USA%29","wikipedia_title":null},{"game_key":"Spyro: Year of the Dragon (PlayStation, USA `SCUS_944.67`)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","evidence":"The Wikipedia infobox lists developer as Insomniac Games.","value":"Insomniac Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","evidence":"The Wikipedia infobox lists publisher as Sony Computer Entertainment.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","evidence":"The Wikipedia infobox lists original platform as PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","evidence":"The Wikipedia infobox lists genre as Platform.","value":"Platform","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","evidence":"The Wikipedia infobox lists series as Spyro.","value":"Spyro","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","evidence":"The Wikipedia infobox release schedule explicitly lists North America: October 10, 2000.","value":"North America: October 10, 2000","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Spyro:_Year_of_the_Dragon","wikipedia_title":"Spyro: Year of the Dragon"},{"game_key":"SSX 3 (Original Xbox PAL)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SSX_3","evidence":"Wikipedia identifies the genre as sports/snowboarding.","value":"Sports (snowboarding)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SSX_3","evidence":"Wikipedia lists EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SSX_3","evidence":"Wikipedia says published by Electronic Arts under the EA Sports BIG label.","value":"Electronic Arts (EA Sports BIG label)","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/SSX_3","evidence":"Wikipedia lists GameCube, PlayStation 2, Xbox, Game Boy Advance, and Gizmondo as platforms.","value":["GameCube","PlayStation 2","Xbox","Game Boy Advance","Gizmondo"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/SSX_3","evidence":"Wikipedia identifies SSX 3 as a 2003 video game.","value":2003,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/SSX_3","wikipedia_title":"SSX 3"},{"game_key":"SSX On Tour (US PSP, ULUS-10042)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SSX_on_Tour","evidence":"The article distinguishes EA Montreal as the PSP developer and EA Canada for the other versions.","value":"EA Montreal (PlayStation Portable version); EA Canada (other versions)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SSX_on_Tour","evidence":"The article says Electronic Arts published the game under the EA Sports BIG label.","value":"EA Sports BIG (Electronic Arts)","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/SSX_on_Tour","evidence":"The article lists PlayStation Portable among the game’s platforms.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SSX_on_Tour","evidence":"The article lists sports and racing as genres.","value":["Sports","Racing"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/SSX_on_Tour","evidence":"The article calls SSX on Tour the fourth title in the SSX series.","value":"SSX","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SSX_on_Tour","wikipedia_title":"SSX on Tour"},{"game_key":"SSX Tricky","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SSX_Tricky","evidence":"The article identifies the genre as Sports (snowboarding).","value":"Sports (snowboarding)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/SSX_Tricky","evidence":"The article identifies PlayStation 2 as the platform context.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/SSX_Tricky","evidence":"The source lists PlayStation 2 North America: 2001-11-06 as a release date.","value":"PlayStation 2 North America: 2001-11-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SSX_Tricky","evidence":"The source credits EA Canada as developer.","value":"EA Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SSX_Tricky","evidence":"The source lists EA Sports BIG as publisher.","value":"EA Sports BIG","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/SSX_Tricky","evidence":"The source places the game in SSX.","value":"SSX","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/SSX_Tricky","wikipedia_title":"SSX Tricky"},{"game_key":"Star Citizen","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Citizen","evidence":"The infobox and lead identify Cloud Imperium Games as developer.","value":"Cloud Imperium Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Citizen","evidence":"The infobox and lead identify Roberts Space Industries as publisher.","value":"Roberts Space Industries","date_granularity":null},{"field":"platform","source_url":"https://support.robertsspaceindustries.com/hc/en-us/articles/360042417374-Star-Citizen-Minimum-System-Requirements","evidence":"The developer’s support page specifies Windows requirements and says macOS and Linux are unsupported.","value":"Windows PC","date_granularity":null},{"field":"genres","source_url":"https://en.wikipedia.org/wiki/Star_Citizen","evidence":"The infobox lists these genres.","value":"MMO; space trading and combat; first-person shooter; immersive sim","date_granularity":null},{"field":"development_status","source_url":"https://en.wikipedia.org/wiki/Star_Citizen","evidence":"The lead describes it as under development, and the infobox lists early access.","value":"Under development; early access","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Citizen","wikipedia_title":"Star Citizen"},{"game_key":"Star Fox","facts":[{"field":"genre","source_url":"https://iwataasks.nintendo.com/interviews/3ds/3ds/0/3/","evidence":"Nintendo creator interview calls Star Fox 64 a 3D shooting game; this is contextual evidence only and does not identify the catalog’s Star Fox game version.","value":"3D shooter (series context)","date_granularity":null},{"field":"original_platform","source_url":"https://iwataasks.nintendo.com/interviews/3ds/3ds/0/3/","evidence":"Catalog key is simply “Star Fox” and may refer to the SNES original; Nintendo source found in this pass covers Star Fox 64 rather than confirming that mapping.","value":"Unresolved for catalog key","date_granularity":null},{"field":"other","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-5-Mr-Shigeru-Miyamoto/1-Ganon-s-Castle-as-the-Only-Setting-/1-Ganon-s-Castle-as-the-Only-Setting-224548.html","evidence":"Nintendo identifies Star Fox 64 as a 3D shooter for N64 in Japan, April 1997 and Lylat Wars as the European name.","value":"The original Star Fox entry likely refers to the 1993 SNES game, but this pass only verified official Nintendo facts for Star Fox 64 / European name Lylat Wars; do not merge these until the project row’s target executable identifies the exact game.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox","wikipedia_title":"Star Fox"},{"game_key":"Star Fox (USA Rev 2 SNES ROM)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Fox","evidence":"The Wikipedia infobox lists developer as Nintendo EAD (1993, 1997, 2006–2011, 2017)Argonaut Software (1993, 2017)Rare (2002)Namco (2005)Q-Games (2006–2011)Nintendo EPD (2016)PlatinumGames (2016)Velan Studios (2026).","value":"Nintendo EAD (1993, 1997, 2006–2011, 2017)Argonaut Software (1993, 2017)Rare (2002)Namco (2005)Q-Games (2006–2011)Nintendo EPD (2016)PlatinumGames (2016)Velan Studios (2026)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Fox","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Fox","evidence":"The Wikipedia infobox lists original platform as SNESNintendo 64GameCubeDS3DSWii USwitch 2.","value":"SNESNintendo 64GameCubeDS3DSWii USwitch 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Fox","evidence":"The Wikipedia infobox lists genre as Rail shooterShoot 'em upAction-adventure.","value":"Rail shooterShoot 'em upAction-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox","wikipedia_title":"Star Fox"},{"game_key":"Star Fox 2 (SNES Classic/Mini release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Fox_2","evidence":"The Wikipedia infobox lists developer as Nintendo EADArgonaut Software.","value":"Nintendo EADArgonaut Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Fox_2","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Fox_2","evidence":"The Wikipedia infobox lists original platform as Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Fox_2","evidence":"The Wikipedia infobox lists genre as Shoot 'em up, real-time strategy.","value":"Shoot 'em up, real-time strategy","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Fox_2","evidence":"The Wikipedia infobox lists series as Star Fox.","value":"Star Fox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Fox_2","evidence":"The Wikipedia infobox release schedule explicitly lists Europe: September 29, 2017.","value":"Europe: September 29, 2017","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox_2","wikipedia_title":"Star Fox 2"},{"game_key":"Star Fox 64","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Star-Fox-64/Vol-1-Star-Fox-64-3D/4-Star-Fox-2-that-Almost-Was/4-Star-Fox-2-that-Almost-Was-220966.html","evidence":"Nintendo identifies Star Fox 64 as a Nintendo 64 game.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2017/September/Nintendo-Classic-Mini-SNES-developer-interview-Volume-1-Star-Fox-Star-Fox-2-1273086.html","evidence":"Nintendo’s developer interview says Star Fox 64 originally released in Japan in April 1997.","value":"Japan: 1997-04","date_granularity":"month"},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2017/September/Nintendo-Classic-Mini-SNES-developer-interview-Volume-1-Star-Fox-Star-Fox-2-1273086.html","evidence":"Nintendo says the game released in Europe in October 1997 under the title Lylat Wars.","value":"Europe: 1997-10 (released as Lylat Wars)","date_granularity":"month"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Star-Fox-64-1093854.html","evidence":"Nintendo categorizes the game as Action and Shooter.","value":"Action / shooter","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/3536/star-fox-64/","evidence":"MobyGames credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3536/star-fox-64/","evidence":"MobyGames credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/News/2017/September/Nintendo-Classic-Mini-SNES-developer-interview-Volume-1-Star-Fox-Star-Fox-2-1273086.html","evidence":"Nintendo identifies Lylat Wars as the title used for the European release.","value":"Lylat Wars (European title)","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2016/April/Why-Star-Fox-64-fans-will-love-Star-Fox-Zero-1097923.html","evidence":"Nintendo calls Star Fox 64 an iconic entry in the Star Fox series.","value":"Star Fox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox_64","wikipedia_title":"Star Fox 64"},{"game_key":"Star Fox Adventures","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Star-Fox-Adventures-268863.html","evidence":"Nintendo lists Nintendo GameCube as the system for Star Fox Adventures.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Star-Fox-Adventures-268863.html","evidence":"Nintendo UK lists 22 November 2002 as the release date.","value":"United Kingdom: 2002-11-22","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Star-Fox-Adventures-268863.html","evidence":"Nintendo’s official product taxonomy classifies Star Fox Adventures as Action and Adventure.","value":"Action / adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Star-Fox-Adventures-268863.html","evidence":"Nintendo credits Rare as the developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Star-Fox-Adventures-268863.html","evidence":"Nintendo credits Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Star-Fox-Adventures-268863.html","evidence":"Nintendo’s official product page identifies Fox McCloud as the Star Fox team leader and describes this as his GameCube adventure.","value":"Star Fox","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","wikipedia_title":"Star Fox Adventures"},{"game_key":"Star Fox Adventures (GameCube)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"The article lists action-adventure, beat-'em-up, and shooter as genres.","value":["Action-adventure","Beat 'em up","Shooter"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"The article identifies GameCube as the released platform; it says development moved from the cancelled Nintendo 64 project to GameCube.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","evidence":"The article gives September 23, 2002 as the release date.","value":"2002-09-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Fox_Adventures","wikipedia_title":"Star Fox Adventures"},{"game_key":"Star Ocean: Till the End of Time","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The article identifies the PlayStation 2 game by this title.","value":"Star Ocean: Till the End of Time","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The infobox classifies it as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The article credits tri-Ace as developer.","value":"tri-Ace","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The article distinguishes publishers by release and region.","value":"Enix (original Japanese release); Square Enix (Director’s Cut in Japan and North America); Ubisoft (Europe and Australia)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The infobox lists PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The infobox identifies it as the third main Star Ocean game.","value":"Star Ocean","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Star_Ocean%3A_Till_the_End_of_Time","evidence":"The article explicitly distinguishes the original and Director’s Cut editions and their regional versions.","value":"The original Japanese release and the later Director’s Cut are separate editions; North American and European releases are based on Director’s Cut, which adds characters and dungeons.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time","wikipedia_title":"Star Ocean: Till the End of Time"},{"game_key":"Star Trek: Bridge Commander 1.1","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","evidence":"The infobox classifies the game as a space combat simulator.","value":"Space combat simulator","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","evidence":"The infobox lists Totally Games as developer.","value":"Totally Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","evidence":"The infobox lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","evidence":"The infobox identifies Windows as the platform.","value":"Windows","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","evidence":"The infobox identifies Star Trek as the series.","value":"Star Trek","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","evidence":"The article dates the game to 2002; it does not establish patch 1.1 as a separate edition.","value":"2002","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Commander","wikipedia_title":"Star Trek: Bridge Commander"},{"game_key":"Star Trek: The Next Generation: Klingon Honor Guard (1998 PC build, UE1 build 219)","facts":[{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Klingon_Honor_Guard","evidence":"The infobox lists MicroProse and Westlake Interactive with platform notes.","value":"MicroProse (Windows); Westlake Interactive (Macintosh)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Klingon_Honor_Guard","evidence":"The infobox lists MicroProse as publisher.","value":"MicroProse","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Klingon_Honor_Guard","evidence":"The infobox gives the original Windows release.","value":"Windows","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Klingon_Honor_Guard","evidence":"The infobox lists Unreal Engine 1.","value":"Unreal Engine 1","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Klingon_Honor_Guard","evidence":"The infobox lists First-person shooter as the genre.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Star+Trek%3A+The+Next+Generation%3A+Klingon+Honor+Guard+%281998+PC+build%2C+UE1+build+219%29","wikipedia_title":null},{"game_key":"Star Trek: Voyager – Elite Force (Holomatch)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article classifies Elite Force as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article lists Windows as a platform for the PC release.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article credits Raven Software as developer of the original PC game.","value":"Raven Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article credits Activision as publisher of the Windows release.","value":"Activision","date_granularity":null},{"field":"mode_context","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The gameplay section calls the multiplayer element a holomatch and describes it as the game's multiplayer mode.","value":"Holomatch multiplayer","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","wikipedia_title":"Star Trek: Voyager – Elite Force"},{"game_key":"Star Trek: Voyager – Elite Force (single-player PC campaign)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article classifies Elite Force as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article identifies Windows as a platform for the original PC release.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article credits Raven Software as developer of the original PC game.","value":"Raven Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article credits Activision as publisher of the Windows release.","value":"Activision","date_granularity":null},{"field":"mode_context","source_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","evidence":"The article identifies single-player as a game mode and describes the story-driven PC campaign.","value":"Single-player mode","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force","wikipedia_title":"Star Trek: Voyager – Elite Force"},{"game_key":"Star Wars","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)","evidence":"The infobox lists Atari, Inc. as developer.","value":"Atari, Inc.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)","evidence":"The article describes it as an arcade video game.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)","evidence":"The lead calls it a first-person rail shooter.","value":"First-person rail shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)","evidence":"The infobox gives May 5, 1983 for the North American arcade release.","value":"North America: May 5, 1983","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)","evidence":"The infobox lists Star Wars as the series.","value":"Star Wars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)","wikipedia_title":"Star Wars (1983 video game)"},{"game_key":"Star Wars: Dark Forces","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces","evidence":"The infobox lists LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces","evidence":"The infobox lists LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces","evidence":"The article gives the first release on MS-DOS.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces","evidence":"The infobox lists First-person shooter as the genre.","value":"First-person shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces","evidence":"The infobox lists Star Wars: Jedi Knight as the series.","value":"Star Wars: Jedi Knight","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Star+Wars%3A+Dark+Forces","wikipedia_title":null},{"game_key":"Star Wars: Jedi Knight: Dark Forces II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","evidence":"The article classifies the game as a first-person and third-person shooter.","value":["First-person shooter","Third-person shooter"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","evidence":"The infobox and lead identify Windows as the game's platform.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","evidence":"The article credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","evidence":"The article credits LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","evidence":"The infobox places the game in the Star Wars: Jedi Knight series.","value":"Star Wars: Jedi Knight","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","evidence":"The release table gives October 9, 1997 as the North American release date.","value":"1997-10-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II","wikipedia_title":"Star Wars Jedi Knight: Dark Forces II"},{"game_key":"Star Wars: Jedi Knight: Mysteries of the Sith","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Mysteries_of_the_Sith","evidence":"The article lists first-person and third-person shooter as genres.","value":["First-person shooter","Third-person shooter"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Mysteries_of_the_Sith","evidence":"The article identifies Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Mysteries_of_the_Sith","evidence":"The article credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Mysteries_of_the_Sith","evidence":"The article credits LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Mysteries_of_the_Sith","evidence":"The article places the expansion in the Star Wars: Jedi Knight series.","value":"Star Wars: Jedi Knight","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Mysteries_of_the_Sith","wikipedia_title":"Star Wars Jedi Knight: Mysteries of the Sith"},{"game_key":"Star Wars: Masters of Teras Kasi","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/3702/star-wars-masters-of-teras-kasi/","evidence":"The game database identifies this title as Star Wars: Masters of Teräs Käsi.","value":"Star Wars: Masters of Teräs Käsi","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/3702/star-wars-masters-of-teras-kasi/","evidence":"The game database classifies the title as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/3702/star-wars-masters-of-teras-kasi/","evidence":"MobyGames lists PlayStation as the game’s release platform.","value":["PlayStation"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/198786-star-wars-masters-of-teras-kasi/data","evidence":"The PlayStation release record identifies October 31, 1997 as the North American release date.","value":"North America: 1997-10-31","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/3702/star-wars-masters-of-teras-kasi/","evidence":"MobyGames credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/3702/star-wars-masters-of-teras-kasi/","evidence":"MobyGames credits LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/3702/star-wars-masters-of-teras-kasi/","evidence":"The title is part of the Star Wars game universe.","value":"Star Wars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars:_Masters_of_Ter%C3%A4s_K%C3%A4si","wikipedia_title":"Star Wars: Masters of Teräs Käsi"},{"game_key":"Star Wars: Rogue Squadron","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The article lists action and arcade flight as genres.","value":["Action","Arcade flight"],"date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The article identifies Nintendo 64 and Windows as the release platforms.","value":["Nintendo 64","Microsoft Windows"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The article credits Factor 5 and LucasArts as developers.","value":["Factor 5","LucasArts"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The article identifies LucasArts and Nintendo as publishers for the game's regional releases.","value":["LucasArts","Nintendo"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The article identifies Rogue Squadron as the trilogy associated with this game.","value":"Star Wars: Rogue Squadron","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The gameplay section says the main view is third-person and that a cockpit view is available.","value":"Third-person, with an optional first-person cockpit view","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","evidence":"The article dates the Windows and Nintendo 64 releases to 1998.","value":"1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars:_Rogue_Squadron","wikipedia_title":"Star Wars: Rogue Squadron"},{"game_key":"Star Wars: Shadows of the Empire (Nintendo 64 USA Rev. 2)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Shadows_of_the_Empire_(video_game)","evidence":"The article classifies the game as action and describes it primarily as a third-person shooter.","value":"Action","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Shadows_of_the_Empire_(video_game)","evidence":"The article identifies Nintendo 64 as the platform for the 1996 release.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Shadows_of_the_Empire_(video_game)","evidence":"The article credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Shadows_of_the_Empire_(video_game)","evidence":"The article credits Nintendo as publisher of the Nintendo 64 release.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Shadows_of_the_Empire_(video_game)","evidence":"The article gives December 2, 1996 as the North American Nintendo 64 release date.","value":"1996-12-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars:_Shadows_of_the_Empire_(video_game)","wikipedia_title":"Star Wars: Shadows of the Empire (video game)"},{"game_key":"Star Wars: The Clone Wars (2002)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","evidence":"The article classifies the game as an action game.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","evidence":"The article lists GameCube, PlayStation 2, and Xbox as the game's platforms.","value":["GameCube","PlayStation 2","Xbox"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","evidence":"The article credits Pandemic Studios as developer.","value":"Pandemic Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","evidence":"The article credits LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","evidence":"The infobox places the game in the Star Wars series.","value":"Star Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","evidence":"The article identifies 2002 as the game's release year.","value":"2002","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars:_The_Clone_Wars_(video_game)","wikipedia_title":"Star Wars: The Clone Wars (video game)"},{"game_key":"StarCraft 64","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/StarCraft_(video_game)","evidence":"The article classifies StarCraft as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/StarCraft_(video_game)","evidence":"The article identifies StarCraft 64 as the Nintendo 64 version.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/StarCraft_(video_game)","evidence":"The article says the Nintendo 64 port was co-developed by Blizzard Entertainment and Mass Media.","value":["Blizzard Entertainment","Mass Media Interactive Entertainment"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/StarCraft_(video_game)","evidence":"The article says Nintendo published StarCraft 64.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/StarCraft_(video_game)","evidence":"The article gives June 13, 2000 as the United States release date for StarCraft 64.","value":"2000-06-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/StarCraft_(video_game)","wikipedia_title":"StarCraft (video game)"},{"game_key":"StarCraft II: Wings of Liberty (2010 Windows PC x86-32 build)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/StarCraft_II:_Wings_of_Liberty","evidence":"The article lists Microsoft Windows and macOS as launch platforms; the assignment names the Windows PC build.","value":"Microsoft Windows PC (the game also launched on Mac OS X)","date_granularity":null},{"field":"genre","source_url":"https://investor.activision.com/news-releases/news-release-details/starcraftr-ii-wings-liberty153-stores-starting-july-27-2010","evidence":"Blizzard’s launch announcement describes Wings of Liberty as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/StarCraft_II:_Wings_of_Liberty","evidence":"The article credits Blizzard Entertainment as developer.","value":"Blizzard Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/StarCraft_II:_Wings_of_Liberty","evidence":"The article credits Blizzard Entertainment as publisher.","value":"Blizzard Entertainment","date_granularity":null},{"field":"regional_release_date","source_url":"https://investor.activision.com/news-releases/news-release-details/starcraftr-ii-wings-liberty153-stores-starting-july-27-2010","evidence":"Blizzard’s official announcement says the game would arrive in stores worldwide starting July 27, 2010.","value":"Worldwide: 2010-07-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/StarCraft_II:_Wings_of_Liberty","wikipedia_title":"StarCraft II: Wings of Liberty"},{"game_key":"StarCraft: Ghost","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/252000/starcraft-ghost/releases/","evidence":"MobyGames identifies the cancelled title as StarCraft: Ghost.","value":"StarCraft: Ghost","date_granularity":null},{"field":"platforms","source_url":"https://www.mobygames.com/game/252000/starcraft-ghost/releases/","evidence":"MobyGames lists cancelled releases for GameCube, PlayStation 2, and Xbox.","value":"GameCube, PlayStation 2, Xbox (planned; cancelled)","date_granularity":null},{"field":"development_studios","source_url":"https://www.gamespot.com/articles/starcraft-ghost-not-beaming-onto-gamecube/1100-6137109/","evidence":"GameSpot reports that Nihilistic Software was the original developer and was replaced by Swingin’ Ape Studios.","value":"Nihilistic Software (initially); Swingin’ Ape Studios (later)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/252000/starcraft-ghost/releases/","evidence":"MobyGames credits Blizzard Entertainment on the cancelled release record.","value":"Blizzard 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release.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Starlancer","evidence":"The article credits Warthog Games and Digital Anvil with development.","value":["Warthog Games","Digital Anvil"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Starlancer","evidence":"The infobox lists Microsoft Games as publisher for the Windows release.","value":"Microsoft Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Starlancer","evidence":"The article gives 2000 as the game's release year.","value":"2000","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Starlancer","wikipedia_title":"Starlancer"},{"game_key":"Starsand Island","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Starsand_Island","evidence":"The article classifies Starsand Island as a life simulation game.","value":"Life simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Starsand_Island","evidence":"The infobox lists Seed Sparkle Lab as developer.","value":"Seed Sparkle Lab","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Starsand_Island","evidence":"The infobox lists Seed Sparkle Lab as publisher.","value":"Seed Sparkle Lab","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Starsand_Island","evidence":"The article lists these platforms; the first early-access launch was on PC.","value":"Windows; Xbox Series X/S; PlayStation 5; Nintendo Switch 2","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Starsand_Island","evidence":"The article gives February 11, 2026 as the early-access release date.","value":"PC early access: 2026-02-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Starsand_Island","wikipedia_title":"Starsand Island"},{"game_key":"STEINS;GATE RE:BOOT","facts":[{"field":"original_platform","source_url":"https://prtimes.jp/main/html/rd/p/000000228.000046985.html","evidence":"MAGES’ official announcement lists Nintendo Switch 2, Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and Steam for the Japan launch.","value":"Japan launch platform slate: Nintendo Switch 2, Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and Steam","date_granularity":null},{"field":"genre","source_url":"https://www.spike-chunsoft.com/games/steinsgate-reboot/","evidence":"Spike Chunsoft’s official game information lists Visual Novel and Adventure.","value":"Visual novel / adventure","date_granularity":null},{"field":"developer","source_url":"https://www.spike-chunsoft.com/games/steinsgate-reboot/","evidence":"Spike Chunsoft’s official game information identifies MAGES. as developer.","value":"MAGES.","date_granularity":null},{"field":"publisher","source_url":"https://prtimes.jp/main/html/rd/p/000000228.000046985.html","evidence":"MAGES’ official announcement says MAGES. publishes the game and specifies Spike Chunsoft as publisher for Xbox Series X|S and Steam; Spike Chunsoft’s official page carries its licensing/publishing credit for the western release.","value":"MAGES. (Japan Nintendo/Sony platforms); Spike Chunsoft (Japan Xbox Series X|S/Steam and North American/European publishing)","date_granularity":null},{"field":"regional_release_date","source_url":"https://prtimes.jp/main/html/rd/p/000000228.000046985.html","evidence":"MAGES’ official release announcement gives August 20, 2026 for the Japanese release across the six listed platforms.","value":"Japan (six-platform release): 2026-08-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=STEINS%3BGATE+RE%3ABOOT","wikipedia_title":null},{"game_key":"Street Fighter Alpha 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_Alpha_2","evidence":"The infobox classifies Street Fighter Alpha 2 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_Alpha_2","evidence":"The article identifies the arcade version as the original release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_Alpha_2","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_Alpha_2","evidence":"The article credits Capcom as publisher for the arcade release.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_Alpha_2","evidence":"The infobox places the game in the Street Fighter series.","value":"Street Fighter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_Alpha_2","evidence":"The article identifies 1996 as the game's release year.","value":"1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Street+Fighter+Alpha+2","wikipedia_title":null},{"game_key":"Street Fighter II: The World Warrior","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","evidence":"The article classifies Street Fighter II as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","evidence":"The infobox lists Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","evidence":"The infobox lists Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","evidence":"The article identifies the arcade CP System as the original platform.","value":"Arcade (CP System)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","evidence":"The infobox identifies Street Fighter as the series.","value":"Street Fighter","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","evidence":"The article dates the original arcade release to 1991; no exact initial day is used here.","value":"1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Street_Fighter_II","wikipedia_title":"Street Fighter II"},{"game_key":"Street Fighter III: 3rd Strike","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article classifies 3rd Strike as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article identifies the arcade version as the original release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article credits Capcom with developing the original arcade game.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The infobox places the game in the Street Fighter series.","value":"Street Fighter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article identifies 1999 as the arcade game's release year.","value":"1999","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Street_Fighter_III%3A_3rd_Strike","wikipedia_title":"Street Fighter III: 3rd Strike"},{"game_key":"Street Fighter III: 3rd Strike (PlayStation 2 version; revision unspecified)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","wikipedia_title":"Street Fighter III: 3rd Strike"},{"game_key":"Street Fighter III: 3rd Strike (Xbox Anniversary Collection version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article classifies 3rd Strike as a fighting game.","value":"Fighting","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The release section says the Xbox version of 3rd Strike appeared in Street Fighter Anniversary Collection.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article credits Capcom with developing the original arcade game.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article states that the Xbox version of 3rd Strike was included in Street Fighter Anniversary Collection.","value":"Street Fighter Anniversary Collection","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article dates the Xbox Anniversary Collection release to 2004.","value":"2004","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","wikipedia_title":"Street Fighter III: 3rd Strike"},{"game_key":"Street Fighter III: 3rd Strike: Fight for the Future (Arcade CPS3, sfiii3nr1)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article identifies the arcade release and CP System III hardware; the project key specifies its sfiii3nr1 revision.","value":"Arcade (Capcom CP System III)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article credits Capcom as developer of the arcade game.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article credits Capcom as publisher of the arcade game.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article classifies 3rd Strike as a fighting game.","value":"Fighting","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Street_Fighter_III:_3rd_Strike","evidence":"The article's arcade release table gives May 12, 1999 for Japan; this is a game-level date, not a claim about the sfiii3nr1 revision date.","value":"Japan (arcade): 1999-05-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Street_Fighter_III%3A_3rd_Strike","wikipedia_title":"Street Fighter III: 3rd Strike"},{"game_key":"Streets of Rage","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article classifies Streets of Rage as a beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article identifies the Sega Genesis as the game's original platform.","value":"Mega Drive / Sega Genesis","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article identifies Streets of Rage as the first game in the series.","value":"Streets of Rage","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article identifies 1991 as the game's release year.","value":"1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Streets_of_Rage","wikipedia_title":"Streets of Rage"},{"game_key":"Streets of Rage (Mega Drive / Genesis JUE, 512 KiB)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article classifies Streets of Rage as a beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article lists Mega Drive / Genesis as a platform for the game.","value":"Mega Drive / Sega Genesis","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article identifies Streets of Rage as the first game in the series.","value":"Streets of Rage","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Streets_of_Rage_(video_game)","evidence":"The article identifies 1991 as the game's release year; it does not distinguish this cartridge revision.","value":"1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Streets+of+Rage+%28Mega+Drive+%2F+Genesis+JUE%2C+512+KiB%29","wikipedia_title":null},{"game_key":"Streets of Rage X (OpenBOR fan game; Android release)","facts":[{"field":"canonical_name","source_url":"https://www.chronocrash.com/forum/resources/streets-of-rage-x-windows-android.274/","evidence":"The OpenBOR community resource identifies the game as Streets of Rage X; this profile refers to the Android release named in the catalog key.","value":"Streets of Rage X","date_granularity":null},{"field":"developer","source_url":"https://github.com/DCurrent/openbor/blob/master/README.md","evidence":"The OpenBOR project's maintainer README identifies Kratus as creator of the Streets of Rage X fan remake; the ChronoCrash game resource also lists Kratus as author.","value":"Kratus","date_granularity":null},{"field":"original_platform","source_url":"https://www.chronocrash.com/forum/resources/streets-of-rage-x-windows-android.274/","evidence":"The creator's resource listing was published as Streets of Rage X (Windows / Android); this catalog key selects the Android release and does not assert a separate Android-specific edition date.","value":"Windows and Android (OpenBOR release)","date_granularity":null},{"field":"series","source_url":"https://www.chronocrash.com/forum/resources/streets-of-rage-x-windows-android.274/","evidence":"The resource describes the game as recreating the classic Streets of Rage games and tags it with Streets of Rage.","value":"Streets of Rage","date_granularity":null},{"field":"collection_context","source_url":"https://www.chronocrash.com/forum/resources/streets-of-rage-x-windows-android.274/","evidence":"The creator's project description states that Streets of Rage X continues SOR2X, recreates the classic games with an enhanced fighting mechanic, and adds the first game as a new route.","value":"A fan-made continuation of SOR2X that recreates the classic Streets of Rage games with an enhanced fighting mechanic and includes the first game as a new route.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Streets+of+Rage+X","wikipedia_title":null},{"game_key":"Stretch Panic (PlayStation 2 USA SLUS_201.82)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Stretch_Panic","evidence":"The infobox classifies Stretch Panic as an action game.","value":"Action","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Stretch_Panic","evidence":"The article identifies PlayStation 2 as the game's platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Stretch_Panic","evidence":"The article credits Treasure as developer.","value":"Treasure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Stretch_Panic","evidence":"The release table gives August 28, 2001 as the North American release date.","value":"2001-08-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Stretch_Panic","wikipedia_title":"Stretch Panic"},{"game_key":"Strike Gunner S.T.G.","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G.","evidence":"The article identifies the 1991 arcade shooter and its SNES port under this title.","value":"Strike Gunner S.T.G.","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G.","evidence":"The infobox classifies it as a scrolling shooter.","value":"Scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G.","evidence":"The article credits Athena as developer.","value":"Athena","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G.","evidence":"The infobox credits Tecmo as the arcade publisher.","value":"Tecmo (arcade release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G.","evidence":"The article identifies the arcade original and the slightly modified 1992 SNES port.","value":"Arcade; later Super Nintendo Entertainment System port","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G.","evidence":"The article dates the arcade game to 1991 and the SNES port to 1992.","value":"Arcade: 1991; SNES: 1992","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Strike_Gunner_S.T.G","wikipedia_title":"Strike Gunner S.T.G"},{"game_key":"Stunt Race FX (USA NTSC, LoROM + Super FX 2)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Stunt_Race_FX","evidence":"The infobox classifies Stunt Race FX as an arcade racing game.","value":"Arcade racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Stunt_Race_FX","evidence":"The article identifies the Super Nintendo Entertainment System as the game's platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Stunt_Race_FX","evidence":"The article credits Nintendo EAD and Argonaut Software as developers.","value":["Nintendo EAD","Argonaut Software"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Stunt_Race_FX","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Stunt_Race_FX","evidence":"The release table gives July 10, 1994 as the North American release date.","value":"1994-07-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Stunt+Race+FX+%28USA+NTSC%2C+LoROM+%2B+Super+FX+2%29","wikipedia_title":null},{"game_key":"Subarashiki Hibi (The Wonderful Everyday)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/98720/wonderful-everyday-diskontinuierliches-dasein/","evidence":"MobyGames identifies the title as Subarashiki Hibi ~Furenzoku Sonzai~ (The Wonderful Everyday). The catalog key is the original Japanese game; the cited entry also records the later English edition. The release fact is year-level only.","value":"Subarashiki Hibi ~Furenzoku Sonzai~ (The Wonderful Everyday)","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/98720/wonderful-everyday-diskontinuierliches-dasein/","evidence":"MobyGames classifies the game as Visual novel; adventure. The catalog key is the original Japanese game; the cited entry also records the later English edition. The release fact is year-level only.","value":"Visual novel; adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/98720/wonderful-everyday-diskontinuierliches-dasein/","evidence":"MobyGames lists Windows among the game's platforms. The catalog key is the original Japanese game; the cited entry also records the later English edition. The release fact is year-level only.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/98720/wonderful-everyday-diskontinuierliches-dasein/","evidence":"MobyGames records the release as 2010. The catalog key is the original Japanese game; the cited entry also records the later English edition. The release fact is year-level only.","value":"2010","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/98720/wonderful-everyday-diskontinuierliches-dasein/","evidence":"MobyGames credits KeroQ as developer. The catalog key is the original Japanese game; the cited entry also records the later English edition. The release fact is year-level only.","value":"KeroQ","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/98720/wonderful-everyday-diskontinuierliches-dasein/","evidence":"MobyGames credits KeroQ; Frontwing USA (English edition) as publisher. The catalog key is the original Japanese game; the cited entry also records the later English edition. The release fact is year-level only.","value":"KeroQ; Frontwing USA (English edition)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Subarashiki%20Hibi%20%28The%20Wonderful%20Everyday%29","wikipedia_title":null},{"game_key":"Subway Surfers (Android v3.66.1, ARM64, Unity 2022.3 IL2CPP)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Subway_Surfers","evidence":"The English article identifies the game as Subway Surfers.","value":"Subway Surfers","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Subway_Surfers","evidence":"The article classifies Subway Surfers as an endless runner.","value":"Endless runner","date_granularity":null},{"field":"developers","source_url":"https://en.wikipedia.org/wiki/Subway_Surfers","evidence":"The article credits Kiloo and SYBO Games as co-developers.","value":"Kiloo; SYBO Games","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Subway_Surfers","evidence":"The article lists Unity as the game engine; it does not verify the cataloged Unity version or IL2CPP build.","value":"Unity","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Subway_Surfers","evidence":"The article lists Android among the supported platforms; it does not establish the cataloged version, ARM64 architecture, Unity 2022.3, or IL2CPP details.","value":"Android, iOS, iPadOS, macOS, HarmonyOS NEXT, web browser, Windows Phone, Amazon Fire Tablet, Windows 7","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Subway_Surfers","wikipedia_title":"Subway Surfers"},{"game_key":"Summer Time Rendering: Another Horizon","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Summer_Time_Rendering","evidence":"The Summer Time Rendering article includes a separate infobox for Another Horizon and classifies it as a visual novel.","value":"Visual novel","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Summer_Time_Rendering","evidence":"The game's infobox lists PlayStation 4 and Nintendo Switch.","value":["PlayStation 4","Nintendo Switch"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Summer_Time_Rendering","evidence":"The game's infobox credits Mages as developer.","value":"Mages","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Summer_Time_Rendering","evidence":"The game's infobox credits Mages as publisher.","value":"Mages","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Summer_Time_Rendering","evidence":"The article's game entry identifies January 26, 2023 as the Japanese release date.","value":"2023-01-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Summer_Time_Rendering","wikipedia_title":"Summer Time Rendering"},{"game_key":"Summon Night","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/576607-summon-night/data","evidence":"The PlayStation release record identifies PlayStation One as the original platform; it separately describes the later DS revival.","value":"PlayStation (the 2000 original; later remade for Nintendo DS)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/576607-summon-night/data","evidence":"GameFAQs classifies the game under strategy, turn-based, tactics and describes it as a fantasy simulation RPG.","value":"Strategy RPG (turn-based tactics)","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/576607-summon-night/data","evidence":"The PlayStation title data credits Flight-Plan as developer.","value":"Flight-Plan","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/576607-summon-night/data","evidence":"The original Japanese PlayStation release record lists Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/576607-summon-night/data","evidence":"The PlayStation release table gives January 6, 2000 for the Japanese original.","value":"Japan: 2000-01-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Summon_Night","wikipedia_title":"Summon Night"},{"game_key":"Summon Night 3","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Summon_Night_3","evidence":"The infobox classifies Summon Night 3 as a tactical RPG.","value":"Tactical RPG","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Summon_Night_3","evidence":"The article says the original version was released for PlayStation 2.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Summon_Night_3","evidence":"The article credits Flight-Plan with the original version's development.","value":"Flight-Plan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Summon_Night_3","evidence":"The article credits Banpresto as publisher of the original version.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Summon_Night_3","evidence":"The article identifies Summon Night 3 as the third main entry in the Summon Night series.","value":"Summon Night","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Summon_Night_3","evidence":"The article gives August 7, 2003 as the Japanese PlayStation 2 release date.","value":"2003-08-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Summon_Night_3","wikipedia_title":"Summon Night 3"},{"game_key":"Summon Night: Craft Sword Monogatari — Hajimari no Ishi (GBA, Japan)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_role-playing_video_games:_2004_to_2005","evidence":"The list entry labels Hajimari no Ishi an action RPG.","value":"Action RPG","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/List_of_role-playing_video_games:_2004_to_2005","evidence":"The list entry gives GBA as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_role-playing_video_games:_2004_to_2005","evidence":"The list entry credits Flight-Plan as developer.","value":"Flight-Plan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_role-playing_video_games:_2004_to_2005","evidence":"The list entry credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/List_of_role-playing_video_games:_2004_to_2005","evidence":"The list entry describes the title as part of the Summon Night series.","value":"Summon Night","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Summon+Night%3A+Craft+Sword+Monogatari+%E2%80%94+Hajimari+no+Ishi+%28GBA%2C+Japan%29","wikipedia_title":null},{"game_key":"Summon Night: Swordcraft Story 3 / Stone of Beginnings","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Summon_Night_Swordcraft_Story_3:_Stone_of_Beginnings","evidence":"The article identifies Game Boy Advance as the original platform.","value":"Game Boy Advance","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Summon_Night_Swordcraft_Story_3:_Stone_of_Beginnings","evidence":"The infobox and lead classify the game as an action role-playing game.","value":"Action role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Summon_Night_Swordcraft_Story_3:_Stone_of_Beginnings","evidence":"The article credits Flight-Plan as developer.","value":"Flight-Plan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Summon_Night_Swordcraft_Story_3:_Stone_of_Beginnings","evidence":"The article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Summon_Night_Swordcraft_Story_3:_Stone_of_Beginnings","evidence":"The article lists December 8, 2005 as the Japanese release date and notes that it was not released outside Japan.","value":"Japan: 2005-12-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Summon_Night_Swordcraft_Story_3:_Stone_of_Beginnings","wikipedia_title":"Summon Night Swordcraft Story 3: Stone of Beginnings"},{"game_key":"Summoner: A Goddess Reborn","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Summoner_2","evidence":"The article classifies Summoner 2, including its GameCube release, as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Summoner_2","evidence":"The article says the GameCube port was released as Summoner: A Goddess Reborn.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Summoner_2","evidence":"The article credits Cranky Pants Games with the GameCube port.","value":"Cranky Pants Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Summoner_2","evidence":"The article identifies THQ as publisher of Summoner 2.","value":"THQ","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Summoner_2","evidence":"The article identifies Summoner: A Goddess Reborn as the GameCube port of Summoner 2.","value":"GameCube port of Summoner 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Summoner_2","evidence":"The article says the GameCube port followed in 2003.","value":"2003","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Summoner_2","wikipedia_title":"Summoner 2"},{"game_key":"Sunsoft Grand Prix","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/gameboy/575122-sunsoft-grand-prix/data","evidence":"GameFAQs identifies the European Game Boy title as Sunsoft Grand Prix.","value":"Sunsoft Grand Prix","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gameboy/575122-sunsoft-grand-prix/data","evidence":"GameFAQs classifies the game as automobile racing simulation.","value":"Racing simulation","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gameboy/575122-sunsoft-grand-prix/data","evidence":"GameFAQs identifies Game Boy as the platform.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gameboy/575122-sunsoft-grand-prix/data","evidence":"GameFAQs records the European Sunsoft Grand Prix release in 1992.","value":"Europe: 1992","date_granularity":"year"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gameboy/575122-sunsoft-grand-prix/data","evidence":"GameFAQs credits Lenar as developer.","value":"Lenar","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gameboy/575122-sunsoft-grand-prix/data","evidence":"GameFAQs lists SunSoft as publisher of the European Sunsoft Grand Prix release; the Japanese version was published as F1 Boy by ASK.","value":"SunSoft (Europe)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Sunsoft%20Grand%20Prix","wikipedia_title":null},{"game_key":"Super Bomberman 5","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","evidence":"The Wikipedia infobox lists developer as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","evidence":"The Wikipedia infobox lists publisher as Hudson Soft.","value":"Hudson Soft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","evidence":"The Wikipedia infobox lists original platform as Super Famicom.","value":"Super Famicom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","evidence":"The Wikipedia infobox lists genre as Action, maze, party.","value":"Action, maze, party","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","evidence":"The Wikipedia infobox lists series as Bomberman.","value":"Bomberman","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: 28 February 1997.","value":"Japan: 28 February 1997","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Bomberman_5","wikipedia_title":"Super Bomberman 5"},{"game_key":"Super Breakout","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The article identifies the arcade game and later home ports by this title.","value":"Super Breakout","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The infobox classifies Super Breakout as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The article credits Atari as developer of the original arcade game.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The article credits Atari as publisher of the original arcade game.","value":"Atari, Inc.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The article lists the arcade release and the later Game Boy/Game Boy Color ports.","value":"Arcade; later Atari home systems, Atari ST, Game Boy, and Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The article dates the arcade original to 1978 and the Game Boy port to 1998.","value":"Arcade original: 1978; Game Boy port: 1998","date_granularity":"year"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Super_Breakout","evidence":"The article explicitly dates the Game Boy port to 1998 and the arcade original to 1978.","value":"The catalog project targets the Game Boy port; its release differs from the 1978 arcade original.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Breakout","wikipedia_title":"Super Breakout"},{"game_key":"Super Dodge Ball","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/","evidence":"The game database identifies this title as Super Dodge Ball.","value":"Super Dodge Ball","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/","evidence":"MobyGames classifies the title as an action-sports game centered on dodgeball.","value":"Sports / dodgeball","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/","evidence":"MobyGames lists arcade, NES, and later ports; the staged recompilation is specifically for the NES version.","value":["Arcade","Nintendo Entertainment System"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/releases/","evidence":"MobyGames’ release records list the NES release in 1988/1989 by region; the row’s supported ROM is the North American 1989 version.","value":"Japan: 1988 (NES); North America: 1989 (NES)","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/","evidence":"MobyGames credits Technos Japan Corp. as developer.","value":"Technos Japan Corp.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/","evidence":"MobyGames lists Technos Japan and CSG Imagesoft among the regional publishers; CSG Imagesoft published the North American NES release.","value":"CSG Imagesoft","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/7644/super-dodge-ball/","evidence":"The database associates Super Dodge Ball with the Kunio-kun / River City series.","value":"Kunio-kun / River City","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Dodge_Ball_(1988_video_game)","wikipedia_title":"Super Dodge Ball (1988 video game)"},{"game_key":"Super Double Dragon / Return of the Double Dragon Plus","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The Wikipedia infobox lists developer as Technōs Japan.","value":"Technōs Japan","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The Wikipedia infobox lists publisher as JP: Technōs JapanNA/EU: Tradewest.","value":"JP: Technōs JapanNA/EU: Tradewest","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The Wikipedia infobox lists original platform as Super NES.","value":"Super NES","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The Wikipedia infobox lists genre as Beat 'em up.","value":"Beat 'em up","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The Wikipedia infobox lists series as Double Dragon.","value":"Double Dragon","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: October 16, 1992.","value":"Japan: October 16, 1992","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Double_Dragon","wikipedia_title":"Super Double Dragon"},{"game_key":"Super Gomoku Narabe Renju","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/snes/571060-super-gomoku-narabe-renju/data","evidence":"The listing categorizes the game as a board/card game and names Gomoku Narabe: Renju.","value":"Board game (Gomoku / Renju)","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/571060-super-gomoku-narabe-renju/data","evidence":"The Japanese Super Nintendo release credits Naxat Soft as developer.","value":"Naxat Soft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/snes/571060-super-gomoku-narabe-renju/data","evidence":"The Japanese release record names Naxat Soft as publisher.","value":"Naxat Soft","date_granularity":null},{"field":"original_platform","source_url":"https://www.gavas.jp/products/detail.php?product_id=2709","evidence":"The Japanese product catalog lists the original title for Super Famicom (SFC).","value":"Super Famicom (Super Nintendo)","date_granularity":null},{"field":"original_release_date","source_url":"https://gamefaqs.gamespot.com/snes/571060-super-gomoku-narabe-renju/data","evidence":"The Japanese release record gives March 25, 1994.","value":"1994-03-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Gomoku+Narabe+Renju","wikipedia_title":null},{"game_key":"Super Heroine Chronicle","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Heroine_Chronicle","evidence":"The article classifies Super Heroine Chronicle as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Heroine_Chronicle","evidence":"The article lists PlayStation 3 and PlayStation Vita as platforms.","value":["PlayStation 3","PlayStation Vita"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Heroine_Chronicle","evidence":"The article credits Banpresto as developer.","value":"Banpresto","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Heroine_Chronicle","evidence":"The article credits Bandai Namco Games as publisher.","value":"Bandai Namco Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Heroine_Chronicle","evidence":"The article gives February 6, 2014 as the Japanese release date.","value":"2014-02-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Heroine+Chronicle","wikipedia_title":null},{"game_key":"Super Hexagon (Android build)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Hexagon","evidence":"The infobox classifies Super Hexagon as an action game.","value":"Action","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Hexagon","evidence":"The article identifies Terry Cavanagh as creator and developer.","value":"Terry Cavanagh","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Hexagon","evidence":"The infobox lists Terry Cavanagh as publisher.","value":"Terry Cavanagh","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Hexagon","evidence":"The article says the game was originally released for iOS.","value":"iOS","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Super_Hexagon","evidence":"The article gives September 6, 2012 as the worldwide iOS release date.","value":"Worldwide iOS: 2012-09-06","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Hexagon","evidence":"The article lists January 19, 2013 as the worldwide Android release date.","value":"Worldwide Android: 2013-01-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Hexagon","wikipedia_title":"Super Hexagon"},{"game_key":"Super Mario 64","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/de-de/Spiele/Nintendo-64/Super-Mario-64-269745.html","evidence":"Nintendo identifies the original system as Nintendo 64; Wii/Wii U entries on the listing are virtual-console editions.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/de-de/Spiele/Nintendo-64/Super-Mario-64-269745.html","evidence":"Nintendo copyright line is ©1996 Nintendo; year granularity retained because this page is a later European Virtual Console listing.","value":"1996","date_granularity":"year"},{"field":"genre","source_url":"https://www.nintendo.com/de-de/Spiele/Nintendo-64/Super-Mario-64-269745.html","evidence":"Nintendo classifies it as Action, Platformer, Adventure.","value":"Action, platformer, adventure","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/de-de/Spiele/Nintendo-64/Super-Mario-64-269745.html","evidence":"Nintendo product listing identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Explore-Games/Characters-hub/Super-Mario-Hub/Super-Mario-Bros-Hub-Mario-Games-627604.html","evidence":"Nintendo’s official Super Mario games hub lists Super Mario 64 among the series’ games.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_64","wikipedia_title":"Super Mario 64"},{"game_key":"Super Mario 64 (Nintendo 64; README documents the U.S. ROM build)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The article identifies the Nintendo 64 game by this title.","value":"Super Mario 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The infobox lists platform and action-adventure genres.","value":"Platform, action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The infobox credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The infobox credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The release section gives the Japanese, North American, and PAL release dates.","value":"Japan: 1996-06-23; North America: 1996-09-29; Europe and Australia: 1997-03-01","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The infobox places the game in the Super Mario series.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_64","wikipedia_title":"Super Mario 64"},{"game_key":"Super Mario 64 (Nintendo 64; README requires a user-dumped ROM)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The Wikipedia infobox lists developer as Nintendo EAD.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The Wikipedia infobox lists original platform as Nintendo 64iQue Player.","value":"Nintendo 64iQue Player","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The Wikipedia infobox lists genre as Platform, action-adventure.","value":"Platform, action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The Wikipedia infobox lists series as Super Mario.","value":"Super Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_64","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: June 23, 1996.","value":"Japan: June 23, 1996","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_64","wikipedia_title":"Super Mario 64"},{"game_key":"Super Mario 64 DS","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Super-Mario-64-DS-273179.html","evidence":"Nintendo identifies Nintendo DS as the original game-card system and lists the Wii U Virtual Console edition separately.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Super-Mario-64-DS-273179.html","evidence":"Nintendo UK lists 11 March 2005 for the Nintendo DS Game Card release.","value":"United Kingdom: 2005-03-11","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Super-Mario-64-DS-273179.html","evidence":"Nintendo’s official product taxonomy lists Action and Platformer.","value":"Action / platformer","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Super-Mario-64-DS-273179.html","evidence":"Nintendo lists Nintendo as the developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-DS/Super-Mario-64-DS-273179.html","evidence":"Nintendo lists Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Explore-Games/Characters-hub/Super-Mario-Hub/Super-Mario-Bros-Hub-Mario-Games-627604.html","evidence":"Nintendo’s official Super Mario games hub groups Super Mario 64 DS within the Super Mario game catalog.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_64_DS","wikipedia_title":"Super Mario 64 DS"},{"game_key":"Super Mario Advance 2: Super Mario World","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-World-Super-Mario-Advance-2-267409.html","evidence":"Nintendo uses this title and describes it as a recreation of the Super Nintendo classic.","value":"Super Mario World: Super Mario Advance 2","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-World-Super-Mario-Advance-2-267409.html","evidence":"Nintendo says this GBA edition recreates the Super Nintendo classic; original game platform is SNES.","value":"Game Boy Advance (re-release of Super Nintendo game)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-World-Super-Mario-Advance-2-267409.html","evidence":"Nintendo listing gives the UK Game Boy Advance release date, not the first release of the SNES original.","value":"2002-04-12 (UK GBA edition)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Mario+Advance+2%3A+Super+Mario+World","wikipedia_title":null},{"game_key":"Super Mario Advance 4: Super Mario Bros. 3","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-Advance-4-Super-Mario-Bros-3-267398.html","evidence":"Nintendo’s official listing uses this full name and presents it as a GBA edition of the NES game.","value":"Super Mario Advance 4: Super Mario Bros. 3","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-Advance-4-Super-Mario-Bros-3-267398.html","evidence":"Nintendo lists the original Game Boy Advance release separately from the Wii U virtual-console port.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-Advance-4-Super-Mario-Bros-3-267398.html","evidence":"Nintendo’s Game Boy Advance release listing gives 17 October 2003.","value":"2003-10-17 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-Advance-4-Super-Mario-Bros-3-267398.html","evidence":"Nintendo’s catalog lists these categories.","value":"Action, platformer, adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-Advance-4-Super-Mario-Bros-3-267398.html","evidence":"Nintendo identifies Nintendo as developer and publisher.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Super-Mario-Advance-4-Super-Mario-Bros-3-267398.html","evidence":"Nintendo’s official Game Boy Advance product listing credits Nintendo as publisher.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Advance_4:_Super_Mario_Bros._3","wikipedia_title":"Super Mario Advance 4: Super Mario Bros. 3"},{"game_key":"Super Mario Bros.","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-Entertainment-System/Nintendo-Entertainment-System-627024.html","evidence":"Nintendo identifies Super Mario Bros. as a title in the NES library; Nintendo’s history notes that the NES began as the Famicom in Japan.","value":"Famicom / Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2010/Super-Mario-25-years-as-part-of-the-family-252462.html","evidence":"Nintendo states that the first Super Mario Bros. game was released in Japan in 1985.","value":"Japan: 1985","date_granularity":"year"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-Entertainment-System/Nintendo-Entertainment-System-627024.html","evidence":"Nintendo describes Super Mario Bros. as a Shigeru Miyamoto-developed side-scrolling platformer.","value":"Side-scrolling platformer","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2010/Super-Mario-25-years-as-part-of-the-family-252462.html","evidence":"Nintendo explicitly identifies the Super Mario Bros. series and names the original NES game as its first game.","value":"Super Mario Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","wikipedia_title":"Super Mario Bros."},{"game_key":"Super Mario Bros. (NES)","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-Entertainment-System/Nintendo-Entertainment-System-627024.html","evidence":"Nintendo identifies Super Mario Bros. as a title in the NES library; Nintendo’s history notes that the NES began as the Famicom in Japan.","value":"Famicom / Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2010/Super-Mario-25-years-as-part-of-the-family-252462.html","evidence":"Nintendo states that the first Super Mario Bros. game was released in Japan in 1985.","value":"Japan: 1985","date_granularity":"year"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-Entertainment-System/Nintendo-Entertainment-System-627024.html","evidence":"Nintendo describes Super Mario Bros. as a Shigeru Miyamoto-developed side-scrolling platformer.","value":"Side-scrolling platformer","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/News/2010/Super-Mario-25-years-as-part-of-the-family-252462.html","evidence":"Nintendo explicitly identifies the Super Mario Bros. series and names the original NES game as its first game.","value":"Super Mario Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","wikipedia_title":"Super Mario Bros."},{"game_key":"Super Mario Bros. 2 Japan (The Lost Levels)","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Super-Mario-Bros-25th-Anniversary/Vol-1-Itoi-asks-Miyamoto/11-It-s-Been-Easy-Making-Mario-/11-It-s-Been-Easy-Making-Mario-217662.html","evidence":"Nintendo’s official history identifies the original Japanese Super Mario Bros. 2 as a Family Computer Disk System release.","value":"Family Computer Disk System (Famicom)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Super-Mario-Bros-25th-Anniversary/Vol-1-Itoi-asks-Miyamoto/11-It-s-Been-Easy-Making-Mario-/11-It-s-Been-Easy-Making-Mario-217662.html","evidence":"Nintendo states that the second Super Mario action game released for the Family Computer Disk System on 3 June 1986.","value":"Japan: 1986-06-03","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/NES/Super-Mario-Bros-The-Lost-Levels-696744.html","evidence":"Nintendo classifies The Lost Levels as a platformer.","value":"Platformer","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/NES/Super-Mario-Bros-The-Lost-Levels-696744.html","evidence":"Nintendo’s official product record credits Nintendo as publisher and carries the original copyright.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/NES/Super-Mario-Bros-The-Lost-Levels-696744.html","evidence":"Nintendo identifies the Japanese title as Super Mario Bros. 2 and describes The Lost Levels as the sequel to Super Mario Bros.","value":"Super Mario Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.:_The_Lost_Levels","wikipedia_title":"Super Mario Bros.: The Lost Levels"},{"game_key":"Super Mario Eclipse (Super Mario Sunshine mod)","facts":[{"field":"game_relationship","source_url":"https://en.wikipedia.org/wiki/List_of_unofficial_Mario_media","evidence":"The list article describes Super Mario Eclipse as a modification of Super Mario Sunshine.","value":"Modification of Super Mario Sunshine","date_granularity":null},{"field":"stated_goal","source_url":"https://en.wikipedia.org/wiki/List_of_unofficial_Mario_media","evidence":"The list article says the modification aimed to polish and restore cut content from the original game.","value":"Polish and restore cut content from the original game","date_granularity":null},{"field":"credits","source_url":"https://github.com/JoshuaMKW/Super-Mario-Eclipse/blob/main/README.md","evidence":"The project README asks users to credit JoshuaMK, CyrusLoS, and Eclipse Team for source code; it separately credits Eclipse Team for source assets.","value":["JoshuaMK","CyrusLoS","Eclipse Team"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_unofficial_Mario_media","wikipedia_title":"List of unofficial Mario media (Super Mario Eclipse section; no standalone article found)"},{"game_key":"Super Mario Galaxy","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Mario-Galaxy-283322.html","evidence":"Nintendo identifies Wii as the original game system; it lists Wii U separately as a later download release.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Mario-Galaxy-283322.html","evidence":"Nintendo UK lists 16 November 2007 for the Wii release.","value":"United Kingdom: 2007-11-16","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Mario-Galaxy-283322.html","evidence":"Nintendo’s official product taxonomy lists Action, Platformer, and Adventure.","value":"Action / platformer / adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Mario-Galaxy-283322.html","evidence":"Nintendo lists Nintendo as the developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Mario-Galaxy-283322.html","evidence":"Nintendo lists Nintendo as the publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Explore-Games/Characters-hub/Super-Mario-Hub/Super-Mario-Bros-Hub-Mario-Games-627604.html","evidence":"Nintendo’s official Super Mario games hub lists Super Mario Galaxy among the series’ games.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Mario+Galaxy","wikipedia_title":null},{"game_key":"Super Mario Galaxy (USA Wii RMGE01 revision 0)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy","evidence":"The article identifies the Wii as the game's original platform; the key specifies a Wii USA revision.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy","evidence":"The article credits Nintendo EAD Tokyo as developer of the original Wii game; later Shield and Switch versions have separate developers and are outside this key.","value":"Nintendo EAD Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy","evidence":"The article credits Nintendo as publisher of the original Wii game.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy","evidence":"The article lists platform and action-adventure as genres.","value":"Platform, action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy","evidence":"The Wii release table gives November 12, 2007 for North America, matching the regional qualifier in this Wii game key.","value":"North America: 2007-11-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy","wikipedia_title":"Super Mario Galaxy"},{"game_key":"Super Mario Galaxy 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2","evidence":"The article lists platform and action-adventure as genres.","value":["Platform","Action-adventure"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2","evidence":"The article identifies Wii as the original platform.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2","evidence":"The article credits Nintendo EAD Tokyo as developer.","value":"Nintendo EAD Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2","evidence":"The infobox places Super Mario Galaxy 2 in the Super Mario series.","value":"Super Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2","evidence":"The release table gives May 23, 2010 as the North American Wii release date.","value":"2010-05-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Mario+Galaxy+2","wikipedia_title":null},{"game_key":"Super Mario Kart (USA v1.0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Kart","evidence":"The infobox classifies Super Mario Kart as a kart racing game.","value":"Kart racing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Kart","evidence":"The article lists Super Nintendo Entertainment System as the game's platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Kart","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Kart","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Kart","evidence":"The infobox places Super Mario Kart in the Mario Kart series.","value":"Mario Kart","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Kart","evidence":"The article gives September 1, 1992 as the North American release date; it does not distinguish the v1.0 cartridge revision.","value":"1992-09-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Mario+Kart+%28USA+v1.0%29","wikipedia_title":null},{"game_key":"Super Mario Land","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land","evidence":"The article credits Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land","evidence":"The article identifies Game Boy as the platform.","value":"Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land","evidence":"The article classifies Super Mario Land as a platform game.","value":"Platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Land","wikipedia_title":"Super Mario Land"},{"game_key":"Super Mario Land 2: 6 Golden Coins","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","evidence":"The article classifies the game as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","evidence":"The infobox credits Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","evidence":"The article identifies Game Boy as the original platform.","value":"Game Boy","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","evidence":"The article identifies it as part of the Super Mario series.","value":"Super Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","evidence":"The article gives October 21, 1992 as the Japanese release date.","value":"Japan: 1992-10-21","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins","wikipedia_title":"Super Mario Land 2: 6 Golden Coins"},{"game_key":"Super Mario Odyssey","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Odyssey","evidence":"The article lists platform and action-adventure as genres.","value":["Platform","Action-adventure"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Odyssey","evidence":"The article identifies Nintendo Switch as the original platform.","value":"Nintendo Switch","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Odyssey","evidence":"The article credits Nintendo EPD as developer.","value":"Nintendo EPD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Odyssey","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Odyssey","evidence":"The infobox places Super Mario Odyssey in the Super Mario series.","value":"Super Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Odyssey","evidence":"The article gives October 27, 2017 as the game's release date.","value":"2017-10-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Mario+Odyssey","wikipedia_title":null},{"game_key":"Super Mario Strikers","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Mario-Smash-Football-268335.html","evidence":"Nintendo UK identifies Mario Smash Football, the European release of Super Mario Strikers, as a GameCube game.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Mario-Smash-Football-268335.html","evidence":"Nintendo UK lists the GameCube release date as 18 November 2005.","value":"United Kingdom: 2005-11-18","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Mario-Smash-Football-268335.html","evidence":"Nintendo categorizes the European release as Football.","value":"Sports / football","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Mario-Smash-Football-268335.html","evidence":"Nintendo credits Next Level Games as developer.","value":"Next Level Games","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Mario-Smash-Football-268335.html","evidence":"Nintendo credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Mario-Smash-Football-268335.html","evidence":"Nintendo’s official UK page lists the European GameCube release under the title Mario Smash Football.","value":"Mario Smash Football (European title)","date_granularity":null},{"field":"series","source_url":"https://iwataasks.nintendo.com/interviews/3ds/luigis-mansion-dark-moon/0/0/","evidence":"Nintendo’s Iwata Asks interview states Mario Strikers is a series whose first game was Super Mario Strikers.","value":"Mario Strikers","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Strikers","wikipedia_title":"Super Mario Strikers"},{"game_key":"Super Mario Sunshine","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Mario-Sunshine-268918.html","evidence":"Nintendo lists GameCube as the system and 2002 as its release year.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Mario-Sunshine-268918.html","evidence":"Nintendo gives European release date 4 October 2002.","value":"2002-10-04 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Mario-Sunshine-268918.html","evidence":"Nintendo’s product taxonomy lists Action, Adventure.","value":"Action, adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Mario-Sunshine-268918.html","evidence":"Nintendo product listing identifies developer and publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Mario-Sunshine-268918.html","evidence":"Nintendo’s official product listing credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Explore-Games/Characters-hub/Super-Mario-Hub/Super-Mario-Bros-Hub-Mario-Games-627604.html","evidence":"Nintendo’s official Super Mario games hub lists Super Mario Sunshine among the series’ games.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_Sunshine","wikipedia_title":"Super Mario Sunshine"},{"game_key":"Super Mario World","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/Super-Mario-World-752133.html","evidence":"Nintendo calls it Mario and Luigi’s first Super NES adventure and separately lists later Virtual Console editions.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/Super-Mario-World-752133.html","evidence":"Nintendo product taxonomy lists Platformer.","value":"Platformer","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/Super-Mario-World-752133.html","evidence":"Nintendo copyright line is © 1990–1991 Nintendo.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2017/October/Nintendo-Classic-Mini-SNES-developer-interview-Volume-5-Super-Mario-World-and-Super-Mario-World-2-Yoshi-s-Island-1290850.html","evidence":"Nintendo’s developer interview says Super Mario World launched in Japan in November 1990, simultaneously with Super Famicom.","value":"Japan: 1990-11","date_granularity":"month"},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Explore-Games/Characters-hub/Super-Mario-Hub/Super-Mario-Bros-Hub-Mario-Games-627604.html","evidence":"Nintendo’s official Super Mario games hub lists Super Mario World among the Super Mario games.","value":"Super Mario","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Mario_World","wikipedia_title":"Super Mario World"},{"game_key":"Super Metroid","facts":[{"field":"canonical_name","source_url":"https://metroid.nintendo.com/dread/story/","evidence":"Nintendo’s official Metroid chronology labels this game Super Metroid.","value":"Super Metroid","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/Super-Metroid-279613.html","evidence":"Nintendo’s game listing identifies Super Nintendo Entertainment System as the original system; Wii/Wii U/3DS entries are re-releases.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://metroid.nintendo.com/dread/story/","evidence":"Nintendo’s official Metroid chronology gives year 1994.","value":"1994","date_granularity":"year"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/Super-Metroid-279613.html","evidence":"Nintendo’s product taxonomy lists Action, Platformer.","value":"Action, platformer","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Metroid-Other-M/Iwata-Asks-Yoshio-Sakamoto-Hironobu-Sakaguchi/4-Games-in-the-Sakaguchi-household/4-Games-in-the-Sakaguchi-household-218158.html","evidence":"Nintendo describes Super Metroid as the third game in the Metroid series.","value":"Metroid","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Metroid","wikipedia_title":"Super Metroid"},{"game_key":"Super Monkey Ball","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball_(video_game)","evidence":"The article lists platform and party as genres.","value":["Platform","Party"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball_(video_game)","evidence":"The article distinguishes the GameCube release titled Super Monkey Ball from the preceding arcade game Monkey Ball.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball_(video_game)","evidence":"The article credits Amusement Vision as developer.","value":"Amusement Vision","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball_(video_game)","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball_(video_game)","evidence":"The article identifies Super Monkey Ball as the game that started the series.","value":"Super Monkey Ball","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball_(video_game)","evidence":"The article gives November 18, 2001 as the North American GameCube release date.","value":"2001-11-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Monkey_Ball","wikipedia_title":"Super Monkey Ball"},{"game_key":"Super Paper Mario","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Paper_Mario","evidence":"The article lists action role-playing and platform as genres.","value":["Action role-playing","Platform"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Paper_Mario","evidence":"The article identifies Wii as the game's platform.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Paper_Mario","evidence":"The article credits Intelligent Systems as developer.","value":"Intelligent Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Paper_Mario","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Paper_Mario","evidence":"The article identifies Super Paper Mario as the third installment in the Paper Mario series.","value":"Paper Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Paper_Mario","evidence":"The article gives April 9, 2007 as the North American release date.","value":"2007-04-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Paper+Mario","wikipedia_title":null},{"game_key":"Super Puzzle Fighter 2X","facts":[{"field":"canonical_name","source_url":"https://game.capcom.com/manual/CFC/en/ps4/page/8/1","evidence":"Capcom’s official manual uses the English title and describes competitive gem-stacking puzzle play; it does not establish the specific original Japanese release/version mapping.","value":"Super Puzzle Fighter II Turbo (localized title); Japanese catalog title requires region check","date_granularity":null},{"field":"genre","source_url":"https://game.capcom.com/manual/CFC/en/ps4/page/8/1","evidence":"Capcom’s manual explains placing/breaking colored gems to send counter-gems to an opponent.","value":"Competitive puzzle game","date_granularity":null},{"field":"other","source_url":"https://game.capcom.com/manual/CFC/en/ps4/page/8/1","evidence":"Source is an official later collection manual and documents current gameplay, not original 1996 arcade release metadata.","value":"Later Capcom Fighting Collection manual; modern PS4 control notes are not the original platform/date.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Puzzle+Fighter+2X","wikipedia_title":null},{"game_key":"Super Robot Pinball","facts":[{"field":"original_platform","source_url":"https://www.jupiter.co.jp/e/product/game/gb/suparobo.php","evidence":"Jupiter’s official product page lists Game Boy Color as the model.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.jupiter.co.jp/e/product/game/gb/suparobo.php","evidence":"Jupiter lists February 23, 2001 as the release date.","value":"2001-02-23","date_granularity":"day"},{"field":"publisher","source_url":"https://www.jupiter.co.jp/e/product/game/gb/suparobo.php","evidence":"Jupiter’s product listing names Media Factory as publisher.","value":"Media Factory","date_granularity":null},{"field":"genre","source_url":"https://www.jupiter.co.jp/e/product/game/gb/suparobo.php","evidence":"Jupiter lists pinball as the genre.","value":"Pinball","date_granularity":null},{"field":"gameplay_summary","source_url":"https://www.jupiter.co.jp/e/product/game/gb/suparobo.php","evidence":"Jupiter’s official overview describes the flipper-based play, boss encounters, super robot battles, and score/condition goals.","value":"Flip the ball to reveal enemy bosses, battle them with super robots, and clear conditions to pursue a high score.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Super+Robot+Pinball+Game+Boy+Color","wikipedia_title":"Search Wikipedia for Super Robot Pinball Game Boy Color"},{"game_key":"Super Robot Taisen 64","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article identifies Nintendo 64 as the platform and says the game was released only in Japan.","value":"Nintendo 64 (Japan)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article classifies the game as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article’s infobox credits A.I. as developer.","value":"A.I.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article’s infobox credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article lists October 29, 1999 as the Japanese release date.","value":"Japan: 1999-10-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","wikipedia_title":"Super Robot Wars 64"},{"game_key":"Super Robot Taisen Alpha","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Taisen_Alpha","evidence":"The article classifies Super Robot Taisen Alpha as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Taisen_Alpha","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Taisen_Alpha","evidence":"The article credits Banpresoft as developer.","value":"Banpresoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Taisen_Alpha","evidence":"The article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Taisen_Alpha","evidence":"The infobox places the game in the Super Robot Wars series.","value":"Super Robot Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Taisen_Alpha","evidence":"The article gives May 25, 2000 as the Japanese PlayStation release date.","value":"2000-05-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen+Alpha","wikipedia_title":null},{"game_key":"Super Robot Taisen D","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The list places Super Robot Wars D in its tactical role-playing games section.","value":"Tactical role-playing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The entry lists Game Boy Advance as the system for Super Robot Wars D.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The entry credits A.I as developer.","value":"A.I","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The Game Boy Advance games list credits Banpresto as publisher for Super Robot Wars D.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The list identifies its titles as entries in the Super Robot Wars franchise.","value":"Super Robot Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The list gives August 8, 2003 as the Japanese release date.","value":"2003-08-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen+D","wikipedia_title":null},{"game_key":"Super Robot Taisen OG Saga: Masou Kishin – The Lord of Elemental","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_Gaiden:_Mas%C5%8D_Kishin_%E2%80%93_The_Lord_of_Elemental","evidence":"The article classifies The Lord of Elemental as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_Gaiden:_Mas%C5%8D_Kishin_%E2%80%93_The_Lord_of_Elemental","evidence":"The article says the game was remade for Nintendo DS under the OG Saga name and later bundled in a PSP version.","value":["Nintendo DS","PlayStation Portable"],"date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_Gaiden:_Mas%C5%8D_Kishin_%E2%80%93_The_Lord_of_Elemental","evidence":"The article identifies the Nintendo DS remake by the Super Robot Wars OG Saga title.","value":"Super Robot Wars OG Saga: Masō Kishin","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_Gaiden:_Mas%C5%8D_Kishin_%E2%80%93_The_Lord_of_Elemental","evidence":"The article places the game in the Super Robot Wars series.","value":"Super Robot Wars","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen+OG+Saga%3A+Masou+Kishin+%E2%80%93+The+Lord+of+Elemental","wikipedia_title":null},{"game_key":"Super Robot Taisen R","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_R","evidence":"The article classifies Super Robot Wars R as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_R","evidence":"The article identifies Game Boy Advance as the game's platform.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_R","evidence":"The infobox credits Banpresoft and AI as developers.","value":["Banpresoft","AI"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_R","evidence":"The infobox credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_R","evidence":"The article identifies the game as part of the Super Robot Wars franchise.","value":"Super Robot Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_R","evidence":"The article gives August 2, 2002 as the Japanese release date.","value":"2002-08-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen+R","wikipedia_title":null},{"game_key":"Super Robot Taisen Z (PS2 Japan SLPS-25887 v1.04)","facts":[{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_2_games_(L%E2%80%93Z)","evidence":"The article is a list of PlayStation 2 games and includes Super Robot Wars Z.","value":"PlayStation 2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_2_games_(L%E2%80%93Z)","evidence":"The list entry credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_PlayStation_2_games_(L%E2%80%93Z)","evidence":"The list entry gives September 25, 2008 as the Japanese release date; it does not identify the SLPS-25887 v1.04 disc revision.","value":"2008-09-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen+Z+%28PS2+Japan+SLPS-25887+v1.04%29","wikipedia_title":null},{"game_key":"Super Robot Taisen: Link Battler","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gbc/577926-super-robot-taisen-link-battler/data","evidence":"The GameFAQs release record identifies Game Boy Color as the platform.","value":"Game Boy Color","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/262670/super-robot-taisen-link-battler/","evidence":"MobyGames categorizes the game as strategy/tactics with turn-based strategy gameplay.","value":"Strategy / tactics","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gbc/577926-super-robot-taisen-link-battler/data","evidence":"The GameFAQs title record credits Amble as developer.","value":"Amble","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gbc/577926-super-robot-taisen-link-battler/data","evidence":"The GameFAQs release record identifies Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/262670/super-robot-taisen-link-battler/","evidence":"MobyGames dates the Game Boy Color release to October 1, 1999.","value":"Japan: 1999-10-01","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen%3A+Link+Battler","wikipedia_title":null},{"game_key":"Super Robot Taisen: Original Generation Gaiden","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_OG_Gaiden","evidence":"The article classifies Super Robot Wars OG Gaiden as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_OG_Gaiden","evidence":"The article identifies PlayStation 2 as the game's platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_OG_Gaiden","evidence":"The article credits Banpresoft as developer.","value":"Banpresoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_OG_Gaiden","evidence":"The article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_OG_Gaiden","evidence":"The article describes the game as a direct sequel in the Original Generation sub-series.","value":"Super Robot Wars: Original Generation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_OG_Gaiden","evidence":"The article identifies 2007 as the game's release year.","value":"2007","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Taisen%3A+Original+Generation+Gaiden","wikipedia_title":null},{"game_key":"Super Robot Wars 4 / Dai 4 Ji Super Robot Taisen","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The article classifies 4th Super Robot Wars as a tactical RPG.","value":"Tactical RPG","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The article identifies Super Famicom as the original platform.","value":"Super Famicom","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The article credits Banpresto and Winky Soft with developing the game.","value":["Banpresto","Winky Soft"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The article identifies this title as an entry in the Super Robot Wars series.","value":"Super Robot Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The article gives March 17, 1995 as the first Japanese release date.","value":"1995-03-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Wars+4+%2F+Dai+4+Ji+Super+Robot+Taisen","wikipedia_title":null},{"game_key":"Super Robot Wars 64 (Japan Rev. 0)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article classifies Super Robot Wars 64 as a tactical role-playing game.","value":"Tactical role-playing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article identifies Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The infobox credits AI as developer.","value":"AI","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The infobox credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article identifies Super Robot Wars 64 as part of the Super Robot Wars series.","value":"Super Robot Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","evidence":"The article gives October 29, 1999 as the Japanese release date; it does not distinguish the cartridge revision.","value":"1999-10-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Robot_Wars_64","wikipedia_title":"Super Robot Wars 64"},{"game_key":"Super Robot Wars F","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The list places Super Robot Wars F in its tactical role-playing games section.","value":"Tactical role-playing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The list records the Sega Saturn and PlayStation releases of Super Robot Wars F.","value":["Sega Saturn","PlayStation"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The combined 4th Super Robot Wars article credits Winkysoft for the F releases.","value":"Winkysoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The combined 4th Super Robot Wars article credits Banpresto as publisher.","value":"Banpresto","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/List_of_Super_Robot_Wars_video_games","evidence":"The list identifies F as an entry in the Super Robot Wars franchise.","value":"Super Robot Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/4th_Super_Robot_Wars","evidence":"The combined article gives September 25, 1997 as the Japanese Sega Saturn release date of F.","value":"1997-09-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Robot+Wars+F","wikipedia_title":null},{"game_key":"Super Smash Bros.","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Super-Smash-Bros-269756.html","evidence":"Nintendo describes this as the original Nintendo tournament fighter and identifies Nintendo 64 as its original platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Super-Smash-Bros-269756.html","evidence":"Nintendo classifies the game as Fighting.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Super-Smash-Bros-269756.html","evidence":"Nintendo credits HAL Laboratory, Inc. as the developer.","value":"HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Super-Smash-Bros-269756.html","evidence":"Nintendo credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/Super-Smash-Bros-269756.html","evidence":"Nintendo calls this the original Super Smash Bros. tournament fighter and contrasts it with its GameCube follow-up, Melee.","value":"Super Smash Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros.","wikipedia_title":"Super Smash Bros."},{"game_key":"Super Smash Bros. (Nintendo 64 North American v1.0; ROM product code NALE)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros.","evidence":"The Wikipedia infobox lists developer as HAL Laboratory (1999–2008)Sora Ltd. (2008–present)Bandai Namco Studios (2014–present).","value":"HAL Laboratory (1999–2008)Sora Ltd. (2008–present)Bandai Namco Studios (2014–present)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros.","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros.","evidence":"The Wikipedia infobox lists original platform as Nintendo 64GameCubeWiiNintendo 3DSWii UNintendo Switch.","value":"Nintendo 64GameCubeWiiNintendo 3DSWii UNintendo Switch","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros.","evidence":"The Wikipedia infobox lists genre as Platform fighting.","value":"Platform fighting","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros.","wikipedia_title":"Super Smash Bros."},{"game_key":"Super Smash Bros. (Nintendo 64, US and Japanese releases)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The article classifies the game as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The infobox credits HAL Laboratory as developer.","value":"HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The article identifies this as the first game in the Super Smash Bros. series.","value":"Super Smash Bros.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The article gives January 21, 1999 as the Japanese release date.","value":"Japan: 1999-01-21","date_granularity":"day"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","evidence":"The article gives April 26, 1999 as the North American release date.","value":"North America: 1999-04-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)","wikipedia_title":"Super Smash Bros. (video game)"},{"game_key":"Super Smash Bros. Brawl","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Smash-Bros-Brawl-283366.html","evidence":"Nintendo identifies Wii as the system for the original Brawl release.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Smash-Bros-Brawl-283366.html","evidence":"Nintendo UK lists 27 June 2008 for the Wii release.","value":"United Kingdom: 2008-06-27","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Smash-Bros-Brawl-283366.html","evidence":"Nintendo categorizes Brawl as Action and Fighting.","value":"Action / fighting","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Smash-Bros-Brawl-283366.html","evidence":"Nintendo lists Sora as developer.","value":"Sora","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Smash-Bros-Brawl-283366.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Wii/Super-Smash-Bros-Brawl-283366.html","evidence":"Nintendo describes Brawl as the latest game in the Super Smash Bros. series.","value":"Super Smash Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Smash+Bros.+Brawl","wikipedia_title":null},{"game_key":"Super Smash Bros. Melee","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Smash-Bros-Melee-268951.html","evidence":"Nintendo lists its GameCube system release.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Smash-Bros-Melee-268951.html","evidence":"Nintendo lists 24 May 2002 for the European GameCube release.","value":"2002-05-24 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Smash-Bros-Melee-268951.html","evidence":"Nintendo classifies it as Action, Fighting and describes four-player fighter combat.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Smash-Bros-Melee-268951.html","evidence":"Nintendo lists developer and publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Smash-Bros-Melee-268951.html","evidence":"Nintendo’s official product listing credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Super-Smash-Bros-Melee-268951.html","evidence":"Nintendo compares Melee’s gameplay premise with the original Super Smash Bros. and identifies it as the next entry.","value":"Super Smash Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","wikipedia_title":"Super Smash Bros. Melee"},{"game_key":"Super Smash Bros. Melee (USA revision 2, GALE01)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","evidence":"The Wikipedia infobox lists developer as HAL Laboratory.","value":"HAL Laboratory","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","evidence":"The Wikipedia infobox lists original platform as GameCube.","value":"GameCube","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","evidence":"The Wikipedia infobox lists genre as Fighting.","value":"Fighting","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","evidence":"The Wikipedia infobox lists series as Super Smash Bros..","value":"Super Smash Bros.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","evidence":"The Wikipedia infobox release schedule explicitly lists North America: December 3, 2001.","value":"North America: December 3, 2001","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee","wikipedia_title":"Super Smash Bros. Melee"},{"game_key":"Super Smash Bros. Ultimate","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Smash-Bros-Ultimate-1395713.html","evidence":"Nintendo identifies Nintendo Switch as the system for the original game-card release.","value":"Nintendo Switch","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Smash-Bros-Ultimate-1395713.html","evidence":"Nintendo UK lists 7 December 2018 for the Switch release.","value":"United Kingdom: 2018-12-07","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Smash-Bros-Ultimate-1395713.html","evidence":"Nintendo’s official product taxonomy lists Action and Fighting.","value":"Action / fighting","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Smash-Bros-Ultimate-1395713.html","evidence":"Nintendo lists the three credited developers.","value":"Nintendo / Sora Ltd. / BANDAI NAMCO Studios Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Smash-Bros-Ultimate-1395713.html","evidence":"Nintendo lists Nintendo as publisher.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","wikipedia_title":"Super Smash Bros. Ultimate"},{"game_key":"Super Smash Bros. Ultimate (Nintendo Switch, patch 13.0.4, NX64/AArch64)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","evidence":"The Wikipedia infobox lists developer as Bandai Namco StudiosSora Ltd..","value":"Bandai Namco StudiosSora Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","evidence":"The Wikipedia infobox lists original platform as Nintendo Switch.","value":"Nintendo Switch","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","evidence":"The Wikipedia infobox lists genre as Fighting.","value":"Fighting","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","evidence":"The Wikipedia infobox lists series as Super Smash Bros..","value":"Super Smash Bros.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Smash_Bros._Ultimate","wikipedia_title":"Super Smash Bros. Ultimate"},{"game_key":"Super Soccer","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Soccer","evidence":"The article identifies Super NES as platform and says the Japanese release was for Super Famicom.","value":"Super Nintendo Entertainment System / Super Famicom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Soccer","evidence":"The infobox classifies the title as sports and football (soccer).","value":"Sports; football (soccer)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Soccer","evidence":"The article credits Human Entertainment as developer.","value":"Human Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Soccer","evidence":"The article lists Human Entertainment as Japanese publisher and Nintendo as worldwide publisher outside Japan.","value":"Human Entertainment (Japan); Nintendo (international)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Soccer","evidence":"The article gives the Japanese date as December 13, 1991, North America as May 1992, and Europe as April 1992.","value":"Japan: 1991-12-13; North America: 1992-05; Europe: 1992-04","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Soccer","wikipedia_title":"Super Soccer"},{"game_key":"Super Solvers: Gizmos & Gadgets! (Windows)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Gizmos_%26_Gadgets!","evidence":"The article lists platform, puzzle, and racing among the game's genres.","value":["Platform","Puzzle","Racing"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Gizmos_%26_Gadgets!","evidence":"The article says the CD release added Windows 95 compatibility.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Gizmos_%26_Gadgets!","evidence":"The article credits The Learning Company as developer.","value":"The Learning Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Gizmos_%26_Gadgets!","evidence":"The article credits The Learning Company as publisher.","value":"The Learning Company","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Gizmos_%26_Gadgets!","evidence":"The article identifies Gizmos & Gadgets as a 1993 game.","value":"1993","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Super+Solvers%3A+Gizmos+%26+Gadgets%21+%28Windows%29","wikipedia_title":null},{"game_key":"Super Street Fighter II Turbo Revival","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Street_Fighter_II_Turbo","evidence":"The article identifies Turbo Revival as a Game Boy Advance port of Super Street Fighter II Turbo.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Street_Fighter_II_Turbo","evidence":"The article gives the Japanese release date for the GBA Revival edition as July 13, 2001.","value":"2001-07-13","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Super_Street_Fighter_II_Turbo","evidence":"The article identifies the Revival version as a Capcom port.","value":"Capcom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Street_Fighter_II_Turbo","evidence":"The article describes the underlying title and its Revival port as a fighting game.","value":"Fighting","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Super_Street_Fighter_II_Turbo","wikipedia_title":"Super Street Fighter II Turbo"},{"game_key":"SuperTuxKart","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/SuperTuxKart","evidence":"The infobox classifies SuperTuxKart as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/SuperTuxKart","evidence":"The article credits the SuperTuxKart Team as developer.","value":"SuperTuxKart Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/SuperTuxKart","evidence":"The article lists the SuperTuxKart Team as publisher.","value":"SuperTuxKart Team","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/SuperTuxKart","evidence":"The article lists these platforms and identifies the Switch release as homebrew.","value":["Linux","macOS","Windows","Android","iOS (beta)","Nintendo Switch (homebrew)"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/SuperTuxKart","evidence":"The article gives August 6, 2007 as the initial release date.","value":"2007-08-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/SuperTuxKart","wikipedia_title":"SuperTuxKart"},{"game_key":"Supported PC adventure games (multi-engine)","facts":[{"field":"game_scope","source_url":"https://docs.scummvm.org/en/v2026.4.0/index.html","evidence":"The official documentation says ScummVM supports classic point-and-click adventure games, text adventures, and RPGs, and notes that its supported library spans many titles.","value":"A multi-title set of adventure games supported by ScummVM across multiple game engines.","date_granularity":null},{"field":"genre","source_url":"https://docs.scummvm.org/en/v2026.4.0/index.html","evidence":"The official project documentation names graphic point-and-click adventures, text adventures, and RPGs as supported game types.","value":"Adventure games; ScummVM’s wider supported library also includes text adventures and RPGs.","date_granularity":null},{"field":"original_platform","source_url":"https://docs.scummvm.org/en/v2026.1.0/settings/game.html","evidence":"The official settings documentation defines Platform as the original platform of the selected game, so this multi-title group has no single platform value.","value":"Varies by game; ScummVM records an original platform for each title.","date_granularity":null},{"field":"notable_context","source_url":"https://docs.scummvm.org/en/v2026.4.0/index.html","evidence":"The official overview explains that ScummVM replaces the executables shipped with games and uses their game data files.","value":"ScummVM replaces original game executables and runs the supplied game data on supported devices.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/ScummVM","wikipedia_title":"ScummVM"},{"game_key":"Suzumiya Haruhi no Chokuretsu (The Series of Haruhi Suzumiya)","facts":[{"field":"canonical_name","source_url":"https://www.sega.jp/game/find/?page=23","evidence":"SEGA’s official product list gives the title 涼宮ハルヒの直列.","value":"涼宮ハルヒの直列 (Suzumiya Haruhi no Chokuretsu)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ds/949766-suzumiya-haruhi-no-chokuretsu/answers/1-how-long-does-it-take-to-beat-this-game","evidence":"GameFAQs classifies the DS title as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.sega.jp/game/find/?page=23","evidence":"SEGA’s official product list identifies the game as a DS release.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.sega.jp/game/find/?page=23","evidence":"SEGA lists May 28, 2009 as the Japanese release date.","value":"Japan: 2009-05-28","date_granularity":"day"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ds/949766-suzumiya-haruhi-no-chokuretsu/answers/1-how-long-does-it-take-to-beat-this-game","evidence":"GameFAQs credits SEGA as developer and publisher.","value":"SEGA","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ds/949766-suzumiya-haruhi-no-chokuretsu/answers/1-how-long-does-it-take-to-beat-this-game","evidence":"GameFAQs credits SEGA as developer and publisher.","value":"SEGA","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Suzumiya%20Haruhi%20no%20Chokuretsu%20%28The%20Series%20of%20Haruhi%20Suzumiya%29","wikipedia_title":null},{"game_key":"Sword of 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Japan: December 16, 1989.","value":"Japan: December 16, 1989","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Sword_of_Vermilion","wikipedia_title":"Sword of Vermilion"},{"game_key":"Syndicate","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","evidence":"The article identifies the Bullfrog game released in 1993, distinguishing it from later games also titled Syndicate.","value":"Syndicate (1993)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","evidence":"The article describes Syndicate as an isometric real-time tactics and strategic game.","value":"Real-time tactics and strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","evidence":"The infobox credits Bullfrog Productions as developer.","value":"Bullfrog 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series.","value":"Syndicate","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","wikipedia_title":"Syndicate (1993 video game)"},{"game_key":"Syndicate (Bullfrog, DOS/PC)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","evidence":"The article classifies Syndicate as an isometric real-time tactics game.","value":"Real-time tactics","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","evidence":"The article says the game was initially released for MS-DOS and Amiga.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)","evidence":"The article credits Bullfrog Productions as developer.","value":"Bullfrog 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SCUS-94240)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_(video_game)","evidence":"The article identifies Eidetic as developer of the original PlayStation game.","value":"Eidetic","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_(video_game)","evidence":"The article lists 989 Studios as publisher for North America, matching the USA game image supported by this project.","value":"989 Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_(video_game)","evidence":"The article classifies the 1999 game as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_(video_game)","evidence":"The article identifies PlayStation as the game’s original platform.","value":"PlayStation","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_(video_game)","evidence":"The article lists February 16, 1999 as the North American release date; the project targets the USA v1.1 disc.","value":"North America: 1999-02-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Syphon_Filter_(video_game)","wikipedia_title":"Syphon Filter (video game)"},{"game_key":"Syphon Filter 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","evidence":"The article classifies Syphon Filter 2 as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","evidence":"The article identifies PlayStation as the game's platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","evidence":"The article credits Eidetic as developer.","value":"Eidetic","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","evidence":"The infobox places the game in the Syphon Filter series.","value":"Syphon Filter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","evidence":"The article gives March 14, 2000 as the North American release date.","value":"2000-03-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Syphon_Filter_2","wikipedia_title":"Syphon Filter 2"},{"game_key":"Syphon Filter: The Omega Strain (PS2 NTSC-U SCUS_972.64)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter:_The_Omega_Strain","evidence":"The article classifies The Omega Strain as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter:_The_Omega_Strain","evidence":"The article identifies PlayStation 2 as the game's platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter:_The_Omega_Strain","evidence":"The article credits Sony Computer Entertainment America as developer.","value":"Sony Computer Entertainment America","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Syphon_Filter:_The_Omega_Strain","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer 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game.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article lists MS-DOS among the original game platforms.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article credits LookingGlass Technologies as developer.","value":"LookingGlass Technologies","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article credits Origin Systems as publisher.","value":"Origin Systems","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article identifies System Shock as a 1994 game.","value":"1994","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/System_Shock","wikipedia_title":"System Shock"},{"game_key":"System Shock (compatible original CD-ROM or Enhanced Edition resources; floppy data unsupported)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article describes System Shock as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article identifies MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article credits LookingGlass Technologies as developer.","value":"LookingGlass Technologies","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article credits Origin Systems as publisher.","value":"Origin Systems","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The infobox places the game in the System Shock series.","value":"System Shock","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/System_Shock","evidence":"The article identifies 1994 as the game's release year.","value":"1994","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/System_Shock","wikipedia_title":"System Shock"},{"game_key":"Tactics Ogre: Let Us Cling Together","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tactics_Ogre","evidence":"The article describes the 1995 original as a Super Famicom game before later Saturn and PlayStation ports.","value":"Super Famicom (Japan; Super NES)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tactics_Ogre","evidence":"The article classifies Let Us Cling Together as a tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tactics_Ogre","evidence":"The article identifies Quest Corporation as the original game’s developer.","value":"Quest Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tactics_Ogre","evidence":"The article’s original-release information credits Quest; later port publishers differ by system.","value":"Quest Corporation (original Super Famicom release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tactics_Ogre","evidence":"The article gives October 6, 1995 as the Japanese original release date.","value":"Japan: 1995-10-06","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tactics_Ogre","wikipedia_title":"Tactics Ogre"},{"game_key":"Taekwon-Do","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Taekwon-Do_(video_game)","evidence":"The article lists Fighting and Sports genres and describes tournament Taekwondo combat.","value":"Fighting / sports","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Taekwon-Do_(video_game)","evidence":"The article credits Human Entertainment as developer.","value":"Human Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Taekwon-Do_(video_game)","evidence":"The article credits Human Entertainment as publisher of the Japanese original.","value":"Human Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Taekwon-Do_(video_game)","evidence":"The article lists Super Famicom as the platform.","value":"Super Famicom","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/Taekwon-Do_(video_game)","evidence":"The article gives June 28, 1994 as the Japanese release date.","value":"1994-06-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Taekwon-Do_(video_game)","wikipedia_title":"Taekwon-Do (video game)"},{"game_key":"Tales of Phantasia: Full Voice Edition","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tales_of_Phantasia","evidence":"The Wikipedia infobox lists developer as Wolf Team.","value":"Wolf Team","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tales_of_Phantasia","evidence":"The Wikipedia infobox lists publisher as JP: Namco (SFC, PS, GBA)NA/EU: Nintendo (GBA)JP: Namco Bandai Games (PSP).","value":"JP: Namco (SFC, PS, GBA)NA/EU: Nintendo (GBA)JP: Namco Bandai Games (PSP)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tales_of_Phantasia","evidence":"The Wikipedia infobox lists original platform as Super Famicom, PlayStation, Game Boy Advance, PlayStation Portable, mobile phone, iOS.","value":"Super Famicom, PlayStation, Game Boy Advance, PlayStation Portable, mobile phone, iOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tales_of_Phantasia","evidence":"The Wikipedia infobox lists genre as Action role-playing.","value":"Action role-playing","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tales_of_Phantasia","evidence":"The Wikipedia infobox lists series as Tales.","value":"Tales","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tales_of_Phantasia","wikipedia_title":"Tales of Phantasia"},{"game_key":"Tama: Adventurous Ball in Giddy Labyrinth","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tama:_Adventurous_Ball_in_Giddy_Labyrinth","evidence":"The article lists both Sega Saturn and PlayStation, with the Saturn release preceding the PlayStation release.","value":"Sega Saturn (first release; later also on PlayStation)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tama:_Adventurous_Ball_in_Giddy_Labyrinth","evidence":"The article’s genre field lists platform and racing; its description explains the ball-and-labyrinth play.","value":"Platform; racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tama:_Adventurous_Ball_in_Giddy_Labyrinth","evidence":"The article credits Time Warner Interactive as developer.","value":"Time Warner Interactive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tama:_Adventurous_Ball_in_Giddy_Labyrinth","evidence":"The article credits Time Warner Interactive as publisher.","value":"Time Warner Interactive","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tama:_Adventurous_Ball_in_Giddy_Labyrinth","evidence":"The article gives November 22, 1994 for the Japanese Saturn release and December 3 for the later Japanese PlayStation version.","value":"Japan, Sega Saturn: 1994-11-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tama:_Adventurous_Ball_in_Giddy_Labyrinth","wikipedia_title":"Tama: Adventurous Ball in Giddy Labyrinth"},{"game_key":"Tank Battalion (Namco, 1980)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Tank_Battalion","wikipedia_title":"Tank Battalion"},{"game_key":"Tarot Mystery","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tarot_Mystery","evidence":"The article identifies the title as a Super Famicom game.","value":"Super Famicom","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tarot_Mystery","evidence":"The article classifies it as a non-game and describes tarot readings, questions, and on-screen interpretations.","value":"Tarot divination simulation / non-game utility","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tarot_Mystery","evidence":"The article credits Ukiyotei as developer.","value":"Ukiyotei","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tarot_Mystery","evidence":"The article credits Visit as publisher.","value":"Visit","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.super-famicom.jp/data/ta/ta_0053.html","evidence":"The Japanese Super Famicom catalog gives April 28, 1995 as release date and names Visit.","value":"Japan: 1995-04-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tarot_Mystery","wikipedia_title":"Tarot Mystery"},{"game_key":"Taxi 2 - The Game","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/73594/taxi-2/releases/","evidence":"MobyGames identifies the Dreamcast game as Taxi 2.","value":"Taxi 2","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/dreamcast/943645-taxi-2-le-jeu/data","evidence":"GameFAQs classifies the Dreamcast release as arcade automobile racing.","value":"Arcade racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/73594/taxi-2/releases/","evidence":"MobyGames lists a Dreamcast release of Taxi 2.","value":"Sega Dreamcast","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/73594/taxi-2/releases/","evidence":"MobyGames credits Blue Sphere as developer of the Dreamcast release.","value":"Blue Sphere (France)","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/73594/taxi-2/releases/","evidence":"MobyGames lists Ubisoft as publisher of the Dreamcast release.","value":"Ubisoft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Taxi%202%20-%20The%20Game","wikipedia_title":null},{"game_key":"Team Fortress 2","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Team_Fortress_2","evidence":"The article identifies Windows and Xbox 360 as the original October 2007 release platforms.","value":["Windows","Xbox 360"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Team_Fortress_2","evidence":"The article gives October 10, 2007 as the North American Windows/Xbox 360 release date.","value":"North America: 2007-10-10","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Team_Fortress_2","evidence":"The infobox and lead classify the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Team_Fortress_2","evidence":"The article credits Valve Corporation as developer.","value":"Valve Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Team_Fortress_2","evidence":"The article credits Valve as publisher.","value":"Valve Corporation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Team_Fortress_2","wikipedia_title":"Team Fortress 2"},{"game_key":"Team Innocent: The Point of No Return - G.C.P.O.SS","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/pcfx/587909-team-innocent-the-point-of-no-return/credit","evidence":"The GameFAQs record identifies PC-FX as the platform.","value":"PC-FX","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/pcfx/587909-team-innocent-the-point-of-no-return/credit","evidence":"The title record classifies the game as action adventure; MobyGames also describes an adventure game with action elements.","value":"Action adventure","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/pcfx/587909-team-innocent-the-point-of-no-return/credit","evidence":"The credits record identifies Hudson Soft as developer/publisher.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/pcfx/587909-team-innocent-the-point-of-no-return/credit","evidence":"The credits record identifies Hudson Soft as developer/publisher.","value":"Hudson Soft","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/42490/team-innocent-the-point-of-no-return/","evidence":"MobyGames gives December 23, 1994 as the PC-FX release date.","value":"Japan: 1994-12-23","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Team+Innocent%3A+The+Point+of+No+Return+-+G.C.P.O.SS","wikipedia_title":null},{"game_key":"Tech Romancer","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tech_Romancer","evidence":"The infobox lists fighting and mecha among Tech Romancer's genres.","value":["Fighting","Mecha"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tech_Romancer","evidence":"The article identifies the arcade version as the original release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tech_Romancer","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tech_Romancer","evidence":"The article credits Capcom as publisher of the Japanese and North American releases.","value":"Capcom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tech_Romancer","evidence":"The article identifies 1998 as the arcade release year.","value":"1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tech+Romancer","wikipedia_title":null},{"game_key":"Tecmo Super Bowl","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","evidence":"The article identifies the NES as the first release platform.","value":"NES","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","evidence":"The article lists the NES Japanese release as December 13, 1991.","value":"Japan: 1991-12-13","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","evidence":"The article classifies the game as sports and American football.","value":"Sports / American football","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","evidence":"The article credits Tecmo as developer.","value":"Tecmo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","evidence":"The article credits Tecmo as publisher.","value":"Tecmo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","evidence":"The infobox identifies Tecmo Bowl as the series.","value":"Tecmo Bowl","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tecmo_Super_Bowl","wikipedia_title":"Tecmo Super Bowl"},{"game_key":"Tekken 3 (PlayStation version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tekken_3","evidence":"The article lists PlayStation among the platforms and separately details the console release.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tekken_3","evidence":"The article lists the PlayStation release in Japan on March 26, 1998.","value":"Japan: 1998-03-26","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tekken_3","evidence":"The article classifies Tekken 3 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tekken_3","evidence":"The article credits Namco as developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tekken_3","evidence":"The article lists the PlayStation regional publishers by territory.","value":"Namco (Japan); Namco Hometek (North America); Sony Computer Entertainment (Europe)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tekken_3","evidence":"The article identifies Tekken as the series.","value":"Tekken","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tekken_3","wikipedia_title":"Tekken 3"},{"game_key":"Tekken 6 (Xbox 360 Europe multi-language release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tekken_6","evidence":"The article lists fighting and beat-'em-up as genres.","value":["Fighting","Beat 'em up"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Tekken_6","evidence":"The article lists Xbox 360 as a platform for the home version.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tekken_6","evidence":"The article credits Namco Bandai Games as developer.","value":"Namco Bandai Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tekken_6","evidence":"The article credits Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tekken_6","evidence":"The article gives October 30, 2009 as the European release date for the PlayStation 3 and Xbox 360 version.","value":"2009-10-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tekken_6","wikipedia_title":"Tekken 6"},{"game_key":"Tekken Tag Tournament 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article classifies Tekken Tag Tournament 2 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article says the arcade release preceded the console versions.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article credits Namco Bandai Games as developer.","value":"Namco Bandai Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article credits Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article identifies the game as an installment in the Tekken series.","value":"Tekken","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article identifies 2011 as the arcade release year.","value":"2011","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tekken+Tag+Tournament+2","wikipedia_title":null},{"game_key":"Tekken Tag Tournament 2 Wii U Edition (Europe, update v16)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article classifies Tekken Tag Tournament 2 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article identifies Wii U as the platform for Wii U Edition.","value":"Wii U","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article credits Namco Bandai Games as developer.","value":"Namco Bandai Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article credits Namco Bandai Games as publisher.","value":"Namco Bandai Games","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","evidence":"The article gives November 30, 2012 as the European Wii U Edition release date.","value":"2012-11-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tekken_Tag_Tournament_2","wikipedia_title":"Tekken Tag Tournament 2"},{"game_key":"Tempest","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tempest_(video_game)","evidence":"The article states that Tempest was developed for arcades and lists Arcade as a platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tempest_(video_game)","evidence":"The article lists the North American arcade release as October 1981.","value":"North America: 1981-10","date_granularity":"month"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tempest_(video_game)","evidence":"The infobox and lead classify Tempest as a tube shooter.","value":"Tube shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tempest_(video_game)","evidence":"The article credits Atari, Inc. as developer.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tempest_(video_game)","evidence":"The article credits Atari, Inc. as publisher.","value":"Atari, Inc.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tempest_(video_game)","wikipedia_title":"Tempest (video game)"},{"game_key":"Tenchu: Stealth Assassins (USA, SLUS-00706)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps/198911-tenchu-stealth-assassins/data","evidence":"GameFAQs identifies PlayStation as the platform for the US release with product ID SLUS-00706.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/198911-tenchu-stealth-assassins/data","evidence":"The US release row for product ID SLUS-00706 is dated August 31, 1998.","value":"North America: 1998-08-31","date_granularity":"day"},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/198911-tenchu-stealth-assassins/data","evidence":"GameFAQs classifies the game as Action Adventure > General.","value":"Action adventure","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/198911-tenchu-stealth-assassins/data","evidence":"GameFAQs credits Acquire as developer.","value":"Acquire","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/198911-tenchu-stealth-assassins/data","evidence":"The US release row for SLUS-00706 lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/ps/198911-tenchu-stealth-assassins/data","evidence":"GameFAQs lists Tenchu under franchises.","value":"Tenchu","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tenchu:_Stealth_Assassins","wikipedia_title":"Tenchu: Stealth Assassins"},{"game_key":"Tengai Makyou II: Manji Maru","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","evidence":"The article classifies the game as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","evidence":"The infobox credits Red Company as developer.","value":"Red Company","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","evidence":"The infobox lists Hudson Soft as publisher.","value":"Hudson Soft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","evidence":"The article identifies the PC Engine Super CD-ROM² as the original platform.","value":"PC Engine Super CD-ROM²","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","evidence":"The article identifies the game as part of the Tengai Makyō series.","value":"Tengai Makyō","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","evidence":"The article dates the original Japanese release to 1992; only year granularity is recorded.","value":"1992","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru","wikipedia_title":"Tengai Makyō II: Manji Maru"},{"game_key":"Tengai Makyou: Ziria","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","evidence":"The article identifies PC Engine CD-ROM² as the original platform.","value":"PC Engine CD-ROM²","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","evidence":"The article lists the PC Engine Japanese release on June 30, 1989.","value":"Japan: 1989-06-30","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","evidence":"The article classifies the game as role-playing.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","evidence":"The article credits Hudson Soft and Red Company as developers.","value":["Hudson Soft","Red Company"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","evidence":"The article credits Hudson Soft as publisher.","value":"Hudson Soft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","evidence":"The article lists Tengai Makyo as the series.","value":"Tengai Makyo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D:_Ziria","wikipedia_title":"Tengai Makyō: Ziria"},{"game_key":"Tenshi no Inai 12-gatsu / 天使不在的十二月 (GB18030 resource version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/December_When_There_Is_No_Angel","evidence":"The article lists visual novel as a genre.","value":"Visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/December_When_There_Is_No_Angel","evidence":"The article identifies Microsoft Windows as the platform.","value":"Microsoft Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/December_When_There_Is_No_Angel","evidence":"The article credits Leaf as developer.","value":"Leaf","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/December_When_There_Is_No_Angel","evidence":"The article credits Leaf as publisher.","value":"Leaf","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/December_When_There_Is_No_Angel","evidence":"The article gives September 26, 2003 as the Japanese release date.","value":"2003-09-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/December_When_There_Is_No_Angel","wikipedia_title":"December When There Is No Angel"},{"game_key":"Terranigma","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Terranigma","evidence":"The article classifies Terranigma as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Terranigma","evidence":"The article identifies Super Nintendo Entertainment System as the platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Terranigma","evidence":"The article credits Quintet as developer.","value":"Quintet","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Terranigma","evidence":"The article lists Enix for Japan and Nintendo for PAL regions.","value":["Enix","Nintendo"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Terranigma","evidence":"The article gives October 20, 1995 as the Japanese release date.","value":"1995-10-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Terranigma","wikipedia_title":null},{"game_key":"Terraria (Xbox 360 Edition)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Terraria","evidence":"The article classifies Terraria as action-adventure and describes it as a sandbox game.","value":["Action-adventure","Sandbox"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Terraria","evidence":"The article identifies Xbox 360 as a console platform for Terraria.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Terraria","evidence":"The article says Engine Software worked on the Xbox 360 and PlayStation 3 port.","value":"Engine Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Terraria","evidence":"The article says 505 Games participated in the console port and identifies it as the console publisher.","value":"505 Games","date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/Terraria","evidence":"The article gives March 27, 2013 as the Xbox 360 release date.","value":"2013-03-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Terraria","wikipedia_title":"Terraria"},{"game_key":"Terrors","facts":[{"field":"genre","source_url":"https://www.mobygames.com/game/228594/terrors/","evidence":"MobyGames classifies Terrors as an adventure and visual novel and describes it as horror-themed.","value":"Horror visual novel / adventure","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/228594/terrors/","evidence":"The WonderSwan game listing credits Megas as developer.","value":"Megas","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/228594/terrors/","evidence":"The WonderSwan game listing credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/228594/terrors/","evidence":"The source lists the Japanese release on WonderSwan.","value":"WonderSwan","date_granularity":null},{"field":"original_release_date","source_url":"https://www.mobygames.com/game/228594/terrors/","evidence":"MobyGames gives August 5, 1999 as the WonderSwan release date.","value":"1999-08-05","date_granularity":"day"},{"field":"notable_context","source_url":"https://www.mobygames.com/game/228594/terrors/","evidence":"The game description identifies six visual horror stories whose choices change their endings.","value":"The game contains six branching horror stories.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/List_of_WonderSwan_games","wikipedia_title":"List of WonderSwan games"},{"game_key":"Test Drive (1987)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","evidence":"The article lists these computer platforms for the original 1987 release.","value":["Amiga","Atari ST","Commodore 64","MS-DOS"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","evidence":"The article dates the original multi-platform release to 1987.","value":"Worldwide: 1987","date_granularity":"year"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","evidence":"The article classifies Test Drive as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","evidence":"The article credits Distinctive Software as developer.","value":"Distinctive Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","evidence":"The article identifies Accolade as worldwide publisher.","value":"Accolade","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","evidence":"The article lists Test Drive as the series.","value":"Test Drive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Test_Drive_(1987_video_game)","wikipedia_title":"Test Drive (1987 video game)"},{"game_key":"Test Drive Unlimited (2006, Xbox 360)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The infobox classifies the game as a racing game.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The infobox credits Eden Games with the Xbox 360 and Windows versions.","value":"Eden Games (Xbox 360 and Windows versions)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The infobox lists Atari as publisher of the original release.","value":"Atari","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article identifies Xbox 360 and Windows as the initial release platforms.","value":"Xbox 360; Microsoft Windows","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article identifies the game as an entry in the Test Drive series.","value":"Test Drive","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article identifies this as a 2006 game; regional exact dates are not recorded here.","value":"2006","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","wikipedia_title":"Test Drive Unlimited"},{"game_key":"Test Drive Unlimited (PC, MC 1.66A)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article classifies Test Drive Unlimited as a racing game.","value":"Racing","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article identifies Windows as a platform for the PC release.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article credits Eden Games with developing the Xbox 360 and Windows versions.","value":"Eden Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article credits Atari as publisher.","value":"Atari","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","evidence":"The article identifies Test Drive Unlimited as an entry in the Test Drive series.","value":"Test Drive","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Test_Drive_Unlimited","wikipedia_title":"Test Drive Unlimited"},{"game_key":"Tetris (1989 Game Boy release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article credits Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article identifies Game Boy as the platform.","value":"Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article classifies the Game Boy version as a puzzle game.","value":"Puzzle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","wikipedia_title":"Tetris (Game Boy video game)"},{"game_key":"Tetris (Game Boy DMG release)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article credits Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article identifies Game Boy as the platform.","value":"Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","evidence":"The article classifies the Game Boy version as a puzzle game.","value":"Puzzle","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","wikipedia_title":"Tetris (Game Boy video game)"},{"game_key":"Tetris (Game Boy)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/gameboy/585960-tetris/data/1000","evidence":"The title data and game detail identify the Game Boy version.","value":"Game Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/gameboy/585960-tetris/data/1000","evidence":"The Game Boy release table lists the Japan, US, and EU launch dates separately.","value":"Japan: 1989-06-14; North America: 1989-07-31; Europe: 1990-09-28","date_granularity":"day"},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gameboy/585960-tetris/data/1000","evidence":"GameFAQs classifies the game as Puzzle > Stacking.","value":"Puzzle / stacking","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gameboy/585960-tetris/data/1000","evidence":"GameFAQs credits Nintendo R&D1 as developer.","value":"Nintendo R&D1","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gameboy/585960-tetris/data/1000","evidence":"The regional Game Boy release records list Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/gameboy/585960-tetris/data/1000","evidence":"GameFAQs lists Tetris under franchises.","value":"Tetris","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tetris_(Game_Boy_video_game)","wikipedia_title":"Tetris (Game Boy video game)"},{"game_key":"Tetris: The Absolute – The Grand Master 2 Plus (Psikyo PS5V2 arcade)","facts":[{"field":"original_platform","source_url":"https://www.tetris.wiki/Tetris_The_Absolute_The_Grand_Master_2","evidence":"TetrisWiki describes TGM2+ as an arcade upgrade distributed as ROMs to arcade operators.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.tetris.wiki/Tetris_The_Absolute_The_Grand_Master_2","evidence":"TetrisWiki says Arika released the PLUS upgrade in December 2000.","value":"Japan: 2000-12","date_granularity":"month"},{"field":"genre","source_url":"https://www.tetris.wiki/Tetris_The_Absolute_The_Grand_Master_2","evidence":"TetrisWiki describes the game as a falling-block puzzle game.","value":"Puzzle / falling-block","date_granularity":null},{"field":"developer","source_url":"https://www.tetris.wiki/Tetris_The_Absolute_The_Grand_Master_2","evidence":"TetrisWiki credits Arika as developer.","value":"Arika","date_granularity":null},{"field":"publisher","source_url":"https://www.tetris.wiki/Tetris_The_Absolute_The_Grand_Master_2","evidence":"TetrisWiki credits Psikyo as publisher.","value":"Psikyo","date_granularity":null},{"field":"series","source_url":"https://www.tetris.wiki/Tetris_The_Absolute_The_Grand_Master_2","evidence":"TetrisWiki identifies TGM2 as the second installment in Arika’s TGM series.","value":"Tetris The Grand Master","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tetris+The+Absolute+The+Grand+Master+2+Plus+Psikyo+PS5V2+arcade+game","wikipedia_title":null},{"game_key":"Tetrisphere","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tetrisphere","evidence":"The article classifies Tetrisphere as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tetrisphere","evidence":"The infobox credits H2O Entertainment as developer.","value":"H2O Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tetrisphere","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tetrisphere","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tetrisphere","evidence":"The article associates the game with the Tetris franchise.","value":"Tetris","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tetrisphere","evidence":"The article gives August 11, 1997 as the North American release date.","value":"North America: 1997-08-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tetrisphere","wikipedia_title":"Tetrisphere"},{"game_key":"The 3rd Birthday (PSP, US ULUS10567)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_3rd_Birthday","evidence":"The infobox lists action role-playing and third-person shooter as genres.","value":["Action role-playing","Third-person shooter"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/The_3rd_Birthday","evidence":"The article identifies PlayStation Portable as the game's platform.","value":"PlayStation Portable","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_3rd_Birthday","evidence":"The article credits HexaDrive as developer.","value":"HexaDrive","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_3rd_Birthday","evidence":"The article credits Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_3rd_Birthday","evidence":"The infobox places The 3rd Birthday in the Parasite Eve series.","value":"Parasite Eve","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_3rd_Birthday","evidence":"The article gives March 29, 2011 as the North American release date.","value":"2011-03-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+3rd+Birthday+%28PSP%2C+US+ULUS10567%29","wikipedia_title":null},{"game_key":"The 7th Saga","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_7th_Saga","evidence":"The article lists the Super Nintendo Entertainment System as the platform.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_7th_Saga","evidence":"The article lists the Japanese release as April 23, 1993.","value":"Japan: 1993-04-23","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_7th_Saga","evidence":"The article classifies the title as role-playing.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_7th_Saga","evidence":"The article credits Produce! as developer.","value":"Produce!","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_7th_Saga","evidence":"The article credits Enix as publisher.","value":"Enix","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_7th_Saga","wikipedia_title":"The 7th Saga"},{"game_key":"The Addams Family","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/48690/the-addams-family/releases/","evidence":"MobyGames identifies the TurboGrafx CD title as The Addams Family.","value":"The Addams Family","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/48690/the-addams-family/releases/","evidence":"MobyGames classifies the CD release as an action game; GameFAQs labels it a 2D platformer.","value":"Action platformer","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/48690/the-addams-family/releases/","evidence":"MobyGames lists the original release platform as TurboGrafx CD.","value":"TurboGrafx-CD","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/48690/the-addams-family/releases/","evidence":"MobyGames records a 1991 United States TurboGrafx-CD release.","value":"United States: 1991","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/48690/the-addams-family/releases/","evidence":"MobyGames credits ICOM Simulations as developer.","value":"ICOM Simulations","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/48690/the-addams-family/releases/","evidence":"MobyGames lists NEC Technologies as publisher.","value":"NEC Technologies","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The%20Addams%20Family","wikipedia_title":null},{"game_key":"The Battle for Wesnoth","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Battle_for_Wesnoth","evidence":"The article describes Wesnoth as a turn-based strategy game.","value":"Turn-based strategy","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Battle_for_Wesnoth","evidence":"The article’s history identifies the first public release in 2003; the 2005 date in the infobox is specifically version 1.0.","value":"Worldwide: 2003","date_granularity":"year"},{"field":"developer","source_url":"https://wiki.wesnoth.org/Project","evidence":"The official project page says the project was created and is maintained by The Battle for Wesnoth Project, an international volunteer team.","value":"The Battle for Wesnoth Project","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Battle_for_Wesnoth","wikipedia_title":"The Battle for Wesnoth"},{"game_key":"The Binding of Isaac (original Flash game)","facts":[{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Binding_of_Isaac_(video_game)","evidence":"The article dates the original game to 2011.","value":"2011","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Binding_of_Isaac_(video_game)","evidence":"The article credits McMillen and Himsl with designing the original game.","value":"Edmund McMillen and Florian Himsl","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Binding_of_Isaac_(video_game)","evidence":"The article classifies the original game as roguelike action-adventure.","value":"Roguelike action-adventure","date_granularity":null},{"field":"edition_context","source_url":"https://en.wikipedia.org/wiki/The_Binding_of_Isaac_(video_game)","evidence":"The article distinguishes the original Flash game from Rebirth, which was rebuilt beyond Flash’s technical limits.","value":"The original game used Adobe Flash; the 2014 The Binding of Isaac: Rebirth is a separate remake.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Binding_of_Isaac_(video_game)","wikipedia_title":"The Binding of Isaac (video game)"},{"game_key":"The Binding of Isaac: Repentance","facts":[{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/","evidence":"Steam lists March 31, 2021 as the release date for Repentance.","value":"Worldwide: 2021-03-31","date_granularity":"day"},{"field":"genre","source_url":"https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/","evidence":"Steam classifies Repentance under Action, Adventure, and RPG.","value":"Action / adventure / role-playing","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/","evidence":"Steam lists Nicalis, Inc. and Edmund McMillen as developers.","value":["Nicalis, Inc.","Edmund McMillen"],"date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/","evidence":"Steam lists Nicalis, Inc. as publisher.","value":"Nicalis, Inc.","date_granularity":null},{"field":"series","source_url":"https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/","evidence":"Steam lists Binding of Isaac as the franchise.","value":"Binding of Isaac","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Binding+of+Isaac%3A+Repentance","wikipedia_title":null},{"game_key":"The Case of the Golden Idol","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Case_of_the_Golden_Idol","evidence":"The article classifies The Case of the Golden Idol as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Case_of_the_Golden_Idol","evidence":"The article says the game was originally released for PC, listing macOS and Windows.","value":["macOS","Windows"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Case_of_the_Golden_Idol","evidence":"The article credits Color Gray Games as developer.","value":"Color Gray Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Case_of_the_Golden_Idol","evidence":"The article credits Playstack as publisher.","value":"Playstack","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Case_of_the_Golden_Idol","evidence":"The article identifies the game as the first title in the Golden Idol series.","value":"The Golden Idol","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Case_of_the_Golden_Idol","evidence":"The article gives October 13, 2022 as the original PC release date.","value":"2022-10-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Case+of+the+Golden+Idol","wikipedia_title":null},{"game_key":"The Darkness","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The catalog target is the Xbox 360 release, which the article lists as an original platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article lists June 25, 2007 as the North American release date.","value":"North America: 2007-06-25","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The infobox and lead classify the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article credits Starbreeze Studios as developer.","value":"Starbreeze Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article credits 2K as publisher.","value":"2K","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article identifies The Darkness as the series.","value":"The Darkness","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","wikipedia_title":"The Darkness (video game)"},{"game_key":"The Darkness (Xbox 360)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The catalog target is the Xbox 360 release, which the article lists as an original platform.","value":"Xbox 360","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article lists June 25, 2007 as the North American release date.","value":"North America: 2007-06-25","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The infobox and lead classify the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article credits Starbreeze Studios as developer.","value":"Starbreeze Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article credits 2K as publisher.","value":"2K","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","evidence":"The article identifies The Darkness as the series.","value":"The Darkness","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Darkness_(video_game)","wikipedia_title":"The Darkness (video game)"},{"game_key":"The Dream Of A Cockspur","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/264993/the-dream-of-a-cockspur/","evidence":"MobyGames identifies the title as The Dream Of A Cockspur. The database does not credit a developer; this profile leaves that field absent.","value":"The Dream Of A Cockspur","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/264993/the-dream-of-a-cockspur/","evidence":"MobyGames classifies the game as Point-and-click adventure; puzzle. The database does not credit a developer; this profile leaves that field absent.","value":"Point-and-click adventure; puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/264993/the-dream-of-a-cockspur/","evidence":"MobyGames lists Windows among the game's platforms. The database does not credit a developer; this profile leaves that field absent.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/264993/the-dream-of-a-cockspur/","evidence":"MobyGames records the release as 2026-07-22. The database does not credit a developer; this profile leaves that field absent.","value":"2026-07-22","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/264993/the-dream-of-a-cockspur/","evidence":"MobyGames credits Active Gaming Media as publisher. The database does not credit a developer; this profile leaves that field absent.","value":"Active Gaming Media","date_granularity":null},{"field":"game_engine","source_url":"https://www.mobygames.com/game/264993/the-dream-of-a-cockspur/","evidence":"MobyGames identifies the game engine as Unity. The database does not credit a developer; this profile leaves that field absent.","value":"Unity","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The%20Dream%20Of%20A%20Cockspur","wikipedia_title":null},{"game_key":"The Elder Scrolls II: Daggerfall","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Elder_Scrolls_II:_Daggerfall","evidence":"The article classifies Daggerfall as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Elder_Scrolls_II:_Daggerfall","evidence":"The article lists MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Elder_Scrolls_II:_Daggerfall","evidence":"The article gives 1996 as the game release 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article lists the Japanese Nintendo 3DS release on July 9, 2015.","value":"Japan: 2015-07-09","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Great_Ace_Attorney:_Adventures","evidence":"The article classifies the game as an adventure and visual novel.","value":"Adventure / visual novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Great_Ace_Attorney:_Adventures","evidence":"The article credits Capcom as developer.","value":"Capcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Great_Ace_Attorney:_Adventures","evidence":"The article credits Capcom as publisher.","value":"Capcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Great_Ace_Attorney:_Adventures","evidence":"The article lists Ace Attorney as the series.","value":"Ace 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the original arcade release to 1998.","value":"1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_House_of_the_Dead_2","wikipedia_title":"The House of the Dead 2"},{"game_key":"The Hybrid Front","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Hybrid_Front","evidence":"The Wikipedia infobox lists developer as SegaOniroH.I.C..","value":"SegaOniroH.I.C.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Hybrid_Front","evidence":"The Wikipedia infobox lists publisher as Sega.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Hybrid_Front","evidence":"The Wikipedia infobox lists original platform as Mega Drive.","value":"Mega Drive","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Hybrid_Front","evidence":"The Wikipedia infobox lists genre as Turn-based 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publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Incredibles_(video_game)","evidence":"The article lists The Incredibles as the series.","value":"The Incredibles","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Incredibles_(video_game)","wikipedia_title":"The Incredibles (video game)"},{"game_key":"The King of Fighters '95","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters_%2795","evidence":"The article classifies The King of Fighters '95 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters_%2795","evidence":"The article identifies the arcade version as the original release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters_%2795","evidence":"The article credits SNK as developer.","value":"SNK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters_%2795","evidence":"The article credits SNK as publisher of the original release.","value":"SNK","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters_%2795","evidence":"The infobox places the game in The King of Fighters series.","value":"The King of Fighters","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters_%2795","evidence":"The article gives July 25, 1995 as the Japanese arcade release date.","value":"1995-07-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+King+of+Fighters+%2795","wikipedia_title":null},{"game_key":"The King of Fighters: Battle de Paradise","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters:_Battle_de_Paradise","evidence":"The article identifies the Neo Geo Pocket Color as the original platform.","value":"Neo Geo Pocket Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters:_Battle_de_Paradise","evidence":"The article gives June 6, 2000 as the Japanese release date.","value":"2000-06-06","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters:_Battle_de_Paradise","evidence":"The article credits SNK as developer.","value":"SNK","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters:_Battle_de_Paradise","evidence":"The article credits SNK as publisher.","value":"SNK","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters:_Battle_de_Paradise","evidence":"The article describes it as a digital tabletop game and lists party as its genre.","value":"Digital tabletop party game","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_King_of_Fighters:_Battle_de_Paradise","wikipedia_title":"The King of Fighters: Battle de Paradise"},{"game_key":"The Last Guardian","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Last_Guardian","evidence":"The article identifies PlayStation 4 as the platform.","value":"PlayStation 4","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Last_Guardian","evidence":"The article lists December 6, 2016 as the North American release date.","value":"North America: 2016-12-06","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Last_Guardian","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Last_Guardian","evidence":"The article credits Japan Studio and GenDesign as developers.","value":["Japan Studio","GenDesign"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Last_Guardian","evidence":"The article credits Sony Interactive Entertainment as publisher.","value":"Sony Interactive Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Last_Guardian","wikipedia_title":"The Last Guardian"},{"game_key":"The Last Story","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Last_Story","evidence":"The article classifies The Last Story as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Last_Story","evidence":"The article identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Last_Story","evidence":"The article credits Mistwalker and AQ Interactive as developers.","value":["Mistwalker","AQ Interactive"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Last_Story","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Last_Story","evidence":"The article gives January 27, 2011 as the Japanese release date.","value":"2011-01-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Last_Story","wikipedia_title":"The Last Story"},{"game_key":"The Ledge","facts":[{"field":"genre","source_url":"https://www.indiedb.com/games/the-ledge","evidence":"The game listing categorizes The Ledge as a role-playing game; this is a third-party listing for the Beaufort title.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://www.indiedb.com/games/the-ledge","evidence":"The listing identifies Beaufort as developer.","value":"Beaufort","date_granularity":null},{"field":"publisher","source_url":"https://www.indiedb.com/games/the-ledge","evidence":"The listing identifies Beaufort as publisher.","value":"Beaufort","date_granularity":null},{"field":"original_platform","source_url":"https://www.indiedb.com/games/the-ledge","evidence":"The listing gives Windows and Mac OS as platforms.","value":"Windows; Mac OS","date_granularity":null},{"field":"release_date","source_url":"https://www.indiedb.com/games/the-ledge","evidence":"The listing dates this Beaufort game to 2016; only year precision is supported.","value":"2016","date_granularity":"year"},{"field":"collection_context","source_url":"https://beaufort.asia/","evidence":"The official Beaufort site lists The Ledge and describes it as a short thriller for PC/Mac.","value":"The developer site describes its title as a short PC/Mac thriller; no English Wikipedia article for this game was found.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=The%20Ledge","wikipedia_title":"The Ledge"},{"game_key":"The Legend of Zelda","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Campaigns/The-Legend-of-Zelda-40th-Anniversary/The-Legend-of-Zelda-40th-Anniversary-Game-History-3186350.html","evidence":"Nintendo’s official Zelda game-history lists the first entry under this exact title and describes Link’s quest against Ganon.","value":"The Legend of Zelda","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Campaigns/The-Legend-of-Zelda-40th-Anniversary/The-Legend-of-Zelda-40th-Anniversary-Game-History-3186350.html","evidence":"The official history labels the first entry “Platform: NES.”","value":"NES","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2016/November/Nintendo-Classic-Mini-NES-special-interview-Volume-4-The-Legend-of-Zelda-1160048.html","evidence":"Nintendo says the game began with Shigeru Miyamoto’s adventure-game concept; the official history describes the series as beginning in Japan in 1986.","value":"1986 (Japan)","date_granularity":"year"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Campaigns/The-Legend-of-Zelda-40th-Anniversary/The-Legend-of-Zelda-40th-Anniversary-Game-History-3186350.html","evidence":"Nintendo’s official description presents an exploration/adventure quest; its later Nintendo product taxonomy classifies Zelda entries as action/adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda_(video_game)","evidence":"The article identifies the original title as the first entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda","wikipedia_title":"The Legend of Zelda"},{"game_key":"The Legend of Zelda: A Link Between Worlds (Nintendo 3DS USA; code.bin SHA-1 e6ab7d66ee62e879248b0660aaf38d22202e604b)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","evidence":"The Wikipedia infobox lists developer as Nintendo EAD.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","evidence":"The Wikipedia infobox lists original platform as Nintendo 3DS.","value":"Nintendo 3DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","evidence":"The Wikipedia infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","evidence":"The Wikipedia infobox lists series as The Legend of Zelda.","value":"The Legend of Zelda","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","evidence":"The Wikipedia infobox release schedule explicitly lists North America: November 22, 2013.","value":"North America: November 22, 2013","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds","wikipedia_title":"The Legend of Zelda: A Link Between Worlds"},{"game_key":"The Legend of Zelda: A Link to the Past","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/The-Legend-of-Zelda-A-Link-to-the-Past-841179.html","evidence":"Nintendo identifies this as the Super NES chapter and lists Super Nintendo as the original system.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/The-Legend-of-Zelda-A-Link-to-the-Past-841179.html","evidence":"Nintendo’s catalog classifies the game as Action, Adventure.","value":"Action, adventure","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Super-Nintendo/The-Legend-of-Zelda-A-Link-to-the-Past-841179.html","evidence":"Nintendo copyright and official publisher catalog identify Nintendo.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The article identifies A Link to the Past as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","wikipedia_title":"The Legend of Zelda: A Link to the Past"},{"game_key":"The Legend of Zelda: A Link to the Past & Four Swords","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article classifies the GBA title as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The infobox credits Nintendo R&D2 and Flagship as developers.","value":"Nintendo R&D2; Flagship","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article identifies Game Boy Advance as the platform for this combined release.","value":"Game Boy Advance","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article identifies the game as part of The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article gives December 2, 2002 as the North American release date.","value":"North America: 2002-12-02","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article describes both games as included together on the Game Boy Advance cartridge.","value":"One Game Boy Advance cartridge combines a modified port of A Link to the Past with the new multiplayer Four Swords game.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","wikipedia_title":"The Legend of Zelda: A Link to the Past and Four Swords"},{"game_key":"The Legend of Zelda: A Link to the Past (US ROM; SHA-256 66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The Wikipedia infobox lists developer as Nintendo EAD.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The Wikipedia infobox lists original platform as Super Nintendo Entertainment System.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The Wikipedia infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The Wikipedia infobox lists series as The Legend of Zelda.","value":"The Legend of Zelda","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: November 21, 1991.","value":"Japan: November 21, 1991","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past","wikipedia_title":"The Legend of Zelda: A Link to the Past"},{"game_key":"The Legend of Zelda: Breath of the Wild","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Campaigns/The-Legend-of-Zelda-40th-Anniversary/The-Legend-of-Zelda-40th-Anniversary-Game-History-3186350.html","evidence":"Nintendo’s timeline lists both Switch and Wii U as platforms for this entry.","value":["Nintendo Switch","Wii U"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Campaigns/The-Legend-of-Zelda-40th-Anniversary/The-Legend-of-Zelda-40th-Anniversary-Game-History-3186350.html","evidence":"Nintendo’s official timeline gives 3 March 2017.","value":"2017-03-03","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Software/Nintendo-Switch/The-Legend-of-Zelda-Breath-of-the-Wild-1173609.html","evidence":"Nintendo presents it as an open-world Zelda adventure; its product taxonomy classifies the title as action/adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Breath_of_the_Wild","evidence":"The article identifies Breath of the Wild as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Breath_of_the_Wild","wikipedia_title":"The Legend of Zelda: Breath of the Wild"},{"game_key":"The Legend of Zelda: Four Swords Anniversary Edition","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article describes Four Swords as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The Anniversary Edition section credits Grezzo as developer.","value":"Grezzo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/News/2011/The-Legend-of-Zelda-Four-Swords-Anniversary-Edition-arrives-as-an-exclusive-Nintendo-DSiWare-download-253619.html","evidence":"Nintendo identifies the Anniversary Edition as its DSiWare release.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2011/The-Legend-of-Zelda-Four-Swords-Anniversary-Edition-arrives-as-an-exclusive-Nintendo-DSiWare-download-253619.html","evidence":"Nintendo lists DSiWare and compatible DSi, DSi XL, and 3DS systems.","value":"Nintendo DSiWare (Nintendo DSi, DSi XL, and Nintendo 3DS)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","evidence":"The article places Four Swords in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2011/The-Legend-of-Zelda-Four-Swords-Anniversary-Edition-arrives-as-an-exclusive-Nintendo-DSiWare-download-253619.html","evidence":"Nintendo states the Anniversary Edition arrived on September 28, 2011.","value":"Worldwide DSiWare: 2011-09-28","date_granularity":"day"},{"field":"collection_context","source_url":"https://www.nintendo.com/en-gb/News/2011/The-Legend-of-Zelda-Four-Swords-Anniversary-Edition-arrives-as-an-exclusive-Nintendo-DSiWare-download-253619.html","evidence":"Nintendo describes Anniversary Edition as an enhanced download of the Four Swords game originally included with the GBA release.","value":"Standalone enhanced DSiWare edition of Four Swords, originally included with the Game Boy Advance release of A Link to the Past & Four Swords.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_and_Four_Swords","wikipedia_title":"The Legend of Zelda: A Link to the Past and Four Swords"},{"game_key":"The Legend of Zelda: Link's Awakening (Switch remake)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(2019_video_game)","evidence":"The article identifies Nintendo Switch as the remake’s platform.","value":"Nintendo Switch","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(2019_video_game)","evidence":"The article lists September 20, 2019 as its release date.","value":"Worldwide: 2019-09-20","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(2019_video_game)","evidence":"The article classifies it as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(2019_video_game)","evidence":"The article credits Grezzo as developer.","value":"Grezzo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(2019_video_game)","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(2019_video_game)","evidence":"The article identifies The Legend of Zelda as its series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Legend+of+Zelda%3A+Link%27s+Awakening+%28Switch+remake%29","wikipedia_title":null},{"game_key":"The Legend of Zelda: Link's Awakening DX","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article identifies Game Boy Color as the platform.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article lists December 12, 1998 as the Japanese release date.","value":"Japan: 1998-12-12","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article credits Nintendo R&D2 as developer.","value":"Nintendo R&D2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article identifies The Legend of Zelda as the series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","wikipedia_title":"The Legend of Zelda: Link's Awakening DX"},{"game_key":"The Legend of Zelda: Link’s Awakening DX","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article identifies Game Boy Color as the platform.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article lists December 12, 1998 as the Japanese release date.","value":"Japan: 1998-12-12","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article credits Nintendo R&D2 as developer.","value":"Nintendo R&D2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_DX","evidence":"The article identifies The Legend of Zelda as the series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link's_Awakening","wikipedia_title":"The Legend of Zelda: Link's Awakening"},{"game_key":"The Legend of Zelda: Majora's Mask","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The Wikipedia infobox lists developer as Nintendo EAD.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The Wikipedia infobox lists publisher as Nintendo.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The Wikipedia infobox lists original platform as Nintendo 64GameCube.","value":"Nintendo 64GameCube","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The Wikipedia infobox lists genre as Action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The Wikipedia infobox lists series as The Legend of Zelda.","value":"The Legend of Zelda","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: April 27, 2000.","value":"Japan: April 27, 2000","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","wikipedia_title":"The Legend of Zelda: Majora's Mask"},{"game_key":"The Legend of Zelda: Majora’s Mask","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-13-the-legend-of-zelda-echoes-of-wisdom-part-1/","evidence":"Nintendo says the original was released for Nintendo 64 in April 2000; Wii/Wii U entries shown on the European store page are later releases.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://iwataasks.nintendo.com/interviews/3ds/majoras-mask-3d/0/0/","evidence":"Nintendo’s product taxonomy classifies it as Action, Adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://iwataasks.nintendo.com/interviews/3ds/majoras-mask-3d/0/0/","evidence":"Nintendo lists developer Nintendo.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","evidence":"The article identifies Majora’s Mask as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask","wikipedia_title":"The Legend of Zelda: Majora's Mask"},{"game_key":"The Legend of Zelda: Ocarina of Time","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Nintendo-3DS/Vol-5-Asking-Mr-Miyamoto-Right-Before-Release/1-Nintendo-3DS-Built-in-Software/1-Nintendo-3DS-Built-in-Software-210250.html?red_source=hre2.nintendo-europe.com%2FNOE%2Fen_GB%2Fnews%2Fiwata%2Fiwata_asks_-_nintendo_3ds_30756_31938.html&redirect=true","evidence":"Nintendo says the original first released for Nintendo 64.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Nintendo-3DS/Vol-5-Asking-Mr-Miyamoto-Right-Before-Release/1-Nintendo-3DS-Built-in-Software/1-Nintendo-3DS-Built-in-Software-210250.html?red_source=hre2.nintendo-europe.com%2FNOE%2Fen_GB%2Fnews%2Fiwata%2Fiwata_asks_-_nintendo_3ds_30756_31938.html&redirect=true","evidence":"Nintendo’s creator interview identifies November 1998 in Japan.","value":"1998-11 (Japan)","date_granularity":"month"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time","evidence":"The article identifies Ocarina of Time as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/The-Legend-of-Zelda-Ocarina-of-Time-269536.html","evidence":"Nintendo’s official product page classifies Ocarina of Time under Action and Adventure categories.","value":"Action / adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/The-Legend-of-Zelda-Ocarina-of-Time-269536.html","evidence":"Nintendo’s official product page lists Nintendo as the developer.","value":"Nintendo","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-64/The-Legend-of-Zelda-Ocarina-of-Time-269536.html","evidence":"Nintendo’s official product page lists Nintendo as the publisher.","value":"Nintendo","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time","wikipedia_title":"The Legend of Zelda: Ocarina of Time"},{"game_key":"The Legend of Zelda: Ocarina of Time 3D","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-3DS-games/The-Legend-of-Zelda-Ocarina-of-Time-3D-275007.html","evidence":"Nintendo identifies the 3DS version as a return of the N64 classic with a rebuilt presentation.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-3DS-games/The-Legend-of-Zelda-Ocarina-of-Time-3D-275007.html","evidence":"Nintendo lists the 3DS Game Card release date as 17 June 2011.","value":"2011-06-17 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-3DS-games/The-Legend-of-Zelda-Ocarina-of-Time-3D-275007.html","evidence":"Nintendo’s product taxonomy classifies it as Action, Adventure.","value":"Action, adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time_3D","evidence":"The article identifies Ocarina of Time 3D as a remake in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time_3D","wikipedia_title":"The Legend of Zelda: Ocarina of Time 3D"},{"game_key":"The Legend of Zelda: Oracle of Ages","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article identifies Game Boy Color as the platform for both Oracle entries.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article lists February 27, 2001 as the Japanese release date for the pair.","value":"Japan: 2001-02-27","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article classifies the Oracle games as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article credits Flagship as developer.","value":"Flagship","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article lists The Legend of Zelda as the series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","wikipedia_title":"The Legend of Zelda: Oracle of Seasons and Oracle of Ages"},{"game_key":"The Legend of Zelda: Oracle of Seasons","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article identifies Game Boy Color as the platform for both Oracle entries.","value":"Game Boy Color","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article lists February 27, 2001 as the Japanese release date for the pair.","value":"Japan: 2001-02-27","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article classifies the Oracle games as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article credits Flagship as developer.","value":"Flagship","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","evidence":"The article lists The Legend of Zelda as the series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages","wikipedia_title":"The Legend of Zelda: Oracle of Seasons and Oracle of Ages"},{"game_key":"The Legend of Zelda: Phantom Hourglass","facts":[{"field":"original_platform","source_url":"https://iwataasks.nintendo.com/interviews/ds/zelda/1/3/","evidence":"Nintendo’s Iwata interview identifies it as the first Zelda series title for Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://iwataasks.nintendo.com/interviews/ds/zelda/1/3/","evidence":"Nintendo’s interview footnote explicitly calls it an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://iwataasks.nintendo.com/interviews/ds/zelda/1/3/","evidence":"Nintendo’s North American interview footnote dates release to June 2007.","value":"2007-06 (North America)","date_granularity":"month"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Phantom_Hourglass","evidence":"The article identifies Phantom Hourglass as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Phantom_Hourglass","wikipedia_title":"The Legend of Zelda: Phantom Hourglass"},{"game_key":"The Legend of Zelda: Skyward Sword","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2011/A-legend-returns-in-magical-3D-this-June-252755.html","evidence":"Nintendo’s release announcement says Skyward Sword is exclusive to Wii.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2011/A-legend-returns-in-magical-3D-this-June-252755.html","evidence":"Nintendo’s European announcement gives 18 November 2011 as the launch date.","value":"2011-11-18 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/News/2011/A-legend-returns-in-magical-3D-this-June-252755.html","evidence":"Nintendo describes it as the newest action-adventure series installment.","value":"Action-adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Skyward_Sword","evidence":"The article identifies Skyward Sword as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Skyward_Sword","wikipedia_title":"The Legend of Zelda: Skyward Sword"},{"game_key":"The Legend of Zelda: Spirit Tracks","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/News/2009/In-shops-now-The-Legend-of-Zelda-Spirit-Tracks-251317.html","evidence":"Nintendo’s release announcement says it is available only for Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/News/2009/A-new-adventure-begins-at-the-official-website-for-The-Legend-of-Zelda-Spirit-Tracks-250963.html","evidence":"Nintendo gives the European release date as 11 December 2009.","value":"2009-12-11 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-DS/The-Legend-of-Zelda-Spirit-Tracks-273300.html","evidence":"Nintendo’s official game listing classifies it as action/adventure and describes its train exploration and puzzle quest.","value":"Action, adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/es-es/Juegos/Nintendo-DS/The-Legend-of-Zelda-Spirit-Tracks-273300.html","evidence":"Nintendo lists developer Nintendo.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Spirit_Tracks","evidence":"The article identifies Spirit Tracks as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Spirit_Tracks","wikipedia_title":"The Legend of Zelda: Spirit Tracks"},{"game_key":"The Legend of Zelda: Tears of the Kingdom","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Tears_of_the_Kingdom","evidence":"Wikipedia lists action-adventure as the genre.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Tears_of_the_Kingdom","evidence":"Wikipedia identifies Nintendo EPD as developer.","value":"Nintendo Entertainment Planning & Development","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Tears_of_the_Kingdom","evidence":"Wikipedia identifies Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Tears_of_the_Kingdom","evidence":"Wikipedia lists Nintendo Switch and Nintendo Switch 2 as platforms.","value":["Nintendo Switch","Nintendo Switch 2"],"date_granularity":null},{"field":"Nintendo Switch release date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Tears_of_the_Kingdom","evidence":"Wikipedia gives May 12, 2023 as the Nintendo Switch release date.","value":"2023-05-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Tears_of_the_Kingdom","wikipedia_title":"The Legend of Zelda: Tears of the Kingdom"},{"game_key":"The Legend of Zelda: The Minish 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Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Minish_Cap","wikipedia_title":"The Legend of Zelda: The Minish Cap"},{"game_key":"The Legend of Zelda: The Wind Waker","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/The-Legend-of-Zelda-The-Wind-Waker-269039.html","evidence":"Nintendo identifies GameCube as system and classifies Wii U/Wii releases separately as re-releases.","value":"Nintendo GameCube","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/The-Legend-of-Zelda-The-Wind-Waker-269039.html","evidence":"Nintendo listing gives GameCube Europe release date 2 May 2003.","value":"2003-05-02 (Europe)","date_granularity":"day"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/The-Legend-of-Zelda-The-Wind-Waker-269039.html","evidence":"Nintendo product classification is Action, Adventure.","value":"Action, adventure","date_granularity":null},{"field":"developer","source_url":"https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/The-Legend-of-Zelda-The-Wind-Waker-269039.html","evidence":"Nintendo lists Nintendo as developer and publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker","evidence":"The article identifies The Wind Waker as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker","wikipedia_title":"The Legend of Zelda: The Wind Waker"},{"game_key":"The Legend of Zelda: The Wind Waker HD","facts":[{"field":"original_platform","source_url":"https://www.nintendo.co.jp/wiiu/bczj/detail/index.html","evidence":"Nintendo’s official product detail identifies the game as a Wii U title.","value":"Wii 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Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Legend+of+Zelda%3A+The+Wind+Waker+HD","wikipedia_title":null},{"game_key":"The Legend of Zelda: Twilight Princess","facts":[{"field":"original_platform","source_url":"https://iwataasks.nintendo.com/interviews/ds/zelda/1/3/","evidence":"Nintendo’s retrospective identifies the European release on Wii and GameCube.","value":["Wii","Nintendo GameCube"],"date_granularity":null},{"field":"genre","source_url":"https://iwataasks.nintendo.com/interviews/ds/zelda/1/3/","evidence":"Nintendo’s official interview footnote calls it an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://iwataasks.nintendo.com/interviews/ds/zelda/1/3/","evidence":"Nintendo footnote says Europe, December 2006.","value":"2006-12 (Europe)","date_granularity":"month"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","evidence":"The article identifies Twilight Princess as an entry in The Legend of Zelda series.","value":"The Legend of Zelda","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","wikipedia_title":"The Legend of Zelda: Twilight Princess"},{"game_key":"The Legend of Zelda: Twilight Princess HD","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","evidence":"The article’s HD-remaster section identifies Tantalus Media and Nintendo EPD as developers of Twilight Princess HD.","value":"Tantalus Media and Nintendo EPD","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Wii-U-games/The-Legend-of-Zelda-Twilight-Princess-HD-1082222.html","evidence":"Nintendo’s product page identifies Nintendo as publisher of The Legend of Zelda: Twilight Princess HD.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","evidence":"The article classifies Twilight Princess as an action-adventure game and describes the HD edition as its high-definition remaster.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","evidence":"The HD-remaster section identifies Wii U as the HD edition’s platform; Nintendo’s product page confirms the same platform.","value":"Wii U","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","evidence":"The article’s release table lists the HD edition’s Wii U dates by region; Nintendo’s UK product page independently lists 4 March 2016.","value":"North America/Europe: 2016-03-04; Australia/New Zealand: 2016-03-05; Japan: 2016-03-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess","wikipedia_title":"The Legend of Zelda: Twilight Princess"},{"game_key":"The Lord of the Rings: The Return of the King (GameCube version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The article classifies The Return of the King as a hack-and-slash game.","value":"Hack and slash","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The article says the GameCube port was developed by Hypnos Entertainment.","value":"GameCube","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The article credits Hypnos Entertainment with the GameCube port.","value":"Hypnos Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The article identifies Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The article describes the game as an adaptation of the Lord of the Rings film.","value":"The Lord of the Rings","date_granularity":null},{"field":"perspective","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The gameplay section says the game is played from a third-person perspective.","value":"Third-person","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Return_of_the_King_(video_game)","evidence":"The article identifies 2003 as the game's release year.","value":"2003","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Lord+of+the+Rings%3A+The+Return+of+the+King+%28GameCube+version%29","wikipedia_title":null},{"game_key":"The Lord of the Rings: The Third Age (North American original Xbox release, title ID 4541005F)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Third_Age","evidence":"The article credits EA Redwood Shores as developer.","value":"EA Redwood Shores","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Third_Age","evidence":"The article credits EA Games as publisher.","value":"EA 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in December 2002.","value":"2002-12","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Two_Towers_(video_game)","wikipedia_title":"The Lord of the Rings: The Two Towers (video game)"},{"game_key":"The Lost World: Jurassic Park (Sega Model 3 Step 1.5 arcade)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Lost_World:_Jurassic_Park_(arcade_game)","evidence":"The article identifies arcade as the platform and Sega Model 3 (Step 1.5) as the arcade system.","value":"Arcade (Sega Model 3 Step 1.5)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Lost_World:_Jurassic_Park_(arcade_game)","evidence":"The release section dates the US and UK arcade launches to September 1997.","value":"North America / United Kingdom: 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iPod","date_granularity":null},{"field":"regional_release_date","source_url":"https://appleinsider.com/articles/07/07/17/the_sims_bowling_released_for_fifth_generation_ipods","evidence":"AppleInsider’s July 17, 2007 report says EA released the iPod game that evening.","value":"2007-07-17","date_granularity":"day"},{"field":"genre","source_url":"https://www.mobygames.com/game/77219/the-sims-bowling/","evidence":"MobyGames describes the game as a bowling title in The Sims franchise.","value":"Sports / bowling","date_granularity":null},{"field":"publisher","source_url":"https://appleinsider.com/articles/07/07/17/the_sims_bowling_released_for_fifth_generation_ipods","evidence":"AppleInsider identifies Electronic Arts as the company releasing this iPod game.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/77219/the-sims-bowling/","evidence":"MobyGames identifies the game as a mobile entry in The Sims franchise.","value":"The Sims","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Sims+Bowling","wikipedia_title":null},{"game_key":"The Sims: Bustin’ Out (Game Boy Advance USA/Europe multilingual release)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article identifies the GBA release and separately discusses the handheld version.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article lists December 16, 2003 as the North American release date.","value":"North America: 2003-12-16","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article classifies the game as social simulation.","value":"Social simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article says Maxis engaged Griptonite Games to implement the Game Boy Advance version.","value":"Griptonite Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article lists EA Games as publisher.","value":"EA Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article identifies The Sims as the series.","value":"The Sims","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","wikipedia_title":"The Sims Bustin' Out"},{"game_key":"The Sims: Bustin’ Out (GameCube USA)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article lists GameCube among the console editions; this catalog key identifies the GameCube US edition.","value":"GameCube","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article classifies The Sims Bustin’ Out as a social simulation game.","value":"Social simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article credits Maxis for the console versions, including GameCube.","value":"Maxis","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","evidence":"The article identifies it as an entry in The Sims console series.","value":"The Sims","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Sims_Bustin%27_Out","wikipedia_title":"The Sims Bustin' Out"},{"game_key":"The SpongeBob SquarePants Movie","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","evidence":"The article identifies the GameCube/PS2/Xbox editions as Heavy Iron Studios releases.","value":["GameCube","PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","evidence":"The article’s release listing gives October 27, 2004 for the North American original launch.","value":"North America: 2004-10-27","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","evidence":"The article lists platform and action-adventure genres.","value":"Platform / action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","evidence":"The article credits Heavy Iron Studios with the GameCube edition (along with PS2 and Xbox).","value":"Heavy Iron Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","evidence":"The article identifies THQ as publisher for the GameCube release group.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","evidence":"The article identifies the SpongeBob SquarePants franchise.","value":"SpongeBob SquarePants","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_SpongeBob_SquarePants_Movie_(video_game)","wikipedia_title":"The SpongeBob SquarePants Movie (video game)"},{"game_key":"The Story of Thor 2","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The article identifies the Sega Saturn as the game’s platform and confirms The Story of Thor 2 as its European title.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The article classifies the game as an action role-playing game.","value":"Action role-playing game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The article credits Ancient as developer.","value":"Ancient","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.segaretro.org/The_Story_of_Thor_2","evidence":"The release table lists September 19, 1996 for the European edition under this title.","value":"Europe, The Story of Thor 2: 1996-09-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Oasis","wikipedia_title":"The Legend of Oasis"},{"game_key":"The Typing of the Dead II","facts":[{"field":"developer","source_url":"https://game.watch.impress.co.jp/docs/20080212/tod.htm","evidence":"The reviewed release announcement identifies Sega as the release company but does not name a separate developer.","value":"Unknown","date_granularity":null},{"field":"publisher","source_url":"https://game.watch.impress.co.jp/docs/20080212/tod.htm","evidence":"The Japanese release announcement says Sega planned the Windows product release.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://game.watch.impress.co.jp/docs/20080212/tod.htm","evidence":"The Japanese game announcement calls it a Windows typing game and describes the typing-practice modes.","value":"Typing game / typing-practice software","date_granularity":null},{"field":"original_platforms","source_url":"https://game.watch.impress.co.jp/docs/20080212/tod.htm","evidence":"The release announcement describes a Windows title; the project README identifies the target as the PC/J edition.","value":["Windows PC"],"date_granularity":null},{"field":"release_year","source_url":"https://game.watch.impress.co.jp/docs/20080212/tod.htm","evidence":"The announcement says the product was scheduled for March 6, 2008.","value":2008,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Typing+of+the+Dead+II","wikipedia_title":null},{"game_key":"The Urbz: Sims in the City","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_Urbz:_Sims_in_the_City","evidence":"The article classifies The Urbz as a life simulation game.","value":"Life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_Urbz:_Sims_in_the_City","evidence":"The article lists the game's handheld and console platforms.","value":["Game Boy Advance","GameCube","Nintendo DS","PlayStation 2","Xbox"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Urbz:_Sims_in_the_City","evidence":"The article credits Maxis as developer.","value":"Maxis","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Urbz:_Sims_in_the_City","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_Urbz:_Sims_in_the_City","evidence":"The infobox places The Urbz in The Sims series.","value":"The Sims","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_Urbz:_Sims_in_the_City","evidence":"The article identifies 2004 as the game's release year.","value":"2004","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+Urbz%3A+Sims+in+the+City","wikipedia_title":null},{"game_key":"The Wizard and the Princess","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","evidence":"The Wikipedia infobox lists developer as On-Line Systems.","value":"On-Line Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","evidence":"The Wikipedia infobox lists publisher as On-Line Systems.","value":"On-Line Systems","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","evidence":"The Wikipedia infobox lists original platform as Apple II, Atari 8-bit, IBM PC, PC-88, PC-98, FM-7, IBM PCjr, Commodore 64.","value":"Apple II, Atari 8-bit, IBM PC, PC-88, PC-98, FM-7, IBM PCjr, Commodore 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","evidence":"The Wikipedia infobox lists genre as Adventure.","value":"Adventure","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","evidence":"The Wikipedia infobox lists series as Hi-Res AdventuresKing's Quest.","value":"Hi-Res AdventuresKing's Quest","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","evidence":"The Wikipedia infobox release schedule explicitly lists North America: September 1980.","value":"North America: September 1980","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wizard_and_the_Princess","wikipedia_title":"Wizard and the Princess"},{"game_key":"The World Ends With You","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_World_Ends_with_You","evidence":"The article credits Square Enix and Jupiter as developers.","value":"Square Enix; Jupiter","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_World_Ends_with_You","evidence":"The article lists Square Enix as publisher.","value":"Square Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_World_Ends_with_You","evidence":"The article identifies Nintendo DS as the original platform.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_World_Ends_with_You","evidence":"The article classifies the game as an action role-playing game.","value":"Action role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=The+World+Ends+With+You","wikipedia_title":null},{"game_key":"The World Is Not Enough (Nintendo 64 version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","evidence":"The article specifies the Nintendo 64 version and platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","evidence":"The article lists October 17, 2000 as the North American Nintendo 64 release date.","value":"North America: 2000-10-17","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","evidence":"The article classifies the N64 game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","evidence":"The article credits Eurocom as developer.","value":"Eurocom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","evidence":"The article identifies the title as based on the James Bond film/series.","value":"James Bond","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_World_Is_Not_Enough_(Nintendo_64_video_game)","wikipedia_title":"The World Is Not Enough (Nintendo 64 video game)"},{"game_key":"Theme Hospital","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Theme_Hospital","evidence":"The article identifies MS-DOS and Windows as the original PC platforms.","value":["MS-DOS","Windows"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Theme_Hospital","evidence":"The article lists March 28, 1997 as the original release date.","value":"United Kingdom: 1997-03-28","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Theme_Hospital","evidence":"The article classifies Theme Hospital as a business simulation.","value":"Business simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Theme_Hospital","evidence":"The article credits Bullfrog Productions as developer of the DOS/Windows original.","value":"Bullfrog Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Theme_Hospital","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Theme_Hospital","evidence":"The article describes Theme Hospital as the second installment in the Theme series.","value":"Theme","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Theme+Hospital","wikipedia_title":null},{"game_key":"Theme Park World / Sim Theme Park (Mac PowerPC 2.04b3)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Theme_Park_World","evidence":"The article credits Bullfrog Productions as developer.","value":"Bullfrog Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Theme_Park_World","evidence":"The article lists Electronic Arts and identifies Feral Interactive as publisher of the Mac OS version.","value":"Electronic Arts; Feral Interactive (Mac OS release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Theme_Park_World","evidence":"The article identifies Windows as the original platform.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Theme_Park_World","evidence":"The article classifies the game as a construction and management simulation.","value":"Construction and management simulation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Theme+Park+World+%2F+Sim+Theme+Park+%28Mac+PowerPC+2.04b3%29","wikipedia_title":null},{"game_key":"Thief: Deadly Shadows","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","evidence":"The article lists Windows and Xbox as platforms.","value":["Windows","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","evidence":"The article lists May 25, 2004 as the North American release date.","value":"North America: 2004-05-25","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","evidence":"The article classifies the game as stealth.","value":"Stealth","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","evidence":"The article credits Ion Storm as developer.","value":"Ion Storm","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","evidence":"The article credits Eidos Interactive as publisher.","value":"Eidos Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","evidence":"The article identifies Thief as the series.","value":"Thief","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Thief:_Deadly_Shadows","wikipedia_title":"Thief: Deadly Shadows"},{"game_key":"Tiger Woods PGA Tour 2004","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tiger_Woods_PGA_Tour_2004","evidence":"The article assigns development by platform to EA Redwood Shores, Headgate Studios, and Backbone Entertainment.","value":"EA Redwood Shores (console versions); Headgate Studios (Windows); Backbone Entertainment (Game Boy Advance and N-Gage)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tiger_Woods_PGA_Tour_2004","evidence":"The article lists EA Sports as publisher.","value":"EA Sports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tiger_Woods_PGA_Tour_2004","evidence":"The article places the game in the PGA Tour series.","value":"PGA Tour","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tiger_Woods_PGA_Tour_2004","evidence":"The article lists the genre as sports.","value":"Sports","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tiger+Woods+PGA+Tour+2004","wikipedia_title":null},{"game_key":"Time Crisis","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_(video_game)","evidence":"The article identifies the arcade release as the original platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_(video_game)","evidence":"The article gives December 1995 as the arcade release period.","value":"Worldwide: 1995-12","date_granularity":"month"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_(video_game)","evidence":"The article classifies it as a light-gun shooter and rail shooter.","value":"Light-gun / rail shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_(video_game)","evidence":"The article credits Namco as developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_(video_game)","evidence":"The article credits Namco as publisher.","value":"Namco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_(video_game)","evidence":"The article identifies this as the first game in the Time Crisis series.","value":"Time Crisis","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Time_Crisis","wikipedia_title":"Time Crisis"},{"game_key":"Time Crisis II","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","evidence":"The article identifies the arcade game as the original release.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","evidence":"The article gives December 13, 1997 as the Japanese arcade release date.","value":"Japan: 1997-12-13","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","evidence":"The article classifies the game as a rail shooter.","value":"Rail shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","evidence":"The article credits Namco as developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","evidence":"The article credits Namco as publisher.","value":"Namco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","evidence":"The article identifies Time Crisis as the series.","value":"Time Crisis","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Time_Crisis_II","wikipedia_title":"Time Crisis II"},{"game_key":"Time Travelers","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Time_Travelers_(video_game)","evidence":"The article lists these three platforms for the original Japanese release.","value":["Nintendo 3DS","PlayStation Vita","PlayStation Portable"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Time_Travelers_(video_game)","evidence":"The article lists July 12, 2012 as the initial Nintendo 3DS and PlayStation Vita release.","value":"Japan: 2012-07-12","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Time_Travelers_(video_game)","evidence":"The article lists adventure and visual novel among the game’s genre descriptions.","value":"Adventure / visual novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Time_Travelers_(video_game)","evidence":"The article credits Level-5 as developer.","value":"Level-5","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Time_Travelers_(video_game)","evidence":"The article credits Level-5 as publisher.","value":"Level-5","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Time+Travelers","wikipedia_title":null},{"game_key":"TimeBall","facts":[{"field":"canonical_name","source_url":"https://gamefaqs.gamespot.com/tg16/589140-timeball","evidence":"GameFAQs gives the North American TurboGrafx-16 title as Timeball and lists Blodia as the Japanese alternate title.","value":"Timeball","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/tg16/589140-timeball","evidence":"GameFAQs classifies Timeball as a puzzle game.","value":"Puzzle","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/tg16/589140-timeball","evidence":"GameFAQs identifies TurboGrafx-16 as the North American platform; the Japanese version is Blodia for PC Engine.","value":"PC Engine / TurboGrafx-16","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/tg16/589140-timeball","evidence":"GameFAQs records the North American Timeball release in June 1990; day-level dates vary across databases.","value":"North America: 1990-06","date_granularity":"month"},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/tg16/589140-timeball","evidence":"GameFAQs credits Hudson as developer.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/tg16/589140-timeball","evidence":"GameFAQs lists NEC as publisher of the North American release.","value":"NEC","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=TimeBall","wikipedia_title":null},{"game_key":"TimeSplitters: Future Perfect (GameCube)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","evidence":"The article lists the three original console platforms.","value":["GameCube","PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","evidence":"The article lists March 22, 2005 as the North American release date.","value":"North America: 2005-03-22","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","evidence":"The article classifies the title as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","evidence":"The article credits Free Radical Design as developer.","value":"Free Radical Design","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","evidence":"The article credits Electronic Arts as publisher.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","evidence":"The article identifies Future Perfect as the third game in the TimeSplitters series.","value":"TimeSplitters","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect","wikipedia_title":"TimeSplitters: Future Perfect"},{"game_key":"Tiny Bullets","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps/577173-tiny-bullets","evidence":"GameFAQs identifies Kuusou Kagaku as developer.","value":"Kuusou Kagaku","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps/577173-tiny-bullets","evidence":"GameFAQs identifies SCEI as publisher.","value":"Sony Computer Entertainment (SCEI)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/ps/577173-tiny-bullets","evidence":"GameFAQs lists Action Adventure.","value":"Action-adventure","date_granularity":null},{"field":"original_platforms","source_url":"https://gamefaqs.gamespot.com/ps/577173-tiny-bullets","evidence":"GameFAQs identifies the PlayStation release; the maintainer patch expects the Japanese BIN/CUE image.","value":["PlayStation"],"date_granularity":null},{"field":"release_year","source_url":"https://gamefaqs.gamespot.com/ps/577173-tiny-bullets","evidence":"GameFAQs identifies the Japanese release in 2000.","value":2000,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tiny+Bullets","wikipedia_title":null},{"game_key":"Titanic: Adventure Out Of Time (Windows, 1996)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Titanic:_Adventure_Out_of_Time","evidence":"The article classifies the game as a point-and-click adventure.","value":"Point-and-click adventure","date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Titanic:_Adventure_Out_of_Time","evidence":"The article lists Windows as a platform.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Titanic:_Adventure_Out_of_Time","evidence":"The article credits CyberFlix as developer.","value":"CyberFlix","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Titanic:_Adventure_Out_of_Time","evidence":"The article lists GTE Entertainment for the United States and Europress for the United Kingdom.","value":["GTE Entertainment (United States)","Europress (United Kingdom)"],"date_granularity":null},{"field":"original_release_date","source_url":"https://en.wikipedia.org/wiki/Titanic:_Adventure_Out_of_Time","evidence":"The article gives November 20, 1996 as the release date.","value":"1996-11-20","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Titanic:_Adventure_Out_of_Time","wikipedia_title":"Titanic: Adventure Out of Time"},{"game_key":"Titus the Fox","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article credits Titus France as developer.","value":"Titus France","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article lists Titus France as publisher.","value":"Titus France","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article lists these original release platforms.","value":"Amiga, Amstrad CPC, Atari ST, MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article classifies the game as a platform game.","value":"Platform","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Titus_the_Fox","evidence":"The article dates the initial release to 1991.","value":"Initial release: 1991","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Titus+the+Fox","wikipedia_title":null},{"game_key":"Toaru Majutsu no Virtual-On","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/vita/207232-toaru-majutsu-no-virtual-on/data","evidence":"GameFAQs lists PlayStation Vita and PlayStation 4 releases for this title.","value":["PlayStation Vita","PlayStation 4"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/vita/207232-toaru-majutsu-no-virtual-on/data","evidence":"GameFAQs lists February 15, 2018 as the Japanese release date.","value":"Japan: 2018-02-15","date_granularity":"day"},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/vita/207232-toaru-majutsu-no-virtual-on/data","evidence":"GameFAQs classifies the title as Action > Fighting > 3D.","value":"3D fighting action","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/vita/207232-toaru-majutsu-no-virtual-on/data","evidence":"GameFAQs credits Sega as developer.","value":"Sega","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/vita/207232-toaru-majutsu-no-virtual-on/data","evidence":"GameFAQs lists Sega as publisher in the Japanese release records.","value":"Sega","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Toaru+Majutsu+no+Virtual-On","wikipedia_title":null},{"game_key":"Tokeru Fuuka to Shirousagi","facts":[{"field":"original_platform","source_url":"https://www.sofmap.com/product_detail.aspx?sku=80052415","evidence":"Sofmap’s product listing labels the title as PC game software (PCゲームソフト).","value":"PC","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tokeru+Fuuka+to+Shirousagi","wikipedia_title":null},{"game_key":"Tokimeki Memorial","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article identifies the PC Engine Super CD-ROM² System as the original platform.","value":"PC Engine Super CD-ROM²","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article lists May 27, 1994 as the first release date.","value":"Japan: 1994-05-27","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article classifies the game as a dating sim.","value":"Dating simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article identifies it as the first game in the Tokimeki Memorial series.","value":"Tokimeki Memorial","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial","wikipedia_title":"Tokimeki Memorial"},{"game_key":"Tokimeki Memorial 2","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_2","evidence":"The article credits Konami Computer Entertainment Tokyo as developer.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_2","evidence":"The article lists Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_2","evidence":"The article identifies Tokimeki Memorial as the series.","value":"Tokimeki Memorial","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_2","evidence":"The article lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_2","evidence":"The article classifies the game as a dating simulation.","value":"Dating simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_2","evidence":"The article gives the Japanese release date as November 25, 1999.","value":"Japan: 1999-11-25","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tokimeki+Memorial+2","wikipedia_title":null},{"game_key":"Tokimeki Memorial: Forever With You","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article classifies Tokimeki Memorial as a dating sim.","value":"Dating sim","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article credits Konami as developer of the game.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article identifies Forever With You as the PlayStation version.","value":"PlayStation (Forever With You version)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article identifies Tokimeki Memorial as the first game in the series.","value":"Tokimeki Memorial","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","evidence":"The article gives October 13, 1995 as the PlayStation Forever With You release date.","value":"Japan, PlayStation: 1995-10-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tokimeki_Memorial_(video_game)","wikipedia_title":"Tokimeki Memorial (video game)"},{"game_key":"Tokio Senki: Eiyuu Retsuden","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/gameboy/569751-tokio-senki-eiyuu-retsuden","evidence":"GameFAQs does not identify a developer in the reviewed title data.","value":"Unknown","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/gameboy/569751-tokio-senki-eiyuu-retsuden","evidence":"GameFAQs lists Human Entertainment as publisher.","value":"Human Entertainment","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/gameboy/569751-tokio-senki-eiyuu-retsuden","evidence":"GameFAQs lists Strategy.","value":"Strategy","date_granularity":null},{"field":"original_platforms","source_url":"https://gamefaqs.gamespot.com/gameboy/569751-tokio-senki-eiyuu-retsuden","evidence":"GameFAQs identifies Game Boy; the maintainer README identifies a Japanese Game Boy ROM as patch input.","value":["Game Boy"],"date_granularity":null},{"field":"release_year","source_url":"https://gamefaqs.gamespot.com/gameboy/569751-tokio-senki-eiyuu-retsuden","evidence":"GameFAQs lists the Japanese release in 1992.","value":1992,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tokio+Senki%3A+Eiyuu+Retsuden","wikipedia_title":null},{"game_key":"Tokyo Bus Guide","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/55765/tokyo-bus-annai/","evidence":"MobyGames lists the first release on Dreamcast.","value":"Dreamcast","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/55765/tokyo-bus-annai/","evidence":"MobyGames lists the Dreamcast release on December 23, 1999.","value":"Japan: 1999-12-23","date_granularity":"day"},{"field":"genre","source_url":"https://www.mobygames.com/game/55765/tokyo-bus-annai/","evidence":"MobyGames classifies the title as racing/driving and simulation, with bus as its vehicle type.","value":"Bus driving simulation","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/55765/tokyo-bus-annai/","evidence":"MobyGames credits Fortyfive Co., Ltd. as developer.","value":"Fortyfive Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/55765/tokyo-bus-annai/","evidence":"MobyGames credits Fortyfive Co., Ltd. as the original publisher.","value":"Fortyfive Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tokyo+Bus+Guide","wikipedia_title":null},{"game_key":"Tokyo Jungle (PlayStation 3 releases)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tokyo_Jungle","evidence":"The article lists PlayStation 3 as a platform for the console game, distinct from the PlayStation Vita spin-off Tokyo Jungle Mobile.","value":"PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tokyo_Jungle","evidence":"The PS3 release section lists these regional release dates; the 2013 worldwide date belongs to the separate Vita game Tokyo Jungle Mobile.","value":"Japan: 2012-06-07; North America: 2012-09-25; PAL: 2012-09-26","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tokyo_Jungle","evidence":"The article classifies the PS3 game as a science-fiction survival action game.","value":"Action / survival","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tokyo_Jungle","evidence":"The article credits Crispy’s! and Japan Studio as developers.","value":["Crispy's!","Japan Studio"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tokyo_Jungle","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tokyo_Jungle","wikipedia_title":"Tokyo Jungle"},{"game_key":"Tokyo Wars","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tokyo_Wars","evidence":"The article lists Arcade as the platform.","value":"Arcade","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tokyo_Wars","evidence":"The article dates the Namco arcade game to 1996.","value":"Japan: 1996","date_granularity":"year"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tokyo_Wars","evidence":"The article classifies Tokyo Wars as a first-person shooter and describes tank-based vehicular combat.","value":"First-person shooter / vehicular combat","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tokyo_Wars","evidence":"The article credits Namco as developer.","value":"Namco","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tokyo_Wars","evidence":"The article credits Namco as publisher.","value":"Namco","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tokyo_Wars","wikipedia_title":"Tokyo Wars"},{"game_key":"Tokyo Xtreme Racer: Import Tuner Challenge","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article credits Genki as developer.","value":"Genki","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article lists Genki for Japan and Ubisoft for worldwide publishing.","value":"Genki (Japan); Ubisoft (worldwide)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article describes the game as part of the Shutokō Battle series, known as Tokyo Xtreme Racer in North America.","value":"Shutokō Battle / Tokyo Xtreme Racer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article lists Xbox 360 as the platform.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Import_Tuner_Challenge","evidence":"The article classifies the game as a racing game.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tokyo+Xtreme+Racer%3A+Import+Tuner+Challenge","wikipedia_title":null},{"game_key":"Tom and Jerry: War of the Whiskers","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tom_and_Jerry_in_War_of_the_Whiskers","evidence":"The article classifies the game as a 3D fighting game.","value":"Fighting","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Tom_and_Jerry_in_War_of_the_Whiskers","evidence":"The article lists PlayStation 2, GameCube, and Xbox as platforms.","value":["PlayStation 2","GameCube","Xbox"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tom_and_Jerry_in_War_of_the_Whiskers","evidence":"The article credits VIS Entertainment as developer.","value":"VIS Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tom_and_Jerry_in_War_of_the_Whiskers","evidence":"The article identifies NewKidCo as North American publisher and Ubisoft Entertainment as European publisher.","value":["NewKidCo (North America)","Ubisoft Entertainment (Europe)"],"date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tom_and_Jerry_in_War_of_the_Whiskers","wikipedia_title":"Tom and Jerry in War of the Whiskers (article title includes “in”)"},{"game_key":"Tom Clancy's Rainbow Six (1998, GOG Windows v1.04)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/962/tom-clancys-rainbow-six/","evidence":"The game database identifies this title as Tom Clancy's Rainbow Six.","value":"Tom Clancy's Rainbow Six","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/962/tom-clancys-rainbow-six/","evidence":"MobyGames classifies the game as a tactical shooter and simulation.","value":"Tactical shooter","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/962/tom-clancys-rainbow-six/","evidence":"MobyGames lists the original Windows release in 1998; this catalog entry narrows the profile to the GOG Windows 1.04 executable used by the recompilation.","value":"Windows (GOG v1.04 target)","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.ubisoft.com/en-us/games/tom-clancys-rainbow-six","evidence":"Ubisoft’s official Windows product page gives August 22, 1998 as the release date and identifies this as the original Rainbow Six title.","value":"North America: 1998-08-22 (Windows)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/962/tom-clancys-rainbow-six/","evidence":"The database credits Red Storm Entertainment, Inc. as a developer.","value":"Red Storm Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/962/tom-clancys-rainbow-six/","evidence":"The Windows release is credited to Red Storm Entertainment in the game record; Ubisoft lists Ubisoft Red Storm as developer/publisher for the current GOG listing.","value":"Red Storm Entertainment","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/962/tom-clancys-rainbow-six/","evidence":"MobyGames identifies the title as the first Tom Clancy’s Rainbow Six release.","value":"Tom Clancy's Rainbow Six","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Rainbow_Six_(video_game)","wikipedia_title":"Tom Clancy's Rainbow Six (video game)"},{"game_key":"Tom Clancy's Rainbow Six 3","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy's_Rainbow_Six_3","evidence":"The article states the separate console version was developed by Ubisoft.","value":"Ubisoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy's_Rainbow_Six_3","evidence":"The article states the separate console version was published by Ubisoft.","value":"Ubisoft","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy's_Rainbow_Six_3","evidence":"The article distinguishes a console version for Xbox, PlayStation 2, and GameCube from the Raven Shield version covered by its infobox.","value":"Xbox, PlayStation 2, GameCube (console version)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tom+Clancy%27s+Rainbow+Six+3","wikipedia_title":null},{"game_key":"Tom Clancy’s Splinter Cell: Double Agent (Original Xbox version)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","evidence":"The article lists the Xbox version in the original console-version group.","value":"Xbox","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","evidence":"The article lists October 24, 2006 as the North American release date.","value":"North America: 2006-10-24","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","evidence":"The article describes the game as an action-adventure stealth game.","value":"Action-adventure / stealth","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","evidence":"The article credits Ubisoft Montreal with the original Xbox/PS2/GameCube/Wii version.","value":"Ubisoft Montreal","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","evidence":"The article credits Ubisoft as publisher.","value":"Ubisoft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","evidence":"The article identifies the game as a Tom Clancy’s Splinter Cell series entry.","value":"Tom Clancy’s Splinter Cell","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tom_Clancy%27s_Splinter_Cell:_Double_Agent","wikipedia_title":"Tom Clancy's Splinter Cell: Double Agent"},{"game_key":"Tomb Raider (1996)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","evidence":"The article states that Tomb Raider was first released on Sega Saturn before the PC and PlayStation versions.","value":"Sega Saturn","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","evidence":"The article lists October 24, 1996 as the first European Saturn release date.","value":"Europe: 1996-10-24","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","evidence":"The article classifies Tomb Raider as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","evidence":"The article credits Core Design as developer.","value":"Core Design","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","evidence":"The article credits Eidos Interactive as publisher for the worldwide release.","value":"Eidos Interactive","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","evidence":"The article identifies Tomb Raider as the debut entry in the franchise.","value":"Tomb Raider","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","wikipedia_title":"Tomb Raider (1996 video game)"},{"game_key":"Tomb Raider (1996; PlayStation USA v1.6)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/348/tomb-raider/","evidence":"The game database identifies this title as Tomb Raider.","value":"Tomb Raider","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/348/tomb-raider/","evidence":"MobyGames describes the game as an action-adventure title with platform and puzzle elements.","value":"Action-adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/348/tomb-raider/","evidence":"MobyGames lists DOS, Sega Saturn, and PlayStation versions; GameFAQs identifies the exact U.S. PlayStation target as SLUS-00152.","value":["Sega Saturn","MS-DOS","PlayStation"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/199040-tomb-raider/data","evidence":"The North American PlayStation release record identifies Tomb Raider, product code SLUS-00152, with release date November 15, 1996.","value":"North America: 1996-11-15 (PlayStation)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/348/tomb-raider/","evidence":"The game database credits Core Design Ltd. as developer.","value":"Core Design Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/348/tomb-raider/","evidence":"The U.S. PlayStation release record identifies Eidos Interactive as publisher.","value":"Eidos Interactive","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/348/tomb-raider/","evidence":"Tomb Raider is the first entry in the Tomb Raider game series.","value":"Tomb Raider","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game)","wikipedia_title":"Tomb Raider (1996 video game)"},{"game_key":"Tomba! (Tombi! in Europe; Ore! Tomba in Japan)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article identifies the PlayStation as the game’s platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article gives December 25, 1997 as the Japanese release date.","value":"Japan: 1997-12-25","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article classifies the game as an action-adventure platform game.","value":"Action-adventure / platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article credits Whoopee Camp as developer.","value":"Whoopee Camp","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article lists Whoopee Camp for Japan and Sony Computer Entertainment for worldwide international publishing.","value":"Whoopee Camp (Japan); Sony Computer Entertainment (international)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomba%21","wikipedia_title":"Tomba!"},{"game_key":"Tomba! (USA PlayStation disc, SCUS-94236)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article gives Tomba! as the North American title and Tombi! for Europe and Japan.","value":"Tomba! (known as Tombi! in Europe and Japan)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The infobox lists action-adventure and platform genres.","value":"Action-adventure, platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article credits Whoopee Camp as developer.","value":"Whoopee Camp","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article distinguishes the Japanese developer-published release from Sony Computer Entertainment’s international publishing.","value":"Whoopee Camp (Japan); Sony Computer Entertainment (international release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The release section gives July 16, 1998 as the North American release date.","value":"North America: 1998-07-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomba!","wikipedia_title":"Tomba!"},{"game_key":"Tomba! 2: The Evil Swine Return","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomba%21_2:_The_Evil_Swine_Return","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tomba%21_2:_The_Evil_Swine_Return","evidence":"The article lists October 28, 1999 as the Japanese release date.","value":"Japan: 1999-10-28","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomba%21_2:_The_Evil_Swine_Return","evidence":"The article classifies it as platform-adventure.","value":"Platform-adventure","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomba%21_2:_The_Evil_Swine_Return","evidence":"The article credits Whoopee Camp as developer.","value":"Whoopee Camp","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomba%21_2:_The_Evil_Swine_Return","evidence":"The article describes Whoopee Camp as the original publisher and Sony Computer Entertainment as international publisher.","value":"Whoopee Camp (Japan); Sony Computer Entertainment (international)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tomba%21+2%3A+The+Evil+Swine+Return","wikipedia_title":null},{"game_key":"Tombi! (PS1 PAL Spanish, SCES_013.31)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article credits Whoopee Camp as developer.","value":"Whoopee Camp","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article lists Sony Computer Entertainment for worldwide publishing and Whoopee Camp for Japan.","value":"Sony Computer Entertainment (international)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article identifies PlayStation as the platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomba%21","evidence":"The article classifies Tomba! as a platform-adventure game.","value":"Platform-adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomba%21","wikipedia_title":"Tomba! (known as Tombi in Europe)"},{"game_key":"Tomodachi Collection","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Collection","evidence":"The article credits Nintendo Software Planning & Development as developer.","value":"Nintendo Software Planning & Development","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Collection","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Collection","evidence":"The article places it in the Tomodachi Life series.","value":"Tomodachi Life","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Collection","evidence":"The article lists Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Collection","evidence":"The article classifies the game as social simulation.","value":"Social simulation","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tomodachi+Collection","wikipedia_title":null},{"game_key":"Tomodachi Life","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","evidence":"The infobox classifies Tomodachi Life as a social simulation game.","value":"Social simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","evidence":"The infobox credits Nintendo SPD as developer.","value":"Nintendo SPD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","evidence":"The infobox lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","evidence":"The article identifies Nintendo 3DS as the platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","evidence":"The infobox identifies Tomodachi as the series.","value":"Tomodachi","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","evidence":"The article gives April 18, 2013 as the Japanese release date.","value":"Japan: 2013-04-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomodachi_Life","wikipedia_title":"Tomodachi Life"},{"game_key":"Tomodachi Life: Living the Dream","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","evidence":"The article identifies Nintendo Switch as the platform.","value":"Nintendo Switch","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","evidence":"The article lists April 16, 2026 as the worldwide release date.","value":"Worldwide: 2026-04-16","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","evidence":"The article classifies the game as social simulation.","value":"Social simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","evidence":"The article identifies Nintendo EPD as the principal developer.","value":"Nintendo Entertainment Planning & Development","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","evidence":"The article identifies it as the third game in the Tomodachi Life series.","value":"Tomodachi Life","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tomodachi_Life:_Living_the_Dream","wikipedia_title":"Tomodachi Life: Living the Dream"},{"game_key":"Tongari Boushi to Mahou no Machi","facts":[{"field":"canonical_name","source_url":"https://www.konami.com/games/tongari-boushi-machi/","evidence":"Konami’s official product site gives the title とんがりボウシと魔法の町.","value":"とんがりボウシと魔法の町 (Tongari Boushi to Mahou no Machi)","date_granularity":null},{"field":"genre","source_url":"https://www.konami.com/games/tongari-boushi-machi/","evidence":"Konami classifies the game as a communication game.","value":"Communication","date_granularity":null},{"field":"original_platform","source_url":"https://www.konami.com/games/tongari-boushi-machi/","evidence":"Konami lists Nintendo 3DS as the platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.konami.com/games/tongari-boushi-machi/","evidence":"Konami lists November 21, 2013 as the Japanese release date.","value":"Japan: 2013-11-21","date_granularity":"day"},{"field":"publisher","source_url":"https://www.konami.com/games/tongari-boushi-machi/","evidence":"Konami lists Konami Digital Entertainment as publisher.","value":"Konami Digital Entertainment","date_granularity":null},{"field":"mode","source_url":"https://www.konami.com/games/tongari-boushi-machi/","evidence":"Konami lists one player.","value":"Single-player","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tongari%20Boushi%20to%20Mahou%20no%20Machi","wikipedia_title":null},{"game_key":"Tony Hawk’s Project 8","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article lists these platforms for the 2006 release.","value":["PlayStation 2","Xbox","Xbox 360","PlayStation 3","PlayStation Portable"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article lists November 7, 2006 for the initial PS2/Xbox/Xbox 360 release group.","value":"North America: 2006-11-07","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article classifies the game as sports and describes it as a skateboarding title.","value":"Sports / skateboarding","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article credits Neversoft as developer.","value":"Neversoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article credits Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article identifies Tony Hawk’s as the series.","value":"Tony Hawk’s","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tony_Hawk's_Project_8","wikipedia_title":"Tony Hawk's Project 8"},{"game_key":"Tony Hawk’s Project 8 (Xbox 360)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article lists these platforms for the 2006 release.","value":["PlayStation 2","Xbox","Xbox 360","PlayStation 3","PlayStation Portable"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article lists November 7, 2006 for the initial PS2/Xbox/Xbox 360 release group.","value":"North America: 2006-11-07","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article classifies the game as sports and describes it as a skateboarding title.","value":"Sports / skateboarding","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article credits Neversoft as developer.","value":"Neversoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article credits Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","evidence":"The article identifies Tony Hawk’s as the series.","value":"Tony Hawk’s","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Project_8","wikipedia_title":"Tony Hawk's Project 8"},{"game_key":"Tony Hawk’s Underground","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Underground","evidence":"The article lists these original release platforms.","value":["Game Boy Advance","GameCube","PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Underground","evidence":"The article lists October 27, 2003 for the original console/handheld releases.","value":"North America: 2003-10-27","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Underground","evidence":"The article classifies the game as sports and identifies its skateboarding gameplay.","value":"Sports / skateboarding","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Underground","evidence":"The article credits Neversoft as developer.","value":"Neversoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Underground","evidence":"The article credits Activision as publisher.","value":"Activision","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Tony_Hawk%27s_Underground","evidence":"The article identifies it as the fifth entry in Tony Hawk’s series.","value":"Tony Hawk’s","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tony_Hawk's_Underground","wikipedia_title":"Tony Hawk's Underground"},{"game_key":"Top Gear (SNES, USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","evidence":"Wikipedia lists Gremlin Graphics as developer.","value":"Gremlin Graphics","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","evidence":"Wikipedia lists Kemco as publisher.","value":"Kemco","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","evidence":"Wikipedia lists Racing.","value":"Racing","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","evidence":"Wikipedia lists SNES.","value":["Super Nintendo Entertainment System"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","evidence":"Wikipedia identifies Top Gear as a 1992 video game.","value":1992,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","evidence":"Wikipedia lists the North American release as April 16, 1992.","value":"North America: 1992-04-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Top_Gear_(video_game)","wikipedia_title":"Top Gear (video game)"},{"game_key":"Top Gear Rally","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames identifies the title as Top Gear Rally.","value":"Top Gear Rally","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames classifies the game as Racing.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames lists Nintendo 64 among the game's platforms.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames records the release as 1997.","value":"1997","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames credits Boss Game Studios as developer.","value":"Boss Game Studios","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames credits Midway; Kotobuki System as publisher.","value":"Midway; Kotobuki System","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/8919/top-gear-rally/","evidence":"MobyGames associates the game with the Top Gear series or franchise.","value":"Top Gear","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Top_Gear_Rally","wikipedia_title":"Top Gear Rally"},{"game_key":"Torchlight","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article identifies the original Windows release before later ports.","value":"Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article lists October 27, 2009 as the original Windows release date.","value":"Worldwide: 2009-10-27","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article classifies Torchlight as action role-playing and hack-and-slash.","value":"Action role-playing / hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article credits Runic Games as developer.","value":"Runic Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article credits Perfect World Entertainment as publisher for the original Windows release.","value":"Perfect World Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article identifies Torchlight as the series.","value":"Torchlight","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Torchlight","wikipedia_title":"Torchlight"},{"game_key":"Torchlight (Xbox 360/XBLA version 1.0.140.0)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article identifies the game and describes the Xbox 360 release as a port of Torchlight.","value":"Torchlight","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The infobox lists action role-playing and hack-and-slash genres.","value":"Action role-playing, hack and slash","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article credits Runic Games for the game and identifies World Domination Industries as a collaborator on the Xbox 360 port.","value":"Runic Games; World Domination Industries (Xbox 360 port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The infobox distinguishes the Xbox 360 publisher from the original Windows publisher.","value":"Microsoft Studios (Xbox 360); Perfect World Entertainment (original Windows release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article lists the Windows original and later ports.","value":"Windows; later OS X, Xbox 360 (Xbox Live Arcade), and Linux ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The article’s Xbox 360 development section gives March 9, 2011 as the XBLA release date.","value":"Xbox 360 (Xbox Live Arcade): 2011-03-09","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Torchlight","evidence":"The infobox identifies Torchlight as part of the Torchlight series.","value":"Torchlight","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Torchlight","wikipedia_title":"Torchlight"},{"game_key":"Tornado Outbreak (PS3 disc, BLUS30371)","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/ps3/960504-tornado-outbreak/data","evidence":"The GameFAQs entry identifies PlayStation 3; the US release row has product ID BLUS-30371.","value":"PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps3/960504-tornado-outbreak/data","evidence":"The US PlayStation 3 release row for product ID BLUS-30371 is dated September 29, 2009.","value":"North America: 2009-09-29","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tornado_Outbreak","evidence":"The article classifies Tornado Outbreak as an action-adventure game.","value":"Action-adventure","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/ps3/960504-tornado-outbreak/data","evidence":"GameFAQs credits Loose Cannon Studios as developer.","value":"Loose Cannon Studios","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/ps3/960504-tornado-outbreak/data","evidence":"The US PlayStation 3 release row lists Konami as publisher.","value":"Konami","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tornado_Outbreak","wikipedia_title":"Tornado Outbreak"},{"game_key":"Torneko’s Great Adventure: Mystery Dungeon","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Torneko%27s_Great_Adventure","evidence":"Wikipedia identifies Chunsoft as developer.","value":"Chunsoft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Torneko%27s_Great_Adventure","evidence":"Wikipedia identifies Chunsoft as publisher.","value":"Chunsoft","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Torneko%27s_Great_Adventure","evidence":"Wikipedia lists role-playing and roguelike.","value":"Role-playing / roguelike","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Torneko%27s_Great_Adventure","evidence":"Wikipedia lists Super Famicom; the maintainer README specifies an unheadered Japanese SFC ROM.","value":["Super Famicom"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Torneko%27s_Great_Adventure","evidence":"Wikipedia identifies the Japan release on September 19, 1993.","value":1993,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Torneko%27s_Great_Adventure","wikipedia_title":"Torneko’s Great Adventure"},{"game_key":"Total Annihilation","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Total_Annihilation","evidence":"The article lists Windows and Mac OS as the original platforms.","value":["Microsoft Windows","Mac OS"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Total_Annihilation","evidence":"The article lists September 25, 1997 as the UK release date.","value":"United Kingdom: 1997-09-25","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Total_Annihilation","evidence":"The article classifies the game as real-time strategy.","value":"Real-time strategy","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Total_Annihilation","evidence":"The article credits Cavedog Entertainment as developer.","value":"Cavedog Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Total_Annihilation","evidence":"The article lists Cavedog for North America and GT Interactive for Europe.","value":"Cavedog Entertainment (North America); GT Interactive (Europe)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Total_Annihilation","wikipedia_title":"Total Annihilation"},{"game_key":"Touhou 10.5: Scarlet Weather Rhapsody","facts":[{"field":"canonical_name","source_url":"https://danmaku.jp/archive/origin/o008/","evidence":"The official Touhou archive page gives the Japanese title 東方緋想天 ～ Scarlet Weather Rhapsody.","value":"東方緋想天 ～ Scarlet Weather Rhapsody","date_granularity":null},{"field":"genre","source_url":"https://danmaku.jp/archive/origin/o008/","evidence":"The official Touhou archive describes it as a versus danmaku action game.","value":"Versus danmaku action / fighting game","date_granularity":null},{"field":"original_platform","source_url":"https://danmaku.jp/archive/origin/o008/","evidence":"The official Touhou archive lists Windows 2000 and Windows XP as supported systems.","value":"Windows 2000 / Windows XP","date_granularity":null},{"field":"regional_release_date","source_url":"https://danmaku.jp/archive/origin/o008/","evidence":"The official archive lists May 25, 2008 as the release date.","value":"Japan: 2008-05-25","date_granularity":"day"},{"field":"series","source_url":"https://danmaku.jp/archive/origin/o008/","evidence":"The official archive identifies Scarlet Weather Rhapsody as Touhou Project’s 10.5th game.","value":"Touhou Project (10.5th game)","date_granularity":null},{"field":"developer","source_url":"https://en.touhouwiki.net/index.php?mobileaction=toggle_view_desktop&title=Scarlet_Weather_Rhapsody","evidence":"Touhou Wiki’s game record credits Team Shanghai Alice and Twilight Frontier as the collaboration developers; this is secondary-source attribution.","value":"Team Shanghai Alice and Twilight Frontier","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Scarlet_Weather_Rhapsody","wikipedia_title":"Scarlet Weather Rhapsody"},{"game_key":"Touhou 10: Mountain of Faith","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Mountain_of_Faith","evidence":"The article lists Windows as the original platform.","value":"Microsoft Windows PC","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Mountain_of_Faith","evidence":"The article classifies it as bullet hell and describes vertically scrolling shoot-’em-up gameplay.","value":"Bullet hell (danmaku); vertical scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Mountain_of_Faith","evidence":"The article credits Team Shanghai Alice as developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Mountain_of_Faith","evidence":"The article credits Team Shanghai Alice as publisher.","value":"Team Shanghai Alice","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Mountain_of_Faith","evidence":"The article lists August 17, 2007 as the Japanese release date at Comiket 72.","value":"Japan: 2007-08-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Mountain_of_Faith","wikipedia_title":"Mountain of Faith"},{"game_key":"Touhou 11: Subterranean Animism","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Subterranean_Animism","evidence":"The article lists Windows as the original platform.","value":"Microsoft Windows PC","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Subterranean_Animism","evidence":"The article classifies it as bullet hell and scrolling shooter.","value":"Bullet hell; scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Subterranean_Animism","evidence":"The article credits Team Shanghai Alice as developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Subterranean_Animism","evidence":"The article credits Team Shanghai Alice as publisher.","value":"Team Shanghai Alice","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Subterranean_Animism","evidence":"The article gives August 16, 2008 as release during the 74th Comiket.","value":"Japan: 2008-08-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Subterranean_Animism","wikipedia_title":"Subterranean Animism"},{"game_key":"Touhou 15: Legacy of Lunatic Kingdom","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Legacy_of_Lunatic_Kingdom","evidence":"The article identifies the game as a Windows PC release; the Steam edition came later.","value":"Microsoft Windows PC","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Legacy_of_Lunatic_Kingdom","evidence":"The article describes it as a scrolling-shooter bullet hell game.","value":"Bullet hell; scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Legacy_of_Lunatic_Kingdom","evidence":"The article credits Team Shanghai Alice as developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Legacy_of_Lunatic_Kingdom","evidence":"The article credits Team Shanghai Alice as publisher.","value":"Team Shanghai Alice","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Legacy_of_Lunatic_Kingdom","evidence":"The article gives August 14, 2015 as the full release date at Comiket 88.","value":"Japan: 2015-08-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Legacy_of_Lunatic_Kingdom","wikipedia_title":"Legacy of Lunatic Kingdom"},{"game_key":"Touhou 4: Lotus Land Story (original Japanese PC-98 release)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Touhou_Project","evidence":"The series article classifies Touhou as a bullet-hell and shoot-'em-up series.","value":["Bullet hell","Shoot 'em up"],"date_granularity":null},{"field":"variant_platform","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The TH04 row in the Touhou Project games list identifies PC-98 as Lotus Land Story's platform.","value":"PC-98","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The games list identifies Lotus Land Story as the fourth game in the Touhou Project series.","value":"Touhou Project","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The games list gives August 14, 1998 at Comiket 54 as the Japanese release date.","value":"1998-08-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","wikipedia_title":"Touhou Project games (Lotus Land Story section; no standalone article found)"},{"game_key":"Touhou 6: The Embodiment of Scarlet Devil; Touhou 7: Perfect Cherry Blossom; Touhou 8: Imperishable Night","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The article identifies Team Shanghai Alice as the one-person development circle behind the Windows-era mainline titles.","value":"Team Shanghai Alice (all three Windows entries)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The article says Team Shanghai Alice self-published the subsequent Windows games.","value":"Team Shanghai Alice (self-published Windows entries)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The article lists Embodiment of Scarlet Devil, Perfect Cherry Blossom, and Imperishable Night as Windows releases.","value":"Microsoft Windows (all three entries)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The summary table classifies all three entries as STG, a shoot-’em-up genre label.","value":"STG (shoot ’em up)","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Touhou_Project_games","evidence":"The article’s summary table gives these dates for TH06, TH07, and TH08.","value":"Embodiment of Scarlet Devil: 2002-08-11; Perfect Cherry Blossom: 2003-08-17; Imperishable Night: 2004-08-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Touhou+6%3A+The+Embodiment+of+Scarlet+Devil%3B+Touhou+7%3A+Perfect+Cherry+Blossom%3B+Touhou+8%3A+Imperishable+Night","wikipedia_title":null},{"game_key":"Touhou 7: Perfect Cherry Blossom","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","evidence":"The article classifies the game as a bullet hell shoot ’em up.","value":"Bullet hell; shoot ’em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","evidence":"The infobox credits Team Shanghai Alice as developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","evidence":"The infobox lists Team Shanghai Alice as publisher.","value":"Team Shanghai Alice","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","evidence":"The article identifies Windows as the original platform.","value":"Windows","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","evidence":"The article identifies the game as the seventh Touhou Project title.","value":"Touhou Project","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","evidence":"The article gives August 17, 2003 as the Japanese release date.","value":"Japan: 2003-08-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Perfect_Cherry_Blossom","wikipedia_title":"Perfect Cherry Blossom"},{"game_key":"Touhou 8: Imperishable Night","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Imperishable_Night","evidence":"The article credits Team Shanghai Alice as developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Imperishable_Night","evidence":"The article lists Team Shanghai Alice as publisher.","value":"Team Shanghai Alice","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Imperishable_Night","evidence":"The article lists Windows as the original platform and identifies it as the third main Touhou game released for Windows.","value":"Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Imperishable_Night","evidence":"The article classifies the game as a vertical scrolling shoot 'em up and bullet hell game.","value":"Vertical scrolling shoot 'em up; bullet hell (danmaku)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Imperishable_Night","evidence":"The article dates the Japanese Comiket 66 release to August 15, 2004.","value":"Japan: 2004-08-15","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Imperishable_Night","wikipedia_title":"Imperishable Night"},{"game_key":"Touhou 9: Phantasmagoria of Flower View","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","evidence":"The article credits Team Shanghai Alice as developer.","value":"Team Shanghai 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2005-08-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","wikipedia_title":"Phantasmagoria of Flower View"},{"game_key":"Touhou 9: Phantasmagoria of Flower View (original Japanese Windows version 1.50a)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","evidence":"The article credits Team Shanghai Alice as developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","evidence":"The article lists Team Shanghai Alice as publisher.","value":"Team Shanghai Alice","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","evidence":"The article identifies Windows as the platform.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","evidence":"The article describes the game as a bullet-hell shooter with simultaneous versus play.","value":"Bullet hell; versus-style scrolling shooter","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","evidence":"The article gives 2005 as the release year; its table and prose differ on the exact August day, so only the year is recorded.","value":"Japan: 2005","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Phantasmagoria_of_Flower_View","wikipedia_title":"Phantasmagoria of Flower View"},{"game_key":"Touhou Koumakyou: The Embodiment of Scarlet Devil","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article identifies this as the first Windows installment in the Touhou series.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article lists August 11, 2002 as the original release date at Comiket 62.","value":"Japan: 2002-08-11","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article classifies the game as a shoot ’em up.","value":"Shoot ’em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article credits Team Shanghai Alice / ZUN as creator and developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article says ZUN’s circle self-published the Windows games.","value":"Team Shanghai Alice (self-published)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article identifies the title as the sixth Touhou Project game.","value":"Touhou Project","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","wikipedia_title":"Embodiment of Scarlet Devil"},{"game_key":"Touhou Koumakyou: The Embodiment of Scarlet Devil (Windows PC version 1.02h)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article identifies this as the first Windows installment in the Touhou series.","value":"Microsoft Windows","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article lists August 11, 2002 as the original release date at Comiket 62.","value":"Japan: 2002-08-11","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article classifies the game as a shoot ’em up.","value":"Shoot ’em up","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article credits Team Shanghai Alice / ZUN as creator and developer.","value":"Team Shanghai Alice","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article says ZUN’s circle self-published the Windows games.","value":"Team Shanghai Alice (self-published)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Embodiment_of_Scarlet_Devil","evidence":"The article identifies the title as the sixth Touhou Project game.","value":"Touhou Project","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Touhou+Koumakyou+The+Embodiment+of+Scarlet+Devil+original+Windows+PC+game+version+1.02h","wikipedia_title":null},{"game_key":"Tourist Trophy","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/24227/tourist-trophy-the-real-riding-simulator/","evidence":"MobyGames identifies the title as Tourist Trophy: The Real Riding Simulator.","value":"Tourist Trophy: The Real Riding Simulator","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/24227/tourist-trophy-the-real-riding-simulator/","evidence":"MobyGames classifies the game as Motorcycle racing simulation.","value":"Motorcycle racing simulation","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/24227/tourist-trophy-the-real-riding-simulator/","evidence":"MobyGames lists PlayStation 2 among the game's platforms.","value":"PlayStation 2","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/24227/tourist-trophy-the-real-riding-simulator/","evidence":"MobyGames records the release as Japan: 2006-02-02.","value":"Japan: 2006-02-02","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/24227/tourist-trophy-the-real-riding-simulator/","evidence":"MobyGames credits Polyphony Digital as developer.","value":"Polyphony Digital","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/24227/tourist-trophy-the-real-riding-simulator/","evidence":"MobyGames credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tourist_Trophy_(video_game)","wikipedia_title":"Tourist Trophy (video game)"},{"game_key":"Toy Story 2: Buzz Lightyear to the Rescue (Nintendo 64, USA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia lists platform and action-adventure as genres.","value":["Platform","Action-adventure"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia lists Traveller’s Tales as developer.","value":"Traveller's Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia identifies Activision as publisher of the home console version.","value":"Activision","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia lists PlayStation, Nintendo 64, Windows, Macintosh, and Dreamcast as platforms.","value":["PlayStation","Nintendo 64","Windows","Macintosh","Dreamcast"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia identifies the game as a 1999 video game; release timing differs by platform and territory.","value":1999,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","wikipedia_title":"Toy Story 2: Buzz Lightyear to the Rescue"},{"game_key":"Toy Story 2: Buzz Lightyear to the Rescue! (PlayStation, USA SLUS_008.93)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia lists platform and action-adventure as genres.","value":["Platform","Action-adventure"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia lists Traveller’s Tales as developer.","value":"Traveller's Tales","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia identifies Activision as publisher of the home console version.","value":"Activision","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia lists PlayStation, Nintendo 64, Windows, Macintosh, and Dreamcast as platforms.","value":["PlayStation","Nintendo 64","Windows","Macintosh","Dreamcast"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","evidence":"Wikipedia identifies the game as a 1999 video game; release timing differs by platform and territory.","value":1999,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Toy_Story_2:_Buzz_Lightyear_to_the_Rescue","wikipedia_title":"Toy Story 2: Buzz Lightyear to the Rescue"},{"game_key":"TrackMania Nations Forever","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/TrackMania_Nations","evidence":"The article credits Nadeo as developer.","value":"Nadeo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/TrackMania_Nations","evidence":"The article lists Focus Home Interactive and Deep Silver as publishers.","value":"Focus Home Interactive; Deep Silver","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/TrackMania_Nations","evidence":"The article identifies TrackMania as the series.","value":"TrackMania","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/TrackMania_Nations","evidence":"The article lists Windows as the platform.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/TrackMania_Nations","evidence":"The article classifies the game as racing.","value":"Racing","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/TrackMania_Nations","evidence":"The article describes Nations Forever as a standalone expansion to TrackMania Nations.","value":"A standalone expansion to TrackMania Nations, released as TrackMania Nations Forever","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=TrackMania+Nations+Forever","wikipedia_title":null},{"game_key":"Trails in the Sky 2nd Chapter (The Legend of Heroes: Trails in the Sky SC)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Heroes:_Trails_in_the_Sky_SC","evidence":"The article credits Nihon Falcom as developer of the original SC game; it identifies Paon DP only for the later Vita Evolution version.","value":"Nihon Falcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/The_Legend_of_Heroes:_Trails_in_the_Sky_SC","evidence":"The article lists Nihon Falcom as the Japanese publisher and Xseed Games as publisher for the English release.","value":"Nihon Falcom (original Japanese release); Xseed Games (English localization)","date_granularity":null},{"field":"original_platform","source_url":"https://www.falcom.co.jp/games-data/sorasc","evidence":"Falcom's original product page labels the SC edition for Windows; the article states that Windows was the first release platform.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://www.falcom.co.jp/games-data/sorasc","evidence":"Falcom's product details classify the game as a story RPG (ストーリーRPG).","value":"Story-based role-playing game","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.falcom.co.jp/games-data/sorasc","evidence":"Falcom's product page lists March 9, 2006 as the Windows release date.","value":"Japan: 2006-03-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/The_Legend_of_Heroes:_Trails_in_the_Sky_SC","wikipedia_title":"The Legend of Heroes: Trails in the Sky SC"},{"game_key":"Transformers (PlayStation 2, PAL SLES-52388; North American title: Transformers Armada: Prelude to Energon)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Transformers_(2004_video_game)","evidence":"The article identifies the 2004 Transformers game as an exclusive PlayStation 2 release, matching the PAL SLES key.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://space.atari.org/pdf/news0309.pdf","evidence":"Atari's 2003 announcement identifies Melbourne House as developer of Transformers Armada: Prelude to Energon, the game's North American pre-release title.","value":"Atari Melbourne House","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Transformers_(2004_video_game)","evidence":"The article identifies Atari as publisher of the PlayStation 2 game.","value":"Atari","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Transformers_(2004_video_game)","evidence":"The article classifies the game as a third-person shooter.","value":"Third-person shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Transformers_(2004_video_game)","evidence":"The article gives the European PlayStation 2 release date as May 7, 2004, matching the PAL qualifier; no disc-revision-specific claim is inferred.","value":"Europe: 2004-05-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Transformers%3A_Armada","wikipedia_title":"Transformers: Armada"},{"game_key":"Trials HD (Xbox 360 XBLA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Trials_HD","evidence":"Wikipedia lists RedLynx as developer.","value":"RedLynx","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Trials_HD","evidence":"Wikipedia lists Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Trials_HD","evidence":"Wikipedia identifies puzzle/racing genres.","value":["Puzzle","Racing"],"date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Trials_HD","evidence":"Wikipedia lists Xbox 360/XBLA.","value":["Xbox 360 (Xbox Live Arcade)"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Trials_HD","evidence":"Wikipedia identifies release on August 12, 2009.","value":2009,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Trials_HD","evidence":"Wikipedia lists August 12, 2009 release.","value":"Worldwide: 2009-08-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Trials_HD","wikipedia_title":"Trials HD"},{"game_key":"Tricolore Crise","facts":[{"field":"original_platform","source_url":"https://bdjogos.com.br/jogo.php?id=5773","evidence":"The game record identifies Dreamcast as the platform.","value":"Dreamcast","date_granularity":null},{"field":"regional_release_date","source_url":"https://bdjogos.com.br/jogo.php?id=5773","evidence":"The game record lists November 9, 2000 as the Japanese release date.","value":"Japan: 2000-11-09","date_granularity":"day"},{"field":"genre","source_url":"https://bdjogos.com.br/jogo.php?id=5773","evidence":"The game record classifies Tricolore Crise as an RPG.","value":"Role-playing game","date_granularity":null},{"field":"developer","source_url":"https://bdjogos.com.br/jogo.php?id=5773","evidence":"The game record credits HuneX and Victor Interactive Software as developers.","value":["HuneX","Victor Interactive Software"],"date_granularity":null},{"field":"publisher","source_url":"https://bdjogos.com.br/jogo.php?id=5773","evidence":"The game record identifies Victor Interactive Software as publisher.","value":"Victor Interactive Software","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tricolore+Crise","wikipedia_title":null},{"game_key":"Triggerheart Exelica","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Triggerheart_Exelica","evidence":"The article credits Warashi with the original arcade game.","value":"Warashi","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Triggerheart_Exelica","evidence":"The article's release credits list Sega as publisher of the arcade version; later ports have different publishers.","value":"Sega (arcade release)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Triggerheart_Exelica","evidence":"The article says the original vertically scrolling shooter was developed for the Sega NAOMI arcade platform.","value":"Sega NAOMI arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Triggerheart_Exelica","evidence":"The article describes the game as a vertically scrolling shoot 'em up.","value":"Vertical scrolling shoot 'em up","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Triggerheart_Exelica","evidence":"The article dates the original Japanese arcade release to May 2006; a more precise day is not given there.","value":"Japan arcades: May 2006","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Triggerheart_Exelica","wikipedia_title":"Triggerheart Exelica"},{"game_key":"Trizeal","facts":[{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/arcade/960764-trizeal/data","evidence":"GameFAQs lists an arcade release and names arcade as the platform for the original version.","value":"Arcade","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/arcade/960764-trizeal/data","evidence":"GameFAQs classifies Trizeal as a vertical shoot-’em-up.","value":"Vertical scrolling shoot ’em up","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/arcade/960764-trizeal/data","evidence":"GameFAQs credits Triangle Service as developer.","value":"Triangle Service","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/arcade/960764-trizeal/data","evidence":"GameFAQs lists Triangle Service as publisher for the original arcade release.","value":"Triangle Service","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Trizeal","wikipedia_title":"Trizeal"},{"game_key":"Trogdor (Homestar Runner Flash game)","facts":[{"field":"original_platform","source_url":"https://new.homestarrunner.com/","evidence":"The official Homestar Runner site says the Trogdor game is playable in a browser after its HTML5 port.","value":"Web browser","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.wired.com/2008/11/trogdoooooooor/","evidence":"WIRED states that the Trogdor web game was released in 2003.","value":"2003","date_granularity":"year"},{"field":"genre","source_url":"https://www.wired.com/2008/11/trogdoooooooor/","evidence":"WIRED describes the game as a web-based time-waster patterned after retro arcade games.","value":"Arcade action","date_granularity":null},{"field":"series","source_url":"https://new.homestarrunner.com/","evidence":"The official site presents Trogdor as part of the Homestar Runner web universe.","value":"Homestar Runner","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=TROGDOR+Homestar+Runner+browser+game","wikipedia_title":null},{"game_key":"Tsumu Light","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/177069/tsumu-light/","evidence":"MobyGames credits Hect Co. Ltd. as developer.","value":"Hect Co. Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/177069/tsumu-light/","evidence":"MobyGames lists Hect Co. Ltd. as publisher.","value":"Hect Co. Ltd.","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/177069/tsumu-light/","evidence":"MobyGames records the 1999 release on PlayStation.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/177069/tsumu-light/","evidence":"MobyGames categorizes the game as a puzzle title and describes its crate-moving stages as 3D Sokoban-style puzzles.","value":"Puzzle; 3D Sokoban-style","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/177069/tsumu-light/","evidence":"MobyGames dates the PlayStation release to September 14, 1999.","value":"Japan: 1999-09-14","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tsumu%20Light","wikipedia_title":null},{"game_key":"Tunnels of Underworld (GigaMess, 2002 Windows game)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Tunnels+of+Underworld","wikipedia_title":"Search Wikipedia for Tunnels of Underworld"},{"game_key":"Turing Complete","facts":[{"field":"genre","source_url":"https://store.steampowered.com/app/1444480/Turing_Complete/","evidence":"The official Steam store classifies the game under Simulation and describes logic-building puzzle play.","value":"Simulation; logic-puzzle gameplay","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/1444480/Turing_Complete/","evidence":"The official store identifies LevelHead as developer.","value":"LevelHead","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1444480/Turing_Complete/","evidence":"The official store identifies LevelHead as publisher.","value":"LevelHead","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/1444480/Turing_Complete/","evidence":"The official store lists Windows, macOS, and SteamOS/Linux support.","value":"Windows; macOS; SteamOS/Linux","date_granularity":null},{"field":"release_date","source_url":"https://store.steampowered.com/app/1444480/Turing_Complete/","evidence":"The official Steam store lists October 2, 2021 as the release date.","value":"2021-10-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/w/index.php?search=Turing%20Complete","wikipedia_title":"Turing Complete"},{"game_key":"Turok 2: Seeds of Evil","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","evidence":"The article classifies Turok 2 as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","evidence":"The infobox credits Iguana Entertainment as developer.","value":"Iguana Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","evidence":"The infobox lists Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","evidence":"The article identifies Nintendo 64 as the original platform; later ports exist.","value":"Nintendo 64","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","evidence":"The article identifies Turok 2 as an entry in the Turok series.","value":"Turok","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","evidence":"The article dates the original Nintendo 64 release to 1998.","value":"1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Turok_2:_Seeds_of_Evil","wikipedia_title":"Turok 2: Seeds of Evil"},{"game_key":"Turok: Dinosaur Hunter","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","evidence":"The article lists March 4, 1997 as the North American Nintendo 64 release date.","value":"North America: 1997-03-04","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","evidence":"The article credits Iguana Entertainment as developer.","value":"Iguana Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","evidence":"The article credits Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","evidence":"The article identifies Turok as the series.","value":"Turok","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Turok:_Dinosaur_Hunter","wikipedia_title":"Turok: Dinosaur Hunter"},{"game_key":"Turok: Rage Wars","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article credits Acclaim Studios Austin as developer.","value":"Acclaim Studios Austin","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article lists Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article places the game in the Turok series.","value":"Turok","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Turok%3A+Rage+Wars","wikipedia_title":null},{"game_key":"Turok: Rage Wars (Nintendo 64 USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article credits Acclaim Studios Austin as developer.","value":"Acclaim Studios Austin","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article lists Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article places the game in the Turok series.","value":"Turok","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Turok%3A+Rage+Wars+%28Nintendo+64+USA%29","wikipedia_title":null},{"game_key":"Turok: Rage Wars (Nintendo 64; multiple regions/revisions)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article lists Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article lists November 23, 1999 as the North American release date.","value":"North America: 1999-11-23","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article credits Acclaim Studios Austin as developer.","value":"Acclaim Studios Austin","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article credits Acclaim Entertainment as publisher.","value":"Acclaim Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","evidence":"The article identifies Rage Wars as a Turok series game.","value":"Turok","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Turok:_Rage_Wars","wikipedia_title":"Turok: Rage Wars"},{"game_key":"Tux Racer","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tux_Racer","evidence":"The article says Patry originally developed the game and Sunspire Studios later expanded it.","value":"Jasmin Patry (original); Sunspire Studios (later expanded commercial release)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tux_Racer","evidence":"The article identifies a later proprietary commercial retail release from Sunspire Studios.","value":"Sunspire Studios (commercial retail release)","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Tux_Racer","evidence":"The article lists these platforms for the broader Tux Racer release history.","value":"Linux, Windows, Macintosh, arcade","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tux_Racer","evidence":"The article describes Tux Racer as a winter-sports racing game.","value":"Racing; winter sports","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Tux_Racer","evidence":"The article dates the open-source Linux release to February 28, 2000.","value":"Initial Linux release: 2000-02-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tux_Racer","wikipedia_title":"Tux Racer"},{"game_key":"Twilight Syndrome: Kinjirareta Toshi Densetsu","facts":[{"field":"original_platform","source_url":"https://www.mobygames.com/game/172207/twilight-syndrome-kinjirareta-toshi-densetsu/","evidence":"MobyGames lists the original release on Nintendo DS.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/172207/twilight-syndrome-kinjirareta-toshi-densetsu/","evidence":"MobyGames lists July 24, 2008 as the Nintendo DS release date.","value":"Japan: 2008-07-24","date_granularity":"day"},{"field":"genre","source_url":"https://www.mobygames.com/game/172207/twilight-syndrome-kinjirareta-toshi-densetsu/","evidence":"MobyGames classifies the title as an adventure, visual novel, and horror narrative.","value":"Adventure / horror visual novel","date_granularity":null},{"field":"developer","source_url":"https://www.mobygames.com/game/172207/twilight-syndrome-kinjirareta-toshi-densetsu/","evidence":"MobyGames credits XAX Entertainment Inc. as developer.","value":"XAX Entertainment Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/172207/twilight-syndrome-kinjirareta-toshi-densetsu/","evidence":"MobyGames credits Spike Co., Ltd. as publisher.","value":"Spike Co., Ltd.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Twilight+Syndrome+Kinjirareta+Toshi+Densetsu+Nintendo+DS+game","wikipedia_title":null},{"game_key":"Twisted Metal (2012)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal_(2012_video_game)","evidence":"The article identifies PlayStation 3 as the only original platform.","value":"PlayStation 3","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal_(2012_video_game)","evidence":"The article lists February 14, 2012 as the North American release date.","value":"North America: 2012-02-14","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal_(2012_video_game)","evidence":"The article classifies Twisted Metal as vehicular combat.","value":"Vehicular combat","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal_(2012_video_game)","evidence":"The article credits Eat Sleep Play as developer.","value":"Eat Sleep Play","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal_(2012_video_game)","evidence":"The article credits Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal_(2012_video_game)","evidence":"The article identifies the title as a reboot within the Twisted Metal series.","value":"Twisted Metal","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Twisted+Metal+%282012%29","wikipedia_title":null},{"game_key":"Twisted Metal: Black (NTSC-U, SCUS-97101 / SCUS_971.01)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal:_Black","evidence":"The article credits Incog Inc. Entertainment as developer.","value":"Incog Inc. Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal:_Black","evidence":"The article lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal:_Black","evidence":"The article identifies Twisted Metal as the series.","value":"Twisted Metal","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal:_Black","evidence":"The article lists PlayStation 2 as the platform.","value":"PlayStation 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal:_Black","evidence":"The article classifies the game as vehicular combat.","value":"Vehicular combat","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Twisted+Metal%3A+Black+%28NTSC-U%2C+SCUS-97101+%2F+SCUS_971.01%29","wikipedia_title":null},{"game_key":"Twisted Metal: Harbor City (unreleased PlayStation 2 game; TM.ELF SHA-1 59695de214d38d1c0af9167412271fe2a446a13a)","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Twisted_Metal","evidence":"The article identifies Harbor City as a cancelled Black sequel and says four completed levels were included in the PS2 Extra Twisted Edition bonus content.","value":"Cancelled sequel to Twisted Metal: Black; four completed levels were later included in Twisted Metal: Head-On: Extra Twisted Edition as Twisted Metal: 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supported)","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/1575990/Twisted_Tower/","evidence":"Steam classifies it as Action, Adventure, and Indie, and its store tags identify first-person shooter and horror.","value":"Action, adventure, indie; first-person horror shooter","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1575990/Twisted_Tower/","evidence":"The Steam store page gives August 18, 2026 as the release date.","value":"2026-08-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Twisted_Tower","wikipedia_title":"Twisted Tower"},{"game_key":"Ty the Tasmanian Tiger","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","evidence":"The article identifies these as the original release platforms.","value":["GameCube","PlayStation 2","Xbox"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","evidence":"The article lists October 9, 2002 as the North American release date.","value":"North America: 2002-10-09","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","evidence":"The article classifies the game as a platform game.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","evidence":"The article credits Krome Studios as developer.","value":"Krome Studios","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","evidence":"The article credits Electronic Arts as publisher of the original game.","value":"Electronic Arts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","evidence":"The article identifies the title as the first game in its series.","value":"Ty the Tasmanian Tiger","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ty_the_Tasmanian_Tiger","wikipedia_title":"Ty the Tasmanian Tiger"},{"game_key":"Tyrian","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Tyrian_(video_game)","evidence":"The article identifies MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Tyrian_(video_game)","evidence":"The article notes that the 1.0 shareware version was distributed from September 14, 1995; its October date denotes version 1.1.","value":"Worldwide: 1995-09-14 (shareware version 1.0)","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Tyrian_(video_game)","evidence":"The article classifies Tyrian as a vertically scrolling shooter.","value":"Scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Tyrian_(video_game)","evidence":"The article credits Eclipse Software as developer.","value":"Eclipse Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Tyrian_(video_game)","evidence":"The article credits Epic MegaGames as publisher.","value":"Epic MegaGames","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Tyrian_(video_game)","wikipedia_title":"Tyrian (video game)"},{"game_key":"UFO: Enemy Unknown / X-COM: UFO Defense and X-COM: Terror from the Deep","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article describes X-COM: UFO Defense as a strategy game with turn-based tactical missions.","value":"Strategy / turn-based tactics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article lists the original DOS release of UFO: Enemy Unknown / X-COM: UFO Defense.","value":"DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article credits Mythos Games and MicroProse as developers.","value":"Mythos Games and MicroProse","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article identifies MicroProse as publisher.","value":"MicroProse","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article identifies UFO: Enemy Unknown / X-COM: UFO Defense as an X-COM series title.","value":"X-COM","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article dates the European DOS release of UFO: Enemy Unknown to March 1994.","value":"1994-03 (Europe; UFO: Enemy Unknown)","date_granularity":"month"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article describes Terror from the Deep as a strategy game with turn-based tactical missions.","value":"Strategy / turn-based tactics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article lists DOS as the original platform for Terror from the Deep.","value":"DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article credits MicroProse as developer.","value":"MicroProse","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article credits MicroProse as publisher.","value":"MicroProse","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article identifies Terror from the Deep as an X-COM series entry.","value":"X-COM","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article lists the DOS release in March 1995.","value":"1995-03 (DOS; Terror from the Deep)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=UFO%3A+Enemy+Unknown+%2F+X-COM%3A+UFO+Defense+and+X-COM%3A+Terror+from+the+Deep","wikipedia_title":null},{"game_key":"Ultima Underworld and Ultima Underworld II","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss","evidence":"The article identifies Ultima Underworld as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss","evidence":"The article lists DOS as the original platform for Ultima Underworld.","value":"DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss","evidence":"The article credits Blue Sky Productions as developer of Ultima Underworld.","value":"Blue Sky Productions","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss","evidence":"The article credits Origin Systems as publisher of Ultima Underworld.","value":"Origin Systems","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss","evidence":"The article identifies Ultima Underworld as part of the Ultima series.","value":"Ultima","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss","evidence":"The article gives 1992-03-21 (North America; DOS) as the initial DOS release for Ultima Underworld.","value":"1992-03-21 (North America; DOS)","date_granularity":"day"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds","evidence":"The article identifies Ultima Underworld II as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds","evidence":"The article lists DOS as the original platform for Ultima Underworld II.","value":"DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds","evidence":"The article credits LookingGlass Technologies as developer of Ultima Underworld II.","value":"LookingGlass Technologies","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds","evidence":"The article credits Origin Systems as publisher of Ultima Underworld II.","value":"Origin Systems","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds","evidence":"The article identifies Ultima Underworld II as part of the Ultima series.","value":"Ultima","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds","evidence":"The article gives 1993-01-10 (North America; DOS) as the initial DOS release for Ultima Underworld II.","value":"1993-01-10 (North America; DOS)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ultima+Underworld+and+Ultima+Underworld+II","wikipedia_title":null},{"game_key":"Ultima V: Warriors of Destiny (MS-DOS v1.16)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","evidence":"The article classifies Ultima V as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","evidence":"The article lists MS-DOS among the original platforms for Ultima V.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","evidence":"The article credits Origin Systems as developer.","value":"Origin Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","evidence":"The article credits Origin Systems as publisher.","value":"Origin Systems","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","evidence":"The article identifies Ultima V as part of the Ultima series.","value":"Ultima","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","evidence":"The article gives March 1988 as the North American release.","value":"1988-03 (North America)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny","wikipedia_title":"Ultima V: Warriors of Destiny"},{"game_key":"Ultima VII Part Two: Serpent Isle","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The article identifies Serpent Isle as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The article lists MS-DOS as the original platform.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The article credits Origin Systems as developer.","value":"Origin Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The article credits Origin Systems as publisher.","value":"Origin Systems","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The article identifies Serpent Isle as part of the Ultima series.","value":"Ultima","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The article gives March 25, 1993 as the North American release date.","value":"1993-03-25 (North America; DOS)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","wikipedia_title":"Ultima VII Part Two: Serpent Isle"},{"game_key":"Ultima VII: The Black Gate","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The article classifies The Black Gate as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The article lists MS-DOS as the original platform; SNES was a later port.","value":"MS-DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The article credits Origin Systems as developer.","value":"Origin Systems","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The article credits Origin Systems as publisher.","value":"Origin Systems","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The article identifies The Black Gate as part of the Ultima series.","value":"Ultima","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The article gives April 17, 1992 as the North American DOS release.","value":"1992-04-17 (North America; DOS)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","wikipedia_title":"Ultima VII: The Black Gate"},{"game_key":"Ultima VII: The Black Gate and Ultima VII Part Two: Serpent Isle","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The Black Gate article credits Origin Systems as developer.","value":"Origin Systems — The Black Gate","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Ultima_VII:_The_Black_Gate","evidence":"The Black Gate article identifies MS-DOS as the original platform.","value":"MS-DOS — The Black Gate","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The Serpent Isle article credits Origin Systems as developer.","value":"Origin Systems — Serpent Isle","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The Serpent Isle article identifies MS-DOS as its platform.","value":"MS-DOS — Serpent Isle","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle","evidence":"The Serpent Isle article describes its story as beginning eighteen months after The Black Gate.","value":"Serpent Isle follows The Black Gate; its story begins 18 months after the events of The Black Gate","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ultima+VII%3A+The+Black+Gate+and+Ultima+VII+Part+Two%3A+Serpent+Isle","wikipedia_title":null},{"game_key":"Ultimate Mortal Kombat 3 (EA Mobile iOS 2011)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultimate_Mortal_Kombat_3","evidence":"The article classifies Ultimate Mortal Kombat 3 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Ultimate_Mortal_Kombat_3","evidence":"The article identifies the Electronic Arts mobile version as an iOS release.","value":"iOS","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Ultimate_Mortal_Kombat_3","evidence":"The article mentions an iOS version by Electronic Arts, but dates it to 2010 rather than the 2011 year in this key.","value":"The article separately notes a 3D iOS version released by Electronic Arts in 2010","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ultimate+Mortal+Kombat+3+%28EA+Mobile+iOS+2011%29","wikipedia_title":null},{"game_key":"Ultimate Spider-Man (Nintendo DS FRA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultimate_Spider-Man_(video_game)","evidence":"The article credits Vicarious Visions with developing the Nintendo DS version.","value":"Vicarious Visions (Nintendo DS version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultimate_Spider-Man_(video_game)","evidence":"The article lists Activision as publisher and Taito for the Japanese DS and some console releases.","value":"Activision; Taito (Japan)","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Ultimate_Spider-Man_(video_game)","evidence":"The article lists Nintendo DS as one of the game platforms.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultimate_Spider-Man_(video_game)","evidence":"The article describes the DS edition as a handheld beat ’em up and gives the game’s genre as action-adventure.","value":"Action-adventure; handheld beat ’em up (DS version)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ultimate+Spider-Man+%28Nintendo+DS+FRA%29","wikipedia_title":null},{"game_key":"ULTRAKILL","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ultrakill","evidence":"The article credits Arsi “Hakita” Patala as developer.","value":"Arsi “Hakita” Patala","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ultrakill","evidence":"The article lists New Blood Interactive as publisher.","value":"New Blood Interactive","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ultrakill","evidence":"The article identifies Microsoft Windows as the early-access platform.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ultrakill","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Ultrakill","evidence":"The article dates the Steam Early Access release to September 3, 2020.","value":"Early Access: 2020-09-03","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ultrakill","wikipedia_title":"Ultrakill"},{"game_key":"Ultraman Club 2: Kaettekita Ultraman Club","facts":[{"field":"developer","source_url":"https://gamecatalog.net/ultraman-club2/","evidence":"The Japanese Famicom Game Catalog lists Interlink and Yutaka in its developer field.","value":"Interlink; Yutaka","date_granularity":null},{"field":"publisher","source_url":"https://gamecatalog.net/ultraman-club2/","evidence":"The Japanese Famicom Game Catalog states that Bandai released the game.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://gamecatalog.net/ultraman-club2/","evidence":"The catalog identifies the game as a Family Computer-only release.","value":"Family Computer (Famicom)","date_granularity":null},{"field":"genre","source_url":"https://gamecatalog.net/ultraman-club2/","evidence":"The catalog classifies the game as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamecatalog.net/ultraman-club2/","evidence":"The catalog gives April 7, 1990 as the Japanese release date.","value":"Japan: 1990-04-07","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ultraman","wikipedia_title":"Ultraman"},{"game_key":"Ultraman Fighting Evolution 3 (Japan, SLPS-25441)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Ultraman+Fighting+Evolution+3","wikipedia_title":"Search Wikipedia for Ultraman Fighting Evolution 3"},{"game_key":"Um Jammer Lammy","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Um_Jammer_Lammy","evidence":"The article credits NanaOn-Sha as developer of the PlayStation game.","value":"NanaOn-Sha","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Um_Jammer_Lammy","evidence":"The article lists Sony Computer Entertainment as publisher of the PlayStation release.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Um_Jammer_Lammy","evidence":"The article identifies PlayStation as the original platform; the arcade adaptation was released later in 1999.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Um_Jammer_Lammy","evidence":"The article classifies the game as a rhythm game.","value":"Rhythm","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/199155-um-jammer-lammy/data","evidence":"GameFAQs lists March 18, 1999 as the original Japanese PlayStation release date.","value":"Japan: 1999-03-18","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Um_Jammer_Lammy","wikipedia_title":"Um Jammer Lammy"},{"game_key":"Umineko Portable 1","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/psp/637327-umineko-no-naku-koro-ni-portable-1","evidence":"The game entry classifies Portable 1 as an adventure visual novel.","value":"Visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/psp/637327-umineko-no-naku-koro-ni-portable-1","evidence":"The game entry identifies the Portable 1 edition as a PSP release.","value":"PlayStation Portable","date_granularity":null},{"field":"developer","source_url":"https://gamefaqs.gamespot.com/psp/637327-umineko-no-naku-koro-ni-portable-1","evidence":"The game entry credits Alchemist as the Portable 1 developer.","value":"Alchemist","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/psp/637327-umineko-no-naku-koro-ni-portable-1","evidence":"The game entry credits Alchemist as publisher.","value":"Alchemist","date_granularity":null},{"field":"series","source_url":"https://gamefaqs.gamespot.com/psp/637327-umineko-no-naku-koro-ni-portable-1","evidence":"The game entry associates Portable 1 with the Umineko When They Cry franchise.","value":"Umineko When They Cry","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/psp/637327-umineko-no-naku-koro-ni-portable-1","evidence":"The game entry gives October 20, 2011 as the Japanese PSP release date.","value":"2011-10-20 (Japan; PSP Portable 1)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Umineko+Portable+1","wikipedia_title":null},{"game_key":"Umineko When They Cry: The Symphony of Catbox and Dreams","facts":[{"field":"genre","source_url":"https://entergram.co.jp/umineko/products.html","evidence":"Entergram’s official product page labels the genre 連続殺人幻想ノベル (serial-murder fantasy novel).","value":"Murder-mystery visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://entergram.co.jp/umineko/products.html","evidence":"The official product page lists Nintendo Switch and PlayStation 4 as the supported platforms for this edition.","value":["Nintendo Switch","PlayStation 4"],"date_granularity":null},{"field":"publisher","source_url":"https://entergram.co.jp/umineko/products.html","evidence":"The official product page lists Entergram as the seller/publisher.","value":"Entergram","date_granularity":null},{"field":"regional_release_date","source_url":"https://entergram.co.jp/umineko/products.html","evidence":"The official product page gives January 28, 2021 as the release date.","value":"2021-01-28 (Japan)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Umineko+When+They+Cry%3A+The+Symphony+of+Catbox+and+Dreams","wikipedia_title":null},{"game_key":"Uncharted 2: Among Thieves (The Nathan Drake Collection, PS4)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Uncharted_2:_Among_Thieves","evidence":"The article credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Uncharted_2:_Among_Thieves","evidence":"The article lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Uncharted_2:_Among_Thieves","evidence":"The article identifies Uncharted as the series.","value":"Uncharted","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Uncharted_2:_Among_Thieves","evidence":"The article identifies PlayStation 3 as the original platform.","value":"PlayStation 3","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Uncharted_2:_Among_Thieves","evidence":"The article states that this game was rereleased on PS4 as part of The Nathan Drake Collection.","value":"Rereleased for PlayStation 4 as part of The Nathan Drake Collection","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Uncharted+2%3A+Among+Thieves+%28The+Nathan+Drake+Collection%2C+PS4%29","wikipedia_title":null},{"game_key":"Uncharted 3: Drake's Deception (The Nathan Drake Collection, PS4)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Uncharted_3:_Drake's_Deception","evidence":"The article credits Naughty Dog as developer.","value":"Naughty Dog","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Uncharted_3:_Drake's_Deception","evidence":"The article lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Uncharted_3:_Drake's_Deception","evidence":"The article identifies Uncharted as the series.","value":"Uncharted","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Uncharted_3:_Drake's_Deception","evidence":"The article identifies PlayStation 3 as the original platform.","value":"PlayStation 3","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Uncharted_3:_Drake's_Deception","evidence":"The article states that this game was rereleased on PS4 as part of The Nathan Drake Collection.","value":"Rereleased for PlayStation 4 as part of The Nathan 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series.","value":"Uncharted","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Uncharted:_Drake's_Fortune","evidence":"The article identifies PlayStation 3 as the original platform.","value":"PlayStation 3","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Uncharted:_Drake's_Fortune","evidence":"The article states that this game was rereleased on PS4 as part of The Nathan Drake Collection.","value":"Rereleased for PlayStation 4 as part of The Nathan Drake Collection","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Uncharted%3A+Drake%27s+Fortune+%28The+Nathan+Drake+Collection%2C+PS4%29","wikipedia_title":null},{"game_key":"UNDERTALE (Xbox One edition, v1.13X)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Undertale","evidence":"The article classifies Undertale as a role-playing video game.","value":"Role-playing 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game.","value":"Role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Undertale+Demo+%28GameMaker+8.1%29","wikipedia_title":null},{"game_key":"Undertale Green","facts":[{"field":"canonical_name","source_url":"https://ssr.gamejolt.net/games/Teameccentricundertalegreen/440707","evidence":"Team Eccentric’s Game Jolt page names the project UNDERTALE Green.","value":"Undertale Green","date_granularity":null},{"field":"type","source_url":"https://ssr.gamejolt.net/games/Teameccentricundertalegreen/440707","evidence":"Team Eccentric describes the project as an Undertale fangame and says production is ongoing.","value":"Undertale fan game in development","date_granularity":null},{"field":"developer","source_url":"https://ssr.gamejolt.net/games/Teameccentricundertalegreen/440707","evidence":"The Game Jolt page identifies Team Eccentric as the project team.","value":"Team 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series.","value":"Unreal","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Unreal_Tournament","evidence":"The article identifies the PC/Windows release as the original platform.","value":"PC / Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Unreal_Tournament","evidence":"The article classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Unreal_Tournament","evidence":"The article identifies Unreal Engine 1 as the engine.","value":"Unreal Engine 1","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Unreal+Tournament+%281999+PC+v400+release%29","wikipedia_title":null},{"game_key":"Unreal Tournament 99 GOTY / OldUnreal v469e (Apple Silicon reference 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classifies the game as a first-person shooter.","value":"First-person shooter","date_granularity":null},{"field":"engine","source_url":"https://en.wikipedia.org/wiki/Unreal_Tournament","evidence":"The article identifies Unreal Engine 1 as the engine.","value":"Unreal Engine 1","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Unreal+Tournament+99+GOTY+%2F+OldUnreal+v469e+%28Apple+Silicon+reference+engine%29","wikipedia_title":null},{"game_key":"Urban Reign","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Urban_Reign","evidence":"The article classifies Urban Reign as a beat ’em up game.","value":"Beat ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Urban_Reign","evidence":"The article lists PlayStation 2 as the original platform.","value":"PlayStation 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a third-person perspective.","value":"Third-person","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Valheim+%28Linux+PC+build%3B+Unity+Android-native+engine+path+and+Box64+fallbacks%29","wikipedia_title":null},{"game_key":"Valhollian","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/saturn/574645-valhollian","evidence":"GameFAQs credits Datt Japan as developer.","value":"Datt Japan","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/saturn/574645-valhollian","evidence":"GameFAQs credits Kamata and Partners as publisher.","value":"Kamata and Partners","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/saturn/574645-valhollian","evidence":"GameFAQs identifies the Japanese release as a Saturn title.","value":"Sega 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release.","value":"2008-04-24 (Japan; PlayStation 3)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Valkyria_Chronicles","wikipedia_title":"Valkyria Chronicles"},{"game_key":"Valkyrie Profile (PlayStation version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile","evidence":"The article classifies Valkyrie Profile as a role-playing video game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile","evidence":"The article identifies PlayStation as the original platform for the first Valkyrie Profile game.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile","evidence":"The article credits tri-Ace as developer of the original PlayStation game.","value":"tri-Ace","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile","evidence":"The article credits Enix as the original Japanese publisher.","value":"Enix","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile","evidence":"The article identifies the game as the first entry in the Valkyrie Profile series.","value":"Valkyrie Profile","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile","evidence":"The article gives December 22, 1999 as the original Japanese release.","value":"1999-12-22 (Japan; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Valkyrie_Profile_(video_game)","wikipedia_title":"Valkyrie Profile (video game)"},{"game_key":"Vampire Savior: The Lord of 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platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article credits Konami Computer Entertainment Tokyo as developer.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article gives October 25, 1996 as the Japanese release.","value":"1996-10-25 (Japan; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","wikipedia_title":"Vandal Hearts"},{"game_key":"Vandal Hearts (Sega Saturn version)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article says the Saturn version was ported by Konami Computer Entertainment Nagoya; the original PlayStation game was developed by Konami Computer Entertainment Tokyo.","value":"Konami Computer Entertainment Nagoya (Saturn conversion)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article lists Konami as publisher.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article confirms a Japan-only Sega Saturn conversion.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","evidence":"The article classifies Vandal Hearts as a turn-based tactical role-playing game.","value":"Tactical role-playing game","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/ps/199179-vandal-hearts/data","evidence":"GameFAQs' release details list the Saturn conversion in Japan on November 27, 1997; the original PlayStation edition was released earlier.","value":"Japan, Saturn: 1997-11-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Vandal_Hearts","wikipedia_title":"Vandal Hearts"},{"game_key":"Vib-Ribbon (PAL, SCES_028.73)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Vib-Ribbon","evidence":"The article credits NanaOn-Sha as developer.","value":"NanaOn-Sha","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Vib-Ribbon","evidence":"The article lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Vib-Ribbon","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Vib-Ribbon","evidence":"The article classifies the game as a rhythm game.","value":"Rhythm","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Vib-Ribbon","evidence":"The article gives the European release date as August 30, 2000.","value":"Europe: 2000-08-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Vib-Ribbon+%28PAL%2C+SCES_028.73%29","wikipedia_title":null},{"game_key":"Victorious: Taking the Lead","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"The game database identifies this title as Victorious: Taking the Lead.","value":"Victorious: Taking the Lead","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"MobyGames classifies the game as action with music/rhythm and minigame mechanics; High Voltage describes it as an adventure game.","value":"Adventure / music and rhythm","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"MobyGames and the developer’s game page identify the Wii edition; the game also has a Nintendo DS release.","value":["Wii","Nintendo DS"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"MobyGames dates the Wii release to November 13, 2012.","value":"North America: 2012-11-13 (Wii)","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"The Wii release is credited to High Voltage Software, Inc.","value":"High Voltage Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"MobyGames credits D3Publisher of America, Inc. as publisher of the Wii release.","value":"D3Publisher","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/85081/victorious-taking-the-lead/","evidence":"The game is based on the Victorious television series.","value":"Victorious","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Victorious%3A%20Taking%20the%20Lead","wikipedia_title":null},{"game_key":"Vigilante 8 Arcade","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Vigilante_8_Arcade","evidence":"The article classifies Vigilante 8 Arcade as a vehicular combat game.","value":"Vehicular combat","date_granularity":null},{"field":"developer","source_url":"https://investor.activision.com/node/17876","evidence":"Activision’s release announcement credits Isopod Labs as developer.","value":"Isopod Labs","date_granularity":null},{"field":"publisher","source_url":"https://investor.activision.com/node/17876","evidence":"Activision issued the title’s Xbox Live Arcade release announcement.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://investor.activision.com/node/17876","evidence":"Activision’s release announcement identifies the Xbox Live Arcade release on Xbox 360.","value":"Xbox 360 (Xbox Live Arcade)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Vigilante_8_Arcade","evidence":"The article identifies the game as a remake in the Vigilante 8 series.","value":"Vigilante 8","date_granularity":null},{"field":"release_date","source_url":"https://investor.activision.com/node/17876","evidence":"Activision says the Xbox Live Arcade game was released November 5, 2008.","value":"Xbox Live Arcade: 2008-11-05","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Vigilante_8_Arcade","wikipedia_title":"Vigilante 8 Arcade"},{"game_key":"Village in the Shade","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/3934250/Village_in_the_Shade/","evidence":"The Steam listing credits Nippon Ichi Software, Inc. as developer.","value":"Nippon Ichi Software, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/3934250/Village_in_the_Shade/","evidence":"The Steam listing credits NIS America, Inc. as publisher of this English-title PC edition.","value":"NIS America, Inc. (English-language Steam edition)","date_granularity":null},{"field":"original_platform","source_url":"https://nippon1.jp/consumer/honogurashi/","evidence":"Nippon Ichi Software's Japanese title page lists these supported platforms for Honogurashi no Niwa.","value":"Nintendo Switch, Nintendo Switch 2, PlayStation 5, and PC (Steam/Windows)","date_granularity":null},{"field":"genre","source_url":"https://nippon1.jp/consumer/honogurashi/","evidence":"Nippon Ichi Software classifies the Japanese release as a life simulation game.","value":"Life simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://nippon1.jp/consumer/honogurashi/","evidence":"The Japanese developer's official page gives July 30, 2026 as the original release date; the English-language title's Western launch is later.","value":"Japan: 2026-07-30 (Honogurashi no Niwa)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Village%20in%20the%20Shade","wikipedia_title":null},{"game_key":"Virtua Cop (Model 2 arcade, Revision A and Revision B ROM sets)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop","evidence":"The article classifies Virtua Cop as a light-gun shooter.","value":"Light-gun shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop","evidence":"The article identifies the original Model 2 arcade release.","value":"Arcade (Sega Model 2)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop","evidence":"The article credits Sega AM2 as developer.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop","evidence":"The article credits Sega as publisher of the arcade release.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop","evidence":"The article lists Virtua Cop as the first Virtua Cop series entry.","value":"Virtua Cop","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop","evidence":"The article lists September 1994 as the Japanese arcade release.","value":"1994-09 (Japan; arcade)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtua_Cop","wikipedia_title":"Virtua Cop"},{"game_key":"Virtua Cop 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","evidence":"The article classifies Virtua Cop 2 as a light-gun shooter.","value":"Light-gun shooter","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","evidence":"The article identifies the arcade release as the original version.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","evidence":"The article credits Sega AM2 as developer.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","evidence":"The article identifies Virtua Cop 2 as a sequel in the Virtua Cop series.","value":"Virtua Cop","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","evidence":"The article dates the Japanese arcade release to September 1995.","value":"1995-09 (Japan; arcade)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtua_Cop_2","wikipedia_title":"Virtua Cop 2"},{"game_key":"Virtua Fighter (1993 arcade version)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","evidence":"The article classifies Virtua Fighter as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","evidence":"The article identifies the Sega Model 1 arcade version as the original release.","value":"Arcade (Sega Model 1)","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","evidence":"The article credits Sega AM2 as developer.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","evidence":"The article identifies the title as the first Virtua Fighter series game.","value":"Virtua Fighter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","evidence":"The article dates the arcade release to 1993.","value":"1993 (arcade)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_(video_game)","wikipedia_title":"Virtua Fighter (video game)"},{"game_key":"Virtua Fighter 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","evidence":"The article classifies Virtua Fighter 2 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","evidence":"The infobox credits Sega AM2 as developer.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","evidence":"The infobox lists Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","evidence":"The article identifies Sega Model 2A-CRX arcade hardware as the original platform.","value":"Arcade (Sega Model 2A-CRX)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","evidence":"The article identifies the game as part of the Virtua Fighter series.","value":"Virtua Fighter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","evidence":"The article dates the Japanese arcade release to November 1994.","value":"Japan, arcade: 1994-11","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_2","wikipedia_title":"Virtua Fighter 2"},{"game_key":"Virtua Fighter 5","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","evidence":"The article classifies Virtua Fighter 5 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","evidence":"The article lists the arcade version as the original release.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","evidence":"The article credits Sega AM2 as developer.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","evidence":"The article identifies Virtua Fighter 5 as part of the Virtua Fighter series.","value":"Virtua Fighter","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","evidence":"The article gives July 12, 2006 as the Japanese arcade release.","value":"2006-07-12 (Japan; arcade)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtua_Fighter_5","wikipedia_title":"Virtua Fighter 5"},{"game_key":"Virtua Racing Deluxe","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Racing","evidence":"The article credits Sega AM2 as developer of the 32X version.","value":"Sega AM2","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Racing","evidence":"The article lists Sega as publisher of the 32X version.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Racing","evidence":"The article identifies Virtua Racing Deluxe as the 32X version.","value":"Sega 32X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Racing","evidence":"The article describes Virtua Racing as a racing game.","value":"Racing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Racing","evidence":"The article dates the 32X Deluxe release to 1994 in North America and the following year in PAL regions.","value":"North America: 1994; PAL regions: 1995","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Virtua+Racing+Deluxe","wikipedia_title":null},{"game_key":"Virtua Tennis","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","evidence":"The article identifies Virtua Tennis as a tennis sports game.","value":"Sports / tennis simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","evidence":"The article lists the original 1999 arcade release before console ports.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","evidence":"The article credits Sega AM3 as developer.","value":"Sega AM3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","evidence":"The article identifies Virtua Tennis as part of the Virtua Tennis/Power Smash series.","value":"Virtua Tennis (Power Smash in Japan)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","evidence":"The article gives 1999 as the original arcade release year.","value":"1999 (arcade)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtua_Tennis","wikipedia_title":"Virtua Tennis"},{"game_key":"Virtual Hydlide (Europe, MK-81380 V1.000)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtual_Hydlide","evidence":"The article classifies Virtual Hydlide as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtual_Hydlide","evidence":"The article identifies Sega Saturn as the platform.","value":"Sega Saturn","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtual_Hydlide","evidence":"The article credits T&E Soft as developer.","value":"T&E Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtual_Hydlide","evidence":"The article lists Sega as publisher in Europe and Japan; Atlus published the North American version.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtual_Hydlide","evidence":"The article gives December 29, 1995 as the European release.","value":"1995-12-29 (Europe; Sega Saturn)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Virtual_Hydlide","wikipedia_title":"Virtual Hydlide"},{"game_key":"Virtual On: Oratorio Tangram (Xbox 360 / XBLA)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article describes the game as an action game with shooter and fighting elements.","value":"Action; shooter; fighting","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article credits Sega AM3 with the original arcade game and Sega AM2 with the Xbox 360 port.","value":"Sega AM3 (original arcade game); Sega AM2 (Xbox 360 port)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article identifies Sega as publisher.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article identifies the arcade version on Sega Model 3 as the original platform.","value":"Arcade (Sega Model 3)","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article identifies the game as part of the Virtual On series.","value":"Virtual On","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article dates the original arcade game to 1998.","value":"1998","date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","evidence":"The article gives April 29, 2009 as the Xbox Live Arcade release date for the Xbox 360 port.","value":"Xbox 360, Xbox Live Arcade: 2009-04-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Cyber_Troopers_Virtual-On_Oratorio_Tangram","wikipedia_title":"Cyber Troopers Virtual-On Oratorio Tangram"},{"game_key":"Virtual Pro Wrestling 64","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Virtual_Pro_Wrestling_64","evidence":"The article credits Asmik Ace and AKI as developers.","value":"Asmik Ace; AKI","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Virtual_Pro_Wrestling_64","evidence":"The article lists Asmik Ace as publisher.","value":"Asmik Ace","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Virtual_Pro_Wrestling_64","evidence":"The article identifies Virtual Pro Wrestling as the series.","value":"Virtual Pro Wrestling","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Virtual_Pro_Wrestling_64","evidence":"The article lists Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Virtual_Pro_Wrestling_64","evidence":"The article classifies it as a professional wrestling game.","value":"Professional wrestling","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Virtual_Pro_Wrestling_64","evidence":"The article gives the Japanese release date as December 19, 1997.","value":"Japan: 1997-12-19","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Virtual+Pro+Wrestling+64","wikipedia_title":null},{"game_key":"Viva Piñata","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata_(video_game)","evidence":"The article identifies Viva Piñata as a life-simulation game.","value":"Life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata_(video_game)","evidence":"The article says the game was first developed and released for Xbox 360; Windows was a later port.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata_(video_game)","evidence":"The article credits Rare as developer; Climax Group handled the Windows port.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata_(video_game)","evidence":"The article credits Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata_(video_game)","evidence":"The article lists Viva Piñata as the series.","value":"Viva Piñata","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata_(video_game)","evidence":"The article gives November 9, 2006 as the North American Xbox 360 release.","value":"2006-11-09 (North America; Xbox 360)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata","wikipedia_title":"Viva Piñata"},{"game_key":"Viva Piñata: Trouble in Paradise","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","evidence":"The article classifies Trouble in Paradise as a life-simulation game.","value":"Life simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","evidence":"The article lists Xbox 360 as the game’s platform.","value":"Xbox 360","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","evidence":"The article credits Rare as developer.","value":"Rare","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","evidence":"The article credits Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","evidence":"The article identifies the game as part of the Viva Piñata series.","value":"Viva Piñata","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","evidence":"The article gives September 2, 2008 as the North American release.","value":"2008-09-02 (North America; Xbox 360)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise","wikipedia_title":"Viva Piñata: Trouble in Paradise"},{"game_key":"Vortex","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Vortex_(iPod_game)","evidence":"The article identifies Vortex as a Breakout clone; the page itself warns that it relies on a single source.","value":"Breakout clone","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Vortex_(iPod_game)","evidence":"The article lists Vortex as shipped with these iPod Click Wheel models; it is not a console or PC game.","value":["iPod 5th generation","iPod 5.5 generation","iPod nano 3rd generation","iPod classic"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Vortex_(iPod_game)","evidence":"The article credits Apple Inc. and Kabloom Games as developers; the page itself warns that it relies on a single source.","value":["Apple Inc.","Kabloom Games"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Vortex_(iPod_game)","evidence":"The article gives September 12, 2006 as the release date; it warns that it relies on a single source.","value":"2006-09-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Vortex","wikipedia_title":null},{"game_key":"VS. Super Mario Bros.","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","evidence":"The article identifies VS. Super Mario Bros. as an arcade adaptation of Super Mario Bros., a platform game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","evidence":"The article says the 1986 adaptation was released on Nintendo VS. System and VS. Unisystem arcade hardware.","value":"Nintendo VS. System arcade","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","evidence":"The article identifies Nintendo as publisher of the Super Mario Bros. arcade adaptation.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","evidence":"The article identifies the arcade version as an adaptation of Super Mario Bros., part of the Super Mario series.","value":"Super Mario","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Super_Mario_Bros.","evidence":"The article says the arcade adaptation was released in overseas markets in early 1986.","value":"1986 (overseas arcade release)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=VS.+Super+Mario+Bros.+arcade+game","wikipedia_title":null},{"game_key":"Vulkan applications/games targeting Apple platforms","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Vulkan+applications%2Fgames+targeting+Apple+platforms","wikipedia_title":null},{"game_key":"Waku Waku Puyo Puyo Dungeon","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/28139/waku-waku-puyo-puyo-dungeon/","evidence":"MobyGames credits Compile Corp. as developer.","value":"Compile Corp.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/28139/waku-waku-puyo-puyo-dungeon/","evidence":"MobyGames lists Compile Corp. as publisher of the Saturn game.","value":"Compile Corp.","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/28139/waku-waku-puyo-puyo-dungeon/","evidence":"MobyGames records the first release on Sega Saturn on April 2, 1998; the PlayStation edition was a later enhanced version.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/28139/waku-waku-puyo-puyo-dungeon/","evidence":"MobyGames classifies it as an RPG and describes it as a dungeon-crawler RPG.","value":"Role-playing; dungeon crawler","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/28139/waku-waku-puyo-puyo-dungeon/","evidence":"MobyGames dates the original Saturn release to April 2, 1998.","value":"Japan: 1998-04-02","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Waku%20Waku%20Puyo%20Puyo%20Dungeon","wikipedia_title":null},{"game_key":"Wangan Midnight","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wangan_Midnight_(2007_video_game)","evidence":"The article credits Genki as developer of the 2007 game.","value":"Genki","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wangan_Midnight_(2007_video_game)","evidence":"The article lists Genki as publisher of the 2007 game.","value":"Genki","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wangan_Midnight_(2007_video_game)","evidence":"The article identifies Wangan Midnight and Tokyo Xtreme Racer as series.","value":"Wangan Midnight; Tokyo Xtreme Racer","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wangan_Midnight_(2007_video_game)","evidence":"The article identifies the 2007 game’s platform as PlayStation 3.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wangan_Midnight_(2007_video_game)","evidence":"The article classifies the game as racing.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wangan+Midnight","wikipedia_title":null},{"game_key":"Wanwan Aijou Monogatari (Puppy Love Story)","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/loopy/952108-wanwan-aijou-monogatari/data","evidence":"GameFAQs identifies Casio as developer.","value":"Casio","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/loopy/952108-wanwan-aijou-monogatari/data","evidence":"GameFAQs identifies Casio as publisher.","value":"Casio","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/loopy/952108-wanwan-aijou-monogatari/data","evidence":"GameFAQs lists Adventure.","value":"Adventure","date_granularity":null},{"field":"original_platforms","source_url":"https://gamefaqs.gamespot.com/loopy/952108-wanwan-aijou-monogatari/data","evidence":"GameFAQs identifies Casio Loopy; the maintainer README identifies the Japanese cartridge image as patch target.","value":["Casio Loopy"],"date_granularity":null},{"field":"release_year","source_url":"https://gamefaqs.gamespot.com/loopy/952108-wanwan-aijou-monogatari/data","evidence":"GameFAQs lists the Japanese release in 1995; the maintainer README describes it as a 1995 launch title.","value":1995,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wanwan+Aijou+Monogatari","wikipedia_title":null},{"game_key":"Warcraft II: Tides of Darkness / Beyond the Dark Portal","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness","evidence":"The article credits Blizzard Entertainment as developer of Tides of Darkness and identifies Beyond the Dark Portal as its expansion.","value":"Blizzard Entertainment","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness","evidence":"The article lists the base-game platforms and says the expansion was released for DOS and Mac OS.","value":"MS-DOS, Microsoft Windows, Classic Mac OS; Beyond the Dark Portal was released for DOS and Mac OS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness","evidence":"The article classifies Warcraft II as a real-time strategy game.","value":"Real-time strategy","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness","evidence":"The article places Tides of Darkness and its expansion in the Warcraft series.","value":"Warcraft","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness","evidence":"The article dates the base game to 1995 and its expansion pack to 1996.","value":"Tides of Darkness: 1995; Beyond the Dark Portal expansion: 1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness","wikipedia_title":"Warcraft II: Tides of Darkness"},{"game_key":"Warcraft III (primary playable target)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos","evidence":"The article credits Blizzard Entertainment as developer.","value":"Blizzard Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos","evidence":"The article lists Blizzard Entertainment as publisher.","value":"Blizzard Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos","evidence":"The article identifies Warcraft as the series.","value":"Warcraft","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos","evidence":"The article lists Windows, Classic Mac OS, and Mac OS X platforms.","value":"Windows; Classic Mac OS; Mac OS X","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos","evidence":"The article classifies the game as real-time strategy.","value":"Real-time strategy","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Warcraft+III+%28primary+playable+target%29","wikipedia_title":null},{"game_key":"Warhammer 40,000: Rogue Trader","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader_(video_game)","evidence":"The article classifies Rogue Trader as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader_(video_game)","evidence":"The article lists these platforms for the original December 2023 release; Nintendo Switch 2 followed in 2025.","value":["Windows","macOS","PlayStation 5","Xbox Series X/S"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader_(video_game)","evidence":"The article credits Owlcat Games as developer.","value":"Owlcat Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader_(video_game)","evidence":"The article credits Owlcat Games as publisher.","value":"Owlcat Games","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader_(video_game)","evidence":"The article lists Warhammer 40,000 as the series/universe.","value":"Warhammer 40,000","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader_(video_game)","evidence":"The article gives December 7, 2023 as the initial release for these platforms.","value":"2023-12-07 (Windows, macOS, PS5, Xbox Series X/S)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader","wikipedia_title":"Warhammer 40,000: Rogue Trader"},{"game_key":"WarioWare: Twisted!","facts":[{"field":"original_platform","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Wii-MotionPlus/Read-more/1-The-Gyro-Sensor-A-New-Sense-Of-Control/1-The-Gyro-Sensor-A-New-Sense-Of-Control-225595.html","evidence":"Nintendo says the game used a gyrosensor and was released for Game Boy Advance.","value":"Game Boy Advance","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Wii-MotionPlus/Read-more/1-The-Gyro-Sensor-A-New-Sense-Of-Control/1-The-Gyro-Sensor-A-New-Sense-Of-Control-225595.html","evidence":"Nintendo retrospective states October 2004 in Japan.","value":"2004-10 (Japan)","date_granularity":"month"},{"field":"genre","source_url":"https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Metroid-Other-M/Keynote-from-Metroid-creator-Yoshio-Sakamoto/Page-2/Page-2-203801.html","evidence":"Nintendo producer interview labels it an instant action game; explains five-second microgames controlled by twisting the GBA.","value":"Instant-action microgame collection","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/WarioWare:_Twisted!","evidence":"The article credits Nintendo SPD and Intelligent Systems as developers.","value":["Nintendo SPD","Intelligent Systems"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/WarioWare:_Twisted!","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/WarioWare:_Twisted!","evidence":"The article identifies Twisted! as the third game in the WarioWare series.","value":"WarioWare","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/WarioWare:_Twisted!","wikipedia_title":"WarioWare: Twisted!"},{"game_key":"Warlords","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Warlords_(1980_video_game)","evidence":"The article classifies Warlords as an action video game.","value":"Action","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Warlords_(1980_video_game)","evidence":"The article identifies the arcade game as the original platform; Atari 2600 followed shortly after.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Warlords_(1980_video_game)","evidence":"The article credits Atari, Inc. as developer.","value":"Atari, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Warlords_(1980_video_game)","evidence":"The article credits Atari, Inc. as North American publisher.","value":"Atari, Inc.","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Warlords_(1980_video_game)","evidence":"The article states that Atari began shipping the arcade game in North America in April 1981.","value":"1981-04 (North America; arcade)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Warlords_(1981_video_game)","wikipedia_title":"Warlords (1981 video game)"},{"game_key":"Warzone 2100","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Warzone_2100","evidence":"The article credits Pumpkin Studios with the original game and the Warzone 2100 Project with later development.","value":"Pumpkin Studios (original); Warzone 2100 Project (later development)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Warzone_2100","evidence":"The article lists Eidos Interactive as original publisher.","value":"Eidos Interactive","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Warzone_2100","evidence":"The article identifies Windows and PlayStation as original platforms.","value":"Windows; PlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Warzone_2100","evidence":"The article gives real-time strategy and real-time tactics genres.","value":"Real-time strategy; real-time tactics","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Warzone+2100","wikipedia_title":null},{"game_key":"Wave Race 64","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wave_Race_64","evidence":"The article classifies Wave Race 64 as a racing game.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wave_Race_64","evidence":"The article lists Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wave_Race_64","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wave_Race_64","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wave_Race_64","evidence":"The article identifies Wave Race 64 as part of the Wave Race series.","value":"Wave Race","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wave_Race_64","evidence":"The article gives September 27, 1996 as the Japanese release.","value":"1996-09-27 (Japan; Nintendo 64)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wave_Race_64","wikipedia_title":"Wave Race 64"},{"game_key":"Wave Race: Blue Storm","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wave_Race:_Blue_Storm","evidence":"The article credits Nintendo Software Technology as developer.","value":"Nintendo Software Technology","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wave_Race:_Blue_Storm","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wave_Race:_Blue_Storm","evidence":"The article identifies Wave Race as the series.","value":"Wave Race","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wave_Race:_Blue_Storm","evidence":"The article identifies GameCube as the platform.","value":"GameCube","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wave_Race:_Blue_Storm","evidence":"The article classifies the game as racing.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wave_Race:_Blue_Storm","wikipedia_title":"Wave Race: Blue Storm"},{"game_key":"Way of the Samurai 2 (NTSC-U PS2 disc, SLUS-208.93; MIPS R5900)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Way_of_the_Samurai_2","evidence":"The article credits Acquire as developer.","value":"Acquire","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Way_of_the_Samurai_2","evidence":"The article identifies Way of the Samurai as the series.","value":"Way of the Samurai","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Way_of_the_Samurai_2","evidence":"The article describes the PS2 game and its Japan-only 2009 PSP rerelease.","value":"PlayStation 2 (original); PlayStation Portable rerelease (Japan only, 2009)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Way_of_the_Samurai_2","evidence":"The article classifies the game as action-adventure.","value":"Action-adventure","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Way_of_the_Samurai_2","evidence":"The article gives 2003 as the original game’s release year.","value":"2003","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Way_of_the_Samurai_2","wikipedia_title":"Way of the Samurai 2"},{"game_key":"Wayne Gretzky’s 3D Hockey","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wayne_Gretzky%27s_3D_Hockey","evidence":"The article classifies the title as an ice hockey sports game.","value":"Sports; ice hockey","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wayne_Gretzky%27s_3D_Hockey","evidence":"The article credits Atari Games as developer of the arcade game and N64 port.","value":"Atari Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wayne_Gretzky%27s_3D_Hockey","evidence":"The article lists Atari Games for the arcade release and Midway Home Entertainment for Nintendo 64.","value":"Atari Games (arcade); Midway Home Entertainment (Nintendo 64)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wayne_Gretzky%27s_3D_Hockey","evidence":"The article lists arcade and Nintendo 64 versions; it says the Nintendo 64 port followed the arcade version.","value":"Arcade; Nintendo 64","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Wayne_Gretzky%27s_3D_Hockey","evidence":"The article dates the arcade release to 1996; the Nintendo 64 port followed within about a month.","value":"Arcade: 1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wayne_Gretzky%27s_3D_Hockey","wikipedia_title":"Wayne Gretzky's 3D Hockey"},{"game_key":"WCW vs. nWo World Tour","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/WCW_vs._nWo:_World_Tour","evidence":"The article classifies World Tour as a professional wrestling sports game.","value":"Sports / professional wrestling","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/WCW_vs._nWo:_World_Tour","evidence":"The article lists Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/WCW_vs._nWo:_World_Tour","evidence":"The article credits Asmik Ace and AKI Corporation as developers.","value":["Asmik Ace","AKI Corporation"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/WCW_vs._nWo:_World_Tour","evidence":"The article credits THQ as publisher.","value":"THQ","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/WCW_vs._nWo:_World_Tour","evidence":"The article gives December 2, 1997 as the North American release.","value":"1997-12-02 (North America; Nintendo 64)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/WCW_vs._nWo:_World_Tour","wikipedia_title":"WCW vs. nWo: World Tour"},{"game_key":"WCW/nWo Revenge","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/WCW/nWo_Revenge","evidence":"The article credits Asmik Ace and AKI as developers.","value":"Asmik Ace; AKI","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/WCW/nWo_Revenge","evidence":"The article lists THQ as publisher.","value":"THQ","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/WCW/nWo_Revenge","evidence":"The article identifies Nintendo 64 as the platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/WCW/nWo_Revenge","evidence":"The article classifies the game as sports and professional wrestling.","value":"Sports / professional wrestling","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/WCW/nWo_Revenge","evidence":"The article identifies 1998 as its release year.","value":"1998","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=WCW%2FnWo+Revenge","wikipedia_title":null},{"game_key":"Welcome to Pia Carrot!!","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The article identifies the first visual novel in the series by this title.","value":"Welcome to Pia Carrot!!","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The article identifies the series as a Japanese visual novel series and classifies its early games as adult visual novels.","value":"Visual novel; eroge","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The article credits Cocktail Soft with the original home-computer game.","value":"Cocktail Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The article credits Cocktail Soft with the original game and PC-FX version.","value":"Cocktail Soft","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The article identifies the first game’s computer releases and later PC-FX and Saturn ports.","value":"NEC PC-9800/MS-DOS and Windows; later PC-FX and Sega Saturn ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The game-title table gives the original release and PC-FX port dates.","value":"Original PC release: 1996-07-26; PC-FX port: 1997-05-23","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","evidence":"The article identifies it as the first title in the visual novel series.","value":"Welcome to Pia Carrot!!","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Welcome_to_Pia_Carrot%21%21","wikipedia_title":"Welcome to Pia Carrot!!"},{"game_key":"WET (Xbox 360, 2009)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wet_(video_game)","evidence":"The article describes WET as an action-adventure game and third-person shooter.","value":["Action-adventure","Third-person shooter"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wet_(video_game)","evidence":"The article lists Xbox 360 and PlayStation 3 as the original console platforms.","value":["Xbox 360","PlayStation 3"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wet_(video_game)","evidence":"The article credits Artificial Mind & Movement as developer.","value":"Artificial Mind & Movement","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wet_(video_game)","evidence":"The article credits Bethesda Softworks as publisher.","value":"Bethesda Softworks","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wet_(video_game)","evidence":"The article gives September 15, 2009 as the North American release.","value":"2009-09-15 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wet_(video_game)","wikipedia_title":"Wet (video game)"},{"game_key":"WHITE ALBUM 2","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) identifies the title as WHITE ALBUM 2. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"WHITE ALBUM 2","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) classifies the game as Visual novel. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"Visual novel","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) lists Windows (original PC release) among the game's platforms. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"Windows (original PC release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) records the release as Introductory Chapter: 2010-03-26; Closing Chapter: 2011. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"Introductory Chapter: 2010-03-26; Closing Chapter: 2011","date_granularity":"year"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) credits Leaf as developer. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"Leaf","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) credits Leaf as publisher. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"Leaf","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/White_Album_2","evidence":"Wikipedia (game-specific article) associates the game with the White Album series or franchise. The article covers the original PC chapters; the 2012 PS3/Vita all-ages adaptation is a separate release.","value":"White Album","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/White_Album_2","wikipedia_title":"White Album 2"},{"game_key":"White Knight Chronicles II (USA BLUS30784, disc v01.00)","facts":[{"field":"original_platform","source_url":"https://blog.playstation.com/2011/07/15/white-knight-chronicles-ii-update-on-u-s-release-this-september/","evidence":"The official PlayStation Blog identifies the North American White Knight Chronicles II release as a PS3 game, matching the USA disc key.","value":"PlayStation 3","date_granularity":null},{"field":"developer","source_url":"https://blog.playstation.com/2011/07/15/white-knight-chronicles-ii-update-on-u-s-release-this-september/","evidence":"D3Publisher's official PlayStation Blog post identifies Level-5 as the game's developer.","value":"Level-5","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/White_Knight_Chronicles_II","evidence":"The article identifies D3 Publisher as the North American publisher for this regional release.","value":"D3 Publisher (North America)","date_granularity":null},{"field":"genre","source_url":"https://blog.playstation.com/2011/07/15/white-knight-chronicles-ii-update-on-u-s-release-this-september/","evidence":"The official post describes the game as an epic fantasy RPG.","value":"Role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/White_Knight_Chronicles_II","evidence":"The article gives September 13, 2011 as the North American release date, corresponding to this USA game key.","value":"North America: 2011-09-13","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/White_Knight_Chronicles_II","wikipedia_title":"White Knight Chronicles II"},{"game_key":"Wii Fit Plus","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wii_Fit","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wii_Fit","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wii_Fit","evidence":"The article identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wii_Fit","evidence":"The article classifies Wii Fit Plus as exergaming.","value":"Exergaming","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Wii_Fit","evidence":"The article describes Wii Fit Plus as an enhanced Wii Fit version with additional activities and features.","value":"Wii Fit Plus is the expanded Wii Fit version, adding activities and features","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wii+Fit+Plus","wikipedia_title":null},{"game_key":"Wii Party","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wii_Party","evidence":"The article credits NDcube as developer.","value":"NDcube","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wii_Party","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wii_Party","evidence":"The article identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wii_Party","evidence":"The article classifies the game as a party game.","value":"Party","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wii_Party","evidence":"The article lists the regional release dates.","value":"Japan: 2010-07-08; North America: 2010-10-03; Australia: 2010-10-07; Europe: 2010-10-08","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wii_Party","wikipedia_title":"Wii Party"},{"game_key":"Wii Sports","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wii_Sports","evidence":"The article classifies Wii Sports as a sports simulation game.","value":"Sports simulation","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wii_Sports","evidence":"The article identifies Wii as the platform the game was made for and bundled with.","value":"Wii","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wii_Sports","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wii_Sports","evidence":"The article credits Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wii_Sports","evidence":"The article lists Wii as the series.","value":"Wii","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wii_Sports","evidence":"The article gives November 19, 2006 as the North American release.","value":"2006-11-19 (North America; Wii)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wii_Sports","wikipedia_title":"Wii Sports"},{"game_key":"Wii Sports Resort","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wii_Sports_Resort","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wii_Sports_Resort","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wii_Sports_Resort","evidence":"The article identifies Wii as the platform.","value":"Wii","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wii_Sports_Resort","evidence":"The article describes the game as a sports simulation.","value":"Sports simulation","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wii_Sports_Resort","evidence":"The article lists these regional release dates.","value":"Japan: 2009-06-25; Australia: 2009-07-23; Europe: 2009-07-24; North America: 2009-07-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wii_Sports_Resort","wikipedia_title":"Wii Sports Resort"},{"game_key":"Wii U games and homebrew","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wii+U+games+and+homebrew","wikipedia_title":null},{"game_key":"Wii U games, applications, and homebrew","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wii+U+games%2C+applications%2C+and+homebrew","wikipedia_title":null},{"game_key":"Wild 9","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wild_9","evidence":"The article classifies Wild 9 as a platform game.","value":"Platform game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wild_9","evidence":"The article lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wild_9","evidence":"The article credits Shiny Entertainment as developer.","value":"Shiny Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wild_9","evidence":"The article credits Interplay Productions as publisher.","value":"Interplay Productions","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wild_9","evidence":"The article gives September 30, 1998 as the North American release.","value":"1998-09-30 (North America; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wild_9","wikipedia_title":"Wild 9"},{"game_key":"Willy Wombat","facts":[{"field":"developer","source_url":"https://www.mobygames.com/game/155272/willy-wombat/","evidence":"MobyGames credits Westone Co., Ltd. as developer.","value":"Westone Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/155272/willy-wombat/","evidence":"MobyGames lists Hudson Soft Company, Ltd. as publisher.","value":"Hudson Soft Company, Ltd.","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/155272/willy-wombat/","evidence":"MobyGames records its release on the Sega Saturn.","value":"Sega Saturn","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/155272/willy-wombat/","evidence":"MobyGames categorizes it as Action with platform gameplay and describes it as an isometric action platformer.","value":"Isometric action platformer","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/155272/willy-wombat/","evidence":"MobyGames gives June 27, 1997 as the Japanese Saturn release date.","value":"Japan: 1997-06-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Willy%20Wombat","wikipedia_title":null},{"game_key":"Windows Direct3D 12 games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows+Direct3D+12+games+%28multi-title%29","wikipedia_title":null},{"game_key":"Windows Direct3D 3/5/6/7/8/9/10/11 games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows%20Direct3D%203%2F5%2F6%2F7%2F8%2F9%2F10%2F11%20games%20%28multi-title%29","wikipedia_title":null},{"game_key":"Windows Direct3D games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows+Direct3D+games+%28multi-title%29","wikipedia_title":null},{"game_key":"Windows Direct3D games on Android (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows%20Direct3D%20games%20on%20Android%20%28multi-title%29","wikipedia_title":null},{"game_key":"Windows Direct3D games on macOS (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows+Direct3D+games+on+macOS+%28multi-title%29","wikipedia_title":null},{"game_key":"Windows games (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows+games+%28multi-title%29","wikipedia_title":null},{"game_key":"Windows games/apps (multi-title)","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Windows+games%2Fapps+%28multi-title%29","wikipedia_title":null},{"game_key":"Wing Commander (Kilrathi Saga, 1996; DOS data partially supported)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wing_Commander_(video_game)","evidence":"The article credits Origin Systems with Wing Commander.","value":"Origin Systems","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/Wing_Commander_(video_game)","evidence":"The article says Wing Commander was ported to Windows 95 in the Kilrathi Saga bundled re-release.","value":"Windows 95 (Kilrathi Saga re-release)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wing_Commander_(video_game)","evidence":"The article describes Wing Commander as a space flight simulation game.","value":"Space combat flight simulation","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Wing_Commander_(video_game)","evidence":"The article identifies the three games included in the Kilrathi Saga re-release.","value":"Kilrathi Saga bundled Wing Commander, Wing Commander II, and Wing Commander III","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Wing_Commander_(video_game)","evidence":"The article dates the Windows 95 bundled re-release to 1996.","value":"Kilrathi Saga re-release: 1996","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wing_Commander_(video_game)","wikipedia_title":"Wing Commander (video game)"},{"game_key":"wipEout (1995)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","evidence":"The article classifies wipEout as a racing game.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","evidence":"The article credits Psygnosis as developer.","value":"Psygnosis","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","evidence":"The article credits Psygnosis as publisher.","value":"Psygnosis","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","evidence":"The article identifies wipEout as the first Wipeout series game.","value":"Wipeout","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","evidence":"The article gives September 29, 1995 as the European release.","value":"1995-09-29 (Europe; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wipeout_(video_game)","wikipedia_title":"Wipeout (video game)"},{"game_key":"Wipeout Pure (PSP, US Greatest Hits UCUS-98612 v2.00)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wipeout_Pure","evidence":"The article credits Studio Liverpool as developer.","value":"Studio Liverpool","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wipeout_Pure","evidence":"The article lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wipeout_Pure","evidence":"The article identifies Wipeout as the series.","value":"Wipeout","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wipeout_Pure","evidence":"The article identifies PlayStation Portable as the platform.","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wipeout_Pure","evidence":"The article classifies the game as racing.","value":"Racing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wipeout+Pure+%28PSP%2C+US+Greatest+Hits+UCUS-98612+v2.00%29","wikipedia_title":null},{"game_key":"Wipeout XL (USA, SCUS-94351)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The article states that Wipeout 2097 was released as Wipeout XL in North America and Japan.","value":"Wipeout 2097 (released as Wipeout XL in North America and Japan)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The infobox classifies the game as racing.","value":"Racing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The article credits Psygnosis as developer of the PlayStation original.","value":"Psygnosis","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The article credits Psygnosis as publisher.","value":"Psygnosis","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The article identifies the PlayStation original and later ports.","value":"PlayStation; later Windows, Sega Saturn, Amiga, and Macintosh ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The article identifies the XL name for North America and Japan and dates the PlayStation game to 1996.","value":"North America and Japan (Wipeout XL): 1996","date_granularity":"year"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wipeout_2097","evidence":"The article identifies it as the second installment in the Wipeout series.","value":"Wipeout","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wipeout_2097","wikipedia_title":"Wipeout 2097"},{"game_key":"Wizardry 8 (Windows PC, 2001)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wizardry_8","evidence":"The article credits Sir-Tech Canada as developer.","value":"Sir-Tech Canada","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wizardry_8","evidence":"The article identifies Sir-Tech as original publisher and Night Dive Studios as digital rerelease publisher.","value":"Sir-Tech (original release); Night Dive Studios (digital rerelease)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wizardry_8","evidence":"The article lists Windows as the platform.","value":"Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wizardry_8","evidence":"The article classifies Wizardry 8 as a role-playing video game.","value":"Role-playing","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Wizardry_8","evidence":"The article gives 2001 as the original release year.","value":"2001","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wizardry_8","wikipedia_title":"Wizardry 8"},{"game_key":"Wolfenstein 3D","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wolfenstein_3D","evidence":"The article credits id Software as developer.","value":"id Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wolfenstein_3D","evidence":"The article identifies Apogee as publisher of the original Wolfenstein 3D episodes.","value":"Apogee Software","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wolfenstein_3D","evidence":"The article says the game was first released for MS-DOS.","value":"MS-DOS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wolfenstein_3D","evidence":"The article classifies Wolfenstein 3D as a first-person shooter.","value":"First-person shooter","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wolfenstein_3D","wikipedia_title":"Wolfenstein 3D"},{"game_key":"Wonder Boy in Monsterland (Atari ST)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","evidence":"The article classifies Wonder Boy in Monster Land as a platform game with action-RPG elements.","value":["Platform game","Action role-playing"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","evidence":"The article identifies the arcade release as the original platform; Atari ST was a later port.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","evidence":"The article credits Westone as the original developer.","value":"Westone","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","evidence":"The article identifies the title as a Wonder Boy series entry.","value":"Wonder Boy","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","evidence":"The article dates the original Japanese arcade release to July 1987.","value":"1987-07 (Japan; arcade)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land","wikipedia_title":"Wonder Boy in Monster Land"},{"game_key":"Wonder Project J2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","evidence":"The article classifies Wonder Project J2 as a life simulation game.","value":"Life simulation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","evidence":"The infobox credits Givro Corporation as developer.","value":"Givro Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","evidence":"The infobox lists Enix as publisher.","value":"Enix","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","evidence":"The article identifies the game as a sequel in the Wonder Project J series.","value":"Wonder Project J","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","evidence":"The article gives November 22, 1996 as the Japanese release date.","value":"Japan: 1996-11-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Wonder_Project_J2","wikipedia_title":"Wonder Project J2"},{"game_key":"Wonder Trek","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/166759/wonder-trek/","evidence":"MobyGames identifies the Japanese PlayStation title as Wonder Trek.","value":"Wonder Trek","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/166759/wonder-trek/","evidence":"MobyGames classifies the game as action and educational, with platform gameplay and puzzle elements.","value":"Action / educational platform adventure","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/166759/wonder-trek/","evidence":"MobyGames lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/166759/wonder-trek/","evidence":"MobyGames records the Japanese release on December 10, 1998.","value":"Japan: 1998-12-10","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/166759/wonder-trek/","evidence":"MobyGames credits Zest Works as developer.","value":"Zest Works","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/166759/wonder-trek/","evidence":"MobyGames lists Sony Computer Entertainment as publisher.","value":"Sony Computer Entertainment","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wonder%20Trek","wikipedia_title":null},{"game_key":"Wondrous Magic","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/snes/571010-wondrous-magic","evidence":"GameFAQs credits System Sacom as developer.","value":"System Sacom","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/snes/571010-wondrous-magic","evidence":"GameFAQs credits ASCII Entertainment as publisher.","value":"ASCII Entertainment","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/snes/571010-wondrous-magic","evidence":"GameFAQs identifies the Japanese release as a Super Nintendo/Super Famicom title.","value":"Super Nintendo Entertainment System (Super Famicom)","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/snes/571010-wondrous-magic","evidence":"GameFAQs classifies the game as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/snes/571010-wondrous-magic","evidence":"GameFAQs gives December 17, 1993 as the Japanese release date.","value":"Japan: 1993-12-17","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Wondrous%20Magic","wikipedia_title":null},{"game_key":"World of Warcraft classic Windows clients (1.12, 2.4.3, and 3.3.5a)","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/","evidence":"The game database identifies this title as World of Warcraft.","value":"World of Warcraft","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/","evidence":"MobyGames classifies World of Warcraft as a role-playing game with persistent, massively multiplayer gameplay.","value":"Massively multiplayer online role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/","evidence":"MobyGames lists Windows and Macintosh as platforms for the 2004 original game; the recompilation project targets the Windows classic clients.","value":["Windows","Macintosh"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/releases/","evidence":"The North American release entry dates the original Windows game to November 23, 2004.","value":"North America: 2004-11-23","date_granularity":"day"},{"field":"developer","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/","evidence":"The release record credits Blizzard Entertainment, Inc. as developer.","value":"Blizzard Entertainment, Inc.","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/","evidence":"The release record credits Blizzard Entertainment, Inc. as publisher.","value":"Blizzard Entertainment","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/15620/world-of-warcraft/","evidence":"The game is part of Blizzard’s Warcraft series.","value":"Warcraft","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/World_of_Warcraft","wikipedia_title":"World of Warcraft"},{"game_key":"World Soccer Jikkyou Winning Eleven 3 Final Ver. (PlayStation, Japan SLPM_861.62)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","evidence":"Wikipedia identifies Konami Computer Entertainment Tokyo as developer of International Superstar Soccer Pro 98 and its Japanese Final Ver.","value":"Konami Computer Entertainment Tokyo","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","evidence":"Wikipedia lists Konami as publisher.","value":"Konami","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","evidence":"Wikipedia identifies the game as football and lists Sports.","value":"Sports (football/soccer)","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","evidence":"Wikipedia lists PlayStation.","value":["PlayStation"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","evidence":"The Japanese Final Ver. release is listed in November 1998.","value":1998,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","evidence":"Wikipedia lists November 12, 1998 for Final Ver.","value":"Japan (Final Ver.): 1998-11-12","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/International_Superstar_Soccer_Pro_98","wikipedia_title":"International Superstar Soccer Pro 98"},{"game_key":"Wreckless: The Yakuza Missions (Original Xbox)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Wreckless:_The_Yakuza_Missions","evidence":"The article classifies Wreckless as a racing game.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Wreckless:_The_Yakuza_Missions","evidence":"The article identifies Xbox as the original platform.","value":"Xbox","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Wreckless:_The_Yakuza_Missions","evidence":"The article credits Bunkasha as the Xbox developer.","value":"Bunkasha","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Wreckless:_The_Yakuza_Missions","evidence":"The article credits Activision as publisher in North America and PAL regions.","value":"Activision","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Wreckless:_The_Yakuza_Missions","evidence":"The article gives February 5, 2002 as the North American release.","value":"2002-02-05 (North America; 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this record does not identify the Xbox 360 disc ID or regional build.","value":"2007","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2008","wikipedia_title":"WWE SmackDown vs. Raw 2008"},{"game_key":"WWE SmackDown vs. Raw 2009 (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2009","evidence":"The article credits Yuke’s with the console versions and TOSE with the DS version.","value":"Yuke’s (console versions); TOSE (Nintendo DS version)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2009","evidence":"The article lists THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2009","evidence":"The article identifies the SmackDown vs. Raw series.","value":"WWE SmackDown vs. Raw","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2009","evidence":"The article lists Xbox 360 as one of the game platforms.","value":"Xbox 360, among other platforms","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2009","evidence":"The article classifies the game as sports and professional wrestling.","value":"Sports / professional wrestling","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=WWE+SmackDown+vs.+Raw+2009+%28Xbox+360%29","wikipedia_title":null},{"game_key":"WWE SmackDown vs. Raw 2010 (Xbox 360)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/WWE_SmackDown_vs._Raw_2010","evidence":"The article credits Yuke’s with the console versions and TOSE with the DS version.","value":"Yuke’s (console versions); 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The article also covers separate console and PC ports; their release dates, developers, and publishers are not assigned to this arcade profile. The article does not document REV 1.30 specifically.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/WWF_WrestleMania:_The_Arcade_Game","wikipedia_title":"WWF WrestleMania: The Arcade Game"},{"game_key":"X - Card of Fate","facts":[{"field":"developer","source_url":"https://gamefaqs.gamespot.com/wsc/578125-x-card-of-fate/faqs","evidence":"GameFAQs credits Access as developer.","value":"Access","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/wsc/578125-x-card-of-fate/faqs","evidence":"GameFAQs credits Bandai as publisher.","value":"Bandai","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/wsc/578125-x-card-of-fate/faqs","evidence":"GameFAQs identifies WonderSwan Color as the game's platform.","value":"WonderSwan Color","date_granularity":null},{"field":"genre","source_url":"https://gamefaqs.gamespot.com/wsc/578125-x-card-of-fate/faqs","evidence":"GameFAQs classifies the title as a strategy game.","value":"Strategy","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/wsc/578125-x-card-of-fate/faqs","evidence":"GameFAQs dates the Japanese WonderSwan Color release to June 27, 2002.","value":"Japan: 2002-06-27","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=X%20-%20Card%20of%20Fate","wikipedia_title":null},{"game_key":"X JAPAN Virtual Shock 001 (Japan, GS-9023 V1.000)","facts":[{"field":"genre","source_url":"https://gamefaqs.gamespot.com/saturn/574474-x-japan-virtual-shock-001","evidence":"The game entry categorizes the title as Miscellaneous » General.","value":"Miscellaneous / general","date_granularity":null},{"field":"original_platform","source_url":"https://gamefaqs.gamespot.com/saturn/574474-x-japan-virtual-shock-001","evidence":"The game entry identifies Saturn as the platform.","value":"Sega Saturn","date_granularity":null},{"field":"publisher","source_url":"https://gamefaqs.gamespot.com/saturn/574474-x-japan-virtual-shock-001","evidence":"The game entry credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"regional_release_date","source_url":"https://gamefaqs.gamespot.com/saturn/574474-x-japan-virtual-shock-001","evidence":"The game entry gives October 20, 1995 as the Japanese release.","value":"1995-10-20 (Japan; Sega Saturn)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=X+JAPAN+Virtual+Shock+001+%28Japan%2C+GS-9023+V1.000%29","wikipedia_title":null},{"game_key":"X-COM: UFO Defense and X-COM: Terror from the Deep","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article describes X-COM: UFO Defense as a strategy game with turn-based tactical missions.","value":"Strategy / turn-based tactics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article lists the original DOS release of UFO: Enemy Unknown / X-COM: UFO Defense.","value":"DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article credits Mythos Games and MicroProse as developers.","value":"Mythos Games and MicroProse","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article identifies MicroProse as publisher.","value":"MicroProse","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article identifies UFO: Enemy Unknown / X-COM: UFO Defense as an X-COM series title.","value":"X-COM","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article dates the European DOS release of UFO: Enemy Unknown to March 1994.","value":"1994-03 (Europe; UFO: Enemy Unknown)","date_granularity":"month"},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article describes Terror from the Deep as a strategy game with turn-based tactical missions.","value":"Strategy / turn-based tactics","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article lists DOS as the original platform for Terror from the Deep.","value":"DOS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article credits MicroProse as developer.","value":"MicroProse","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article credits MicroProse as publisher.","value":"MicroProse","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article identifies Terror from the Deep as an X-COM series entry.","value":"X-COM","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/X-COM:_Terror_from_the_Deep","evidence":"The article lists the DOS release in March 1995.","value":"1995-03 (DOS; Terror from the Deep)","date_granularity":"month"},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article lists DOS as the original platform of UFO: Enemy Unknown / X-COM: UFO Defense.","value":"DOS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/X-COM:_UFO_Defense","evidence":"The article dates the European DOS release to March 1994.","value":"1994-03 (Europe; UFO: Enemy Unknown)","date_granularity":"month"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=X-COM+UFO+Defense+X-COM+Terror+from+the+Deep","wikipedia_title":null},{"game_key":"X-Men Legends","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-Men_Legends","evidence":"The article classifies X-Men Legends as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-Men_Legends","evidence":"The infobox credits Raven Software as developer.","value":"Raven Software","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-Men_Legends","evidence":"The infobox lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-Men_Legends","evidence":"The article lists GameCube, PlayStation 2, and Xbox as the initial platforms.","value":"GameCube; PlayStation 2; Xbox","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/X-Men_Legends","evidence":"The article dates the original game to 2004.","value":"2004","date_granularity":"year"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/X-Men_Legends","evidence":"The article identifies X-Men Legends II as its sequel, establishing the game series name.","value":"X-Men Legends","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/X-Men_Legends","wikipedia_title":"X-Men Legends"},{"game_key":"X-Men: Destiny (Xbox 360; supported retail build not identified)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-Men:_Destiny","evidence":"The article credits Silicon Knights as developer.","value":"Silicon Knights","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-Men:_Destiny","evidence":"The article lists Activision as publisher.","value":"Activision","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/X-Men:_Destiny","evidence":"The article lists Xbox 360 among the platforms.","value":"Xbox 360, among other platforms","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-Men:_Destiny","evidence":"The article lists action role-playing and beat ’em up genres.","value":"Action role-playing; beat ’em up","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=X-Men%3A+Destiny+%28Xbox+360%3B+supported+retail+build+not+identified%29","wikipedia_title":null},{"game_key":"X-Men: Mutant Academy 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/X-Men:_Mutant_Academy_2","evidence":"The article classifies Mutant Academy 2 as a fighting game.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/X-Men:_Mutant_Academy_2","evidence":"The article lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/X-Men:_Mutant_Academy_2","evidence":"The article credits Paradox Development as developer.","value":"Paradox Development","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/X-Men:_Mutant_Academy_2","evidence":"The article credits Activision as publisher.","value":"Activision","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/X-Men:_Mutant_Academy_2","evidence":"The article gives September 18, 2001 as the North American release.","value":"2001-09-18 (North America; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/X-Men:_Mutant_Academy_2","wikipedia_title":"X-Men: Mutant Academy 2"},{"game_key":"X-Ray Monolith / S.T.A.L.K.E.R. Anomaly (GAMMA-focused configuration)","facts":[{"field":"edition_context","source_url":"https://www.stalker-game.com/en/modding/gamma","evidence":"The official S.T.A.L.K.E.R. modding page describes G.A.M.M.A. as a fan-made overhaul for Anomaly made from over 400 hand-selected mods.","value":"G.A.M.M.A. is described as a fan-made overhaul for S.T.A.L.K.E.R. Anomaly built from over 400 selected mods.","date_granularity":null},{"field":"original_platform","source_url":"https://www.moddb.com/mods/stalker-anomaly/","evidence":"The S.T.A.L.K.E.R. Anomaly project page describes a standalone package and gives a Windows installation path (C:\\Game\\Anomaly).","value":"Windows PC","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/S.T.A.L.K.E.R.","wikipedia_title":"S.T.A.L.K.E.R. (franchise article; Anomaly/G.A.M.M.A. has no dedicated article found)"},{"game_key":"x86 Linux applications/games on ARM64 Linux","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=x86+Linux+applications%2Fgames+on+ARM64+Linux","wikipedia_title":null},{"game_key":"x86-64 Linux applications/games on non-x86 Linux","facts":[],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=x86-64+Linux+applications%2Fgames+on+non-x86+Linux","wikipedia_title":null},{"game_key":"Xak III: The Eternal Recurrence","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Xak_III:_The_Eternal_Recurrence","evidence":"The article classifies Xak III as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Xak_III:_The_Eternal_Recurrence","evidence":"The article says Xak III first released for PC-98 and FM Towns; its PC Engine CD port came later.","value":["PC-98","FM Towns"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Xak_III:_The_Eternal_Recurrence","evidence":"The article credits Microcabin as developer.","value":"Microcabin","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Xak_III:_The_Eternal_Recurrence","evidence":"The article lists Microcabin as publisher and NEC for the PC Engine CD edition.","value":["Microcabin","NEC (PC Engine CD release)"],"date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Xak_III:_The_Eternal_Recurrence","evidence":"The article identifies Xak III as the final game in the Xak series.","value":"Xak","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Xak_III:_The_Eternal_Recurrence","evidence":"The article gives September 30, 1994 as the PC Engine CD release date.","value":"1994-09-30 (Japan; PC Engine CD edition)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Xak+III+The+Eternal+Recurrence+PC+Engine+game","wikipedia_title":null},{"game_key":"Xenogears","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article classifies Xenogears as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article credits Square Product Development Division 3 as developer.","value":"Square Product Development Division 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article lists Square for Japan and Square Electronic Arts for North America as publishers.","value":["Square","Square Electronic Arts"],"date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article gives February 11, 1998 as the Japanese release.","value":"1998-02-11 (Japan; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Xenogears","wikipedia_title":"Xenogears"},{"game_key":"Xenogears (USA, SLUS-006.64, Disc 1 and Disc 2)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article classifies Xenogears as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article lists PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article credits Square Product Development Division 3 as developer.","value":"Square Product Development Division 3","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article lists Square Electronic Arts as the North American publisher.","value":"Square Electronic Arts","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Xenogears","evidence":"The article gives February 20, 1998 as the North American release.","value":"1998-02-20 (North America; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Xenogears","wikipedia_title":"Xenogears"},{"game_key":"Xenosaga Episode I: Der Wille zur Macht","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Xenosaga_Episode_I","evidence":"The article classifies Xenosaga Episode I as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Xenosaga_Episode_I","evidence":"The article lists PlayStation 2 as the original platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Xenosaga_Episode_I","evidence":"The article credits Monolith Soft as developer.","value":"Monolith Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Xenosaga_Episode_I","evidence":"The article credits Namco as publisher.","value":"Namco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Xenosaga_Episode_I","evidence":"The article identifies Episode I as part of the Xenosaga series.","value":"Xenosaga","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Xenosaga_Episode_I","evidence":"The article gives February 28, 2002 as the Japanese release.","value":"2002-02-28 (Japan; PlayStation 2)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Xenosaga+Episode+I%3A+Der+Wille+zur+Macht","wikipedia_title":null},{"game_key":"Xenosaga I+II","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Xenosaga_I_%26_II","evidence":"The article credits Monolith Soft and Tom Create as developers.","value":"Monolith Soft; Tom Create","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Xenosaga_I_%26_II","evidence":"The article lists Namco as publisher.","value":"Namco","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Xenosaga_I_%26_II","evidence":"The article identifies Xenosaga as the series.","value":"Xenosaga","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Xenosaga_I_%26_II","evidence":"The article identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Xenosaga_I_%26_II","evidence":"The article classifies the game as role-playing.","value":"Role-playing","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Xenosaga+I%2BII","wikipedia_title":null},{"game_key":"XOXO Droplets","facts":[{"field":"developer","source_url":"https://store.steampowered.com/app/622060/XOXO_Droplets/","evidence":"The Steam product listing names GB Patch Games as developer.","value":"GB Patch Games","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/622060/XOXO_Droplets/","evidence":"The Steam product listing names GB Patch Games as publisher.","value":"GB Patch Games","date_granularity":null},{"field":"platforms","source_url":"https://store.steampowered.com/app/622060/XOXO_Droplets/","evidence":"The Steam listing provides Windows and macOS system requirements.","value":"Windows; macOS","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/622060/XOXO_Droplets/","evidence":"The product listing describes the title as a dating sim and visual novel.","value":"Dating simulation; visual novel","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=XOXO+Droplets","wikipedia_title":null},{"game_key":"Yakuza 4 Remastered","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yakuza_4","evidence":"The article classifies Yakuza 4 as an action-adventure game with beat ’em up combat.","value":["Action-adventure","Beat ’em up"],"date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yakuza_4","evidence":"The article identifies PlayStation 3 as the original platform; the remaster is a later release.","value":"PlayStation 3","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yakuza_4","evidence":"The article credits Sega CS1 R&D as developer of the original game.","value":"Sega CS1 R&D","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yakuza_4","evidence":"The article credits Sega as publisher.","value":"Sega","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yakuza_4","evidence":"The article identifies Yakuza 4 as part of the Yakuza series.","value":"Yakuza","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yakuza_4","evidence":"The article gives January 17, 2019 as the Japanese remaster release.","value":"2019-01-17 (Japan; Yakuza 4 remaster)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yakuza+4+Remastered","wikipedia_title":null},{"game_key":"Yakuza 5 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the game platform.","value":"PlayStation 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yakuza:_Dead_Souls","evidence":"The article classifies the game as action-adventure and survival horror.","value":"Action-adventure / survival horror","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yakuza:_Dead_Souls","wikipedia_title":"Yakuza: Dead Souls"},{"game_key":"Yo-kai Watch Blasters 2: Sword and Magnum","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article classifies Busters 2 as a role-playing game and identifies Sword and Magnum as its two versions.","value":"Role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article identifies Nintendo 3DS as the platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article credits Digital Works Entertainment as developer.","value":"Digital Works Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article credits Level-5 as publisher.","value":"Level-5","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article lists Yo-kai Watch as the series.","value":"Yo-kai Watch","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article gives December 16, 2017 as the release date for both versions.","value":"2017-12-16 (Japan; Sword and Magnum)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yo-kai+Watch+Blasters+2%3A+Sword+and+Magnum","wikipedia_title":null},{"game_key":"Yo-kai Watch Busters 2: Sword and Magnum","facts":[{"field":"genre","source_url":"https://www.youkai-watch.jp/busters2/","evidence":"The official Level-5 page identifies the game as an action RPG.","value":"Action role-playing","date_granularity":null},{"field":"publisher","source_url":"https://www.youkai-watch.jp/busters2/","evidence":"The official page identifies Level-5 as producer and publisher.","value":"Level-5","date_granularity":null},{"field":"original_platform","source_url":"https://www.youkai-watch.jp/busters2/","evidence":"The official page identifies Nintendo 3DS as the platform.","value":"Nintendo 3DS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article places the game in the Yo-kai Watch series.","value":"Yo-kai Watch","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.youkai-watch.jp/busters2/","evidence":"The official Level-5 page gives December 16, 2017 as the Japanese release date.","value":"Japan: 2017-12-16","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","evidence":"The article’s text says the game was released in Sword and Magnum versions.","value":"Released in two versions, Sword and Magnum; the English Wikipedia article names the associated Legendary Treasure Bambalaya subtitle.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yo-kai_Watch_Busters_2:_Secret_of_the_Legendary_Treasure_Bambalaya","wikipedia_title":"Yo-kai Watch Busters 2: Secret of the Legendary Treasure Bambalaya"},{"game_key":"Yoda Stories","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","evidence":"The article classifies Yoda Stories as an adventure game.","value":"Adventure","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","evidence":"The article identifies Windows as the original platform; Macintosh came later.","value":"Windows","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","evidence":"The article credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","evidence":"The article credits LucasArts as publisher.","value":"LucasArts","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","evidence":"The article identifies Yoda Stories as a Star Wars game.","value":"Star Wars","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","evidence":"The article gives March 12, 1997 as the Windows release.","value":"1997-03-12 (Windows)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Star_Wars:_Yoda_Stories","wikipedia_title":"Star Wars: Yoda Stories"},{"game_key":"Yoiyami Dancers","facts":[{"field":"canonical_name","source_url":"https://store.steampowered.com/app/1998530/","evidence":"The official Steam product page gives the complete title as Yoiyami Dancers: Twilight Danmaku Dancers.","value":"Yoiyami Dancers: Twilight Danmaku Dancers","date_granularity":null},{"field":"genre","source_url":"https://store.steampowered.com/app/1998530/","evidence":"The Steam store description calls it a rhythmical danmaku action game and describes it as a danmaku rhythm-action game.","value":"Danmaku rhythm action","date_granularity":null},{"field":"developer","source_url":"https://store.steampowered.com/app/1998530/","evidence":"Steam credits tripper_room and 以絵会友 (ikaikaiyuu) as developers.","value":"tripper_room and 以絵会友 (ikaikaiyuu)","date_granularity":null},{"field":"publisher","source_url":"https://store.steampowered.com/app/1998530/","evidence":"Steam credits Mediascape Co., Ltd. as publisher.","value":"Mediascape Co., Ltd.","date_granularity":null},{"field":"original_platform","source_url":"https://store.steampowered.com/app/1998530/","evidence":"The Steam product page lists Windows 7/8/8.1/10 in its minimum system requirements; this describes the Steam PC release, not a claim about all later platform availability.","value":"Windows PC (Steam release)","date_granularity":null},{"field":"regional_release_date","source_url":"https://store.steampowered.com/app/1998530/","evidence":"The official Steam product page lists the release date as September 28, 2022.","value":"Steam release: 2022-09-28","date_granularity":"day"},{"field":"collection_context","source_url":"https://store.steampowered.com/app/1998530/","evidence":"The product's About section explicitly calls Yoiyami Dancers a Touhou fangame.","value":"The Steam listing describes the game as a Touhou fangame; the title refers to its own game, not a mainline Touhou Project installment.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yoiyami+Dancers","wikipedia_title":null},{"game_key":"Yoru, Tomosu","facts":[{"field":"publisher","source_url":"https://nippon1.jp/consumer/yorutomosu/product.html","evidence":"The official product page is published by Nippon Ichi Software and identifies the title as its consumer game release.","value":"Nippon Ichi Software","date_granularity":null},{"field":"platforms","source_url":"https://nippon1.jp/consumer/yorutomosu/product.html","evidence":"The official product page lists PlayStation 4 and Nintendo Switch.","value":"PlayStation 4; Nintendo Switch","date_granularity":null},{"field":"genre","source_url":"https://nippon1.jp/consumer/yorutomosu/product.html","evidence":"The official Japanese product page labels it a horror adventure.","value":"Horror adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://nippon1.jp/consumer/yorutomosu/product.html","evidence":"The official product page gives the Japanese release date as July 30, 2020.","value":"Japan: 2020-07-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yoru%2C+Tomosu","wikipedia_title":null},{"game_key":"Yoshi's Story (Nintendo 64 US)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yoshi's_Story","evidence":"The article credits Nintendo EAD as developer.","value":"Nintendo EAD","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yoshi's_Story","evidence":"The article lists Nintendo as publisher.","value":"Nintendo","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yoshi's_Story","evidence":"The article identifies Yoshi as the series.","value":"Yoshi","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yoshi's_Story","evidence":"The article identifies Nintendo 64 as the original platform.","value":"Nintendo 64","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yoshi's_Story","evidence":"The article lists platform and action-adventure genres.","value":"Platform; action-adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yoshi's_Story","evidence":"The article gives the North American release date as March 10, 1998.","value":"North America: 1998-03-10","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yoshi%27s+Story+%28Nintendo+64+US%29","wikipedia_title":null},{"game_key":"Yoshi's Woolly World","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World","evidence":"The article credits Good-Feel as developer of the Wii U game.","value":"Good-Feel","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World","evidence":"The article credits Nintendo as publisher of the Wii U game.","value":"Nintendo","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World","evidence":"The article lists Platform as the game genre.","value":"Platform","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World","evidence":"The article identifies the original Yoshi’s Woolly World as a Wii U game; it treats the later Nintendo 3DS release as a separate port titled Poochy & Yoshi’s Woolly World.","value":"Wii U","date_granularity":null},{"field":"original_release_year","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World","evidence":"The article identifies the Wii U game as a 2015 release.","value":2015,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World","wikipedia_title":"Yoshi's Woolly World"},{"game_key":"Yoshi’s Island: Super Mario Advance 3 (USA, Game Boy Advance)","facts":[{"field":"canonical_name","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Yoshi-s-Island-Super-Mario-Advance-3-267640.html","evidence":"Nintendo's official Game Boy Advance product page gives the GBA port's title as Yoshi's Island: Super Mario Advance 3.","value":"Yoshi's Island: Super Mario Advance 3","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","evidence":"The article classifies Yoshi's Island as a platform game and identifies Super Mario Advance 3 as its Game Boy Advance port.","value":"Platform","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","evidence":"The article's infobox distinguishes Nintendo R&D2 as the GBA developer from Nintendo EAD for the original Super NES version.","value":"Nintendo R&D2 (Game Boy Advance port)","date_granularity":null},{"field":"publisher","source_url":"https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Yoshi-s-Island-Super-Mario-Advance-3-267640.html","evidence":"Nintendo's official product catalog presents this title as its Game Boy Advance release.","value":"Nintendo","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","evidence":"The article states that the Super NES title was ported to Game Boy Advance as Yoshi's Island: Super Mario Advance 3; this record describes the GBA port targeted by the key.","value":"Game Boy Advance (port of the Super NES game Super Mario World 2: Yoshi's Island)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","evidence":"The article's GBA release table gives September 23, 2002 for North America.","value":"North America (Game Boy Advance): 2002-09-23","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","evidence":"The article lists both Super Mario and Yoshi as series affiliations.","value":"Super Mario; Yoshi","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","evidence":"The GBA port section states that the version adds six levels and lists the North American release date separately from other regions.","value":"The GBA port adds six new levels; the article otherwise distinguishes it from the original Super NES version, and does not identify the exact USA ROM revision in the catalog key.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yoshi%27s_Island","wikipedia_title":"Yoshi's Island"},{"game_key":"You Don’t Know Jack","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/You_Don%27t_Know_Jack_(2011_video_game)","evidence":"The article classifies the 2011 game as a party trivia game.","value":"Party game / trivia","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/You_Don%27t_Know_Jack_(2011_video_game)","evidence":"The article lists Windows, Nintendo DS, PlayStation 3, Wii, and Xbox 360 as launch platforms.","value":["Windows","Nintendo DS","PlayStation 3","Wii","Xbox 360"],"date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/You_Don%27t_Know_Jack_(2011_video_game)","evidence":"The article credits Jellyvision Games as developer, Iron Galaxy for PS3/Wii/Xbox 360, and Webfoot Technologies for Nintendo DS.","value":["Jellyvision Games","Iron Galaxy (PS3/Wii/Xbox 360)","Webfoot Technologies (Nintendo DS)"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/You_Don%27t_Know_Jack_(2011_video_game)","evidence":"The article credits THQ as publisher.","value":"THQ","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/You_Don%27t_Know_Jack_(2011_video_game)","evidence":"The article identifies the game as part of the You Don’t Know Jack series.","value":"You Don’t Know Jack","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/You_Don%27t_Know_Jack_(2011_video_game)","evidence":"The article gives February 8, 2011 as the North American release.","value":"2011-02-08 (North America)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=You+Don%E2%80%99t+Know+Jack","wikipedia_title":null},{"game_key":"Youchien Senki Madara","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Madara_(manga)","evidence":"The game entry on the article names the spin-off RPG Madara Saga: Yōchien Senki MADARA.","value":"Madara Saga: Yōchien Senki MADARA","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Madara_(manga)","evidence":"The game information box classifies the title as a role-playing video game.","value":"Role-playing video game","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Madara_(manga)","evidence":"The game information box credits Datam Polystar as developer.","value":"Datam Polystar","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Madara_(manga)","evidence":"The game information box credits Datam Polystar as publisher.","value":"Datam Polystar","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Madara_(manga)","evidence":"The game information box identifies Super Famicom as the platform.","value":"Super Famicom","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Madara_(manga)","evidence":"The game information box gives January 26, 1996 as the release date.","value":"Japan: 1996-01-26","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Madara_(manga)","wikipedia_title":"Madara (manga)"},{"game_key":"Ys 2","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Ys_II%3A_Ancient_Ys_Vanished_%E2%80%93_The_Final_Chapter","evidence":"The article identifies the game and explicitly lists a Famicom version.","value":"Ys II: Ancient Ys Vanished – The Final Chapter","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ys_II%3A_Ancient_Ys_Vanished_%E2%80%93_The_Final_Chapter","evidence":"The infobox classifies Ys II as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ys_II%3A_Ancient_Ys_Vanished_%E2%80%93_The_Final_Chapter","evidence":"The infobox credits Nihon Falcom as developer.","value":"Nihon Falcom","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ys_II%3A_Ancient_Ys_Vanished_%E2%80%93_The_Final_Chapter","evidence":"The article identifies the original NEC computer platforms and subsequent Famicom port.","value":"PC-8801 and PC-9801 original; later Famicom and other ports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ys_II%3A_Ancient_Ys_Vanished_%E2%80%93_The_Final_Chapter","evidence":"The article identifies Ys II as part of the Ys series.","value":"Ys","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Ys_II%3A_Ancient_Ys_Vanished_%E2%80%93_The_Final_Chapter","evidence":"The article states that Ys II was first released on PC-8801/PC-9801 and later ported to Famicom.","value":"The catalog project targets the Famicom/NES version; the article treats it as a port of the 1988 Ys II game and does not give a separate exact Famicom release date in the cited summary.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ys_II","wikipedia_title":"Ys II"},{"game_key":"Ys Chronicles 1 (Android release; exact app version not stated)","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Ys_I:_Ancient_Ys_Vanished","evidence":"The article identifies Ys I as originally known as Ys and gives Ancient Ys Vanished: Omen as its on-screen title.","value":"Ys I (originally titled Ys; on-screen title Ancient Ys Vanished: Omen)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ys_I:_Ancient_Ys_Vanished","evidence":"The article classifies Ys I as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ys_I:_Ancient_Ys_Vanished","evidence":"The article credits Nihon Falcom as developer.","value":"Nihon Falcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ys_I:_Ancient_Ys_Vanished","evidence":"The article identifies Ys I as the first installment in the Ys series.","value":"Ys","date_granularity":null},{"field":"platforms","source_url":"https://en.wikipedia.org/wiki/Ys_I:_Ancient_Ys_Vanished","evidence":"The article identifies PC-88 as the original platform and states that DotEmu released the game on Android. It does not state the cataloged app version.","value":"PC-88 (original release); Android (later DotEmu release)","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ys_I:_Ancient_Ys_Vanished","wikipedia_title":"Ys I"},{"game_key":"Ys IV: The Dawn of Ys","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","evidence":"The article classifies The Dawn of Ys as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","evidence":"The article identifies the PC Engine CD-ROM² as the original platform.","value":"PC Engine CD-ROM²","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","evidence":"The article credits Hudson Soft as developer.","value":"Hudson Soft","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","evidence":"The article credits Hudson Soft as publisher.","value":"Hudson Soft","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","evidence":"The article identifies The Dawn of Ys as the fourth main Ys game.","value":"Ys","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","evidence":"The article gives December 22, 1993 as the Japanese release.","value":"1993-12-22 (Japan; PC Engine CD-ROM²)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ys_IV:_The_Dawn_of_Ys","wikipedia_title":"Ys IV: The Dawn of Ys"},{"game_key":"Ys V: Lost Kefin, Kingdom of Sand","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","evidence":"The article classifies Ys V as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","evidence":"The article identifies Super Famicom as the original platform.","value":"Super Famicom","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","evidence":"The article credits Nihon Falcom as developer.","value":"Nihon Falcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","evidence":"The article credits Nihon Falcom as publisher.","value":"Nihon Falcom","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","evidence":"The article identifies Ys V as part of the Ys series.","value":"Ys","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","evidence":"The article gives December 29, 1995 as the Japanese release.","value":"1995-12-29 (Japan; Super Famicom)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ys_V:_Lost_Kefin,_Kingdom_of_Sand","wikipedia_title":"Ys V: Lost Kefin, Kingdom of Sand"},{"game_key":"Ys.","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The article identifies the first game in the Ys series and documents its Famicom edition.","value":"Ys I: Ancient Ys Vanished","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The article classifies Ys as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The infobox credits Nihon Falcom as developer.","value":"Nihon Falcom","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The article distinguishes the original publisher from the publisher of the Famicom edition.","value":"Nihon Falcom (original PC releases); Victor Musical Industries (Famicom port)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The article identifies PC-8801 as the original platform and separately describes a Famicom version.","value":"PC-8801 original; later Famicom and other ports","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The article identifies it as the first installment in the Ys series.","value":"Ys","date_granularity":null},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","evidence":"The article’s ports section distinguishes the Famicom edition from the PC original.","value":"The Famicom version has substantial changes to layouts, music, and the final battle compared with the original PC release.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Ys_I%3A_Ancient_Ys_Vanished","wikipedia_title":"Ys I: Ancient Ys Vanished"},{"game_key":"Yu Yu Hakusho Gaiden","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list credits Gau Entertainment with Yu Yu Hakusho Gaiden.","value":"Gau Entertainment","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list identifies Sega as publisher of Yu Yu Hakusho Gaiden.","value":"Sega","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list identifies Mega Drive as the game’s platform.","value":"Mega Drive","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list classifies Yu Yu Hakusho Gaiden as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list gives the Japanese release date as January 28, 1994.","value":"Japan: 1994-01-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yu+Yu+Hakusho+Gaiden","wikipedia_title":null},{"game_key":"Yu Yu Hakusho: Ankoku Bujutsukai 120%","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list credits Dimps as developer of the 120% Full Power PlayStation 2 port.","value":"Dimps","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list identifies Banpresto as publisher of the PlayStation 2 port.","value":"Banpresto","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list identifies the 120% Full Power version as the PlayStation 2 port.","value":"PlayStation 2 (120% Full Power port)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list describes the title as a 3D fighting game.","value":"3D fighting","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Yu_Yu_Hakusho_video_games","evidence":"The list gives January 11, 2007 as the Japanese date for the PlayStation 2 port.","value":"Japan: 2007-01-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yu+Yu+Hakusho%3A+Ankoku+Bujutsukai+120%25","wikipedia_title":null},{"game_key":"Yu Yu Hakusho: Makyō Tōitsusen","facts":[{"field":"canonical_name","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames identifies the title as Yu Yu Hakusho: Makyō Tōitsusen.","value":"Yu Yu Hakusho: Makyō Tōitsusen","date_granularity":null},{"field":"genre","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames classifies the game as Fighting.","value":"Fighting","date_granularity":null},{"field":"original_platform","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames lists Mega Drive / Genesis among the game's platforms.","value":"Mega Drive / Genesis","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames records the release as Japan: 1994-09-30.","value":"Japan: 1994-09-30","date_granularity":"year"},{"field":"developer","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames credits Treasure as developer.","value":"Treasure","date_granularity":null},{"field":"publisher","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames credits SEGA as publisher.","value":"SEGA","date_granularity":null},{"field":"series","source_url":"https://www.mobygames.com/game/genesis/y-y-hakusho-maky-titsusen","evidence":"MobyGames associates the game with the Yu Yu Hakusho series or franchise.","value":"Yu Yu Hakusho","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yu_Yu_Hakusho_Maky%C5%8D_T%C5%8Ditsusen","wikipedia_title":"Yu Yu Hakusho Makyō Tōitsusen"},{"game_key":"Yu-Gi-Oh! 5D's Tag Force 5 (European PSP disc ULES-01474; Konami, 2010)","facts":[{"field":"publisher","source_url":"https://www.konami.com/games/jp/ja/products/yugioh_tf5_psp/","evidence":"The official Konami product page carries a 2010 Konami Digital Entertainment copyright.","value":"Konami Digital Entertainment","date_granularity":null},{"field":"platform","source_url":"https://www.konami.com/games/jp/ja/products/yugioh_tf5_psp/","evidence":"The official product page lists PSP (PlayStation Portable).","value":"PlayStation Portable","date_granularity":null},{"field":"genre","source_url":"https://www.konami.com/games/jp/ja/products/yugioh_tf5_psp/","evidence":"The official Japanese product page labels the genre 対戦型カードゲーム, a competitive card game.","value":"Competitive card game","date_granularity":null},{"field":"series","source_url":"https://www.konami.com/games/jp/ja/products/yugioh_tf5_psp/","evidence":"The official product title identifies it as Yu-Gi-Oh! 5D’s Tag Force 5.","value":"Yu-Gi-Oh! 5D’s: Tag Force","date_granularity":null},{"field":"regional_release_date","source_url":"https://www.konami.com/games/jp/ja/products/yugioh_tf5_psp/","evidence":"The official product page gives the Japanese PSP release date as September 16, 2010.","value":"Japan: 2010-09-16","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yu-Gi-Oh%21+5D%27s+Tag+Force+5+%28European+PSP+disc+ULES-01474%3B+Konami%2C+2010%29","wikipedia_title":null},{"game_key":"Yu-Gi-Oh! Forbidden Memories (PS1 USA SLUS_014.11)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories","evidence":"The article classifies Forbidden Memories as a digital collectible card game.","value":"Digital collectible card game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories","evidence":"The article identifies PlayStation as the original platform.","value":"PlayStation","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories","evidence":"The article credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories","evidence":"The article identifies Forbidden Memories as a Yu-Gi-Oh! game.","value":"Yu-Gi-Oh!","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories","evidence":"The article gives December 9, 1999 as the Japanese release.","value":"1999-12-09 (Japan; PlayStation)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh%21_Forbidden_Memories","wikipedia_title":"Yu-Gi-Oh! Forbidden Memories"},{"game_key":"Yu-Gi-Oh! GX Spirit Caller","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Yu-Gi-Oh!_video_games","evidence":"The list credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Yu-Gi-Oh!_video_games","evidence":"The list identifies Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/List_of_Yu-Gi-Oh!_video_games","evidence":"The list places the game in the Yu-Gi-Oh! GX series.","value":"Yu-Gi-Oh! GX","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Yu-Gi-Oh!_video_games","evidence":"The list identifies Nintendo DS as the platform.","value":"Nintendo DS","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/List_of_Yu-Gi-Oh!_video_games","evidence":"The list gives the Japanese release date as November 30, 2006.","value":"Japan: 2006-11-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Yu-Gi-Oh%21+GX+Spirit+Caller","wikipedia_title":null},{"game_key":"Yu-Gi-Oh! The Duelists of the Roses (PlayStation 2 NTSC-U SLUS_205.15)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Duelists_of_the_Roses","evidence":"The article classifies Duelists of the Roses as a digital collectible card game.","value":"Digital collectible card game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Duelists_of_the_Roses","evidence":"The article identifies PlayStation 2 as the original platform.","value":"PlayStation 2","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Duelists_of_the_Roses","evidence":"The article credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Duelists_of_the_Roses","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Duelists_of_the_Roses","evidence":"The article lists True Duel Monsters as the game series; it is based on the Yu-Gi-Oh! manga.","value":"True Duel Monsters","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Duelists_of_the_Roses","evidence":"The article gives September 6, 2001 as the Japanese release.","value":"2001-09-06 (Japan; PlayStation 2)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh%21_The_Duelists_of_the_Roses","wikipedia_title":"Yu-Gi-Oh! The Duelists of the Roses"},{"game_key":"Yu-Gi-Oh! The Eternal Duelist Soul (Game Boy Advance USA AY5E)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Eternal_Duelist_Soul","evidence":"The article classifies Eternal Duelist Soul as a digital collectible card game.","value":"Digital collectible card game","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Eternal_Duelist_Soul","evidence":"The article identifies Game Boy Advance as the platform.","value":"Game Boy Advance","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Eternal_Duelist_Soul","evidence":"The article credits Konami as developer.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Eternal_Duelist_Soul","evidence":"The article credits Konami as publisher.","value":"Konami","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Eternal_Duelist_Soul","evidence":"The article lists True Duel Monsters as the game series; it is based on the Yu-Gi-Oh! manga.","value":"True Duel Monsters","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh!_The_Eternal_Duelist_Soul","evidence":"The article gives July 5, 2001 as the Japanese release.","value":"2001-07-05 (Japan; Game Boy Advance)","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yu-Gi-Oh%21_The_Eternal_Duelist_Soul","wikipedia_title":"Yu-Gi-Oh! The Eternal Duelist Soul"},{"game_key":"YU-NO: A Girl That Chants Love at the Bound of This World","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article notes the stylized English title and describes the PC-98 original.","value":"Yu-no: A Girl Who Chants Love at the Bound of This World","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The infobox lists graphic adventure and visual novel genres.","value":"Graphic adventure, visual novel","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The infobox distinguishes the original game’s developer from the remake developer.","value":"ELF Corporation (original); 5pb. (remake)","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The infobox credits ELF Corporation as publisher of the original.","value":"ELF Corporation (original)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article identifies the PC-98 original and later ports.","value":"NEC PC-98; later Sega Saturn and Windows ports","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The PC-98 release section gives December 26, 1996 as the original release date.","value":"Japan (NEC PC-98): 1996-12-26","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article details different content in the Saturn/Windows ports and the later remake.","value":"The source distinguishes the adult PC-98 original from later ports that removed sexual content and the 2017 high-definition remake.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yu-no","wikipedia_title":"Yu-no"},{"game_key":"YU-NO: A Girl Who Chants Love at the Bound of this World","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article identifies NEC PC-98 as the original platform.","value":"NEC PC-98","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article gives December 26, 1996 as the Japanese PC-98 release date.","value":"1996-12-26","date_granularity":"day"},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article credits ELF Corporation as developer of the original game.","value":"ELF Corporation","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article credits ELF Corporation as publisher of the original game.","value":"ELF Corporation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yu-no","evidence":"The article classifies the original as a visual novel and graphic adventure.","value":"Visual novel adventure","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yu-no","wikipedia_title":"Yu-no"},{"game_key":"Yunyun Syndrome!? Rhythm Psychosis","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Yunyun_Syndrome!%3F_Rhythm_Psychosis","evidence":"The article's credits identify WSS playground and WHO YOU as developers.","value":"WSS playground; WHO YOU","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Yunyun_Syndrome!%3F_Rhythm_Psychosis","evidence":"The article's credits identify WSS playground and Alliance Arts as publishers.","value":"WSS playground; Alliance Arts","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Yunyun_Syndrome!%3F_Rhythm_Psychosis","evidence":"The article lists Windows as the platform and describes the release as a Microsoft Windows game.","value":"Windows / Microsoft Windows","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Yunyun_Syndrome!%3F_Rhythm_Psychosis","evidence":"The article classifies the game as a rhythm adventure and identifies its denpa-inspired genre.","value":"Rhythm; adventure; denpa","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Yunyun_Syndrome!%3F_Rhythm_Psychosis","evidence":"The article says the Steam launch was April 23, 2026 at 9 PM Pacific, corresponding to April 24 in most of the world.","value":"Steam launch: 2026-04-23 (Pacific); 2026-04-24 in Japan and most regions","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Yunyun_Syndrome!%3F_Rhythm_Psychosis","wikipedia_title":"Yunyun Syndrome!? Rhythm Psychosis"},{"game_key":"YuruCamp: Have a Nice Day!","facts":[{"field":"publisher","source_url":"https://game.mages.co.jp/yurucamp/","evidence":"The official MAGES. product page presents this as a MAGES. consumer game.","value":"MAGES.","date_granularity":null},{"field":"platforms","source_url":"https://game.mages.co.jp/yurucamp/","evidence":"The official product page lists Nintendo Switch and PlayStation 4 versions.","value":"Nintendo Switch; PlayStation 4","date_granularity":null},{"field":"genre","source_url":"https://game.mages.co.jp/yurucamp/","evidence":"The official page labels the genre as a laid-back camping adventure (ゆるくキャンプするADV).","value":"Camping adventure","date_granularity":null},{"field":"regional_release_date","source_url":"https://game.mages.co.jp/yurucamp/","evidence":"The official page gives the Japanese release date as November 11, 2021.","value":"Japan: 2021-11-11","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=YuruCamp%3A+Have+a+Nice+Day%21","wikipedia_title":null},{"game_key":"Zanac","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The Wikipedia infobox lists developer as Compile.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The Wikipedia infobox lists publisher as JP: Pony CanyonNA: FCI.","value":"JP: Pony CanyonNA: FCI","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The Wikipedia infobox lists original platform as MSXFamicom Disk SystemNintendo Entertainment SystemPlayStation.","value":"MSXFamicom Disk SystemNintendo Entertainment SystemPlayStation","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The Wikipedia infobox lists genre as Scrolling shooter.","value":"Scrolling shooter","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The Wikipedia infobox lists series as Zanac.","value":"Zanac","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The Wikipedia infobox release schedule explicitly lists Japan: November 29, 2001.","value":"Japan: November 29, 2001","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zanac","wikipedia_title":"Zanac"},{"game_key":"Zanac AI","facts":[{"field":"canonical_name","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The article covers the Famicom Disk System version of Zanac; it identifies that port as a heavily reworked version.","value":"Zanac (Famicom Disk System version)","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The infobox classifies Zanac as a scrolling shooter.","value":"Scrolling shooter","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The infobox and article credit Compile as developer.","value":"Compile","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The article credits Pony Canyon as publisher in Japan.","value":"Pony Canyon (Japan)","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The article identifies the MSX original and the reworked Famicom Disk System version.","value":"MSX; later heavily reworked for Famicom Disk System","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The release history gives November 11, 1986 for the Japanese Famicom Disk System port.","value":"Japan (Famicom Disk System): 1986-11-11","date_granularity":"day"},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Zanac","evidence":"The infobox identifies Zanac as part of the Zanac series.","value":"Zanac","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zanac","wikipedia_title":"Zanac"},{"game_key":"Zen: Intergalactic Ninja","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zen:_Intergalactic_Ninja_(video_game)","evidence":"The Wikipedia infobox lists developer as Konami.","value":"Konami","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zen:_Intergalactic_Ninja_(video_game)","evidence":"The Wikipedia infobox lists publisher as Konami.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zen:_Intergalactic_Ninja_(video_game)","evidence":"The Wikipedia infobox lists original platform as NES, Game Boy.","value":"NES, Game Boy","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zen:_Intergalactic_Ninja_(video_game)","evidence":"The Wikipedia infobox lists genre as Action.","value":"Action","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zen:_Intergalactic_Ninja_(video_game)","wikipedia_title":"Zen: Intergalactic Ninja (video game)"},{"game_key":"Zenonia 2","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zenonia_2","evidence":"The article classifies the game as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zenonia_2","evidence":"The article credits Gamevil as developer.","value":"Gamevil","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zenonia_2","evidence":"The article credits Gamevil as publisher.","value":"Gamevil","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zenonia_2","evidence":"The article lists the iOS release before Android; iOS is recorded as the original platform.","value":"iOS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Zenonia_2","evidence":"The article identifies the title as part of the Zenonia series.","value":"Zenonia","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zenonia_2","evidence":"The article gives March 29, 2010 as the iOS release date.","value":"iOS: 2010-03-29","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zenonia_2","wikipedia_title":"Zenonia 2"},{"game_key":"Zenonia 3","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zenonia_3","evidence":"The article classifies the game as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zenonia_3","evidence":"The article credits Gamevil as developer.","value":"Gamevil","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zenonia_3","evidence":"The article credits Gamevil as publisher.","value":"Gamevil","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zenonia_3","evidence":"The article lists the iOS release before Android; iOS is recorded as the original platform.","value":"iOS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Zenonia_3","evidence":"The article identifies the title as part of the Zenonia series.","value":"Zenonia","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zenonia_3","evidence":"The article gives April 28, 2011 as the iOS release date.","value":"iOS: 2011-04-28","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zenonia_3","wikipedia_title":"Zenonia 3"},{"game_key":"Zenonia 4","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zenonia_4","evidence":"The article classifies the game as an action role-playing game.","value":"Action role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zenonia_4","evidence":"The article credits Gamevil as developer.","value":"Gamevil","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zenonia_4","evidence":"The article credits Gamevil as publisher.","value":"Gamevil","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zenonia_4","evidence":"The article lists the iOS release before Android; iOS is recorded as the original platform.","value":"iOS","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Zenonia_4","evidence":"The article identifies the title as part of the Zenonia series.","value":"Zenonia","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zenonia_4","evidence":"The article gives December 22, 2011 as the iOS release date.","value":"iOS: 2011-12-22","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zenonia_4","wikipedia_title":"Zenonia 4"},{"game_key":"Zero One SP","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The Game Boy Advance list credits Fuuki Co., Ltd. as developer of Zero One SP.","value":"Fuuki Co., Ltd.","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The Game Boy Advance list identifies Fuuki Co., Ltd. as publisher of Zero One SP.","value":"Fuuki Co., Ltd.","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The title appears in the list of Game Boy Advance games.","value":"Game Boy Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Zero+One+SP","wikipedia_title":null},{"game_key":"Zero4 Champ","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zero4_Champ","evidence":"The article classifies Zero4 Champ as a racing video game.","value":"Racing","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zero4_Champ","evidence":"The article lists the PC Engine version as the original release for this title.","value":"PC Engine CD-ROM²","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zero4_Champ","evidence":"The article credits Media Rings as developer.","value":"Media Rings","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zero4_Champ","evidence":"The article credits Media Rings as publisher.","value":"Media Rings","date_granularity":null},{"field":"series","source_url":"https://en.wikipedia.org/wiki/Zero4_Champ","evidence":"The article identifies Zero4 Champ as part of the Zero4 Champ series.","value":"Zero4 Champ","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zero4_Champ","evidence":"The article gives 1991 as the Japanese PC Engine release year.","value":"1991 (Japan; PC Engine)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Zero4+Champ+1991+PC+Engine+game","wikipedia_title":null},{"game_key":"Zill O’ll Infinite Plus","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","evidence":"The article classifies Zill O’ll as a role-playing game.","value":"Role-playing","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","evidence":"The article credits Koei as developer.","value":"Koei","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","evidence":"The article credits Koei as publisher.","value":"Koei","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","evidence":"The article’s infobox lists Zill O’ll Infinite Plus for PSP.","value":"PlayStation Portable (Infinite Plus edition)","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","evidence":"The article’s infobox gives January 22, 2009 as the PSP release date.","value":"Japan, PSP: 2009-01-22","date_granularity":"day"},{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","evidence":"The article describes Infinite Plus as the 2009 PSP updated version of Zill O’ll Infinite.","value":"The article has no separate Infinite Plus page but identifies Infinite Plus as the updated PSP version of the Zill O’ll remake.","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zill_O%27ll","wikipedia_title":"Zill O'll"},{"game_key":"Zoids Legacy","facts":[{"field":"collection_context","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"The article states that Zoids Saga II was released as Zoids Legacy in English-speaking nations.","value":"English-language release title for Zoids Saga II","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The Game Boy Advance list groups Zoids Legacy (North America) with Zoids Saga II (Japan) and credits Amedio.","value":"Amedio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The Game Boy Advance list gives Atari SA as publisher for the Zoids Legacy North American release.","value":"Atari","date_granularity":null},{"field":"platform","source_url":"https://en.wikipedia.org/wiki/List_of_Game_Boy_Advance_games","evidence":"The title appears in the list of Game Boy Advance games.","value":"Game Boy Advance","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/Special:Search?search=Zoids+Legacy","wikipedia_title":null},{"game_key":"Zoids Saga (Game Boy Advance, Japan)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"Wikipedia infobox lists Amedio as developer.","value":"Amedio","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"Wikipedia infobox lists TOMY as publisher.","value":"TOMY","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"Wikipedia lists the game as a role-playing game.","value":"Role-playing game","date_granularity":null},{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"Wikipedia lists Game Boy Advance.","value":["Game Boy Advance"],"date_granularity":null},{"field":"release_year","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"Wikipedia gives the Japanese release date as November 30, 2001.","value":2001,"date_granularity":"year"},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"Wikipedia lists November 30, 2001.","value":"Japan: 2001-11-30","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zoids_Saga","wikipedia_title":"Zoids Saga"},{"game_key":"Zoids Saga Fuzors (Game Boy Advance, Japan)","facts":[{"field":"original_platforms","source_url":"https://en.wikipedia.org/wiki/Zoids_Saga","evidence":"The Wikipedia page describes Zoids Saga III: Fuzors within the Game Boy Advance Zoids Saga series.","value":["Game Boy Advance"],"date_granularity":null},{"field":"release_year","source_url":"https://www.nintendo.co.jp/ir/pdf/2004/041126.pdf","evidence":"Nintendo’s November 2004 licensed-software schedule lists ZOIDS SAGA FUZORS (Tomy) for 2004-12-16; its footnote says planned titles and dates may change.","value":2004,"date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zoids_Saga","wikipedia_title":"Zoids Saga"},{"game_key":"Zombie Revenge (Dreamcast Europe, MK-5103850 V1.000)","facts":[{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zombie_Revenge","evidence":"The article identifies the arcade as the original platform and separately records a Dreamcast port; this target is the European Dreamcast edition.","value":"Arcade","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zombie_Revenge","evidence":"The article credits Sega AM1 and Data East as developers of Zombie Revenge.","value":"Sega AM1 and Data East","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zombie_Revenge","evidence":"The article credits Sega as publisher of the arcade game and Dreamcast port.","value":"Sega","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zombie_Revenge","evidence":"The article classifies Zombie Revenge as a beat ’em up.","value":"Beat ’em up","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zombie_Revenge","evidence":"The article's Dreamcast release table gives June 9, 2000 for Europe, corresponding to the target's regional platform qualifier.","value":"Europe (Dreamcast): 2000-06-09","date_granularity":"day"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zombie_Revenge","wikipedia_title":"Zombie Revenge"},{"game_key":"Zombies Ate My Neighbors (SNES USA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zombies_Ate_My_Neighbors","evidence":"The article credits LucasArts as developer.","value":"LucasArts","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zombies_Ate_My_Neighbors","evidence":"The article lists Konami as publisher.","value":"Konami","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zombies_Ate_My_Neighbors","evidence":"The article says the game was developed on Super NES before being ported to Genesis.","value":"Super Nintendo Entertainment System","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zombies_Ate_My_Neighbors","evidence":"The article classifies the game as run and gun.","value":"Run and gun","date_granularity":null},{"field":"release_date","source_url":"https://en.wikipedia.org/wiki/Zombies_Ate_My_Neighbors","evidence":"The article dates the original release to 1993.","value":"1993","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zombies_Ate_My_Neighbors","wikipedia_title":"Zombies Ate My Neighbors"},{"game_key":"Zynaps (Atari ST)","facts":[{"field":"genre","source_url":"https://en.wikipedia.org/wiki/Zynaps","evidence":"The article classifies Zynaps as a shoot ’em up.","value":"Shoot ’em up","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/Zynaps","evidence":"The article says the game originated on ZX Spectrum in 1987; Atari ST was a later 1988 port.","value":"ZX Spectrum","date_granularity":null},{"field":"developer","source_url":"https://en.wikipedia.org/wiki/Zynaps","evidence":"The article credits Graftgold and Dominic Robinson for development of the game and Atari ST conversion.","value":["Graftgold","Dominic Robinson"],"date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/Zynaps","evidence":"The article credits Hewson Consultants as publisher.","value":"Hewson Consultants","date_granularity":null},{"field":"regional_release_date","source_url":"https://en.wikipedia.org/wiki/Zynaps","evidence":"The article dates the Atari ST port to 1988.","value":"1988 (Europe; Atari ST port)","date_granularity":"year"}],"wikipedia_url":"https://en.wikipedia.org/wiki/Zynaps","wikipedia_title":"Zynaps"},{"game_key":"’Splosion Man (Xbox 360 XBLA)","facts":[{"field":"developer","source_url":"https://en.wikipedia.org/wiki/%27Splosion_Man","evidence":"The article credits Twisted Pixel Games as developer.","value":"Twisted Pixel Games","date_granularity":null},{"field":"publisher","source_url":"https://en.wikipedia.org/wiki/%27Splosion_Man","evidence":"The article credits Microsoft Game Studios as publisher.","value":"Microsoft Game Studios","date_granularity":null},{"field":"original_platform","source_url":"https://en.wikipedia.org/wiki/%27Splosion_Man","evidence":"The article identifies Xbox 360 as the original platform.","value":"Xbox 360","date_granularity":null},{"field":"genre","source_url":"https://en.wikipedia.org/wiki/%27Splosion_Man","evidence":"The article classifies the game as action and platform.","value":"Action / platform","date_granularity":null}],"wikipedia_url":"https://en.wikipedia.org/wiki/%27Splosion_Man","wikipedia_title":"’Splosion Man"}],"directory_items":[{"item_type":"Tool","category":"AI-assisted localization workflow","name":"Game Localization Skill","description":"Reusable workflow and coverage-audit skill package for game localization projects, with release bundles for several AI coding assistants. It covers resource inventory, terminology, font/image work, subtitles, packaging, runtime checks and patch delivery.","url":"https://github.com/AmuroRX-93/game-localization-skill","source_url":"https://github.com/AmuroRX-93/game-localization-skill","source_evidence":"Public repository describes a reusable game-localization workflow and coverage auditor, with adapters/bundles for Codex, Cursor, Kimi Code, Qwen Code and CodeBuddy. Latest release is v0.6.1 dated 2026-09-28; its release adds platform/package choices for PS2/PS3 and explicitly says it adds no PKG generator or new real-device/game testing: https://github.com/AmuroRX-93/game-localization-skill/releases/tag/v0.6.1.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Collaborative decompilation","name":"decomp.me","description":"A browser-based collaborative workspace for matching individual functions with project-specific compiler presets.","url":"https://www.decomp.me/","source_url":"https://www.decomp.me/faq","source_evidence":"The official site calls itself a collaborative reverse-engineering platform; its FAQ explains the role of compiler, platform, and build settings in project scratches.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Compatibility stack","name":"Proton","description":"Valve's Steam compatibility tool for running many Windows PC games on Linux, built around Wine and additional components.","url":"https://github.com/ValveSoftware/Proton","source_url":"https://github.com/ValveSoftware/Proton","source_evidence":"Valve's repository describes Proton's Windows-game-on-Linux purpose and documents its Wine basis and graphics components such as DXVK and vkd3d-proton.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Decompilation matching","name":"objdiff","description":"A local GUI for comparing rebuilt object files against target objects and inspecting function and data differences.","url":"https://github.com/encounter/objdiff","source_url":"https://github.com/encounter/objdiff/blob/main/README.md","source_evidence":"The project README describes object-file comparison, automatic rebuilds, progress reporting, and support for several console CPU families.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Decompilation tooling","name":"decomp-toolkit","description":"A command-line toolkit for GameCube and Wii decompilation projects, including disc inspection and extraction, DOL/ELF analysis, binary splitting, and linker-script generation.","url":"https://github.com/encounter/decomp-toolkit","source_url":"https://github.com/encounter/decomp-toolkit/blob/main/README.md","source_evidence":"The maintainer README identifies decomp-toolkit as a GameCube/Wii decompilation toolkit and documents disc and executable analysis, DOL splitting, linker-script generation, and integration with objdiff and decomp.me.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Decompilation tooling","name":"splat","description":"A binary-splitting tool for decompilation and modding projects, with support for Nintendo 64, PlayStation, PlayStation 2, and PSP binaries.","url":"https://github.com/ethteck/splat","source_url":"https://github.com/ethteck/splat","source_evidence":"The maintainer README describes splat as a binary-splitting tool for decompilation and modding, lists N64, PSX, PS2, and PSP support, and recommends decomp-toolkit for GameCube/Wii projects.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Fan localization authoring","name":"Hoshi2Star","description":"Desktop CAT editor and LLM orchestrator for translating Japanese RPG Maker MV/MZ and Wolf RPG games. Includes glossary, cross-project translation memory, placeholder/line-width QA, and export back into game files; supports local Ollama and optional cloud inference.","url":"https://github.com/KATBlackCoder/Hoshi2Star","source_url":"https://github.com/KATBlackCoder/Hoshi2Star/blob/main/README.md","source_evidence":"Maintainer README documents Japanese RPG Maker MV/MZ support, partial Wolf RPG support, CAT workflow and game-file export. The app shows Japanese originals and English examples but supports configurable target languages, not a fixed pair. Latest public release is v0.4.10 (2026-07-07), with Linux AppImage/deb/rpm and Windows MSI/EXE assets: https://github.com/KATBlackCoder/Hoshi2Star/releases/tag/v0.4.10. Repository is not archived and latest commit checked 2026-10-16: https://github.com/KATBlackCoder/Hoshi2Star/commit/de76e64f232b1a15cbbba2f8947926f028211bb8. README version badge is stale at 0.4.3; release page is version authority. GitHub Languages API bytes: Rust 1,883,362; Python 724,352; TypeScript 557,310; HTML 533,300; CSS 9,425; JavaScript 1,194. Rust is largest.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Fan localization conversion and patching","name":"Game Translate","description":"Windows game-localization converter that takes existing Simplified Chinese text in compatible Unreal Engine localization assets and produces a reversible external Traditional Chinese patch. It does not translate from English or Japanese; Unity patching is not implemented.","url":"https://github.com/DogSay/game-translate","source_url":"https://github.com/DogSay/game-translate/blob/main/README.md","source_evidence":"Maintainer README says Game Translate converts existing Simplified Chinese text to Traditional Chinese for compatible Unreal Engine games via an external .locres patch and zhconvert.org; it is not an automatic source-language translator. README explicitly says only source code is public and there is no downloadable Windows executable yet; per-game/package support still needs runtime confirmation: https://github.com/DogSay/game-translate/blob/main/README.md. Repository is not archived; its latest commit checked 2026-10-16 is dated 2026-10-05: https://github.com/DogSay/game-translate/commit/34be11837d8e5ced9da7817dfe1dec2142a55ea3. Exact GitHub Languages API bytes: C# 254,612 and JavaScript 134,124 (C# predominant). This human-language utility is distinct from Proton-like OS/graphics/API translation.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game asset analysis","name":"AssetRipper","description":"A GUI application for analyzing Unity game files and converting assets to native Unity engine format. The maintainers list Unity versions 3.5.0 through 6000.4.x, with support quality varying by version.","url":"https://github.com/AssetRipper/AssetRipper","source_url":"https://github.com/AssetRipper/AssetRipper#readme","source_evidence":"The maintainer README describes Unity-game-file analysis and conversion into native Unity format, and states the supported version span as Unity 3.5.0 to 6000.4.x with version-dependent support quality. The latest release is 2.0.0 (2026-08-24).","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game localization CLI","name":"ATT (Agent Translation Tool)","description":"Agent-oriented Windows x64 CLI for game text extraction, translation, QA and write-back; native RPG Maker MV/MZ and Generic JSONL adapters are documented.","url":"https://github.com/yexi-by/att","source_url":"https://github.com/yexi-by/att","source_evidence":"Public README describes an agent-oriented game translation CLI, RPG Maker MV/MZ and Generic JSONL support, and configurable model/provider workflow. Latest release is ATT 1.3.5, dated 2026-10-10: https://github.com/yexi-by/att/releases/tag/v1.3.5.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game localization and batch translation","name":"MTool Translator","description":"Source repository for a JSON batch game/visual-novel translation tool; README advertises 12+ translation engines/providers and local-model support.","url":"https://github.com/WWWee80/MTool-Translator","source_url":"https://github.com/WWWee80/MTool-Translator","source_evidence":"Public repository README describes JSON batch translation workflows and supported providers. The latest GitHub release is v1.2.1 (published 2026-09-09) and exposes a downloadable Windows EXE, 62,472,230 bytes: https://github.com/WWWee80/MTool-Translator/releases/tag/v1.2.1.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game localization and patch creation","name":"GameStringer","description":"Desktop game-localization pipeline with engine detection, file extraction/reinsertion, AI translation, quality checks and patch application. The README advertises 20+ engines/providers and Windows, macOS and Linux builds.","url":"https://github.com/rouges78/GameStringer","source_url":"https://github.com/rouges78/GameStringer","source_evidence":"Maintainer README describes a game-to-patch workflow, engine-specific extractors, runtime injection for some Unity games, OCR for selected older games, app/UI and language-provider options, and requests real-game compatibility reports because the project is still young. Latest visible GitHub release is v1.17.0 dated 2026-08-17 and provides Windows/macOS/Linux assets: https://github.com/rouges78/GameStringer/releases.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game localization and patch creation","name":"RuneTranslate","description":"Windows and Linux/Steam Deck game-text localization patcher. The maintainer documents 18 game engines/formats, file extraction and reinsertion, and export to a playable copy or override patch. Source and target languages are user-selected from 35 languages, with Japanese as the default source. As of 2026-10-16 the newest version is v1.3.6 (Supporter+, 2026-10-15); the current free build is v1.3.0 and v1.3.6 is scheduled to become free on 2026-10-22.","url":"https://runetranslate.com/download","source_url":"https://github.com/3nginius/RuneTranslatePublic","source_evidence":"Maintainer README describes the app as a game-file patcher intended for personal/fan translation, lists 18 engines/formats, 35 source/target languages with Japanese as the default source, and selectable local/cloud translation providers: https://github.com/3nginius/RuneTranslatePublic. Official download/changelog page lists v1.3.6 as the latest Supporter+ version (2026-10-15), v1.3.0 as the current free version, and the v1.3.6 free date (2026-10-22): https://runetranslate.com/download. It is a text-localization authoring tool, not a game-specific Fan Localization release or a graphics/API translator.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game modding frameworks","name":"BepInEx","description":"A plugin-loading and patching framework for Unity, XNA, and other .NET games; its official documentation covers installation, plugin development, and runtime patching.","url":"https://github.com/BepInEx/BepInEx","source_url":"https://docs.bepinex.dev/master/articles/dev_guide/plugin_tutorial/index.html","source_evidence":"The official repository describes BepInEx as a Unity/XNA game patcher and plugin framework. Its current docs include setup instructions, a C# plugin walkthrough, runtime patching, and installation guidance for Windows, Linux, and macOS.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Game modding frameworks","name":"REFramework","description":"A mod loader and scripting/modding framework for RE Engine games, with VR support and runtime inspection tools. Game and game-version compatibility is maintainer-listed and can vary by title.","url":"https://github.com/praydog/REFramework","source_url":"https://github.com/praydog/REFramework#readme","source_evidence":"The maintainer README identifies REFramework as a mod loader, scripting platform, and modding tool for RE Engine titles; it documents stable and nightly builds, installation, VR support, and game-specific setup.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game modding frameworks","name":"Reloaded-II","description":"A .NET-based mod loader and mod-management framework for native x86 and x64 games. The project describes itself as universal, while actual mod compatibility remains game-specific.","url":"https://github.com/Reloaded-Project/Reloaded-II","source_url":"https://github.com/Reloaded-Project/Reloaded-II#readme","source_evidence":"The maintainer README describes a universal, C#-based DLL-injection mod loader and manager for native x86/x64 games. The latest GitHub release is 1.31.0 (2026-09-23); the repository is GPL-3.0.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game modding frameworks","name":"Unreal Engine Scripting System (UE4SS)","description":"A UE4/UE5 Lua and C++ modding platform with blueprint mod loading, SDK/header generation, live property inspection/editing, and runtime dumpers. The README lists engine versions 4.7 through 5.8; compatibility is game-specific.","url":"https://github.com/UE4SS-RE/RE-UE4SS","source_url":"https://github.com/UE4SS-RE/RE-UE4SS#readme","source_evidence":"The maintainer README lists Lua and C++ APIs, blueprint mod loading, SDK/header generation, property inspection/editing, and dumpers, and identifies UE 4.7–5.8 as the targeting range. Repository activity was recorded on 2026-10-15; the latest tagged release endpoint remains an older experimental tag, so no current stable-release claim is made.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game modding tools","name":"UndertaleModTool","description":"A tool for unpacking and editing Undertale, Deltarune, and other GameMaker data, with a GML virtual-machine decompiler/compiler, code editor, room editor, and mod-script support. The maintainers note that some features remain incomplete.","url":"https://github.com/UnderminersTeam/UndertaleModTool","source_url":"https://github.com/UnderminersTeam/UndertaleModTool#readme","source_evidence":"The maintainer README calls it a tool for modding, decompiling, and unpacking Undertale and other GameMaker games, and provides GUI/CLI releases. Latest release 0.9.2.0 was published 2026-08-23; the repository is GPL-3.0.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Game porting and compatibility","name":"Apple Game Porting Toolkit","description":"Apple's developer toolkit includes an evaluation environment for running unmodified Windows game executables on Apple silicon, tools for converting DirectX shaders to Metal, and sample code for porting games to Apple platforms. D3DMetal is catalogued separately as a runtime Direct3D-to-Metal translator.","url":"https://developer.apple.com/games/game-porting-toolkit/","source_url":"https://developer.apple.com/games/game-porting-toolkit/","source_evidence":"Apple's current Game Porting Toolkit page describes an evaluation environment for unmodified Windows games on Apple silicon, Metal shader conversion, and developer resources. The catalog already tracks D3DMetal as a runtime Direct3D-to-Metal translator, so this entry covers the wider toolkit workflow.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Graphics API translation","name":"ANGLE","description":"An OpenGL ES implementation and translation layer that maps OpenGL ES 2.0–3.1 content to available backends including Vulkan, desktop OpenGL, Direct3D 9, and Direct3D 11.","url":"https://github.com/google/angle","source_url":"https://github.com/google/angle/blob/main/README.md","source_evidence":"The README describes translation of OpenGL ES API calls to platform graphics APIs and documents support matrices for OpenGL ES versions, renderers, and platforms. The GitHub repository is labeled a public mirror of the Chromium-hosted upstream.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Graphics API translation","name":"DXVK","description":"A Vulkan-based implementation of Direct3D 8, 9, 10, and 11 used with Wine and in compatibility stacks such as Proton.","url":"https://github.com/doitsujin/dxvk","source_url":"https://github.com/doitsujin/dxvk","source_evidence":"The project README states the Direct3D versions and Vulkan target, and explains use through Wine and Steam Play tools.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Graphics API translation","name":"MoltenVK","description":"A Khronos Vulkan portability layer that implements Vulkan graphics and compute functionality over Apple Metal for macOS, iOS, tvOS, and visionOS applications.","url":"https://github.com/KhronosGroup/MoltenVK","source_url":"https://github.com/KhronosGroup/MoltenVK/blob/main/README.md","source_evidence":"The Khronos-maintained README describes MoltenVK as a Vulkan portability implementation layered over Apple Metal and lists macOS, iOS, tvOS, and visionOS as target platforms; it also documents SPIR-V to Metal shader conversion.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Graphics API translation","name":"vkd3d-proton","description":"A Proton-focused implementation of Direct3D 12 on Vulkan, complementary to DXVK's Direct3D 8–11 coverage.","url":"https://github.com/HansKristian-Work/vkd3d-proton","source_url":"https://github.com/HansKristian-Work/vkd3d-proton/blob/master/README.md","source_evidence":"The upstream README describes the project as implementing Direct3D 12 on Vulkan and as the development effort behind Proton's D3D12 support.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Graphics API translation","name":"XenosRecomp","description":"An auxiliary Xbox 360 Xenos GPU shader translator that converts shader microcode to HLSL, with output paths including DXIL and SPIR-V. It translates shaders, not whole games or console APIs.","url":"https://github.com/hedge-dev/XenosRecomp","source_url":"https://github.com/hedge-dev/XenosRecomp","source_evidence":"The maintainer README identifies the project as a converter from Xbox 360 shader microcode to HLSL and documents its shader-cache workflow and DXIL/SPIR-V targets; it does not load or recompile game executables.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Localization QA and patch pipeline","name":"hanpatch","description":"Gate-enforced localization pipeline intended to stop patch building until consistency checks pass; repository documents a 3DS reference adapter and a Korean Crimson Shroud example.","url":"https://github.com/yazzang-homelab/hanpatch","source_url":"https://github.com/yazzang-homelab/hanpatch","source_evidence":"README describes a 3DS reference implementation and checks for translation coverage/consistency, format constraints and patch output. It documents 3,262 reference strings for the Crimson Shroud Korean project, and warns that static gates do not substitute for runtime smoke testing. Releases page has no packaged releases: https://github.com/yazzang-homelab/hanpatch/releases.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Patch creation and application","name":"Floating IPS (Flips)","description":"A desktop and command-line patcher for creating and applying IPS and BPS patches, useful for distributing fan-made changes without bundling a game image.","url":"https://github.com/bates64/flips","source_url":"https://github.com/bates64/flips","source_evidence":"The maintainer README documents IPS/BPS creation and application, GUI and command-line use, and release downloads.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"PlayStation 3 homebrew and game management","name":"webMAN MOD","description":"An actively maintained PlayStation 3 homebrew plugin, forked from webMAN/sMAN, that adds web and FTP servers, a file manager, game and disc-image mounting, NTFS and network-game support, PS3MAPI, and other console utilities.","url":"https://github.com/aldostools/webMAN-MOD","source_url":"https://github.com/aldostools/webMAN-MOD/blob/master/README.md","source_evidence":"The maintainer README describes webMAN MOD as a PS3 homebrew plugin forked from webMAN/sMAN and documents its web/FTP servers, file manager, game management, NTFS, netiso, gamepad emulation, PS3MAPI, and support for Cobra-enabled CFW. The maintainer announced version 1.47.50a on X on 2026-10-15, noting a reverted slower FTP change and updated salsa64 and ScummVM updater entries: https://x.com/aldostools/status/2110904020613406876. GitHub's release page currently lists 1.47.50 (2026-10-10) as the latest tagged release, so 1.47.50a is recorded as an X-announced update rather than a verified GitHub release tag: https://github.com/aldostools/webMAN-MOD/releases. GitHub's repository language endpoint reports C, Nickel, HTML, NCL, C++, Python, and other languages: https://api.github.com/repos/aldostools/webMAN-MOD/languages.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"ROM fan localization build tools","name":"Pokémon Unbound Multi-language ROM Translation Toolkit","description":"Python-led, game-specific extraction/build workflow and patch repository for Pokémon Unbound language editions. README describes French as the complete reference translation and a multi-language pipeline for Italian, German, and experimental targets; releases package BPS outputs with a manifest and SHA256 checksums.","url":"https://github.com/AntonyKervazoCanut/gba_translator","source_url":"https://github.com/AntonyKervazoCanut/gba_translator/blob/unbound/README.md","source_evidence":"Maintainer README calls the repository an open-source Pokémon Unbound ROM translation toolkit and documents English base-ROM patching, French BPS workflow, and language-specific build/graphics workflows. Release v2.1.179 (2026-10-13) contains French, Italian, German, and experimental Indie BPS assets, a release manifest, and SHA256 sums: https://github.com/AntonyKervazoCanut/gba_translator/releases/tag/v2.1.179. Exact GitHub Languages API map shows Python 4,257,349 bytes is predominant. Tooling is listed separately from the French patch project row.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"ROM hacking and translation workflow","name":"ROM Hacking Claude Code Plugin","description":"Game-agnostic set of Claude Code skills for progressing from ROM investigation to a shipped fan translation patch; repository includes small Python reference scripts.","url":"https://github.com/sadnescity/romhacking-claude-plugin","source_url":"https://github.com/sadnescity/romhacking-claude-plugin","source_evidence":"Public repository describes a Claude Code skill workflow for ROM reconnaissance, text encoding, font/glyph work, graphics, glossary/translation, QA and patch creation; GitHub Releases page says there are no packaged releases: https://github.com/sadnescity/romhacking-claude-plugin/releases.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Reverse engineering","name":"Ghidra","description":"An extensible reverse-engineering suite with disassembly and decompilation features for inspecting compiled game code.","url":"https://github.com/NationalSecurityAgency/ghidra","source_url":"https://github.com/NationalSecurityAgency/ghidra","source_evidence":"The NSA-maintained project describes Ghidra as a software reverse-engineering framework and lists disassembly and decompilation among its capabilities.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Reverse engineering","name":"REA (Reverse Engineer Anything)","description":"An open-source MCP server and CLI that lets coding agents inspect websites, Electron applications, and native binaries with local analysis tools, returning findings with evidence and limitations.","url":"https://github.com/morluto/rea","source_url":"https://github.com/morluto/rea#readme","source_evidence":"The project README describes REA as an agent-connected reverse-engineering tool for websites, applications, and native binaries; it says analysis runs locally and returns evidence and limitations. The repository is public, MIT-licensed, and has a release published 2026-10-14.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Static recompilation","name":"360tools","description":"An Xbox 360 static-recompilation workflow and analysis toolkit built around the ReXGlue SDK. It adds a batch compatibility harness, XEX/STFS triage helpers, templates, a stub playbook, and project integration guidance. ReXGlue supplies code generation and runtime; 360tools is an auxiliary workflow layer, not a separate recompiler or turnkey runtime.","url":"https://github.com/sp00nznet/360tools","source_url":"https://github.com/sp00nznet/360tools","source_evidence":"The maintainer README says the repo is built around ReXGlue v0.8.0, whose SDK now supplies code generation, extraction and analysis; this repo focuses on title workflow, runtime integration guidance, templates and the multi-title compatibility harness. The README documents PowerPC-to-C++ recompilation as the ReXGlue path and says per-title stubs, rendering and audio still require work. Latest source push: 2026-06-18.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Static recompilation","name":"N64: Recompiled","description":"A toolchain that statically recompiles N64 binaries into C for building native ports and related projects.","url":"https://github.com/N64Recomp/N64Recomp","source_url":"https://github.com/N64Recomp/N64Recomp","source_evidence":"The maintainer README describes the binary-to-C workflow and notes that symbol/build metadata is required; it is not a one-click port generator.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Static recompilation","name":"NESRecomp","description":"A static recompiler framework for NES games that translates 6502 ROM instructions to C/native code and models CPU bus cycles through its hardware runtime. The repository license file specifies PolyForm Noncommercial 1.0.0.","url":"https://github.com/mstan/nesrecomp","source_url":"https://github.com/mstan/nesrecomp#readme","source_evidence":"The maintainer README describes a 6502-to-C static recompiler; its default cycle backend models each CPU bus cycle and uses an interpreter for code outside compiled ROM views. The latest listed release is v0.4.0 (2026-10-05). The LICENSE is PolyForm Noncommercial 1.0.0.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Static recompilation","name":"PS4Recomp","description":"An experimental Apple Silicon/macOS AOT recompiler for PS4 x86-64 ELF programs: native ARM64 code is generated through partitioned C, while a native Metal path handles graphics. Commercial-game traces shown in the README stop at unresolved indirect control flow; no completed commercial title is documented. It is not a VM, JIT, or MoltenVK-based runtime.","url":"https://github.com/wie-project/PS4Recomp","source_url":"https://github.com/wie-project/PS4Recomp","source_evidence":"The maintainer README documents x86-64 ELF-to-C-to-ARM64 recompilation, macOS Apple Silicon as the host, and the native Metal / shader translation architecture. Its commercial-title sections show runtime traces ending at unresolved control flow rather than a completed playable title.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Static recompilation","name":"PSXRecomp","description":"A general-purpose PlayStation 1 static recompiler that translates MIPS R3000A code to C/native code and links it to a PS1 hardware runtime. Its README lists game-specific repositories using the framework and says a new title requires configuration and reverse engineering. The repository license file specifies PolyForm Noncommercial 1.0.0.","url":"https://github.com/RetroPortingToolKit/psxrecomp","source_url":"https://github.com/RetroPortingToolKit/psxrecomp#readme","source_evidence":"The current maintainer README identifies PSXRecomp as a general-purpose PS1 static recompiler, explains its MIPS R3000A-to-C pipeline and native runtime, and lists game-specific repos that consume the framework. The repository LICENSE is PolyForm Noncommercial 1.0.0.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Static recompilation","name":"ReXGlue SDK","description":"An Xbox 360 PowerPC-to-portable-C++ ahead-of-time recompilation SDK with a runtime and tooling. The project is early and requires manual analysis and per-game integration; it is not a turn-key replacement for Xenia.","url":"https://github.com/rexglue/rexglue-sdk","source_url":"https://github.com/rexglue/rexglue-sdk","source_evidence":"The project README and wiki describe a PPC-to-C++ static-recompilation workflow, its runtime/toolkit, Linux and Windows support, and manual per-game analysis; the wiki distinguishes the approach from Xenia’s JIT emulator. Release history shows v0.10.0 published 2026-08-21.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Static recompilation","name":"SNESRecomp","description":"A general-purpose SNES static recompiler that translates 65816 machine code to C and builds native executables against a shared SNES hardware runtime. Its license file specifies PolyForm Noncommercial 1.0.0; game-specific integration is required.","url":"https://github.com/RetroPortingToolKit/snesrecomp","source_url":"https://github.com/RetroPortingToolKit/snesrecomp#readme","source_evidence":"The maintainer README describes a general-purpose SNES static recompiler that translates 65816 code to C and links a shared hardware runtime; the release list shows v0.3.0-alpha published 2026-10-14. The repository LICENSE is PolyForm Noncommercial 1.0.0.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Static recompilation","name":"xboxrecomp","description":"A title-oriented toolchain that statically recompiles original Xbox XBE x86 code to C and includes host-side runtime components for console APIs and NV2A graphics. Generated output still needs title-specific analysis and integration; the README documents Windows and Linux backends.","url":"https://github.com/sp00nznet/xboxrecomp","source_url":"https://github.com/sp00nznet/xboxrecomp","source_evidence":"The maintainer README describes XBE-to-C static recompilation, per-title analysis and runtime work, and the available graphics backends. The current release is v0.13.1 (published 2026-10-07); this is a recompilation toolkit, not a general Xbox emulator or API compatibility layer.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Static recompilation","name":"XenonRecomp","description":"An Xbox 360 PowerPC XEX-to-C++ static recompilation tool. It emits code but does not provide the game runtime; jump-table and function-boundary recovery and runtime integration remain title-specific work.","url":"https://github.com/hedge-dev/XenonRecomp","source_url":"https://github.com/hedge-dev/XenonRecomp","source_evidence":"The project README calls XenonRecomp a tool for recompiling Xbox 360 games, documents XEX-to-C++ output, and explicitly notes that it does not provide a runtime and that MMIO support is incomplete. Supported generated-code targets include x86 and ARM64 through SIMDe.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"Static recompilation support","name":"recomp-common","description":"A GPL-3.0-only C++17 library for static-recomp ports that supplies a console-agnostic in-game overlay, shared settings rules, bitmap text and a launcher. The README says the core has no external dependencies and identifies use by cps2recomp, satrecomp and Vampire Savior Recomp. It is a reusable component, not a title-specific recompilation.","url":"https://github.com/tmcleroy/recomp-common","source_url":"https://github.com/tmcleroy/recomp-common#readme","source_evidence":"The maintainer README describes the overlay, settings agreement and launcher; says the C++17 core has no dependencies beyond the standard library; lists cps2recomp, satrecomp and Vampire Savior Recomp as users; and identifies GPL-3.0-only licensing. GitHub metadata confirms a public non-fork repository and recent activity (checked 2026-10-16).","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Static recompilation support","name":"recomp-ui","description":"MIT-licensed, console-agnostic launcher and in-game settings UI for static-recompilation ports. The maintainer documents a shared C ABI/CMake integration, runtime settings overlay, optional schema-driven Mods interface, and production integrations for Mega Man X and Ape Escape. This is reusable UI infrastructure rather than a game-specific project.","url":"https://github.com/RetroPortingToolKit/recomp-ui","source_url":"https://github.com/RetroPortingToolKit/recomp-ui#readme","source_evidence":"The current maintainer README says the repository is part of RetroPortingToolkit and identifies the maintainer; describes a shared console-agnostic launcher/runtime UI, C ABI and CMake integration, optional host-provided Mods UI, and Mega Man X/Ape Escape integrations. GitHub's repository metadata reports a public repository with MIT license and recent activity (checked 2026-10-16).","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Title-specific localization utility","name":"Chained Echoes zh-TW Data Converter","description":"Python utility that converts Chained Echoes v1.4 Simplified Chinese game text to Taiwan Traditional Chinese while preserving the game data schema; repository describes tools only and no game assets.","url":"https://github.com/7a6163/chained-echoes-zhtw","source_url":"https://github.com/7a6163/chained-echoes-zhtw","source_evidence":"Repository title/README says the tool converts Chained Echoes v1.4 simplified-Chinese strings to Traditional Chinese (Taiwan) in place without changing schema and contains no game assets. README documents optional LLM polishing requiring an OpenAI-compatible API key.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Translation tools","name":"Kuriimu2","description":"Plugin-based game translation project manager and toolkit for examining, extracting, editing, and rebuilding game archives, images, text, fonts, and other resources across many formats; includes GUI and command-line builds.","url":"https://github.com/FanTranslatorsInternational/Kuriimu2","source_url":"https://github.com/FanTranslatorsInternational/Kuriimu2/releases/tag/1.2.1","source_evidence":"Maintainer README describes a general-purpose toolkit for fan translation and modding, plugin-based resource extraction/editing/rebuilding, GUI and CLI builds, and links both stable releases and beta GUI/CLI builds. Stable v1.2.1 was published 2021-06-27; repository code is GPL-3.0. README: https://github.com/FanTranslatorsInternational/Kuriimu2. Stable release: https://github.com/FanTranslatorsInternational/Kuriimu2/releases/tag/1.2.1. GitHub repository language API map was checked 2026-10-16: C# 7,715,469 bytes, Batchfile 1,824 bytes.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Translation tools","name":"ScummTR","description":"Open-source suite of fan-translation tools for most LucasArts SCUMM games, from Maniac Mansion through The Dig. Includes scummtr, scummrp, scummfont, and FontXY; the project says it now runs on multiple systems.","url":"https://github.com/dwatteau/scummtr","source_url":"https://github.com/dwatteau/scummtr/releases/tag/v0.6.0pre2","source_evidence":"Maintainer README defines the supported game-engine scope, names the four tools, says they were originally Windows-only and are now available for various systems, and states MIT licensing. Latest verified release is v0.6.0pre2, published 2024-07-15; repository activity was pushed through 2026-07-17. GitHub repository language API map checked 2026-10-16: C++ 357,924 bytes, CMake 15,593, Shell 5,280, Dockerfile 4,906.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Translation tools","name":"Telltale Workbench","description":"Emerging toolkit for fan translation of Telltale Games: unpack and repack TTARCH/TTARCH2 resources, edit and compare LANDb translation text, normalize CJK text, and create game fonts.","url":"https://github.com/slankka/Telltale-Workbench","source_url":"https://github.com/slankka/Telltale-Workbench/releases/tag/v1.0.0","source_evidence":"Maintainer README describes an end-to-end fan-translation pipeline including archive unpacking/repacking, LANDb translation editing and review, CJK normalization, and font creation. First verified public release v1.0.0 was published 2026-06-10; GitHub declares GPL-2.0. The project is early-stage (0 GitHub stars at review time). README: https://github.com/slankka/Telltale-Workbench. Release: https://github.com/slankka/Telltale-Workbench/releases/tag/v1.0.0. GitHub repository language API map checked 2026-10-16: C# 1,322,511 bytes, HTML 16,009 bytes.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"Unity runtime localization and modding","name":"UnityGameTranslator","description":"Unity game translation mod with local/online translation providers, editable translation tools and community sharing; release assets and loader variants target BepInEx and MelonLoader setups.","url":"https://github.com/djethino/UnityGameTranslator","source_url":"https://github.com/djethino/UnityGameTranslator","source_evidence":"Public README/release page describes a Unity runtime translation mod and translation tools. Latest visible release is v0.16.0 dated 2026-10-15; release notes include UI/font/runtime changes: https://github.com/djethino/UnityGameTranslator/releases/tag/v0.16.0.","verified_at":"2026-10-16"},{"item_type":"Tool","category":"macOS Windows compatibility","name":"Porting Kit","description":"A macOS installer and launcher that uses Wineskin technology to install and run Windows games and applications; its current download page targets macOS 12 and later and says Apple silicon support is growing.","url":"https://www.portingkit.com/","source_url":"https://www.portingkit.com/app/download.html","source_evidence":"Porting Kit's own home page identifies Wineskin as the technology used to install Windows games and applications in macOS. Its download page offers Porting Kit 7 for macOS 12+ and describes increasing Apple silicon support.","verified_at":"2026-10-15"},{"item_type":"Tool","category":"macOS Windows compatibility","name":"Whisky","description":"Archived SwiftUI front end for managing Wine bottles and running Windows apps and games on Apple silicon Macs; it combined CrossOver 22.1.1 and Apple's Game Porting Toolkit.","url":"https://github.com/Whisky-App/Whisky","source_url":"https://github.com/Whisky-App/Whisky","source_evidence":"The project README describes Whisky as a Wine wrapper for Apple silicon Macs, names CrossOver 22.1.1 and Apple's Game Porting Toolkit as its base, and warns it is no longer actively maintained. GitHub marks the repository archived on 2025-05-11.","verified_at":"2026-10-15"},{"item_type":"Website","category":"Game mods and community tools","name":"GameBanana","description":"A cross-game community site for discovering and publishing mods, tools, and other game-specific submissions.","url":"https://gamebanana.com/","source_url":"https://gamebanana.com/wikis/2007","source_evidence":"GameBanana's community guide describes game-specific modding communities, submissions, and volunteer game managers; the live homepage showed active trending and recent community content.","verified_at":"2026-10-15"},{"item_type":"Website","category":"Game mods and community tools","name":"Modrinth","description":"A Minecraft content platform for discovering and sharing mods, resource packs, data packs, shaders, modpacks, plugins, and servers.","url":"https://modrinth.com/","source_url":"https://modrinth.com/","source_evidence":"The official homepage calls Modrinth an open-source community platform for Minecraft content and currently lists mods, resource packs, data packs, shaders, modpacks, plugins, and servers.","verified_at":"2026-10-16"},{"item_type":"Website","category":"Game mods and community tools","name":"Nexus Mods","description":"A multi-game site for discovering, publishing, and installing game modifications, with tools such as the Vortex mod manager and Collections.","url":"https://www.nexusmods.com/","source_url":"https://www.nexusmods.com/about","source_evidence":"The official about page describes Nexus Mods as a mod discovery and publishing platform across thousands of games and documents its Vortex manager, Collections, and creator/community features.","verified_at":"2026-10-15"},{"item_type":"Website","category":"Game mods and community tools","name":"OpenSmash","description":"Browser-based Super Smash Bros. 64 and Melee character-creation and custom-roster tool. It builds on the BattleShip decompilation-based PC port and Melee PC source port; the site reads the player’s own ROM or disc for game-derived data, and the repository says Nintendo assets are not shipped. Native desktop and experimental N64 ROM builds are also documented.","url":"https://smash.fun/","source_url":"https://github.com/turtlesoupy/opensmash","source_evidence":"The maintainer README identifies the live Smash 64 and Melee sites, custom-character pipeline, BattleShip/Melee PC engines, user-supplied ROM/disc requirement, absence of bundled Nintendo assets, and native/experimental N64 ROM build modes.","verified_at":"2026-10-16"},{"item_type":"Website","category":"Game mods and community tools","name":"Thunderstore","description":"A searchable mod distribution site organized around game communities, with a companion manager for installing, updating, and managing mods, plus package-format documentation and an API.","url":"https://thunderstore.io/","source_url":"https://thunderstore.io/","source_evidence":"The official homepage presented more than 110,000 mods across 300+ games when checked 2026-10-16 and links its game communities, Thunderstore Mod Manager, API documentation, package format documentation, and modding wiki. The count is a dated site snapshot.","verified_at":"2026-10-16"},{"item_type":"Website","category":"Historical project archive","name":"decomp.dev","description":"Historical matching-decompilation project pages and progress records remain available. The site has disabled its public index and new project submissions.","url":"https://decomp.dev/","source_url":"https://decomp.dev/","source_evidence":"The site's current notice says existing project pages and historical data remain available, while the main index and new project submissions are disabled. It also states that the site's code is not open source and may not be replicated; this entry only links to the archive and does not copy its data or code.","verified_at":"2026-10-16"},{"item_type":"Website","category":"Linux game compatibility reports","name":"ProtonDB","description":"Crowdsourced game-by-game reports and workarounds for running Steam titles through Proton on Linux and Steam Deck.","url":"https://www.protondb.com/","source_url":"https://www.protondb.com/","source_evidence":"The site's own overview explains its user-submitted Proton compatibility reports, aggregate ratings, and game-specific suggestions; recent game reports were visible.","verified_at":"2026-10-15"},{"item_type":"Website","category":"Project discovery","name":"recomp.fyi","description":"A community-maintained index of game decompilations, recompilations, and source ports, with project pages, repository activity, filters, and an Atom feed. Use it to discover leads, then verify methods, status, and platform support at each project's own source.","url":"https://recomp.fyi/","source_url":"https://recomp.fyi/","source_evidence":"The homepage describes its public project table, repository-based activity scan, per-game pages, filters, and Atom feed. It also warns that scripted metadata can be wrong and that owner-claimed details are the reliable source. This catalog records the site as a discovery pointer and does not reproduce its project table.","verified_at":"2026-10-16"},{"item_type":"Website","category":"Project discovery","name":"Recompendium","description":"A live, filterable, bilingual catalog of game static recompilations, decompilations, ports/remakes, and supporting tools. Its maintainers describe curated records verified against source repositories and daily GitHub API enrichment; use it to discover leads, then verify each project at its own source.","url":"https://nio03.github.io/unricopie/","source_url":"https://github.com/Nio03/unricopie#readme","source_evidence":"The official repository README identifies the published GitHub Pages site as Recompendium and describes its four curated sections (recomps, decomps, ports/remakes, tools), bilingual records, daily API enrichment, and source-repository verification. It explicitly says the bundled launcher scaffold is no longer under development and is not listed in the catalog; this entry covers the website only.","verified_at":"2026-10-16"},{"item_type":"Website","category":"Project discovery","name":"unbaked.games","description":"A searchable, cross-platform registry of decompiled, recompiled, reimplemented, disassembled and source-released games, with method/platform filters and a public JSON API. Its homepage currently reports 4,606 games and 9,027 projects (updated 2026-10-16). The maintainer documents GitHub existence/activity/license checks, duplicate/fork removal, and code-only links; use each original project repository as the authority and do not treat its index as copied catalog data.","url":"https://unbaked.games/","source_url":"https://unbaked.games/about/","source_evidence":"The site's About page defines the registry and methods; says it links source code/tools, not game files; excludes leaked-source projects and taken-down repositories; and documents a GitHub API review on 2026-10-15 for repository existence, stars, license and activity, including removal of dead repositories and duplicates/forks. It states project repositories remain authoritative and exposes a public JSON API. 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No tracker records were copied.","verified_at":"2026-10-16"},{"item_type":"Website","category":"ROM-hacking research","name":"Data Crystal","description":"A community-maintained reference for ROM-hacking knowledge, including game-specific ROM/RAM maps, notes, formats, and technical discoveries.","url":"https://datacrystal.tcrf.net/wiki/Data_Crystal","source_url":"https://datacrystal.tcrf.net/wiki/Data_Crystal","source_evidence":"The wiki describes itself as a cross-system repository of ROM-hacking knowledge and presents console- and game-specific reference pages.","verified_at":"2026-10-15"},{"item_type":"Website","category":"Unused content and development history","name":"The Cutting Room Floor","description":"A community wiki documenting cut, unused, debug, prototype, and regional-variation content that can inform preservation and mod research.","url":"https://tcrf.net/","source_url":"https://tcrf.net/Category:Game_data","source_evidence":"The site's own description identifies its 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2026-10-15.","evidence_url":"https://api.github.com/repos/HarbourMasters/Shipwright"},{"id":"dxvk-readme","position":5,"title":"DXVK","kind":"article","publisher_author":"doitsujin / DXVK project","topic_key":"api_translation","description":"The README describes DXVK as a Vulkan-based translation layer for Direct3D 8 through 11 on Linux with Wine and documents setup, shader behavior, and DXVK Native for ports.","url":"https://github.com/doitsujin/dxvk","source_url":"https://github.com/doitsujin/dxvk","source_evidence":"The README identifies DXVK as a Vulkan-based Direct3D 8/9/10/11 implementation for Linux and Wine, and explains DXVK Native's use in ports.","recommendation_rationale":"A primary technical source for the Direct3D-to-Vulkan layer used in Proton-style compatibility 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